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Lucendar's page

1,970 posts (11,715 including aliases). No reviews. No lists. No wishlists. 44 aliases.


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Kazul has been updated: swapped out iron will for furious focus; added background skills in Linguistics; and corrected some combat values. I don't have 8 feats - I just listed the free feats according to the feat tax rules that are now combat options, which were Power attack, Deadly aim, and Weapon Finesse. I mistakenly put point blank shot.


Here is the crunch of my character (half-orc unchained barbarian/fighter (mutation warrior): Kazul

Tank-build for the party interested in exploring the limits of strength, while sprinkling some Diplomacy/Intimidate social skills. Sort of like Hulk with Banner's brain. I will work on the background next.


3d6 + 6 ⇒ (4, 6, 5) + 6 = 21=17
3d6 + 6 ⇒ (2, 5, 4) + 6 = 17=15
3d6 + 6 ⇒ (6, 3, 4) + 6 = 19=16
3d6 + 6 ⇒ (4, 3, 6) + 6 = 19=16
3d6 + 6 ⇒ (5, 3, 1) + 6 = 15=14
3d6 + 6 ⇒ (4, 4, 1) + 6 = 15=14

Lovely stats, will see what I get inspired to play.


Zayne Iwatani wrote:
Rosa Luminass wrote:
Vs 10+19HD+6Wis=DC35

Also CR does not equal HD. You never managed to beat the DC by 20. Its' HD is 26 which makes the DC of the intimidate 42. You beat it by 13 and 18 respectively. With the damnation feat, you could make it frightened with the second roll but it likely would have tried to tear your head off after the first try.

Also, I hope you never fall in battle cause those feat make it near impossible to bring you back. Wish and Miracle are the only means.

Also, not to pile on but you did not add -4 to your Intimidate check as you are definitely smaller than the gargantuan dragon.


Drogar:

Drogar White-Tusk
Male half-orc (mystic) barbarian (invulnerable rager) 18
CN Medium humanoid (human, orc)
Init +7; Senses darkvision 60 ft.; Perception +25
—————
Defense
—————
AC 33, touch 16, flat-footed 27 (+11 armor, +5 Dex, +1 dodge, +6 natural)
hp 279 (18d12+108)
Fort +24, Ref +18, Will +19; +12 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities evasion, fortification 75%, indomitable will, sacred tattoo; DR 18/lethal, 9/—;
Resist cold 5, extreme endurance, immune to fear
—————
Offense
—————
Speed 40 ft.
Melee +5 called adamantine naginata +35/+30/+25/+20 (1d8+23/19-20/×4)
Power attack + rage: +33/+28/+23/+18 (1d8+42/19-20x4)
Ranged +1 adaptive darkwood composite longbow +24/+19/+14/+9 (1d8+13/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +5 called adamantine naginata)
Special Attacks greater rage (44 rounds/day), rage powers (beast totem, greater beast totem, lesser beast totem, ghost rager, mighty swing, spell sunder, superstition +12, unexpected strike, witch hunter)
—————
Statistics
—————
Str 34, Dex 20, Con 22, Int 9, Wis 18, Cha 17
Initial Stats: Str 17 (19 with +2 race), Dex 14, Con 15, Int 9, Wis 12, Cha 11
Attribute bonuses: +1 Con at 4th level, +1 Strength at 8th, 12th, and 16th
+6 Strength belt
+6 inherent bonus to Strength from Eldritch Heritage at 17th level
19+3+12=34 Strength
Base Atk +18; CMB +30; CMD 46
Feats Combat Reflexes, Dodge, Eldritch Heritage, Endurance, Greater Eldritch Heritage, Improved Critical (naginata), Improved Eldritch Heritage, Iron Will, Power Attack, Raging Brutality, Skill Focus (Survival)
Traits fate's favored, reactionary
Skills Acrobatics +20 (+24 to jump), Climb +15, Handle Animal +24, Intimidate +15, Lore (Barbarian tribes) +20, Perception +25, Survival +25, Swim +15
Languages Common, Orc
SQ fast movement, fearless, orc blood, tireless rage, touch of rage
Combat Gear potion of fly (x3), potion of enlarge person (x10); Other Gear +5 heavy fortification mithral breastplate , +1 adaptive darkwood composite longbow , +5 called adamantine naginata, arrows (60), amulet of natural armor +4 , belt of physical perfection +6, boots of speed, efficient quiver, headband of mental prowess +6 (Wis, Cha), ring of evasion, ring of freedom of movement, backpack, belt pouch, blanket, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 172 gp
—————
Special Abilities
—————
Beast Totem +5 (Su) +5 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (18/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (9/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (5)
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to cold climate effects.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless (Ex) Immunity to fear, and your natural armor bonus increases to +2.
Fortification 75% You have a chance to negate critical hits on attacks.
Ghost Rager +6 (Su) Full damage to incorporeal creatures, morale bonus to touch AC when raging
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Mighty Swing (1/rage) (Ex) Automatically confirm a critical while raging.
Orc Bloodline Arcana
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rage (44 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Brutality (+6) Add Constitution bonus on damage rolls
Sacred Tattoo +1 to all saves.
Spell Sunder (1/rage) (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's caster level
Superstition +12 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Touch of Rage +9 (6/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.
Witch Hunter +5 (Ex) Bonus to damage spellcasters while raging.

