The Apocalypse (Inactive)

Game Master Cr500cricket


51 to 100 of 111 << first < prev | 1 | 2 | 3 | next > last >>

okay, no worries.

The Exchange

GM Brains wrote:
Mostly plague zombies. But I will throw other undead at you, so be on your guard.

Like vampires and such, or are we talking possessing ghosts/magic jar shenanigans?

Silver Crusade

Wraiths.. all the wraiths; DIRE wraiths


Behold, my submission:

Dr. Dennis Young AKA the Transporter
Human Arcanist 2

Ability Scores:

Str
dex
con
int
wis
cha

Combat Info:

WP/Vigor
AC 11 t11 ff 10
bab 1
init 3
Fort +1
Ref +1
Will +2

Speed 30'

Touch Attack +1 to hit

Class Features:

Arcane Reservoir: Max 8; Starting 7
Arcane Exploits: Dimensional Slide, Force Strike
Consume Spells

Skills:

Appraise r2 +10
Craft (Pharmaceutical) r2 +10
Heal r2 +11
Knowledge (Life Sciences, Physical Sciences, Technology) r2 +10 Linguistics r2 +10
Perception r2 +4
[/spoilers]

[spoiler=Feats | Traits]
Extra Exploit, Extra Reservoir | Precise Treatment, Reactionary

Gear:

Clothes, Lab Coat, Club, 1000 gp in gems


And the backstory:

Backstory:

Coming from the technological world, Dr. Dennis Young discovered an aberrant gene during his genetics studies while working on his doctorate. He exploited this gene, which eventually was the cause of several hundred people to gain supernatural powers. Deciding to use his abilities for good, Dennis took to calling himself Transporter (in reference to his ability to teleport short distances). He took it on himself to use his abilities to stop people who had similar abilities from hurting or enslaving others. Then the worlds merged, and "magic" (he sees it as a previously unknown energy source) was discovered. During the outbreak of the zombie apocalypse, He spent time helping those he could with supplies, until he discovered that the enclave that he was helping to protect had been overrun. Now he just wanders around, looking for purpose while trying to survive.

While he is an arcanist, he adamantly believes that magic doesn't exist, so he has learned no spells. he uses his spell slots to power his arcane exploits. Thematically, he uses small objects like pebbles or coins when he uses his force strike exploit, because he doesn't know that he can activate his power without such trappings.

Silver Crusade

Oh when you meant Mundanely Crafted, did you mean we couldnt BUY guns or that we couldnt craft them?


You can't start with crafted Guns or Ammo to get them for a lower cost.

Dark Archive

so is that just no crafted guns, or no crafted anything? Like my bow.
needs gear but this is basic guy

Spoiler:

fet
Human ranger 2
N Medium humanoid (human)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
Defense 12, flat-footed 10. . (+2 Dex)
Armor DR: 0
Critical Defense: +2. . (+2 Dex)
Vig 22 (2d10) Wnd 28 (Threshold 14)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks combat style (archery), favored enemy (undead +2)
Ranger Spells Prepared (CL 2nd; concentration +3):
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Power Attack, Rapid Shot, Skill Focus (Perception)
Traits magical knack, reactionary
Skills Climb +7, Craft (bows) +4, Heal +6, Knowledge (nature) +5, Perception +9, Spellcraft +5, Stealth +7, Survival +7, Swim +7; Racial Modifiers +1 Survival
Languages Common, Goblin
SQ heart of the wilderness, track +1, wild empathy +1
Other Gear 1,000 gp
--------------------
Special Abilities
--------------------
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Heart of the Wilderness +1 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Dot for interest. I had a similar that described this world awhile back. I am VERY interested in joining. I need to think about what to play exactly.

I'm leaning toward a caster cleric. Perhaps with a Charisma bonus. :-)

The Exchange

@TCG - what domains would you favor?


D-Kal wrote:
@TCG - what domains would you favor?

It's been awhile since I've played an undead intensive game, so I'm not sure. I'd like to do something akin to a Radiant Servant of Pelor or something analogous.

Sun most likely and i'd have to think about the other.

