Falling Expansion

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My first thought (before I roll) to to build something off of this:

Elves wrote:
These fey-touched humanoids once teemed in great abundance in the swathes of land that had once been deemed “unlivable” by other races due to the swamps, a surprising abundance of crazy hermits, and the racism the resident elves often showed.

and create some form of crazy (read: Eccentric) humanoid who was once from one of the swamps nearby before it dried up.

On that note, how long ago did the swamps dry up? If it is too long ago then I will have to change my idea.

Anyways, ROLLS!
Str: 3d8 ⇒ (3, 3, 5) = 11
Dex: 3d8 ⇒ (3, 7, 4) = 14
Con: 3d8 ⇒ (1, 3, 8) = 12
Int: 3d8 ⇒ (5, 7, 7) = 19
Wis: 3d8 ⇒ (2, 7, 2) = 11
Cha: 3d8 ⇒ (1, 6, 2) = 9

Re-roll
Str: 3d8 ⇒ (2, 7, 8) = 17
Dex: 3d8 ⇒ (2, 2, 2) = 6
Con: 3d8 ⇒ (1, 6, 6) = 13
Int: 3d8 ⇒ (3, 3, 5) = 11
Wis: 3d8 ⇒ (7, 4, 2) = 13
Cha: 3d8 ⇒ (4, 8, 4) = 16

Great, the rolls deserted me :(
It looks like I can create a hyper Intelligent but otherwise average-ish character or a Strong, slow brute that is well likable.

I'll have to get thinking :)


miteke wrote:
JonGarrett wrote:
Sadly, no Occult Classes allowed. Otherwise my obscene Con would have resulted in a Undine Water Kineticist.
Drat. That just turned my rolls from awesome to OK. I'm going to pass on this one then.

Hey miteke, could I use your rolls? I think I could create a really cool sentinel with them :)

GM allowing of course

Stats:
Str: 3, Dex: 17, Con: 24, Int: 9, Wis: 16, Cha: 15


Giving this a shot...

Str: 3d8 ⇒ (5, 5, 8) = 18
Dex: 3d8 ⇒ (8, 5, 5) = 18
Con: 3d8 ⇒ (8, 6, 6) = 20
Int: 3d8 ⇒ (6, 6, 4) = 16
Wis: 3d8 ⇒ (4, 7, 1) = 12
Chr: 3d8 ⇒ (4, 8, 5) = 17

very respectable... now to see if I can get inspired.


So I'm working with an array of 10, 18, 18, 20, 18, 20.

I guess the easy way to work around a strength deficiency is 3 levels of unRogue for Finesse Training. But I'm playing a gestalt like that elsewhere, as well as a straight unRogue. I've done enough of that.

Probably a bad idea with STR being my low stat, but I might do a sort of do-it-yourself Bloodrager; gestalt Sorcerer/Barbarian. If I go full-blooded orc (I've got the mental rolls for it), then prestige class into Dragon Dsiciple (Draconic/Orc crossblood), and Rage, I can still get my STR up to respectable levels, while having 9th level casting. Eventually. No armor, but Invulnerable Rager DR+Natural Armor bonuses from bloodline/DD should make up for it, more or less.

Alternatively, with high DEX, WIS, and INT, I could go Kensai/Sacred Fist, have six levels each of arcane and divine casting, boatloads of AC while wearing no armor, and do impolite things to action economy(Fervor-cast Divine Favor, then spellstrike to cast another spell and full attack). But I've never liked prepared casting.

Maybe something else entirely. Decisions, decisions...


Str: 3d8 ⇒ (1, 4, 3) = 8
Dex: 3d8 ⇒ (1, 8, 3) = 12
Con: 3d8 ⇒ (3, 6, 6) = 15
Int: 3d8 ⇒ (4, 1, 6) = 11
Wis: 3d8 ⇒ (7, 6, 6) = 19
Cha: 3d8 ⇒ (1, 7, 4) = 12

Dont't really want to play a cleric or a druid. Let's reroll.

Str: 3d8 ⇒ (6, 7, 6) = 19
Dex: 3d8 ⇒ (7, 8, 1) = 16
Con: 3d8 ⇒ (8, 6, 3) = 17
Int: 3d8 ⇒ (3, 1, 8) = 12
Wis: 3d8 ⇒ (7, 3, 8) = 18
Cha: 3d8 ⇒ (5, 5, 7) = 17

Wow. That's a lot of options. I have to think.