Physical Description:

Drogar is a 6'10" immensely muscular and yet oddly handsome half-orc with grey skin and green eyes. He has one protruding white tusk. He is garbed in winter clothes, including a polar bear cloak and wolfskin pelts for pants and boots. He wields a polearm with an adamantine blade said to have been forged from the tooth of a white wyrm dragon.

Responses to questions:

1. I prefer modified end to AP.
2. When Drogar enters a bar, it is to eat and drink and slap wenches' asses. Later, after eating and drinking the place dry, he tries to intimidate his way out of paying the bill. If that does not work, he runs a tab (see answer #4).
3. Drogar is wary of all magic but especially hates evil wizards so he will gather allies to go kill the lich. He tolerates clerical magic to a limit.
4. Upon seeing the dragon, Drogar grips his weapon and chuckles, "Should have stayed in the air, ya fool. Now I'm going to mount yer head on my wall and pay my bar bill with yer treasure!"
Free action - cast Haste from boots; then rages, turning more bestial; he then charges the dragon, taking AoO, but pouncing upon the beast and getting a full-attack vs. 41 AC (normal AC for Great Wyrm):
Bonuses: +5 damage since dragon has SLAs.
Hasted power attack charging pounce: 1d20 + 36 ⇒ (7) + 36 = 43
Damage: 1d6d8 + 47 ⇒ (5) + 47 = 52
Power attack: 1d20 + 36 ⇒ (17) + 36 = 53
Damage: 1d8 + 47 ⇒ (4) + 47 = 51
Power attack: 1d20 + 31 ⇒ (7) + 31 = 38...miss
Power attack: 1d20 + 26 ⇒ (8) + 26 = 34...miss
Power attack: 1d20 + 21 ⇒ (3) + 21 = 24...miss
At least, Drogar got the dragon's attention with 103 damage and hope he ignores fallen companion and with over 300 hps while raging and 35 AC, he may be able to survive a round.

5.UE includes lodging and services. If that is allowed, Drogar would spend 30,000 gp on escort/companion services (high price of 10 gp per session) so he is good for 3000 female visits (almost 10 years' worth) to put a smile on his face.


Dot


I present for your consideration, Drogar White-Tusk, half-orc barbarian, whose horde up north was brought down by the undead army. He has traveled south to seek reinforcements to help him seek vengeance for the death of his wife and children. If there is no undead army up north, GM, let me know so I can change the backstory.

