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I'd be very interested in joining this game, I'm a huge fan of Ravenloft, I can post on a daily basis, please see any of my past characters/postings as an example. I'll play any core/class that suits the party well, though for consideration I present to you : Nicu Constine, a long limbed half elf ranger with a dour countenance and a sparse beard. An idealistic heart leads his hope for moral growth of mankind, but his experience tells him that greed and hatred will always mislead the weaker souls, his own included. Nicu abhors intolerance, himself a victim of ridicule as a youngster for his half breed nature. His recent years were spent in the pursuit of wealth and this often placed him in the company of men with lesser ethical expectations than himself. For every gold piece gained a drop of blood hit the ground and an unforeseen consequence developed for the good hearted Nicu, he began to associate the glint of gold with the spilling of innocent blood. Soon he would loathe the sight of the precious metal, the yellow luster that caused so many to yearn instead caused him fear. (aurophobia) Now his days are spent in repentance, doing good deeds for simple folks as he wanders the land seeking salvation from his own past.
ah, Verdigris, sorry you can't make it for this one, we'll miss you! Here's the first draft of a male half-elf cleric of Cayden Cailean, backstory and final build will be up by Saturday. Quinn (name may change):
Quinn Half-Elf Cleric 1 CG Medium Humanoid (elf, human) Init +3; Senses low-light vision; Perception +12 -------------------- Defense -------------------- AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex) hp 9 (1d8+1) Fort +3, Ref +3, Will +5; +2 vs. enchantments Immune magic sleep; Resist elven immunities -------------------- Offense -------------------- Speed 40 ft. Melee Rapier +1 (1d6+1/18-20/x2) Ranged Light crossbow +3 (1d8/19-20/x2) Special Attacks touch of chaos (6/day) Spell-Like Abilities Touch of Chaos (6/day) Cleric Spells Prepared (CL 1): 1 (2/day) Expeditious Retreat, Bless, Liberating Command 0 (at will) Detect Magic, Purify Food and Drink (DC 13), Stabilize -------------------- Statistics -------------------- Str 13, Dex 16, Con 12, Int 10, Wis 16, Cha 14 Base Atk +0; CMB +1; CMD 14 Feats Hermean Blood (Perception, Survival), Skill Focus (Perception) Traits Sacred Touch Skills Acrobatics +1 (+5 jump), Climb -1, Escape Artist +1, Fly +1, Perception +12, Ride +1, Sense Motive +7, Stealth +1, Survival +7, Swim -1 Languages Common, Elven SQ aura, cleric channel positive energy 1d6 (5/day) (dc 12), domains (chaos, exploration), door sight (6/day), elf blood, spontaneous casting Combat Gear Alchemist's kindness, Sunrod; Other Gear Lamellar (leather) armor, Buckler, Crossbow bolts (20), Light crossbow, Rapier, Backpack (16 @ 9 lbs), Bedroll, Belt pouch (1 @ 0.5 lbs), Blanket, Candle, Chalk, Earplugs, Fishhook, Flint and steel, Cayden Cailean, Mug/tankard, Sewing needle, Signal whistle, Soap, String or twine, Tindertwig (2), 15 GP, 9 SP, 1 CP -------------------- Special Abilities -------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic. Cleric Domain (Exploration) Associated Domain: Travel Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side. Earplugs +2 save vs. hearing effects, -5 hearing-based Perception. 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. Hermean Blood (Perception, Survival) 2 skills of your choice are class skills Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
The Stranglehold ability seems overpowered at 2nd level. The rogue gains an ability comparable to the Chokehold feat. (that feat requires improved grapple, improved unarmed strike, base attack +6 or monk level 5, and then requires that a grapple combat maneuver check be made at -5 to establish the pinned condition and a chokehold) Letting a 2nd level character automatically establish a stranglehold seems like too much too early in the character's development, but what do I know, the judges liked it and had no complaints. I do like the ability, the idea fits the character well, and the overall build is great.
