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Hellknight

Choon's page

Pathfinder Society Member. 1,892 posts (18,141 including aliases). No reviews. 2 lists. No wishlists. 4 Pathfinder Society characters. 33 aliases.


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Scarab Sages

Very interesting. I'm definitely keeping you in my back pocket. Actually, I may have an idea for you. Do you prefer to work in PM's or hash it out here in spoilers or something for others to see?

Scarab Sages

Ascalaphus wrote:
Choon wrote:
I GM'd skull and shackles with a archery ranger with a roc. It wasn't a real problem as long as I kept him in mind when altering encounters. If you keep encounters standard, ya he'll kill everything. You have to duo a bit if editing and everything is fine. I liked to grease his saddle at early levels. :)
Wouldn't that be the same with a giant vulture, dire bat or giant wasp? An archer safe from melee is always scary.

Especially when the flagbearer bard got going.

Yes, a flying archery is always scary. Your job as a GM is to put on your design glasses and alter the encounters to compensate. And not just to kill or shut down the threat. Make having a roc in the party cool and dramatic. Especially if the player is taking an unorthodox direction with it.
Worrying about a thing being OP is a good and legitimate question. I'm not saying it's not. A roc isn't that OP, however. Especially if you have the foes react accordingly. Readied actions to attack when it comes sweeping in should make it think strategically instead of becoming a flying death machine.

Scarab Sages

I GM'd skull and shackles with a archery ranger with a roc. It wasn't a real problem as long as I kept him in mind when altering encounters. If you keep encounters standard, ya he'll kill everything. You have to duo a bit if editing and everything is fine. I liked to grease his saddle at early levels. :)

Scarab Sages

This is good stuff. I'll help if and when I get the time. :)

Scarab Sages

Merry Christmas to all, and to all good luck in selection!

Scarab Sages

Oh. I had built without them on the goblin. I'll edit and re-post. :)

Scarab Sages

Sounds good. Same to you! Though my family bears a closer resemblance to vampires, if truth be told.

Scarab Sages

I'm there. :)

So excited. :D

Scarab Sages

Excellent. Can't wait. :)

Scarab Sages

Cool. Thanks!

This kicks off after Christmas, right?

Scarab Sages

Are the original rules in the campaign tab? I don't see them. This is important to me as my main weapon is essentially a massive shotgun.

Scarab Sages

My vote is anything NOT AOE. Because my guy will likely be in the enemy's face crushing skulls. Other than that I really don't care because I don't know enough about this game to have an informed opinion. :)

Scarab Sages

Calling what they had a "pole" might be an insult to rail poles everywhere.

I think it's ok if we have a weakness as a regiment. Maybe our zenos threat has no vehicles to speak of when we are raised. Our maybe they are just overwhelming in number and we get outfitted for that threat?

Scarab Sages

It's dark in 'dere can be overcome, it just takes lots of shouting.

Scarab Sages

So I'm just gonna keep doing this. This one looks like a psyker with that 39 and 38

characteristic: 20 + 2d10 ⇒ 20 + (1, 2) = 23
characteristic: 20 + 2d10 ⇒ 20 + (7, 1) = 28
characteristic: 20 + 2d10 ⇒ 20 + (6, 6) = 32
characteristic: 20 + 2d10 ⇒ 20 + (9, 2) = 31
characteristic: 20 + 2d10 ⇒ 20 + (3, 1) = 24
characteristic: 20 + 2d10 ⇒ 20 + (9, 4) = 33
characteristic: 20 + 2d10 ⇒ 20 + (1, 3) = 24
characteristic: 20 + 2d10 ⇒ 20 + (1, 9) = 30
characteristic: 20 + 2d10 ⇒ 20 + (10, 9) = 39
re-roll: 20 + 2d10 ⇒ 20 + (10, 8) = 38
wounds: 1d5 ⇒ 3
fate: 1d10 ⇒ 1
companion: 3d100 ⇒ (58, 86, 14) = 158

Scarab Sages

Now I guess I'll roll something else
characteristic: 20 + 2d10 ⇒ 20 + (2, 3) = 25
characteristic: 20 + 2d10 ⇒ 20 + (4, 8) = 32
characteristic: 20 + 2d10 ⇒ 20 + (9, 5) = 34
characteristic: 20 + 2d10 ⇒ 20 + (8, 2) = 30
characteristic: 20 + 2d10 ⇒ 20 + (5, 4) = 29
characteristic: 20 + 2d10 ⇒ 20 + (6, 3) = 29
characteristic: 20 + 2d10 ⇒ 20 + (8, 1) = 29
characteristic: 20 + 2d10 ⇒ 20 + (6, 7) = 33
characteristic: 20 + 2d10 ⇒ 20 + (10, 7) = 37
re-roll: 20 + 2d10 ⇒ 20 + (4, 2) = 26
wounds: 1d5 ⇒ 2
fate: 1d10 ⇒ 4
name and characteristic: 3d100 ⇒ (48, 44, 61) = 153
Not a very impressive specimen, are we? Weapon specialist it is.

