The Wizard's Amulet

Game Master LeCroque


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Made one slight tweak: changed a spell known from grease to feather fall. Probably a little weaker, but felt more in line with the concept.


Jiggy wrote:

Sounds like your issue is more with the final stat spread that the game is built around you having, rather than how you actually get those numbers. Because if you're comparing to 3d6 (for Aroden only knows what reason), then even the "heroic NPC" fixed stat array is too powerful. And when you're saying that standardized NPC stats are too high, your issue is not with point-buy as a generation method.

EDIT: Not to mention that in your own post, you (1) stated that APs are built around a 15pt buy, (2) stated that 4d6 drop lowest results in an 18pt equivalent, then (3) declared that this shows point buy to be more powerful than rolling. I assume you can see the issue there, yes?

I spoke in advance of the facts. A bit of work gives the actual average of 4d drop to 12 and about a quarter. That gives a 13pt buy.

I am not saying anything is too powerful. All I am contending is that point buy will on average result in more powerful characters than 3d6 (the original d&d method buy the way) or the more generous 4d drop.

I do not have the skills to factor in the effect of point buy being able to order stats by definition.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I'm pretty sure that rolling nothing but middle numbers is about as far from "on average" as you can get (rather, an "average" assortment of six batches of 4d6 each will include four of each number from 1 to 6), but we've probably derailed the recruitment thread enough for now. :)


Definitely looking like the oracle route, maybe Blind Bob or Silent Jim.

Coin: 3d6 ⇒ (5, 2, 4) = 11 110 Gold

Crunch tomorrow.


2 people marked this as a favorite.

I'm more of a fan of the "draw playing cards until you get three of the same suit, multiply them, open to that page in the dictionary, and count the number of letters in the first word" method of ability score generation.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

LeCroque wrote:
I'm more of a fan of the "draw playing cards until you get three of the same suit, multiply them, open to that page in the dictionary, and count the number of letters in the first word" method of ability score generation.

I'll let you know what I get.


LeCroque wrote:
I'm more of a fan of the "draw playing cards until you get three of the same suit, multiply them, open to that page in the dictionary, and count the number of letters in the first word" method of ability score generation.

OK well I now have a new method. I assume face cards are 10's?


stats:
str: 4d6 ⇒ (3, 3, 1, 1) = 8
dex: 4d6 ⇒ (4, 6, 2, 4) = 16
con: 4d6 ⇒ (2, 5, 3, 1) = 11
int: 4d6 ⇒ (2, 3, 3, 4) = 12
wis: 4d6 ⇒ (1, 3, 2, 5) = 11
cha: 4d6 ⇒ (5, 3, 4, 4) = 16

Final: 7 str, 14 dex, 10 con, 10 int, 10 wis, 13 cha. LOL. Um. Thief.


Evandariel, if there are traps to be dealt with you seemed to have rolled the best stats to deal with them.


Or, you know, we could ask the bard.


Hey Nohwear, yeah I guess, didn't see if anyone else had a high dexterity. I can push it to 16 with a halfling elf or human. Thinking halfling for the 2 charisma, but 5 strength is crazy.

What the hell, let's go for a halfling thief, 5 str, 16 dex, 15 cha.

gold: 4d6 ⇒ (6, 5, 3, 6) = 20x10


Alright, threw something together pretty quick.

To the hiring wizard: "It's Jimbo the helpful halfling at your service! Burglar extraordinaire, professional acrobat, and lucky to boot, Jimbo is often hired when the going gets tough or the tough refuse to work for you... What? Ain't got a lot going for you with what you got lining up here, so Jimbo's going to cut you a deal: I'll work for you. How's that?"

Jimbo backstory is pretty much the above. He's a street burglar, got a few lucky marks, and also pretty good at a variety of things unsavory. He's helpful on a team, and no one has ever been disappointed having him along. Except for the strange accent and rather poor sense of humor.

