Adventures in Generica (Inactive)

Game Master Sawyer Masonjones

Epic journey through the mystical and silly lands of Generica. Map


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Dragon Master, can I play an Ambush-Bug cross Deadpool type of character who is completely insane and the reason why is because he knows that he isn't real and that he lives in a fantasy world.

His power is the ability to break the fourth wall.


5d6 ⇒ (3, 1, 4, 6, 2) = 16
5d6 ⇒ (1, 4, 1, 5, 6) = 17
5d6 ⇒ (5, 6, 4, 5, 4) = 24
5d6 ⇒ (2, 6, 4, 4, 3) = 19
5d6 ⇒ (5, 6, 2, 5, 6) = 24
5d6 ⇒ (4, 4, 5, 2, 4) = 19

So:

13
15
16
14
17
13

Nice, balanced character.

But, do you mind if I drop that 13 to an 8 and increase that 17 to a 19?

Wisdom=mentally imbalanced 8, Dexterity=Insanely fast 19.

Remember, this kid was raised by the equivalent of Ambush Bug and Deadpool.


Tsiron, I am going to have to say no on your character concept. While it would be interesting, I don't think its really going to fit the game. Despite being comedic, I am looking for a standard adventuring party on an epic adventure. Deadpool isn't what I am looking for with that. Insane characters aren't exactly conducive to a cohesive party.

As for editing rolls, the only thing you may do is transfer at most one point from one stat to another. But thats mostly because I hate looking at odd stats when I roll.

You may keep your rolls for whatever character you do decide to make.


Okay then...

But I still want to play a neeeeeeen-JA!


I have my backstory up for review


Pathfinder Adventure, Adventure Path Subscriber

For Gondoontmyne the sleepy dwarf...

Well, I'm thinking, whenever in dim light or lower a will save to not fall asleep, say per hour .... thinking mainly for doing a watch etc.. although maybe before some other event kicks off ... or more likely if the party start to search somewhere, he will just take 40 winks ...

Takes someone a full round to wake him, or say a will save to be woken normally, otherwise waking him up takes twice as long. That sort of thing, unless they catch him just as he starts to fall asleep, before his next round, then can wake him normally...

Automatically fail sleep spells or other sleep effects .... even lullabye spell can make him fall asleep on a failed save ...

those are some of the mechanics that could work ... DCs maybe round about 10,11 or 12 ...

Not sure if these types of drawbacks are too severe, but its something to think on ...

Will get more of a background/story up for him in the next couple of days, tonight is RL games night ...


Ooo, ooo, I got it!

Perfect TV trope: "Crouching Moron, Hidden Badass."

I'm thinking of dipping in Alchemist for a level or two, then doing Synthesist for the rest of the way.

Low strength, low wisdom, nerdly intelligence, low constitution, fumbling dexterity....

Then, when he gets pissed off: Mutagens + Monster Suit. 22 Strength, with some punches and energy attacks, etc.

What do you think?


I'm loving the characters coming together, and think this will be a fantastic game. However, it's realistically too much for my current game load. I had to dot it because I love the concept, but regretfully have to step back.

Just wanted to explain why I won't have a character together. I fully intend to follow your game though and watch the exploits!


Do you mind if I submit two characters?

Both are great, and I'm kinda torn...


Anyone may submit as many characters as they want. Just make sure you post with the same alias in this thread for all of them so I don't accidentally select more than one of them. If you want to raise chances of getting in the game, make sure you post at least one character of the "core" party - fighter, mage, thief, and priest. I would like one of each of those in the party, with the last two being my pick of the rest.

@Deevor how about you are fatigued if you don't get your beauty sleep (at least 8 hours of sleep, not just rest) and must make DC 10 will saves to do things when you should be sleeping (i.e. at night)? Or simply are considered fatigued in dim or darker conditions, will save DC 10 negates for one hour +2 for every hour spent? Or -2 penalty to will saves in the dark? there is a bunch of ways that this could be done.

Edit: There does seem to be a sleepy drawback. It forces 12 hours of rest to get the effects of 8 and gives a -2 penalty on saves against sleep effects.


Stat Block:

Rakar Waldi
CN Catfolk Ninja (Cat Burglar)
Medium Humanoid (neeeeeeeen-JA!) (catfolk)
======
Defense
======
AC: 18 (+3 Armor, +5 Dex)
hp 11
Fort +3 Ref +7 Will +0
======
Offense
======
Melee claws x2 +5 (1d4+2/x2); wakizashi +5 (1d6+2/18-20)
Ranged: shortbow +5 (1d6+2/x3)
=======
Statistics
=======
Str: 14 Dex: 20 Con: 16 Int: 12 Wis: 10 Cha: 18
Skills: Acrobatics +9, Bluff +8, Disable Device +9, Disguise +8, Escape Artist +9, Intimidate +8, Perception +4, Sleight of Hand +9, Stealth +9
===========
Special Abilities
===========
Cat’s Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.
Cat’s Luck: Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Flaffah Bahnnies!:

In his youth, Rakar was the adoptive child of two wealthy, kind nobles. He lived a happy, sheltered life, until the men in black came.

In the night, the neeen-JAs Yes, I will always pronounce ninja like that burned down the house in the name of a job. Luckily, Rakar was playing in the woods when it happened, and watched while his home burned down. He swore a blood oath of vengeance against whoever did this, and began honing his skills.

A ninja family, one who was the primary rival of the ones that burned down Rakar’s home, took him in and began training him. Rakar was an avid pupil, and he learned the ways quickly. Tragedy followed Rakar, however, and the other ninjas assassinated the head of the guild, and the family dissolved into chaos.

Now Rakar wanders Generica, seeking revenge on whoever did this to both of his families. Yet the scarring of dual familicides had marred Rakar’s mind, and the seeds of madness had been planted…

How is this?


dotting. sounds like a blast!

