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Aldern Foxglove

Digger Chandler's page

429 posts. Alias of joerice.


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Definitely interested ...three or four of my games died recently.


M Human (multi-ethnic) Rogue Charlatan 6

will: 1d20 + 3 ⇒ (14) + 3 = 17


M Human (multi-ethnic) Rogue Charlatan 6

The hell is up with Jake?

"I might be new at this, but it's awfully convenient that you don't have to answer more questions. We're charged with protecting this city ...including your apparently-interesting rocks."intim: 1d20 + 13 ⇒ (12) + 13 = 25


M Human (multi-ethnic) Rogue Charlatan 6

"We're not done. You know where our orders came from ...I don't think His Grace would be keen on us leaving like this."bluff: 1d20 + 21 ⇒ (12) + 21 = 33


M Human (multi-ethnic) Rogue Charlatan 6

init: 1d20 + 2 ⇒ (18) + 2 = 20


M Human (multi-ethnic) Rogue Charlatan 6

"Are you aware of the recent attack on one of your carts?"


M Human (multi-ethnic) Rogue Charlatan 6

"So, do you usually ship by cart?"


M Human (multi-ethnic) Rogue Charlatan 6

Cool, thanks.


M Human (multi-ethnic) Rogue Charlatan 6

What am I supposed to be asking about? Sorry ...mind is blank.


M Human (multi-ethnic) Rogue Charlatan 6

I could always have Linus create horrible plot developments!


M Human (multi-ethnic) Rogue Charlatan 6

"OK. So. This is just for my records, what exactly is going on here?"


M Human (multi-ethnic) Rogue Charlatan 6

"Pardon me, ma'am. I'm a, well, rather new to this guard thing and I'd way rather talk to another woman now if it's possible?"bluff: 1d20 + 21 ⇒ (17) + 21 = 38


M Human (multi-ethnic) Rogue Charlatan 6

Digger looks for a bosstype.


HP: 1d8 ⇒ 8
HP: 1d8 ⇒ 6
HP: 1d8 ⇒ 1


M Human (multi-ethnic) Rogue Charlatan 6

[Ooc] I'll help! [/b]


@GM What's your take on gunslingers for this AP? I have a "man with no name" type I'd LOVE to get into this.


M Human (multi-ethnic) Rogue Charlatan 6

In character, Digger doesn't have anything to say as yet. He's acting a little spooked.


M Human (multi-ethnic) Rogue Charlatan 6

I actually did, which was a nice change, heh.


M Human (multi-ethnic) Rogue Charlatan 6

Holiday vacations will be a thing. No worries.


M Human (multi-ethnic) Rogue Charlatan 6

shot: 1d20 + 7 ⇒ (5) + 7 = 12


M Human (multi-ethnic) Rogue Charlatan 6

"Well don't yall need archers? Damn, my gurl done proved she badass. I ain't claimin to be no swordsb&#&$. But I can get secrets real nice."


Oooh I also put the wrong trait from an earlier draft. Should be exposed to awfulness.


Is the lack of a link a problem? I could transfer it pretty easily when I get home.


M Human (multi-ethnic) Rogue Charlatan 6

Oh, man. In the rush to post before ladyfriend arrives I screwed up. I reposted on recruitment. VERY sorry, this is embarrassing!


Dang. I thought I posted my guy.

He's an urban ranger/spirit ranger ...he talks to the spirits of cities to help him solve crimes. Philip Marlowe meets Jack Hawksmoor, I guess. A skill monkey that compliments your rogue/bard and specializes in different arenas, but can still do full melee combat. I really like this guy.