Ouachitonian wrote:
I guess the easy way to work around a strength deficiency is 3 levels of unRogue for Finesse Training. But I'm playing a gestalt like that elsewhere, as well as a straight unRogue. I've done enough of that.

(If allowed to swap) Ya. I would have a Str score of 3, so I would need to get around that badly. First thing, get Muleback Chords. After that I was thinking of crossbows or firearms. Next thought was to get a big shield and utility, bodyguard and saving shield. Things like that, or go Sacred Shield Paladin. Next thought was to go something like sorcerer or oracle, something that didnt need strength and play it up as some sort of deformity/curse.

Final idea was a goblin monk or rogue, but I cant accept a 1 Strength ^_^

I will have to look again at the URogue and brawler again. And at the orc.
Still thinking ^_^


Gobo Horde wrote:
miteke wrote:
JonGarrett wrote:
Sadly, no Occult Classes allowed. Otherwise my obscene Con would have resulted in a Undine Water Kineticist.
Drat. That just turned my rolls from awesome to OK. I'm going to pass on this one then.

Hey miteke, could I use your rolls? I think I could create a really cool sentinel with them :)

GM allowing of course

Absolutely. I was going to go for a fey foundling skinny as a rail dwarf kineticist with intense ADHD. But with my best primary stat at 17 (not so bad until you see most everyone else with 20+) and all those creative juices instantly and unexpectedly drained, I'd be delighted to see what you can make of it.


Gobo Horde wrote:
Ouachitonian wrote:
I guess the easy way to work around a strength deficiency is 3 levels of unRogue for Finesse Training. But I'm playing a gestalt like that elsewhere, as well as a straight unRogue. I've done enough of that.

(If allowed to swap) Ya. I would have a Str score of 3, so I would need to get around that badly. First thing, get Muleback Chords. After that I was thinking of crossbows or firearms. Next thought was to get a big shield and utility, bodyguard and saving shield. Things like that, or go Sacred Shield Paladin. Next thought was to go something like sorcerer or oracle, something that didnt need strength and play it up as some sort of deformity/curse.

Final idea was a goblin monk or rogue, but I cant accept a 1 Strength ^_^

I will have to look again at the URogue and brawler again. And at the orc.
Still thinking ^_^

There's also this trait:

http://www.d20pfsrd.com/traits/combat-traits/muscle-of-the-society/

It adds +2 to your str for the purpose of carrying capacity. Along with muleback chords, you're looking at effectively 13 str, which is plenty.


STR: 3d8 ⇒ (3, 3, 5) = 11
DEX: 3d8 ⇒ (4, 7, 4) = 15
CON: 3d8 ⇒ (3, 1, 5) = 9
INT: 3d8 ⇒ (3, 2, 1) = 6
WIS: 3d8 ⇒ (1, 6, 4) = 11
CHA: 3d8 ⇒ (8, 7, 8) = 23

Reroll

STR: 3d8 ⇒ (5, 8, 5) = 18
DEX: 3d8 ⇒ (4, 8, 1) = 13
CON: 3d8 ⇒ (4, 1, 5) = 10
INT: 3d8 ⇒ (5, 6, 3) = 14
WIS: 3d8 ⇒ (4, 3, 6) = 13
CHA: 3d8 ⇒ (1, 2, 8) = 11


@drbuzzard
Looks good so far, but I didn't see a drawback. With gods I won't force you to make your own God(unless you'd like to), so you can choose one from Paizo or from something else. I'll just need a link to a page with their information.

@Gobo Horde
The swamp would've dried up about 25 years ago. Nothing too recent, but not to long ago to forget about.
Hah, your stats 'deserted' you.
Yeah, you guys can use one another's stat rolls just so long as the other player isn't using that particular set.


So i came up with this

Anti-Monk:

Zakon
Orc antipaladin (iron tyrant) 3/oracle (warsighted) 3/gestalt 3 (Pathfinder Player Companion: Armor Master's Handbook 4, Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, 118, Pathfinder RPG Bestiary 222)
LE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception -1
Aura cowardice (10 ft.)
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 22 (+11 armor, +1 Dex, +1 trait)
hp 22 (3d10)
Fort +7, Ref +8, Will +7
Defensive Abilities ferocity; Immune disease
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+5/19-20) or
. . gauntlet (from armor) +5 (1d6+6) or
. . unarmed strike +5 (1d3+6)
Special Attacks martial flexibility 4/day, smite good 1/day (+5 attack and AC, +3 damage)
Antipaladin Spell-Like Abilities (CL 3rd; concentration +8)
. . At will—detect good
Oracle (Warsighted) Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—cure light wounds, inflict light wounds (DC 16), lead blades[APG], protection from good, shield of faith
. . 0 (at will)—bleed (DC 15), create water, detect magic, mending, virtue
. . Mystery Metal
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 9, Int 4, Wis 9, Cha 21
Base Atk +3; CMB +5 (+7 sunder); CMD 18 (20 vs. sunder)
Feats Armor Focus, Improved Sunder, Improved Unarmed Strike, Power Attack, Toughness
Traits defender of the society, quain martial artist
Skills Acrobatics -3 (-7 to jump), Disable Device +4, Handle Animal +11, Intimidate +11, Knowledge (planes) +1, Profession (gladiator) +5
Languages Common, Orc
SQ dayrunner[ARG], disable by touch, oracle's curse (wrecker), revelation (armor mastery[UM])
Combat Gear potion of inflict light wounds; Other Gear +2 Hellknight plate[ISWG], dagger, belt of giant strength +2, bandolier[UE], bedroll, belt pouch, canteen[UE], masterwork backpack[APG], masterwork thieves' tools, signal whistle, small tent, thieves' ring, trail rations (7), waterskin
--------------------
Special Abilities
--------------------
Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Dayrunner -2 penalty on ranged attack rolls.
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Disable By Touch Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Immunity to Disease You are immune to diseases.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Wrecker The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings. Held objects gain the broken condition when you use or equip them but regain their actual condition if employed


The Chess wrote:

STR: 3d8 ⇒ (6, 6, 5) = 17

DEX: 3d8 ⇒ (4, 6, 6) = 16
CON: 3d8 ⇒ (7, 1, 2) = 10
INT: 3d8 ⇒ (4, 6, 7) = 17
WIS: 3d8 ⇒ (6, 5, 4) = 15
CHA: 3d8 ⇒ (3, 1, 5) = 9
Ugh! That CON :) But hey, maybe I'll be the strongest wizard ever. Let me consider some options ;)

Just noticed we can reroll once... So rerolling :)

STR: 3d8 ⇒ (4, 5, 8) = 17
DEX: 3d8 ⇒ (4, 7, 4) = 15
CON: 3d8 ⇒ (8, 3, 2) = 13
INT: 3d8 ⇒ (6, 6, 3) = 15
WIS: 3d8 ⇒ (6, 5, 1) = 12
CHA: 3d8 ⇒ (1, 6, 3) = 10


i think it was set wise for reroll, so if GM confirms your interpretation, ill go with it :)
Would have rerolled : STR CON INT WIS, and if i look at my reroll table: 18,13,10,14 respectively

Another question for GM : Pregame crafting allowed? if so, up to how much GP?


@The Chess
I'm having everyone reroll the entire set if that's not too much hassle.

@Seth86
As much as you want. The main cost is the feat in my opinion :)
i.e. you can make as costly a magic item as you wish, but gold will come out of your starting magic items fund, and you'll still need the appropriate feat.

@All
After much review and player wishfullness I've decided to allow the Kineticist class from the Occult guide. Now, I still don't COMPLETELY understand the class after a readthrough, so if you wish to play the class I'll be relying on you (if chosen) to understand all the abilities inside and out. Sound good?


@GM: I'm sorry! I edited the previous post to put a full reroll. Both sets are okay, but I might go with the first one. I just have to deal with those low CON and CHA :)


@GM, nah, was thinking about the non magic armor, before enchantment :P


Added Unlearned with the exception for knowledge religion. He did grow up chopping trees after all.


I'd like to put a roll in. And see what I come up with.

Rolls:

STR: 3d8 ⇒ (8, 3, 4) = 15
DEX: 3d8 ⇒ (1, 6, 2) = 9
CON: 3d8 ⇒ (6, 6, 3) = 15
INT: 3d8 ⇒ (7, 2, 5) = 14
WIS: 3d8 ⇒ (5, 2, 6) = 13
CHA: 3d8 ⇒ (8, 8, 5) = 21


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I guess there's no harm seeing what my reroll would be.