Scarab Sages

Comrade Personality rolls: 2d100 ⇒ (73, 18) = 91
name rolls: 4d100 ⇒ (61, 39, 50, 90) = 240

Scarab Sages

Sounds good to me. :)

Scarab Sages

Then I will be editing my characters today. :)

Scarab Sages

As for heavy weapon choice, I would like to keep in mind that we are hastily trained farmers. The weapon of choice, I think, should be decided by which is closest to a piece of farm equipment, not which is most effective in combat.

That being said, having a second big target on the field in addition to my ogryn can't be a bad thing... In theory.

My vote for those points goes to the platform or the chimera.

On a different note, we all get comrades? I wasn't sure we were playing with those because I didn't see them on any character sheet save one.

Scarab Sages

I'll get that done. What info do you want behind know:local spoilers? I think you mentioned that before, but not since?

Scarab Sages

I guess checking a thread multiple times per day doesn't make anything move faster. Oh well. I tried. :P

Scarab Sages

I'll be rolling my second character this afternoon. I think its gonna be a priest.

Scarab Sages

Fist Character Crunch:

This would be my submission for the Molthuni side.
Stats:

LG Male Human Bloodrager(Blood Conduit) 1, Skald (Fated Champion, War Drummer) 3
Init +2 (2 dex); Senses: Perception +4, Init +3 (2 dex, 1 skald)
STATS
[X] = when raging
Str 18[26], Dex 14, Con 12[20], Int 10, Wis 10, Cha 16
Favored Class: Skald
DEFENSE
AC 16[14], Touch 12[10], Flat-Footed 14[12] (+2 dex, +4 armor)
HP 20/20[40]
Fort +5[9], Ref +4, Will +3[5]
Trait: +1 luck to all saves, familiar: +2 reflex
CMD 16[20]

OFFENSE
Speed 30 base, 30 with armor
Melee:
Greatclub +6[10] (2d6+9[15] x2), [Spirit attack: Slam +3 1d6+2 negative energy]

Ranged:
Sling +4 (1d4+4[6] x2 50ft.) or (1d4+8)

B.A.B. +3, CMB +8[12]
Feats, Traits, and Languages: Hide

Improved Unarmed Strike (b)
Endurance (b)
Amplified Rage
Power attack
Traits and Languages
Community Minded - Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.

Languages
Common, Orc
Bloodrage (Su) 5/day: Hide
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Raging Song 9/day: Hide

Raging Song (Su)
A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.

Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Song of Marching (Su) At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.

Song of Strength (Su) At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald's level to a Strength check or Strength-based skill check.

Dirge of Doom (Su) At 10th level, a skald can create a sense of growing dread in his enemies, causing them to become shaken. This only affects enemies that are within 30 feet and able to hear the skald's performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and relies on audible components.

Song of the Fallen (Su) At 14th level, a skald can temporarily revive dead allies to continue fighting, with the same limitations as raise dead. The skald selects a dead ally within 60 feet and expends 1 round of raging song to bring that ally back to life. The revived ally is alive but staggered. Each round, the skald may expend another 1 round of raging song to keep that ally alive for another round. The ally automatically dies if the skald ends this performance or is interrupted. The skald may revive multiple allies with this ability (either at the same time or over successive rounds) but must expend 1 round of raging song per revived ally per round to maintain the effect.

Sagas Sagas are specialized applications of a skald's raging song ability, functioning much like bardic masterpieces but are available only to skalds. Sagas are never purely artistic constructs; they are designed to preserve lore or commemorate historical figures, and are usually based in fact. Sagas therefore require ranks in Knowledge (history) as a prerequisite, as well. Bards can learn sagas, using their bardic performance ability instead of raging song.

See list of sagas here.

Rage powers: Hide

Spirit Totem, Lesser
Spirit attack: Slam +3 1d6+2 negative energy
Spells: Hide

Caster Level 3; Concentration +5
1st lvl (4 Known, 3/day, DC 14):
Disguise Self, Hidden Diplomacy, Liberating Command, Moment of Greatness

0 lvl (6 known, inf./day, DC 13):
Mending, Message, Prestidigitation, Detect Magic, Read Magic, Sift
Skills: Hide

(Skill bonus=rank+ability+class+misc)
*=background
Bluff: 8=2+2+3+1
Intimidate: 8(10)=2+2+3+1+2*
Perception: 4=4+0+3
Perform (Oratory): 7=2+2+3
Perform (Percussion): 7=2+2+3
Stealth: 6(8)=4+2+0+2*
*=+2 Intim, stealth, perception in dim light or darkness
+1 bluff, Intimidate
-ACP -3
-Total = 16 (+4/lvl)x4

Consumables (potions, poisons, etc.): Hide
Special qualities: Hide

Racial
Standard Racial Traits
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (strength)
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Offense Racial Traits
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of weapon familiarity. Source PPC:BoS

Senses Racial Traits
Darkvision: Half-orcs can see in the dark up to 60 feet.
Other Racial Traits

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Class-based
Bloodline (arcane)
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

At 1st level, a blood conduit selects a bonus feat from the following: Improved Bull Rush, Improved Grapple, Improved Reposition, Improved Trip, and Improved Unarmed Strike. He does not need to meet the prerequisites to take this feat. He also adds those feats to his list of bloodline feats.
This ability replaces fast movement and alters bloodline feats.