Sczarni

I have to many ideas and cant narrow it down.
A biker
A blasty wizard
A Ranger
Eldrith Knight
Magus
Chemistry Teacher


FYI Here is the thread I started awhile back on this very subject. Feel free to use anything you like.

Zombieland Anyone?

The Exchange

Sun is so obvious, but I won't judge. There's a lot of obvious in this type of game.
While Repose may be the other obvious choice, you might consider the Seasons subdomain (Weather domain). It's a good survivalist choice, both for 1st-level power and replacement spell. Plus, the Weather domain 8th-level is nothing to shake a stick at.


D-Kal wrote:

Sun is so obvious, but I won't judge. There's a lot of obvious in this type of game.

While Repose may be the other obvious choice, you might consider the Seasons subdomain (Weather domain). It's a good survivalist choice, both for 1st-level power and replacement spell. Plus, the Weather domain 8th-level is nothing to shake a stick at.

I know Sun is a Cliche, though I did say "radiant servant of Pelor" ish.

Still. It makes sense that clerics with that domain would be able to survive longer than clerics without. They're flat-out better at killing undead.

I do love the weather domain's "trip everyone in a line" power.

The Exchange

It's great, to be sure, but that's also why we have automatic weapons and flamethrowers. The replacement Seasons power, effectively spammable endure elements, seems very handy for a dangerous world like this where shelter isn't always available. And the 1st-level spell, abstemiousness, makes food scarcity much less of an issue.

Silver Crusade

Yeah Survival is going to be a big part of this game.


I think you're putting too much emphasis on the Seasons power. It's nice, but not worth building an entire character around.

Consider the following even without seasons power:

Seasons is endure elements for 1hr/clr level X 3+ wis. At first level that's approximately 7 hours split up. At 3rd level it's approximately 21 hours. Etc.

Endure elements is 1st level and lasts for flat out 24 hours. I'll have several first level spell slots. Possibly at least one per party member. Assuming no Pearls of power are available and there are no other casters.

Communal Endure elements is a 2nd level spell which allows me to split up the 24 hour duration among as many people as I want. Assuming 4 party members that's 6 hours per party member with one casting. With the extend metamagic feat and a 3rd level spell slot that's 12 hours per party member with one casting.

All those options are far superior to the Seasons power.

Warm clothing is also nice, though Endure elements is obviously superior.

The Exchange

Taking a metamagic feat and using 1 of max 3 top-level spell slots at 5th level to get 48 total hours of Endure Elements vs a 1st-level power for 35 total hours? Yes, it's technically more powerful, much in the way Scorching Ray is more powerful than a sorcerer's elemental ray bloodline power. I'm not really arguing the opposite, nor am I suggesting you base an entire build around it. I simply mean as opposed to, say, tripping all the zombies in a line, you could flamethrower all the zombies in a line, plus keep your 3rd-level spell slot and save a feat. The flexibility of the Endure Elements domain power is nice (as often a snowstorm or a cross-desert trip don't last all day or night), abstemiousness is a good choice for the campaign, and the 8th-level Weather domain power is (in my opinion) good. If you somehow got the idea I thought the Seasons 1st-level domain power was game-breakingly overpowered and stronger than metamagic'd 2nd-level spells, I apologize for the miscommunication. I just felt it was a strong 2nd domain option. But Repose isn't bad either.


D-Kal wrote:
Taking a metamagic feat and using 1 of max 3 top-level spell slots at 5th level to get 48 total hours of Endure Elements vs a 1st-level power for 35 total hours? Yes, it's technically more powerful, much in the way Scorching Ray is more powerful than a sorcerer's elemental ray bloodline power. I'm not really arguing the opposite, nor am I suggesting you base an entire build around it. I simply mean as opposed to, say, tripping all the zombies in a line, you could flamethrower all the zombies in a line, plus keep your 3rd-level spell slot and save a feat. The flexibility of the Endure Elements domain power is nice (as often a snowstorm or a cross-desert trip don't last all day or night), abstemiousness is a good choice for the campaign, and the 8th-level Weather domain power is (in my opinion) good. If you somehow got the idea I thought the Seasons 1st-level domain power was game-breakingly overpowered and stronger than metamagic'd 2nd-level spells, I apologize for the miscommunication. I just felt it was a strong 2nd domain option. But Repose isn't bad either.