STR: 3d8 ⇒ (1, 5, 7) = 13
DEX: 3d8 ⇒ (5, 8, 8) = 21
CON: 3d8 ⇒ (2, 8, 3) = 13
INT: 3d8 ⇒ (5, 6, 8) = 19
WIS: 3d8 ⇒ (5, 2, 6) = 13
CHA: 3d8 ⇒ (8, 7, 5) = 20

Hmm...tough decision. These are overall way better than my first roll, but I'd have to scrap the Druid I was working on because I got garbo WIS this time around...

RealLifeCorn, would you allow me to give this roll to Tiny Tim? Both his rolls were subpar even for 3d6, and I kinda feel bad for him. And then I'd just stick with my original roll.

Sczarni

I can't say no to rolling dice, and the Chess finds all these neat games. Too bad the Kineticist is an occult class, no lightning thief here kids.

Oh wait, there's be an allowance. Not that it'd matter with my surprisingly average stats

Some Physical stats
3d8 ⇒ (7, 1, 6) = 14
3d8 ⇒ (8, 4, 2) = 14
3d8 ⇒ (3, 2, 7) = 12

Some Mental stats
3d8 ⇒ (1, 5, 5) = 11
3d8 ⇒ (2, 6, 5) = 13
3d8 ⇒ (6, 2, 6) = 14

What kinda character do I make today?


@Seth86
Sure. I'll even let you take 20.

@Rotaretilbo
awe that's nice of you. Go ahead. Round of applause & +1 for kindness.

@crayfish Hora
check my post earlier aimed @all

Sczarni

Aha, I just saw that post and was editing mine. Ninja'd me! I guess I'll make a pretty average cat with some POWER OVERWHELMING stuff. Stuff that doesn't go off stats and is really neat, but cannot melt face.

Or...

3d8 ⇒ (5, 2, 4) = 11
3d8 ⇒ (3, 5, 6) = 14
3d8 ⇒ (4, 8, 4) = 16

3d8 ⇒ (3, 8, 3) = 14
3d8 ⇒ (7, 8, 1) = 16
3d8 ⇒ (5, 4, 1) = 10

Or I enter the 18's, after racial stats, for EXCEPTIONAL QUALITY. If anyone's rolls are below average, they may gladly take my first roll. It's pretty good for a Strength/Dex character, with a little bit of Charisma, or Wisdom to be passable as something else, or when you wanna impress the ladies.


RealLifeCorn wrote:

@Seth86

Sure. I'll even let you take 20.

Okay, thank you. finished. saved me 2000 so i can take a ring of prot +1 :) high AC to counter low CON

Sczarni

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Half Elves, same as they always were. Between the people who spawn like rats and the crazy hermit elves that the ratmen are attacking in hordes. Ah yes, just another day for the Half Elves.

Why not make a character that benefits from this chaos, but doesn't put himself in danger by picking a side. Or picks whichever side the others pick. Hmm, a rogue without rogue levels, a man without scruples, a race wedged between races.

Or am I a LADY?! Nope, just some regular alley cat.

1d100 ⇒ 63 1-50 for female, 51-100 for male.


Cool to see Kineticists allowed. Definitely one of my favourite classes.


Are you firm about no more than 3 magic items? I'm working on a wizard, and would like to scribe some scrolls, but I already have 3 magic items.


dwilhelmi wrote:
Are you firm about no more than 3 magic items? I'm working on a wizard, and would like to scribe some scrolls, but I already have 3 magic items.

I'll make an exception for scroll scribing


Str: 3d8 ⇒ (8, 2, 8) = 18
Dex: 3d8 ⇒ (7, 4, 7) = 18
Con: 3d8 ⇒ (8, 4, 6) = 18
Int: 3d8 ⇒ (2, 3, 8) = 13
Wis: 3d8 ⇒ (3, 5, 7) = 15
Cha: 3d8 ⇒ (5, 7, 2) = 14

Now those are some nice stats


@RealLifeCorn, your description of Hescoy Hamlet sounds almost exactly like where I grew up. A town of 5000 in a temperate climate.


RealLifeCorn wrote:

@The Chess

I'm having everyone reroll the entire set if that's not too much hassle.

Don't mind if I do.

3d8 ⇒ (2, 6, 2) = 10
3d8 ⇒ (7, 2, 2) = 11
3d8 ⇒ (5, 8, 7) = 20
3d8 ⇒ (6, 7, 1) = 14
3d8 ⇒ (7, 1, 4) = 12
3d8 ⇒ (1, 5, 4) = 10

Eh, I like my old ones better. Anybody want these?


