Grim Reaper

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Organized Play Member. 862 posts (1,408 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 8 aliases.



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Due to demand from the few who didn't finish up there characters in time for the original (first game recruitment, I am opening a thread for a second game I am leaving this open till Friday night early Saturday. So get your characters finished.

The game will be set in the Ptolus setting and thus use the gods presented in the book (domain conversion will be done as needed).

4 to 6 players will be accepted.

Character Creation Guidelines:

Race: Core, APG, UC, UM, ARG (Core and Featured),

Ptolus races conversion in the tag below

Spoiler:

Aram
RP: 24 (Monstrous)
Ability Score Racial Traits 4 RP: Aram gain +6 Strength, +2 Constitution, -2 Intelligence, +2 Wisdom. This includes the adjustments for their large size.
Size 7 RP: Aram are Large creatures, gaining a +1 bonus on combat maneuver checks and to their CMD. They and take a –1 size penalty to their AC, a –1 size penalty on attack rolls and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Type 3 RP: Aram are Monstrous Humanoids.
Base Speed 0 RP: As quadrupeds, Aram have a base speed of 40 feet.
Language Quality 0 RP: Aram begin play speaking Common and Aram. Aram with high Intelligence scores can choose from the following: Elvish, Giant, Goblin, Gnomish, Halfling, Litoria, Sylvan.
Defense Racial Traits
Natural Armor 1 RP: Aram gain a +1 natural armor bonus to their Armor Class.
Stability 1 RP: Aram receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Feat and Skill Racial Traits
Indefatigable 2 BP: Aram sleep standing up, and rarely strip off all armor before doing so in the field. Aram gain Endurance as a bonus feat.
Movement Racial Traits
Swiftness 3 RP: Aram gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Aram also gain Run as a bonus feat.
Offense Racial Traits
Relentless 1 RP: Aram gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Senses Racial Traits
Darkvision 0 RP: Being monstrous humanoids, aram can see in the dark up to 60 feet.
Other Racial Traits
Quadruped 2 RP: Aram possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed (included above). In addition, members of this race use weapons and armor as if they were Medium (instead of Large).
Assarai
RP: 18 (Advanced)
Ability Score Racial Traits 1 RP: Assarai are built to endure harsh conditions, but have a reptilian brain. They gain +2 Strength, +2 Constitution and -2 Intelligence.
Size 0 RP: Assarai are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Assarai are Humanoids with the reptilian subtype.
Base Speed 0 RP: Assarai have a base speed of 30 feet.
Language Quality 0 RP: Assarai begin play speaking Common and Draconic. Assarai with high Intelligence scores can choose from the following: Aquan, Draconic, Goblin, Gnoll, Orcish, Undercommon.
Defense Racial Traits
Natural Armor 4 RP: Assarai gain a +3 natural armor bonus to their Armor Class.
Survivor 2 RP: Assarai who are reduced to fewer than 0 hit points but is not killed become nauseated instead of unconscious.
Feat and Skill Racial Traits
Athletic 2 RP: Assarai gain a +2 racial bonus on Acrobatics checks.
Scavenger 2 RP: Assarai gain a +4 bonus on Fortitude saves against disease, including magical diseases. When finding food, or shelter for themselves or other members of their race, Assarai make two survival checks, keeping the highest result.
Movement Racial Traits
Assarai Swimmer 3 RP: Assarai have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They may also hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Offense Racial Traits
Claws 2 RP: Assarai receive two claw attacks. These are primary natural attacks dealing 1d4 damage each.
Bite 1 RP: Assarai receive a bite attack. These are primary natural attacks dealing 1d3 damage.
Senses Racial Traits
Low-light vision 1 RP: Assarai can see twice as far as humans in conditions of dim light.
Alternate Racial Traits
Frail 0 RP: About 10% of assarai are born with a mutation making them less physically potent. In the past, assarai born with this mutation were abandoned and left to die; however, more and more city-dwelling assarai now frown on this practice. As it happens, the mutation provides some benefit in mix-race, urban environments, making "frail" assarai less threatening to other races. Of course, what an assarai considers "frail" is still just as hardy as, say, a human. This feature, while providing no benefit or penalty of its own, replaces the Natural Armor, Scavenger and Claws traits. This brings the RP total for a frail assarai to 10 RP, making it a Standard race.

