Felldales Dragon

Choant's page

Organized Play Member. 472 posts (1,823 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 15 aliases.


RSS

1 to 50 of 472 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

2 people marked this as a favorite.

Basically I have settled on Alchemist, working on a super know-it-all elf or a rat of nimh crossed with rocket the racoon. Gonna make them both up and see which one strikes my fancy better.


Mostly looking at maybe a Duergar(If I can talk him into it, otherwise human and boring) vitalist, an archer(Tiefling) warpriest, maybe a (Tiefling?)kensai magus, maybe an (Elf/Tiefling/Ratfolk) alchemist(grenadier). I usually go backwards with my characters, build it then come up with a story for all the stuffs, then I don't go too overboard with background stuff and forget things. I am sort of disappointed honestly in the campaign traits, strangely railroady and specific.


Yeah I am also tossing around a few ideas, cant decide which direction I want to go.


Potentially a bow focused war priest currently, are you allowing the alternate tiefling heritages?


Thats fine, drawing board... Are you okay with RGG Talented line?


Looking at doing a bow focused stalker from DSP, they have a beta on a new(bow focused) discipline and it is available to stalkers(about 1/3-1/2 way down) for swapping out a discipline, are you okay with that?


AH I cant decide!


What are your feelings on the path of war classes? They are on the srd.


I like the gestalt idea also, works well for this type of game also.


interested for sure.


Interested!


Red Hand of Doom, Shattered Star, Curse of the Crimson Throne, from the available choices, in that order.


Also Dotting


Let me think something up.


Very interested!


Hah! Let's throw something together for this also...


Interested for sure!


I would be very interested!


I may lean more towards Machinesmith for the steampunky feel I am getting.


Interested also! Gunslinger? I have been wanting to try one.


Gonna withdraw, I dont have any inspirations coming together at this point.


If it is the old school eidolon yes, I want to make a stalker from PoW, build up shortly(sort of rogue cc esque)


The 3 classes are here. It's dreamscarred press so nothing unbalancing.


Goblin swashbuckler for me, unless you allow path of war classes, pirate theme song a go!


Totally want in on this!


Slyness wrote:

Two more questions:

Can Lizardfolk up their bite attack by spending an extra RP in Bite?

Is there a chance you could be talked into allowing Wyvaran to buy Natural Armor (and thereby Improved Natural Armor)? They are of the dragon type but have no natural armor even though both kobolds and wyvern have it. It's cool if not, just figured I'd ask.

Thanks again!

I think it said in the original post that natural armor is fine for all, and the lizardman specifically says it can upgrade its bite.


I believe this is a completed submission, let me know if I am missing something blatant.

Yvaarik Svark:

Yvaarik Svark
Lizardfolk
Sorcerer (crossblooded Orc and Gold Draconic) 1
Dervish Dancer Warder 1
Wizard(Shapechange) 1
Medium 5' Space 5' Reach
Hero Points 1
Init +12; Senses darkvision 60 ft.; Low-Light Vision; Perception +8
--------------------
Defense
--------------------
AC 23, touch 19, flat-footed 19 (+4 Dex)
hp 20 (1d12+4+3+1)
Fort +6, Ref +4, Will +4
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft. land 30 ft. swim
Melee Bite +7 (1d4+7) or
. . Claws +7 (1d4+7) x2
. . Tailslap +7(1d8+7)
. . Gore +8(1d6+8)
Melee Power Attack Bite +6 (1d4+9) or
. . Claws +6 (1d4+9) x2
. . Tailslap +6(1d8+9)
. . Gore +7(1d6+10)
Special Attacks battleshaping (2, 1d4, 8 rounds/day)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—shield
. . 0 (at will)—detect magic, ghost sound (DC 15), prestidigitation
. . Bloodline Draconic, Orc
Wizard Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 16), enlarge person (DC 16), enlarge person (DC 16), mage armor
. . 0 (at will)—dancing lights, mage hand, message
. . Opposition Schools Abjuration, Enchantment
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 17+1, Int 20, Wis 14, Cha 20
Base Atk +1; CMB +7; CMD 21
Skills Bluff +9, Intimidate +9, Knowledge Arcana +9, Knowledge Nature +9, Knowledge Religion +9, Knowledge Martial +9, Linguistics +9, Perception +6, Survival +6, Use Magic Device +9
Feats Eschew Materials, Scribe Scroll, Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Two-Weapon Fighting, Combat Reflexes (Int), (5) Spell Focus(Evocation), Varisian Tattoo (Evocation), Power Attack, Weapon Group Adaptation (Natural), Improved Initiative
Languages Common, Lizardfolk, Celestial, Abyssal, Demonic, Draconic
SQ arcane bond (swoop, rhamphorhynchus), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), hero points, physical enhancement (+1)
Other Gear Amulet
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Battleshaping +0 (8/day) (Su) Temporarily gain natural attacks
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (8 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 Initiative You gain the Alertness feat while your familiar is within arm's reach.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Shapechange Associated School: Transmutation
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
1 Encouraging Roar (Readied, 1/Encounter Boost) (Ex) All allies within 30' get +2 morale bonus to attack and damage for 1 round.
1 Flurry Strike (Readied, 1/Encounter) (Ex) Make two quick attacks on a target enemy.
1 Pommel Bash (Not Readied, 1/Encounter) (Ex) Make an unarmed attack versus an opponents flat-footed AC and deal an extra +1d6 damage
1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels
1 Shards of Iron Strike (Not Readied, 1/Encounter) (Ex) Attack foe, if successful they are staggered for one round
1 Swift Claws (Readied, 1/Encounter)(Ex) Make one attack roll and make two attacks
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO
Two-Weapon Defense Add Intelligence to AC when wearing Light or no armor and wielding weapons in both hands