Jimbo:

Jimbo Couyon
Halfling Rogue 1
Small humanoid (halfling)
Init +3; Senses Perception +6/+7 traps

DEFENSE
AC 16, touch 14, flat-footed 13 (armor +2, Dex +3, size +1)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +1 (+3 vs fear, +2 vs charm/compulsion)

OFFENSE
Spd 20 ft.
Melee: dagger -2 (1d3-3, 19-20/x2)
Ranged: light crossbow +4 (1d6, 19-20/x2) or thrown dagger +4 (1d3-3, 19-20/x2) or splash weapon +4 touch (varies)
Space 5 ft.; Reach 5 ft.
Special Attacks: sneak attack +1d6

STATISTICS
Str 5 (-3), Dex 16 (+3), Con 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 15 (+2)
Base Atk +0; CMB -4; CMD 9
Traits Helpful (+4 aid), Fools for Friends (+1 aid another, +1 save vs charm/compulsion)
Feats Lucky Halfling
Skills Acrobatics +9, Climb +3, Disable Device +9, Disguise +6, Escape Artist +7, Perception +6 (+7 finding traps), Sleight of Hand +7, Stealth +11
Languages Common, Halfling
SQ trapfinding +1, lucky halfling (1/day roll save for ally within 30ft, take best result)

Combat Gear flask of acid (2), sunrod (2), tindertwig, dagger (4), light crossbow and 20 bolts, leather armor; Other Gear backpack, belt pouch, MW thieves’ tools, 10 ft. pole, silk rope (50 ft.), grappling hook, chalk (2), bedroll, flint and steel, torch (2), oil (1pt), flask (empty), rations (3), waterskin, whetstone, explorer's outfit, 2 gp, 1 sp, 7cp


Dotting for interest.

Stats:

Str: 4d6 - 2 ⇒ (3, 4, 2, 6) - 2 = 13
Dex: 4d6 - 4 ⇒ (6, 4, 6, 5) - 4 = 17
Con: 4d6 - 1 ⇒ (5, 3, 1, 3) - 1 = 11
Int: 4d6 - 4 ⇒ (5, 6, 6, 4) - 4 = 17
Wis: 4d6 - 1 ⇒ (2, 4, 1, 5) - 1 = 11
Cha: 4d6 - 2 ⇒ (6, 4, 2, 6) - 2 = 16

Humm

I'll post a backstory and crunch tomorrow or sunday.


Str: 4d6 ⇒ (4, 3, 4, 1) = 12=11
Dex: 4d6 ⇒ (5, 3, 2, 2) = 12=10
Con: 4d6 ⇒ (2, 2, 4, 5) = 13=11
Int: 4d6 ⇒ (2, 5, 3, 2) = 12=10
Wis: 4d6 ⇒ (3, 4, 6, 6) = 19=16
Cha: 4d6 ⇒ (4, 3, 6, 4) = 17=14

Cleric? or Druid?


Let's see...

Dice Rolls
psionichamster
Valjoen_KC
Azten
Ellipsis
BigBenClockTower
Aku Warashi

Vague Ideas
Nohwear - "Well, clearly something melee based. Probably in heavy armor."
Gilthanis - "Wizard, sorcerer, cleric, anything not melee oriented I guess."
Reeniko - "I guess a hearty wizard?"
Boss Zog - "Definitely looking like the oracle route, maybe Blind Bob or Silent Jim."
Billybrainpan - "I'm going with a druid, probablY a dwarf."
Brandon Dellmen - "Mmm might be some good rolls for that Goliath Druid I wanted to play"
Saltykid - "Cleric? or Druid?"

Crunch and Beyond
The Dragon - Keena - Synthesist Summoner - "Yeah. She's a gnome who can turn into a great big wolf and tear stuff apart."
Poor Wandering One - Aeneas - Cleric of Torag - "Hmmmm Str & Wis are double digit so why not a dwarf cleric!"
Daniel Stewart - Barny - Arcane Bloodline Sorcerer - "Looking like a sorcerer..."
Jiggy - Perry Lannum - Archeologist Bard - "*flexes*"
evandariel - Jimbo - Rogue - "7 str, 14 dex... LOL. Um. Thief."


