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Jlighter's Second Darkness Group - OOC Discussion


Play-by-Post Discussion

51 to 100 of 112 << first < prev | 1 | 2 | 3 | next > last >>

Male Changeling Rogue
Alexander Kilcoyne wrote:
Sounds like everybody's ready?

Locked, cocked, and ready to rock.


Barbarian 1, 4 xp | hp 12/23, armor 1 | Str: 16 (+2), Dex: 12 (+0), Con: 15 (+1), Int: 9 (+0), Wis: 8 (-1), Cha: 13 (+1) | Effects: Stunned (-1 INT), Shakey (-1 DEX)

i still have some mechanic related stuff to settle and to put a background down on paper. after that i'm set.


I am set aside from background.

Taldor

Male

Vesara you have the researching the blot trait right? The trait basically allows you to do what in PF you already do- identify magic items via spellcraft. DM can we tweak the trait a little so it isn't mechanically redundant? Perhaps a +1 bonus to knowledge (arcana) and spellcraft?


Alexander Kilcoyne wrote:
Vesara you have the researching the blot trait right? The trait basically allows you to do what in PF you already do- identify magic items via spellcraft. DM can we tweak the trait a little so it isn't mechanically redundant? Perhaps a +1 bonus to knowledge (arcana) and spellcraft?

Oh weird, I did not even realize that. Thanks for pointing that out.

Shadow Lodge

Undead masquerading as Human

Vesara: We'll adjust that trait so that it is, as you suggest, a +1 to Arcana and Spellcraft. Second Darkness came out when Pathfinder was just another campaign setting for 3.5, so things were built accordingly in the design. It takes a bit of adapting. Also note that in Path, you get a +3 to your bonus in trained class skills. Basically, everything you took. And, out of curiosity, do you have any weapons aside from your dagger? And that is a beautiful Initiative mod for a first level character.

Davlamin Jubilost: I like your character. You've put a lot of work into it, and I hate to punch a few holes in it, but I must. What is the Burning Disarm spell? I'm not seeing it in any book. Also, you don't add your Cha bonus instead of Dex to CMD. The Nature's Whispers Revelation only applies to Armor Class. What's giving you a +1 Trait bonus on Diplomacy? On the other hand, you neglected your inherent +2 on Know(nature) and Survival checks from being a Druid. Good things to keep in mind.

Barnabus II: So, big thing. Researching the Blot now does something different. +1 Arcana and Spellcraft, since Spellcraft already does the Magic Item thing better than the trait does. Also, you seem to be calculating your Cha penalty as too high. An 8 only gets you a -1. And you need to go over your skills again, make sure you spent all your points and check your modifiers and such. Other than that, looking good, although I'm interested by your choice of wooden armor and the Kingmaker references.

Skorabor Skalfgrin Boulderback: One thing to think about is you are proficient with Dwarven Waraxes. One-handed, 1d10 for you. And your shield bonus does apply to your flat-footed AC. You do need to select your traits, and what did you spend skill points on? I'm slightly confused by your modifiers.

Skeith: Your flat-footed AC is 13, not 12. You might want to go over your Skill modifiers, just to check on them. Other than that, I can only say, "F@!%ing rich Changeling kids."

Okay, so it looks like people are getting close to ready to play. Sorry I haven't posted in a while. Things came up for me that kept me away a bit. So, before we actually begin, one thing everybody should do is check their skill mods, make sure their backgrounds are put together, and see who knows whom, if you do know each other.


Male Human Witch 2

Ok hit the +1 arcana and spellcraft, and Cha is now -1.....

Wooden armor is to me very interesting....
Equivalent to studded leather......in most ways......
I thought the wood armor having a swim check penalty of 0 due to boyancy of the wood seemed to fit the PC origins in the swamps/bogs/quicksand......

Swampy area outside of KM was a inspiration to me for the pc, I have removed the KM references and kept the flavor!


Male Changeling Rogue
jlighter wrote:
Skeith: Your flat-footed AC is 13, not 12. You might want to go over your Skill modifiers, just to check on them. Other than that, I can only say, "f*~&ing rich Changeling kids."

Hey, the book said 900 GP. I just said, "Yessir." Lol. Added the skill breakdown that way you can see just how I got the modifiers and whatnot to my skills.