Drogar:

Drogar White-Tusk
Male half-orc (mystic) barbarian (invulnerable rager) 18
CN Medium humanoid (human, orc)
Init +7; Senses darkvision 60 ft.; Perception +25
—————
Defense
—————
AC 33, touch 16, flat-footed 27 (+11 armor, +5 Dex, +1 dodge, +6 natural)
hp 279 (18d12+108)
Fort +24, Ref +18, Will +19; +12 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities evasion, fortification 75%, indomitable will, sacred tattoo; DR 18/lethal, 9/—;
Resist cold 5, extreme endurance, immune to fear
—————
Offense
—————
Speed 40 ft.
Melee +5 called adamantine naginata +35/+30/+25/+20 (1d8+23/19-20/×4)
Power attack + rage: +33/+28/+23/+18 (1d8+42/19-20x4)
Ranged +1 adaptive darkwood composite longbow +24/+19/+14/+9 (1d8+13/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +5 called adamantine naginata)
Special Attacks greater rage (44 rounds/day), rage powers (beast totem, greater beast totem, lesser beast totem, ghost rager, mighty swing, spell sunder, superstition +12, unexpected strike, witch hunter)
—————
Statistics
—————
Str 34, Dex 20, Con 22, Int 9, Wis 18, Cha 17
Base Atk +18; CMB +30; CMD 46
Feats Combat Reflexes, Dodge, Eldritch Heritage, Endurance, Greater Eldritch Heritage, Improved Critical (naginata), Improved Eldritch Heritage, Iron Will, Power Attack, Raging Brutality, Skill Focus (Survival)
Traits fate's favored, reactionary
Skills Acrobatics +20 (+24 to jump), Climb +15, Handle Animal +24, Intimidate +15, Lore (Barbarian tribes) +20, Perception +25, Survival +25, Swim +15
Languages Common, Orc
SQ fast movement, fearless, orc blood, tireless rage, touch of rage
Combat Gear potion of fly (x3), potion of enlarge person (x10); Other Gear +5 heavy fortification mithral breastplate , +1 adaptive darkwood composite longbow , +5 called adamantine naginata, arrows (60), amulet of natural armor +4 , belt of physical perfection +6, boots of speed, efficient quiver, headband of mental prowess +6 (Wis, Cha), ring of evasion, ring of freedom of movement, backpack, belt pouch, blanket, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 172 gp
—————
Special Abilities
—————
Beast Totem +5 (Su) +5 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (18/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (9/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (5)
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to cold climate effects.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless (Ex) Immunity to fear, and your natural armor bonus increases to +2.
Fortification 75% You have a chance to negate critical hits on attacks.
Ghost Rager +6 (Su) Full damage to incorporeal creatures, morale bonus to touch AC when raging
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Mighty Swing (1/rage) (Ex) Automatically confirm a critical while raging.
Orc Bloodline Arcana
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rage (44 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Brutality (+6) Add Constitution bonus on damage rolls
Sacred Tattoo +1 to all saves.
Spell Sunder (1/rage) (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's caster level
Superstition +12 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Touch of Rage +9 (6/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.
Witch Hunter +5 (Ex) Bonus to damage spellcasters while raging.


Hello GM, here is Lashanna, elven fighter/duelist for your group, if interested. She is a graceful warrior with a rapier inspired by Blackjack to help out the city in its time of need and who can achieve high AC when fighting defensively and do decent melee damage with Piranha Strike.

Lashanna:

Lashanna Windsong
Female elf duelist 1/fighter 6
CG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 17 (+7 armor, +5 Dex, +2 dodge)
hp 59 (7d10+13)
Fort +7, Ref +9, Will +7 (+3 vs. fear); +2 vs. enchantments
Defensive Abilities canny defense; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 agile rapier +14/+9 (1d6+8/18-20) or
. . unarmed strike +12/+7 (1d3-1)
Special Attacks precise strike, weapon training (light blades +1)
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 12, Int 16, Wis 10, Cha 10
Base Atk +7; CMB +6; CMD 23
Feats Advanced Weapon Training, Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, Mobility, Piranha Strike, Run, Weapon Finesse
Traits aldori caution, indomitable faith
Skills Acrobatics +15 (+19 to jump with a running start), Intimidate +10, Knowledge (dungeoneering) +13, Perception +10, Perform (dance) +5, Survival +10; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Orc, Sylvan
SQ armor training 2, elven magic
Combat Gear oil of bless weapon (5), potion of cure light wounds (7), potion of invisibility; Other Gear +1 mithral breastplate, +1 agile rapier, belt of incredible dexterity +2, cloak of resistance +1, sash of the war champion, canteen, elven trail rations (4), masterwork backpack[APG], 20 gp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+3/+6) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Canny Defense +1 (Ex) +INT bonus to AC (max Duelist level).
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Precise Strike (Ex) +1 Extra damage when using light / 1-handed Piercing weapons.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades


Gameplay thread is up for you to dot/post.