5d6 ⇒ (1, 2, 6, 1, 6) = 16
5d6 ⇒ (3, 1, 6, 6, 1) = 17
5d6 ⇒ (6, 5, 3, 6, 5) = 25
5d6 ⇒ (5, 5, 1, 4, 1) = 16
5d6 ⇒ (4, 3, 1, 6, 1) = 15
5d6 ⇒ (3, 1, 5, 3, 5) = 17


Pathfinder Adventure, Adventure Path Subscriber

For Gondoontmyne the sleepy dwarf...

I like what you have for the 8 hours sleep or be fatigued, and the -2 penalty on sleep saves in the actual drawback ... sort of harsh but true...

Then DC10 will save to do something when he should be sleeping, seems like a nice set of rules....

I would try and play the lethargic dwarf in role play, rather than do it with dice rolls... Sounds good to me ...

OK its tomorrow here, best get my beauty sleep now then ...


@Tsiron Looks good, but it seems that you are missing equipment. Not that you really need that now. You do have enough to go jump into the bar scene though.

@Deevor Go for it.


Let me see if the dice give me any luck today :
stat 1: 5d6 - 2 - 1 ⇒ (6, 6, 2, 4, 1) - 2 - 1 = 16
stat 2: 5d6 - 4 - 3 ⇒ (4, 4, 3, 5, 5) - 4 - 3 = 14
stat 3: 5d6 - 4 - 3 ⇒ (6, 5, 3, 4, 6) - 4 - 3 = 17
stat 4: 5d6 - 3 - 2 ⇒ (3, 3, 5, 2, 3) - 3 - 2 = 11
stat 5: 5d6 - 2 - 2 ⇒ (6, 2, 5, 6, 2) - 2 - 2 = 17
stat 6: 5d6 - 2 - 1 ⇒ (5, 1, 5, 2, 5) - 2 - 1 = 15

Will read through what the rest already posted and see what idea I can come up with :)

[edit]question, how does the house rule you mentioned work? I could for example turn one 17 into a 16 to turn the 15 into a 16, but I assume I can't make one 17 into a 16 and turn the other 17 into an 18?[/edit]


You may do either, but you can't turn that 11 into a 10 and and make that 17 into a 18.


Hey DM, if we submit multiple characters, do you want us to use to same stats roll for all of them (just re-allocated) or do you want separate rolls for the different guys?


Re-roll for each one.


Cool. I don't have another juicy idea at the moment but I figured I'd ask just in case. I'm very keen to get in your game... and I'm thinking it would be good to have a 'backup' character if Heiwa doesn't cut the mustard for one of your two 'non-standard' slots.


Always a good idea. Currently, no one has submitted a priest or rogue, so there is an opening there.


Hmmm... funny and fun-to-play thief/cleric tropes. :thinking thinking:


To all those who have expressed interest but haven't submitted a character yet, recruitment closes at midnight EST on Monday May 5th. If you have, make sure you jump into discussion for a little roleplay. Though not required, it will help you get in.


Hey! You big meanie! I submitted a skill monkey!

XD


Sorry I'm late to the party. I had trouble deciding which of your games to go for.

Stat 1: 5d6 ⇒ (3, 4, 1, 2, 1) = 11
Stat 2: 5d6 ⇒ (1, 2, 3, 3, 1) = 10
Stat 3: 5d6 ⇒ (3, 2, 4, 5, 4) = 18
Stat 4: 5d6 ⇒ (1, 2, 3, 5, 6) = 17
Stat 5: 5d6 ⇒ (1, 3, 4, 5, 4) = 17
Stat 6: 5d6 ⇒ (1, 2, 4, 6, 3) = 16


Go for both! By the way, you may re roll that. Any rolls that results in the equivalent of 15 point buy or less may re roll.


Okay.

Stat: 5d6 ⇒ (1, 3, 6, 6, 6) = 22=18
Stat: 5d6 ⇒ (1, 3, 2, 5, 3) = 14=11
Stat: 5d6 ⇒ (2, 4, 3, 4, 4) = 17=12
Stat: 5d6 ⇒ (5, 4, 5, 6, 5) = 25=16
Stat: 5d6 ⇒ (5, 4, 4, 2, 5) = 20=14
Stat: 5d6 ⇒ (4, 3, 3, 6, 6) = 22=16

Can I do the +2/+2/-2 and skilled or feat human option from your serious campaign's rules so I can take that 11 down to a 9?

Also:

About Nous:
"So, if I adjust the spring just right, I..." Nous looks stunned for a moment and sharply intakes a breath of air as she remembers that you are standing there. Her eyes glisten and focus on what you are carrying as she asks "Is that a new toy you've brought me?"

Nous is the absent-minded mad machinist, hoping to someday build the world's best weapon, but most often blowing things up. She comes from a town renowned for its eccentric geniuses and doesn't find things like raising the dead, building monstrous golems, or exploding lighting rods all that strange.

As such, her focus tends to be on taking apart and building new weapons, traps, and eventually siege weapons. "Ah, if only I could backstab with a ballista. Or maybe a rocket springal" XD


The Dragon Master wrote:

Go for both! By the way, you may re roll that. Any rolls that results in the equivalent of 15 point buy or less may re roll.

In case that, I'm going to go ahead and reroll. I got the equivalent of a 12 point buy my first time. Glad I checked back! Planning on finishing up tonight.

Stat: 5d6 ⇒ (2, 6, 5, 5, 3) = 21=16
Stat: 5d6 ⇒ (5, 1, 1, 2, 4) = 13=11
Stat: 5d6 ⇒ (6, 5, 5, 2, 2) = 20=16
Stat: 5d6 ⇒ (3, 4, 1, 5, 3) = 16=12
Stat: 5d6 ⇒ (5, 3, 1, 3, 3) = 15=11
Stat: 5d6 ⇒ (5, 4, 5, 4, 4) = 22=14

Much better than last time! be back soon.