Alrighty. I think there may have been a miss-communication regarding intent. No worries though. I appreciate your input.

The Exchange

So I might do an Inquisitor with the Final Rest inquisition, though I'm also considering a Juju Oracle.


you probably don't wanna do anything that has power over the undead. might not end well...

Silver Crusade

Considering how he acted with Undead Lord Cleric, thats a good guess.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Is there a restriction on races?

Is Machinsmith a playable class?

Silver Crusade

Quote:


Core, APG, ARG(first 2 chapters), ACG, UC and UM are legitimate sources. Others by request

First page.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Whoops missed the ARG there, Thanks Endoralis~ :)

Machinesmith is a somewhat fitting class for this scenario. Thats why I ask~

Machinesmith link if needed~

The Exchange

Undead Lord actually has a pet zombie though. I could see where channeling negative energy, casting necromancy spells, and toting around a pet undead would all get you into some hot water. As a Juju oracle, I'd be focused more on reminder of death and path of the snake rather than actually creating zombies.
Still, I might do the inquis. Hmmm...

Sczarni

Alright folks, here is Charles Caigmore

He is a ranger/wizard who has only just started to learn magic and only knows about force effects. He use to be an Eagle Scout back before things got weird.

Profile and back story are in the profile.

Dark Archive

Jarred Henninger wrote:

so is that just no crafted guns, or no crafted anything? Like my bow.

needs gear but this is basic guy

** spoiler omitted **...

You can craft items. But you still pay full price for them.

Dark Archive

Corerue wrote:

Whoops missed the ARG there, Thanks Endoralis~ :)

Machinesmith is a somewhat fitting class for this scenario. Thats why I ask~

Machinesmith link if needed~

Sure what the heck.

Dark Archive

Wondering_Monster wrote:

I have to many ideas and cant narrow it down.

A biker
A blasty wizard
A Ranger
Eldrith Knight
Magus
Chemistry Teacher

You can do multiple submissions if you'd like


Funny thing, i applied for another survival game (too late sadly) and had it mixed up with this game, they are very similar :D
heres my post i sent to him, its equally valid here:

Me wrote:

Anyways, my submission!

I have a few ideas that i got to decide upon... (first two were mirrored almost exactly by WreakNball :( but he says hes dropping out, so i dont think im stepping on toes.)
#1: A goblin from Golarion. He is a Roof Runner Rogue:
Roll with it feat, bouncy trait, cave climber and tree runner racial traits.
The basic idea is that he is a very bouncy goblin. You hit him, he bounces! He falls, he bounces! Timmy stuck in the well? He bounces down to save him!
He also climbs really well. He is able to get up and over things, attach ropes, scout and sentry duty.
#2: a variant of #1, except human. He is a young, energetic teen. Always climbing, bounding, tresspassing and getting into all sorts of trouble.
Think of The Scout from Team Fortress XD
Build is very similar to above with the addition of the Racial Heritage: Goblin (stupid feat tax :(
#3: rebuilding Smaug, Prophet of the DRAGON! a modern day human who predicted the ruination of the world but believes it was caused by dragons. Before the world went to heck, he was just a crazy old coot, after the cataclysm he is a crazy old coot who thinks hes right... With one main difference. His nightmare dragon has creeped through the veil from Golarion, and it is growing...
Human Summoner (vanilla), has a high con score and the toughness feat, he is tough as old boots...
He will have a strong focus in deplomacy and intimidate as he tries to spread the word about how the apocolypse signals the coming of the dragons.

His Eidolon would only be out part of the time, but when he is out he will be a brooding red wyrmling (cant fly yet).
He will be built up to resemble a dragon as much as possible, fire resistance, scaly hide, skill focus: intimidation, ect.


Either that or that was originally meant for this campaign instead of the other...
Im confused DS


I am a TF2 fan if that influences your decision.

Conga maggots...

