Gnick Gnak PaddyWack |
Hi all, I am looking to start a Pathfinder version of the above game to take place in the World of Greyhawk. Looking for 4-6 players.
Character Creation rules would be:
25pt buy
Races need to be justified except for CORE
2 Traits, .
Average Gold.
No Evil
No gunslinger but Advanced Class is allowed (just no gun options if a swashbuckler).
Gods need to come from the World of Greyhawk.
I hope to make a determination by Friday.
Those chosen have to be able to post several times per day except for weekends.
Any questions?
Thalos Grande |
So, I'm interested, but I just have a concern about what you want with posting several times a day. I can post in the evenings and mornings everyday, but i'm limited on day posts Mondays and Wednesdays, and have more availability on other days. Otherwise, I'm interested and will get something set up. I just bring this up to begin with and would hate to be picked under false pretenses and have everyone waiting on me.
Dragonflyer1243 |
Here's my submission, a Paladin named Kouran, he'll eventually progress into Dragon Disciple, fitting with the name of the campaign.
Stats:
LG Medium Humanoid (Human)
Deity: Heironeous
Init +5; Senses; Perception -1
====================
Defense
====================
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 Armor)
HP 11/11
Fort +3, Ref +3, Will +1
CMD 17
====================
Offense
====================
Speed 20 ft.
Melee
Lucerne Hammer +5 1d12+6
BAB +1
CMB +5
Smite Evil 1/1
====================
Statistics
====================
Str 18, Dex 16, Con 12, Int 10, Wis 8, Cha 14
Skills Climb +1, Diplomacy +6, Knowledge(Religion) +4
Languages Common
Traits Reactionary; Magical Knack(Sorcerer)
Feats: Power Attack, Cleave
------------------------------
CLASS ABILITIES
------------------------------
Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 56
Money 62 GP 8 SP 0 CP
Scale Mail
1 Lucerne Hammer
1 Flask of Acid
1 Bedroll
1 Silk Rope(50 feet)
1 Bullseye Lantern
1 Flask of Lamp Oil
Backstory:
Kouran was always a large child, and he used his bulk to protect kids around him from various bullies in his village. However, he occasionally lost his temper and attacked those around him in an almost feral way. At a young age, he was sent to a monastery after seriously hurting an older boy in a fist-fight. Thanks to the best efforts of the monks to help him control his temper, he created a personal code that allows him to help protect those weaker than him, while not hurting people unnecessarily. Since then, he has travelled the world, doing everything he can to uphold his code, usually attempting to either pacify or intimidate those who he opposes rather than attacking them on sight.
Gnick Gnak PaddyWack |
Gnick Gnak PaddyWack wrote:Gold dragon.Dragonflyer1243 wrote:Very nice! What color dragon you looking to be?Here's my submission, a Paladin named Kouran, he'll eventually progress into Dragon Disciple, fitting with the name of the campaign.
Stats:** spoiler omitted **...
Ok
Jiraiya22 |
Jiraiya22 wrote:Is it alright if I play as an Aasimar?Can you justify one?
Aasimar are like Tieflings, they can show up wherever there are humans that commingle with the Upper and Lower planes. As to why one's adventuring, this one was born in the slums and feels the need to hunt down evil beings as a bounty hunter.
Sukrai |
Alright, here are the stats for my Sorceress, I'll have a background up later today as well.
LN Medium Humanoid (Human, Elf subtypes)
Deity: Wee Jas
Init +3; Senses Darkvision 60ft; Perception +0
Land Speed 30 ft.
====================
Defense
====================
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 Armor)
HP 10/10
Fort +1, Ref +2, Will +2
CMD 14
====================
Offense
====================
Melee:
Quarterstaff +2 attack, 1d6+2 damage, x2 crit
Dagger +2 attack, 1d4+2 damage, 19-20x2 crit
BAB +0
CMB +2
Ranged:
Light Crossbow +2 attack, 1d8 damage, 19-20x2 crit, 80 ft range
30 shots
====================
Statistics
====================
Str 14, Dex 14, Con 12, Int 18, Wis 10, Cha 13
32 years old, 5'9", 135 lbs
Skills: Bluff +3, Intimidate +3, Knowledge(Arcane, Local) +8, Linguistics +8, Sense Motive +5, Spellcraft +8
Languages: Common, Elven, Sylvan, Draconic, Orc, Shadowtongue, Undercommon
Traits: Signature Moves, Survivor
Feats: Toughness, Skill Focus (Sense Motive), Scribe Scroll
------------------------------
RACIAL ABILITIES
------------------------------
Thinblood Resilience (from the Underdark) [BOG]: Half-Elves from the underdark with this racial trait are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves. This racial trait replaces the elven immunities racial trait.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Wary Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others' motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.
Drow-Blooded Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (Wizard, Rogue)
------------------------------
CLASS ABILITIES
------------------------------
Spells: As normal
Cantrips: As normal
Arcane School: Illusion (Shadow)
Forbidden Schools: Necromancy and Transmutation
Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Shadow Spells (Su): At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highest-level wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language. This ability replaces arcane bond.