The Pale King wrote:
@RealLifeCorn, your description of Hescoy Hamlet sounds almost exactly like where I grew up. A town of 5000 in a temperate climate.

Haha that's fantastic. What was the name of the place?


Another question re: magic items.

Do potions count against that limit? I was thinking of picking up a couple healing potions, but if it counts against the magic item limit, I probably won't do that.


Phntm888 wrote:

Another question re: magic items.

Do potions count against that limit? I was thinking of picking up a couple healing potions, but if it counts against the magic item limit, I probably won't do that.

I do not consider consumables magic items (not including wands)


Fireskorn:

Fireskorn
Orc antipaladin (iron tyrant) 3/oracle (warsighted) 3/gestalt 3 (Pathfinder Player Companion: Armor Master's Handbook 4, Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, 118, Pathfinder RPG Bestiary 222)
LE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception -1
Aura cowardice (10 ft.)
--------------------
Defense
--------------------
AC 25, touch 14, flat-footed 23 (+11 armor, +1 deflection, +2 Dex, +1 trait)
hp 24 (3d10+2)
Fort +7, Ref +8, Will +7
Defensive Abilities ferocity; Immune disease
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+6/19-20) or
. . gauntlet (from armor) +6 (1d6+7) or
. . unarmed strike +6 (1d3+7)
Special Attacks martial flexibility 4/day, smite good 1/day (+5 attack and AC, +3 damage)
Antipaladin Spell-Like Abilities (CL 3rd; concentration +8)
. . At will—detect good
Oracle (Warsighted) Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—cure light wounds, lead blades[APG], protection from good, shield of faith, touch of blindness (DC 16)
. . 0 (at will)—bleed (DC 15), create water, detect magic, mending, virtue
. . Mystery Metal
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 9, Int 6, Wis 8, Cha 21
Base Atk +3; CMB +6 (+8 sunder); CMD 20 (22 vs. sunder)
Feats Armor Focus, Improved Sunder, Improved Unarmed Strike, Power Attack, Toughness
Traits defender of the society, quain martial artist
Skills Craft (armor) +6, Disable Device +6, Handle Animal +11, Intimidate +11, Knowledge (planes) +3
Languages Common, Orc
SQ dayrunner[ARG], disable by touch, oracle's curse (wrecker), revelation (armor mastery[UM])
Combat Gear potion of cure light wounds; Other Gear +2 mithral Hellknight plate[ISWG], dagger, belt of giant strength +2, ring of protection +1, bandolier[UE], bedroll, belt pouch, canteen[UE], masterwork armorsmithing tools, masterwork backpack[APG], masterwork thieves' tools, signal whistle, small tent, thieves' ring, waterskin, 3 gp, 5 sp
--------------------
Special Abilities
--------------------
Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Dayrunner -2 penalty on ranged attack rolls.
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Disable By Touch Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Immunity to Disease You are immune to diseases.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Wrecker The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings. Held objects gain the broken condition when you use or equip them but regain their actual condition if employed


Also wanted to ask about a variant on Efficient Quiver I saw in another game. Basically, in addition to the normal Efficient Quiver, they also offered two variants which, instead of carrying 60 / 18 / 6 in the arrows/javelins/bows compartments, carry either 250 / 10 / 2 or 300 / 0 / 4, for the same price. Would you be willing to allow that? I like the efficient quiver, but really only care about it for the arrow section.


Actually I figured out what I could do with those rolls, I could create a poisoner :) experementing with poisons can also do great harm to the user and prolonged exposures can have harmful, unintended side effects. It would also go a long ways to explain away my almost crippled strength while yet also having an almost superhuman consitution.
Weapon Finesse will also be all I need to administer the poisons >:)

Now I just need to figure out what classes make for great poisoners.


RealLifeCorn wrote:
The Pale King wrote:
@RealLifeCorn, your description of Hescoy Hamlet sounds almost exactly like where I grew up. A town of 5000 in a temperate climate.
Haha that's fantastic. What was the name of the place?

SmackdabmiddleO'nowhere?


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Well, I HAVE to do this character. The stats practically write the story.