Also, not sure how everyone wants this done, so I thought to ask. Do we want to stick to the meeting arrangements that we have currently or do we want to try to tie it in so we all know each other? Reason I ask is this, if we don't, the DM gets to add a little of his personal flair to wrapping us up into a group, but if we do, it makes his job easier and gets us into the adventure quicker.

Was just a train of thought I had.

Shadow Lodge

Undead masquerading as Human

Part of why I ask about how some of you know each other is because a few of you have, either through trait or through background description, specifically stated that you're going to the Gold Goblin with an acquaintance. Just attempting to make sure that people get that covered before we begin things, since the game will be starting with the first people to arrive at the gaming hall.


jlighter wrote:


Skorabor Skalfgrin Boulderback: One thing to think about is you are proficient with Dwarven Waraxes. One-handed, 1d10 for you. And your shield bonus does apply to your flat-footed AC. You do need to select your traits, and what did you spend skill points on? I'm slightly confused by your modifiers.

Oh, i didn't notice the Waraxe. Thx, i'll take one of those instead of the battle axe. At the moment i've put one (the remaining skill point for my fighter level after Skorabors stupidity takes it's toll) on intimidate and the skill point from favorite class on Knowledge (Dungeoneering). Although i'm unsure if i get a +3 bonus when i invest in a class skill in addition to the skill rank i've put down, or if the skill rank i put down is worth 3 instead of one.

I'll finish up the mechanical part of Skorabor today so i'm ready for play and continue to work on the background story and other fluff later, so it's not holding up the start of the game.

Summary of background:
Skorabor was born into a dwarven noble family with many dwarven heroes in it's ancestry. His reason for leaving his home and setting of to adventure is to gather up deeds worthy of his ancestors.

I figured he'd been treking in the mountains where he met Davamin who told Skorabor about the blot. With Davamin's persuasive charisma Skorabor had no choise but to head toward Riddleport to investigate. Don't know what campain trait that would play out to though. Maybe "Into enemy territory " or "Researching the blot"?


Barbarian 1, 4 xp | hp 12/23, armor 1 | Str: 16 (+2), Dex: 12 (+0), Con: 15 (+1), Int: 9 (+0), Wis: 8 (-1), Cha: 13 (+1) | Effects: Stunned (-1 INT), Shakey (-1 DEX)

I think i'm ready now (except for a fully written background story and descrption fluff).

I've replaced some of the dwarven racial traits from the APG instead of the Core rule book. I hope that's ok.

Lorekeeper --> Greed
Ancient Enmity --> Hatred
Deep warrior --> Defensive training

I've choosen "Into enemy territory" (kinda harsh name, but the one that fit best i think) and "Glory of old" as traits.


Male Gnome Oracle 2
jlighter wrote:


Davlamin Jubilost: I like your character. You've put a lot of work into it, and I hate to punch a few holes in it, but I must. What is the Burning Disarm spell? I'm not seeing it in any book. Also, you don't add your Cha bonus instead of Dex to CMD. The Nature's Whispers Revelation only applies to Armor Class. What's giving you a +1 Trait bonus on Diplomacy? On the other hand, you neglected your inherent +2 on Know(nature) and Survival checks from being a Druid. Good things to keep in mind.

Burning Disarm is an APG spell that Clerics and Oracles can take, I was under the impression we were using the APG?

Any bonus to AC that is not armour, natural or shield is also applied to CMD, it doesn't need to be specifically called out- I can find a rules citation if needs be because i'm absolutely confident about this.

The +1 to diplomacy is not a trait, its racial from the 'Gift of Tongues' Gnome racial variant, I just listed it wrong. Same for Bluff. Have corrected it to '+1 racial' now, good catch.

I haven't listed +2 on Knowledge Nature and Survival checks because Davlamin is not a Druid, he is a Nature Oracle. I am pleased that his hermit theme is obviously coming across well though ;).

Taldor

Male

As far as putting backgrounds together, it sounds like Davlamin is coming into town with two acquaintances and is introducing them to one another as they ride into Riddleport; Skeith and Skorabor.