Elf, Cherubim
RP: 15 (Advanced)
Ability Score Racial Traits 0 RP: While graceful, cherubim elves are very frail. They gain +4 Dexterity and –4 Constitution.
Size 0 RP: Cherubim elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Cherubim elves are Humanoids with the elf subtype.
Base Speed 0 RP: Cherubim elves have a base speed of 30 feet.
Language Quality 0 RP: Cherubim elves begin play speaking Common and Elven. Cherubim elves with high Intelligence scores can choose from the following: Auran, Celestial, Draconic, Elder Elven, Gnome, Halfling.
Defense Racial Traits
Lesser Spell Resistance 2 RP: Cherubim elves gain spell resistance equal to 6 + their character level.
Feat and Skill Racial Traits
Keen Senses 2 RP: Cherubim elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Dreamspeaker 2 RP: Cherubim elves gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher also gain the following spell-like ability (the caster level is equal to the user's character level) once per day: dream.
Movement Racial Traits
Flight 8 RP: Cherubim elves have a base speed of 30 feet. They can also fly with a speed of 50 feet and average maneuverability.
Senses Racial Traits
Low-light vision 1 RP: Cherubim elves can see twice as far as humans in conditions of dim light.

Elf, Harrow
RP: 10 (Standard)
Ability Score Racial Traits -2 RP: Though nimble, harrow elves typically bear horrible birthmarks, scars, and various deformities. They gain +2 Dexterity, −2 Constitution, and −2 Charisma.
Size 0 RP: Harrow elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Harrow elves are Humanoids with the elf subtype.
Base Speed 0 RP: Harrow elves have a base speed of 30 feet.
Language Quality 0 RP: Harrow elves begin play speaking Common and Elven. Harrow elves with high Intelligence scores can choose from the following: Abyssal, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Undercommon.
Defense Racial Traits
Harrowdream 1 RP: Harrow elves cannot naturally sleep, even if they want to, and are immune to magic sleep effects. If forced unconscious, become Shaken for one minute upon awaking.
Feat and Skill Racial Traits
Scarred 2 RP: Harrow elves receive a +2 racial bonus on Intimidate checks.
Harrow Lore 4 RP: Harrow elves receive a +2 racial bonus to Craft (alchemy) and Use Magic Device checks.
Magical Racial Traits
Harrow Magic 4 BP: Harrow elves with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level, DCs are Charisma-based) once per day: detect magic, ghost sound, mage hand, prestidigitation, blur. One who has or later gains the "cantrips" class feature adds all but the last of these spells to their known/prepared spells.
Senses Racial Traits
Low-light vision 1 RP: Harrow elves can see twice as far as humans in conditions of dim light.

Elf, Shoal
RP: 10 (Standard)
Ability Score Racial Traits 0 RP: Shoal elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size 0 RP: Shoal elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Shoal elves are Humanoids with the elf subtype.
Base Speed 0 RP: Shoal elves have a base speed of 30 feet.
Language Quality 0 RP: Elves begin play speaking Common and Elven. Shoal elves high Intelligence scores can choose from the following: Celestial, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Litorian, Orc, and Sylvan.
Defense Racial Traits
Elven Immunities 2 RP: Shoal elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Note, however, that a great many shoal elves replace this feature with the Dreamspeaker alternate racial trait.
Feat and Skill Racial Traits
Keen Senses 2 RP: Shoal elves receive a +2 racial bonus on Perception checks.
Shoal Lore 2 RP: Shoal elves receive a +1 racial bonus to Profession (sailor), Knowledge (geography) checks, and always treat Swim as a class skill. Many shoal elves native to Ptolus replace this with the Urbanite racial trait.
Magical Racial Traits
Shoaldream 1 RP: Shoal elves gain insight from their dreams, if they spend a few minutes contemplating them when they wake. Success on a Wisdom check (DC 15, spellcasters add half their caster level to the roll) grants the shoal elf a +4 insight bonus to the known result of a d20 roll made before the elf next sleeps. At the DM’s discretion, very good rolls may carry a more specific or lasting portent, as simple as duplicating an augury spell or as complex as a crucial clue concerning the character's destiny.
Offense Racial Traits
Weapon familiarity 2 RP: Shoal elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Low-light vision 1 RP: Shoal elves can see twice as far as humans in conditions of dim light.

