DM waz up's tale of the adventurer (Inactive)

Game Master william Nightmoon

Astril, the land of the greats. it is the year 364 in the second era. the gods have just finished the ten-thousands war, a conflict that shook the prime material plane and caused the destruction of several lesser planes.
you are a farmer, a mercenary, a student, or perhaps just an unfortunate slave. things turn to your favor, or out of it, and you are sent on a journey to discover your fate!


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Hey fral (Gio).


Warforged also receive an armor bonus but cannot wear robes or armor though, a warforged can be enchanted.

From the wiki under 3.5 warforged

So i can still get armor enchants. Since i count as an armor item


But if that is how the GM wants to have it played. Will do so =^^=
Will just have to change my gear so that i have armor too... :P plain shield wont help me much :P


I really hope I can get into this... its clear the DM has already decided Gyro the Warforged is in... not much more I can say but hope. I've wanted to play Fenn again for some time~ and have tried no less than 4 other games but was never chosen to stay. Kinda frustrating...


I know feeling. I recently managed to get a character into a game that ive been hoping to get accepted for over 4 years =^^=

Sovereign Court

Gyro Linebreaker wrote:

Warforged also receive an armor bonus but cannot wear robes or armor though, a warforged can be enchanted.

From the wiki under 3.5 warforged

So i can still get armor enchants. Since i count as an armor item

yes, I know how they work, but I'd like it more like your adding armor to an otherwise mundane body. It puts you on the same level as the non-walking suits of armor.

Hey gio ;)


No problem. Just need to redo my equipment. Since i did not add armor to it.

Will do so on sunday. Away from PC over the weekend

Sovereign Court

Well recruitment ends tomorrow... I'll extend it to Monday to let everyone revise, create, and such to their character.


Tindertwig look acceptable for recruitment?

Sovereign Court

Tindertwig&Dirtbag wrote:
Tindertwig look acceptable for recruitment?

yes you're good for recruitment.

Sovereign Court

So I have two slots filled so far, you know who you are,
;)
Currently I am still looking for a healer, skilled, and a caster(arcane preferably)

Recruitment will end at midnight on monday.
Posting will begin Tuesday, to establish connections and such in discussion.

Grand Lodge

Mag:

Megildur Fallan
Male elf alchemist (chirurgeon) 1 ( Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate
Magic 18)
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
—————
Defense
—————
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +1; +2 vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)

Melee long sword +1 (1d8+1/19-20)

Ranged bomb +3 (1d6+3 Fire) or

short bow +2 (1d6/×3)

Special Attacks bomb 4/day (1d6+3 fire, DC 13)

Alchemist (Chirurgeon) Extracts Prepared (CL 1st; concentration +4)
1st—cure light wounds , shock shield UC
—————
Statistics
—————
Str 9, Dex 15, Con 13, Int 18, Wis 12, Cha 13
Base Atk +0; CMB +1; CMD 13

Feats Brew Potion, Point-Blank Shot, Throw Anything

Traits accelerated drinker, restless wayfarer

Skills Acrobatics -1 (-5 to jump), Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy +2, Heal
+5, Knowledge (nature) +7, Perception +7, Profession (gardener) +5, Spellcraft +7 (+9 to identify magic
item properties), Survival +5, Use Magic Device +5; Racial Modifiers +2 Perception, +2 Spell craft to identify magic item properties

Languages Common, Elven, Gnoll, Gnome, Orc, Sylvan

SQ alchemy (alchemy crafting +1), elven magic, mutagen (+4/-2, +2 natural armor, 10 minutes)

Other Gear studded leather, arrows (20), long sword, short bow, alchemist starting formula book, alchemy
crafting kit APG, backpack, bedroll, belt pouch, flint and steel, ink, ink pen, pot, soap, trail rations (5),
water skin, 39 gp, 3 sp
—————
Special Abilities
—————
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.

Elven Immunities - Sleep You are immune to magic sleep effects.

Elven Magic +2 to spell craft checks to determine the properties of a magic item.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Damn.. another game I'm not allowed to play... maybe I should just give up...


Fenn 'The Jr' {Winter} wrote:
Damn.. another game I'm not allowed to play... maybe I should just give up...

Recruitment hasn't ended yet. You could be the 'skilled' player they are looking for.


Julius , as a inquisitor, is reasonably skilled and a decent healer.


I apologize for the late entry. It's still Friday here, so hopefully this is in time.

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Race and Class:
Race: Orc
  • Brutal and Savage: Orcs gain a +4 racial bonus to Strength, and take a -2 racial penalty to Intelligence, Wisdom, and Charisma.
  • Ferocity: Orcs remain conscious and continue fighting even if their Hit Point total falls below 0. Orcs are still Staggered at 0 Hit Points or lower and lose 1 Hit Point each round as normal.
  • Feral: Some Orcs gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative Hit Points. This racial trait replaces Orc Weapon Familiarity and the Orc's automatic languages. Feral Orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.
  • Orcs can see perfectly in the dark up to 60 feet.
  • Dayrunner: Some Orcs take a –2 penalty on all ranged attack rolls. This racial trait replaces Light Sensitivity.