Bloodline Familiar: I gain a familiar in place of my first level bloodline power. Additionally bonus spells are delayed by one level.

Spell Casting
A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell's level. The saving throw DC against a skald's spell is 10 + the spell's level + the skald's Charisma modifier.

Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Skald. In addition, he receives bonus spells per day if he has a high Charisma score.

The skald's selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald's choice. At each new skald level, he gains one or more new spells, as indicated on Table: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn't affected by his Charisma score; the numbers on Table: Skald Spells Known are fixed.

At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Fearsome Mien (Ex)
A war drummer adds 1/2 his class level (minimum 1) to all Intimidate and Bluff skill checks.

This ability replaces bardic knowledge.

Deadly Rhythm (Ex)
At 1st level, during his raging song, a war drummer can draw clubs and greatclubs as a free action as if he had the Quick Draw feat. At 3rd level, the war drummer gains a +1 bonus on damage rolls for attacks made with clubs or greatclubs. At 7th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5). At 6th level, the war drummer gains Improved Critical with the club or the greatclub as a bonus feat.

This ability replaces Scribe Scroll.

Versatile Performance (Ex)
[Errata] At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Watcher of the Weave (Ex)
At 2nd level, a fated champion learns to see the tapestry of events moments before it is woven. He gains an insight bonus on initiative checks equal to 1/2 his skald level.

This ability replaces well-versed.

Rage Powers (Ex)
At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).

Unless otherwise noted, a skald cannot select an individual rage power more than once.

When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald's level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power's effects depend on the skald's ability modifier (such as lesser spirit totem), affected allies use the skald's ability modifier instead of their own for the purposes of this effect.

If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).

If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).

If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.

If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.

Gear:

Carrying Capacity: 233/466/700 current: 70.5 lbs.
Cold Weather Outfit
Chain Shirt (100g, 25lbs)[smaller]
Greatclub [smaller](5gp /8 lbs)
Sling (0gp, 1 lbs)
Bullets, Sling x10 (1sp, 5 lbs)

Backpack
-in backpack: Bards Kit-
Price 41 gp; Weight 32-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (4 days), and a waterskin

-Cash-
180 gp total initial
146g, 1s, 0c spent
33g, 9s remaining
Familiar: Hide

Fox CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +11
DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 12[15] (half master's)
Fort +5[9], Ref +4, Will +4[6]

OFFENSE

Speed 40 ft.
Melee bite +5 (1d3+2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 9[15], Dex 15, Con 13[21], Int 2, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 when jumping), Perception +11, Stealth +13, Survival +4 (+9 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

SPECIAL ABILITIES

Familiar

The master of a fox familiar gains a +2 bonus on Reflex saves.

A valet is a consummate personal servant, able to fetch, deliver, and perform for its master's every need.

Class Skills
A valet treats Craft, Perform, and Profession as class skills.

Able Assistant (Ex)
A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.
This ability replaces Alertness.

Prestidigitation (Sp)
A valet can use prestidigitation once per hour.

Teammate (Ex)
A valet is considered to have all the teamwork feats its master has.

first Character story and alternate:

Ulfr is at home where the strong rule. It is as it should be. He could rule the orcs with his strength and the might of his songs, but the orcs are splintered, scattered among many tribes. Not like here in Molthuni. Here he could rule an army thousands strong! And he would rule. He would prove that he could crush all foes under his foot, and that his secret songs, the inspiring chants of old Sarkoris before it fell to the demons, could give his Molthuni masters what they had wanted for all these years: victory over the rebel Nirmathas!

Alternate: Or that's what he led them to believe. Their pride would be their fall, and they stood very tall indeed. The Orcs of Belzken and the rebels of Nirmathas would chip away at their knees until, like a great oak, they fell. And great would be the sound of their passing in the world. With that ally removed, Lastwall could not stand. Not for long.