Spent points for Svark:

Lizardman 9
Advanced Charisma 4rp
Advanced Intelligence 4rp
Advanced Strength 4rp
Natural Attack Tail 1rp
Slapping Tail 3rp
Improved Bite 1rp
Improved Natural Armor +2 3rp
Low-Light Vision 1rp
=30pts

Familiar:

--------------------
Swoop
Rhamphorhynchus
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3-2)
Space 2½ ft.; Reach 2.5 ft.
Special Attacks sudden swoop
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Acrobatics +3 (-5 to jump), Fly +11, Perception +6
Languages Common (can't speak)
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (40 feet, Good) 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.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

Backstory:

Yvaarik was born to the swamps that are common to his people. Showing initially aptitude in sorcerer arts he was trained as a battle shaman of his tribe. He never had the physique of many of the warriors, many would consider him weak for his people. Training was long and difficult at times, mastering the force of personality to control spell and channel his emotions into spells. He learned to protect his self during battle with spells and would use his natural weapons in combat, hoping to learn more destructive spells in the future to become a more effective member of his tribe. He was often picked on by other larger lizardmen during raids for his lack of evocation magic. Yvaarik while slim was about as tall as a lizardman became coming in at around seven feet tall, but was quite thin, little did he know that would change.

One day out on a long raid from their main village Yvaarik was out with six other warriors, the usual harassment was taking place for not having real combat ability, when they stumbled upon a base for ogres. Obviously a village of ogres were out of the range of seven lizardmen, so they decided to stealthily take some items and leave without a trace. The sneaky individuals of the group went into the camp looking for useful or valuable items when they we quickly flushed out by the ogres, everyone in the group scrambled and it was everyone for themselves. Running for his life, because lets face it one blow from an ogre club would quickly end his career, Yvaarik found himself encircled in a bright sunlight ring. He then found himself being lifted off the ground uncontrollably, higher and higher, then everything went white.

Waking up in a white chamber Yvaarik found himself face to face with a divine being. Being from a primitive tribe Yvaarik immediately began groveling at the feat of the being, which he took great amusement in, telling Yvaarik to return to his feat and to not worship him. He told Yvaarik his name was Gombrian Goodwin and that he was going to train him to be the best possible version of himself, to which Yvaarik quickly agreed. Archmage Goodwin told him that he was one of the first subjects for such an experiment and it began with receiving an amulet that would one day bring power. Long days of studying arcane arts and perfecting his natural weapon use lead him to become enormous and very intelligent for a lizardman, it probably had something to do with some magical tampering from the Archmage as well. One day waking up for his training Jovar, who was the Archmages Homunculous, was waiting for him to tell him that master Goodwin was taken and that he was being charged to help find him with some of the other subjects.


Heck yeah stick all 3 of us together, we joined in succession anyway :)


Sorry forgot to include this, it will be all compiled on final submission just getting everything down on 'paper' at this point.

Spent points for Svark:

Lizardman 9
Advanced Charisma 4rp
Advanced Intelligence 4rp
Advanced Strength 4rp
Natural Attack Tail 1rp
Slapping Tail 3rp
Improved Bite 1rp
Improved Natural Armor +2 3rp
Low-Light Vision 1rp
=30pts


This is the crunch, still working on the background, let me know if you have any questions. Theme is a shape changer natural attacking specialist.