Dark Archive

Gobo Horde wrote:
Funny thing, i applied for another survival game (too late sadly) and had it mixed up with this game, they are very similar :D

Yes... I'd noticed.

Dark Archive

Bump


Any idea what the pace of the game would be?

I'm currently in quite a bit of campaigns right now, but they all move at varying paces. (Sometimes even going from standstill to full bore and back :)), so not certain if I wouldn't spread myself to thin.

I do have my Half-Orc Divine Hunter Paladin concept mostly finished (still need to do background and adding everything up to know his saves, ac, and other such details). Was mostly interested in the campaign due to its use of piecemeal armor & vigor (& zombie apocalypse of course :p)


I'd like to present Finneus Gormal, PhD for consideration.
Half-Orc Investigator (empiricist)
RP is kind of a mix of Beast from X-men and nerdy scientists.

backstory:

Dr. Gormal was a researcher before the outbreak. His expertise covered many areas, but he found himself drawn to anatomy and natural science. He had been working with a group of other researchers to make antivenom cheaper and more effective. After the plague broke out, however, he has been busy simply staying alive.
Don't let his title and clothing fool you. Dr. Gormal is not that kind of doctor. His skill in assisting natural healing are no better than that of a carpenter who has had to bandage himself up a few times. His true skill lies in alchemical and magical healing. More importantly, it is finding out how things work and finding solutions. There are few problems that Finneus can notthink he way out of. ...that was until bodies began coming back to life without direct magical assistance and attacking people.
For now, Dr. Gormal's research is focused on finding people to help him stay alive and finding a cure to this plage so he can go back to better things. He has no taste for battle, but is no pushover.
Since the outbreak he has come to hide a chain shirt under his doctor's garb, and carries a swordcane just in case. Additionally, he has found that a precisely timed smokestick or alchemical fire does just the trick to distract long enough to get away.

Google Doc Character Sheet
I will create a full alias if selected.


Huzzah! Another man of science!


So i have pretty much decided that my submission is going to be Buzzgob the EverAbove (Goblin Roof Runner Rogue). A very bouncy goblin from the old world, scavenging and sneaking among the ruins of a new age city. I just have a few things i need to work out first.
Goblins with Shotguns!: goblins wielding shotguns has long been a favorite of mine, but... Goblins are small and shotguns are mediun :( is there a way for me to have a small sized shotgun or wield a medium one with a penalty?
Trapping: another thing i envisioned him doing is sneaking around and covering his trail with traps and whatnot. I was wondering if i could take the Trap Training 3PP rogue talent.
Reasons to join: i am struggling to think of a plausable reason for why a goblin would be helping out a group of humans and why he would be adventuring with your group. Can you guys hepl me brainstorm some ideas here?


Had one more question :
The rules for Vigor points state First HD = max, after that rolling normally. I don't know how you rule this? Rolling here just in case it's necessary :
1d10 ⇒ 10

Here's my character concept :

Oravak:

Male Half-Orc
Paladin 2 (Divine Hunter archetype)
N Medium humanoid (Human, Orc)
Init +2; Senses Perception +5, darkvision
--------------------
Defense
--------------------
AC : 17 | T : 12 | F : 15 (+5 Armor +2 Dex)
Wound Points 26 Wound Treshhold 13
Vigor Points 20 (2d10)
Fort +9, Ref +7, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee Greataxe +4 (1d12+3 20/x3 | S)
. . Morningstar +4 (1d8+3 20/x2 | B and P)
Ranged Mosin-Nagant Rifle +4 (1d10 20/x4 | range 80 ft | misfire 1 |B and P)
--------------------
Statistics
--------------------
STR 14 DEX 14 CON 13 INT 12 WIS 10 CHA 16
BAB +2; CMB +4; CMD 16
Feats Die Hard, Precise Shot, Endurance
Traits Unblemished Barrel, Fate's Favored, Seeker
Drawback Overprotective
ACP -2
Skills
FCB = Skills
Class Skills:Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession(Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
Craft(Weapons) [1]+3+1+1=6
Craft(Alchemy) [1]+3+1+1=6
Diplomacy [1]+3+3=7
Heal [1]+3+0=4
Knowledge (religion) [1]+3+1=5
Sense Motive [1]+3+0=4
Perception [1]+3+0+1=5
Survival [1]+0+0=1