Look out fellas ..! Here comes that over-sexed, unexpectedly sexy half-orc sorceress looking for a good time, a good man, and, his money ...

stats:

Sayyesss the Sorceress
Half-orc Sorcerer 3
CN/Medium/Humanoid (Human, Orc)
Senses Darkvision
-----------------------------------------------------
Defense
-----------------------------------------------------
AC 11 Touch 11 Flat Footed 10 (+1DEX)
HP 15
Fort 2 = 1(Base) +1(CON)
Ref 2 = 1(Base) + 1(DEX)
Will 5 = 3(Base) + 2(WIS)
CMD 14= 1(BAB) + 2(STR) + 1(DEX) + 10
CMD +1(grapple)= 15
-----------------------------------------------------
Offense
-----------------------------------------------------
Speed 30 ft
Base Atk +1; CMB 3 = 1(BAB) + 2(STR)
CMB+1(grapple)=4
+1 to fire damage (favored class bonus x2)
Melee 3 = 1BAB+2(STR)
Long sword +3 (1d8)
Whip +3 (1d3/15ft non lethal)
Dagger +3 (1d4/19-20x2)
Fangs +3 (1d4+2+poison) fort save DC=12
Ranged 2 = 1BAB+1(DEX)
Javelin +2 (1d4/30ft)
Short Spear +2 (1d6/20ft)
-----------------------------------------------------
Statistics
-----------------------------------------------------
STR 14
DEX 13
CON 13
INT 15
WIS 15
CHA 19 = 17+2

Skills:
Class Skills: Appraise, Bluff, Craft, Fly, Intimidate, Know.(Arcana), Profession, Spellcraft, Use Magic Device.
Skill Ranks/Sorcerer Level: 4= 2+INT

12 Diplomacy = 1(Rank)+3(Class/bloodline)+2(racial)+2(Trait)+4(CHA)
13 Diplomacy = 12(skill)+1(charming trait, to sexually attracted targets)
12 Intimidate = 1(Rank)+3(Class)+2(racial)+2(Trait)+4(CHA)
8 Bluff = 1(Rank)+3(Class)+4(CHA)
9 Bluff = 9(skill)+1(charming trait, to sexually attracted targets)
7 Know.(arcana) = 1(Rank)+3(Class)+3(INT)
5 Know(local) = 1(Rank)+2(Racial)+3(INT)
9 Handle Animal = 1(Rank)+2(Trait)+2(Feat)+4(CHA)
11 Handle Animal = 9(skill)+2(on mount wearing harness)
6 Ride = 3(Rank)+2(Feat)+1(DEX)
6 Profession(Fortune-telling) = 1(Rank)+3(Class)+2(item/cards)
8 Spellcraft = 2(Rank)+3(Class)+3(INT)
8 Use Magic Device = 1(Rank)+3(Class)+ 4(CHA)

Spells Per Day:

LVL 0: cantrips
LVL 1: 5

Spells Known:

LVL 0: Detect Magic, Message, Prestidigitation, Read Magic, Mage Hand
LVL 1: Burning Hands, Color Spray, Shocking Grasp, Hypnotism(bloodline)

Languages:

Common, Orc, Draconic, Giant, Goblin.

Feats:

Persuasive: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Animal Affinity: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Traits:

Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Serpentine Squeeze: You gain a +1 trait bonus on combat maneuver checks to grapple a foe, as well as a +1 trait bonus to your CMD whenever an opponent tries to grapple you.

Drawbacks:

Hedonistic: Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Special:

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Burning Assurance: +2 racial bonus to Diplomacy (replaces intimidating)

Beast master: +2 on Handle Animal and Treat Whips and Nets as Martial Weapons (replaces orc ferocity)

City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.(replaces weapon familiarity)

Proficiency:
All simple weapons. No armor or shields. Proficient with whips and longswords.
Whips and Nets treated as martial weapons.

Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.

Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level.

Gear:

Long sword (15gp, 4 lbs)
Javelin x4 (4gp, 4 lbs)
Short Spear x2 (2gp, 6lbs)
Whip (1gp, 2 lbs)
Dagger (2gp, 1lbs)

Scroll of Magic Missle x2 (50gp)
Scroll of Ear Piercing Scream x2 (50gp)
Scroll of Charm Person (25gp)
Scroll of Sleep x2 (50gp)
Scroll of Flaming Sphere x2 (400gp)
Scroll of Burning Gaze x2 (200gp)
Potion of Cure Light Wounds x4 (200gp)
Alchemist Fire x3 (60gp)
Tangle-foot Bag x2 (100gp)
Elixir of Love x2 (300gp)

Med. Tent (15gp, 30 lbs)
Water-proof Bag x2 (1 gp, 1 lbs)
Sorcerers Kit (8gp,19 lbs)
Grooming Kit (1 gp, 2 lbs)
Blanket (5sp, 3lbs)
MW Survial Kit (50gp, 5 lbs)
Silk Rope 50ft (10gp, 5 lbs)
Grappling Hook (1gp, 4 lbs)
Perfume, common 10 dose (10 gp)
MW Fortune-telling Cards (50gp, 1 lbs)
Board-game (1gp, 2 lbs)
Training Kit, Beast (15gp, 26 lbs)
Riding kit, exotic, no feed (36 gp, 49 lbs)
Carnivore Feed x8days (4sp, 40 lbs)
Rations x5 (25gp, 5 lbs)
Bread x2 (4cp, 1 lbs)
Cheese x2 (4cp, 1lbs)
Honey (1gp, 0.5 lbs)
Coffee, exotic (6cp, 1 lbs)
Milk (5cp, 0.5 lbs)
Fortune Cookie (1cp)
Rumboozle x4 (4sp, 2 lbs)
Ale, gallon (2sp, 8lbs)
Wine, common (2sp, 1.5 lbs)

Carrying Capacity:
Light 58 Med. 116 Heavy 175

Mount:
Lizard, Giant Frilled (combat trained) 550gp
carrying capacity L 459 M 1,080 H 1,380
Speed 30ft, Climb Speed 30ft

Wealth:
GP 746 SP CP

Backstory:

Here she comes, do a double take... that sexy, over-sexed half-orc sorceress looking for a good time, a good man, and, his money.

