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| DM Jelani |
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5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice |
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Yay! Thanks for picking me. This is attempt number 2 at a Kingmaker PBP, hopefully we make it past the first encounter this time. I'll probably get my crunch finished tonight, or at least get a good start on it.
| Roga Beastfriend |
| Human Cavalier (Gendarme, Beast Rider) 2, HP 12 | AC 19 | T 13 | FF 16 | CMD 17 | F +3 | R +3 | W +0 | Init +5 | Per +0 |
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What were your houserules on mounts again?
Also in the player's guide for kingmaker under the druid part it says that Elk/Megaloceros Companions/Mounts have the following stats:
Starting Statistics: Size Medium; Speed 50 ft.; AC +1 natural armor; Attack gore (1d6); Ability Scores Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5; Special Qualities lowlight vision.
7th-Level Advancement: Size Large; AC +2 natural armor; Attack gore (1d8) or 2 hooves (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities powerful charge.
In the Beast Rider archetype, under the Exotic Mount (Ex) it says that:
Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, giant snapping turtle, tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.
In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear).....
These seem to conflict with each other.
Are the player's guide stats right, or the ability? Or can we take Elk companions at 4th level and just apply the Large size modifiers (Ability Scores Str +2, Dex –2, Con +2; Increase the damage of each of the mount’s natural attacks by one die size) to the level 1 verison?
It would look like:
Size Large; Speed 50 ft.; AC +1 natural armor; Attack gore (1d8); Ability Scores Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 5; Special Qualities lowlight vision.
Or you could be really awesome and let us take them from level 1. They're not that much different from the horse:
Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
In fact, it could be argued that the horse has better stats. 3 attacks vs 1. Higher Str. More NA. Scent.
So what say you? Dire Elk at level one :)?
| Inuki Talespinner |
| Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2, |
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Bard checking in, hoping to immortalize our deeds in song and story! Crunch is pretty much done but open to suggestions (particularly spell selection) if I am missing something useful or cool. Excited to be in my first AP. (Thanks, GM.)
Dire Elk rider sounds cool!
Nareth
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| Male Human Cleric 2 Init +0 Perc +3 AC 16/10/16 HP 10/10 Saves 4/0/5 CMD +12 |
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Well if you want my opinion on bard spells, here it is.
0th level: Detect magic is a must, lullaby is pretty good if you have sleep prepared (funny cantrip for bards), I already have light prepared so dont worry about that, ghost sound can be useful, message is good for scouting and communication, mage hand has all sorts of usefulness. meh cantrips are pretty useful, lots of em are good.
1st level: SLEEP SO OP AT LV 1, silent image INCREDIBLY good if you know how to use it, disguise self for subterfuge, grease is always useful, and feather fall is a life saver. Still other options, but those are some of my personal favorites. Also I noticed you took cure light wounds, I have the ability to heal people with negative energy so I have healing covered.
Just suggestions, up to you :)
| Roga Beastfriend |
| Human Cavalier (Gendarme, Beast Rider) 2, HP 12 | AC 19 | T 13 | FF 16 | CMD 17 | F +3 | R +3 | W +0 | Init +5 | Per +0 |
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Crunch basically done, just waiting on the mount question.
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Nareth - You can only heal undead or harm living creatures with your channels. So you don't have healing covered there, only with memorized spells since you also spontaneously cast inflicts.
Citing the Cleric section:
"An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures."
"An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name)."
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Bosch - I'm a Gendarme, I don't get tactician feats. Take whatever you like.
| Bosch Glasthane |
| Male Human Cavalier 3 Huntmaster [ HP: 30/30 | AC: 18 T: 12 FF: 16 CMD: 19 | F: +4 R: +3 W: +2 | Init: +2 Perc: +6 | Challenge: 1/1 | Tactician: 1/1 (4 rds) | Effects: ] |
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Went with Escape Route for my first tactician feat. It should give us some better battlefield flexibility.
If anyone has any other suggestions that would work well with their builds, let me know.