Class: Fighter (Unbreakable) 1

  • BAB Progression: A Fighter's Base Attack Bonus is equal to his Fighter level.
  • Save Progression: A Fighter's Base Fortitude Save is equal to half his Fighter level (rounded down) plus 2. A Fighter's Base Reflex Save and Base Will Save are equal to a third his Fighter level (rounded down).
  • Skill Progression: A Fighter receives a number of Skill Points each level equal to 2 plus his Intelligence modifier (minimum 2).
  • Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str) are class skills for a Fighter.
  • Unbreakable Proficiency: An Unbreakable gains Simple Weapon Proficiency, Martial Weapon Proficiency (All), Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, and Shield Proficiency as bonus feats. This class feature replaces Fighter Proficiency.
  • Tough as Nails: At 1st level, an Unbreakable gains Endurance and Diehard as bonus feats. This class feature replaces Bonus Feat at 1st level.

Choices:
Feats
  • Simple Weapon Proficiency: You make attack rolls with all simple weapons without the -4 penalty for non-proficiency.
  • Martial Weapon Proficiency (All): You make attack rolls with all martial weapons without the -4 penalty for non-proficiency.
  • Light Armor Proficiency: The Armor Check Penalty from light armor only applies to Strength- and Dexterity-based skill checks.
  • Medium Armor Proficiency: The Armor Check Penalty from medium armor only applies to Strength- and Dexterity-based skill checks.
  • Heavy Armor Proficiency: The Armor Check Penalty from heavy armor only applies to Strength- and Dexterity-based skill checks.
  • Shield Proficiency: The Armor Check Penalty from shields, but not tower shields, only applies to Strength- and Dexterity-based skill checks.
  • Toughness: You gain +3 Hit Points. For every Hit Die you possess beyond 3, you gain an additional +1 Hit Point.
  • Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist Nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid Nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid Nonlethal damage from starvation or thirst; Fortitude saves made to avoid Nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. Additionally, you may sleep in light or medium armor without becoming Fatigued.
  • Diehard: When your Hit Point total is below 0, but you are not Dead, you automatically Stabilize. You do not need to make a Constitution check each round to avoid losing additional Hit Points. You may choose to act as if you were Disabled, rather than Dying. You must make this decision as soon as you are reduced to negative Hit Points. If you do not choose to act as if you were Disabled, you immediately fall Unconscious. When using this feat, you are Staggered. You can take a Move Action without further injuring yourself, but if you perform any Standard Action (or any other action deemed as strenuous, including some Swift Actions, such as casting a Quickened spell) you take 1 point of damage after completing the act. If your negative Hit Points are equal to or greater than your Constitution score, you immediately die.

Traits

  • Outcast: You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.
  • Resilient: You gain a +1 trait bonus on Fortitude saves.
  • Oblivious: You take a –2 penalty on Sense Motive and sight-based Perception checks.
  • Feral Speech (Sylvan): You gain one of the following languages of your choice as a bonus language: Aklo, Aquan, Auran, Giant, Ignan, or Sylvan.

Skills
I'm operating under the assumption that my skills per level can never be below the base skill points allotted by my class (otherwise, I'd be getting -1 skill points per level!), and that the first post's reference to background skills was indicating that the Background Skills variant rules are in effect. If either of these is not the case, I can make adjustments as necessary.

  • Handle Animal: 1
  • Knowledge (Nature): 1
  • Linguistics: 1 (Common)
  • Survival: 1

Gear:
Starting Wealth: 5d6 ⇒ (2, 3, 2, 2, 2) = 11 x10 = 110gp

Gear

  • Peasant's Outfit (1sp)
  • Scale Armor (50gp)
  • Greataxe (20gp)
  • Battleaxe (10gp)
  • Dagger (2gp)
  • Common Backpack (2gp)
  • Belt Pouch (1gp)
  • Waterskin (1gp)
  • Blanket (5sp)
  • Common Lamp (1sp)
  • Glass Flask x5 (1sp 5cp)
  • Lamp Oil x5 (5sp)
  • Torch x3 (3cp)
  • Cauldron (1gp)
  • Medium Tent (15gp)
  • Bedroll x2 (2sp)
  • Hemp Rope 50ft (1gp)
  • Fishhook x5 (5sp)
  • Twine 50ft (1cp)
  • Candle x5 (5cp)
  • Flint and Steel (1gp)
  • Cheap Deck of Cards (1sp)
  • Silver Dragonfly Earring (4sp)
  • Gold Piece x3 (3gp)
  • Silver Piece x3 (3sp)
  • Copper Piece x6 (6sp)

