Albatrosses' blade comes down and cuts through the wolf's chainmail, but it still stays up.
Bipedal Wolf 1-30
Blond Bipedal Wolf with acid wand -untouched
The bipedal wolf switches to her greataxe, and cleaves down at the Albatross.
Great Axe attack:1d20 + 9 ⇒ (6) + 9 = 15
The axe misses as the Albatross deftly moves away.
@Io that would be 3 healed for you and Headsman. I used my super GM wonder twin powers to add Headsman into the collective since I figured Yanis was trying to keep both of you alive. You hear some cursing and growling coming from the door behind the bipedal wolf (area A8), along with lots of frightened breathing.
Female Elf Magus (hexcrafter) 3 / Wizard (Primalist, transmuter) 1| AC 18 T 14 FF 14 | HP 28/28 | F +4 R +5 W +6 | Init +8| Perc +3
Seeing Headsman get a good swing in at the creature with the wand, Machaera hurtles over the desk in front of her and steps down onto the chair on the other side, on which she balances gracefully as she thrusts her rapier at the wolf the Albatross has already closed with. Attack:1d20 + 3 ⇒ (10) + 3 = 13Damage?:1d6 + 3 ⇒ (1) + 3 = 4
The paizo site was done for maintenance for a bit. Headsman, you got healed back for 3 hp after that second blast of acid.
The blond-haired wolfman screams like a wounded pig caught in a vice, with someone pouring a salt shaker over the cuts. Machaera's rapier misses the more heavily armored wolf, scraping off the chainmail.
Io, you're up. One badly wounded wolfman with a wand of acid and another badly wounded wolfman with a big axe and lots of attitude are up.
HP 40/48, Martial Flexibility 5/5, Init +7, Per +9, AC 21/14/17, Fort +7, Ref +9, Will +6, 3 Harrow Points Avalanche, Demon's Lantern harrow draws
Io charges forward, jumping over the body of the fallen wolf, coming to a stop with a powerful spinning kick against the bipedal wolf, landing deftly in a defensive position.
Power Attack:1d20 + 6 ⇒ (16) + 6 = 22 Damage:1d6 + 6 ⇒ (3) + 6 = 9 Bleed:1d4 ⇒ 2
After this, assuming it's not some major Thing That We Should Not Know, I'm really curious as to how these wolves are fighting on -30 HP. I'm kind of in awe.
Harrow points 4 HP 26 l AC 16 (T 12, FF 14) l F +5 R +3 W +7 l Ini +2 Perc +14 PP 17/17 l HP 26/26 (15 NL) l Transfer Wound 7/7 l Steal Health (7 dmg/Healing)
I think he is just listing how much dmg we have done and the - is to make it not seem like part of the word?
I'm listing the amount of damage they've taken to make it easier for me and the team to know how much damage they have done. If that's too metagamey, I'll pull it and record it elsewhere
The bipedal wolf with the axe staggers yet again from Io's kick, but even the bleed impact still doesn't drop it. The blond, bipedal wolf withdraws out of sight into A5.
Is the door to the hallway open? If yes, the Albatross will 5' shift north to gain flanking and possible -4 cover? Please adjust the roll accordingly. Otherwise he'll stay in place and make the attack.
Harrow points 4 HP 26 l AC 16 (T 12, FF 14) l F +5 R +3 W +7 l Ini +2 Perc +14 PP 17/17 l HP 26/26 (15 NL) l Transfer Wound 7/7 l Steal Health (7 dmg/Healing)
Yanis will draw upon his internal reserves again and heal Io and Headsman, seeing into their bodies and knitting wounds as he does.
3 HP to each of you
"This is not quite what I expected to be here, interesting that all these beast have not been noticed by the guards."
Male Human Vigilante(Wildsoul/Gunmaster) 4 | Init +8 | Perc +7 | AC 18 T 14 FF 14 CMB +2 CMD 16 | HP 26/33 | F +3 R +9 W+4 | Mwk Pistol +9 (1d8 x4 20ft Misfire: 1) Ammo 16 pepperbox 6/6 | Harrow Points 4 | Harrow Card The Dance
The Black Merlin steps into the building for the first time. He takes a moment to appreciate the decor before aiming his pistol at the only visible foe and firing.