Oops, missed the rogue bonus to disable device above, should be +10. Woo, I'm good at something!


LeCroque wrote:

Let's see...

(snip)

Reeniko - "I guess a hearty wizard?"

(snip)

My character is a Male Elf Wizard -- enchanter school. He's going to be a support wizard, though he has 1 or 2 offensive spells if need be. If his age and weight is needed, I'll give it

His BG is that he came to the inn trying to spread compassion and solve everything without fighting, though he will if need be.

He has a quarterstaff (equipped), a female parrot familiar, a spellbook (extra?), bedroll, backpack, bottle, a spell component pouch, and his money on hand is 95 gp and 9 sp

Do you want his stats after picking everything, or other things?


Here's my contribution.

Statistics:

Edmer Coal
NG Monk - Martial Artist (UC)

STR 17 (+2 racial bonus)
DEX 15
CON 12
INT 15
WIS 16
CHA 15

HP 13

Skill Ranks (C = Class Skill)
Acrobatics - 1 (C)
Climb - 1 (C)
Diplomacy - 1 (C)
Perception - 1 (C)
Sense Motive - 1 (C)
Stealth - 1 (C)
Use Magic Device - 1 (C)

Feats
1st - Snapping Turtle Style (UC)
Bonus (Monk) - Dodge
Bonus (Human) - Toughness

Trails
Dangerously Curious
World Traveler (Diplomacy)

Favored Class Bonuses
1st - HP

Equipment (Starting Money 1d6 ⇒ 2 ~ 20 gp)
Quarterstaff
Dagger
Explorer's Outfit
Backpack
Bedroll
Waterskin
Flint & Steel
Candles (2)
Torch (1)
Trail Rations (7 days)

2 gp
78 sp
57 cp

Background:

Edmer grew up in a small farming village determined to escape the boring life for which he was seemingly destined. A few months ago, he finally got his chance. At the annual harvest festival, he bet his life savings on a boxing match against the county's reigning champion, a giant of a man a full hand taller and easily outweighing him two to one. The fight lasted all of thirty seconds, a single well placed blow felling the giant and knocking him out cold. Edwin collected his winnings and his few worldly possessions, wished is friends and family goodbye, and set out to find his fortune.

Now he finds himself in the town of Reme, running low on money and having found no adventure (and even less fortune). He is becoming a bit desperate when he spots the notice outside the local inn, so he thinks to himself:

Why not? I wanted adventure. I'm sure advenchur should be close enough.

Introduction:

"Well met friend, sounds like you need someone to watch your back and I'm just the man for the job. I'm ready for anything and I can handle myself in a fight it it comes to that, but most importantly, I look out for my friends."

"So, what do you say, friend?"


I thought I mentioned it, but I will be a dwarf Mutation Warrior Fighter.


I'm going to withdraw from consideration as I just started another campaign, but I couldn't resist building out this character. May I present, Tallenor, an elven Wildblooded Sage Tattooed Sorceror. He's built to make illusions and make ranged touch attacks to be used when he dips 3 levels of rogue to shoot for Arcane Trickster prestige class.

Crunch:
Tallênor
Male elf sorcerer (tattooed sorcerer, wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 70)
NG Medium humanoid (elf)
Init +8; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 7 (1d6+1)
Fort +0, Ref +4, Will +2 (+1 Trait bonus to disbelieve illusions); +2 vs. enchantments
Immune sleep
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -2 (1d4-2/19-20) or
quarterstaff -2 (1d6-2)
Spell-Like Abilities (CL 1st; concentration +1)
3/day—dancing lights
1/day—comprehend languages, detect magic, detect poison, read magic
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 1st; concentration +3)
1st (4/day)—grease, vanish[APG] (DC 14)
0 (at will)—acid splash, mage hand, penumbra[UM], prestidigitation
Bloodline Sage
--------------------
Statistics
--------------------
Str 6, Dex 19, Con 11, Int 15, Wis 10, Cha 11
Base Atk +0; CMB -2; CMD 12
Feats Alertness, Spell Focus (illusion), Varisian Tattoo[ISWG]
Traits iadaran illusionist, magical knack
Skills Knowledge (arcana) +8, Knowledge (nature) +3, Perception +5, Sense Motive +2, Spellcraft +8; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Gnome
SQ bloodline tattoos, familiar tattoo
Other Gear dagger, quarterstaff, backpack, belt pouch, flint and steel, soap, trail rations (5), waterskin, 41 gp, 2 sp
--------------------
Special Abilities
--------------------
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Iadaran Illusionist You gain a +1 trait bonus on caster level checks with illusion spells and a +1 trait bonus on Will saves to disbelieve illusions.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Magical Knack (Sorcerer [Tattooed Sorcerer, Wildblooded]) +2 CL for a specific class, to a max of your HD.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