'Spooky' Fey Earthroots was born under odd circumstances. While pregnant and near birth, his mother went for a walk in the woods to move the birthing along and got lost. Now for a dwarf to get lost is unusual, but she swears that the forest was working against her, putting up obstacles, and forcing her deeper and deeper into the woods until the time came for her birth. When her child was born it was unnaturally thin - thin for a human, much less a dwarf, with large spooky eyes. This led to the father declaring him spooky and naming him Fey. No sturdy name like Brok for this child. The nickname stuck and for the rest of his life he had to put up with the name Spooky. Of course Fey is not much better. The child was weak, unable to life a proper dwarven hammer, but freakily hardy. In spite of his size he ate like three dwarves and had an inexhaustible supply of energy. Until he could walk he was always fussing and crying. Once he could walk he was into EVERYTHING. His hair and nails grew at an amazing pace. Once he was old enough to grow one his bead grew a foot a day and it took some heavy duty dwarven tin snips to cut his nails each day, which grew an inch. His father despaired over him. He was no good for any of the normal dwarven crafts. He had neither the strength nor the patience. The final straw was during adolescence when his geokenetic abilities emerged during a father/son confrontation resulting in a broken stone table, and the boy was sent to (insert location near Hescoy here - or Heskoy if it fits) to study under a mature dwarven kineticist.

Main Stats:

'Spooky' C/N Male Dwarf Geokineticist/5

Str 3, -4 (10[race] -7[initial roll])
Dex 18, +4 (10[race] +7[initial roll] +1[level 4 bonus])
Con 28, +8 (12[race] +14[initial roll] +2[belt])
Int 9, -1 (10[race] -1[initial roll])
Wis 18, +4 (12[race] +6[initial roll])
Cha 13, +1 (8[race] +5[initial roll])

HP 75 (+28[5d8] +45[con] +2[favored class] +5[unstoppable])
Init +6 (+4[dex] +2[reactionary])
Senses Darkvision
Perception +12
Speed 20 ft., 20 ft. climb (stone and earthen surfaces)
Base Attack +3
Languages Common, (loses dwarven due to low IQ?)

Defense:

CMD +3 (10 +3[BAB] -4[str] +4[dex])
AC normal 16, touch 14, flat-footed 12 (10 +4[dex] +2[bracers])
DR[b] 2/adamantine [Flesh of Stone]
[b]Fort
+14 (+9[con] +4[class] +1[unstoppable])
Ref +8 (+4[dex] +4[class])
Will +4 (+4[wis] +0[class])

Offense:

CMB -1 (+3[BAB] -4[str])
Ranged
  • +8/3d6+15 Earth Blast [crit 20/x2; B,P, or S) (+3[BAB] +4[dex] +1[ele over] (+1)[point blank]]/3d6 +3 +9[con] +1[favored class] +2[ele over] (+1)[point blank])

  • Resource Tracking:

    ***********************************
    ***********************************
    Loot Held:
    Burn:

    Skills:

    Skill Ranks 15 = 3[4-1[int]] * 5[class level]
    Background Skill Ranks 10 = 2*5

    Acrobatics +8 (+1[ranks] +4[dex] +3[class])
    Appraise -1 (+0[ranks] -1[int])
    Bluff +1 (+0[ranks] +1[cha])
    Climb -4 (+0[ranks] -4[str] +3[class])
    Craft(cooking) +7 (+5[branks] -1[int] +3[class])
    Diplomacy +1 (+0[ranks] +1[cha])
    Disable Device N/A (+1[ranks] +4[dex])
    Disguise +1 (+0[ranks] +1[cha])
    Escape Artist +9 (+5[ranks] +4[dex])
    Fly +4 (+0[ranks] +4[dex])
    Handle Animal N/A (+0[ranks] +1[cha])
    Heal +8 (+1[ranks] +4[wis] +3[class])
    Intimidate +1 (+0[ranks] +1[cha] +3[class])
    Knowledge
    - arcana N/A (+0[ranks] -1[int])
    - dungeoneering N/A (+0[ranks] -1[int] +3[class])
    - engineering N/A (+0[ranks] -1[int])
    - geography N/A (+0[ranks] -1[int])
    - history N/A (+0[ranks] -1[int])
    - local N/A (+0[ranks] -1[int])
    - nature N/A (+0[ranks] -1[int])
    - nobility N/A (+0[ranks] -1[int])
    - planes N/A (+0[ranks] -1[int])
    - religion N/A (+0[ranks] -1[int])
    Linguistics N/A (+0[ranks] -1[int] - lng)
    Perception +12 (+5[ranks] +4[wis] +3[class])
    Perform
    - Oration +9 (+5[branks] +1[cha] +3[class])
    Ride +4 (+0[ranks] +4[dex])
    Sense Motive +4 (+0[ranks] +4[wis])
    Sleight of Hand N/A (+0[ranks] +4[dex])
    Spellcraft N/A (+0[ranks] -1[int])
    Stealth +8 (+1[ranks] +4[dex] +3[class])
    Survival +4 (+0[ranks] +4[wis])
    Swim -4 (+0[ranks] -4[str])
    Use Magic Device +5 (+1[ranks] +1[cha] +3[class])

