B4: The Lost City by Tom Moldvay (Inactive)

Game Master Branding Opportunity

Loot Sheet


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Sweet, since he is so rich, I may have a few...lol.

It's not easy being a 1st level wizard....haha.

Background should be ready, plus crunch is almost there...


Going with a half-orc barbarian (don't worry, he's not TOO bloodthirsty...), and rolling for wealth to figure out his gear.

Gear: 3d6 ⇒ (2, 5, 3) = 10 x10 = 100gp


Sounds cool!

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

Wow! 53 point buy I think. I will consider my options.


Horek is ready to go. Hope you like his background and motivations for adventuring as well as the build.

Spoiler:
Horek Varshot
Male Half-Orc
Barbarian 1
Chaotic Good
Medium

Initiative +2
Senses Perception +4, Darkvision 60'
Languages Common, Orcish

Str 17 [+3], Dex 14 [+2], Con 15 [+2], Int 9 [-1], Wis 11 [+0], Cha 11 [+0]

-------------------------------------------------------------

Defense:

Armor Class 15, Touch AC 12, Flat-Footed AC 13
(+3 Armor, +2 Dex)
Studded Leather Armor, +3 AC Bonus, +5 Max DEX, -1 ACP, 30' Speed

Combat Maneuver Defense 16
(10 +1 BAB, +3 STR, +2 DEX)

Hit Points 15

Fort Save +4
(+2 Base + 2 CON)
Reflex Save +2
(+0 Base + 2 DEX)
Will Save +0
(+0 Base + 0 WIS)

Save Notes +2 to Will saves while raging (Class ability)

-------------------------------------------------------------

Offense:

Normal Speed 40 ft.
Modified Speed 40 ft.

Base Attack Bonus +1, Melee Attack +4 (BAB + STR), Ranged Attack +3 (BAB + DEX)

Combat Maneuver Bonus +4 (BAB + STR)

Melee Weapons:
Heavy Flail +4 (1d10+4, 19-20 x2, B; Disarm, Trip)
Greataxe +4 (1d12+4, x3, S)
Dagger +4 (1d10+3, 19-20 x2, P or S)

Ranged Weapons:
Throwing Axe (x2) +3 (1d6+3, x3, 10' range, S)
Dagger +3 (1d4+3, 19-20 x2, 10' range, P or S)

-------------------------------------------------------------

Skills:
(3 Skill Points)

Acrobatics +1 [+2 DEX, -1 ACP]
Appraise -1 [-1 INT]
Bluff +0 [+0 CHA]
Climb +6 [1 Rank, +3 Class, +3 STR, -1 ACP]
Diplomacy +0 [+0 CHA]
Disguise +0 [+0 CHA]
Escape Artist +1 [+2 DEX, -1 ACP]
Fly +1 [+2 DEX, -1 ACP]
Heal +0 [+0 WIS]
Intimidate +2 [+0 CHA, +2 Racial]
Perception +4 [1 Rank, +3 Class, +0 WIS]
Sense Motive +0 [+0 WIS]
Stealth +1 [+2 DEX, -1 ACP]
Survival +5 [1 Rank, +3 Class, +0 WIS, +1 Trait]
Swim +2 [+3 STR, -1 ACP]

-------------------------------------------------------------

Abilities/Feats/Traits:

Darkvision Half-orcs can see in the dark up to 60 feet. [Racial]
Intimidating Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. [Racial]
Orc Blood Half-orcs count as both humans and orcs for any effect related to race. [Racial]
Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. [Racial]
Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon. [Racial]
Favored Class (Barbarian) 1st Level +1 HP [Class]
Proficiencies Simple and martial weapons, light armor, medium armor, and shields (except tower shields). [Class]
Fast Movement A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. [Class]
Rage (6 rounds/day) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. [Class]

Feats:
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. [1st Level]

Traits:
Axe to Grind There is a fire in your heart that can't be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you. [Combat]
Outcast Driven from town after town because of your heritage, you have become adept at living apart from others. You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you. [Racial]

-------------------------------------------------------------

Gear:
Traveler’s Outfit (heavy wool breeches and shirt, sturdy belt and boots, hooded dark green cloak) [0.0 lb.]