Well, thank you all for the applications. I am glad I received enough to complete the party. 4 people applied for 3 spots, so I am sorry to the one person left out.

The characters selected are:

Riggs
Alara
Golgast

Please report to the Discussion thread: Link


Welcome to those selected! Finalize your characters and let's have fun. Please format your characters so I can see your stats at a glance including saves, perception, and initiative.


Understandable, Papa-DRB. Thanks for the heads up.


1 person marked this as a favorite.

Hey all, since interest seems to have died out and I have sufficient candidates, to be fair to those who dotted, the deadline for completing the submission of your character is tomorrow Wednesday at 8:00 pm EST.


Riggs and Kamashiro, do not forget we are using background skills to you have 2 skill points to spend.


Yes, Master Leng is from Minkai. Thanks, that cleared things up.


Alara, thanks for the pic. Just with the background, there is a question I have about consistency: Master Leng is a monk so he would never be able to teach you in the ways of a ninja. Also, how did your mother (an elf) become a ninja? I ask because this AP has ninjas in them and the setting will eventually shift to Tian Xia, so I feel your background needs more info. Was your mother from Tian Xia or did she visit? Just food for thought.


Thanks for the submissions so far!

Papa-DRB: great pic!
Golgast: magus is acceptable
Gerald: pic?
Dragoncat: pic?


Most of the campaign traits are tied to Sandpoint. You can pick a campaign trait or ignore and pick 2 regular ones.


Oh I forgot 1st level game. Lol.


Hello all! I am going back into the fold of GMing after a long absence as GM. I have the time and dedication for the responsibility now and look forward to gaming with some of you.

Here is my pitch for the game: A modified opening to the Brinewall Legacy, where Sandpoint and Ameiko play less of a role in the story. Instead play begins at a nearby monastery, where you have been summoned by Master Leng, a man to whom you all owe a debt.

I already have one player:

Human (Tian-Shu) unchained monk (Strength build).

I am looking for 3 other players to kick this story off. Some survival skills, some healing, etc. would be helpful as there is a lot of traveling.

Character creation:
25 point buy (no stat less than 8 after modifiers)
Core and featured races only
2 traits
No evil alignments
Max gold
Max hps at 1st level
Background skills
No VMC
No summoners or 3rd party
No psionics

Character application: I am a visual person, so if your character does not look like your avatar or does not include an avatar, a link to an image would be helpful. Describe your motivations and personality and include the circumstances under which you owe Master Leng a debt. Did he save your life? Influence a decision of yours? Etc. Please include a character crunch (you don't have to create a profile if you do not wish until you are selected) with your application.

I am aiming to make my selections after Memorial Day weekend, unless I see that recruitment has slowed down. I will post any changes to deadline. Any questions, let me know.


Yes, I am stepping away. I miscalculated my free time. Enjoy the game and thanks for the selection. Happy gaming.


Hey all. Thanks for selection, GM.


I got this idea for a character (feral rat) and I couldn't let it go so I will toss my hat into the ring for this. I will make an alias if selected. This is Kiro, Ratfolk urban barbarian, ostracized by his people for the color of his fur and cursed with the "fury". He is a natural attack Dex specialist, with 2 claws, bite, and gore when he is raging plus pounce. Backstory to come later. His profile includes all his equipment per his wealth level, which can be modified to fit GM's introduction into the Maze. HPs calculated at 7 per level after 1st level. Thanks.