I praised this item over in the Toast thread, it was one of my favorites of the year. DOOMSTRING
Any constructive criticism appreciated, thanks! (and Yes, the name is absolutely terrible) Cloud of Gray
Once per day, on command, the owner can send the cloud to unleash a storm that rages for a single minute. The small cloud, normally 5 feet in diameter, races to a target within 600 feet and expands into a force of nature that blankets the area in a 60 foot radius. The owner chooses the type of storm; monsoon, hail, or snow. Monsoon: Torrential rains and swirling winds batter the area, extinguishing all fires and turning roads into mud. Flying creatures suffer a -4 penalty to fly checks and small flying creatures in the area are grounded. Hail: Large balls of ice bombard the area. Creatures caught without shelter in the hail storm must make a DC 15 Fortitude save or take 1d2 non-lethal damage per round. Terrain takes on the icy condition, hampering movement and creating a hazard. Snow: A blizzard of thick, fluffy flakes smothers the landscape and completely blocks vision. Any creatures in the area gain total concealment for the duration of the storm. A gust of wind dissipates the cloud of gray, it takes 24 hours for the cloud to reform.
Looks really good! As you create objects save them as individual files you can then copy and paste into new maps, creating a 'library' of objects for continued use. I use Campaign Cartographer 3 for home grown campaign maps and one of their big strengths is having a library of objects to drag and drop then scale to any map, makes things real easy. Not sure if layering is utilized in photoshop (I assume it would be), that's a great cartography technique for making digital maps easy to adjust and edit.
A few recommendations from years of GMing: - Make sure the game involves all the characters, that way everyone at the table has fun. Have a handy sheet with the characters basic details and work the characters into the story. - start with basic classes, races, feats, ect.., if you keep everything character based to the core book to start them it'll be easier to work within the rule set and to look stuff up when needed. As you gain experience with the system, then branch out to the extra books - start with short adventures, rather than full adventure paths or long modules. The Wayfinder magazine has some great short adventures and can be downloaded for free. - know the entire adventure before you start, really understand the course of events, that way when things get off track, as they inevitably do, you can steer them back in the right direction. At some point, finding a local game convention and sitting in on a few games would provide valuable experience and expose you to tons of styles and information. Seeing the mistakes will help as much as seeing things done right and people there will be more than happy to tell you about their favorite hobby of Gaming :)
Tally: Filios (Jake): Paladin (Dwarven?)
Paladin, Inquisitor, Swordlord, Alch-Wizard, Witch, Druid I could turn the Druid tilt into Bard as well, if a skill monkey would be a better fit? (A Goblin Cavalier on a Riding Spider sounds very Warhammerish, would love to see it in action) (Louly, I could tun the druid tilt into a bard tilt and leave you free for the witch class, I like the idea of the witch hunter and witch in the same party)
Bosun Moon here If the new race guide is available and a Hobgoblin would be considered, I was thinking of a character that starts as a level 1 hobgoblin Barbarian who just left his tribe after realizing he loved nature and wanted to be a Vegetarian Druid instead of an angry barbarian. (All further levels would be as Druid) Disgusted by his new perspective in life, the tribe has banished him, thus the wandering, aspiring druid that isn't, yet. I'm totally cool with just playing a core race with the same concept if that is easier to manage.