HP 40/48, Martial Flexibility 5/5, Init +7, Per +9, AC 21/14/17, Fort +7, Ref +9, Will +6, 3 Harrow Points Avalanche, Demon's Lantern harrow draws
"Well. That was a rush. No point in hurrying now. Or going slow. They'll be all set up in defensive formation by the time we get anywhere. May as well catch our breath and take our long-overdue payment from Gaedren."
Io goes into the neighboring room, searching the fallen body in there for valuables before looking around the room.
What does she see in A5? Perception on the blond wolf:1d20 + 8 ⇒ (10) + 8 = 18 Perception for the room:1d20 + 8 ⇒ (15) + 8 = 23
Harrow points 4 HP 26 l AC 16 (T 12, FF 14) l F +5 R +3 W +7 l Ini +2 Perc +14 PP 17/17 l HP 26/26 (15 NL) l Transfer Wound 7/7 l Steal Health (7 dmg/Healing)
Yanis will move about the room checking to make sure the bodies of the wolves are dead, watching the others search the room. Yanis will go about looking for any sort of drugs other other things that Gaedren would be using to keep the poor down.
Craft (alchemy):1d20 + 7 ⇒ (12) + 7 = 19
so when I opened hero lab it said I had another power to learn, I took Detect compulsion
Female Elf Magus (hexcrafter) 3 / Wizard (Primalist, transmuter) 1| AC 18 T 14 FF 14 | HP 28/28 | F +4 R +5 W +6 | Init +8| Perc +3
Io Dorean wrote:
"Well. That was a rush. No point in hurrying now. Or going slow. They'll be all set up in defensive formation by the time we get anywhere. May as well catch our breath and take our long-overdue payment from Gaedren."
Io goes into the neighboring room, searching the fallen body in there for valuables before looking around the room.
Machaera steps down from her perch, her eyes flashing. Any vestige of a ladylike demeanour is gone, replaced by implacable calculation. “Io’s right. Let’s deal with the last one so there’re no nasty surprises on the way out.”Unless he crawled through a window.
Am I completely mad, or did the one with the wand just retreat? That’s the one Machaera means.
“Albatross, I heard something behind you. Be ready. Everyone else, if a wolf comes tearing through here in a few seconds, I doubt any tears will be shed over what happens to it.” With that, she follows Io into the next room.
As the human woman takes a look around, Machaera announces, for the benefit of any lurkers, “Throw down your weapons – including the wand. I’m not the sort to kill anyone in cold blood, but I’m not stupid, either.”Not that you haven’t, her memory gloats, twisting the knife. It hasn’t been that long either, has it? She tries to focus on the contents of the room around her.
Perception:1d20 + 3 ⇒ (3) + 3 = 6
If she spots the wolf with the wand, just to show she means business:
HP 40/48, Martial Flexibility 5/5, Init +7, Per +9, AC 21/14/17, Fort +7, Ref +9, Will +6, 3 Harrow Points Avalanche, Demon's Lantern harrow draws
Oh, if that wolf isn't dead, Io instead runs into A5 and punches the wolf. Hard. I only have Belier's Bite for 1 minute. That should leave me with 5 rounds before I have to use another use of Martial Flexibility. Attack:1d20 + 7 ⇒ (9) + 7 = 16 Damage:1d6 + 4 ⇒ (5) + 4 = 9 Bleed:1d4 ⇒ 2
Rhodochrosite
Rock Quartz
Sardonyx
Obsidian
Turquoise
Potion
Scroll
Scroll
Oil
Masterwork Heavy Steel Shield
2 footed wolves with axes to grind and children to eat
500 gp
2 suits of masterwork chainmail
4 potions
2 masterwork greataxes
2 masterwork slings with 16 bullets
2 climber's kits
@Yanis You find no drugs
@Io you see a room filled with 4 bunk beds, and hear some heavy breathing under one of them, but the blond wolf is not visible.
