| Ghost of Hallow's Eve |
Last Stand on Hallow's Eve
This short adventure is a deathmatch survival game. The PCs play as survivors in the town of Spinster's Well.
The adventure begins just as a horde of zombies shamble into town. The PCs will have three hours of actions to gather resources, reinforce their position and plan for the onslaught.
After that, the PCs need to survive for as long as possible. Salvation may not be an option. Essentially, we're seeing just how long you can all hold off the horde?
PCs can be of any class but must be human.
20 point buy, average wealth, max hit points at 1st level.
Further questions can be asked below.
| Andrea1 |
Okay here is a write-up of Clyde McClod, aspiring lumberjack! I'll hold off making a profile until the choices are made.
Full Name : Clyde McClod
Race: Human
Classes/Levels Fighter 1 (hp)
Gender M
Size M
Age 21
Special Abilities :
Alignment: N
Deity :Eristel
Location :Spinster's Well
Languages Common
Occupation : Lumberjack!
Strength 18 (+4)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 8 (-1)
Wisdom 12 (+1)
Charisma 8 (-1)
Height: 6'4" Weight: 250 Hair:Brown Eyes: Brown
Favored Class: Fighter
EXP:
Hit Points: 13
Spd: 30
Init: +6
AC: 17( 5armor shield)/Touch 12/FF 15)
BAB: +1
CMB: +5
CMD: 17
Saves: Fort +3 Ref +2 Will +1
Weapons:
Greataxe +5 1d12+6 x3 (+4 1d12+8 w/Power attack)
Club +5 1d6+4
Skills: Profession-Lumberjack (1+1+3)5,Perception (1+1)2
Feats: Power attack, Improved Initiative, Cleave
Equipment:
Greataxe (20)
Club (0)
Scale mail (50)
Rope, Hemp (1)
Backpack (2)
Waterskin (1)
Gallon of ale (2 sp)
Bedroll (1 sp)
Flint&Steel (1 gp)
2 torches (2 cp)
2 days trail rations (1)
Potion of CLW (50)
48 gp 6 sp 7 cp
| Ashe |
Full Name : Jaxson Cane
Race: Human
Classes/Levels Synth Summoner 1
Gender M
Size M
Age 18
Special Abilities :
•Heart of the Streets Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
Alignment: LG
Deity :Troag
Location :Spinster's Well
Languages Common
Occupation : Soldier/Militia
Strength 18
Dexterity 14
Constitution 16
Intelligence 7
Wisdom 13
Charisma 7
Height: 6'6" Weight: 310 Hair:Blond Eyes: Green
Favored Class: Fighter
EXP:
Hit Points: 14
Spd: 30
Init: +2
AC: 23 T:13 FF:20 (+7armor,+2Dex,+3shield,+1Dodge)
BAB: +1
CMB: +5
CMD: 17
Saves: Fort +5 Ref +2 Will +1
Weapons:
Bastard Sword +5 1d10+4 19/20x2
Club +5 1d6+4 x2
Skills: Profession-Soldier (1+1+3)5
Feats: Exotic Weapon Bastard Sword, Shield Focus, Dodge
Equipment:
Bastard Sword (35)
Four Mirror Armor (45)
Armored Kilt (20)
Shield Heavy Steel (20)
Gauntlet (locked x2) (16gp)
Pathfinder Kit x2 (24gp)
x5 Javelin
10gp remaining
This seems awesome, would love to be part of this.
| TLO3 |
Jense Cruit
N Male Human Falconer 1
Init +2; Senses Perception +4 (+6 vs. Undead, Additional +2 when Flay is adjacent)
==DEFENSE==
AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex)
HP 14 (1d10+4, +1 FC, +3 Con)
Fort +5, Ref +4, Will +0
Armor Scale mail
==OFFENSE==
Spd 20 ft/x4
Melee Falchion +5 (2d4+6) 18-20/x2
Melee Guisarme +5 (2d4+6) 20/x3, reach, trip (+2 CMB)
Ranged Throwing Axe +3 (1d6+4) 20/x2
==STATISTICS==
Str 18, Dex 14, Con 16, Int 8, Wis 11, Cha 7
BAB +1, CMB +4, CMD +16
FeatsQuick Draw, Power Attack
Skills Climb +5, Knowledge (nature) +3, Perception +4 (+6 vs. undead; additional +2 when near Flay), Survival +4 (+7 to track undead), Stealth +3, Swim +5
Abilities Favored Enemy: Undead +2, Track, Feathered Companion
Traits Armor Expert, Heirloom Weapon (Guisarme – CMB bonus)
Languages Common
Worn
Scale Mail (50g, 30lbs)
Falchion (75 gp, 8 lbs)
Guisarme (9 gp, 12 lbs)
Throwing Axe x 4 (32 gp, 8 lbs)
Explorer’s outfit (-, 8 lbs)
Backpack (2 gp, 2 lbs)
Belt pouch (1 gp, ½ lb)
-In backpack-
Flint and Steel (1gp)
Trail rations x3 (1 gp, 5sp, 3 lbs)
Blanket (2 sp, 1 lbs)
Bedroll (1 sp, 5 lbs)
Waterskin x2 (2 gp, 8 lbs)
Soap (1 cp, 1/2 lb)
Rope, hemp 50 ft. (1 gp, 10 lbs)
-in Belt pouch-
Coin 1 sp 9 cp
Size Small;
Speed 10 ft., fly 80 ft. (average);
AC +1 natural armor;
Attack bite (1d4), 2 talons (1d4);
Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6;
Special Qualities low-light vision.