Edit: Yeah, I caught that already
Akinra
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House rule on mounts:
So, if you take this option, your horse would be green broke at this point (beginning to accept saddle, bridle, and rider; early phases of being broke, but is not ready to ride, pull, etc. and still needs significant training.) All items on the DC is the value on the Ride table increased by 5, for riding a green mount. Failure by 5 or more means they tried to buck you off. Ride check DC 15 (as per Leap under Ride) to stay in the saddle. The DC increases by 5, to a maximum of 30. A Push can calm the animal (Handle Animal link above)
| Roga Beastfriend |
| Human Cavalier (Gendarme, Beast Rider) 2, HP 12 | AC 19 | T 13 | FF 16 | CMD 17 | F +3 | R +3 | W +0 | Init +5 | Per +0 |
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I'm probably misunderstanding you but normally a cavalier would get
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability....
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The animal companion horse isn't specified as being heavy or light. In fact it has lower ability scores than a light horse to begin with. What does paying the 90 GP get us? Just the base ability scores of the Heavy Horse, but we have to train it ourselves as you described?You also completely ignored my questions about the Elk :(
Can I start with an Elk using these stats? (bolded where better than horse):
Size Large; Speed 50 ft.; AC +1 natural armor; Attack gore (1d8); Ability Scores Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 5; Special Qualities lowlight vision.
Horse stats for comparison (bolded are better than elk):
Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
Akinra
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[Edited for Clarity]
No, you get a free mount, unfortunately it is the sub-standard cavalier horse/camel.
You can upgrade to heavy horse for 90 gp, but you will have to put in time to train up the mount.
You can still opt to start out with the combat trained cavalier horse if you like.
You can take the large advancement for the Elk at level 4 (megaloceros).
If you would like to start with the Medium Elk, and forsake the ability to ride until 4th level, I have no problem with that. Roughly equivalent to starting with a yearling horse you plan to ride instead of starting with a full grown horse you can ride.
Akinra
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Death’s Kiss: You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Akinra
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When computing gold, don't forget:
Craft(Alchemy) 1 Rank + Gunsmithing =
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price.
If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
You can assume you have crafted all the ammunition you begin with.
Akinra
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This is how I have you input,
Bosch Glasthane
Half-Elf Cavalier (Beast Rider) 1
CG Medium Humanoid (elf, human)
Hero Points 1
Init +2; Senses Low-Light Vision; Perception +6
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Defense
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 12 (1d10+1)
Fort +3, Ref +2, Will +1; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
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Offense
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Speed 20 ft. (-10 ft. due to Armor)
Melee Heavy Shield Bash +5 (1d4+4/x2) and
. . Longsword +5 (1d8+4/19-20/x2)
Special Attacks Dragon's Challenge +1 (1/day)
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Statistics
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Str 18, Dex 14, Con 12, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +5; CMD 17
Feats Escape Route, Mounted Combat
Traits Adopted, Armor Expert, Bastard
Skills Acrobatics -3 (-7 jump), Climb -1, Diplomacy +5, Escape Artist -3, Fly -3, Handle Animal +5, Perception +6, Ride +1, Stealth -3, Swim -1 Modifiers +5 Ride while riding your bonded mount., Bastard, Dragon's Skills
Languages Common, Elven
SQ Animal Companion Link, Elf Blood, Hero Points (1), Tactician (Escape Route) 3 rds (1/day)
Combat Gear Heavy wooden shield, Longsword, Scale mail;
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TRACKED RESOURCES
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Dragon's Challenge +1 (1/day) (Ex) - 0/1
Tactician (Escape Route) 3 rds (1/day) (Ex) - 0/1
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Special Abilities
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+5 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -5 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Bastard -1 CHA skills vs. Brevic Nobility, +1 Will save.
Dragon's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Tactician (Escape Route) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
This is how I have you input. Please note:
Nareth
Human Cleric 1
LN Medium Humanoid (human)
Hero Points 1
Init +0; Senses Perception +3
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Defense
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5
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Offense
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Speed 20 ft.