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.


Going with an alchemist of mine who was taught his skills by a Fey.


4d6 ⇒ (5, 1, 2, 3) = 11 = 10
4d6 ⇒ (6, 6, 1, 6) = 19 = 18(20)
4d6 ⇒ (5, 3, 6, 5) = 19 = 16
4d6 ⇒ (6, 3, 5, 5) = 19 = 16(18)
4d6 ⇒ (6, 6, 3, 6) = 21 = 18
4d6 ⇒ (6, 1, 1, 2) = 10 = 9(7)

Hrmmm... Tiefling Oracle, who has internalized his frustration with the hand their heritage had dealt, seeking answers through pursuit of knowledge rather than the alteration of self through magic.


Valjoen_KC wrote:

I'm going to withdraw from consideration as I just started another campaign, but I couldn't resist building out this character. May I present, Tallenor, an elven Wildblooded Sage Tattooed Sorceror. He's built to make illusions and make ranged touch attacks to be used when he dips 3 levels of rogue to shoot for Arcane Trickster prestige class.

** spoiler omitted **...

[scotty]Canna be done Captain! [/scotty]

Sage and Tattooed both replace the level one bloodline power. Which is a pity because that is a lovely mix.


Aeneas wrote:
Valjoen_KC wrote:

I'm going to withdraw from consideration as I just started another campaign, but I couldn't resist building out this character. May I present, Tallenor, an elven Wildblooded Sage Tattooed Sorceror. He's built to make illusions and make ranged touch attacks to be used when he dips 3 levels of rogue to shoot for Arcane Trickster prestige class.

** spoiler omitted **...

[scotty]Canna be done Captain! [/scotty]

Sage and Tattooed both replace the level one bloodline power. Which is a pity because that is a lovely mix.

Hmm... found a glitch in HeroLab then!


Me'mori wrote:

4d6 = 10

4d6 = 18(20)
4d6 = 16
4d6 = 16(18)
4d6 = 18
4d6 = 9(7)

Hrmmm... Tiefling Oracle, who has internalized his frustration with the hand their heritage had dealt, seeking answers through pursuit of knowledge rather than the alteration of self through magic.

Let's edit that. CN Tiefling Cleric of Nocticula, who has internalized his dislike of himself with, seeking answers through pursuit of knowledge and faith. Perhaps he'll do well enough to garner attention and gain a boon from his deity.

• Domains: Darkness, Lust
• Variant Channeling: Darkness(Harm)


So, how is food and water being tracked? Is encumbrance also a thing?


Considering the brevity of the advanture, tracking supplies/encumbrance won't be necessary.

If this does ever develop into anything more however, we will be keeping track.


Alright, cause my character would have cooking skills (albeit not great ones given her subpar Intelligence and decidedly average Wisdom).

Anyways, the only question I have remaining is if I need Craft (Cooking) to cook things. Will I need it?


You don't -need- it per se, but if you want anyone to enjoy your cooking you might!


LeCroque wrote:
You don't -need- it per se, but if you want anyone to enjoy your cooking you might!

lol! I see. XD

Meh, Craft is a class skill for Barbarians, so I see no reason to NOT add Cooking alongside Weapons for her crafting talents. Since she's an Urban Barbarian and grew up on the streets, knowing how to make edible things to eat with what you had would be a useful skill...