Second Character Crunch:

for Nirmathas
About Stickymitts
NE Male Goblin (humanoid [goblin]) UnBarbarian 1, URogue 3
Init +5; Perception +7; Darkvision 60
Trait: Acrobat, Bouncy
[x]= rage
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 11 [-2]
(Dex +5, armor+5, size+1)
hp 32 [40]
Fort +5, Ref +8, Will +3[5]
CMD 15

--------------------
Offense
--------------------
Speed 40'
Base Atk +3;
+1 Armor Spikes +9[11] 1d6+6[8] x2
Sneak Attack 2d6
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 14, Wis 10, Cha 6
Base Atk +4; CMB 3[5] ; CMD 15[17]

Feats:
Roll With It
Weapon Finesse (b)
Skill Focus: Acrobatics

----------------------------------
Skills: *=Bonus Knowledge skills
----------------------------------

Acrobatics +21 (4rank,5dex,3class,4race,3feat,1archetype,1trait)
Disable Device +12 (4rank,5dex,3class)
Escape Artist +12 (4 rank,5dex,3class)
Know:Dun +9 (4rank,2int,3class)
Know:local +9 (4rank,2int,3class)
Perception +7 (4rank,0wis,3class)
Sense Motive +7 (4rank,0wis,3class)
Slight of Hand +12 (4rank,5dex,3calss
Stealth +16 (4rank,5dex,3class,4size)

Languages: Common, Goblin, Orc

--------------------
Rage Powers/rogue talents
--------------------
Combat Trick:

--------------------
Racial Traits
--------------------
Standard Racial Traits

Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Tree Runner: In trackless rain forests and marshes, it can be difficult to find dry ground to build on. goblin tribes living in such areas have learned to live in the treetops. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. This racial trait replaces skilled.

Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Senses Racial Traits

Darkvision: Goblins see perfectly in the dark up to 60 feet.

--------------------
Class Features
--------------------
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Martial Training (Ex) (armor spikes)
At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times.
This ability replaces trapfinding.

Daring (Ex)
At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd.
This ability replaces trap sense.

Finesse Training (Ex) Armor Spikes
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

Weapon and Armor Proficiency
A feral gnasher loses all martial weapon proficiencies except for greatclub and loses proficiency with medium armor.

Fast Movement (Ex)
A barbarian's base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's base speed.

Rage (Ex) 6 rds/day
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

--------------------
Equipment
--------------------
Ring of Feral Action(3000): Ignore Staggered 5/day
+1 armor Spikes (2000)
Boots of the Cat (1000): Always take minimum damage from falling, always land on your feet

Second Character story and alternate:

Stickymitts has a problem. He likes things. Shiney things. They call to him, they glint at him! How is he supposed to resist when all that niceness is just one grab away! Then people get all offended because a goblin is "stealing their stuff"! Well how do they know that their stuff wanted to be with them in the first place, huh? HUH?
Well, Sticky learned very early that the best way to not get hurt when people swatted at you when you get caught with your hand up their shirt is to just go with the blow. Sticky is a master of getting hit and walking it off. One time a full blooded orc lady back handed him so hard the surrounding people gasped. Sticky flew across the street and into a shop window, suffering only minor cuts. He skipped out of the shop with suspiciously bulgy pockets and gave her a smile. Then ran for his life.
Sticky was recruited soon after that as a kind of disruptive influencer. The command of the army thought that Sticky could be directed at a foe's line and create a gap for the real soldiers. They were right.
In his first battle sticky donned a suit of spiked leather and rolled out on the battle field without a care in the world. He was summarily clobbered by a polearm. He took the hit, rolled a few feet, then charged in on the surprised man and put one of those spikes straight through his shin. The attention of the enemy line was completely disrupted. Sticky had earned his keep. For once.

Alternate: Sticky hates the woods. Hates them soooo much! Never enough to eat and no tasty things to drink, never! What he wouldn't give for a decent trash heap! But he couldn't. Banished! He must prove his worth to the Mulhorandi, save himself! Before he wastes away with no shinies or good food ever again.

Scarab Sages

Updated slightly. Bought some things with ep.:

Name:
Class:
Height m
Weight: kg
Demeanor:
Ambition:
Hatred:
Attributes:
BS: 36 = 36
WS: 35 = 35
S: 38 +2(trait)+3(Regiment)+3(world)+10(ogryn)+5(ep)=61
A: 32 -10 (ogryn)
T: 35 +2(trait)+3(Regiment) +10(ogryn)+10(ep) = 60
Int: 33 -3(Regiment) -15(ogryn) = 9
Will: 33 = 33
Fel: 32 = 32
Per: 29 = 29
Wounds: 25 +2(roll) +2(regiment) = 29
Fate: 1

Aptitudes: Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill, Willpower(Regiment)
Skills: Intimidate, Athletics, Low Gothic, Operate (Surface), Schol. Lore (Beasts), Common Lore (War, Imperial Guard)
Starting Talents: Iron Jaw; Weapon Training (Heavy, Solid Projectile), Rapid Reload(Regiment)
Traits: Auto-Stabilized, But it Dark in Dere!, Clumsy, Size(Hulking), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2)
Equipment: Common craftsmanship Ripper Gun, Frag Grenades: 1d5 ⇒ 4
Imperial Guard Flak Armor(+4 all)
600 Ep: Strength +5 (100), Toughness +10 (300), Berserk Charge(100), Frenzy(100)

Scarab Sages

Then we should upgrade them again. :)

Scarab Sages

PM sent. :)

Scarab Sages

I like that list. For the remaining points, I say we upgrade our laspistols to carbines (I think that's 5)

Scarab Sages

Because we will be rolling bunches of characters, may I suggest we upgrade things that will benefit each character we make, like our base main weapon. It might be cool to buy a big gun, but what happens when we have no-one who can effectively use it?