Yvaarik Svark:

Yvaarik Svark
Lizardfolk
Sorcerer (crossblooded Orc and Gold Draconic) 1
Dervish Dancer Warder 1
Wizard(Shapechange) 1
Medium 5' Space 5' Reach
Hero Points 1
Init +12; Senses darkvision 60 ft.; Low-Light Vision; Perception +8
--------------------
Defense
--------------------
AC 23, touch 19, flat-footed 19 (+4 Dex)
hp 20 (1d12+4+3+1)
Fort +6, Ref +4, Will +4
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft. land 30 ft. swim
Melee Bite +7 (1d4+7) or
. . Claws +7 (1d4+7) x2
. . Tailslap +7(1d8+7)
. . Gore +8(1d6+8)
Melee Power Attack Bite +6 (1d4+9) or
. . Claws +6 (1d4+9) x2
. . Tailslap +6(1d8+9)
. . Gore +7(1d6+10)
Special Attacks battleshaping (2, 1d4, 8 rounds/day)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—shield
. . 0 (at will)—detect magic, ghost sound (DC 15), prestidigitation
. . Bloodline Draconic, Orc
Wizard Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 16), enlarge person (DC 16), enlarge person (DC 16), mage armor
. . 0 (at will)—dancing lights, mage hand, message
. . Opposition Schools Abjuration, Enchantment
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 17+1, Int 20, Wis 14, Cha 20
Base Atk +1; CMB +7; CMD 21
Feats Eschew Materials, Scribe Scroll, Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Two-Weapon Fighting, Combat Reflexes (Int), (5) Spell Focus(Evocation), Varisian Tattoo (Evocation), Power Attack, Weapon Group Adaptation (Natural), Improved Initiative
Languages Common, Lizardfolk, Celestial, Abyssal, Demonic, Draconic
SQ arcane bond (swoop, rhamphorhynchus), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), hero points, physical enhancement (+1)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Battleshaping +0 (8/day) (Su) Temporarily gain natural attacks
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (8 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 Initiative You gain the Alertness feat while your familiar is within arm's reach.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Shapechange Associated School: Transmutation
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
1 Encouraging Roar (Readied, 1/Encounter Boost) (Ex) All allies within 30' get +2 morale bonus to attack and damage for 1 round.
1 Flurry Strike (Readied, 1/Encounter) (Ex) Make two quick attacks on a target enemy.
1 Pommel Bash (Not Readied, 1/Encounter) (Ex) Make an unarmed attack versus an opponents flat-footed AC and deal an extra +1d6 damage
1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels
1 Shards of Iron Strike (Not Readied, 1/Encounter) (Ex) Attack foe, if successful they are staggered for one round
1 Swift Claws (Readied, 1/Encounter)(Ex) Make one attack roll and make two attacks
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO
Two-Weapon Defense Add Intelligence to AC when wearing Light or no armor and wielding weapons in both hands

Familiar:

--------------------
Swoop
Rhamphorhynchus
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3-2)
Space 2½ ft.; Reach 2.5 ft.
Special Attacks sudden swoop
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Acrobatics +3 (-5 to jump), Fly +11, Perception +6
Languages Common (can't speak)
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (40 feet, Good) 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.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.


Not going to lie, this is probably the hardest character I have ever made!


5d6 ⇒ (2, 3, 1, 1, 2) = 9 7
5d6 ⇒ (6, 2, 4, 4, 5) = 21 15
5d6 ⇒ (5, 1, 4, 3, 6) = 19 15
5d6 ⇒ (6, 6, 4, 2, 6) = 24 18
5d6 ⇒ (6, 2, 5, 6, 5) = 24 17
5d6 ⇒ (3, 6, 2, 3, 1) = 15 12
5d6 ⇒ (1, 5, 2, 3, 6) = 17 14

15,15,18,17,12,14


Crazy awesomesauce! I need to look more into this!


Well he posted yesterday....


What do you think of the Path of War stalker class?

Path of War


Zipnot
Gunslinger Pistolero, kinda skill monkeyish rogue.


What are your feelings on dual wielding pistols and also dual barrel pistols? Also how about claws for a mutation, like a 1d3?


Any creation guidelines?


I am backing out, not feeling a character at this time, too bad with those stats!


Backing out, can't come up with a concept I like.


I'm so down for this! Gunslinger or some type of gun toting character.


Is this pbp or like a roll20 meet type thing? Pbp and I would be interested to play.


Do you allow alternate aasimar and teifling traits? If so how would you like us to select them, pick or roll?


And then?


If you need players I would be interested.


Interested, let me think something up!


Way in!


I would also be interested in such a game.


What classes do you already have?


You forgot Jasper Quinn under skilled also, Human Stalker [PoW]

1 to 50 of 472 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>