Melee Greatsword -2 (2d6+3/19-20/x2) and
. . Spiked chain +2 (2d4+3/x2)
Special Attacks Bleeding Touch 1 rounds (6/day), Touch of Darkness 1 rounds (6/day)
Spell-Like Abilities Bleeding Touch 1 rounds (6/day), Touch of Darkness 1 rounds (6/day)
Cleric Spells Prepared (CL 1, 2 melee touch, 0 ranged touch):
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Statistics
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Str 14, Dex 10, Con 14, Int 10, Wis 17, Cha 13
Base Atk +0; CMB +2; CMD 12
Feats Blind-Fight, Selective Channeling
Traits Exalted of the Society, Focused Mind
Skills Acrobatics -4 (-8 jump), Climb -2, Escape Artist -4, Fly -4, Heal +7, Knowledge (religion) +4, Ride -4, Sense Motive +7, Spellcraft +4, Stealth -4, Swim -2
Languages Common
SQ Aura, Cleric Channel Negative Energy 1d6 (5/day) (DC 11), Cleric Domain: Darkness, Cleric Domain: Death, Hero Points (1), Spontaneous Casting
Combat Gear Greatsword, Scale mail, Spiked chain; Other Gear Mirror, Tent, small
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TRACKED RESOURCES
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Bleeding Touch 1 rounds (6/day) (Sp) - 0/6
Cleric Channel Negative Energy 1d6 (5/day) (DC 11) (Su) - 0/5
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleric Channel Negative Energy 1d6 (5/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Darkness Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Cleric Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Exalted of the Society You may channel energy 1 additional time per day.
Focused Mind +2 to Concentration checks
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Darkness 1 rounds (6/day) (Sp) With a melee touch attack, target suffers 20% miss chance
You have 3 gp, 7 sp, 5 cp remaining
Roga Beastfriend
Human Cavalier (Gendarme, Beast Rider) 1
NG Medium Humanoid (human)
Hero Points 1
Init +5; Senses Perception -1
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 12 (1d10+1)
Fort +3, Ref +3, Will -1; +1 trait bonus vs. arcane spells
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Offense
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Speed 20 ft.
Melee Javelin +0 (1d6+3/x2) and
. . Lance +4 (1d8+4/x3)
Special Attacks Challenge +1 (1/day)
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Statistics
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Str 16, Dex 16, Con 12, Int 10, Wis 8, Cha 12
Base Atk +1; CMB +4; CMD 17
Feats Mounted Combat, Power Attack -1/+2, Ride-by Attack
Traits Reactionary, Superstitious (Kellid)
Skills Acrobatics +0 (-4 jump), Climb +0, Diplomacy +5, Escape Artist +0, Fly +0, Handle Animal +5, Knowledge (local) +1, Ride +4, Stealth +0, Survival +0, Swim +0 Modifiers +3 Ride while riding your bonded mount.
Languages Common
SQ Animal Companion Link, Hero Points (1)
Combat Gear Chain Shirt with Armored Kilt, Javelin (3), Lance; Other Gear Acid, Bedroll, Hammer, Iron spike (3), Rope, Waterproof bag (empty), Waterskin
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TRACKED RESOURCES
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Acid - 0/1
Challenge +1 (1/day) (Ex) - 0/1
Javelin - 0/3
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Special Abilities
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+3 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -3 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ride-by Attack You can move - attack - move when charging mounted.
Superstitious (Kellid) +1 on saving throws against arcane spells
Sergei, Inuki Tailspinner, and Jutmon Symber will be input as they arrive.
| Bosch Glasthane |
| Male Human Cavalier 3 Huntmaster [ HP: 30/30 | AC: 18 T: 12 FF: 16 CMD: 19 | F: +4 R: +3 W: +2 | Init: +2 Perc: +6 | Challenge: 1/1 | Tactician: 1/1 (4 rds) | Effects: ] |
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(The animal feed and Pathfinder's Kit will be bought in game for the sake of narrative)
Akinra
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Inuki Talespinner
Male Kitsune Bard 1
CG Medium Humanoid
Init +3; Senses Low-Light Vision; Perception +4
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2
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Offense
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Speed 20 ft.