Born into the life of a shrine maiden in the grand temple of her native desert metropolis, this buxom babe had an inappropriate taste for the adventure in the rough and tumble streets, burning with a desire that the life of a simple shrine maiden could never satisfy. Cast out of the temple for her brandish ways, Sayyesss the Sorceress found her calling as an adventurer and hedonist in her early adulthood, moving from city to city, region to region, man to man .... and women .... of really any race.

She loves a good fire spell as much as she loves a good drink and a lover. The alluring and seductive sorceress wants what she wants, when she wants it (and better get it). Sayyesss is a 24 year old sandskin half-orc of the serpentine sorcerer bloodline who rides a giant frilled lizard named Bhumfhati, 'cause its sexy and intimidating. She also has a small viper familiar named Itzipits. She often reads fortunes amongst other hustles, major or minor, to make extra money.

Appearance:
6ft2 195lbs brown eyes
light golden-brown toned skin.
long and thick pin-straight black hair with severe bangs.
busty, hippy, usually wearing little more than a leather bikini
under a scant white robe/sheer gown(temple vestment).
Aesthetic= Ancient Egyptian


@Absentia I'm going to say no on that. I like the character though.

@Anne Interesting character. For those odd rolls, you can move one point from one score to another, as long as the one you move it to was originally equal to or less than the original score.


Cool. I'll take a look tonight and repost any change. Glad she is of interest.


Since I realized Rakar is only 1st level, I figure I'd better remedy that.

Get ready for a higher level neeeeeen-JA!

Spoiler:

Rakar Waldi
CN Catfolk Ninja (Cat Burglar)
Medium Humanoid (neeeeeeeen-JA!) (catfolk)
======
Defense
======
AC: 18 (+3 Armor, +5 Dex)
hp: 30
Fort +4 Ref +8 Will +1
======
Offense
======
Melee claws x2 +6 (1d4+2/x2); wakizashi +4 (1d6+2/18-20)
Ranged: shortbow +5 (1d6+2/x3)
=======
Statistics
=======
Str: 14 Dex: 20 Con: 16 Int: 12 Wis: 10 Cha: 18
Skills: Acrobatics +11, Bluff +10, Disable Device +11, Disguise +10, Escape Artist +11, Intimidate +10, Perception +6, Sleight of Hand +11, Stealth +11
===========
Special Abilities
===========
Cat’s Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.
Cat’s Luck: Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Extra Ninja Trick (x2): You gain an extra trick.
Vicious Claws: A catfolk with this talent uses d8s to roll sneak attack damage instead of d6s, but only when she uses her claws to make the sneak attack. A catfolk rogue must have the cat's claws racial trait before taking this talent.
Fast Stealth: A ninja with this trick can move at full speed using the Stealth skill without penalty.
Vanishing Trick: As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

There we go!

Gimme feedback on my crunch!


Hi,

Theorythmus here with my character.
I changed one 17 to an 18 and the other 17 to a 16.

Variel Undovir:

Variel Undovir of the Illuminati (that is Illuminated elves, what else could it be, ... stop looking at me like that!)
Male Elf
with the following alternate racial trait :
Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits. (So i’m not immune to sleep, but I can always be the light of the party ;) …)
Fighter 3 (Mobile Fighter)
NG Medium humanoid (Elf)
Init +4; Senses Perception +8, low-light vision
--------------------
Defense
--------------------
AC : 19 | T : 14 | F : 15
hp 28 (3d10+6) [FCB = HP)
Fort +4, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee MW Elven Curve blade +8 (1d10+6 18-20/x2 | S)
[Arcane Strike] add +1 to damage after using a swift action
Ranged MW Mighty[4] Composite Longbow +8 (1d8+4 20/x3 | B or P) | with Rapid Shot +6/+6 (1d8+4 20/x3 | B or P)
[Point Blank Shot] add +1 to attack/damage within 30 ft
[Arcane Strike] add +1 to damage after using a swift action
--------------------
Statistics
--------------------
STR 18 DEX 18 CON 13 INT 18 WIS 14 CHA 11
BAB +3; CMB +7; CMD 21
Feats Arcane Strike, Point Blank Shot, Precise Shot, Rapid Shot
Traits Seeker of Brightness(Nobility)
Defender of the Society
Mathematical Prodigy(Arcana)
Drawback Sheltered
Xenophobic
ACP -2 | -1 in armored coat | 0 for climb and jump checks
Skills
Acrobatics [3]+4+0 = 7
Climb [1]+4+3 = 8
Craft(Bows) [1]+4+3=8
Craft(Weapons) [1]+4+3=8
Craft(Armor) [1]+4+3=8
Craft(Alchemy) [1]+4+3=8
Knowledge(Arcana)[1]+4+3+1=9
Knowledge(Dungeoneering) [1]+4+3=8
Knowledge(Engineering) [1]+4+3+1=9
Knowledge(Geography) [1]+4+0=5
Knowledge(Nobility) [1]+4+0+1=6
Perception [3]+2+0+2+1=8
Ride [1]+4+3 = 8
Swim [1]+4+3 = 8

Languages Common, Elven, Celestial, Draconic, Sylvan, Orc [from the lessons “know thyne enemy”, so never has spoken it and most likely never will, such a barbaric tongue]

SQ
Agility: a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training:Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Combat Gear MW Agile Breastplate, Mighty[4] MW Composite Longbow, MW Elven Curve blade; Other gear explorer's outfit, MW backpack, signal whistle, blanket, canteen, belt pouch, flint and steel, … (see list below);
--------------------
Other info
--------------------
Carrying capacity Light 100 lbs. or less Medium 101–200 lbs. Heavy 201–300 lbs.
with MW backpack Light 116 lbs. or less Medium 117–233 lbs. Heavy 234–350 lbs.

Background:

Variel is a skilled Elven defender capable of fighting with bow and curve blade, but the many years he has lived on the Illuminati island have sheltered him from any of the real dangers in life. Like most of his people he possesses the spark of arcane might. This allows him to create light where there previously was none. He spent many years training, both physically and mentally, but the knowledge he has learned about the world outside the island comes mostly from outdated manuscripts written by his ancestors.
So now an adult elf in his own right, he has set out into the world with journal and inkpen to learn first hand which knowledge is correct and what was still unknown so many years ago.
The little time he has already spent on the mainland showed him how little they knew about local customs and mannerisms. With this knowledge he knew that he would have to spend a longer period in these lands than he had initially expected. This meant he needed more disposable income so he has taken to the occupation of adventuring. As it would require him to only come in contact with a small group of people, rather than the amount you get when working in a shop or some other occupation.