Scarab Sages

So those points aren't spent by us individually, but by us as a group for the regiment?

Scarab Sages

Seth: I'm learning from what others have posted, mostly. I would share my book if I could.

Scarab Sages

What I have so far in an actual sheet summary:

Name:
Class:
Height m
Weight: kg
Demeanor:
Ambition:
Hatred:
Attributes:
BS: 36 = 36
WS: 35 = 35
S: 38 +2(trait)+3(Regiment)+3(world)+10(ogryn)=56
A: 32 -10 (ogryn)
T: 35 +2(trait)+3(Regiment) +10(ogryn) = 50
Int: 33 -3(Regiment) -15(ogryn) = 9
Will: 33 = 33
Fel: 32 = 32
Per: 29 = 29
Wounds: 25 +2(roll) +2(regiment) = 29
Fate: 1

Aptitudes: Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill, Willpower(Regiment)
Skills: Intimidate or Survival, Athletics, Low Gothic, Operate (Surface), Schol. Lore (Beasts), Common Lore (War, Imperial Guard)
Starting Talents: Die Hard or Iron Jaw; Weapon Training (Heavy, Solid Projectile), Rapid Reload(Regiment)
Auto-Stabilized, But it Dark in Dere!, Clumsy, Size(Hulking), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2)
Equipment: Common craftsmanship Ripper Gun, Frag Grenades: 1d5 ⇒ 4
Imperial Guard Flak Armor(+4 all)

600 Ep:

Should we add the "standard Kit" to our gear in the sheet? If we cannot use the gear (like the lasgun for me) do we get resources to compensate?

Oh, and do Ogryns use armor? Or does that need to have the Ogryn Proof tag too?

Speaking of, I saw people talking about points when purchasing things. What determines how many points a thing costs? Rarity? What are the values? (If this is in the book, I apologize. I jut got a copy and I'm still reading up...)

Scarab Sages

Thanks for the clarification/comments Ghost! I fully plan to charge the enemy as soon as my buddies tell me to and never come back. I can also play a stupid person no problem. :)

Scarab Sages

I'm still working on this guy. I need to spend my xp and gear up. I'm doing a lot of reading right now.

I have decided that my first will be an ogryn, so:

BS 36
WS 35
S 38+2+3+3+10=56
A 32 -10=22
T 35+2+3+10=50
Int 26-3-15=9
Will 33
Fel 32
Per 29
fate: 1d10 ⇒ 7=1

Ogryn: +10 S,T; -15 Int; -10 A
Starting Aptitudes: Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill, Willpower
Starting Skill: Intimidate or Survival, Athletics, Low Gothic, Operate (Surface), Schol. Lore (Beasts), Common Lore (War, Imperial Guard)
Starting Talents: Die Hard or Iron Jaw; Weapon Training (Heavy, Solid Projectile), Rapid Reload
Starting Traits: Auto-Stabilized, But it Dark in Dere!, Clumsy, Size(Hulking), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2)
Specialist Equipment: Common craftsmanship Ripper Gun, Frag Grenades: 1d5 ⇒ 4
Wounds: 1d5 + 25 + 2 ⇒ (2) + 25 + 2 = 29
One with the land: (+10 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts & to harvest, cultivate, identify crops)
Naive: ( -10 on opposed Scrutiny tests vs deceive, first time to gain insanity, gain double the number)

References:
Agri-World Line Infantry, Plefmatic Commander, Iron discipline
Boni&Mali:
+3 to two of {Fel, T, S}
+3 to S, -3 to Int
+2 Wounds

Scarab Sages

Crunch for Choon's second Character:

for Nirmathas

About Stickymitts
NE Male Goblin (humanoid [goblin]) UnBarbarian 1, URogue 3
Init +5; Perception +7; Darkvision 60
Trait: Acrobat, Bouncy
[x]= rage
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 11 [-2]
(Dex +5, armor+5, size+1)
hp 32 [40]
Fort +5, Ref +8, Will +3[5]
CMD 15

--------------------
Offense
--------------------
Speed 40'
Base Atk +3;
+1 Armor Spikes +9[11] 1d6+6[8] x2
Sneak Attack 2d6
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 14, Wis 10, Cha 6
Base Atk +4; CMB 3[5] ; CMD 15[17]