Melee Light Shield Bash -2 (1d3/x2) and
. . Bite (Kitsune) +2 (1d4/x2) and
. . Dagger +2 (1d4/19-20/x2) and
. . Rapier +2 (1d6/18-20/x2) and
. . Whip +2 (1d3/x2)
Special Attacks Bardic Performance (standard action) (7 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (1 targets) (DC 13), Bardic Performance: Inspire Courage +1
Spell-Like Abilities Dancing Lights (3/day)
Bard Spells Known (CL 1, +2 melee touch, +3 ranged touch):
1 (2/day) Sleep (DC 15), Animate Rope
0 (at will) Lullaby (DC 14), Detect Magic, Prestidigitation (DC 13), Message
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Statistics
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Str 10, Dex 17, Con 12, Int 12, Wis 10, Cha 17
Base Atk +0; CMB +0; CMD 13
Feats Bard Weapon Proficiencies, Weapon Finesse
Traits Armor Expert, Savant (Perform [oratory])
Skills Acrobatics +6 (+2 jump), Bluff +7, Climb -3, Disguise +7, Escape Artist +0, Fly +0, Knowledge (history) +6, Perception +4, Perform (oratory) +9, Perform (sing) +7, Ride +0, Stealth +4, Swim -3
Languages Senzar, Sylvan, Tien
SQ Bardic Knowledge +1, Change Shape, Kitsune Magic
Combat Gear Dagger, Light wooden shield, Rapier, Studded leather armor, Whip; Other Gear Musical instrument: Bodhran (Drum), Musical instrument: Lyre
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TRACKED RESOURCES
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Bardic Performance (standard action) (7 rounds/day) - 0/7
Dagger - 0/1
Dancing Lights (3/day) (Sp) - 0/3
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Special Abilities
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Armor Expert -1 Armor check penalty.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Change Shape (Su) Assume a single human form.
Dancing Lights (3/day) (Sp) With Charisma 11+, cast Dancing Lights 3/day.
Kitsune Magic Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Savant (Perform [oratory]) You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Akinra
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Please read this over, and make sure I have it correctly input.
Sergei Surtova
Human Gunslinger (Pistolero) 1
LN Medium Humanoid (human)
Init +5; Senses Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee Throwing axe +2 (1d6+1/x2)
Ranged Pistol +5 (1d8/x4)
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Statistics
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Str 12, Dex 16, Con 14, Int 10, Wis 15, Cha 11
Base Atk +1; CMB +2; CMD 15
Feats Gunsmithing, Point Blank Shot, Weapon Focus (Pistol)
Traits Noble Born - Surtova, Reactionary
Skills Acrobatics +2, Climb +0, Craft (alchemy) +4, Escape Artist +2, Fly +2, Intimidate +4, Knowledge (local) +4, Perception +6, Profession (gambler) +6, Ride +2, Sleight of Hand +6, Stealth +2, Swim +0
Languages Common
SQ Deed: Gunslinger's Dodge (+2 AC), Deed: Quick Clear, Grit, Up Close and Deadly +1d6
Combat Gear Alchemical cartridge (paper) (5), Black powder (10), Firearm bullet (30), Pistol, Studded leather armor, Throwing axe (2); Other Gear Alchemist's fire, Backpack (empty), Gunsmith's kit, Manacles, Powder horn (empty), Sunrod (2), Waterskin
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TRACKED RESOURCES
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Alchemical cartridge (paper) - 0/5
Alchemist's fire - 0/1
Black powder - 0/10
Firearm bullet - 0/30
Grit (2/day) - 0/2
Sunrod - 0/2
Throwing axe - 0/2
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Special Abilities
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Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Noble Born - Surtova +2 damage with light or one-handed weapons vs. flat-footed opponents
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the precision damage.
| Roga Beastfriend |
| Human Cavalier (Gendarme, Beast Rider) 2, HP 12 | AC 19 | T 13 | FF 16 | CMD 17 | F +3 | R +3 | W +0 | Init +5 | Per +0 |
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I'll go for the standard Cavalier's horse then. Where is the -3 ACP coming from? Shouldn't it be -2? What about a weight breakdown? (I want to know what I missed).
I have a busy day today, so no time to do a good gameplay post until much later tonight.
Edit:Also, I'll shift the racial bonus to Str, then up my wis to 10 and Cha to 13.