Here he is. Due to modifiers his skill list is long-looking, but I figured this was the easiest way.:
Philius Ghoulsmoor
Male Human Ranger (Urban Ranger/Spirit Ranger) 4
CG Medium Humanoid (Human)
Init +1/+3 Sandpoint ; Perception +11/+13/+13/+15
--------------------
Defense
--------------------
AC
hp 38
Fort +5, Ref +5, Will +3
--------------------
Offense
--------------------
Speed
Melee:
Melee:
Melee:

--------------------
Statistics
--------------------
Str 15, Dex 12, Con 12, Int 14, Wis 14 , Cha 14
Base Atk +4; CMB +6; CMD 17
Feats :
1st (Human): Skill Focus Bluff
1st: Skill Focus: Diplomacy
2nd Combat Style (Ranger): Shield Focus
3rd: Alertness
Traits: Fast Talker, Affable

Skills:
Bluff 13 (2+4+3+1+3)
Bluff Humans 15
Diplomacy 12 (2+4+3+3)
Diplomacy Gather Information 14
Disable Device 8 (1+4+3)
Disable Trap 10
Heal 9 (2+4+3)
Knowledge (local) 9 (2+4+3),
Knowledge (local) Sandpoint 11
Knowledge (local) Sandpoint Humans 13
Perception 11 (2+4+3+2)
Perception Traps 13
Perception Sandpoint 13
Perception Traps in Sandpoint 15
Perception Humans 13
Perception Humans in Sandpoint 15
Sense Motive 8 (2+4+2)
Sense Motive Humans 10
Stealth 8 (1+4+3)
Stealth Sandpoint 10
Survival 9 (2+4+3)
Survival Tracking 11
Survival Sandpoint 11
Survival Tracking Sandpoint 13
Survival Humans 11
Survival Tracking Humans 13
Survival Tracking Humans in Sandpoint 15
Languages: Common
--------------------
Class Abilities
--------------------
Favored Enemy (Humans)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacycheck to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Fighting Style: Weapon and Shield

Favored Community (Ex): Sandpoint
At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local),Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
At 8th level, and every five levels thereafter, an urban Ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community.
Trapfinding (Ex)
At 3rd level, an urban Ranger can find and disable traps, as the rogue class feature of the same name.
Spirit Bond (Ex)
At 4th level, instead of forming a bond with his hunting companions or an animalcompanion, the spirit Ranger forms a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the Ranger can cast augury as a spell-like ability with a caster level equal to his Ranger level. In addition, he can call upon these spirits to cast any one Ranger spell that he is capable of casting, without having to prepare the spell. At 8th level, and every four levels thereafter, he can cast an additional spell in this way.

EQUIPMENT:

gp


M Human (multi-ethnic) Rogue Charlatan 6

HP: 1d10 + 2 ⇒ (7) + 2 = 9
HP: 1d10 + 2 ⇒ (7) + 2 = 9
HP: 1d10 + 2 ⇒ (6) + 2 = 8

Here we go!

Philius Ghoulsmoor:

Male Human Ranger (Urban Ranger/Spirit Ranger) 4
CG Medium Humanoid (Human)
Init +1/+3 Sandpoint ; Perception +11 and lots of possible modifiers.
--------------------
Defense
--------------------
AC
hp 38
Fort +5, Ref +5, Will +3
--------------------
Offense
--------------------
Speed
Melee:
Melee:
Melee:

--------------------
Statistics
--------------------
Str 15, Dex 12, Con 12, Int 14, Wis 14 , Cha 14
Base Atk +4; CMB +6; CMD 17
Feats :
1st (Human): Skill Focus Bluff
1st: Skill Focus: Diplomacy
2nd Combat Style (Ranger): Shield Focus
3rd: Alertness
Traits: Fast Talker, Affable