@Macahera you also see the same in A5, and hear the same heavy breathing, but nothing is visible.
@Corvus you see the following
The floor here is slick with river water, bits of seaweed,
and fish blood, and the air is thick with the accompanying
scents. Wooden catwalks to the north and south allow
access between the western part of the fishery and the
floor of the room, which is ten feet lower. A wide
opening in the floor to the south allows direct access to the sloppy, muddy water of the Jeggare River a further three feet
down, while to the northwest stands an immense eightfoot-tall wooden vat, its sides caked and waterproofed with tar. Inside is a foul-looking mixture of chum, river water, and who knows what else. To the east are stacked many barrels and crates, each with a fish painted on it. Over a dozen small hammocks hang from under the catwalks, each with its own ratty blanket and pillow.
Of more immediate attention are the more then two dozen orphans sleeping in each hammock (sometimes two to one), the large furry 2 legged wolf wearing a breastplate, a shield and carrying a flail looking at them, and lots and lots of stinky fish.
HP 40/48, Martial Flexibility 5/5, Init +7, Per +9, AC 21/14/17, Fort +7, Ref +9, Will +6, 3 Harrow Points Avalanche, Demon's Lantern harrow draws
Perception to find the wolf:1d20 + 8 ⇒ (19) + 8 = 27 That finds the wolf, right?
Io walks over (quickly, her stance is fading fast) to the bed the wolf is under, and kicks it.
Miss Chance (total concealment, low misses):1d100 ⇒ 86 Attack:1d20 + 7 ⇒ (18) + 7 = 25 Damage:1d6 + 4 ⇒ (4) + 4 = 8 Bleed:1d4 ⇒ 4
Well... That's the best I've rolled in a while. So, 8 damage, 4 bleed? How long will that take to kill it?
She feels the foot connect, knowing the strike was true.
Io carefully crouches down to look under the bed. When she sees the wolf, she does her best to pull her out.
Grapple:1d20 + 4 ⇒ (7) + 4 = 11 Grapple:1d20 + 4 ⇒ (14) + 4 = 18 It provokes an AoO each time, but considering prone gives you a -4 to hit, Io should be safe. It could also be a reposition, or just a strength check; they all have the same modifier.
Once she has the struggling wolf out, she pins it against the floor (considering it's already there, shouldn't be hard) and waits for it to die.
"Have fun in hell, won't you?"
Once the wolf is dead, she then walks away to the other room, to discuss the found treasure.
"Hey, pointy hat. You have any magic to help us with these?" she says to Machaera, gesturing to the pile of loot on the floor, before starting to divide out the coins into equal piles.
Harrow points 4 HP 26 l AC 16 (T 12, FF 14) l F +5 R +3 W +7 l Ini +2 Perc +14 PP 17/17 l HP 26/26 (15 NL) l Transfer Wound 7/7 l Steal Health (7 dmg/Healing)
Yanis will go and check on the children after the Bipedal wolf has been dealt with so thoroughly by Io.
"You are a terrifying woman Mrs. Dorean, remind me to not cross you."
HP 40/48, Martial Flexibility 5/5, Init +7, Per +9, AC 21/14/17, Fort +7, Ref +9, Will +6, 3 Harrow Points Avalanche, Demon's Lantern harrow draws
Io grins, baring her teeth in a manner reminiscent of a shark, "You should see me when I'm angry." Then, glancing at her hands, wipes the blood from her knuckles onto the fallen wolves' fur.
She hefts the shield taken from the fallen wolves, "Anyone need this? Or should I let the next dogs we find play fetch with it?" If nobody objects, she puts the shield on loosely, leaving her primary shield on her back.
Male Human Vigilante(Wildsoul/Gunmaster) 4 | Init +8 | Perc +7 | AC 18 T 14 FF 14 CMB +2 CMD 16 | HP 26/33 | F +3 R +9 W+4 | Mwk Pistol +9 (1d8 x4 20ft Misfire: 1) Ammo 16 pepperbox 6/6 | Harrow Points 4 | Harrow Card The Dance
'What is our plan with the children? We can't just turn a bunch of kids out on the streets, even if it is better than this.' The Merlin asks over his shoulder as he keeps watch on the street.