FYI Skorabor, when you first put a rank into a class skill, you give it a one-time +3 trained bonus. Don't qualify it as ranks, you'll confuse yourself.

Shadow Lodge

Undead masquerading as Human

Skorabor, the +3 from having a rank in a class skill is in addition to the rank itself. So your total mod for Know(dungeoneering) would be +3 (-1Cha, +1rank, +3class skill). And the racial alterations from APG are fine.

Davlamin. Apparently, I spaced terribly in thinking you were a Druid. My bad. Now I feel like an idiot. :) With regards to Burning Disarm, I'm looking at the APG and not seeing it, unless you mean Burning Gaze. We are using said book, but the spell isn't there, unless I'm looking in entirely the wrong place for it. Page citation? As for the applying your Cha mod to CMD, I cite both the Nature's Whispers power and the CMD definition.


  • Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
  • Combat Maneuver Defense: Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature’s CMD is determined using the following formula:
    CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier
    The special size modifier for a creature’s Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Far as I can tell, that doesn't mean that an ability that lets you add Cha instead of Dex to your AC means you do the same for CMD. I would imagine they would have included that in the Nature's Whispers description if that were the case. Still, let's stick with the idea that it does apply that way and leave your Cha mod in place of your Dex mod for CMD.


Barbarian 1, 4 xp | hp 12/23, armor 1 | Str: 16 (+2), Dex: 12 (+0), Con: 15 (+1), Int: 9 (+0), Wis: 8 (-1), Cha: 13 (+1) | Effects: Stunned (-1 INT), Shakey (-1 DEX)
jlighter wrote:

Skorabor, the +3 from having a rank in a class skill is in addition to the rank itself. So your total mod for Know(dungeoneering) would be +3 (-1Cha, +1rank, +3class skill). And the racial alterations from APG are fine.

Thx for the clarification. I've updated the character profile.

Taldor

Male

RE: Burning Disarm- I was using the D20PFSRD and assumed it was APG (must be a companion book or something)- I will replace it with Shield of Faith (noted on charsheet)

Edit: Burning Disarm is from the Cheliax Devil-Book! Bad Davlamin :O

No worries about the Druid thing, he does have a Druidic feel to him which was the intention.

Thanks on the benefit of doubt on the Nature's whispers thing. I'll chat to Paizo about it and seek clarification in the meantime and do a little digging on the forum.

Shadow Lodge

Undead masquerading as Human

So, a round of character notes, and then hopefully we'll begin with the first people to arrive at the gaming hall.

Davlamin: I think you may have forgot your Armor Check Penalty. There's a space for it in your skill section, but it's blank. Also, re: previous.

-Edit- Ah. Good to know. I wasn't looking at the SRDs, just the PDFs of the books.

Vesara: Same as my last note. Trained class-skills get a +3 to the mod, and you seem to have no weapons aside from a dagger.

Barnabus II: If you're looking for a nearby marsh/swamp, the Mushfens are not too far away. Also, where are you getting the spring-loaded wristsheath item? I'm assuming that holds your dagger, but what book is it coming from?

Skorabor: One question, one comment. The Dwarven Waraxe is 1d10, not 1d8, as far as damage. And where are you getting the Glory of Old trait? Not seeing it, although it could be an instance of me being blind again.

Skeith: Again, your flat-footed AC is 13 instead of 12.

So, just to clarify. You don't all have to know each other. I'm just attempting to make sure that if any of you are arriving together, you've selected who it's going to be and who wants to already know whom. Once we've covered the above questions regarding your character pages, I'll ask you to roll the dice here to determine the order in which you arrive. Groups can choose which roll they want to use. Once we do that, we'll start.

Taldor

Male
jlighter wrote:

So, a round of character notes, and then hopefully we'll begin with the first people to arrive at the gaming hall.

Davlamin: I think you may have forgot your Armor Check Penalty. There's a space for it in your skill section, but it's blank. Also, re: previous.

Knew i'd missed something, noted it now.

Well I think between Skeith, Skorabor and Davlamin we've kinda hashed something together.

What kind of roll do you need?