Skills:
Bluff 13 (2+4+3+1+3)
Bluff Humans 15
Diplomacy 12 (2+4+3+3)
Diplomacy Gather Information 14
Disable Device 8 (1+4+3)
Heal 9 (2+4+3)
Knowledge (local) 9 (2+4+3),
Knowledge (local) Sandpoint 11
Knowledge (local) Sandpoint Humans 13
Perception 11 (2+4+3+2)
Perception Traps 13
Perception Sandpoint 13
Perception Traps in Sandpoint 15
Perception Humans 13
Perception Humans in Sandpoint 15
Sense Motive 8 (2+4+2)
Sense Motive Humans 10
Stealth 8 (1+4+3)
Stealth Sandpoint 10
Survival 9 (2+4+3)
Survival Tracking 11
Survival Sandpoint 11
Survival Tracking Sandpoint 13
Survival Humans 11
Survival Tracking Humans 13
Survival Tracking Humans in Sandpoint 15
Languages: Common
--------------------
Class Abilities
--------------------
Favored Enemy (Humans)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacycheck to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Fighting Style: Weapon and Shield

Favored Community (Ex): Sandpoint
At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local),Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
At 8th level, and every five levels thereafter, an urban Ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community.
Trapfinding (Ex)
At 3rd level, an urban Ranger can find and disable traps, as the rogue class feature of the same name.
Spirit Bond (Ex)
At 4th level, instead of forming a bond with his hunting companions or an animalcompanion, the spirit Ranger forms a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the Ranger can cast augury as a spell-like ability with a caster level equal to his Ranger level. In addition, he can call upon these spirits to cast any one Ranger spell that he is capable of casting, without having to prepare the spell. At 8th level, and every four levels thereafter, he can cast an additional spell in this way.

EQUIPMENT:

gp

He's statted out except for equipment, but I doubt anything super crazy will be bought ...shield and weapon guy, combat wise, but a pretty damn strong skill monkey without too much overlap, allowing your bard/rogue to be the flashy performer he is. He's a Sandpoint native and loves the town dearly ...may have served briefly in a militia somewhere, but came back to the town he loves. Even thinks he can speak to the spirits of the city, especially when helping him investigate something That Should Not Have Happened Here.

Hope you enjoy. I love a good RP-heavy group.


I've had this Urban Ranger I've wanted to play for ages ...a private investigator in D&D ...think Elliot Gould in the Long Goodbye with a longsword. Maybe he'll name it The Long Sword. Statting up now! His fluff is done and easy ...world-weary but secretly hopeful, he's seen the depths humanity can fall to, but he's seen hints of the beauty, as well. And reading up to where you guys are at this point, it makes good sense to bring in a private dick!


I believe my druid was left off the list ...


Hearing about Lamm:

The smell was acrid, nearly tear-jerking. The man cried out in a combination of pain and horror. "Oh, Gods! No! No! I'm not ready! No! I haven't done anything yet! No!"

Teodor watched the man, head tilted slightly. "Aha. The con-man pro-tests. Tests my patience, tests my mercy, tests my faith. You give me words, but not the ones I want. Words, words, words. We name with words. Words are names. Words are shames. Shame-name, same-name? Who. Who. Who. I'm no Al, now Owl, no. Curiosity got this cat, and this cat now has your tongue. Want it back? Use it well. Who. Who. Who."

"Who WHAT??? Just keep it away, I'll tell you!"

Teodor tsked at the man. "Manners, man. But you know who who who. Who's the man with the plan no one understands? Who puts the shiv in the shiver? Who puts the death in the liver?"

"Lamm! Lamm! Gaedren Lamm!"

The tentacled beast beside Teodor disappeared. "Lamm? You wouldn't pull the wool over my eyes, would you, shiver-giver? Lamm. Bah! Bah! Lamm! Every where the Lamm goes then I am sure to go. To give thanks! Groetus' thanks! All things end, wretch. Get your house in order, or better yet in chaos. Live right, cause I'll be watching from the skies, from the darkness. Have you seen the light? I have seen what's between the lights."

By the time the dealer realized he was unharmed and alive, Teodor was long gone.


OK, finally nailed down my submission. Really solidified as I made him ...I'm itching to play this weirdo now.