-----Flay Offense-----
Initiative: +2
Movement: 10ft. (walking), 80ft. (flying)
Melee To Hit: +2
Melee Damage: Bite (1d4), 2 Talons (1d4)
-----Flay Defense-----
HP: 8
AC: 14 FF: 12 Touch: 13
Saves: Fort: +4 Ref: +5 Will: +2
Fly +8, Perception +6 (+8 near Jense), Stealth +6
Archetype: Bodyguard
Feat: Toughness, Alertness when with Jense
Bombard
Deliver
Hunt
Exclusive
Roam*
Guard
Attack
| Zotsune |
Male 22 Human Samurai 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +0
Languages Common
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 13 (1d10)
Fort +4, Ref +2, Will +0
OFFENSE
Speed 20 ft. (4 squares), Melee Tetsubo +6 (1d10+5/x4)
STATISTICS
Abilities Str 20 (+5), Dex 15 (+2), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 7 (-2)
Base Atk +1; CMB +6; CMD 18
Feats Power Attack, Furious Focus
Skills Acrobatics +3, Climb +9, Handle Animal +2, Ride +6, Swim +9; Armor Check Penalty –5
Combat Gear Tetsubo, Four-Mirror Armor; Other Gear Kit, Cavalier’s, Outfit, Traveler’s, 17 Gold remaining
Encumbrance light 133 lb., medium 266 lb., heavy 400 lb.; Weight Carried 167 lb. (excluding tender)
SPECIAL ABILITIES
Power Attack +2 to damage, -1 to hit.
Furious Focus You do not suffer Power Attack’s penalty on melee attack rolls, when wielding a two-handed weapon or a one-handed weapon with two hands, on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Challenge (Ex) 1/day -2 AC to target(s) not challenged, the challenged target takes extra damage equal to his Samurai level only on melee attacks.
Mount (Ex) A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the samurai’s level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts.
A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai’s mount does not gain the share spells special ability.
Order (Ex) At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.
Order of the Warrior
Challenge: Whenever an order of the warrior samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.
Resolve (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Thomas
Male Large Horse 1
Init +;1 Senses Low-light Vision, Scent; Perception +6
Languages Horse?
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 natural armor, +1 Dex)
hp 14 (2d8)
Fort +5, Ref +4, Will +1
OFFENSE
Speed 50 ft. (10 squares), Melee bite +4 (1d4/x2), 2 hooves +4(1d6/x2)
STATISTICS
Abilities Str 16 (+3), Dex 13 (+1), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +1; CMB +4; CMD 15
Feats Light Armor Proficiency, Improved Natural Armor
Skills Perception +6
Other Gear None (Will put on the riding saddle, saddle bags, and put the animal feed in the saddle bags.)
Encumbrance Light: 152, Medium: 306, Heavy: 460
| Ashe |
Race: Human
Classes/Levels Fighter 1
Gender M
Size M
Age 18
Special Abilities :
•Heart of the Streets Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
Traits: Defender of the Society, Undead Hunter
Alignment: LG
Deity :Torag
Location :Spinster's Well
Languages Common
Occupation : Soldier/Militia
Strength 18
Dexterity 14
Constitution 16
Intelligence 7
Wisdom 13
Charisma 7
Height: 6'6" Weight: 310 Hair:Blond Eyes: Green
Favored Class: Fighter
EXP:
Hit Points: 14
Spd: 30
Init: +2
AC: 24 T:14 FF:21 (+7armor,+2Dex,+3shield,+1Dodge,+1trait)
BAB: +1
CMB: +5
CMD: 17
Saves: Fort +5 Ref +2 Will +1
Weapons:
Bastard Sword +5 1d10+4 19/20x2 (+1Damage VS Undead)
Club +5 1d6+4 x2
Skills: Profession-Soldier (1+1+3)5
Feats: Exotic Weapon Bastard Sword, Shield Focus, Dodge
Equipment:
Bastard Sword (35)
Four Mirror Armor (45)
Armored Kilt (20)
Shield Heavy Steel (20)
Gauntlet (locked x2) (16gp)
Pathfinder Kit x2 (24gp)
x5 Javelin
10gp remaining
Jaxson is a young hadsome man born and raised in Spinster's Well. He loves the ladies and likes to think himself a playboy. He doesn't do as well with them as he thinks he does, but excessive drinking helps to forget. He works with the local malitia and is trained and equiped well, but would rather spend the time relaxing and preparing for another evening out.