This is what has led him to the Corner Inn on this beautiful day ...

Appearance:

170 lbs, 6ft 5, 130 years of age.
He has long dark hair, dark blue eyes and his face is covered in green elven tattoos.
He is mostly seen wearing a pristine breastplate inscribed with elven lettering upon which rests his golden necklace depicting the “Daystar”, the symbol of the Illuminated elves and the main deity of their pantheon.

Starting Equipment:

MW Agile Breastplate 550 GP | 25 lbs
( Armored Coat 50 GP | 20 lbs )
Mighty[4] masterwork composite longbow 800 gp (100 GP + MW 300 GP +100 GP per str mod) | 3 lbs
MW Elven Curve blade 380 GP | 7 lbs
masterwork backpack 50 GP | 4 lbs
explorer's outfit, -, 8 lbs
signal whistle, 8 SP, -
bedroll, 1 sp, 5 lbs
blanket, 2 sp, 1 lb
canteen, 2 GP, 1 lb
belt pouch, 1 GP, 1/2 lb
scroll case, 1 GP, ½ lb
with 4 paper sheets (4 sp / sheet)
sealing wax 1 GP | 1 lb
signet ring 5 GP
Soap 5 SP | 1 lb x 2
flint and steel 1 GP
Rope, silk (50 ft) 10 gp | 5 lbs
1 GP | 3 lbs per 20 normal arrows
2 GP | 3 lbs per 20 blunt arrows
3 GP | 3 lbs for 20 alchemical Silver arrows
2 GP | 3 lbs for 20 cold iron arrows
2 GP | 0.15 lbs per Thistle arrow x 10 = 20
25 gp | 0.15 lbs per Trip arrow x5 = 125
20 GP | 0.15 lbs per tanglefoot arrow x5 =100
potion of CLW 50 GP x 5 = 250 GP
journal book 10 GP | 1 lb
ink 8 GP / vial (2)
inkpen 1 sp
Sleeves of Many Garments 200 GP |1 lb
Traveler’s anytool 250 GP | 2 lbs
sack, empty (1 sp | 1/2 lbs) [to collect broken arrows]
Small steel mirror 10 gp | 1/2 lb
compass 10 gp | 1/2 lb
5 elven trail rations 2 GP | 1 lb
Golden Holy Symbol 100 GP | 1 lb [It is a golden necklace depicting the Daystar]

109,5 lbs | 36 GP 1 SP left

This information can also be found on my profile, but I put it here for easy access.

About the drawbacks,
I'm liking the way they explained the xenophobic drawback, but if i'm not mistaken it's not really what xenophobia is. As although he is not trusting of those unfamiliar in ways/appearance. Doesn't mean he fears them.
Sheltered, I'm seeing as following : He has seem combat, but only in training, so the violence of a real fight is strange to him.

Will post in the discussion thread when I have an idea what he would say/do in the current situation.

Feedback is appreciated.


@Tsirion Looks like an effective character. Still missing equipment though.

@Variel Looks good. I'll be interested in seeing how he plays.


Equipment:

+1 claw blades
large scorpion venom (3 doses)
studded leather armor (weaponblacked)
trail rations (14 days)
rope
grappling hook
wakizashi
explorer clothes (completely inconspicuous-i.e., for infiltration jobs.)
shortbow
40 arrows

Thaaaaaar we go.

NEEEEEEEEEN-JA IS NOW EEEEEQUEEPED!


I'm terribly sorry to do this but I've come to the conclusion that I don't really have the time to add to my roster of games this summer. I'll likely be working hard enough to keep up as it is.

Still, it looks like you have a rather fun group shaping up. I wish you many hilarious adventures in future!


Damn, you were on my short list. Good luck on your other games.


New and improved neeeeen-Ja!

Ninja 2.0:

Rakar Waldi
CN Halfling Ninja
Small Humanoid (neeeeeeeen-JA!)
======
Defense
======
AC: 19 (+3 Armor, +5 Dex, +1 Small)
hp: 30
Fort +4 Ref +8 Will +2
======
Offense
======
Melee wakizashi +8 (1d4+2/18-20)
Ranged: shortbow +7 (1d4+1/x3)
Sneak Attack 2d6
=======
Statistics
=======
Str: 12 Dex: 20 Con: 16 Int: 12 Wis: 12 Cha: 18
Skills: Acrobatics +11, Bluff +10, Disable Device +11, Disguise +10, Escape Artist +11, Intimidate +10, Perception +7, Sleight of Hand +11, Stealth +11
===========
Special Abilities
===========
Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Ki Pool: At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
Extra Trick: You gain an extra ninja trick.
Vanishing Trick: As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Fast Stealth: A ninja with this trick can move at full speed using the Stealth skill without penalty.
Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
=========
Equipment
=========
+1 wakizashi
large scorpion venom (3 doses)
studded leather armor (weaponblacked)
trail rations (14 days)
rope
grappling hook
wakizashi
explorer clothes (completely inconspicuous-i.e., for infiltration jobs.)
shortbow
40 arrows


Considering that the resident barbarian applicant has stepped out, I have a character idea I've played before that I would love to pitch. He's not exactly a cliché, but he's so over the top, he'd fit in quite well in this kind of a campaign... Can't wait to get him stated up.


Reworked a bit. I had to fix some of the original work too. Added mount and familiar stats. Any thoughts?