Dwarf, Grailwarden
Grailwarden dwarves are standard Pathfinder dwarves, most often using the Craftsman, Giant Hunter and Mountaineer alternate racial traits.
Dwarf, Stonelost
Stonelost dwarves are standard Pathfinder dwarves, most often using the Ancient Enmity, Lorekeeper and Stubborn alternate racial traits.

Litorian
RP: 17 (Advanced)
Ability Score Racial Traits 4 RP: Litorians are ancient, physical and introverted, +2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, -2 Charisma.
Size 0 RP: Litorians are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Litorians are Humanoids with the catfolk subtype.
Base Speed 0 RP: Litorians elves have a base speed of 30 feet.
Language Quality 0 RP: Litorians begin play speaking Common and Litorian. Litorians with high Intelligence scores can choose from the following: Aram, Elvish, Gnoll, Goblin, Orcish.
Defense Racial Traits Feat and Skill Racial Traits
Intimidating 2 RP: Litorians receive a +2 racial bonus on Intimidate checks.
Keen Senses 2 RP: Litorians receive a +2 racial bonus on Perception checks.
Hunter 2 RP: Litorians receive a +2 racial bonus on Survival checks.
Magical Racial Traits Offense Racial Traits
Bite 2 RP: Litorians gain a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Senses Racial Traits
Low-light vision 1 RP: Litorians can see twice as far as humans in conditions of dim light.
Scent 4 RP: Litorians gain the scent ability.

Class: Core, APG, UC, UM (No third party)

Archetypes: Core, APG, UC, UM, ARG, (any others upon approval.)

Abilities: 20-pt Buy

Alignment: No Evil, all else is allowed

Wealth: Average by class

Character Traits: Two Traits from PFRPG, One Background from the Player's guide to Ptolus.

Dark Archive

1 person marked this as a favorite.

Been awhile since I ran anything and the last one, a Ptolus game as well ended two years ago, wondering if anyone is down for joining?

If so my plans are to use PFRPG rules. The game will be set in the Ptolus setting and thus use the gods presented in the book (domain coversion will be done as needed). Also this will potentially be mythic campaign.

4 to 6 players will be accepted.

Character Creation Guidelines:

Race: Core, APG, UC, UM, ARG (Core and Featured),
Ptolus races conversion in the tag below

Spoiler:

Aram
RP: 24 (Monstrous)
Ability Score Racial Traits 4 RP: Aram gain +6 Strength, +2 Constitution, -2 Intelligence, +2 Wisdom. This includes the adjustments for their large size.
Size 7 RP: Aram are Large creatures, gaining a +1 bonus on combat maneuver checks and to their CMD. They and take a –1 size penalty to their AC, a –1 size penalty on attack rolls and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Type 3 RP: Aram are Monstrous Humanoids.
Base Speed 0 RP: As quadrupeds, Aram have a base speed of 40 feet.
Language Quality 0 RP: Aram begin play speaking Common and Aram. Aram with high Intelligence scores can choose from the following: Elvish, Giant, Goblin, Gnomish, Halfling, Litoria, Sylvan.
Defense Racial Traits
Natural Armor 1 RP: Aram gain a +1 natural armor bonus to their Armor Class.
Stability 1 RP: Aram receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Feat and Skill Racial Traits
Indefatigable 2 BP: Aram sleep standing up, and rarely strip off all armor before doing so in the field. Aram gain Endurance as a bonus feat.
Movement Racial Traits
Swiftness 3 RP: Aram gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Aram also gain Run as a bonus feat.
Offense Racial Traits
Relentless 1 RP: Aram gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Senses Racial Traits
Darkvision 0 RP: Being monstrous humanoids, aram can see in the dark up to 60 feet.
Other Racial Traits
Quadruped 2 RP: Aram possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed (included above). In addition, members of this race use weapons and armor as if they were Medium (instead of Large).