SQ
Class
Aura of Good (Ex)
Detect Evil (Sp)
Smite Evil (Su): 1/day
Divine Grace (Su)
Lay on Hands: 4/day 1d6 points of vigor or wounds. (swift action on self, otherwise standard)
Race
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Items
Gas Mask: Gas masks are rubberized-cloth masks fitted with thick glass eyepieces and a charcoal-dust filter in a rectangular canister that screws in near the mouthpiece. A gas mask is worn tightly around the head and face, allowing the user to breathe in hazardous environments. A gas mask grants immunity to inhaled poisons and other non-magical airborne attacks that require you to breathe them, and a +2 bonus on saving throws against magical cloud or magical gas attacks. Using a gas mask imposes a –2 penalty on hearing- and sight-based Perception checks. A gas mask's filter canister can be used for 8 hours before needing to be replaced.
Scope: Scopes are telescopic sights mounted on rifles to increase accuracy at range by magnifying the target. Scopes reduce the penalty for ranged attacks by 1 for each range increment.

Languages Common, Orc, Draconic

Combat Gear scavenged armor, morningstar, greataxe, Mosin-Nagant Rifle with scope; Other gear explorer's outfit, backpack, belt pouch, traveler's anytool, 2 bandoliers, canteen, small steel mirror, Iron holy Symbol with compartment, bedroll, blanket (winter), signal whistle, mess kit, Gear Maintenance kit, gas mask, sack x 4;

Background:

Oravak is the last of the Sunstrider clan. A small clan comprised of orcs and half-orcs that lived in the world of magic and revered the sun. Oravak had trained relentlessly under the guidance of the clan shamans and was marked with the ritual tattoos, making him one of their holy warriors.

When the worlds merged one year ago, the clan at first suffered some setbacks due to now having to deal with enemies who used powerful weapons that could decimate their ranks from a considerable distance. But after several raids, they too had access to these weapons and so the clan flourished once more.

When the undead attacked though, they were not prepared and many of Oravak's clan were killed in the initial wave. In the months after that their numbers dwindled through disease, lack of food and being killed by undead.
Oravak was the last surviving holy warrior and he tried fervently to protect those few left, growing ever more protective over them. But try as he may, he recently had to bury the last of his tribe. Now alone, he went out looking for other survivors in this cursed world.

Starting Equipment:

Explorer's Outfit - | -
backpack 2 gp | 2 lbs
belt pouch 1 GP | 0.5 lbs
bedroll 1 sp | 5 lbs
blanket (winter) 5 sp | 3 lbs
bandolier 5 sp | - (x2)
canteen 2 GP | 1 lb
trail-rations 5 sp | 1 lbs (x8)
signal whistle 8 sp | -
Iron Holy symbol with compartment 10 GP | 1 lb
Potion of CLW 50 GP | - (in holy symbol)
mess kit 2 SP | 1 lb
sack 1 SP | 1/2 lbs x 4
Greataxe 20 GP 1d12 20/x3 12 lbs S
morningstar 8 GP 1d8 20/x2 6 lbs B and P
Rifle, Mosin-Nagant M1891 500 gp 1d10 x4 80 ft. 1 5 9 lbs. B and P —
scope 25 GP | 1 lbs
Gas mask 25 GP | 1 lbs
Gas mask canister 5 GP | 1 lbs (x1)
brass cartridge 1 GP | 1 lb (x60) (in stripper clips of 5)
traveler's any-tool 250 gp | 2 lbs
Gear maintenance kit 5 GP | 2 lbs

Piecemeal armor :
type cost bonus max dex acp ASFC speed weight
my scavenged armor 30 gp +5 +3 –2 30% 30 ft. 20 ft. 16 lbs.
(Scale arm armor piece) 10 gp +1 +3 –2 25% 30 ft. 20 ft. 5 lbs.
(Studded Leather leg armor piece) 5 gp +1 +5 0 10% 30 ft. 20 ft. 3 lbs.
(Lamellar cuirass torso armor piece) 15 gp +2 +4 0 5% 30 ft. 20 ft. 8 lbs.
(suit) — +1 — — +5% — — —

Comments/Feedback are always welcome (especially on the background)

Dark Archive

Gobo Horde wrote:

So i have pretty much decided that my submission is going to be Buzzgob the EverAbove (Goblin Roof Runner Rogue). A very bouncy goblin from the old world, scavenging and sneaking among the ruins of a new age city. I just have a few things i need to work out first.