the guntank archetype offers an idea that maybe works as an alternative rule to the guns vs. armor:
Background for Gurn Smithson: Gurn stared across the plains, the crow’s feet of wrinkles framing his bright blue eyes. With a spit and sleeve wipe he cleared the chew from his lip, turning away from the fingers of smoke reaching to the sky in the distance. A black fly found perch on his hat rim, a cloud of them were already buzzing about the corpses draping the sage brush. Gurn gathered the orphaned guns from the fallen men, wiping their blood from the hand grips before storing them away in his pack. Blasted mongrels, what benefit did you lads get from burning a town? Is revenge so sweet that it washes the taste of smoke and death from your gullet? Jed deserved the lynching he got, I’d string him up again were breath still in his lungs. Still, I suppose no sons take it lightly when their father is hanging high. A pang of guilt wracked Gurn, a town burned and a family dead, there were no victors in this conflict. He did his job, following the law, misery is just part of the workload he kept telling himself as he trod over to his horse. Bessie lay dead in the dust, the bloody hole of the bullet wound just below her ear. Unbuckling the saddle from the carcass, the dour dwarf hoisted it over his shoulder and set off on a long slow walk across the plains, away from the smoking town. They’ll not want be back there, if any of them even remain after this tragedy. Already they blame me for the troubles with Jed’s clan, best just make a clean departure, start over somewhere else where folks appreciate the law and those that uphold it.
Whoops, I used the commonplace guns, instead of guns everywhere, so I'll need to edit that character. While doing the edits, I'll check out the Gun-Tank archetype, it sounds promising. If I hadn't already made the dwarf sheriff I might have considered a Jayne Cobb type character for the gun tank, might still, let's see what happens. The potion of mage armor was due to the too many westerns I've watched where the guy always gets ambushed while taking a bath, or sleeping, or at the brothel, or..., figured it fit for the 'always prepared' sheriff.
for your consideration, I present Gurn Smithson, a dour dwarven gunslingin' 'sheriff' from a small frontier town. Full background story will follow, interested to see the same thing DM Barcas asked about specific setting. Gurn Smithson:
GURN SMITHSON CR 1 Male Dwarf Gunslinger 2 LN Medium Humanoid (Dwarf) Init +3; Senses Darkvision (60 feet); Perception +7 -------------------- DEFENSE -------------------- AC 17, touch 14, flat-footed 13. . (+3 armor, +3 Dex, +1 dodge) hp 17 (2d10+2) Fort +4, Ref +6, Will +3 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 20 ft. Melee . . Cold Iron Morningstar +4 (1d8+2/20/x2) and . . Dagger +4 (1d4+2/19-20/x2) and . . Unarmed Strike +4 (1d3+2/20/x2) Ranged . . Masterwork Pistol +6 (1d8/20/x4) and . . Musket +5 (1d12/20/x4) and . . Pistol, Coat +5 (1d4/20/x3) and . . Pistol, Dragon +5 (1d6/20/x4) -------------------- STATISTICS -------------------- Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 8 Base Atk +2; CMB +4; CMD 17 Feats Gunsmithing, Rapid Reload: Pistol Traits Ease of Faith, Suspicious Skills Acrobatics +6, Climb +1, Craft (Alchemy) +4, Diplomacy +4, Escape Artist +2, Fly +2, Heal +7, Intimidate +3, Knowledge (Engineering) +4, Knowledge (Local) +4, Perception +7, Ride +2, Sense Motive +8, Stealth +2, Survival +7, Swim +1 Languages Common, Dwarven SQ Deadeye (Ex), Deeds, Greed, Grit (Ex), Gunslinger's Dodge (Ex), Hardy +2, Hatred, Oil of Silence, Quick Clear (Ex), Slow and Steady, Stability, Stonecunning +2 Combat Gear Alchemical Cartridge, Dragon's Breath (5), Black Powder (50), Cold Iron Morningstar, Dagger, Firearm Bullet (40), Firearm Bullet, Adamantine (5), Firearm Bullet, Silver (5), Masterwork Pistol, Musket, Pellets (10), Pistol, Coat, Pistol, Dragon, Studded Leather Other Gear Backpack, Masterwork (53 @ 9.7395 lbs), Blanket, Chalk, 1 piece, Flint and steel, Oil of Magic Weapon, Oil of Silence, Potion of Cure Light Wounds (3), Potion of Endure Elements, Potion of Mage Armor, Potion of Protection From Evil, Potion of Shield of Faith +2, Pouch, belt (10 @ 0 lbs), Pouch, belt (5 @ 0 lbs), Pouch, belt (5 @ 0.0835 lbs), Powder Horn (50 @ 0 lbs), Powder Horn (empty), Powder Horn (empty), Powder Horn (empty), Powder Horn (empty), Waterskin -------------------- SPECIAL ABILITIES -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action. Gunsmithing You know the secrets of repairing and restoring firearms. Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 racial bonus to attacks against Orcs and Goblinoids. Oil of Silence When applied to a one-handed or two-handed firearm, this strange grayish oil renders that firearm silent for 1 hour. Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this task. Rapid Reload: Pistol You can reload fast with one type of Crossbow. Slow and Steady Your base speed is never modified by encumbrance. Stability +4 to avoid being bull rushed or tripped while standing. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
yep, 25 point buy the way you calculated it, was that the correct buy? Silver John would have been great inspiration, but no, I was recycling an alias from another campaign. I was thinking more of a misfit elf, sort of a rogue version of Hermie the dentist from the Rudolph Christmas special. Background on the way, right after dinner...