Barbarian 1, 4 xp | hp 12/23, armor 1 | Str: 16 (+2), Dex: 12 (+0), Con: 15 (+1), Int: 9 (+0), Wis: 8 (-1), Cha: 13 (+1) | Effects: Stunned (-1 INT), Shakey (-1 DEX)
jlighter wrote:


Skorabor: One question, one comment. The Dwarven Waraxe is 1d10, not 1d8, as far as damage. And where are you getting the Glory of Old trait? Not seeing it, although it could be an instance of me being blind again.

Oops, the waraxe was a copy+paste-error. And as Alexander i've been looking at the SRD and thought the trait came from the APG. Upon further review it's actually from Dwarves of Golarion. I'll take a look at what i can replace it with.

Taldor

Male

To be fair Glory of Old's hardly broken, most of the traits in that book are very weak.

It gives a +1 trait bonus on saves vs spells, spell-like abilities, and poison.

Edit: So far my search-fu hasn't turned up any definitive answers; it hasn't been addressed by the Paizo team. However, the Duelist's int bonus to AC adds to CMD even though it wasn't called out in the class ability (confirmed by JJ in a post... somewhere...). I also wouldn't understand the logic of being able to gracefully avoid a claw if its swinging at someone to strike them, but not having any chance of avoiding it if the claw is trying to grab you instead.

Theres also another argument about the charisma to AC arguably not being restricted by max dex bonus, but this is disgusting so i'm erring on the side that it is still limited!


Male Changeling Rogue

Okay the Flat-footed AC is fixed - again. I swear to god there's a ghost in the machine because I've fixed that at least three times. Maybe I forgot to save changes... I'm losing my mind. I'm convinced.

Test
1d20 ⇒ 16

Shadow Lodge

Undead masquerading as Human

Skorabor/Patrik, I don't actually object to the trait. I was more just wondering where it came from. Go ahead and keep it.

Alex. Agreed. Let's just leave it as "in place of Dex" and have it be affected as Dex would be. And as far as the roll, just a basic d20 roll, so we can randomly determine who shows up first. Same for everybody else, just a basic d20 roll, as Skeith did.


Male Human Witch 2

OK another one of those fun items I will take it off of my PC.....

Ok the mushfens sounds like as good a swamp as any swamp!


Barbarian 1, 4 xp | hp 12/23, armor 1 | Str: 16 (+2), Dex: 12 (+0), Con: 15 (+1), Int: 9 (+0), Wis: 8 (-1), Cha: 13 (+1) | Effects: Stunned (-1 INT), Shakey (-1 DEX)
jlighter wrote:

Skorabor/Patrik, I don't actually object to the trait. I was more just wondering where it came from. Go ahead and keep it.

Cool, i'll leave it there then. For some reason i thought we where only using stuff from the Core rule book and APG.

My Get-To-The Golden Goblin-Roll: 1d20 ⇒ 3


Male Gnome Oracle 2

Skeith if you take too long while editing the equivalent of the post monster strikes and it doesn't save your changes properly. Control A, Control C before saving and then paste over once more and save just to be sure.

1d20 ⇒ 11


Male Changeling Rogue
Davlamin Jubilost wrote:
Skeith if you take too long while editing the equivalent of the post monster strikes and it doesn't save your changes properly. Control A, Control C before saving and then paste over once more and save just to be sure.

Tell me about it. My wife was the first one to chime in - "Maybe you just took too long."

Taldor

Male

Control A and Control C before any post or piece of writing on these forums.

Its an annoying habit to learn, but it saves you a lot of heartache in PbP, especially when DMing.

Shadow Lodge

Undead masquerading as Human

Skorabor/Patrik: We're using the Core books, and then I'm authorizing other material on a case-by-base basis, such as that trait, and a few other things that have come up. Speaking of ...

Barnabus: Go ahead and keep the wrist-sheath. I just hadn't seen that item, and I don't have a copy of the Adventurer's Armory. I should probably snag a copy. Still, now that I've seen it (d20pfsrd) and what it does, I can say go ahead and keep it.

So, Skeith, Skorabor, Davlamin, since you're showing up together, pick which one of your rolls you want to use as far as arrival order. Your options appear to be 3, 11, and 16.

Vesara and Barnabus, if you could make your rolls since it seems like you two will be arriving solo to the tournament, we'll factor those in and get started with the campaign.