Stats/Skills:

Sayyesss the Sorceress
Half-orc Sorcerer 3
CN/Medium/Humanoid (Human, Orc)
Senses Darkvision
------------------------------------------------------------
DEFENSE
------------------------------------------------------------
AC 11 Touch 11 Flat Footed 10 (+1DEX)
HP 15
Fort 2 = 1(Base) +1(CON)
Ref 2 = 1(Base) + 1(DEX)
Will 5 = 3(Base) + 2(WIS)
CMD 14= 1(BAB) + 2(STR) + 1(DEX) + 10
CMD +1(grapple)= 15
------------------------------------------------------------
OFFENSE
------------------------------------------------------------
Speed 30 ft
Base Atk +1; CMB 3 = 1(BAB) + 2(STR)
CMB+1(grapple)=4
+1 to fire damage (favored class bonus x2)
Melee 3 = 1BAB+2(STR)
Long sword +3 (1d8)
Whip +3 (1d3/15ft non lethal)
Dagger +3 (1d4/19-20x2)
Ranged 2 = 1BAB+1(DEX)
Javelin +2 (1d4/30ft)
Short Spear +2 (1d6/20ft)
------------------------------------------------------------
STATISTICS
------------------------------------------------------------
STR 14
DEX 13
CON 13
INT 16 (15+1"odd")
WIS 14
CHA 18 (17 -1"odd"+2)

Class Skills: Appraise, Bluff, Craft, Fly, Intimidate, Know.(Arcana), Profession, Spellcraft, Use Magic Device.
Skill Ranks/Sorcerer Level: 4= 2+INT

12 Diplomacy = 1(Rank)+3(Class/bloodline)+2(racial)+2(Trait)+4(CHA)
13 Diplomacy = 12(skill)+1(charming trait, sexually attracted targets)
12 Intimidate = 1(Rank)+3(Class)+2(racial)+2(Trait)+4(CHA)
11 Bluff = 1(Rank)+3(Class)+3(familiar)+4(CHA)
12 Bluff = 12(skill)+1(charming trait, to sexually attracted targets)
7 Know.(arcana) = 1(Rank)+3(Class)+3(INT)
6 Know(local) = 1(Rank)+2(Racial)+3(INT)
9 Handle Animal = 1(Rank)+2(Trait)+2(Feat)+4(CHA)
11 Handle Animal = 9(skill)+2(on mount wearing harness)
6 Ride = 3(Rank)+2(Feat)+1(DEX)
6 Profession(Fortune-telling) = 1(Rank)+3(Class)+2(item/cards)
8 Spellcraft = 2(Rank)+3(Class)+3(INT)
8 Use Magic Device = 1(Rank)+3(Class)+ 4(CHA)

Proficiency:
All simple weapons. No armor or shields. Proficient with whips and longswords.
Whips and Nets treated as martial weapons.

Languages: Common, Orc, Draconic, Giant, Goblin.

Racial Abilities/Specials:

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Burning Assurance: +2 racial bonus to Diplomacy (replaces intimidating)

Beast master: +2 on Handle Animal and Treat Whips and Nets as Martial Weapons (replaces orc ferocity)

City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.(replaces weapon familiarity)

Sorcerer Bloodline:

Bloodline: Serpentine

The treacherous and yet hypnotic serpent’s blood that flows through you taints your magic with a sinuous and seductive grace.

Class Skill: Diplomacy.

Bonus Spells: hypnotism (3rd)

Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.

Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level.

Spells Per Day/Known:

Spells Per Day
LVL 0: cantrips
LVL 1: 5

Spells Known
LVL 0: Detect Magic, Message, Prestidigitation, Read Magic, Mage Hand
LVL 1: Burning Hands, Color Spray, Shocking Grasp

Feats/Traits/Drawbacks:

Feats:
Persuasive: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Animal Affinity: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Traits:
Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Serpentine Squeeze: You gain a +1 trait bonus on combat maneuver checks to grapple a foe, as well as a +1 trait bonus to your CMD whenever an opponent tries to grapple you.

Drawbacks:
Hedonistic: Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Gear:

Long sword (15gp, 4 lbs)
Javelin x4 (4gp, 4 lbs)
Short Spear x2 (2gp, 6lbs)
Whip (1gp, 2 lbs)
Dagger (2gp, 1lbs)

Scroll of Magic Missle x2 (50gp)
Scroll of Ear Piercing Scream x2 (50gp)
Scroll of Charm Person (25gp)
Scroll of Sleep x2 (50gp)
Scroll of Flaming Sphere x2 (400gp)
Scroll of Burning Gaze x2 (200gp)
Potion of Cure Light Wounds x4 (200gp)
Alchemist Fire x3 (60gp)
Tangle-foot Bag x2 (100gp)
Elixir of Love x2 (300gp)

Lizard, Giant Frilled (combat trained) 550gp
Med. Tent (15gp, 30 lbs)
Water-proof Bag x2 (1 gp, 1 lbs)
Sorcerers Kit (8gp,19 lbs)
Grooming Kit (1 gp, 2 lbs)
Blanket (5sp, 3lbs)
MW Survial Kit (50gp, 5 lbs)
Silk Rope 50ft (10gp, 5 lbs)
Grappling Hook (1gp, 4 lbs)
Perfume, common 10 dose (10 gp)
MW Fortune-telling Cards (50gp, 1 lbs)
Board-game (1gp, 2 lbs)
Training Kit, Beast (15gp, 26 lbs)
Riding kit, exotic, no feed (36 gp, 49 lbs)
Carnivore Feed x8days (4sp, 40 lbs)
Rations x5 (25gp, 5 lbs)
Bread x2 (4cp, 1 lbs)
Cheese x2 (4cp, 1lbs)
Honey (1gp, 0.5 lbs)
Coffee, exotic (6cp, 1 lbs)
Milk (5cp, 0.5 lbs)
Fortune Cookie (1cp)
Rumboozle x4 (4sp, 2 lbs)
Ale, gallon (2sp, 8lbs)
Wine, common (2sp, 1.5 lbs)

Carrying Capacity:
Light 58 Med. 116 Heavy 175

Wealth:
GP 746 SP CP

Mount:

Giant Frilled Lizard (Name:Bhumfhati)
N Large animal
Init +5 Senses low-light vision, scent; Perception +11
Carrying Capacity L 459 M 1,080 H 1,380
------------------------------------------------------------
DEFENSES
------------------------------------------------------------
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 59 (7d8+28)
Fort +11, Ref +8, Will +4
------------------------------------------------------------
OFFENSE
------------------------------------------------------------
[bSpeed[/b] 30 ft., climb 30 ft.
Melee bite +9 (2d6+5), tail +4 (1d8+2)
Space 10 ft.; Reach 5 ft.
Special Attacks intimidating charge
------------------------------------------------------------
STATISTICS
------------------------------------------------------------
Str 21, Dex 13, Con 19, Int 2, Wis 14, Cha 10
Base Atk +5; CMB +11; CMD 22 (26 vs. trip)
Feats
Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Skills
Climb +13, Perception +11, Stealth +8; Racial Modifiers +4 Stealth
------------------------------------------------------------
SPECIAL ABILITIES
------------------------------------------------------------
Intimidating Charge (Ex)
When a giant frilled lizard charges, it hisses ferociously, extends its neck frills, and darts forward on its hind legs, increasing its base speed to 50 feet for that round. In addition to the normal effects of a charge, the creature charged must make a DC 13 Will save or be shaken for 1d6 rounds. This is a fear effect. The save DC is Charisma-based.

Familiar:

Viper (Name: Itzibitz)
N Tiny animal LVL 1
Init +3; Senses low-light vision, scent; Perception +9
------------------------------------------------------------
DEFENSE
------------------------------------------------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 7
Fort +1, Ref +5, Will +1
------------------------------------------------------------
OFFENSE
------------------------------------------------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
------------------------------------------------------------
STATISTICS
------------------------------------------------------------
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11;
Racial Modifiers +4 Perception, +4 Stealth
------------------------------------------------------------
SPECIAL ABILITIES
------------------------------------------------------------
Poison(Ex), Alertness, improved evasion, share spells, empathic link

Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Character Background:

Here she comes, do a double take... that sexy, over-sexed half-orc sorceress looking for a good time, a good man, and, his money.

Born into the life of a shrine maiden in the grand temple of her native desert metropolis, this buxom babe had an inappropriate taste for the adventure in the rough and tumble streets, burning with a desire that the life of a simple shrine maiden could never satisfy. Cast out of the temple for her brandish ways, Sayyesss the Sorceress found her calling as an adventurer and hedonist in her early adulthood, moving from city to city, region to region, man to man .... and women .... of really any race.

She's the lover of a good fire spell as much as she loves a good drink and lover. The alluring and seductive sorceress wants what she wants, when she wants it (and better get it). Sayyesss is a 24 year old sandskin half-orc of the serpentine sorcerer bloodline who rides a giant frilled lizard named Bhumfhati, 'cause its sexy and intimidating. She also has a small viper familiar named Itzipits. She often reads fortunes amongst other hustles, major or minor, to make extra money.

Appearance:
6ft2 195lbs brown eyes
light golden-brown toned skin.
Small orc tusks
long and thick pin-straight black hair with severe bangs.
busty, hippy, usually wearing little more than a leather bikini
under a scant white robe/sheer gown(temple vestment).
Aesthetic= Ancient Egyptian


Here are Bohunk's completed stats for your review. Also reposting the fluff for organization's sake. I will hit the discussion thread soon ;) Thanks!

Hunky Stats:

Bohunk the Barbarian
Human/ Savage Barbarian/ 3
CG/Medium/Humanoid (human)
Init: +1 Senses Perception +6
-----------------------------------
Defense
-----------------------------------
AC 13 Touch 13 Flat Footed 10 (+2DEX, +1 Dodge)
HP 35 (3d12+3FCB) (Level up 10 =d12+1+3CON) Rage[41]
Fort +6 = 3(Base) + 3(CON) Rage[+8]
Ref +2 = 1(Base) + 1(DEX)
Will +2 = 1(Base) + 1(WIS) Rage[+4]
CMD 17 = 3(BAB) + 3(STR)+ 1(DEX) + 10 Rage[+19]
-----------------------------------
Offense
-----------------------------------
Speed 40 ft
Base Atk +3 CMB +6 = 3(BAB)+3(STR) Rage[+7]
Melee 7 = 3BAB+ 4STR Rage[+9]
+1 Great-sword +8(2d6+7/19-20x2)
+1 Great-sword Power Attack +7(2d6+9/19-20x2)
Heavy Flail +7(1d10+6/19-20X2)
Heavy Flail Power Attack +6(1d10+8/19-20X2)
Rage Melee
+1 Great-sword +10(2d6+10/19-20x2)
+1 Great-sword Power Attack +9(2d6+12/19-20x2)
Heavy Flail +9(1d10+9/19-20X2)
Heavy Flail Power Attack +8(1d10+11/19-20X2)
Reckless Abandon Rage Melee (-1 to AC for 1 Round; AC=12)
+1 Great-sword +11(2d6+10/19-20x2)
+1 Great-sword Power Attack +10(2d6+12/19-20x2)
Heavy Flail +10(1d10+9/19-20X2)
Heavy Flail Power Attack +9(1d10+11/19-20X2)
Ranged 4 = 3BAB+ 1DEX
MW Composite (+4STR) Longbow +5(1d8+4/x3) 110ft.
-----------------------------------
Statistics
-----------------------------------
STR 18(+4) Rage[22(+6)] (16+2 Human Bonus)
DEX 14 (+2)
CON 16(+3) Rage[20(+5)]
INT 10(+0) (11-1 Adjustment)
WIS 12 (+1) (11+1 Adjustment)
CHA 12 (+1)
-----------------------------------
Skills
-----------------------------------
Class Skills: Acrobatics, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Know.(Nature), Perception, Ride, Survival, Swim.
Ranks/Barbarian Level = 5 (4+0(INT)+1Human Bonus)
Total Ranks = 15

Acrobatics 8 = 3(Ranks)+3(Class)+2(DEX)
Climb 8 =1(Ranks)+3(Class)+4(STR)
Diplomacy 8 = 3(Rank)+3(Class)+1(CHA)+1(Trait)
Intimidate 11 = 3(Ranks)+3(Class)+1(CHA)+4(STR)
Intimidate 13 = +2 Trait Bonus to Demoralize a Foe in Combat
Perception 7 = 3(Ranks)+3(Class)+1(WIS)
Ride 6 = 1(Ranks)+3(Class)+2(DEX)
Swim 8 = 1(Rank)+3(Class)+4(STR)

Languages:
Common.