Feats:
Roll With It
Weapon Finesse (b)
Skill Focus: Acrobatics

----------------------------------
Skills: *=Bonus Knowledge skills
----------------------------------

Acrobatics +21 (4rank,5dex,3class,4race,3feat,1archetype,1trait)
Disable Device +12 (4rank,5dex,3class)
Escape Artist +12 (4 rank,5dex,3class)
Know:Dun +9 (4rank,2int,3class)
Know:local +9 (4rank,2int,3class)
Perception +7 (4rank,0wis,3class)
Sense Motive +7 (4rank,0wis,3class)
Slight of Hand +12 (4rank,5dex,3calss
Stealth +16 (4rank,5dex,3class,4size)

Languages: Common, Goblin, Orc

--------------------
Rage Powers/rogue talents
--------------------
Combat Trick:

--------------------
Racial Traits
--------------------
Standard Racial Traits

Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Tree Runner: In trackless rain forests and marshes, it can be difficult to find dry ground to build on. goblin tribes living in such areas have learned to live in the treetops. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. This racial trait replaces skilled.

Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Senses Racial Traits

Darkvision: Goblins see perfectly in the dark up to 60 feet.

--------------------
Class Features
--------------------
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Martial Training (Ex) (armor spikes)
At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times.
This ability replaces trapfinding.

Daring (Ex)
At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd.
This ability replaces trap sense.

Finesse Training (Ex) Armor Spikes
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

Weapon and Armor Proficiency
A feral gnasher loses all martial weapon proficiencies except for greatclub and loses proficiency with medium armor.

Fast Movement (Ex)
A barbarian's base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's base speed.

Rage (Ex) 6 rds/day
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

--------------------
Equipment
--------------------
Ring of Feral Action(3000): Ignore Staggered 5/day
+1 armor Spikes (2000)
Boots of the Cat (1000): Always take minimum damage from falling, always land on your feet

Draft 1 Story for Second Character:

Stickymitts has a problem. He likes things. Shiney things. They call to him, they glint at him! How is he supposed to resist when all that niceness is just one grab away! Then people get all offended because a goblin is "stealing their stuff"! Well how do they know that their stuff wanted to be with them in the first place, huh? HUH?
Well, Sticky learned very early that the best way to not get hurt when people swatted at you when you get caught with your hand up their shirt is to just go with the blow. Sticky is a master of getting hit and walking it off. One time a full blooded orc lady back handed him so hard the surrounding people gasped. Sticky flew across the street and into a shop window, suffering only minor cuts. He skipped out of the shop with suspiciously bulgy pockets and gave her a smile. Then ran for his life.
Sticky was recruited soon after that as a kind of disruptive influencer. The command of the army thought that Sticky could be directed at a foe's line and create a gap for the real soldiers. They were right.
In his first battle sticky donned a suit of spiked leather and rolled out on the battle field without a care in the world. He was summarily clobbered by a polearm. He took the hit, rolled a few feet, then charged in on the surprised man and put one of those spikes straight through his shin. The attention of the enemy line was completely disrupted. Sticky had earned his keep. For once.

Story for first character still in the works.

Scarab Sages

With those two we have a 5-6 person party per side. Not too shabby.

Scarab Sages

I've tried and failed to make a goblin cavalier that I'm happy with. I have now moved on to a goblin featuring the Roll with It feat for my second character. Still working on my first's story, but I have a good start on it.

Scarab Sages

Ya, I realize I'm not going to be twitch incarnate. Is there an option to like explosions a little too much?

Scarab Sages

How much heavy explosives could those points buy? I'm enjoying the thought of emulating Twitch

Scarab Sages

Ahh I see how this is going. I'll do some more rolls when I get the chance. I still don't understand a lot of the stuff in that character sheet, but I'm sure it will become clear in time. Still looking for a book that I can trust to be virus free.

Scarab Sages

Reroll my 2,4: 20 + 2d10 ⇒ 20 + (4, 2) = 26
Of corse. It's Destiny, apparently.

Scarab Sages

*Waits with baited breath*

Edit: Then unintentionally trolls everyone who thinks this was Vrog. :P

Scarab Sages

Shucks. I dislike scrounging around in the grey corners of the internet, but I'll try.

Scarab Sages

Instead of going fancy, I thing I'll just make my first a regular joe until I get a better handle on things.

Good to know about the pairs as a pool. Thanks!

I'm going to look and see if there's an Only War srd out help me along.

Scarab Sages

What should you have to be a good psyker? I think my rolls are pointing to a melee or strong man type, but I'm curious.

Scarab Sages

Crunch for Ulfr Uggason:

This would be my submission for the Molthuni side. Story still under construction.