Nareth
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| Male Human Cleric 2 Init +0 Perc +3 AC 16/10/16 HP 10/10 Saves 4/0/5 CMD +12 |
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Ah I thought I had greatsword proficiency, I'll pick another 2h weapon. As for the bonus language, it was more for flavor than anything. It's actually the language of my god, so I figured it really wouldn't be usefull, but I'll remove it.
edit: I'm going to take a morningstar and weild it with two hands, it'll still give me 1+1/2 str damage on it. As for ethnicity...im not sure if pathfinder is different, but Nareth is caucasion
Akinra
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Roga Beastfriend:
Akinra
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I didn't have the license yet for Knights of Golarion, got it now. All is well with Order of the Land.
Cavaliers, please let me know the skills your mount will possess, you have 2 ranks to spend.
You also have 1 trick to select for your mount (A full list of tricks can be found here:
Akinra
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Please read this over, and make sure it is correct, it is how I have you input.
Jutmon Symber
Human Wizard 1
NG Medium Humanoid (human)
Init +2; Senses Perception +2
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Defense
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AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +3
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Offense
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Speed 30 ft.
Wizard Spells Prepared (CL 1, 1 melee touch, 2 ranged touch):
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Statistics
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Str 12, Dex 15, Con 12, Int 17, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Dodge, Point Blank Shot, Scribe Scroll, Wizard Weapon Proficiencies
Traits Deft Dodger, Fast-Talker
Skills Appraise +7, Bluff +1, Climb +2, Knowledge (geography) +7, Perception +2, Spellcraft +7, Stealth +3, Swim +2
Languages Common, Draconic, Goblin, Orc
Other Gear Alchemist's fire (2), Backpack (empty), Bedroll, Belt pouch (empty), Flint and steel, Ink, black, Inkpen, Parchment (3), Scroll case (empty), Signal whistle, Silk rope, Smokestick, Spell component pouch, Spellbook, Tindertwig (3), Torch (3), Waterskin
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TRACKED RESOURCES
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Alchemist's fire - 0/2
Smokestick - 0/1
Torch - 0/3
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Special Abilities
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Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
| Jutmon Symber |
| Male Human Wizard 2 | HP 12/12 | AC 13 | T 13 | FF 10 | CMD 15 | F +1 | R +3 | W +4 | Init +2 | Per +3 |
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Hi, Akinra. Thanks for letting me into your game.
Hello, other players as well. I'm pretty excited about this.
As you run my char through hero lab, Akinra, you may notice the wealth is a little off. This is because the character originally started out as a Ranger. I had quiver full of arrows that I just deleted.
Of course, Hero-Lab is not perfect and neither am I, so if you find any other mistakes let me know. I'll straighten them out.
| Inuki Talespinner |
| Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2, |
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Akinra, that looks mostly right, but I would like the Gregarious alternate racial trait instead of Agile. Not sure why you have +2 for jump. Chaotic Good seems reasonable. A kitsune should be a bit of a trickster, I think.
Movement should be 30' in light armor, right? Or am I too encumbered already?
I will try to finish up my gear some time this weekend. I am also thinking of moving a couple of skill points and spell selections around. Got to go put the kids in bed right now.
| Jutmon Symber |
| Male Human Wizard 2 | HP 12/12 | AC 13 | T 13 | FF 10 | CMD 15 | F +1 | R +3 | W +4 | Init +2 | Per +3 |
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Okay, Familiar is added. Also included spell component pouch. Spent the extra gold on two more smokesticks. (if Jutmon had that much extra gold he probably would invest in better clothes, and a proper haircut.) :D
Akinra
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Akinra, that looks mostly right, but I would like the Gregarious alternate racial trait instead of Agile. Not sure why you have +2 for jump. Chaotic Good seems reasonable. A kitsune should be a bit of a trickster, I think.
Movement should be 30' in light armor, right? Or am I too encumbered already?
I will try to finish up my gear some time this weekend. I am also thinking of moving a couple of skill points and spell selections around. Got to go put the kids in bed right now.
You are at Medium Encumbrance, yes. Gregarious over agile, check.
| Inuki Talespinner |
| Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2, |
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Never mind about the movement, not sure why I thought light armor was full movement.
Would like to change stats to:
STR 12 (5 pts, -2 race)
DEX 16 (5 pts, +2 race)
CON 10
INT 12 (2 pts)
WIS 8 (-2 pts)
CHA 18 (10 pts, +2 race)
mainly so I can carry a bit more. Will update sheet after I get the go-ahead.
