DEWN MOU'TAIN's Untitled Campaign (Inactive)

Game Master DEWN MOU'TAIN


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So I'm an idiot and forgot to post Eric's crunch. Here it is.

Eric Grimmauld:
Eric Grimmauld
Human gunslinger 1/investigator (empiricist) 6 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Ultimate Combat 9)
LG Medium humanoid (human)
Init +2; Senses Perception +20
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Defense
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AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)
hp 72 (7 HD; 6d8+1d10+14)
Fort +7, Ref +10, Will +8 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +2; Resist unfailing logic
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Offense
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Speed 30 ft.
Special Attacks deeds (deadeye, gunslinger's dodge, quick clear), grit (2), studied combat (+3, 4 rounds), studied strike +2d6
Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +10)
. . 2nd—bullet shield[UC], cure moderate wounds, fire breath[APG] (DC 16), invisibility
. . 1st—anticipate peril[UM] (DC 15), comprehend languages, heightened awareness[ACG], shield, stone fist[APG]
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Statistics
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Str 12, Dex 15, Con 15, Int 19, Wis 14, Cha 9
Base Atk +5; CMB +7; CMD 19
Feats Agile Maneuvers, Alertness, Bullseye Shot, Combat Expertise, Deadly Aim, Persuasive, Power Attack, Precise Shot, Weapon Focus
Traits axe to grind, pragmatic activator
Skills Bluff +13, Diplomacy +15 (+20 to gather information (You can use your Intelligence Modifier instead of Charisma)), Escape Artist +11, Heal +11, Intimidate +11, Knowledge (history) +14, Knowledge (local) +14, Perception +20, Profession (soldier) +12, Sense Motive +20, Survival +12, Swim +11, Use Magic Device +14
Languages Common, Dwarven, Elven, Gnome, Iraqi Arabic
SQ alchemy (alchemy crafting +6), ceaseless observation, finesse weapon attack attribute, human investigator, inspiration (7/day), investigator talents (coax information, expanded inspiration[ACG]), keen recollection, rules changes, trapfinding +3
Other Gear investigator starting formula book
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Special Abilities
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+6 formulas in formula book Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bullseye Shot You can spend a move action to steady your shot. When you gain a +4 bonus on the next ranged attack roll you make before the end of your turn.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+5)
Coax information (Ex) Can use Bluff or Diplomacy to force an opponent to act friendly.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Studied Combat (+3, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Weapon Focus (Firearms) You gain a +1 bonus on all attack rolls you make using weapons from the selected group.

Liberty's Edge

Made some updates to my character...removed the Brawler levels and added a familiar...crunch below.

Francesca del Ricci:

Francesca del Ricci
Female angel-blooded aasimar (angelkin) arcanist (white mage) 7 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Class Guide 8, 79, Pathfinder RPG Bestiary 7, Ultimate Wilderness 213)
LG Medium outsider (native)
Init +3; Senses Perception +6
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 56 (7d6+14)
Fort +3, Ref +5, Will +5; +2 vs. [evil], +2 circumstance vs. blinded or dazzled
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Special Attacks arcane reservoir (4/10), arcanist exploits (bloodline development [celestial][ACG], familiar[ACG], potent magic[ACG]), consume spells
Spell-Like Abilities (CL 7th; concentration +9)
. . At will—halo
. . 1/day—alter self
Bloodline Spell-Like Abilities (CL 7th; concentration +11)
. . 5/day—heavenly fire (1d4 divine energy)
Arcanist (White Mage) Spells Prepared (CL 7th; concentration +11)
. . 3rd (4/day)—daylight, haste
. . 2nd (5/day)—invisibility, communal protection from evil[UC], summon monster II
. . 1st (5/day)—abundant ammunition[UC], endure elements, mage armor, magic missile, magic weapon
. . 0 (at will)—acid splash, dancing lights, detect magic, disrupt undead, light, mending, prestidigitation
. . Bloodline Celestial
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Statistics
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Str 13, Dex 16, Con 13, Int 18, Wis 10, Cha 14
Base Atk +3; CMB +6; CMD 17
Feats Agile Maneuvers, Angelic Blood[ARG], Angelic Flesh (steel)[ARG], Combat Expertise, Deadly Aim, Evolved Familiar[UM], Improved Familiar, Power Attack
Traits celestial contact, fate's favored
Skills Diplomacy +5, Disguise +0, Heal +10, Intimidate +3 (+5 circumstance vs. evil creatures), Knowledge (arcana) +10, Knowledge (planes) +11, Knowledge (religion) +9, Linguistics +11, Perception +6, Ride +4, Sense Motive +4, Spellcraft +13, Stealth +3, Survival +4, Swim +2, Use Magic Device +7; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Arabic, Celestial, English, Farsi, Italian, Kurdish, Latin, Necril, Pashto, Urdu
SQ finesse weapon attack attribute, halo[ARG], rules changes, spontaneous healing
Other Gear arcanist starting spellbook
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Steel) +1 natural AC and your natural attacks count as cold iron.
Arcane Reservoir +2 DC or CL (10/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Bloodline Development (2 rounds) Use 1 reservoir as a swift action to treat bloodline ability at full level for 2 rds.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evolved Familiar Familiar gains a summoner evolution
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Heavenly Fire (1d4 divine energy, 5/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Healing (Cure Spells) (Su) Spend reservoir points & slot to cast any cleric cure spell.