Female Elf Magus (hexcrafter) 3 / Wizard (Primalist, transmuter) 1| AC 18 T 14 FF 14 | HP 28/28 | F +4 R +5 W +6 | Init +8| Perc +3
"Headsman" wrote:
Headsman grabs one of the greataxes and follows along with Io and Machaera.
Hearing Headsman coming up behind her, Machaera wondered how to indicate the wolf’s hiding place without making the beast still more desperate, but before any ideas sprang to mind, Io had already pounced and dragged the creature into the open. The young woman’s kick lands with a sickening crunch, and the only merciful thing Machaera can do is put the beast out of its misery. Attack, just in case it’s still moving:1d20 + 3 ⇒ (10) + 3 = 13Damage?:1d6 + 3 ⇒ (2) + 3 = 5If the wolf was actually knocked out, I guess that makes it a coup de grace, for an additional 1d6 + 3 ⇒ (3) + 3 = 6 damage.
And I suppose it’s traditional at this point to loot the body?
Rejoining the others, Machaera raises an eyebrow at Io’s question, but all she says before surveying the stuff gathered from the wolves is, “I prefer hoods, actually. Less likely to get caught on a low branch in the forest.”
Uttering a rapid incantation, she scans the various items for magic, taking the minute or so she needs while the Albatross and Io check on the rooms beyond. Actually, I guess it would take a bit more than two minutes, so since we probably don’t want to linger Machaera can focus on the potions for now.
Slight movements of her head indicate that she is listening, in part, to the conversation around her, but her concentration is clearly focused on figuring out if anything the group’s recovered is immediately useful.
The stink in this room, a mixture of fsh and sweat, is enough
to make the eyes water. To the east, a large wooden trough
holds a hideous mound of half-rancid fsh, seaweed, and
brine. Filthy river water and fsh blood stain the floor
around this trough. A pair of wooden chutes lead from
this trough through holes in the eastern wall into a larger
room beyond. To the west, a desk and chair sit in one
corner while a tall cabinet sits in the other.
HP 40/48, Martial Flexibility 5/5, Init +7, Per +9, AC 21/14/17, Fort +7, Ref +9, Will +6, 3 Harrow Points Avalanche, Demon's Lantern harrow draws
Not seeing any more wolf-men, Io opens the door the rest of the way, allowing the light from her orbiting torch to illuminate the room. While she briefly wrinkles her nose at the smell, she doesn't let it bother her.
Io walks over the the desk first, then the cabinet, opening them and checking inside. If they're locked, she tries to use her skeleton key to open them up.
Skeleton Key (disable device):1d20 + 10 ⇒ (18) + 10 = 28 Skeleton Key (disable device):1d20 + 10 ⇒ (15) + 10 = 25 *Whistles softly*
Wow. The dice roller in this game loves me.
If the key doesn't work, she calls out softly, "Anyone here good with locks?"
In either case, she looks around the room, trying to spot anything else interesting, and listening for the breathing of wolves.
Perception:1d20 + 8 ⇒ (20) + 8 = 28 *Starts mumbling incoherently*
At this point, I feel like it's deliberately mocking me, and as soon as we get into combat, I'll have a horrific string of 1s....
Once she grabs anything of note and delivers it back to where the others are, Io walks to the door set in the eastern wall (To A8) and looks inside.
Perception:1d20 + 8 ⇒ (19) + 8 = 27 *Muffled profanity*
Can I just throw my shield at Gadren right now? Given how I've been rolling, and assuming I hit the miss chance for total concealment, I'd crit against him.
Harrow points 4 HP 26 l AC 16 (T 12, FF 14) l F +5 R +3 W +7 l Ini +2 Perc +14 PP 17/17 l HP 26/26 (15 NL) l Transfer Wound 7/7 l Steal Health (7 dmg/Healing)
As the stench from the now open door wafts in Yanis will apply his mask with scents in the nose. Affixing it to his face firmly he will follow Io into the room and look around the room for anything of note on Gadren and his operations here.