Akinra
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Never mind about the movement, not sure why I thought light armor was full movement.
Would like to change stats to:
STR 12 (5 pts, -2 race)
DEX 16 (5 pts, +2 race)
CON 10
INT 12 (2 pts)
WIS 8 (-2 pts)
CHA 18 (10 pts, +2 race)mainly so I can carry a bit more. Will update sheet after I get the go-ahead.
Done.
Let me know if it is correct, and we can call you done.
Akinra
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So you don't have to go hunting for the posts:
These are your characters, as I have input them. There is a lot of information, so it is quite possible I made an error. Please look over yourself. If you are missing gear, you will be able to buy it in town. If there are errors in statistics, inventory, weapons, etc. please let me know.
If your speed is 20, and you think it should be 30, it is likely do to Encumbrance. That becomes rapidly a non issue in this campaign (most of the time) but I do like to keep an eye on it.
Animal Companion
Horse
NN Large Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
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Defense
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AC 14, touch 10, flat-footed 13 (+1 Dex, -1 size, +4 natural)
hp 12 (+4)
Fort +5 (+4 vs. suffocation or hot or cold environments), Ref +4, Will +1
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Offense
--------------------
Speed 50 ft.
Melee Bite (Horse) +3 (1d4+3/x2) and
. . Hooves x2 (Horse) +3 x2 (1d6+3/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. Trip)
Feats Armor Proficiency (Medium), Endurance
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Acrobatics +1 (+9 jump), Fly -1, Perception +5, Stealth -3, Survival +2, Swim +3 (+7 vs. exhaustion)
Languages
SQ Combat Riding [Trick], Stay [Trick]
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Inuki Talespinner
Male Kitsune Bard 1
CG Medium Humanoid
Init +3; Senses Low-Light Vision; Perception +3
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +1
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Offense
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Speed 30 ft.
Melee Light Shield Bash -2 (1d3+1/x2) and
. . Bite (Kitsune) +2 (1d4+1/x2) and
. . Dagger +2 (1d4+1/19-20/x2) and
. . Rapier +2 (1d6+1/18-20/x2) and
. . Whip +2 (1d3+1/x2)
Special Attacks Bardic Performance (standard action) (8 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (1 targets) (DC 14), Bardic Performance: Inspire Courage +1
Spell-Like Abilities Dancing Lights (3/day)
Bard Spells Known (CL 1, +2 melee touch, +3 ranged touch):
1 (2/day) Sleep (DC 16), Animate Rope
0 (at will) Lullaby (DC 15), Detect Magic, Prestidigitation (DC 14), Message
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Statistics
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Str 12, Dex 16, Con 10, Int 12, Wis 8, Cha 18
Base Atk +0; CMB +1; CMD 14
Feats Bard Weapon Proficiencies, Weapon Finesse
Traits Armor Expert, Savant (Perform [oratory])
Skills Acrobatics +6, Bluff +8, Climb +0, Disguise +8, Escape Artist +2, Fly +2, Knowledge (history) +6, Perception +3, Perform (oratory) +10, Perform (sing) +8, Ride +2, Stealth +6, Swim +0
Languages Senzar, Sylvan, Tien
SQ Bardic Knowledge +1, Change Shape, Gregarious, Kitsune Magic
Combat Gear Dagger, Light wooden shield, Rapier, Studded leather armor, Whip; Other Gear Musical instrument: Bodhran (Drum), Musical instrument: Lyre
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TRACKED RESOURCES
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Bardic Performance (standard action) (8 rounds/day) - 0/8
Dagger - 0/1
Dancing Lights (3/day) (Sp) - 0/3
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Special Abilities
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Armor Expert -1 Armor check penalty.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Change Shape (Su) Assume a single human form.
Dancing Lights (3/day) (Sp) With Charisma 11+, cast Dancing Lights 3/day.
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs further CHA skills for 24 hr.
Kitsune Magic Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Savant (Perform [oratory]) You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Jutmon Symber
Human Wizard 1
NG Medium Humanoid (human)
Init +2; Senses Perception +2
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Defense
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AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +3
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Offense
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Speed 30 ft.