as promised, Jon Silver, the elven rogue (with a haversack full o' fun gear) Jon Silver:
JON SILVER CR 4 Male Elf Rogue 5 NN Medium Humanoid (Elf) Init +4; Senses Low-Light Vision; Perception +11 -------------------- DEFENSE -------------------- AC 19, touch 14, flat-footed 15. . (+5 armor, +4 Dex) hp 36 (5d8+5) Fort +2, Ref +8, Will +2 Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge; Immune sleep; Resist Elven Immunities -------------------- OFFENSE -------------------- Spd 30 ft. Melee +1 Mithral Shortsword +8 (1d6+3/19-20/x2) and . . Cold Iron Dagger +7 (1d4+2/19-20/x2) and . . Silver Mace, Light +7 (1d6+2/20/x2) and . . Unarmed Strike +7 (1d3+2/20/x2) Special Attacks Sneak Attack +3d6 -------------------- STATISTICS -------------------- Str 14, Dex 18, Con 12, Int 15, Wis 12, Cha 13 Base Atk +3; CMB +5; CMD 19 Feats Blind-Fight, Combat Reflexes (5 AoO/round), Elven Weapon Proficiencies, Rogue Weapon Proficiencies, Weapon Finesse Skills Acrobatics +11, Appraise +6, Bluff +5, Climb +9, Diplomacy +5, Disable Device +15, Disguise +5, Escape Artist +11, Fly +3, Intimidate +5, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Linguistics +6, Perception +11, Perform (Comedy) +5, Ride +3, Sense Motive +8, Sleight of Hand +7, Stealth +11, Swim +5, Use Magic Device +9 Languages Celestial, Common, Draconic, Elven, Sylvan SQ Antitoxin (vial), Cleats, Earplugs, Elven Magic, Fast Stealth (Ex), Ledge Walker (Ex), Map Maker's Kit, Smoked Goggles, Trapfinding +2 Combat Gear +1 Mithral Chain Shirt, +1 Mithral Shortsword, Cold Iron Dagger, Silver Mace, Light; Other Gear Acid Flask, Alchemical Grease, Alchemical Solvent, Alchemist's Fire Flask, Alchemist's Kindness, Alkali Flask, Antiplague (vial), Antitoxin (vial), Bladeguard, Blanket, Bloodblock, Caltrops, Chalk, 1 piece, Cleats, Earplugs, Feather Token, Anchor, Feather Token, Anchor, Feather Token, Anchor, Flash Powder, Grappling hook, Hammer, Handy Haversack (59 @ 57.52 lbs), Holy Water Flask (2), Iron Spike, Liquid Ice, Map Maker's Kit, Marbles, Mirror, small steel, Oil (1-pint flask) (2), Perfume, common (3), Potion of Cure Moderate Wounds, Potion of Fly, Potion of Invisibility, Potion of Protection From Evil (2), Potion of Spider Climb, Powder (2), Rope, silk (50 ft.), Signal Horn, Smoke Pellet (2), Smoked Goggles, String (50'), Sunrod (2), Tanglefoot bag, Tar Bomb, Thieves' tools, masterwork, Thunderstone, Tindertwig (2), Wand of Cure Light Wounds, Waterskin, Whetstone, Whistle, Signal, Wine (Fine, bottle) -------------------- SPECIAL ABILITIES -------------------- Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Alchemical Power Component Like antiplague, this substance can augment certain healing spells. Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object. Blind-Fight Re-roll misses because of concealment, other benefits. Cleats -50% walking penalty for slick surfaces. Combat Reflexes (5 AoO/round) You may make up to 5 attacks of opportunity per round, and may make them while flat-footed. Earplugs +2 save vs. hearing effects, -5 hearing-based Perception. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to Sleep effects. Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty. Ledge Walker (Ex) You may move along narrow surfaces at full speed using acrobatics at full speed. You are not flat-footed while using Acrobatics to move along narrow surfaces. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Map Maker's Kit +2 Circumstance for Survival to avoid becoming lost. Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment. Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +2 +2 to find or disable traps. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