Perception:1d20 + 11 ⇒ (12) + 11 = 23
"We need some to help us take him down, where are all the children being kept?"
Female Elf Magus (hexcrafter) 3 / Wizard (Primalist, transmuter) 1| AC 18 T 14 FF 14 | HP 28/28 | F +4 R +5 W +6 | Init +8| Perc +3
stormcrow27 wrote:
Well good to know questioning isn't in this group's plans...
@Machaera Did you still want to take care of identifying all of that given the fact that Corvus hasn't told anyone as of yet about the crew in A8?
Sure, or at least get a start on it, while Io and Yanis are prowling around, and having fun with, as Gilbert and Sullivan would put it, "skeletonic keys." In the interests of keeping things moving, we can definitely have one of them or Corvus shout out a few rounds in to advance into A8. I think Machaera can guess what at least some of the potions are, and that Headsman and Io should probably take one now, but she'll try to do her due diligence before feeding them random vials from a drug dealer's lackeys. :)
Harrow points 4 HP 26 l AC 16 (T 12, FF 14) l F +5 R +3 W +7 l Ini +2 Perc +14 PP 17/17 l HP 26/26 (15 NL) l Transfer Wound 7/7 l Steal Health (7 dmg/Healing)
None of them were drugs as far as I could tell, I kinda wish I took spellcraft but it doesn't really fit with Yanis.
Due to issues with keeping my Mummy's Mask play going since I have had 4 to 5 characters drop in and out over the last several months, I am spinning up a new Curse of the Crimson Throne PFRPG version recruitment thread (as I am sure 10,000 others are with the super new PFRPG version). I am looking for 3 players, as I have two already who may play a bard and a vigilante.
Character creation rules: Roll stats 4d6, take the best 3, reroll 1s and 2
Starting level 2
Allowed races: Pretty much any other then noble drow or the 30 pt plus stuff like Centaurs and the like. If you have a 3.5 race you want me to take a look at, I'll review it.
Allowed classes: All Paizo. 3rd party
Rite Publishing's in the Company of Monsters series
Dreamscarred Press's Path of War Expanded and Psionics etc
Rogue Genius Games character classes
Ultimate Truenaming
3.5 prestige classes can come across without issue. Also the 3.5 binder form the Tome of Magic is also available, as is the PFRPG conversion by Master Arminas on these forums for the shadowcaster.
HP max 1st level as always, roll for 2nd, reroll if you get a 1 (seriously, this isn't 1st Ed where you had a 2nd level wizard with 3 hps and 2 1st level spells)
Starting character wealth 2,000
Traits 2 pick one from the old guide or I can send you the PFRPG equivalents
Flaws are also in play from 3.5 UA or the ones on PFSRD20.
Type of characters recommended: urban oriented, good to neutral alignments, Varisian or Cheliaxian human background. Korvosa is a 19,000 or so person human LN dominated city with lots of laws and wealth.
Recruitment will be open until the 23rd of January.
Yup that would be correct, and if you wish to reroll you can. The Sable Company is based in Korvosa, so you can be the marine without a problem. And foreshadowing, you may be able to rise far in the organization during the adventure....
And yes I know the creation rules are quite powerful, but given that I had 36 deaths in my IRL tabletop version of Kingmaker over two years and the only difference was I used the 6 person version without changes, we should be ok.
@ stormcrow27:
the computer seemed bound and determined to give me lots of 1s and 2s to re-roll.
Please check what I have in the spoiler to make sure I didn't make any mistakes.
That's... A solid spread. Hopefully I'll have a character up by tomorrow.
Are we using any of the Unchained stuff? The classes, Background Skills, Variant Multi-Classing, etc.?