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Arcane Familiar CR –
Male silvanshee (sage) (Pathfinder RPG Bestiary 2 21)
NG Tiny outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
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Defense
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AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
hp 28 (2d10+2)
Fort +5, Ref +6, Will +7; +4 vs. poison
Defensive Abilities improved evasion; DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 13
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Offense
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Speed 30 ft., fly 90 ft. (good)
Melee bite +7 (1d3-4), 2 claws +7 (1d2-4)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, heroic strength, pounce
Spell-Like Abilities (CL 2nd; concentration +3)
. . Constant—know direction, speak with animals, speak with animals
. . At will—dancing lights, prestidigitation, stabilize
. . 1/day—dimension door (self plus 5 lbs. of objects only)
. . 1/week—commune (6 questions, CL 12th)
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Statistics
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Str 3, Dex 15, Con 12, Int 12, Wis 12, Cha 13
Base Atk +3; CMB +3; CMD 9 (13 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Improved Initiative, Power Attack
Skills Acrobatics +11, Climb +7, Fly +10, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +3, Perception +10, Stealth +19; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
Languages Celestial, Draconic, English, Infernal, Italian, Latin; speak with animals, speak with animals, speak with animal (same kind only), speak with master, truespeech
SQ cat's luck, empathic link, finesse weapon attack attribute, lay on hands (1d6, 2/day), rules changes, sage’s knowledge +3, spectral mist
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Cat's Luck +1 (1/day) (Su) Add Charisma modifier as a luck bonus to saves.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/evil or silver) You have Damage Reduction against all except Evil or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Fly (90 feet, Good) You can fly!
Heroic Strength +8 (1/day) (Su) Grants itself a +8 enhancement bonus to Str for 1 minute.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Lay on Hands (1d6, 2/day) (Su) You can heal 1d6 damage, 2/day
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Sage’s Knowledge +3 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak With Animals (Su) Speak with animals as a free action, without sound.
Speak with Animals of Its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spectral Mist (5 minutes/day) (Su) As gaseous form, but retain own DR, speed, and supernatural abilities.
Spell Resistance (13) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.


everyone: got sucked into buying a house and getting my house on the market. give me another day or two and then we can get started.


Wow, just returning to the boards after some time away and saw this post. Sounds like a really interesting game concept. If you are still accepting applicants, I would like to throw something a bit different. I noticed you did not have halflings included anywhere. Would you be open to them being Welsh (figure its fitting as hobbits were based on pastoral England, and Wales still echoes much of this), and thus serving in the British armed forces? If so, I will be submitting Maddox Vaughan (halfling male inquisitor 4 / gunslinger 3), serving as a combat scout in the British SAS.


I would say go ahead and make a character wanderer....worst comes to worst you'll have just made an interesting character.


sorry about the long delay guys. i forgot how much is involved in buying and selling a house. so if anyone is still out there, let me know, otherwise i will pigeon hole this idea for another day.


*Wave*


Still here!


I've returned. My apologies, start of semester had me forget this was a thing.


Still here.


Still around.


alright. if youve made a character, youre in. so lets get the ball rolling.


Cool beans. Got an alt made and everything.


Excellent!

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