Studded Leather Armor [20.0 lb.]
Heavy Flail [10.0 lb.]
Greataxe [12.0 lb.]
2 Throwing Axes [4.0 lb.]
Dagger [1.0 lb.]

Backpack [2.0 lb.]
~Bedroll [5.0 lb.]
~5 Days of Trail Rations [5.0 lb.]
~Waterskin [4.0 lb.]
~Torch [1.0 lb.]
~Flask of Acid (throw as a splash weapon, direct hit deals 1d6 acid damage, targets within 5' take 1 point) [1.0 lb.]
~Crowbar (grants +2 circumstance bonus on STR checks made to force open a door or chest) [5.0 lb.]
~50’ Hempen Rope [10.0 lb.]
~Grappling Hook [4.0 lb.]

Belt Pouch [0.5 lb.]
~Coins [0.5 lb.]
~Whetstone [1.0 lb.]
~Flint & Steel [0.0 lb.]

Currency 1gp, 3sp, 7cp

Total Encumbrance 86.0 lb.
Light Load (86 lb maximum)

-------------------------------------------------------------

Appearance/Personality:
Horek is a very large half-orc, showing obvious signs of both sides of his heritage. Standing roughly 6'5" tall and around 260 lb., he sports a coarse beard of black hair and green-grey skin with thick, bushy eyebrows and dark brown eyes. The barbarian favors both a heavy flail and a greataxe, depending on the circumstances of battle, and he fights best when on his own against one or more foes.

Though Horek is easily able to tap into his inner rage during battle, becoming a formidable and intimidating foe, the half-orc has a streak of kindness in his heart that sets him apart from many of his kind. Ever since the death of his parents, he has searched for a sense of belonging that has always eluded him. Perhaps now, in a group of like-minded adventurers, he has found what he's been looking for.

-------------------------------------------------------------

Background:
Like many half-orcs, Horek was born into violence, anger and tragedy. His mother was human, his conception a terrible act of violence when orcs raided several farmsteads northeast of Demgazi, on the southern-most border of Taldor. Though in many similar situations the half-orc might never have been delivered into the world, in this particular case the couple had been unable to conceive a child of their own. And so despite the horrible circumstances of his conception, Horek's birth was considered a bittersweet miracle, though the reclusive couple kept his presence in the small community a closely guarded secret. He grew up loved by his parents, but always with a degree of uneasiness that he never understood until he was old enough to notice how different he was from them in his appearance. Though his parents sheltered him from the horrific details of how he was conceived, still the young half-orc was able to make a few connections that disturbed him greatly.

As Horek grew older, he became strong and healthy, doing chores around the farm, but never within sight of the neighbors, and Horek was lonely for the companionship of others his age. When orcs raided again when he was fifteen years of age, the entire community was destroyed by their predations and his parents were both killed. Horek was captured by his violent half-kin and taken along with the livestock and other valuables obtained in the raid. Over the next two years he was treated brutally by his captors, and he was often used as 'practice' to provide combat testing for the young orc warriors of the Bloody Ear tribe. The only bright spot of these years was the fact that Horek learned how to use weapons, and how to tap the rage that lurked inside of him - though he never lost the spark of goodness that his human parents had instilled in him. Eventually, he was able to overcome the guards that kept him locked him up one fateful night when they had drunk themselves into a near-stupor, fleeing his captors and heading south.

Over the course of the following year, Horek drifted from town to town, avoiding large cities and sticking to the smaller communities in the hopes that he might be able to find a place to settle down somehow. But it was not meant to be, for when he was not actively driven away with bared weapons and murderous cries, the muttered harsh words and angry remarks upon his mixed heritage that followed him would always cause him to seek his destiny elsewhere, moving ever southward in his wandering. In the kingdom of Qadira, Horek has not exactly found acceptance, but he has at least experienced a vague sense of tolerance that he never did in the communities of southern Taldor. Perhaps his crude features are not seen as loathsome by the desert dwellers, who often have dealings with many demi-humans of evil bent when the value of one's coin or service will often overcome any hesitation in doing so. And Horek found that his fighting prowess was valuable indeed, especially among the caravan masters forced to deal with desert brigands and other creatures that crawled beneath or on the surface of the hot, rocky badlands and the sandy dunes of Qadira. The barbarian has also developed an ability to survive in harsh environments and is ever watchful of his surroundings, both qualities that are highly prized among hired guards.

