| Vagabond? |
For those who wish to perform your one minute survival test before the beginning of any encounters, here is the place.
To begin with, you hear a voice in your mind.
"You are my choice"
You disappear from where you were, to be placed in a room, covered in more magic than you could imagine, with six artifacts in front of you.
"You have a minute."
Post your character sheet (In any form you want, even if just shorthand), a one sentence backstory, and your first round.
| Gour Grindre |
Gour Grindre always wanted to have the power to crush his enemies, but as a lowly half-orc among orcs he struggled just to keep up with his half-brethren. While they were warriors true, he had been forced to scrounge for food. He took odd jobs, none odder than cleaning up for the tribe's loremaster. It was from stolen hours with the loremaster's books that Gour learned of odd fighting techniques, demonic lords, and powerful artifacts. He was consumed with the study of these powerful items, and now six stood before him.
Gour Grindre
Male half-orc commoner 6
CE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft., scent; Perception +14
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 60 (6d6+24)
Fort +11, Ref +9, Will +12; +4 vs. fear effects
Defensive Abilities orc ferocity; Resist fire 10
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee fork of the forgotten one +12 (2d4+11/×3)
Ranged fugitive finder +2 (1d8+1/19-20 plus 2d6 vs. Human)
Special Attacks 1 running hunter's stance, 2 bloody riposte, 2 momentum crash
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Statistics
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Str 18, Dex 14, Con 16, Int 20, Wis 20, Cha 18
Base Atk +3; CMB +7; CMD 19
Feats Bullying Blow[ARG], Endurance, Heavy Armor Proficiency, Light Armor Proficiency, Martial Training I, Martial Training Ii, Martial Weapon Proficiency (ranseur), Medium Armor Proficiency, Shield Proficiency, Simple Weapon Proficiency (boar spear)
Traits lasting ferociousness, omen
Skills Acrobatics +5, Appraise +6, Bluff +5, Climb +5, Diplomacy +20, Handle Animal +9, Intimidate +26 (+31 to generate capital or to coerce others into giving aid), Knowledge (martial) +11, Lore (Artifacts) +14, Lore (Demon Princes) +10, Perception +14, Ride +3, Sense Motive +6, Sleight of Hand +0, Spellcraft +9, Stealth +0, Survival +9, Swim +5, Use Magic Device +10; Racial Modifiers +2 Intimidate
Languages Abyssal, Aklo, Common, Draconic, Infernal, Orc, Undercommon
SQ orc blood
Combat Gear duelist's vambraces[UE], jaunt boots[UE], unfettered shirt[UE], vampiric gloves[UE], blood-chilling pill, fire wheel firework; Other Gear breastplate of vanishing[UE], zombie skin shield[UE], fork of the forgotten one[APG], fugitive finder, scarlet and green cabochan ioun stone, aspect mask (mouse)[ACG], bag of tricks (rust), belt of physical might +2 (Str, Con), crystal ball with see invisibility, eye patch of infamy, harrow deck of many things, headband of mental superiority +6, living garments[ARG], nahyndrian elixir, pauldrons of unflinching fortitude +5/+6[MA], ring of energy shroud (fire)[UE], ring of inner fortitude (minor)[UE], rod of writhing, scarab of mummy defense, sihedron tome, talisman of ultimate evil, adamantine chain (10 ft.), backpack, bedroll, belt pouch, flint and steel, gecko gloves, hemp rope (50 ft.), holy text[UE], kaava musk, mess kit[UE], pot, soap, terror kite[ARG], torch (10), trail rations (5), waterskin, wooden holy symbol
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Special Abilities
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1 Running Hunter's Stance (Ex) Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
2 Bloody Riposte (Readied, 1/Encounter) (Ex) Counter - Make a counter attack as an immediate action after being struck in melee combat with a +2d6 damage bonus.
2 Momentum Crash (Readied, 1/Encounter) (Ex) Boost: Add an additional 10 points of damage to a successful charge attack.
Bullying Blow Make melee attack at -2. If attack damages opponent, you may demoralize them as free action.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Martial Training I (Primal Fury) You’ve learned the basics in a martial discipline.
Prerequisites: Base attack bonus +3 or Knowledge (martial) 3 ranks.
Benefit: Select a martial discipline. The associated skill for this discipline is now a class skill. Your mar
Martial Training II You’ve continued to progress your martial studies.
Prerequisite: Martial Training I, base attack bonus +5 or Knowledge (martial) 5 ranks.