Kiro Whitefur:

Male ratfolk barbarian (urban barbarian) 10
CG Small humanoid (ratfolk)
Init +7; Senses darkvision 60 ft.; Perception +22
—————
Defense
—————
AC 23, touch 19, flat-footed 16 (+4 armor, +1 deflection, +7 Dex, +1 size)
hp 115 (10d12+40)
Fort +12, Ref +12, Will +10; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities improved uncanny dodge, trap sense +3; DR 2/—
—————
Offense
—————
Speed 20 ft.
Melee gore +19 (1d4+11)
Special Attacks rage (25 rounds/day), rage powers (animal fury, beast totem, greater beast totem, lesser beast totem, superstition +4, witch hunter)
—————
Statistics
—————
Str 9, Dex 24, Con 17, Int 10, Wis 14, Cha 10
Base Atk +10; CMB +8; CMD 26
Feats Extra Rage Power, Improved Critical (claw), Iron Will, Piranha Strike, Weapon Finesse
Traits dangerously curious, indomitable faith
Skills Acrobatics +13 (+9 to jump) (3 ranks), Knowledge (local) +13 (10 ranks), Linguistics +5 (2 ranks), Perception +22 (10 ranks), Ride +7 (+12 regarding elephant-like creatures) (0 ranks), Stealth +16 (5 ranks), Use Magic Device +16 (10 ranks); Racial Modifiers +2 Perception,
+2 Use Magic Device, rodent empathy
Languages Abyssal, Common, Draconic
SQ controlled rage, cornered fury ARG, crowd control
Combat Gear:
Potion of lesser restoration (2) - 600 gp
Wand of strong jaw (15 charges) - 3375 gp
Wand of versatile weapon (20 charges) - 1800 gp
+3 haramaki - 9153 gp
+1 agile amulet of mighty fists - 16000 gp
Belt of physical might +2 (Dex,Con) - 10,000 gp
Cloak of resistance +2 - 4000 gp
Eyes of the eagle - 2500 gp
Headband of inspired wisdom +2 - 4000 gp
Helm of the mammoth lord - 8500 gp
Ring of protection +1 - 2000 gp
72 gp
—————
Special Abilities
—————
Animal Fury (Ex) Gain a d4 bite attack while raging
Beast Totem +3 (Su) +3 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Crowd Control +5 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Uncanny Dodge (Lv >= 14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+ rogue or higher.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Rage (25 rounds/day) (Ex)
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Witch Hunter +3 (Ex) Bonus to damage spellcasters and creatures with spell-like abilities while raging.


Dot - thinking former rogue/paladin who found the light and is sent in to hunt evil down.


Set 1:
3d6 ⇒ (4, 6, 3) = 13
3d6 ⇒ (2, 2, 1) = 5
3d6 ⇒ (1, 3, 2) = 6
3d6 ⇒ (1, 5, 5) = 11
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (3, 1, 6) = 10

Set 2:
3d6 ⇒ (2, 2, 4) = 8
3d6 ⇒ (6, 3, 5) = 14
3d6 ⇒ (2, 5, 1) = 8
3d6 ⇒ (4, 1, 3) = 8
3d6 ⇒ (3, 1, 4) = 8
3d6 ⇒ (3, 3, 5) = 11

Set 3:
3d6 ⇒ (4, 2, 5) = 11
3d6 ⇒ (1, 2, 5) = 8
3d6 ⇒ (1, 5, 1) = 7
3d6 ⇒ (4, 6, 5) = 15
3d6 ⇒ (5, 5, 5) = 15
3d6 ⇒ (2, 2, 4) = 8

Set 4:
3d6 ⇒ (5, 1, 5) = 11 = 16
3d6 ⇒ (3, 2, 3) = 8 = 12
3d6 ⇒ (6, 1, 6) = 13 = 18
3d6 ⇒ (1, 4, 5) = 10 = 15
3d6 ⇒ (1, 4, 4) = 9 = 14
3d6 ⇒ (6, 5, 6) = 17 = 18
Line 1: 1d6 ⇒ 2
Line 4: 1d6 ⇒ 5
Line 5L 1d6 ⇒ 2

Set 4 works. Definitely will be a dwarf...have to think of concept


Updated, thanks Ulfric. I had not accounted for Nezz' armor.


Hey JD, thanks for selection bro! I have to fix Falrick, as I realized he was built only on a 20-pt buy instead of 25. I might change some skill points too to fit in with group. Hope to have fun gaming with all of you!


Yeah, Cham is quite popular. LOL..


Dotting...