| RainyDayNinja RPG Superstar 2013 Top 16 |
Here's my Gunslinger. I plan on eventually getting a double hackbut as my main weapon, and taking a level of Diviner (Scryer) Wizard to get early entry into Eldritch Knight.
Tex "Arcana" Johannson
NG Male Human Gunslinger (Musket Master) 1
Init +5; Senses Perception +6
==DEFENSE==
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
HP 11 (1d10+1, +1 Con)
Fort +3, Ref +5, Will +2
Armor Studded leather
==OFFENSE==
Spd 30 ft/x4
Melee Battleaxe +3 (1d8+3) 20/x3
Melee Handaxe +3 (1d6+2) 20/x3
Ranged Battered musket +4 (1d12) 20/x4
==STATISTICS==
Str 14, Dex 17, Con 12, Int 14, Wis 14, Cha 7
BAB +1, CMB +3, CMD 16
Feats Point Blank Shot, Precise Shot, Rapid Reload (muskets), Gunsmithing
Skills Climb +5, Craft (alchemy) +6, Knowledge (arcana) +3, Perception +6, Spellcraft +3, Survival +6, Swim +5
Abilities Grit (2/2)
Deeds Steady Aim, Quick Clear, Deadeye
Traits Reactionary, Never Stop Shooting
Languages Common, Hallit, Dwarf, Osiriani
Gear Gunslinger's Kit, Battleaxe, Handaxe, Studded Leather Armor, Powder+Shot x30, Alchemical Cartridge (paper) x5, Alchemist Fire x2, 5gp
| Menton Rushhec |
Stargaizer's submission
NG Male Human Druid (Saurian Shaman) 1
Init +2; Senses Perception +7
==DEFENSE==
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dex)
HP 11 (1d8+1, +2 Con)
Fort +4, Ref +2, Will +5
Armor: Studded leather
==OFFENSE==
Spd 30 ft
Melee Scimitar +1 (1d6+1) 18-20/x2
Melee Club +1(1d6+1) x2
Ranged Shortspear +2 (1d6+1) x2 (5x shortspears)
Ranged Touch Attack +2 (varies) x2
==STATISTICS==
Str 13, Dex 14, Con 14, Int 13, Wis 16, Cha 12
BAB +0, CMB +1, CMD 13
Feats: Fast Learner
Skills: Handle Animal +5, Heal +7, Knowledge (nature) +7, Perception +7, Profession (Woodsman) +7, Ride +6, Survival +5
Features: Spontaneous Casting (Summon spells), Wild Empathy (dino/reptile = full round action/+4 bonus)
Prepared Spells:
0th: Purify Food & Drink
Mending
Guidance
Prestidigitation (Trait)
1st:
Cure Light Wounds
Produce Flames
(Spontaneous Cast = Summon Nature's Ally I)
Traits: Two-World Magic (Prestidigitation), Armor Expert
Languages: Common, Elven, Druidic
Gear: Armors & Weapons (43)
Druid Kit (14)
50' Silk Rope (10)
Trail Rations x 6 (3)
0 gp
Ace the Ankylosaurus
NG Male Animal Companion (Dinosaur) 1
Init +2; Senses Perception +5
==DEFENSE==
AC 21, touch 12, flat-footed 19 (+9 armor, +2 dex)
HP 9 (2d8, -1 Con)
Fort +2, Ref +5, Will +1
Armor: Natural Armor
==OFFENSE==
Spd 30 ft
Tail: +2 (1d6) x2
==STATISTICS==
Str 10, Dex 14, Con 9, Int 2, Wis 12, Cha 8
Feats: Weapon Focus (Tail)
Skills: Perception +5, Survival +2
Tricks: Hunt, Attack, Come, Defend, Down, Guard, Heel (trained in combat riding)
Features: Link, Share Spells
Menton and Ace were apparently wandering through the wilderness, keeping an eye on things, in the wrong place, at the wrong time. Or was it the right place at the right time?...
| Kor - Orc Scrollkeeper |
Sounds fun. I'm throwing in a drunken dwarf engineer alchemist.