I can commit to 3+ post a day, usually active on the boards between 5pm and 10pm PST, but I try to post in the morning before work and occasionally on the lunch break as well. Melee and full divine caster leads to a full tank righteous cleric, but I'd be happy to play a skill monkey rogue as well. I'll get the cleric posted and then if you have interest in the skilled rogue please let me know.
grumble, grumble, I've not even had my coffee yet, alright let's see what the dice bot offers up today... 4d6 ⇒ (3, 5, 5, 3) = 16
coffee acquired - so that's Str: 13
Looks like a Cleric, since it's a Kirthfinder learning exercise I'll just see what I can do with the numbers I got, they ain't bad other than the 7, maybe a human cleric that adds the +2 bonus to dex., let's see what I can whip up...
Master-at-Arms, Elwood Markley:
ELWOOD MARKLEY CR 2 Male Human Fighter (Tactician) 3 LN Medium Humanoid (Human) Init +4; Senses Perception +6 -------------------- DEFENSE -------------------- AC 19, touch 13, flat-footed 16. . (+6 armor, +3 Dex) hp 36 (3d10+3) Fort +4, Ref +4, Will +2 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Brass Knuckles +6 (1d3+3/20/x2) and . . Dagger +6 (1d4+3/19-20/x2) and * Masterwork Cold Iron Greatsword +7 (2d6+4/19-20/x2) and . . Scimitar +6 (1d6+3/18-20/x2) and . . Silver Mace, Light +6 (1d6+3/20/x2) and . . Unarmed Strike +6 (1d3+3/20/x2) Ranged Crossbow, Light +6 (1d8/19-20/x2) -------------------- STATISTICS -------------------- Str 16, Dex 16, Con 12, Int 11, Wis 12, Cha 10 Base Atk +3; CMB +6; CMD 19 Feats Cleave, Furious Focus, Power Attack -1/+2, Siege Commander Traits Birthmark, Eyes and Ears of the City Skills Acrobatics +0, Climb +4, Craft (Siege Engines) +6, Diplomacy +4, Escape Artist +0, Fly +0, Handle Animal +4, Intimidate +4, Knowledge (Engineering) +4, Perception +6, Profession (Sailor) +5, Profession (Siege Engineer) +7, Ride +4, Sense Motive +5, Stealth +0, Survival +5, Swim +4 Languages Common SQ Armor Training 1 (Ex) Combat Gear Bolts, Crossbow (20), Brass Knuckles, Breastplate, Crossbow, Light, Dagger, Masterwork Cold Iron Greatsword, Scimitar, Silver Mace, Light Other Gear Acid Flask, Alchemical Grease, Alchemical Solvent, Alchemist's Fire Flask, Alchemist's Kindness, Alkali Flask, Gunsmith's Kit, Handy Haversack (17 @ 37.5 lbs), Holy Water Flask, Pouch, belt (1 @ 1.12 lbs), Pouch, belt (3 @ 1.5 lbs), Powder (3), Rope, silk (50 ft.), Sunrod (2), Tanglefoot bag, Thunderstone, Tool, masterwork: Craft (Siege Engines), Traveler's Kit, Waterskin, Whetstone -------------------- SPECIAL ABILITIES -------------------- Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX. Birthmark +2 save vs. charm & compulsion Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC. Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Siege Commander Grant weapon crew +4 on assemble or move checks First draft, just stats, I might make a few changes to feats and build to make him a more well-rounded Master-at-Arms. He will definitely keep the 'craft: siege engines' and 'profession: siege engineer' skills. Alias and Background to be added, quick summary, Elwood's early career was as a city watchman (eyes and ears of the city trait), but the sea kept calling to him and eventually he heeded the summons and took to life on the waves.