Assarai
RP: 18 (Advanced)
Ability Score Racial Traits 1 RP: Assarai are built to endure harsh conditions, but have a reptilian brain. They gain +2 Strength, +2 Constitution and -2 Intelligence.
Size 0 RP: Assarai are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Assarai are Humanoids with the reptilian subtype.
Base Speed 0 RP: Assarai have a base speed of 30 feet.
Language Quality 0 RP: Assarai begin play speaking Common and Draconic. Assarai with high Intelligence scores can choose from the following: Aquan, Draconic, Goblin, Gnoll, Orcish, Undercommon.
Defense Racial Traits
Natural Armor 4 RP: Assarai gain a +3 natural armor bonus to their Armor Class.
Survivor 2 RP: Assarai who are reduced to fewer than 0 hit points but is not killed become nauseated instead of unconscious.
Feat and Skill Racial Traits
Athletic 2 RP: Assarai gain a +2 racial bonus on Acrobatics checks.
Scavenger 2 RP: Assarai gain a +4 bonus on Fortitude saves against disease, including magical diseases. When finding food, or shelter for themselves or other members of their race, Assarai make two survival checks, keeping the highest result.
Movement Racial Traits
Assarai Swimmer 3 RP: Assarai have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They may also hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Offense Racial Traits
Claws 2 RP: Assarai receive two claw attacks. These are primary natural attacks dealing 1d4 damage each.
Bite 1 RP: Assarai receive a bite attack. These are primary natural attacks dealing 1d3 damage.
Senses Racial Traits
Low-light vision 1 RP: Assarai can see twice as far as humans in conditions of dim light.
Alternate Racial Traits
Frail 0 RP: About 10% of assarai are born with a mutation making them less physically potent. In the past, assarai born with this mutation were abandoned and left to die; however, more and more city-dwelling assarai now frown on this practice. As it happens, the mutation provides some benefit in mix-race, urban environments, making "frail" assarai less threatening to other races. Of course, what an assarai considers "frail" is still just as hardy as, say, a human. This feature, while providing no benefit or penalty of its own, replaces the Natural Armor, Scavenger and Claws traits. This brings the RP total for a frail assarai to 10 RP, making it a Standard race.

Elf, Cherubim
RP: 15 (Advanced)
Ability Score Racial Traits 0 RP: While graceful, cherubim elves are very frail. They gain +4 Dexterity and –4 Constitution.
Size 0 RP: Cherubim elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Cherubim elves are Humanoids with the elf subtype.
Base Speed 0 RP: Cherubim elves have a base speed of 30 feet.
Language Quality 0 RP: Cherubim elves begin play speaking Common and Elven. Cherubim elves with high Intelligence scores can choose from the following: Auran, Celestial, Draconic, Elder Elven, Gnome, Halfling.
Defense Racial Traits
Lesser Spell Resistance 2 RP: Cherubim elves gain spell resistance equal to 6 + their character level.
Feat and Skill Racial Traits
Keen Senses 2 RP: Cherubim elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Dreamspeaker 2 RP: Cherubim elves gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher also gain the following spell-like ability (the caster level is equal to the user's character level) once per day: dream.
Movement Racial Traits
Flight 8 RP: Cherubim elves have a base speed of 30 feet. They can also fly with a speed of 50 feet and average maneuverability.
Senses Racial Traits
Low-light vision 1 RP: Cherubim elves can see twice as far as humans in conditions of dim light.

Elf, Harrow
RP: 10 (Standard)
Ability Score Racial Traits -2 RP: Though nimble, harrow elves typically bear horrible birthmarks, scars, and various deformities. They gain +2 Dexterity, −2 Constitution, and −2 Charisma.
Size 0 RP: Harrow elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Harrow elves are Humanoids with the elf subtype.
Base Speed 0 RP: Harrow elves have a base speed of 30 feet.
Language Quality 0 RP: Harrow elves begin play speaking Common and Elven. Harrow elves with high Intelligence scores can choose from the following: Abyssal, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Undercommon.
Defense Racial Traits
Harrowdream 1 RP: Harrow elves cannot naturally sleep, even if they want to, and are immune to magic sleep effects. If forced unconscious, become Shaken for one minute upon awaking.
Feat and Skill Racial Traits
Scarred 2 RP: Harrow elves receive a +2 racial bonus on Intimidate checks.
Harrow Lore 4 RP: Harrow elves receive a +2 racial bonus to Craft (alchemy) and Use Magic Device checks.
Magical Racial Traits
Harrow Magic 4 BP: Harrow elves with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level, DCs are Charisma-based) once per day: detect magic, ghost sound, mage hand, prestidigitation, blur. One who has or later gains the "cantrips" class feature adds all but the last of these spells to their known/prepared spells.
Senses Racial Traits
Low-light vision 1 RP: Harrow elves can see twice as far as humans in conditions of dim light.