Feats:
LVL 1: Power Attack
LVL 1: Extra Rage Power: Reckless Abandon (Human Bonus)
LVL 3: Intimidating Prowess

Traits & Drawback:
Dominator:
You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.
Honey-Tongue:
+1 Diplomacy Checks and Diplomacy becomes a class skill for you.
Unlearned: Knowledge (Religion)
Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.

Special:
Fast Movement: +10 Land Speed in No Armor, Light Armor, or Medium Armor and not carrying a heavy load.
Rage: 11 Rounds/ Day
Rage Power: Intimidating Glare
The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Rage Power: Reckless Abandon
While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Uncanny Dodge: Successful reflex saves for 1/2 damage negate all damage.
Naked Courage: +1 Dodge Bonus to AC when in no armor. Shields are allowed.

Gear/Wealth:
+1Greatsword (2,050 GP 8LB) 2d6/19-20X2 S, Two Handed
Heavy Flail (15 GP, 10LB) 1d10/19-20X2 B, Two Handed
Battleaxe (10GP, 6LB) 1d8/X3 S, One Handed
Dagger X 4 (2 GP, 1LB ea.) 1d4/19-20X2, 10 ft. P or S, Light
+4 MW Composite Longbow (800 GP) 1d8+4, 110ft. P
Arrows x 20 (1GP, 3LB)

Barbarian’s Kit (9 GP, 26 LB)
Backpack
Belt Pouch
Blanket
Flint and Steel
Iron Pot
Rope
Soap
Torches X10
Trail Rations (5days)
Water-skin
Grooming Kit (1GP, 2LB)
Potion of Cure Light Wounds (50GP)

GP 39 SP 00 CP 00
3,000 GP Starting Cash

Favored Class Bonus History:
1: Hit Point
2: Hit Point
3: Hit Point

Hunky Fluff:

Bohunk. The hunkiest warrior, ever. His legends spans across the land and sea. His quest: to beat up the bad guys and look damn good doing it. He has traveled far and wide in search of things to hit and people to swoon over him.

A hulking beast of a man, mightily shouldered and deep of chest, with a corded neck and heavy muscled limbs. He proudly wears no armor, because, how are people supposed to swoon if they can’t see his awesomely huge muscle bursting all over the place? No, armor is no good for Bohunk. Armor is for sissies. Bohunk doesn’t wear too many clothes at all, actually. But his loincloth, gauntlets and headband that ties back his long flowing blonde hair makes him look damn good.
Bohunk likes anyone that compliments him. Flirtation or outright flattery work just as well. Bohunk dislikes anyone who talks down to him. Talking down to Bohunk is the same as asking to be smashed. Bohunk is happy to oblige. Bohunk is a good guy, so naturally Bohunk will lay the beat down on the bad guys. But Bohunk is also a Barbarian, a sexy Barbarian. And sexy Barbarians don’t care much for the petty laws of city folks. No, sexy Barbarians good-guys smash the bad guys and do as they damn well please.


5d6 ⇒ (5, 5, 6, 4, 2) = 22 16
5d6 ⇒ (1, 2, 5, 6, 3) = 17 14
5d6 ⇒ (4, 3, 5, 4, 2) = 18 13
5d6 ⇒ (5, 5, 2, 5, 4) = 21 15
5d6 ⇒ (1, 1, 5, 6, 1) = 14 12
5d6 ⇒ (3, 1, 3, 6, 1) = 14 12

as you said earlier, you'll allow one point moved to eliminate odds,so
16; 16; 14; 12; 12; 12...

I'd like to submit the one character smart enough to notice the ridiculous stereotypes he's surrounded by. Constantly overrun by the huge stereotypical personalities, he begins to wonder whether he's the crazy one...

If you like the idea, I'll probably take one of the more no nonsense classes, like a simple Ranger, as badly as I want to use playtests.


@Tikkle Go for it. In a game like this, having a straight man will do nicely. And (I don't think so at least) there have been no ranger submissions.

@Bohunk Looks good. Go jump into the tavern scene.

@Anne Where are you getting the familiar from? Otherwise looks good.


Lol. If we get in together... well, me and my halfling ninja will have some interesting interactions.

A couple weeks in, it will pretty much be Belkar Bitterleaf and Roy Greenhilt-right down to be able to break the fourth wall.


DM: I kinda tweaked my backstory a little, I like the idea that this character is 700 years old and was once a 20+ level wizard but due to a magical or mundane accident forgot most of his past life. All that remains are semi true stories. I would like this to be his drawback. Minor Dementia? What are your thoughts?


I like it.

Well there is the drawback forgetful. Every time you are in one place for more than an hour, you roll a wisdom check. If you fail it, you leave a random item. But if you want to homebrew one, I'll consider it.


@The Dragon Master, the familiar is from the lvl 3 bloodline power. I was wondering the same thing and it took me a while to notice it:

Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level.


Tomorrow and Sunday, I will be busy moving, graduating, and celebrating, so I will likely not have time to post. I'll catch up Monday and make my decisions on Tuesday. Recruitment will officially close Monday at midnight EST, so if there are any lurkers out there or those who have posted interest, but not a character, make sure you have your submissions in by then.


The Dragon Master wrote:

I like it.

Well there is the drawback forgetful. Every time you are in one place for more than an hour, you roll a wisdom check. If you fail it, you leave a random item. But if you want to homebrew one, I'll consider it.

Maybe use forgetful and add on that he loses track of what year it is and sometimes tries to cast spells he used to be able to but can not anymore.


If he doesn't have a belt, he tends to forget his pants. :)


Yes. Familiar is from her serpentine sorcerer bloodline power, 3rd level *Serpent-friend. Thnx!

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