Benefit: You may select two new maneuvers and one stance from your chosen discipline of up
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Runeslave Cauldron 900 lbs
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
He studied each in turn, and then, impulsively picke dup the Harrow Deck.
Lore (Artifacts) 1d20 + 14 ⇒ (10) + 14 = 24
Lore (Artifacts) 1d20 + 14 ⇒ (12) + 14 = 26
Lore (Artifacts) 1d20 + 14 ⇒ (17) + 14 = 31
Lore (Artifacts) 1d20 + 14 ⇒ (7) + 14 = 21
Lore (Artifacts) 1d20 + 14 ⇒ (1) + 14 = 15
Lore (Artifacts) 1d20 + 14 ⇒ (4) + 14 = 18
Recognizing the Harrow Deck, he grabbed it saying "Five has always been my lucky number. He drew Five Cards
1d54 ⇒ 30 The Midwife
1d54 ⇒ 45 The Theatre
1d54 ⇒ 9 The Cricket
1d54 ⇒ 45 The Theatre (again)
1d54 ⇒ 40 The Sickness.
[b]"More good then bad, but the bad is pretty bad. Still, the Cricket lets me pick some more. Heh. Three more."
1d54 ⇒ 39 The Rakshasa
1d54 ⇒ 2 The Bear
1d54 ⇒ 46 The Trumpet
More to come after I figure out what all he looks like now.
| Gour Grindre |
Gour Grindre, werebear
Male half-orc natural werebear commoner 7 (Pathfinder RPG Bestiary 2 181)
CE Large humanoid (human, orc, shapechanger)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +16
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Defense
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AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 91 (7d6+49)
Fort +14, Ref +9, Will +13; +4 vs. fear effects
Defensive Abilities orc ferocity; DR 10/silver; Resist fire 10
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Offense
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Speed 60 ft.
Melee (M) fork of the forgotten one +12(+14vs Good) (3d6+15+1d6fire+2d6+2vsGood+1Bleed/×3) or
. . bite +4 (3d6+3), 2 claws +4 (3d6+3 plus grab)
Ranged (M) fugitive finder -3 (1d8+1/19-20 plus 2d6 vs. Human)
Space 10 ft.; Reach 10 ft.
Special Attacks 1 running hunter's stance, 2 bloody riposte, 2 momentum crash, 3 frenzy strike, 3 primal warrior stance, curse of lycanthropy
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Statistics
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Str 25, Dex 14, Con 23, Int 20, Wis 22, Cha 16
Base Atk +3; CMB +13 (+17 grapple); CMD 25
Feats Bullying Blow[ARG], Endurance, Heavy Armor Proficiency, Light Armor Proficiency, Martial Training I, Martial Training Ii, Martial Training Iii, Martial Weapon Proficiency (ranseur), Medium Armor Proficiency, Shield Proficiency, Simple Weapon Proficiency (boar spear)
Traits lasting ferociousness, omen
Skills Acrobatics +9 (+21 to jump), Appraise +6, Bluff +4, Climb +12, Diplomacy +19 (+23 to change attitude vs. animals related to lycanthropic form), Handle Animal +8, Intimidate +26 (+31 to generate capital or to coerce others into giving aid), Knowledge (martial) +12, Lore (Artifacts) +14, Lore (Demon Princes) +10, Perception +16, Ride +6, Sense Motive +7, Sleight of Hand +3, Spellcraft +9, Stealth -1, Survival +10, Swim +16, Use Magic Device +10; Racial Modifiers +2 Intimidate, +4 Swim
Languages Abyssal, Aklo, Common, Draconic, Infernal, Orc, Undercommon
SQ change forms, lycanthropic empathy, orc blood
Combat Gear duelist's vambraces[UE], jaunt boots[UE], unfettered shirt[UE], vampiric gloves[UE], blood-chilling pill, fire wheel firework; Other Gear breastplate of vanishing[UE], zombie skin shield[UE], fork of the forgotten one[APG], fugitive finder, scarlet and green cabochan ioun stone, aspect mask (mouse)[ACG], bag of tricks (rust), belt of physical might +2 (Str, Con), crystal ball with see invisibility, eye patch of infamy, harrow deck of many things, headband of mental superiority +6, living garments[ARG], nahyndrian elixir, pauldrons of unflinching fortitude +5/+6[MA], ring of energy shroud (fire)[UE], ring of inner fortitude (minor)[UE], rod of writhing, scarab of mummy defense, sihedron tome, talisman of ultimate evil, adamantine chain (10 ft.), backpack, bedroll, belt pouch, flint and steel, gecko gloves, hemp rope (50 ft.), holy text[UE], kaava musk, mess kit[UE], pot, soap, terror kite[ARG], torch (10), trail rations (5), waterskin, wooden holy symbol
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Special Abilities
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1 Running Hunter's Stance (Ex) Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
2 Bloody Riposte (Readied, 1/Encounter) (Ex) Counter - Make a counter attack as an immediate action after being struck in melee combat with a +2d6 damage bonus.