Set 1:4d6 ⇒ (2, 2, 4, 1) = 9 Set 2:4d6 ⇒ (4, 4, 2, 4) = 14 Set 3:4d6 ⇒ (4, 3, 3, 5) = 15 Set 4:4d6 ⇒ (3, 6, 2, 1) = 12 Set 5:4d6 ⇒ (6, 6, 1, 6) = 19 Set 6:4d6 ⇒ (2, 4, 2, 2) = 10
Rerolls for Set 1:3d6 ⇒ (4, 6, 3) = 13 Rerolls for Set 2:1d6 ⇒ 4 Rerolls for Set 4:2d6 ⇒ (3, 6) = 9 Rerolls for Set 5:1d6 ⇒ 1 Rerolls for Set 6:3d6 ⇒ (2, 2, 6) = 10
Rererolls for Set 5:1d6 ⇒ 5 Rererolls for Set 6:2d6 ⇒ (6, 5) = 11
In total:
Set 1: 14
Set 2: 12
Set 3: 12
Set 4: 15
Set 5: 18
Set 6: 17
I'm feeling a wizard percolate. Story to be created & crunch to follow!
Okay. 13, 11, 15, 16, 14, 16. Well, since Rogue Genius Games character classes are allowed, I thinking of submitting some kind of godling, but more campaign appropriate.
Half-Giant Psychic Warrior still missing some bits and pieces but this is most of the crunch.
Maka:
Maka
Half-Giant Psychic Warrior 2
Medium humanoid (Giant)
Init +2 (+1 if focused); Senses – Low Light Vision Perception +7
_____________________
Defense
_____________________
AC 20, touch 11, flat-footed 18 (+ 6armor, +2 dex +2 shield) CMD 18
HP 20 (2d8+10)
Fort +5, Ref +2, Will +3
_____________________
Offense
_____________________
Speed 20 ft
Melee Lg Battle Axe +6 (2d6+4) x3
Ranged Lg Longbow +3 (2d6) x3
_____________________
Statistics
_____________________
Str 19, Dex 15, Con 14, Int 13, Wis 17, Cha 11
Base Attack +1, CMB +6, CMD 18
Feats: Psionic Talent, Psionic Body, Weapon Focus: Battle Axe, Psionic Weapon
Traits: Adventuring Skills: Acrobatics +6 (Rank +1, Class +3, Dex +2)
Autohypnosis + 8(Rank +2, Class +3, Wis +3)
Climb +8 (Rank +1, Class +3, Str +4)
Knowledge Psionics +5 (Rank +1, Class +3, Int +1)
Perception +8 (Rank +2, Class +3, Wis +3)
Spellcraft +6 (Rank +2, Class +3, Int +1)
Swim +8 (Rank +1, Class +3, Str +4)
Languages: Common, Giant
Gear: Breastplate (200gp), +1 Heavy Wood Shield (1,157gp), Large Longbow (150gp), Arrows 20 (1gp), Potion Cure Light Wounds x6 (300gp)
____________________
Racial Abilities
____________________
Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light. See Vision and Light.
Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant's level (minimum 1st). The DC for this power is equal to 10 + the power's level + the half-giant's Charisma modifier.
Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Survivor: Half-giants gain a +4 racial bonus to Survival checks.
______________________
Special Abilities
_______________________
Bonus feat: Weapon Focus, Psionic Weapon
Psionic proficiency
Warrior’s path: Mind Knight
_______________________
Psionics
_______________________
Power Points: 9
Powers: Call Weaponry, Vigor, Inevitable Strike
I also wanted to submit a godling, but I think I'll try my hand at something else that's martial. I'm thinking a Dragonrider seems pretty cool. But Path of War is just so sexy. So I'll whip out a Warlord, and it'll be awesome.
Crispus
Male human Warlord (Vanguard)
CN medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp(2d10+4)
Fort +4, Ref +1, Will +2 (with +1 trait bonus)
--------------------
Offense
--------------------
Speed 30 ft.
Melee:
Mwk Spiked Shield +5 (1d6+5+1d6)
Lance +4 (1d8+5+1d6)
Maneuvers Readied
Throwing Shell.
Oaken Shield.
Iron Shell.
Bronze Lancer's Charge.
Maneuvers Known
Throwing Shell: Shield ranged attack, 20ft, 2d6 damage.