Stats:

LG Male Human Bloodrager(Blood Conduit) 1, Skald (Fated Champion, War Drummer) 3
Init +2 (2 dex); Senses: Perception +4, Init +3 (2 dex, 1 skald)
STATS
[X] = when raging
Str 18[26], Dex 14, Con 12[20], Int 10, Wis 10, Cha 16
Favored Class: Skald
DEFENSE
AC 16[14], Touch 12[10], Flat-Footed 14[12] (+2 dex, +4 armor)
HP 20/20[40]
Fort +5[9], Ref +4, Will +3[5]
Trait: +1 luck to all saves, familiar: +2 reflex
CMD 16[20]

OFFENSE
Speed 30 base, 30 with armor
Melee:
Greatclub +6[10] (2d6+9[15] x2), [Spirit attack: Slam +3 1d6+2 negative energy]

Ranged:
Sling +4 (1d4+4[6] x2 50ft.) or (1d4+8)

B.A.B. +3, CMB +8[12]
Feats, Traits, and Languages: Hide

Improved Unarmed Strike (b)
Endurance (b)
Amplified Rage
Power attack
Traits and Languages
Community Minded - Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.

Languages
Common, Orc
Bloodrage (Su) 5/day: Hide
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Raging Song 9/day: Hide

Raging Song (Su)
A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.

Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Song of Marching (Su) At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.

Song of Strength (Su) At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald's level to a Strength check or Strength-based skill check.

Dirge of Doom (Su) At 10th level, a skald can create a sense of growing dread in his enemies, causing them to become shaken. This only affects enemies that are within 30 feet and able to hear the skald's performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and relies on audible components.

Song of the Fallen (Su) At 14th level, a skald can temporarily revive dead allies to continue fighting, with the same limitations as raise dead. The skald selects a dead ally within 60 feet and expends 1 round of raging song to bring that ally back to life. The revived ally is alive but staggered. Each round, the skald may expend another 1 round of raging song to keep that ally alive for another round. The ally automatically dies if the skald ends this performance or is interrupted. The skald may revive multiple allies with this ability (either at the same time or over successive rounds) but must expend 1 round of raging song per revived ally per round to maintain the effect.

Sagas Sagas are specialized applications of a skald's raging song ability, functioning much like bardic masterpieces but are available only to skalds. Sagas are never purely artistic constructs; they are designed to preserve lore or commemorate historical figures, and are usually based in fact. Sagas therefore require ranks in Knowledge (history) as a prerequisite, as well. Bards can learn sagas, using their bardic performance ability instead of raging song.

See list of sagas here.

Rage powers: Hide

Spirit Totem, Lesser
Spirit attack: Slam +3 1d6+2 negative energy
Spells: Hide

Caster Level 3; Concentration +5
1st lvl (4 Known, 3/day, DC 14):
Disguise Self, Hidden Diplomacy, Liberating Command, Moment of Greatness

0 lvl (6 known, inf./day, DC 13):
Mending, Message, Prestidigitation, Detect Magic, Read Magic, Sift
Skills: Hide

(Skill bonus=rank+ability+class+misc)
*=background
Bluff: 8=2+2+3+1
Intimidate: 8(10)=2+2+3+1+2*
Perception: 4=4+0+3
Perform (Oratory): 7=2+2+3
Perform (Percussion): 7=2+2+3
Stealth: 6(8)=4+2+0+2*
*=+2 Intim, stealth, perception in dim light or darkness
+1 bluff, Intimidate
-ACP -3
-Total = 16 (+4/lvl)x4

Consumables (potions, poisons, etc.): Hide
Special qualities: Hide

Racial
Standard Racial Traits
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (strength)
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Offense Racial Traits
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of weapon familiarity. Source PPC:BoS

Senses Racial Traits
Darkvision: Half-orcs can see in the dark up to 60 feet.
Other Racial Traits

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Class-based
Bloodline (arcane)
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

At 1st level, a blood conduit selects a bonus feat from the following: Improved Bull Rush, Improved Grapple, Improved Reposition, Improved Trip, and Improved Unarmed Strike. He does not need to meet the prerequisites to take this feat. He also adds those feats to his list of bloodline feats.
This ability replaces fast movement and alters bloodline feats.

Bloodline Familiar: I gain a familiar in place of my first level bloodline power. Additionally bonus spells are delayed by one level.

Spell Casting
A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell's level. The saving throw DC against a skald's spell is 10 + the spell's level + the skald's Charisma modifier.

Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Skald. In addition, he receives bonus spells per day if he has a high Charisma score.

The skald's selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald's choice. At each new skald level, he gains one or more new spells, as indicated on Table: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn't affected by his Charisma score; the numbers on Table: Skald Spells Known are fixed.

At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Fearsome Mien (Ex)
A war drummer adds 1/2 his class level (minimum 1) to all Intimidate and Bluff skill checks.

This ability replaces bardic knowledge.