Yeah you can craft untrained. Might suck at it though. Lol


4d6 ⇒ (5, 2, 6, 4) = 17 15 Str
4d6 ⇒ (6, 5, 2, 2) = 15 13 Dex
4d6 ⇒ (2, 3, 4, 5) = 14 12 Con
4d6 ⇒ (6, 4, 1, 5) = 16 15 Int
4d6 ⇒ (1, 6, 1, 5) = 13 12 Wis
4d6 ⇒ (6, 4, 1, 1) = 12 11 Cha

Let's see...how about an alchemist? :D

Moolah: 3d6 ⇒ (6, 4, 6) = 16 x 10 = 160 niiice


evandariel wrote:
Yeah you can craft untrained. Might suck at it though. Lol

She's Intel 7, so yeah, she will fail at it unless she invests. Which I did, so she's at a healthy +2, which, for her lack of booksmarts, is not half bad (she misses jokes often, and sometimes puts the emPHAsis on the wrong sylLAble when talking, so her lack of Intelligence is on not being too edumacated).


Strength: 4d6 ⇒ (1, 6, 3, 1) = 11
Dexterity: 4d6 ⇒ (6, 1, 6, 3) = 16
Constitution: 4d6 ⇒ (2, 1, 4, 2) = 9
Intelligence: 4d6 ⇒ (1, 4, 2, 3) = 10
Wisdom: 4d6 ⇒ (1, 4, 6, 4) = 15
Charisma: 4d6 ⇒ (3, 4, 2, 6) = 15


Here is my character and her statblock. Backstory and other fun stuff (such as the IC blurb) will come no later than Monday evening, though I'll strive to finish it tomorrow.

Her name, Acacia, is pronounced \ə-'keɪ-ʃə\, and her nickname, Aoife, is pronounced \'i:f-ə\. Easy to say, but complex enough to provide justification on why she grew up on the streets (involving her parents and disagreements).

She's an Urban Barbarian, and focuses on softening up with ranged combat before throwing it down in melee, and her method of both controlling her rage or letting it lost gives her extra control in a fight. Out of combat, her ability to craft and repair mundane weapons, as well as cook means she can serve a viable out of combat exploration roll. Also, she has great Sleight of Hand and decent Disable Device, meaning she can also handle some chest and trap disarm utility for the group.

Overall, she is not min-maxed, and provides enough depth in several party roles to make her a worthwhile choice.

Crunch:

Acacia 'Aoife' Mannersall
Female human barbarian (urban barbarian) 1
CG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 15 (1d12+3)
Fort +5, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee greataxe +3 (1d12+3/x3) or
. . chakram +2 (1d8+2)
Ranged chakram +3 (1d8+2)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 16, Int 7, Wis 11, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats Deft Hands, Distance Thrower
Traits Child of the Streets, 'Strong Arm, Supple Wrist'
Skills Craft (cooking) +2, Craft (weapons) +2, Disable Device +5, Sleight of Hand +9 (+15 to hide small objects on her body)
Languages Common
SQ controlled rage, crowd control
Other Gear leather armor, chakram (15; crafted), greataxe (crafted), artisan's tools, backpack, bedroll, belt pouch (2 pouches), blanket, bread (2 loaves), cooking kit, flint and steel, folding pole, ground coffee beans (2 bags), mess kit, pocketed scarf, powdered milk (2 jars), soap (2 bars), thieves' tools, travel cake mix (2 containers), waterskin, 42 gp, 2 sp, 1 cp
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) Though easily provoked into anger, Aoife is capable of keeping her brash and violent tendencies under control if the situation demands it, or if she is wary of what raging can do to her. While keeping her temper in check, she becomes very passive-aggressive, and receives a +4 bonus that she can split in any way between her Strength, Dexterity, or Constitution. However, being more clear of mind means she is no harder to sway than normal, and remains far more alert, meaning she does not gain any bonuses to her Will saves, does not lose any AC, and does not lose access to her Intelligence, Dexterity, and Charisma based skills while enraged in this fashion.
Crowd Control (Ex) If Aoife has at least two hostile individuals adjacent to her, she becomes more comfortable, granting her a +1 bonus to hit them, and a +1 bonus to dodge their attacks. Additionally, in a group setting, she is unfazed by larger crowds, and finds it easier to influence them, gaining half her Barbarian level as a bonus on Intimidate checks made for that purpose.
Distance Thrower Aoife's skill at tossing her custom made Chakram, designed specifically to support her stance and style, reduces the penalties to hit she receives for throwing them beyond 30', reducing them by 2.
Rage (7 rounds/day) (Ex) Sometimes, something sets off Aoife's more violent side. When she does not keep it in check, her temper manifests with violence, and she becomes incredibly brash and reckless. She does, however, ignore many of the factors that would cause others to hesitate in whatever they seek to do, receiving a +4 bonus to both her Strength and Constitution, and a +2 bonus to her Will saves. However, being reckless when her temper gets the better of her usually leads to her being incapable of thinking clearly. As a result, while enraged, she receives a -2 penalty to her AC, and cannot use her Intelligence, Dexterity, and Charisma based skills (sans Acrobatics, Fly, Intimidate, and Ride).
Strong Arm, Supple Wrist (1/round) Aoife's skill with tossing things in general improves the range she gets on the those things she throws. Whenever she moves at least 10 ft before throwing something as a ranged attack, she can add 10 feet to the range increment of that item in question as she throws it, letting it travel further.