Taldor

Male

High is always good lads ;) I say 16?


Male Changeling Rogue

16 sounds good to me. Guess I'm glad I test rolled it. As for the Adventurer's Armory, J, I have a copy in PDF format if you'd like it. I can try sending it to you. profusehairboy@gmail.com, right?

Shadow Lodge

Undead masquerading as Human

If you could, that would be wonderful. Yup, that's the right address.


Male Human Witch 2

1d20 ⇒ 10


Fixed the skills and added a sling, I just need to get the background down. Vesara knows the witch, maybe we met at the Order of Cyphers? 1d20 ⇒ 2


Male Changeling Rogue
jlighter wrote:
If you could, that would be wonderful. Yup, that's the right address.

Sent.


Male Human Witch 2
Vesara wrote:
Fixed the skills and added a sling, I just need to get the background down. Vesara knows the witch, maybe we met at the Order of Cyphers? 1d20

Likely Barnabus would have went there possibly also a library for researching the blot....

Shadow Lodge

Undead masquerading as Human

Alright. Everybody's in, and we have our arrival order. As follows:

Skeith, Davlamin, Skorabor all arrive at the same time and get settled first. They are followed in a short time later by Barnabus, who is in turn followed by Vesara, unless you two would like to arrive together. As a side note, Barnabus, the Cypher Lodge has what may be the best library in the city.

For posting in the game thread, we shall use the following formatting customs:

Saul Vancaskerkin stood on the front steps of the Gold Goblin Gambling Hall and looked at the sky lightening for the new day. Off toward the harbor, he saw the Blot, and once again hoped that it would go away or that it wouldn't interfere with tonight's event. Turning, he glanced at the statue from which the gambling hall took its name. The Gold caught the fresh light and winked at him. Saul chose to see that as a good sign of things to come to him, and he headed inside the gambling hall to prepare for the Tournament.

As he passed the statue, he put a hand on it and whispered, Tonight's the night. Tonight, we make it big.

Saul Vancaskerkin is the proprietor of the Gold Goblin, where the Cheat the Devil and Take his Gold Tournament will be taking place. Use this tag for brief comments, but in-depth discussions will take place here in the existing OOC thread.

Our gaming thread will be found here. Head on over and join the Tournament. Skeith/Davlamin/Skorabor are first up. Whenever you're ready.

Metagame discussions and other OOC planning should happen in this thread.

Taldor

Male

Any objection to me bolding Davlamin's speech? I already do descriptions in italics. Will follow your convention for my first few posts until I see an answer, its just an old habit for me that I use for every PbP.

Either way i'm good though, I can learn :P

Shadow Lodge

Undead masquerading as Human

Let's not bold speech, although putting speech in quotations would probably be a good thing. Bold for spells cast or special abilities used, though, would be a good idea, for those of you who are inclined to make use of spells or other special abilities (i.e. Rage, Mage Armor, Wildshape, etc).

Taldor

Male

Very well. I struggle to discern between normal and italics sometimes due to poor eyesight (hence my tendency to bold), but i'll labour on, its not a big deal. First post from Davlamin up :).

Shadow Lodge

Undead masquerading as Human

Ah. My apologies. If you'd like to bold Davlamin's speech, then by all means go ahead. I'll make the appropriate adjustments to my most recent post and present that as a new format to make things easier.


Barbarian 1, 4 xp | hp 12/23, armor 1 | Str: 16 (+2), Dex: 12 (+0), Con: 15 (+1), Int: 9 (+0), Wis: 8 (-1), Cha: 13 (+1) | Effects: Stunned (-1 INT), Shakey (-1 DEX)

I've finally had time to finish the background story for Skorabor. I'll keep working on the "Appearence" and "Personality" sections. Should have something up within the next few days.


Male Gnome Oracle 2

*Necromances Thread*

How are we doing for XP etc.?

Been thinking about my plans for Davlamin and I don't think Rage Prophet will work, despite the awesome theme I had in mind. I misinterpreted Savage Seer and thought that Rage Prophet level added to Barbarian and Oracle level to determine what rage powers and revelations you qualify for- alas I was mistaken.

I'll likely play Dav as a full nature oracle throughout instead. We'll see :)


Male Changeling Rogue

Oh my god, you found my thread! Thank the gods!