Deadly Rhythm (Ex)
At 1st level, during his raging song, a war drummer can draw clubs and greatclubs as a free action as if he had the Quick Draw feat. At 3rd level, the war drummer gains a +1 bonus on damage rolls for attacks made with clubs or greatclubs. At 7th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5). At 6th level, the war drummer gains Improved Critical with the club or the greatclub as a bonus feat.

This ability replaces Scribe Scroll.

Versatile Performance (Ex)
[Errata] At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Watcher of the Weave (Ex)
At 2nd level, a fated champion learns to see the tapestry of events moments before it is woven. He gains an insight bonus on initiative checks equal to 1/2 his skald level.

This ability replaces well-versed.

Rage Powers (Ex)
At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).

Unless otherwise noted, a skald cannot select an individual rage power more than once.

When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald's level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power's effects depend on the skald's ability modifier (such as lesser spirit totem), affected allies use the skald's ability modifier instead of their own for the purposes of this effect.

If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).

If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).

If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.

If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.

Gear: Hide

Carrying Capacity: 233/466/700 current: 70.5 lbs.
Cold Weather Outfit
Chain Shirt (100g, 25lbs)[smaller]
Greatclub [smaller](5gp /8 lbs)
Sling (0gp, 1 lbs)
Bullets, Sling x10 (1sp, 5 lbs)

Backpack
-in backpack: Bards Kit-
Price 41 gp; Weight 32-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (4 days), and a waterskin

-Cash-
180 gp total initial
146g, 1s, 0c spent
33g, 9s remaining
Familiar: Hide

Fox CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +11
DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 12[15] (half master's)
Fort +5[9], Ref +4, Will +4[6]

OFFENSE

Speed 40 ft.
Melee bite +5 (1d3+2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 9[15], Dex 15, Con 13[21], Int 2, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 when jumping), Perception +11, Stealth +13, Survival +4 (+9 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

SPECIAL ABILITIES

Familiar

The master of a fox familiar gains a +2 bonus on Reflex saves.

A valet is a consummate personal servant, able to fetch, deliver, and perform for its master's every need.

Class Skills
A valet treats Craft, Perform, and Profession as class skills.

Able Assistant (Ex)
A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.
This ability replaces Alertness.

Prestidigitation (Sp)
A valet can use prestidigitation once per hour.

Teammate (Ex)
A valet is considered to have all the teamwork feats its master has.

Scarab Sages

Ok, applying the things I can make sense if from the regiment gives me

BS 36
WS 35
S 33+3=36+3=39
A 32
T 29+3=32
Int 26-3=23
Will 38
Fel 32
Per 35

So he got strong and dumb. I'm feeling a melee type here, folks.

Copied regiment info for reference
Agri-World Line Infantry, Plefmatic Commander, Iron discipline
Boni&Mali:
+3 to two of {Fel, T, S}
+3 to S, -3 to Int
+2 Wounds
---------------------
I don't understand the things below

Additional Aptitude: Willpower
Starting Talent: Rapid Reload
Starting Skills: Athletics, Low Gothic, Operate (Surface), Schol. Lore (Beasts), Common Lore (War, Imperial Guard)
One with the land: (+10 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts & to harvest, cultivate, identify crops)
Naive: ( -10 on opposed Scrutiny tests vs deceive,
first time to gain insanity, gain double the number)
Favored Weapons: Heavy Stubber and Basic flamer. +10 to acquisition tests to acquire those weapons or the appropriate ammo

Scarab Sages

Ok, so copying the rolls from Lizardwizard above means the average dude has a 31ish...

BS: 20 + 2d10 ⇒ 20 + (9, 7) = 36
WS: 20 + 2d10 ⇒ 20 + (6, 9) = 35
S: 20 + 2d10 ⇒ 20 + (8, 5) = 33
A: 20 + 2d10 ⇒ 20 + (10, 2) = 32
T: 20 + 2d10 ⇒ 20 + (1, 8) = 29
Int: 20 + 2d10 ⇒ 20 + (2, 4) = 26
Will: 20 + 2d10 ⇒ 20 + (8, 10) = 38
Fel: 20 + 2d10 ⇒ 20 + (8, 4) = 32
Per: 20 + 2d10 ⇒ 20 + (5, 10) = 35

So my dude would be good at attacking, but not defence. A glass cannon, so to speak. Also not the sharpest knife in the block. Am I right?

Scarab Sages

I'm familiar with pathfinder (duh), savage worlds, and Mistborne. I can pick up a system up pretty quickly, but there will probably be blunders as my other systems intrude in my thought process.

I see the info in the campaign tab. No idea what the single letters and acronyns mean. I have read the All Guardsmen Party. Huge fan. So I have that going for me.

Scarab Sages

I am also interested, but I do not own the books nor do I have any experience in the system. Do you think these shortcomings will be a detriment to the game?

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