And so it was that eventually, the half-orc barbarian found himself in the capital city of Katheer, hiring on as a guard for a Keleshite caravan headed east toward the central satrapies of the Empire of Kelesh...


Starting Funds: 4d6 ⇒ (6, 6, 2, 5) = 19
190 starting gold

I'll buy equipment shortly, but here are the stats for my halfling rogue, Tollo "Ten-Foot".

Backstory: Tollo hails from a merchant family in Isger. The middle of seven children, Tollo is easily the ugliest and most abrasive of the lot and quickly found himself sidelined in the family business, despite his skill for embellishment. With little else to do, he took up work in a mercenary company as a scout specializing in infiltrating goblin encampments (he already half looks the part and learned the language- why not use it?) and reporting tactical information. It was serving as a mercenary that got him his unfortunate nickname "Ten-Foot" after a fellow soldier rejected his romantic overtures saying,"I wouldn't touch you with a ten-foot pole!" The rest of the company naturally found this hilarious and he's been stuck with the nickname ever since. After a near death experience when his cover was blown, his company signed him up for caravan duty far to the east in Qadira where he's met the rest of the party.

While Tollo can be abrasive, he does genuinely want to help people most of the time and is quite loyal to his friends. He can't help but embellish the truth sometimes, but that's just because he likes spinning a good yarn is all. Honest.

Ten-Foot:
Tollo "Ten-Foot"
Halfling Rogue 1
AL CG Size Small
Init +2 ; Senses , Perception
-------------------------
Defense
AC
hp 8 (-1 Con, +1 Favored Class)
Fort 0, Ref +5 , Will 0
-------------------------
Offense
Speed 20 feet
Melee
Ranged
Special Attacks Sneak Attack +1d6
--------------------------
Statistics
Str 10, Dex 15 , Con 9, Int 13, Wis 8, Cha 8
Base Atk 0 ; CMB -1 ; CMD 11
Feats Deceitful
Skills Acrobatics +8, Bluff +5, Climb +6, Disable Device +6, Disguise +5, Knowledge (Dungeoneering) +5, Perception +5, Sleight of Hand +6, Stealth +10
Modifiers
Languages Common, Halfling, Goblin
SQ Small (+1 AC, -1 CMB and CMD, +4 Stealth), Fearless (+2 saves vs. fear), Halfling luck (+1 all saving throws), Keen Senses (+2 Perception checks), Sure-Footed (+2 Acrobatics and Climb), Trapfinding
Equipment

Scarab Sages

Pathfinder Lost Omens Subscriber

Thanks to everyone who has submitted a PC so far. I've created a spreadsheet to keep track of everyone's characters HERE. (I've also included it in the Campaign "header" above).

Please let me know if I've missed anyone.


Looks like a complete group to me...lol.


That is one well-balanced party!


Timbur's crunch is now in his profile.


Tollo is equipped! And rejoice grognards, he has a ten foot pole!

Ten-Foot:
Tollo "Ten-Foot"
Halfling Rogue 1
AL CG Size Small
Init +4 ; Perception +5
-------------------------
Defense
AC 16 (+3 armor, +2 dex, +1 size)
hp 8 (-1 Con, +1 Favored Class)
Fort 0, Ref +5 , Will 0
-------------------------
Offense
Speed 20 feet
Melee +0 short sword (1d4, 19-20/x2); +0 dagger (1d3,19-20/x2)
Ranged +2 light crossbow (1d6,19-20/x2, 80 feet) 30 bolts
Special Attacks Sneak Attack +1d6
--------------------------
Statistics
Str 10, Dex 15 , Con 9, Int 13, Wis 8, Cha 8
Base Atk 0 ; CMB -1 ; CMD 11
Feats Deceitful
Traits Dirty Fighter (+1 damage while flanking), Reactionary (+2 on initiative)
Skills Acrobatics* +7(+8), Bluff +5, Climb* +5(+6), Disable Device +6, Disguise +5, Knowledge (Dungeoneering) +5, Perception +5, Sleight of Hand +6, Stealth +9 (+10)
Modifiers
Languages Common, Halfling, Goblin
SQ Small (+1 AC, -1 CMB and CMD, +4 Stealth), Fearless (+2 saves vs. fear), Halfling luck (+1 all saving throws), Keen Senses (+2 Perception checks), Sure-Footed (+2 Acrobatics and Climb), Trapfinding
Equipment Small light crossbow, 30 bolts, small dagger, small short sword, studded leather armor, thieves tools, disguise kit, backpack, bedroll, grappling hook, rope (50 ft. hemp), sack (2), waterskin, piton (5), trail rations (10 days), torch (10), flint and steel, 10 foot pole, explorer's outfit
Money 13 gp 5 cp