I present to you, Galen Surtova, swashbuckler/rogue, competing for the non-ranged slot. This is not a 3 musketeer type swashbuckler making jokes or puns during combat. This a is killer who looks for a weakness in your defenses before swinging, all the while striking fear in your heart telling you how much he is going to enjoy drinking and bathing in your blood when you're dead. :)

Party role: Mobile front line fighter, trap disabler, debuffer (free demoralize checks on combat hits, which if successful, will impose –2 penalty on enemies' attack rolls, saving throws, skill checks, and ability checks), flanking buddy, and number of skills to aid or help the bard/party (diplomacy, intimidate, perception, and stealth). His alignment will not be a hindrance as he wants to work with others. In a kingdom, his role would be Royal Enforcer or Spymaster. His future class progression would follow rogue leading to assassin.

Background:
Galen was born into the noble Surtova house in Port Ice. He was a good looking kid but shy and not too smart, so he became a headache for the family. Growing up, his family paid for swordsmanship lessons but he grew bored of his Aldori Swordlord and other teachers, who refused to deal with him. By this time, Galen had became enamored with the culture of Katapesh, adopting their fashion and weapons, especially the scimitar. He begged his family to have private teachers versed with that weapon instruct him but none could be found. However, the clergy of Sarenrae was proficient in the scimitar and a local warrior-priest named Dominus agreed to teach the young lad, after a generous contribution from the family's coffers of course. Galen found that despite his lack of physical strength, he was quick and agile and he flourished in the style with his graceful thrusts. However, he found Dominus too rigid and strict in his training and would often blow off steam by drinking excessively and spending the family's gold on whores and vices, especially with other brigands, who took advantage of the young noble. On one of his wild binges, he agreed with some associates to rob another pirate in Port Ice. The plan went awry, as there was an altercation in a bar and several brigands and innocents ended up dead. Galen, scared out of his mind, turned to Dominus for counsel and advice, terrified of his family's reaction if he confided in them. Unfortunately, Dominus reported him and his associates to the authorities! Only his family's influence prevented him from hanging from the gallows, as his associates did. Galen spent a year in jail nurturing his hatred for Dominus. The experience hardened him, causing him to become quite terrifying when needed. When he could not intimidate his way out of a situation, his silver tongue kept him alive, as he was able to befriend several thieves while detained. When he was released, the Surtova family considered him an embarrassment, cut off his funds, and exiled him to Restov. Galen left Port Ice but silently swore revenge on Dominus and the Surtova family. To survive financially in Restov, he joined a local thieves' guild, recommended by one of his friends in jail. His skills were a perfect match to serve as hired muscle, as he was quite frightful. He learned the ways of stealth and traps. After several months, he departed the guild when he heard of a charter seeking adventurers to form a new kingdom. This is Galen's chance to exact revenge on his enemies, assuming the new kingdom's founders are agreeable to his plan.

Personality and motivation:
Though once a shy and quiet person and of neutral alignment, Galen is now a cold-blooded killer. He loves inflicting fear on his enemies and in battle, seeks to drive his scimitar into his enemies' throat and see the life slip from their eyes. He harbors a special hatred for all things Sarenrae related and will go out of his way to kill her worshipers, with Dominus at the head of that list. He dreams of the day he can march into Restov, burn the Church to the ground, and dance on its ashes. He is confident his demeanor or his silver tongue will save him in social situations and his swordsmanship skills will save him in combat. He will work with others, as it suits him to grow in power so he can return to Port Ice and kill Dominus and the rest of his family.

Crunch:

Galen Surtova
Human rogue (thug) 1/swashbuckler 3
NE Medium humanoid (human)
Init +8; Senses Perception +9
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Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 dodge, +2 shield)
hp 35 (4 HD; 1d8+3d10+8)
Fort +5, Ref +9, Will +3
Defensive Abilities charmed life 3/day, nimble +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 scimitar +9 (1d6+5/18-20+3 Precision plus 1d6 sneak attack)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (3), sneak attack +1d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 8, Wis 14, Cha 16
Base Atk +3; CMB +3; CMD 18
Feats Great Fortitude, Slashing Grace, Weapon Focus (scimitar)
Traits Noble born - Surtova, reactionary, trustworthy
Skills Acrobatics +11, Bluff +3 (+4 to fool others), Diplomacy +9, Disable Device +13, Intimidate +10, Perception +9, Perform (dance) +8, Stealth +10; Racial Modifiers frightening
Languages Common
SQ swashbuckler finesse
Other Gear +1 mithral chain shirt, +1 buckler, +1 scimitar, ioun torch ioun stone, potion of cure light wounds (x3), belt pouch, flint and steel, masterwork backpack, masterwork thieves' tools, mess kit, mirror, soap, trail rations (2), waterskin, 51 gp
--------------------
Special Abilities
--------------------
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deeds
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Scimitar) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dmg.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats.
Derring-Do At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (+3) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed.
Opportune Parry and Riposte: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Kip-Up At 3rd level, while the swashbuckler has at least 1 panache point, she can stand up from prone as a move action without provoking an attack of opportunity. She can stand up from prone as a swift action instead by spending 1 panache point.
Menacing Swordplay At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex) At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not a natural weapon), adding her swashbuckler level (+3+ to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on her next attack. This benefit must be used before the end of her turn, or it is lost.
Swashbuckler Initiative: At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks.

Visual depiction of character

He is 5'9" and about 165 lbs, with average physique. He sports a beard with brown hair and hazel eyes.

If there is anything I missed, let me know. :) I will make the appropriate profile if I am selected.


Will post my submission later today.


Too bad, I liked the dawnflower dervish. Have fun guys!


Falrick's backstory:

At birth, Falrick was said to have been blessed by the gods and the Fates. He did not feel blessed when at the age of 3, his little town was raided by orcs and wiped out, causing the loss of his entire family. He was saved by a grumpy (if there any other kind?) dwarf warrior from Lastwall named Grogan Earthstriker, one of the only other survivors of the raid. Thankfully, Grogan raised the young halfling as his child, teaching him in the ways of hunting orcs, fueling the halfling's thirst for vengeance.

Falrick did not feel blessed by the gods or Fates when at the age of 10, Grogan died at the hands of orcs while on an expedition and he lost another "parent". Falrick fled and collapsed from exhaustion and hunger. He should have died in the cold wilderness but he was rescued by some merchants, who found the young halfling and delivered the orphan to the local Temple of the Dawnflower in Vigil. There, the young halfling child found his calling in the goddess Sarenrae and learned to dance and fight with her favored weapon, the scimitar. Now 6 years later, Falrick has emerged from the Temple, with a new surname, honoring his dwarf parent and his goddess, and has ventured into orc territory on a mrchant caravan, visiting his cousin Cham, who runs the Ramblehouse in Trunau.

It is time the young halfling, afraid to form lasting relationships, sheds his fears and strives to take vengeance on the orc race. He owes them much pain..a dance of death in fact! It is time to learn if he is truly a favored son of Fate....

Good luck all! Again, will create alias and profile if chosen.


I have never played this AP and as such, I present Falrick Dawnstriker, Dawn of Dervish bard. Role in party: Knowledge monkey, front line fighter if needed (he can boost his AC into the low 20s if he fights defensively or if needed, offensively, can reach +7-10 hit a number of times per day), battlefield control, and secondary healer. Background to come tomorrow. Knowledge (history) and Perform are background skills.

Falrick:

Falrick Dawnstriker
Halfling bard (dawnflower dervish) 1 (Pathfinder Campaign Setting: Inner Sea Magic 34)
NG Small humanoid (halfling)
Init +4; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +5 (1d4+4/18-20)
Ranged light crossbow +5 (1d6/19-20)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1), battle dance: inspire courage
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)— cure light wounds, grease (DC 13)
. . 0 (at will)—dancing lights, detect magic, prestidigitation, resistance
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 15
Base Atk +0; CMB -1; CMD 13
Feats Cautious Fighter, Dervish Dance
Traits dwarf-trained, Fate's Favored
Skills Acrobatics +7, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (religion) +4, Perception +8, Perform (dance) +6, Stealth +11; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ adaptable luck, battle dance
Other Gear studded leather, crossbow bolts (30), light crossbow, scimitar, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], trail rations (5), waterskin, 18 gp, 9 sp
--------------------
Special Abilities
--------------------
Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him.
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fate's Favored You gain an additional +1 when under the effects of a luck bonus.