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-58 lb. Medium 59-100 lb. Heavy 101-163 lb.
Current Load Carried 54
Money: GP 3 SP 3 CP 7
1 Quarterstaff
1 Dagger
1 Cold iron dagger in wrist sheath
1 Light Crossbow with 30 bolts
1 Arcane Family Workbook with Mithril book lariat. Black leather and cold iron for bindings and glowing ink. (Stolen from former masters and given to her as a child by parents)
1 backpack
1 belt pouch
1 bedroll
1 blanket
1 loaf of bread
1 chunk of cheese
1 sweet meats
1 waterskin
1 bottle of common wine
1 bar of soap
50 ft hemp rope
1 Signal horn
1 hooded lantern
2 pints of oil
5 days trail rations
1 mess kit
1 Explorer's Outfit
1 Traveler's Outfit
drbuzzard |
Tarik of Urnst
Tarik was a young chymist apprentice studying in Radigast City (in the County of Urnst). Swept up in the civil war which briefly rent the nation, he was drafted into service with the Countess as a soldier. His deft hands meant he was assigned to be a bowman. Eventually the troubles calmed, and the opposing parties made peace. Finding out that his old master had died in the troubles, he went wandering across the Flaeness. Hoping to eventually get back on track with his old profession, he does practice his old trade to the extent that he remembers it.
Tarik of Urnst
Male Human Fighter 1
LG Medium humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Ranged shortbow +4 (1d6/×3)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 18, Wis 10, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot, Quick Draw
Traits firebug, indomitable faith
Skills Climb +1, Craft (alchemy) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Perception +1, Ride +3, Survival +4, Swim +1
Languages Common
Combat Gear acid (3); Other Gear scale mail, arrows (40), shortbow, pack saddle, mule, alchemist's kit, fighter's kit, saddlebags, 14 gp
--------------------
Special Abilities
--------------------
Firebug +1 to attack rolls with thrown splash weapons.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Deevor |
I thought of putting an idea for a mounted gnome summoner which might work ... have the idea he was mistakenly thinking himself a magnificent cavalier on his golden dragon steed (serpentine eidion, think Chinese dragon dancing dragon). A kind of Don Quioxte, misguided hero.
I can provide the stats when I get home.
If you like the idea, then he might not be powerful, but he might be fun ....
I'm a UK player, just so you know I will be posting.
Deevor |
Norman spent his childhood reading, studying and reading, and the books he chose were those histories and legends of heroes past, the dead god Aroden and any others. When he wasn't reading, he and his friends played out these legends, being famous dragon slayers or leading the armies of Mendev against daemons of the worldwound.
He grew and has continued his love of books, visiting bookshops at every opportunity. It was in one of these forays that he found the Arcanis Adventuis: Dracones de Plano externae, which not only described the great and ancient dragons of the outer planes, but hidden within the way to summon them and do your bidding. It was here he found a way to summon the dragon that he now rides and lives out his adventures, making his own legend.
Oh just been in Golarion mode, substitute Greyhawk places etc, to ov to the right setting.
Norman
Female Gnome Summoner 1 (Pathfinder RPG Advanced Player's Guide 54)
LG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +1; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d3/19-20) and
. . dagger +1 (1d3/19-20) and
. . morningstar +1 (1d6)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—summon monster
. . 1/day—arcane mark, comprehend languages, message, read magic
Summoner Spells Known (CL 1st; concentration +1):
. . 1st (1/day)—mage armor, summon monster i
. . 0 (at will)—acid splash, detect magic, guidance, resistance
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 15, Int 14, Wis 8, Cha 11
Base Atk +0; CMB -1; CMD 12
Feats Mounted Combat
Traits armor expert, librarian
Skills Knowledge (arcana) +8, Linguistics +6, Perception +1, Profession (librarian) +3, Ride +7, Spellcraft +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Giant, Gnome, Goblin, Sylvan
SQ eidolon link, life link, magical linguist, share spells with eidolon
Other Gear studded leather, dagger, dagger, morningstar, 113 gp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Librarian (Linguistics, 1/day) You are trained to manage and maintain books, and you find it easy to procure information from tomes. You gain a +1 bonus on Linguistics or Profession (librarian) checks, and one of these skills (your choice) becomes a class skill for you. Once per d
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Summon Monster I (3/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Tom Gendry |
That is correct, Golmar.
Well, I'll let you be the judge.
Let me know if Aasimar is ok or not, if not I'll rework him as a half-elf or something.
Orannis |
I've got a Half-Orc Shield Champion Brawler I'm chomping at the bit to play.
My setting-neutral personality/background is that she's a freedom-fighter type that is inclined to distrust large, heavily organized groups with specific agendas, even when that group's goals or ethics align with hers.
Taking a rough pass at plugging that into the setting, I'm thinking that perhaps her parents were forced to give her up due to commitments to the Harpers and spent her young life in an orphanage as a result. While she bears some personal animosity towards the Harpers as a result, she takes much greater issue with their tendency for "ends justify the means" approach to world-saving.
If this sounds like someone you'd want in the campaign, I can have the crunch up later tonight or tomorrow.