Teodor Niculescu:

Male Human Cleric of Groetus 1 (Void/Dark Tapestry and Madness/Nightmare Domains)
CN Medium Humanoid (Human)
Init +0 ; Perception +2
--------------------
Defense
--------------------
AC 15, 17 with shield (10 touch, 15 flat)
hp 11
Fort +5, Ref +0, Will + 4
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Heavy Flail +2 (1d10+3)19/20 disarm, trip
Melee: Morningstar +2 (1d8+2)
Melee: Sickle +2 (1d6+2)

--------------------
Statistics
--------------------
Str 14, Dex 11, Con 15, Int 10, Wis 15 , Cha 17
Base Atk +0; CMB +2; CMD 12
Feats : Extra Channel, Skill Focus: Bluff
Traits: Drug Addict (Personal), Fast Talker

Skills: Bluff 11 (3+1+3+1+3)

, Diplomacy 7 (3+1+3), Sense Motive 6 (+2+1+3)
Languages: Common
--------------------
Spells and Special Abilities
--------------------
Channel Energy (Su) 1d6 8/day
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undeadcreatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

Domain Abilities:

It Came From Beyond (Ex): Once per day, when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner appears unnervingly deformed or unnaturally hideous, bringing with it a whiff of the emptiness of the void. This ability only works on spells you cast as a cleric—it does not work on spellcasting abilities gained from any other spellcasting classes you might have.

Fearful Touch (Su): As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a –2 penalty on attack rolls made against you. In addition, the creature takes a penalty onWill saves made against fear effects equal to 1/2 your cleric level (minimum –1). This power is a mind-affecting effect. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells:
1st: Feather Fall or Lesser Confusion
Cleric Spells a Day:
0 (3):
1 (2+1):.

EQUIPMENT:
Heavy Flail
Morningstar
Sickle
Heavy Wooden Shield
Scale Mail
Wooden Holy Symbol
20gp bottle of Absinthe
backpack
Spell Components Pouch

22 gp

Backstory in Brief:
Teodor grew up poor but witty and ever curious. A fast-talking hedonist, he fancied himself an up-and-coming rake or conman. But the partying eventually took its toll, and he found himself in the depths of addiction. The night he bottomed out, the last time he took Shiver, he had a religious revelation. All things end. Everything. Even the torment and the pain. Groetus, the mysterious moon in Pharasma's graveyard, the God that will one day draw the curtain on existence, appeared to him. All things must end.

This, as you might imagine, left quite a mark on young Teodor. Some think him mad, some eccentric, and perhaps a few find him charmingly devout. He's definitely not the man he once was, but his endgame remains mysterious. He seems to preach about the end of all things, but he has been seen helping the less fortunate as well. One thing is for certain: he would quite like to meet the man that set him on his current path, and to thank him in a very special way.


Haizi's background:
Somewhere near the Worldwound, a small village was left unprotected on the wrong day. A horde of demons came through and began murdering everything in sight. It was in the aftermath that a pack of wolves happened upon the scene. The last member of the town was a mere baby, bawling as the demons argued over who would eat him. Something struck the pack, whether it was the child's wails or the innate evil of the demons, and they quickly snatched the baby away as the demons argued and fought. They raised the human boy as one of their own, and he learned much of the ways of the wild. But the story of his origins always stuck with him, and he was curious about other humanoids. Upon the day he set out from his pack with his Little Brother in tow, he traveled until he found a human settlement. He struggled to learn the strange human language, but he learned the world "demon" fast. Eventually he found out about the Crusaders working to stop the demons. He decided this should be his next pack.


M Human (multi-ethnic) Rogue Charlatan 6

[b]"Heyy-heyyyy! Sorry I'm late! I brought my cute little bow and everything!"[/d]


M Human (multi-ethnic) Rogue Charlatan 6

Shalee looks with a smile and a shrug. "I do not understand you, sir."


Submitting Haizi, a child rescued from cultists by a pack of wolves. I'll write up his background when I'm at a real computer.