Goblins with Shotguns!: goblins wielding shotguns has long been a favorite of mine, but... Goblins are small and shotguns are mediun :( is there a way for me to have a small sized shotgun or wield a medium one with a penalty?
Trapping: another thing i envisioned him doing is sneaking around and covering his trail with traps and whatnot. I was wondering if i could take the Trap Training 3PP rogue talent.
Reasons to join: i am struggling to think of a plausable reason for why a goblin would be helping out a group of humans and why he would be adventuring with your group. Can you guys hepl me brainstorm some ideas here?

The Goblin Gunslinger feat in the ARG.


GM Brains: is there any ETA on when the party will be decided?


I'm going to close around October 17th.

Dark Archive

bump


If I don't get any more posts in 48hrs I'll just take the submissions as they stand and make the group.


I looked through the topic and I think this is the current list of completed submissions :

Annie Stokes Human Ranger 2
Charles Caigmore Human Ranger (Trapper Archetype) 1 / Wizard (Evocation School Shadowcaster Archetype) 1
Finneus Gormal, PhD Half-Orc Investigator (Empiricist Archetype) 2
Dr. Dennis Young AKA the Transporter Human Arcanist 2
Oravak Half-Orc Paladin (Divine Hunter Archetype) 2

I know there were others who showed interest, but couldn't find a completed character from them. If I did miss someone, just add to the list :)

Dark Archive

I should make a freakin alias, shouldn't i. Been watching this thread and completely forgot about that part.


Alias isn't that necessary at the moment, just a post with your character info will do. (I think)

I mostly refrain from making character aliases unless I'm 100% certain I'm in the game. Some of the links I posted was purely to the post with the character info in it, not to a profile :)

Dark Archive

Oh, I just saw links and assumed, will have a post with my person.

Edit

Fet:

Fet
Human ranger 2
N Medium humanoid (human)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
Defense 12, flat-footed 10. . (+2 Dex)
Armor DR: 4/magic or Large. . (+4 armor)
Critical Defense: +6. . (+4 DR, +2 Dex)
Vig 22 (2d10) Wnd 28 (Threshold 14)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk scimitar +6 (1d6+4/18-20)
Ranged javelin +4 (1d6+3)
Special Attacks combat style (archery), favored enemy (undead +2)
Ranger Spells Prepared (CL 2nd; concentration +3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Power Attack, Rapid Shot, Skill Focus (Perception)
Traits magical knack, reactionary
Skills Climb +4, Craft (bows) +8, Heal +6, Knowledge (nature) +5, Perception +9, Spellcraft +5, Stealth +4, Survival +7, Swim +4; Racial Modifiers +1 Survival
Languages Common, Goblin
SQ heart of the wilderness, track +1, wild empathy +1
Combat Gear heatstone, smelling salts, water purification sponge (4); Other Gear lamellar cuirass, torso piece, leather, arm piece, wooden, leg piece, javelin (5), mwk scimitar, masterwork artisan's tools, backpack, masterwork, belt pouch, belt pouch, belt pouch, grappling hook (2), oldlaw whiskey (per bottle), reinforced scarf, silk rope (50 ft.), skeleton key (2), snowshoes, spear-thrower, sunrod (4), tent, hanging, wandermeal (8), whetstone, wrist sheath, spring loaded (2), 148 gp, 9 sp
--------------------
Special Abilities
--------------------
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Heart of the Wilderness +1 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Skeleton key Use a +10 Disable Device for one try to open a lock.
Snowshoes -50% walking penalty for heavy snow.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

51 to 100 of 111 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / A Freaking Zombie Apocalypse All Messageboards

Want to post a reply? Sign in.