Oaken Shield:+4 AC against single attack
Bronze Lancer's Edge: +1d6 to next charge attack
Bronze Lancer's Charge: +1d6 charge, no aoo
Iron Shell: Deflect attack with opposing attack roll + shield bonus.
Angering Smash: -4 to attack others beside initiator
Shoulder Rush: +4 to overrun or bull rush, no aoo
Stances Known
Phalanx Fighter: +1d6 to lance + shield bash, link shields for AC
Defending Shell:+1 AC/4 levels
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 15, Int 13, Wis 13, Cha 17 (after racial bonus)
Base Atk +2, CMB +5, CMD 18
Feats Improved Shield Bash (bonus), Pikeman's Training, Power Attack
Traits: Missing Daughter, Steel Skin
Skills: Bluff +8, Intimidate +10, Swim: +7, Climb: 7, Ride: +6, Handle Animal: +8
Languages Common, Giant
Combat Gear: Mwk Full Plate with dragon helm, Lance, Mwk Spiked Metal shield
Other Gear: Light horse (combat trained), rations, cheap booze. 0gp
I'm definitely interested in Curse of the Crimson Throne.
I'm going to throw my hat in with this character I made for another recruitment.
I'll just need to update his crunch.
Dice rolling:
Stat 1:4d6 ⇒ (5, 1, 3, 2) = 11Reroll:1d6 ⇒ 6 Stat 2:4d6 ⇒ (2, 6, 5, 5) = 18 Stat 3:4d6 ⇒ (5, 2, 5, 3) = 15 Stat 4:4d6 ⇒ (3, 4, 3, 3) = 13 Stat 5:4d6 ⇒ (2, 2, 4, 6) = 14Reroll:1d6 ⇒ 2Reroll:1d6 ⇒ 5 Stat 6:4d6 ⇒ (3, 6, 2, 5) = 16
So the total would be, after rerolls are filled in:
Stat 1: 5,6,3 : 14
Stat 2: 6,5,5 : 17
Stat 3: 5,5,3 : 13
Stat 4: 3,3,4 : 10
Stat 5: 5,4,6 : 15
Stat 6: 6,5,3 : 14
Stat array: 17, 15, 14, 14, 13, 10
Pretty good.
Now to try and figure out how to make my 'totally broke' background work with 2000gp of starting gold. Any ideas?
To clarify: We are only supposed to be rerolling the 1s and 2s that would be kept, yes? I see a lot of applicants rerolling every 1 and 2, which leads to much, much stronger stat pools.
Name: Nina Anders
Race: Human
Age: 12
Class: Barbarian(2), Oracle[Life Mystery (Unsure if will go Dual Cursed or Possessed)](8), Rage Prophet(10)
Alignment: Chaotic Good / Chaotic Neutral
Personality: Personality: Nina is shy, timid, quiet, and always seems to be afraid. She will hide behind others and look out from under their arm if she feels comfortable around them. She sometimes shakes uncontrollably in a feverish shiver, and sometimes she can be heard talking to thin air. She is not evil, but she does have a dark secret. Despite that she will do her best to keep anyone who takes care of her alive.
Background: Nina is the daughter of Tina Anders a Cheliax fugitive turned and Ned'Zul a Shoanti outcast. Ned'Zul having rescued Tina from bounty hunters, had brought her to his tribe. The tribe's shaman warned that she was cursed and that she should be put to death. Ned'Zul defied the elder and helped the chelix woman escape. Nowhere known to go, they eventually ended up in Korvosa. It was hard living at first, but slowly as their love for each other bloomed, they lifted themselves out of the gutter. With a food business becoming a newly established restaurant, things were going well for the family. In between all this Ned (the name he started going by) and Tina had a daughter. Ten years of extreme happiness blessed the family, before misfortune befell them.