As I said earlier, backstory and blurb coming very soon, tomorrow likely, Monday at latest. Let me know what you think, LeCroque.


This is my Oracle submission, her name is Clarissa Vanima.

Still working on most of the equipment and backstory, but shes going to be a lover not a fighter.

Backstory:

Born to a nomadic tribe of horse people. Raised simply, but strange things always happened around her since she wandered in the woods a few years ago. Fey forces seem to be afflicting her with a curse, so she always tried extra hard to win people over . Tribe were torn about what to do, the wise elders thought this may be a sign of some sort.

She was almost of age, so they decided someone in the world must know what this means. They packed her up with what they could and sent her into the world to find out about herself. An exiling till she find out what this all means. The day after she left the tribe, Parnak showed up. He is a burly coward of a horse, that is just too smart for his own good. He left all the other horses and tribesman to join her on her journey, sensing a propose he must follow.

So down the road they bound looking for meaning to her dilemma.

Crunch:

Clarissa Vanima
Nature Oracle 1
N Medium Human
Init 1|Senses: Human| Perception +2
--------------------
Defense
--------------------
HP 10/10
AC 20, 14 Flat, 14 Touch (+4 Hide, +4 Nature, +2 H.W. Shield)
Fort +2, Ref +1, Will +3
Defensive Abilities:
--------------------
Offense
--------------------
Speed 30 ft.
Melee Shortspear (1d6/X2)
Ranged Shortspear (1d6/X2)
Special Attacks N/A
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 15, Int 12, Wis 15, Cha 18
Base Atk 0; CMB 0; CMD 14
Traits
Birthmark: +2 vs. Charms and Compulsions and Body is Divine Focus
Affable: You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time.
Feats
Skills
Diplomacy +10
Kn(Nature) +5
Sense Motive +6
Ride +5
Survival +6,
Languages Common, Sylvan
SQ Buffer, Diplomancer
Equipment
Hide Armor
Heavy Horse
Shortspear
Heavy Shield

--------------------
Special Abilities
--------------------
Haunted Curse: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

At 5th level, add levitate and minor image to your list of spells known.

At 10th level, add telekinesis to your list of spells known.

At 15th level, add reverse gravity to your list of spells known.

Bonded Mount (Su):You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount, Heavy Horse This mount functions as a druid’s animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.

Natural Divination (Ex):You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Silver Tounge Human: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.


Those of you who've already submitted (and the rest): don't forget the in character component as detailed in the original recruitment post.


I put one with my sheet posted a bit earlier, was that sufficient DM?


Yep, short and sweet like that is just fine.