Grizwold Beergut
Grizwold Beergut
Male Dwarf Alchemist (Preservationist) 1
NG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +5, Ref +4, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +0 (1d4/19-20/x2)
Ranged Bomb +3 (1d6+3 Fire/x2) and
. . Light crossbow +2 (1d8/19-20/x2)
Special Attacks bomb 1d6+3 (4/day) (dc 13), hatred
Alchemist (Preservationist) Spells Prepared (CL 1):
1 (2/day) Shield, True Strike
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 16, Int 16, Wis 14, Cha 6
Base Atk +0; CMB +0; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
Feats Brew Potion, Point Blank Shot, Throw Anything
Traits Armor Expert, Mathematical Prodigy (Knowledge [engineering])
Skills Acrobatics +1 (-3 jump), Climb -1, Craft (alchemy) +7 (+8 to create alchemical items, +9 on checks related to metal or stone), Craft (carpentry) +7 (+9 on checks related to metal or stone), Disable Device +3, Escape Artist +1, Fly +1, Knowledge (arcana) +8, Knowledge (engineering) +8, Knowledge (nature) +7, Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +1, Spellcraft +7, Stealth +1, Swim -1; Racial Modifiers alchemy +1, craftsman
Languages Common, Dwarven, Giant, Gnome, Undercommon
SQ hardy, mutagen (dc 13), slow and steady, stability, stonecunning +2
Other Gear Chain shirt, Crossbow bolts (30), Dagger, Light crossbow, Alchemy crafting kit, Artisan's tools (Craft [carpentry]), 13 GP
--------------------
TRACKED RESOURCES
--------------------
Bomb 1d6+3 (4/day) (DC 13) (Su) - 0/4
Crossbow bolts - 0/30
Dagger - 0/1
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Expert -1 Armor check penalty.
Bomb 1d6+3 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Grizwold Beergut long ago left the dwarven lands, seeking out fame and fortune in the lands of the humans. He quickly became an accomplished an renown architect. His skills of knowledge and engineering were in high demand in the human lands. That was several years ago though, until great economic strife hit the lands. The proud dwarf soon found himself without employment and have no prospects anytime soon.
Grizwold could not return to his homeland a failure so he did the next thing that came natural to him... he drank beer. Lots of beer. Oh so much beer. He has managed to support himself by doing small odd jobs at taverns and inns. Their payment has usually either been with a room or free beer -- and on a good night, both.
Grizwold continues to wish to seek his glory days where he can put his skills to good use. But for now, he drinks.
| Azure_Zero |
Since I can't decide on what to play as I'll randomise it.
Assault:Barbarian,Fighter
Skilled:Ninja,Ranger
Divine:Cleric,Paladin
Arcane:Sorcerer,Alchemist
ass/skill: 4d100 ⇒ (64, 16, 2, 44) = 126*Barbarian,Fighter,Ninja,Ranger
div/arc: 4d100 ⇒ (32, 78, 29, 78) = 217Cleric,*Paladin,Sorcerer,*Alchemist
Tie breaker: 2d10 ⇒ (10, 4) = 14*Paladin, Alchemist
Final Class Select: 2d10 ⇒ (4, 6) = 10 Barbarian, *Paladin
Class:Paladin
Arche: 4d100 ⇒ (25, 47, 100, 18) = 190Archetypes:Normal, Hospitaler, *Oath Against Undeath, Undead Scourge
Gender: 2d6 ⇒ (2, 6) = 8 Female
I'll be submitting a Paladin(Oath Against Undeath).
| Larma |
Looks like we have so far:
Clyde McClod: Greataxe Fighter (lumberjack) - Andrea1
Jaxson Crane: Fighter (melee) - Ashe
Jense Cruit: Falconer Ranger (melee + bird) - TL03
Oni-Kanabo: Samurai (melee) - Zotsune
Larma: Juju Oracle (divine + undead control) - D-Kal (that's me!)
Tex "Arcana" Johannson: Musket Master Gunslinger (heavy artillery) - RainyDayNinja
Eric Duponte: Cleric (divine + channel) - WerePox47
Menton 'Mr. Dino' Rushhec: Saurian Shaman Druid - Stargaizer
Kaleo Timoti: Mad Dog Barbarian (combat tank) - Jelani
Other Submissions:
Grizwold Beergut - illegal dwarf race
Azure Zero's paladin in progress
Looks like Tex "Arcana" is our only focused ranged submission. Plenty of melee and a couple of divine.