    Gear:

    of Mighty Constitution, +2, 1 lb
    Bracers of Armor 2, 1 lb
    Handy Haversack, 5 lbs
    4 potions of healing
    Items in Haversack:
  • Kineticists Kit (backpack, a belt pouch, a blanket, torches (10), trail rations (5 days), and a waterskin)
  • Cooking Kit
  • Some fresh food and vegetables
  • Mess Kit
  • Medium Tent
  • Bedroll
  • Chalk
  • Coffee Pot and Coffee
  • Survival Kit
  • Fishing Kit
  • Hooded Lantern and 5 oil
  • Mirror
  • Waffle Iron
  • Exotic spices, salt, etc. (10 gp worth)
  • Antiplague
  • Antitoxin
  • Alchemical Solvent
  • Air Crystals
  • about 35 gp

  • Racial Traits, Traits, Class Abilities, and Feats:

    Dwarf Traits
  • +2 Constitution, +2 Wisdom, -2 Charisma Dwarves are both tough and wise, but also a bit gruff.
  • Medium Dwarves are Medium creatures and have no bonuses or penalties due to their size.
  • Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision Dwarves can see in the dark up to 60 feet.
  • Defensive Training Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Greed Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
  • Hatred Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
  • Hardy Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Stonecunning Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
  • Languages Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following[/i] Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Stonesinger Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
  • Unstoppable Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.

    Starting Traits

  • Reactionary (i.e. ADHD) You gain a +2 trait bonus on initiative checks.
  • Defensive Strategist (i.e. even more ADHD) You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.

    Geokineticist Abilities

  • Burn At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
  • Elemental Focus At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.
  • - Basic Geokinesis: You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.
  • Gather Power If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
  • Infusion At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.
  • - 1st level/Extended Range
  • - 3rd level/Pushing
  • - 5th level/Bowling
  • Kinetic Blast At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
  • Utility Wild Talents
  • - 2nd level/Earth Walk: Because you meld very slightly into the earth, when you are standing on an earthen surface, you ignore difficult terrain caused by rocks, earth, or mud, and while on such surfaces you add your elemental overflow bonus to your CMD against being moved or tripped and on Acrobatics checks to balance.
  • - 4th level/Earth Climb: ou use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.
  • Elemental defense At 2nd level, a kineticist gains her element's defense wild talent.
  • - Flesh of Stone: Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/- for 1 round. You can dismiss and restore this effect as an immediate action.
  • Elemental overflow +1 At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% . her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.
  • Infusion specialization 1 At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
  • Metakinesis (empower) At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

    Feats

  • Toughness (see unstopable trait) You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
  • Fey Foundling Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
  • Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  • Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

    Favored Class Gonuses

  • +1 damage to earth damage blasts
  • +2 hitpoints


  • 1st set

    3d8 ⇒ (8, 8, 6) = 22
    3d8 ⇒ (6, 5, 3) = 14
    3d8 ⇒ (1, 7, 6) = 14
    3d8 ⇒ (2, 4, 2) = 8
    3d8 ⇒ (4, 5, 6) = 15
    3d8 ⇒ (7, 2, 2) = 11

    2nd set

    3d8 ⇒ (6, 7, 4) = 17
    3d8 ⇒ (8, 8, 5) = 21
    3d8 ⇒ (6, 8, 6) = 20
    3d8 ⇒ (3, 8, 8) = 19
    3d8 ⇒ (2, 8, 1) = 11
    3d8 ⇒ (1, 3, 1) = 5

    Hmm...my first thought was ranger, double slice, switch hitter with the first set.

    If I go second set, I might get a unbreakable fighter or ranger like set 1.

    -------


    @Seth86
    looks good so far.

    @dwilhelmi
    After looking it over, the ratio checks out. go ahead.

    @Gobo Horde
    On the isle of nunya

    @Miteke
    The backstory made me laugh several times. +1 for you


    RealLifeCorn wrote:
    The Pale King wrote:
    @RealLifeCorn, your description of Hescoy Hamlet sounds almost exactly like where I grew up. A town of 5000 in a temperate climate.
    Haha that's fantastic. What was the name of the place?