Wizard Spells Prepared (CL 1, 1 melee touch, 2 ranged touch):
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Statistics
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Str 12, Dex 15, Con 12, Int 17, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Dodge, Point Blank Shot, Scribe Scroll, Wizard Weapon Proficiencies
Traits Deft Dodger, Fast-Talker
Skills Appraise +7, Bluff +1, Climb +2, Knowledge (geography) +7, Perception +2, Spellcraft +7, Stealth +3, Swim +2
Languages Common, Draconic, Goblin, Orc
SQ +3 to sight-based Perception checks in bright light, Empathic Link with Familiar, Share Spells with Familiar
Other Gear Alchemist's fire (2), Backpack (empty), Bedroll, Belt pouch (empty), Flint and steel, Ink, black, Inkpen, Parchment (3), Scroll case (empty), Signal whistle, Silk rope, Smokestick, Spell component pouch, Spellbook, Tindertwig (3), Torch (3), Waterskin
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TRACKED RESOURCES
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Alchemist's fire - 0/2
Smokestick - 0/1
Torch - 0/3
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Special Abilities
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+3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Arcane Familiar
Hawk
NN Tiny Magical Beast ((animal))
Init +3; Senses Low-Light Vision; Perception +14
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Defense
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AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 3 (1d8)
Fort +2, Ref +5, Will +4
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Offense
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Speed 10 ft., Flight (60 feet, Average)
Melee Talon x2 (Hawk) +5 x2 (1d4-2/x2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Acrobatics +3 (-5 jump), Appraise -1, Climb +7, Fly +7, Perception +14, Spellcraft -1, Stealth +15, Swim +7
Languages
SQ Improved Evasion
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Flight (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nareth
Human Cleric 1
LN Medium Humanoid (human)
Init +0; Senses Perception +3
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Defense
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5
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Offense
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Speed 20 ft.
Melee Morningstar +2 (1d8+2/x2) and
. . Spiked chain +2 (2d4+3/x2)
Special Attacks Bleeding Touch 1 rounds (6/day), Touch of Darkness 1 rounds (6/day)
Spell-Like Abilities Bleeding Touch 1 rounds (6/day), Touch of Darkness 1 rounds (6/day)
Cleric Spells Prepared (CL 1, 2 melee touch, 0 ranged touch):
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Statistics
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Str 14, Dex 10, Con 14, Int 10, Wis 17, Cha 13
Base Atk +0; CMB +2; CMD 12
Feats Blind-Fight, Selective Channeling
Traits Exalted of the Society, Focused Mind
Skills Acrobatics -4 (-8 jump), Climb -2, Escape Artist -4, Fly -4, Heal +7, Knowledge (religion) +4, Ride -4, Sense Motive +7, Spellcraft +4, Stealth -4, Swim -2
Languages Common
SQ Aura, Cleric Channel Negative Energy 1d6 (5/day) (DC 11), Cleric Domain: Darkness, Cleric Domain: Death, Spontaneous Casting
Combat Gear Morningstar, Scale mail, Spiked chain; Other Gear Mirror, Tent, small
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TRACKED RESOURCES
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Bleeding Touch 1 rounds (6/day) (Sp) - 0/6
Cleric Channel Negative Energy 1d6 (5/day) (DC 11) (Su) - 0/5
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleric Channel Negative Energy 1d6 (5/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Darkness Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Cleric Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Exalted of the Society You may channel energy 1 additional time per day.
Focused Mind +2 to Concentration checks
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Darkness 1 rounds (6/day) (Sp) With a melee touch attack, target suffers 20% miss chance
Roga Beastfriend
Human Cavalier (Gendarme, Beast Rider) 1
NG Medium Humanoid (human)
Init +5; Senses Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 12 (1d10+1)
Fort +3, Ref +3, Will +0; +1 trait bonus vs. arcane spells
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Offense
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Speed 20 ft.