Since the table is full, I'll go try to find a game somewhere else.

Scarab Sages

Pathfinder Lost Omens Subscriber
John Napier 698 wrote:
Since the table is full, I'll go try to find a game somewhere else.

The table is not full, John. Submissions are allowed until Friday, at which point I will pick 5-6 PCs to take part in the adventure.


I was originally thinking melee, but we have several quality melee characters proposed already.

So with the old-school theme in mind, I will present a half-elf Arcane archer.

He will start out ranger then multiclass wizard, hopefully I can get him done before Friday.


Ok. I think that he is good to go.
I am alternating between going illusions or summons....can't make up my mind.

Scarab Sages

Pathfinder Lost Omens Subscriber
Loges the Wise wrote:

Ok. I think that he is good to go.

I am alternating between going illusions or summons....can't make up my mind.

Illusion would give you more versatility at lower levels, plus 1st-level summons are VERY short.


If I went summons, then I wouldn't even summon until 3rd anyway...it's just deciding on which Spell Focus to take at 1st....how do you adjudicate illusions? CRB states (pg 211) "...they study it carefully or interact with it...". Would you say that would use up a move, or even, a standard action to qualify? I have seen a lot of table variance, concerning illusions.

Scarab Sages

Pathfinder Lost Omens Subscriber

It's a tricky subject. I rule on each thing case by case, but tend to side with the caster.


Fair enough. I shall go with ilusionist. It's my favorite school.


I'll join this. (if I can)

Stiehle:

Who other than you, me and armchair DM have the dragon image?


This will sound crazy I'm sure but I'm going to bow out due to my unfairly high stat rolls. I was thinking about making a rogue to nerf myself but I still just wouldn't feel right about it.

Thanks anyway and good luck to the party! :D

Scarab Sages

Pathfinder Lost Omens Subscriber
Tundran wrote:

This will sound crazy I'm sure but I'm going to bow out due to my unfairly high stat rolls. I was thinking about making a rogue to nerf myself but I still just wouldn't feel right about it.

Thanks anyway and good luck to the party! :D

You're also welcome to re-roll :)


Think I'm going to throw in a monk

4d6 ⇒ (4, 2, 1, 6) = 134d6 ⇒ (5, 6, 4, 3) = 184d6 ⇒ (6, 2, 2, 6) = 164d6 ⇒ (4, 4, 6, 5) = 194d6 ⇒ (6, 5, 2, 5) = 184d6 ⇒ (6, 2, 4, 5) = 17

So thats 12, 15, 14, 15, 16, and 15

Thats workable


Branding Opportunity, thanks for running the game, but I'm not going to get my eldritch archer done in time. good luck all and have a good game.

Scarab Sages

Pathfinder Lost Omens Subscriber

Just a reminder, the deadline for character submission will be tomorrow, September 29th at 8 PM U.S. West Coast time. Get in your proposals before then to be considered!


Was there anything else you needed from my character? I think he is all done now..

Scarab Sages

Pathfinder Lost Omens Subscriber
Drimm Stonehammer wrote:
Was there anything else you needed from my character? I think he is all done now..

A bit of character fluff, and he would be good enough.

Scarab Sages

Pathfinder Lost Omens Subscriber

The time has come, the walrus said, to speak of other things ...

Will the following PCs please head over to the OOC thread to begin The Lost City!

Tollo
Horek Varshot
Loges the Wise
Drimm Stonehammer
Nazard
Zuberi Ogbonna

Thank you to all who showed interest in our game!

RECRUITMENT IS CLOSED

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