Druid/Feral Child:
Male Human Druid (Feral Child) 1 
NG Medium Humanoid (Human) 
Init +2; Perception +6 
--------------------
 Defense 
-------------------- 
AC 17 hp 11 Fort +4, Ref +3, Will +4
 -------------------- 
Offense 
-------------------- 
Speed 30 ft. 
Melee: Unarmed Strike +4 (1d4+3) 
Melee: Grapple +6 
Melee: Quarterstaff +3 (1d8+4)/(2d6+4 Shillelagh) 
Ranged: Ranged: 
-------------------- 
Statistics
 -------------------- 
Str 16, Dex 14, Con 14, Int 8, Wis 15, Cha 10 
Base Atk ; CMB 3; CMD 15 
Feats : Improved Unarmed Strike (Class Feature), Improved Grapple, Weapon Focus (Unarmed Strikes) 
Traits: Stolen Fury, Wisdom in the Flesh (Stealth)
 Skills: Acrobatics 6 (2+1+3), Stealth 7 (3+1+3) Handle Animal 4 (0+1+3), Perception 6 (2+1+3), Survival 8 (2+1+3+2),
Languages: Common
-------------------- 
Spells and Special Abilities 
-------------------- 
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
 Wild Empathy (Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check
Weapon and Armor Proficiencies
A feral child loses proficiency with the scimitar, scythe, and sickle and with shields.
 Illiteracy At 1st level, a feral child is unable to read and write, though she may learn by taking 1 rank of Linguistics. She does not gain Druidic as a free language and cannot select Sylvan as a bonus language. 
Improved Unarmed Strike At 1st level, a feral child gains Improved Unarmed Strike as a bonus feat. 
Beast Family (Ex) At 1st level, a feral child may choose one specific type of animal as the type that raised her. She gains a +2 circumstance bonus on Handle Animal and wild empathy checks withanimals of that type, and she can communicate with them as if using a continual speak with animals spell-like ability, but this ability is non-magical. Nature Bond (Ex) At 1st level, a feral child must select an animal companion as her nature bond. 
Little Brother, Nature's Bond Wolf
 Starting Statistics Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent. Spells a Day 0 (3): Stabilize, Guidance, Detect Poison 1 (2): Shillelagh, Calm Animals EQUIPMENT: Lamellar, horn Quarterstaff Backpack 18 GP 


Heck yeah this sounds cool.


I'm seeing either an urban ranger or a sanctified rogue. A fast talker with a secret desire for vengeance, if only he ever had the chance.


I'd love to make something yet unnanounced.


M Human (multi-ethnic) Rogue Charlatan 6

"I've been working on my archery ...I'd love to get a good, deep bullseye."


No worries. I'm assuming you already put bourbon on the gums and baby is sleeping happily. Start subtly moving things around at your daughter's place!


M Human (multi-ethnic) Rogue Charlatan 6

Digger enters as a young half elf female, as he'd previously warned Kit. caught a nasty cold sorry "Kitrina! Gurl! You talkin to guard? Dont let that handsome costume veil you. But then, these two are handsome ..."bluff: 1d20 + 22 ⇒ (4) + 22 = 26


M Human (multi-ethnic) Rogue Charlatan 6

"What's even the point of giant ants? What do they carry all day?" Shalee swings! Attack: 1d20 + 10 ⇒ (11) + 10 = 21damage: 1d8 + 4 ⇒ (5) + 4 = 9

Attack: 1d20 + 10 ⇒ (6) + 10 = 16damage: 1d8 + 4 ⇒ (6) + 4 = 10


The Tian man was small but tightly wound, cables of muscle throughout his slight frame. He was alive with movement, but nothing seemed to be wasted. He seemed to take in everything quickly, not wanting to linger his gaze too long at any one thing. At his side was a wolf.

"Here we are, little brother. Crusaders ...the ones that fight the demons ...this is one of their places. Make no sudden movements; the people of the stone dwellings perhaps will be weak." The wolf seemed to reply with a sigh, then some other sound? "I don't smell any--oh!" He then notices the man loudly proclaiming his jerky to be superior. The two cautiously make their way over. "What is ...jerky? Little brother likes the smell."