Character:
Details
  • Name: Goldoth
  • Gender: Male
  • Height: 6'11" (211cm)
  • Weight: 314lbs (142.5kg)
  • Age: 15 years
  • Skin Tone: Bud Green (#7BB661)
  • Eye Color: Candy Apple Red (#FF0800)
  • Hair Color: Bistre (#3D2B1F)
  • Hair Length: 2" (5cm)
  • Hair Style: Coarse and Matted
  • Facial Hair: None
  • Other Features: Underbite with Lower Tusks; Scar from Right Cheek to Chin

Backstory
I'd rather share this via Private Message, as I'd like to keep some elements of it a surprise for the other players.

Appearance

  • Physical: Goldoth is a male orc standing at just under twenty-one hands (7') and weighing roughly twenty-two and a half stone (315lbs). He has light green (#7bb661) skin, bright red (#ff0800) eyes, and a short, squashed nose. His greasy brownish-black (#3d2b1f) hair is short and coarse, mostly matted down. He has something of an underbite, with prominent lower tusks. A scar that runs along his jawline from his right cheek to his chin mars his face, but his visage is more curious anything else. It is clear that his mass is predominately muscle, though the dirt and grime make it clear that he doesn't care much for appearances.
  • Clothes and Gear: He wears a simple almond (#b19571) cloth tunic and baggy trousers of wool dyed a soft chestnut (#977456), with a simple cotton cord for a belt. His feet are wrapped with cloth that was probably white at one point, but is now stained brown (#9b7653) from sweat and wear. He wears a simple leather backpack on his back, laden with all manner of gear: a thick blanket rolled on the top, a lamp and flask of oil on the left, some torches on the right, and a big iron cauldron tied to the back. He has a small leather pouch fastened about his neck, which looks to contain ten coins at best. A small waterskin hangs from his left hip, looking to contain half a gallon of liquid.
  • Arms and Armor: He wears a hauberk and chausses made from iron scales, with short plate gauntlets and sollerets, and an almost comically small skull cap atop his head. Pushed through a leather loop at his side are a double-bit felling axe with a haft so long that, were it not for his enormous height, would probably need to be worn on his back, and a shorter broad-bladed hewing axe. A hunting knife with an oddly short blade hangs from his left hip.


How typical, the bard is arriving at the last minute.

Alitas Laaset, Bard. Backup healer, utility caster, jack of all trades. Just don't expect him to win an arm wrestling competition.

Character Info:

Alitas Laaset
Male Elf Bard 1
CN Medium humanoid (elf)
Init +5; Senses: low-light vision; Perception +1

—————
Defense
—————
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 7 (1d8-1)
Fort -1, Ref +5, Will +3; +2 vs. enchantments
Immune: sleep

—————
Offense
—————
Speed 30 ft.
Melee Dagger -1 (1d4-1 19-20/x2)

Ranged Shortbow +3 (1d6 20/x3)

Bard Spells Known: (1st Level, 2/day, DC 14) Cure Light Wounds, Grease
(0 Level, DC 13) Light, Lullaby, Detect Magic, Prestidigitation

—————
Statistics
—————
Str 8, Dex 16, Con 8, Int 14, Wis 12, Cha 17
Base Atk +0; CMB -1; CMD 12

Feats: Extra Performance, Run

Traits: Power of Suggestion, Affable

Skills: Acrobatics +6, Appraise +6, Bluff +7, Knowledge (history) +7, Knowledge (Local) +7, Other Knowledges +3,
Peform (Oratory) +7, Perform (Sing) +7, Sleight of Hand +6, Spellcraft +6, Stealth +6

Languages: Common, Elven, Orc, Sylvan

Other Gear: studded leather, arrows (20), dagger, short bow, 45 gp

—————
Special Abilities
—————
Bardic Knowledge

Bardic Performance (13 Rounds per day); Countersong, Distraction, Inspire Courage +1, Fascinate DC 13

Elven Immunities - You are immune to magic sleep effects.

Elven Magic - +2 to spell craft checks to determine the properties of a magic item.

Low-Light Vision - See twice as far as a human in dim light, distinguishing color and detail.

Fleet - Footed - +2 on Initiative and gain the Run feat as a bonus feat

Sovereign Court

Okay... just one sec and I will have my choosen up...


Tindertwig kicks Dirtbag awake, as he spits on his dirty hands and cleans his filthy face...


Waiting patiently

Heh. Oops. Forgot armor. Meh. :P minor thing to fix

Sovereign Court

Gyro, goldoth, and alitas,... plz report while I choose the rest

Sovereign Court

Zimul, Ammon, and dirtbag as well


{sigh}


Have fun.


Lol that dude is so salty.

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