Elf, Shoal
RP: 10 (Standard)
Ability Score Racial Traits 0 RP: Shoal elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size 0 RP: Shoal elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Shoal elves are Humanoids with the elf subtype.
Base Speed 0 RP: Shoal elves have a base speed of 30 feet.
Language Quality 0 RP: Elves begin play speaking Common and Elven. Shoal elves high Intelligence scores can choose from the following: Celestial, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Litorian, Orc, and Sylvan.
Defense Racial Traits
Elven Immunities 2 RP: Shoal elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Note, however, that a great many shoal elves replace this feature with the Dreamspeaker alternate racial trait.
Feat and Skill Racial Traits
Keen Senses 2 RP: Shoal elves receive a +2 racial bonus on Perception checks.
Shoal Lore 2 RP: Shoal elves receive a +1 racial bonus to Profession (sailor), Knowledge (geography) checks, and always treat Swim as a class skill. Many shoal elves native to Ptolus replace this with the Urbanite racial trait.
Magical Racial Traits
Shoaldream 1 RP: Shoal elves gain insight from their dreams, if they spend a few minutes contemplating them when they wake. Success on a Wisdom check (DC 15, spellcasters add half their caster level to the roll) grants the shoal elf a +4 insight bonus to the known result of a d20 roll made before the elf next sleeps. At the DM’s discretion, very good rolls may carry a more specific or lasting portent, as simple as duplicating an augury spell or as complex as a crucial clue concerning the character's destiny.
Offense Racial Traits
Weapon familiarity 2 RP: Shoal elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Low-light vision 1 RP: Shoal elves can see twice as far as humans in conditions of dim light.

Dwarf, Grailwarden
Grailwarden dwarves are standard Pathfinder dwarves, most often using the Craftsman, Giant Hunter and Mountaineer alternate racial traits.
Dwarf, Stonelost
Stonelost dwarves are standard Pathfinder dwarves, most often using the Ancient Enmity, Lorekeeper and Stubborn alternate racial traits.

Litorian
RP: 17 (Advanced)
Ability Score Racial Traits 4 RP: Litorians are ancient, physical and introverted, +2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, -2 Charisma.
Size 0 RP: Litorians are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Litorians are Humanoids with the catfolk subtype.
Base Speed 0 RP: Litorians elves have a base speed of 30 feet.
Language Quality 0 RP: Litorians begin play speaking Common and Litorian. Litorians with high Intelligence scores can choose from the following: Aram, Elvish, Gnoll, Goblin, Orcish.
Defense Racial Traits Feat and Skill Racial Traits
Intimidating 2 RP: Litorians receive a +2 racial bonus on Intimidate checks.
Keen Senses 2 RP: Litorians receive a +2 racial bonus on Perception checks.
Hunter 2 RP: Litorians receive a +2 racial bonus on Survival checks.
Magical Racial Traits Offense Racial Traits
Bite 2 RP: Litorians gain a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Senses Racial Traits
Low-light vision 1 RP: Litorians can see twice as far as humans in conditions of dim light.
Scent 4 RP: Litorians gain the scent ability.


Class: Core, APG, UC, UM (No third party)

Archetypes: Core, APG, UC, UM, ARG, (any others upon approval.)

Abilities: 20-pt Buy

Alignment: No Evil, all else is allowed

Wealth: Average by class

Character Traits: Two Traits from PFRPG, One Background from the Player's guide to Ptolus.

Dark Archive

1 person marked this as a favorite.
Male Human 666th Lvl Evil DM

nope my post are showing fine now, just updated the main thread again