-pops it on its nose- Bad thread! I told you not to wander off like that!

Shadow Lodge

Undead masquerading as Human

I think we'll probably be skipping the XP numbers, actually. Since the campaign we're on was written for 3.x Edition, I've gone back and checked the conversions. The numbers don't actually add up for Path, so you'll be leveling at around the appropriate times. Unless anybody objects?

Taldor

Male

Prefer it that way anyway so sounds good. Tracking XP is a pain in a PbP.


Male Gnome Oracle 2

How are we doing HP again? I'll take the average if possible...

Changes (not yet applied to charsheet)-

HP gained- ??
BAB- +1
Will- +1

Charm Animal gained as a bonus spell

1 level 0 spell gained (Light)
1 level 1 spell per day gained

Skills-

+1 diplomacy
+2 ride
+2 spellcraft

Favoured Class- Has been put into the oracle curse effects.


Barbarian 1, 4 xp | hp 12/23, armor 1 | Str: 16 (+2), Dex: 12 (+0), Con: 15 (+1), Int: 9 (+0), Wis: 8 (-1), Cha: 13 (+1) | Effects: Stunned (-1 INT), Shakey (-1 DEX)

I have updated Skorabor for lvl2. I use herolab so i don't know all the changes. Posting the new stats here:

Skorabor at lvl2:

SKORABOR SKALFGRIN BOULDERBACK CR 1
Male Dwarf Fighter 2
LG Medium Humanoid (Dwarf)
Init +1; Senses Darkvision (60 feet); Perception +1
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17. . (+5 armor, +2 shield, +1 Dex)
hp 22 (2d10+6)
Fort +6, Ref +1, Will +2
Defensive Abilities Bravery +1, Deep Warrior
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Axe, Throwing +6 (1d6+4/20/x2) and
. . Gauntlet (from Armor) +6 (1d3+4/20/x2) and
. . Greataxe +6 (1d12+6/20/x3) and
. . Shield, Heavy Steel +6 (1d4+4/20/x2) and
. . Unarmed Strike +6 (1d3+4/20/x2) and
. . Waraxe, Dwarven +6 (1d10+4/20/x3)
Special Attacks Ancient Enmity
--------------------
STATISTICS
--------------------
Str 18, Dex 13, Con 16, Int 8, Wis 12, Cha 10
Base Atk +2; CMB +6; CMD 17
Feats Cleave, Intimidating Prowess, Power Attack -1/+2
Traits Glory of Old, Into Enemy Territory: Will Save
Skills Acrobatics -5, Climb -2, Escape Artist -5, Fly -5, Intimidate +9, Knowledge: Dungeoneering +3, Ride -5, Sense Motive +2, Stealth -5, Swim -2 Modifiers Lorekeeper
Languages Common, Dwarven
SQ Hardy, Slow and Steady, Stability, Stonecunning +2, Weapon Cord
Combat Gear Waraxe, Dwarven, Greataxe, Axe, Throwing (3), Scale Mail, Shield, Heavy Steel; Other Gear Backpack (empty), Bedroll, Rope, hempen (50 ft.), Signet ring, Tent, Small, Waterskin, Weapon Cord
--------------------
SPECIAL ABILITIES
--------------------
Ancient Enmity +1 to hit Elves.
Bravery +1 (Ex) +1 Will save vs. Fear
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 AC and +2 grapple vs. Aberrations.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Weapon Cord Attached weapon can be recovered as a swift action.

Changes i do know
* Favored class bonus went into +1 skill point
* I took the standard hp gain (half rounded up for a hp gain of 6), let me know if you want us to use some other method
* I took "Intimidating prowness" as my fighter bonus feat.
* I invested my skill points into intimidate and sense motive [hopefully he has learned abit of both during his time at the goblin]

Shadow Lodge

Undead masquerading as Human

As far as HP, we'll go with this: Roll HP here, with the minimum HP you gain being the minimum average rounded up (D6=4, D8=5, D10=6, D12=7). Example, if you roll a 1, you get the average. If you get maximum, you get the maximum.


Male Gnome Oracle 2

1d8 ⇒ 6

Taldor

Male

Changes now made.

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