Me'mori wrote:

4d6 = 10(12)

4d6 = 18
4d6 = 16
4d6 = 16(14)
4d6 = 18
4d6 = 9(11)

Let's edit that. CN Tiefling Cleric of Nocticula, who has internalized his dislike of themself with, seeking answers through pursuit of knowledge and faith. Perhaps they'll do well enough to garner attention and gain a boon from their deity.

• Domains: Darkness, Lust
• Variant Channeling: Darkness(Harm)

A little more flavor here... the Fiendish Heritage feat allows for a little more alteration within the idea, so taking that feat will allow me to take the Demon spawn heritage, which alters the starting stat numbers to +2 Str/+2 Cha/-2Int {altered above} (Original: +2 Dex/+2Int/-2Cha), and allows for variable abilities.

Rolling three times, 3d100 ⇒ (70, 76, 96) = 242
70: "You are aware of and can choose the result of any attempt to detect your alignment."

Alternate Racial Traits:
• Beguiling Liar
• Prehensile Tail
• Maw or Claw (Claws)

Add to that the Alternative Physical Features if I'm allowed to take "Androgynous", and we end up with the following scene: Wealth: 4d6 ⇒ (5, 5, 6, 2) = 18
=================================

Le Croque wrote:
"Seeking Fellow Adventurers", the notice read, "Companions to share in glory and gold and advenchurs unnumbered." Sitting nearby was a young man garbed in wizard robes which would have been only barely fashionable 2 years ago. That, coupled with the fact that this supposed wizard couldn't even spell the word 'adventures' correctly made you hestitant to take the job. Worse, the young mage provided nothing upfront in the way of details (and even less in the way of payment). Still, at this point you'd take any excuse to get out of this sleepy tavern and onto the road, even if it meant babysitting, er, accompanying this complete stranger on his mysterious "advenchur."

"Are you still seeking individuals?"

The question came from a short-haired individual whose features and skin said that their heritage came from somewhere near the Taldan empire, perhaps. Their curly hair was pulled back loosely, held back by a band that kept it out of their eyes, and the rest was the start of what could become a sandy cascade if it grew out a bit. Their eyes were hazel and expressive, and the smile was a genuine one with a hint of amusement. "The next merchant caravan is taking longer than I'd like to pass by, and to be honest, the idea of adventure is enough to grab my attention." A knowing grin and a wink briefly surfaced. "Who couldn't do with a little bit of adventure every now and again, hm?"

A bit of flirting never hurt anybody. "So, if you'll have me, I'd like to join you. My name is Declan, and I'm a Cleric" After all, their equipment was well-maintained, and for the time that they had been there, there'd been no bad rumors spread, beyond the rumoring of the people of the village as to their gender.


Almost done with crunch. Just to need to do the equipment..
GOLD: 2d6 ⇒ (2, 1) = 3x10 = 30 gp

How Jeb came to work for the wizard:
Jeb's farm has not been what it use to be. Needing the money to invest in his farm and feed both himself and Earl, he search for some odd jobs to do. That is when he met this young wizard. He never met a real wizard, but he had that hat and robes so he must be one. He even spelled adventure right.

"Howdy, Mister Wizard. I want to be 'part of your advenchurs."

The wizard turned to him in surprise. "What? I mean, yes, good. Good. I need many brave adventurers. Just, wait in that corner while I gather more. The far one way over there."


@Me'mori - Holy crap, hi Dion! Not sure if you remember, but this is Calli from the Town of Grundy game from last year. I thought I'd try giving her new life as an alchemist, hehe.

Le Croque wrote:
"Seeking Fellow Adventurers", the notice read, "Companions to share in glory and gold and advenchurs unnumbered." Sitting nearby was a young man garbed in wizard robes which would have been only barely fashionable 2 years ago. That, coupled with the fact that this supposed wizard couldn't even spell the word 'adventures' correctly made you hestitant to take the job. Worse, the young mage provided nothing upfront in the way of details (and even less in the way of payment). Still, at this point you'd take any excuse to get out of this sleepy tavern and onto the road, even if it meant babysitting, er, accompanying this complete stranger on his mysterious "advenchur."