2 Momentum Crash (Readied, 1/Encounter) (Ex) Boost: Add an additional 10 points of damage to a successful charge attack.
3 Frenzy Strike (Readied, 1/Encounter) (Ex) Strike - Make a melee attack with all wielded weapons against a single target and inflicts an additional 2d6 damage.
3 Primal Warrior Stance (Ex) Stance: The martial disciple and the equipment he is using is considered one size category larger.
Bullying Blow Make melee attack at -2. If attack damages opponent, you may demoralize them as free action.
Change Forms (Su) Change into Hybrid or Animal forms.
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contracts lycanthropy (Fort neg).
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lycanthropic Empathy +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Martial Training I (Primal Fury) You’ve learned the basics in a martial discipline.
Prerequisites: Base attack bonus +3 or Knowledge (martial) 3 ranks.
Benefit: Select a martial discipline. The associated skill for this discipline is now a class skill. Your mar
Martial Training II You’ve continued to progress your martial studies.
Prerequisite: Martial Training I, base attack bonus +5 or Knowledge (martial) 5 ranks.
Benefit: You may select two new maneuvers and one stance from your chosen discipline of up
Martial Training III Your mastery of your martial discipline improves.
Prerequisites: Martial Training II, base attack bonus +7 or Knowledge (martial) 7 ranks.
Benefit: You may select an additional new maneuver from your chosen discipline of up to 3rd
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Runeslave Cauldron 900 lbs
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
| Vagabond? |
Congrats Gour, you have Leprosy! And not just any Leprosy, but a rather painful leprosy. Sores begin to cover your skin- Take 1d2 ⇒ 2 charisma damage, and remain sickened and exhausted for the next week.
You smell a faint scent of death in the air, that might be a legendary elixir. In addition, you see a ranseur in front of you, hidden under a tome of massive size.
To your left, you see a culdron that towers over you like a giant, and to your right, you see a giant too. This is most likely the legendary Runeslave Cauldron.
(Knowledge check to determine the Giant's type)
| Gour Grindre |
Gour transforms to his hybrid form and grabs the Nahyndrian Elixir.
Down the hatch!" he declares and gulps it down.
Fortitude 1d20 + 12 ⇒ (20) + 12 = 32 Burp ”Woah! Now THAT’s refreshing!”
Mythic ascension. (Champion, Fleet Charge, Mortal Herald of Koschtchie (Ferocity), Mythic Paragon) OR mythic rank, gm's choice
Best get the killin out of the way." he says, grabbing the Fork of the Forgotten.
He summons a Dretch using his Trumpet power.
"Die to service my power!" 1d20 + 7 ⇒ (8) + 7 = 15 for 3d6 + 7 + 1d6 ⇒ (3, 4, 5) + 7 + (3) = 22
+4 Con from two Theatre Cards
| Gour Grindre |
Next Gour picks up the book and thumbs through it. Magic. But nothing he could use. And the talisman? Didn't seem too useful either. But one never knows what the future holds, so he gathered them anyway. The giant and pot? Not sure he had enough time required to use the thing, much less how he would get the giant into the cauldron.
| Tiberion |
This is the alias I'll be using, but I'm not quite done with his stats on paper yet. Just wanted to have him draw from his Harrow Deck of Many things to see if he'd die first or not if he decided to take the Deck.
Avenge yourself times three."
He whispers before drawing three cards from the deck on the pedestal.
Draw: 1d54 ⇒ 44 The Teamster, a powerful being appears, and tells me to go on a quest. He worships Kostchtchie, so maybe it's him?
Draw: 1d54 ⇒ 3 The Beating, always considered flanked. Great.
Draw: 1d54 ⇒ 32 The Mute Hag, lose hearing/sight/or speech. Also amazing. Think speech is the way to go with this one.
Can I still choose not to take the stupid Harrow Deck of Many Things, or do I have to keep it?