    Clearwater. Not the infamous one of Florida.


    If Clearwater Fl is infamous, then Orlando must be nefarious.

    Strength: 3d8 ⇒ (5, 2, 3) = 10
    Dexterity: 3d8 ⇒ (4, 1, 8) = 13
    Constiution: 3d8 ⇒ (7, 8, 7) = 22
    Intelligence: 3d8 ⇒ (5, 4, 4) = 13
    Wisdom: 3d8 ⇒ (3, 1, 4) = 8
    Charisma: 3d8 ⇒ (4, 1, 5) = 10

    Reroll

    Strength: 3d8 ⇒ (8, 3, 7) = 18
    Dexterity: 3d8 ⇒ (3, 3, 3) = 9
    Constiution: 3d8 ⇒ (5, 2, 3) = 10
    Intelligence: 3d8 ⇒ (7, 3, 2) = 12
    Wisdom: 3d8 ⇒ (8, 7, 8) = 23
    Charisma: 3d8 ⇒ (7, 2, 3) = 12


    Howdy all, dotting in.

    Stat: 3d8 ⇒ (6, 8, 8) = 22
    Stat: 3d8 ⇒ (8, 4, 8) = 20
    Stat: 3d8 ⇒ (7, 2, 7) = 16
    Stat: 3d8 ⇒ (6, 5, 4) = 15
    Stat: 3d8 ⇒ (8, 4, 4) = 16
    Stat: 3d8 ⇒ (7, 3, 7) = 17

    Well then, my options are open. I'm going to ruminate on this.


    Paint me really interested, sir. I will go ahead and roll for stats.

    Str: 3d8 ⇒ (2, 1, 5) = 8
    Dex: 3d8 ⇒ (4, 1, 5) = 10
    Con: 3d8 ⇒ (6, 2, 5) = 13
    Int: 3d8 ⇒ (1, 8, 6) = 15
    Wis: 3d8 ⇒ (4, 1, 3) = 8
    Cha: 3d8 ⇒ (5, 6, 1) = 12

    Could be better, could be worse. I'll roll the reroll set in another post, both because I've seen others do it and because I trust RNGeesus to bless me next time!


    And here it comes!

    Str: 3d8 ⇒ (5, 4, 2) = 11
    Dex: 3d8 ⇒ (4, 8, 6) = 18
    Con: 3d8 ⇒ (2, 1, 3) = 6
    Int: 3d8 ⇒ (6, 4, 8) = 18
    Wis: 3d8 ⇒ (1, 8, 3) = 12
    Cha: 3d8 ⇒ (4, 3, 5) = 12

    Man, am I I'm love with this set. I was already considering a Gunslinger... but this set? This set is yelling "Sick as hell roaming pistolero" a la Doc Holliday. I'll take this one.

    I apologize if someone else have already asked this and I missed it but... what are the firearms rules? Would you allow having precrafted some ammunition?


    @EmissaryOfTheNorth
    Good question, I haven't covered that yet! You can have as much pre-crafted ammo as you have money for... Just have a good reason if you decide on making 5 barrels full. Firearms are cool with me. Go ahead, but make sure to use early firearms, eh?


    Okay, and another question, this time about leftover starting gold.

    If we don't use the full 10,000 gp for magic items, do we get the remainder as leftover gold for the start of the game (I only have 50 gp left from it, if that matters), or is it just lost?

    Same question if we have gold leftover from our mundane equipment pool.

    EDIT: Also, is there a frontier-type area in the world that isn't too far away with some sort of "savage humanoid" or monster problem? I'm working on my character's backstory, and I'm thinking of him having gained experience fighting against such.

    If I need to make one up, is there a specific "savage humanoid" or monster you prefer I use?


    I had used 8,000gp on magical items, and theres something I want (Apprentice's Cheating gloves) that's 2,200gp. Can I pay the extra 200gp out of my 500gp for nonmagical items?


    @Phntm888
    Yes. Right now is just an opprotunity to choose a selction of items to supplement your character.

    @Ouachitonian
    I guess I could be a stickler and say no, but that would be lame. Go ahead.

    Sczarni

    Now, before I decide on what kinda class, or classes, do the gestalt characters start at a lower level and remain at a lower level permanently, or will they slowly catch up to the other classes?

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