"An' Ah've got the same question he...er she...they got," comes a voice from behind the short individual. For anyone that cares to look, the speaker is a young red-haired girl of average height with red hair held back by a bandanna and yellowish-green eyes. Aside from her simple set of clothes and the leather armor worn over top of it, she carries a backpack and the faint clink and rattle of bottles can be heard coming from it when she moves. "Ah'm here on errands but have a little time 'fore Ah'm supposed to be back home. Could always use the extry gold to buy more components for mah work." She looks down at the short individual that named themselves as Declan and then back at the wizard. "Cleric eh? S' all well an' good but who patches you up after you take a beatin'? Back home healin' magic's hard to come by...an' that's where Ah come in. Ah kin patch hurts an' Ah'm a fair shake with alchemy an' craftin, too. Oh an' Ah kin mix up these little things what blow up real good when Ah throw 'em - good fer skeerin' off robbers an' wolves an' probly other things too!" She smiles, but rather than the smug smile of a braggart, it's the smile of one with confidence in themselves and the quality of work they can do. "Ah'm purty strong an' hardy too, all them days workin' around the farm back home. You'd be crazy iffin you didn't take this here cleric...but Ah think Ah could be purty useful to yer little group yer formin' too."

Submitting Calli for consideration. I believe everything else relevant to her application is in her profile now but let me know if there's anything I'm missing or if there are any questions!


Woo! It's good to see you again, Calli! I loved your character posts, maybe we'll get lucky and play together in this one!


This seems to be the current situation, let me know if I've missed anyone.

Missing Background and IC
Poor Wandering One - Aeneas - Dwarf Cleric
Daniel Stewart - Barney - Halfling Sorcerer
BigBenClockTower - Acacia 'Aoife' Mannersall - Human Barbarian

Missing IC
Jiggey - Perry Lannum - Human Bard
The Dragon - Kreena - Gnome Summoner
Boss Zog - Clarissa Vanima - Human Oracle

Missing Statblock
Me'mori - ??? - Tiefling Cleric (I did specify no races other than core but I'll let this one slide since I didn't catch it the first time and you've already put some work into the character)

Complete
evandariel - Jimbo - Halfling Rogue
Ellipsis - Edmer Coal - Human Monk
Saltykid - Jeb the Farmer - Human Druid
Lady Ladile - Calli McDaniel - Human Alchemist

P.S. I'll be selecting the final party tomorrow night, so get those characters finished!

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

LeCroque wrote:

Missing IC

Jiggey Jiggy - Perry Lannum - Human Bard

Are you wanting a dialogue? A description? I guess I didn't find the request in your OP very clear.


"I'm... Dangerous, I guess? Huh, that probably shouldn't have been a question. I've claws. Rawr!" She held her hands up beside her head and bared her teeth. "Well, you know, not right now. Takes some time to change, and doing it here would be bad manners. Scaring people is bad."


Jiggy wrote:
LeCroque wrote:

Missing IC

Jiggey Jiggy - Perry Lannum - Human Bard
Are you wanting a dialogue? A description? I guess I didn't find the request in your OP very clear.

I'd like a short in character bit where your character "applies" to join the wizard. The idea is that he's set up a sort of ramshackle booth/table in the local tavern to receive applicants to his group. Imagine a kid with a lemonade stand - the sort of thing that would be completely overlooked in a big city, but quite effective in a small town conveniently filled with unemployed adventurers.

Hope that helps Jiggy, apologies if I wasn't clear enough.


Please remove Aeneas from consideration. I have not been able to create a background or personality that I want to play. Sorry.

Have a good game!

~Pwo


Perry walks up behind the booth and pulls up a chair next to the wizard, leaning an elbow on the wizard's shoulder.

"Hi, I'm Perry," he says with a broad smile, "Have you figured out who else is coming with us yet?"

;)


I totally want Jimbo and Jeb the farmer in the same group. Too awesome. I think you missed the Human stat bonus. Maybe con due to all the work in the field? Haha.

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