As if a curse had befallen on them, Ned had gotten very ill. For weeks he could not get up from the bed. Tina was still able to manage the restaurant alone. But over the few nights she had been travelling the streets alone, she caught the sight of Gaedren and his lackeys. They watched her and followed her at first, and one night they broke into the family's flat. The woman who had barely even closed the door screamed in alarm. Ned struggling to stand came to their defense, but was taken out by a burly half-orc. Nina saw it all, and her mother yelled for her to run as she grabbed her and dragged her into the bedroom. No time to barricade the door, Tina managed to wrap a blanket over Nina's waist and lowered her down the second story window.
The last image Nina saw of her mother was that of her being dragged back inside the window and her screaming for her to run to the guard. When Nina finally managed to navigate the maze that Korvoza was in order to find a guard, it had already been to late. Both Tina and Ned'Zul Anders were found murdered. Frightened and alone Nina ran away from the guards. Wishing it was all a nightmare, all she wanted to do as wake up. But morning never came for Nina, and she soon became one of Korvosa's street urchins. Surviving on feral instincts Nina barely survived, but she did survive. Eventually she began sculpting dolls and figures to not feel alone. Often pretending the little figures were her mother and father, she would talk to them as if they could answer back...
About Myself: I have been playing play by post on RPGCrossing for the past 5 years, and very much enjoy it. I find the RP aspect is more prominent than regular tabletop games and allows for better character development. I have always wanted to be a player in this adventure path, but I have to be honest. I own the first book. Still I would love the opportunity to play in it and I believe I choose a character that I can roleplay without spoiling the fun for the other players. I'll roll stats once I get picked. I'll make whatever I roll fit into the character not the other way around! :-)
I think I've finally settled on an idea. A human brawler (shield champion). Because, let's be honest, what every campaign needs is more Captain America. (Captain Andoran? Captain Varisia?)
I think I've finally settled on an idea. A human brawler (shield champion). Because, let's be honest, what every campaign needs is more Captain America. (Captain Andoran? Captain Varisia?)
Grox the Trox
Male trox alchemist (vivisectionist) 1/unchained barbarian 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 4 264, Pathfinder RPG Ultimate Combat 31, Pathfinder RPG Ultimate Magic 20, Pathfinder Unchained 8)
CN Large monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 17, touch 11, flat-footed 15 (+6 armor, +2 Dex, -1 size)
hp 22 (2 HD; 1d8+1d12+5)
Fort +6, Ref +4, Will +2
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Offense
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Speed 40 ft. (30 ft. in armor), burrow 20 ft.
Melee dagger +7 (1d6+7/19-20) or
. . (H) mwk falcata +6 (3d6+10/19-20/×3)
Ranged (M) mwk gastraphetes +1 (1d12/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (6 rounds/day), frenzy, sneak attack +1d6
Alchemist (Vivisectionist) Extracts Prepared (CL 1st; concentration +1)
. . 1st—enlarge person (DC 11)
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Statistics
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Str 24, Dex 15, Con 15, Int 11, Wis 12, Cha 11
Base Atk +1; CMB +9 (+11 grapple); CMD 21 (23 vs. grapple)
Feats Brew Potion, Exotic Weapon Proficiency (falcata), Improved Grapple, Throw Anything
[b]Traits hard to kill, missing son or daughter
Skills Craft (alchemy) +5 (+6 to create alchemical items), Linguistics +2, Perception +6, Survival +6
Languages Common, Dwarven, Terran
SQ alchemy (alchemy crafting +1), fast movement, grabbing appendages, mutagen (+4/-2, +2 natural armor, 10 minutes), uncontrolled rage
Combat Gear mutagen[APG]; Other Gear mwk mountain pattern armor[UC], barbed bolt (20), crossbow bolts (10), dagger, mwk falcata[APG], mwk gastraphetes, alchemist starting formula book, backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, spider's silk rope (50 ft.)[APG], string or twine[APG], tent, large[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 9 gp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Burrow (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Frenzy (1/day) (Ex) When injured, fly into a rage, gaining +2 CON, +2 STR, and -2 AC for 1 min.
Grabbing Appendages (Ex) Secondary arms maintain a grapple and can still make attacks with main arms.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Mutagen (DC 10) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Uncontrolled Rage (DC 12) (Ex) When drop a foe become confused (Will neg). If fail, save again each rd.