I forgot to mention my Feral Child is a devout worshiper of Ketephys, the CG Elven god of the Hunt. Almost ...instinctively ...


OK, I've statted up my Feral Child.

He's a Tian male who was rescued by a pack of wolves after being tortured by cultists, who raised him from that point. He knows little of the ways of the world but knows demons and their followers are evil and unnatural. He and Little Brother have witnessed the crusaders and now, as he no longer truly fits in with the pack, they want to join the fight.

EDIT: Oh, yeah, eastern time zone.

Háizi:
Male Human Druid (Feral Child) 1
NG Medium Humanoid (Human)
Init +2; Perception +6
--------------------
Defense
--------------------
AC 17
hp 11
Fort +4, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Unarmed Strike +4 (1d4+3)
Melee: Grapple +6
Melee: Quarterstaff +3 (1d8+4)/(2d6+4 Shillelagh)
Ranged:
Ranged:
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 8, Wis 15, Cha 10
Base Atk ; CMB 3; CMD 15
Feats : Improved Unarmed Strike (Class Feature), Improved Grapple, Weapon Focus (Unarmed Strikes)
Traits: Stolen Fury, Wisdom in the Flesh (Stealth)
Skills:
Acrobatics 6 (2+1+3), Stealth 7 (3+1+3) Handle Animal 4 (0+1+3), Perception 6 (2+1+3), Survival 8 (2+1+3+2),

Languages: Common

--------------------
Spells and Special Abilities
--------------------
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Weapon and Armor Proficiencies
A feral child loses proficiency with the scimitar, scythe, and sickle and with shields.
Illiteracy
At 1st level, a feral child is unable to read and write, though she may learn by taking 1 rank of Linguistics. She does not gain Druidic as a free language and cannot select Sylvan as a bonus language.
Improved Unarmed Strike
At 1st level, a feral child gains Improved Unarmed Strike as a bonus feat.
Beast Family (Ex)
At 1st level, a feral child may choose one specific type of animal as the type that raised her. She gains a +2 circumstance bonus on Handle Animal and wild empathy checks withanimals of that type, and she can communicate with them as if using a continual speak with animals spell-like ability, but this ability is non-magical.
Nature Bond (Ex)
At 1st level, a feral child must select an animal companion as her nature bond.
Little Brother, Nature's Bond
Wolf
Starting Statistics
Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
Spells a Day
0 (3): Stabilize, Guidance, Detect Poison
1 (2): Shillelagh, Calm Animals
EQUIPMENT:
Lamellar, horn
Quarterstaff
Backpack
18 GP


Working on a druid ...maybe a Feral Child ...wants to rid the world of the destructive blight of demons.


Oh s**~ yeah! Dot!


Oh, that's even better. He had the portfolio and domains I liked, but not the flavor. I GET TO INVENT A RELIGION!


OK, I've got my guy figured out. I mean, I've already played a "lucky stat rolls monk" before. I've never played a Cleric.

SOOOO ...here comes a weird one, a CN Cleric of Groeteus, with the Darkness/Night and Void/Dark Tapestry domains. He'll multiclass into a Starsoul Sorcerer on his way to Mystic Theurge. A happy nihilist readying Golarion for What Comes Next.


Charlemagne's Brain wrote:
Quote:
Almost done with my martial artist, but we're looking really heavy on melee ...maybe a healer would be better?

Okay, because you have such ridiculous rolls that it would be almost cruel not to yet you play, I'll go with seven people and say you're in Digger. But if someone drops out that doesn't open up a slot, my ideal limit is still 6 people.

Yeah, a dedicated healer would be huge. You know what would be great with those stats? Mystic Theurge.

I've always wanted to ...oh, man ...yessssssss ...


Almost done with my martial artist, but we're looking really heavy on melee ...maybe a healer would be better?

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