Hello BT! Since my last dwarf initiated in your campaign has made it to 20th level, will try out another dwarf! :) I am thinking a shamed exiled beardless dwarf rogue (unchained) who committed some atrocities in the Darklands in his past that he cannot remember. Skill monkey with high survivability (11 hit points at 1st level), trapfinding, and high initiative. He is a tough SoB, very harcore, killer type (this pic sums up my image of him). Will spend gold and create alias if chosen.

image

Statblock:

Nezzarim
Dwarf rogue 1 (unchained)
CG Medium humanoid (dwarf)
Init +9; Senses darkvision 90 ft.; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +1; -2 vs. [light] effects, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities deep warrior
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred, sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 15, Int 12, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +7 (+3 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Climb +5, Disable Device +6, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +1, Sleight of Hand +7, Stealth +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ minesight, trapfinding +1
--------------------
Special Abilities
--------------------
Darkvision (90 feet) You can see in the dark (black and white only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Minesight Dazzled in bright light and -2 to save vs. light effects.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Traits: Twitchy (+2 initiative), Accelerated Drinker


I posted a human monk (post 48 on page 1).


Here is the crunch (will work on background):

Monk:

Haydar Muzzafar
Versatile human monk (qinggong monk, weapon adept) 1
LN Medium humanoid (human)
Init +2; Senses Perception +8
—————
Defense
—————
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 Wis)
hp 10 (1d8+2)
Fort +5, Ref +4, Will +6
—————
Offense
—————
Speed 30 ft.
Melee temple sword +3 (1d8+3/19-20) or
temple sword flurry of blows +2/+2 (1d8+3/19-20) or
unarmed strike +3 (1d6+3) or
unarmed strike flurry of blows +2/+2 (1d6+3)
Special Attacks flurry of blows
—————
Statistics
—————
Str 16, Dex 14, Con 12, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +3; CMD 20
Feats Dodge, Great Fortitude, Improved Unarmed Strike, Perfect Strike
Traits martial manuscript (+2 confirmation rolls), undead crusader (+1 damage vs. undead)
Skills Acrobatics +6, Knowledge (religion) +5, Perception +8, Sense Motive +8
Languages Common
SQ versatile human
Other Gear monk’s outfit, temple sword, belt pouch, waterskin, 3 gp
—————
Special Abilities
—————
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.


Hey BT, glad to have you back! I am thinking some kind of monk maybe. I will play with the numbers and post a concept.


BT, how great to hear that you are back and doing well!! I will definitely be checking out that Mummy's Mask game. :)


Dotting - thinking of a barbarian/cleric


Dotting.


Sorry guys, but Ialda's departure kind of killed my motivation. My apologies and I wish you all well.


Hi DM MP, thanks for the selection. I apologize I only posted the concept - thought I had more time (he will be a dwarf zen archer monk). I have the crunch done, will post it immediately. About me, I am an immigration attorney in Miami, FL and I have been playing since Unearthed Arcana came out for D&D. I am also a fan of rping video games, mainly Dragon Age, Oblivion, and Skyrim. I look forward to the game, as I have never played this mod.


FYI: I am working on a 16th level monk (Zen archer).


Dotting for interest. I am thinking an inquisitor/rogue.


HUGE DOT
Old school is too hard to pass up!
4d6 ⇒ (4, 5, 5, 4) = 18 14
4d6 ⇒ (4, 5, 3, 2) = 14 12
4d6 ⇒ (5, 6, 2, 5) = 18 16
4d6 ⇒ (1, 6, 5, 6) = 18 17
4d6 ⇒ (5, 3, 4, 3) = 15 12
4d6 ⇒ (1, 2, 1, 5) = 9 08


1 person marked this as a favorite.

I help where I can. :)


Rommin Hawkridge wrote:

Excellent! Thanks for taking us on.

And Lucendar, great to be at the table again with you!

Same, MoB!


Max hps at 1st level (10) plus 3d8 ⇒ (8, 1, 8) = 17= 27 hps at 4th level.
Sheet will be up soon without wealth.


Yes, I understand your concern. My job does get extremely busy at times and it has affected me in GMing games, but never as a player. I always post faithfully and that is never interrupted. I am applying as a player here. However, I can bow out, if necessary. It just seemed like a fun group to join. Let me know.

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