Melee Javelin +0 (1d6+3/x2) and
. . Lance +4 (1d8+4/x3)
Special Attacks Land's Challenge +1 (1/day)
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Statistics
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Str 16, Dex 16, Con 12, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +4; CMD 17
Feats Mounted Combat, Power Attack -1/+2, Ride-by Attack
Traits Reactionary, Superstitious (Kellid)
Skills Acrobatics +0 (-4 jump), Climb +0, Diplomacy +5, Escape Artist +0, Fly +0, Handle Animal +5, Knowledge (local) +4, Ride +4, Stealth +0, Survival +4 (+5 to Survival vs. getting lost), Swim +0 Modifiers +3 Ride while riding your bonded mount.
Languages Common
SQ Animal Companion Link, Land's Skills +1
Combat Gear Chain Shirt with Armored Kilt, Javelin (3), Lance; Other Gear Acid, Bedroll, Hammer, Iron spike (3), Rope, Waterproof bag (empty), Waterskin
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TRACKED RESOURCES
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Acid - 0/1
Javelin - 0/3
Land's Challenge +1 (1/day) (Ex) - 0/1
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Special Abilities
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+3 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -3 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Land's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used. +1 to ranged attack rolls.
Land's Skills +1 +1 to Survival vs. getting lost.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ride-by Attack You can move - attack - move when charging mounted.
Superstitious (Kellid) +1 on saving throws against arcane spells
Animal Companion
Horse
NN Large Animal
Init +1; Senses Low-Light Vision, Scent; Perception +1
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Defense
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AC 14, touch 10, flat-footed 13 (+1 Dex, -1 size, +4 natural)
hp 12 (+4)
Fort +5 (+4 vs. suffocation or hot or cold environments), Ref +4, Will +1
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Offense
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Speed 50 ft.
Melee Bite (Horse) +3 (1d4+3/x2) and
. . Hooves x2 (Horse) +3 x2 (1d6+3/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. Trip)
Feats Endurance
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +1 (+9 jump), Fly -1, Stealth -3, Swim +3 (+7 vs. exhaustion)
Languages
SQ Combat Riding [Trick]
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sergei Surtova
Human Gunslinger (Pistolero) 1
LN Medium Humanoid (human)
Init +5; Senses Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee Throwing axe +2 (1d6+1/x2)
Ranged Pistol +5 (1d8/x4)
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Statistics
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Str 12, Dex 16, Con 14, Int 10, Wis 15, Cha 11
Base Atk +1; CMB +2; CMD 15
Feats Gunsmithing, Point Blank Shot, Weapon Focus (Pistol)
Traits Noble Born - Surtova, Reactionary
Skills Acrobatics +2, Climb +0, Craft (alchemy) +4, Escape Artist +2, Fly +2, Intimidate +4, Knowledge (local) +4, Perception +6, Profession (gambler) +6, Ride +2, Sleight of Hand +6, Stealth +2, Swim +0
Languages Common
SQ Deed: Gunslinger's Dodge (+2 AC), Deed: Quick Clear, Grit, Up Close and Deadly +1d6
Combat Gear Alchemical cartridge (paper) (5), Black powder (10), Firearm bullet (30), Pistol, Studded leather armor, Throwing axe (2); Other Gear Alchemist's fire, Backpack (empty), Gunsmith's kit, Manacles, Powder horn (empty), Sunrod (2), Waterskin
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TRACKED RESOURCES
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Alchemical cartridge (paper) - 0/5
Alchemist's fire - 0/1
Black powder - 0/10
Firearm bullet - 0/30
Grit (2/day) - 0/2
Sunrod - 0/2
Throwing axe - 0/2
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Special Abilities
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Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Noble Born - Surtova +2 damage with light or one-handed weapons vs. flat-footed opponents
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
Because PbP often has surges of speed, and lengths of great delay, I will be tracking with hero labs just to make organization easier on my end.
Please also check the Campaign Info tab and check your numbers under Perception and Initiative. The tab also contains basic information you might want to know, a basic 'how PbP works link (thanks DH), as well as some basic ground rules I borrow from GM Chris Mortika.
| Bosch Glasthane |
| Male Human Cavalier 3 Huntmaster [ HP: 30/30 | AC: 18 T: 12 FF: 16 CMD: 19 | F: +4 R: +3 W: +2 | Init: +2 Perc: +6 | Challenge: 1/1 | Tactician: 1/1 (4 rds) | Effects: ] |
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