I present to you, Nagnug, fearsome female warrior of the kobold tribes. Many years ago a foolish Sword Scion ventured too far into the Stolen Lands without adequate planning and a poor choice of companions. His resulting injuries left him alone and at the mercy of this young kobold, but rather than slay him and steal his gear, Nagnug nursed him back to health. Her reward for this act of kindness was anything in the Sword Scion's power to provide, little did he suspect the adventurous Kobold to ask that he train her in the arts of his Aldori Dueling Blade. Doubtful that she would stick with it, he agreed and was pleasantly surprised with the tenacity and skill his young protege displayed. When the Sword Scion returned home, Nagnug traveled with him and continued her training. Years later, with the art of the Aldori blade mastered, the kobold returned to her tribe, a talented warrior with a blade taller than herself. Nagnug:
NAGNUG CR 1 Female Kobold Fighter (Mobile Fighter) 3 LN Small Humanoid (Reptilian) Init +4; Senses Darkvision (60 feet); Perception +2 -------------------- DEFENSE -------------------- AC 22, touch 15, flat-footed 18. . (+6 armor, +4 Dex, +1 size, +1 natural) hp 22 (3d10) Fort +3, Ref +5, Will +1 Defensive Abilities Agility Weakness Light Sensitivity -------------------- OFFENSE -------------------- Spd 30 ft. Melee Dagger +8 (1d3+1/19-20/x2) and . . Dueling Sword +10 (1d6+1/19-20/x2) and * . Masterwork Cold Iron Sword, Aldori Dueling +11 (1d6+1/19-20/x2) and . . Silver Mace, Light +8 (1d4+1/20/x2) and . . Unarmed Strike +8 (1d2+1/20/x2) Ranged Crossbow, Light +8 (1d6/19-20/x2) -------------------- STATISTICS -------------------- Str 12, Dex 18, Con 10, Int 13, Wis 10, Cha 10 Base Atk +3; CMB +3; CMD 18 Feats Blind-Fight, Exotic Weapon Proficiency: Sword, Aldori Dueling, Weapon Finesse, Weapon Focus: Sword, Aldori Dueling Traits Sword Scion Skills Acrobatics +2, Climb +3, Escape Artist +2, Handle Animal +4, Intimidate +4, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Perception +2, Ride +6, Stealth +12, Survival +4, Swim +3 Languages Common, Draconic SQ Armor Training 1 (Ex), Smoked Goggles Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger, Dueling Sword, Masterwork Agile Breastplate, Masterwork Cold Iron Sword, Aldori Dueling, Silver Mace, Light; Other Gear Acid Flask, Crowbar, Grappling hook, Handy Haversack (7 @ 23.5 lbs), Marbles, Rope, hempen (50 ft.), Smoked Goggles -------------------- SPECIAL ABILITIES -------------------- Agility +1 (Ex) +1 save vs. Paralyzation, slowing, or entangling Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX. Darkvision (60 feet) You can see in the dark (black and white vision only). Light Sensitivity (Ex) Dazzled as long as they remain in bright light. Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment. Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
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