Dread
|
and here he is....
Stave Rogars
LG Male Human Paladin 1
Init +1; Senses: Perception +1
==DEFENSE==
AC 18, touch 11, flat-footed 17 (+5 armor, +2 Shield, +1 Dex)
HP 16 (1d10 +1 FC, +2 Con, +3 Toughness)
Fort +5, Ref +1, Will +5
Scale Male (+5 Armor Bonus/Max Dex- +3/-4 AC Check/Max Speed 20)
Heavy Steel Shield (+2 Sheld Bonus/-2 AC Check)
==OFFENSE==
Spd 20'/x4
Melee Longsword +4 (1d8+2) Crit: 19-20/x2 (S)
Melee Light Flail +3 (1d8+2) Crit: 20/x2 (B) Disarm (+2), Trip (Can drop weapon if failure results in being tripped)
Melee Handaxe +3 (1d6+2) Crit: 20/x3 (S)
Ranged Light Crossbow +2 (1d8) Crit: 19-20/x2 (P) Ammo: 40
Alchemists Fire (x1) +2 Ranged Touch (1d6 +1d6 next round. Splash 1 on adjacent)
==STATISTICS==
Str 14(+2), Dex 12(+1), Con 15(+2), Int 10(0), Wis 14(+2), Cha 14(+2)
BAB +1, CMB +3 (smite opponent:+5), CMD 14 (Smite Opponent-16)
Feats Toughness, Weapon Focus:Longsword,Simple Weapons, Martial Weapons, Shield Proficiency, Light Armor, Medium Armor, Heavy Armor
Skills Diplomacy: +6, Knowledge Religion: +4 Perception: +1
Abilities Faint Aura of Law and Good, Detect Evil, Smite Evil 1xDay (+2 hit/+1 damage vs 1 opponent. First successful attack is +2 damage vs Evil Outsider/Dragon/Undead. +2 to AC deflection mod vs target. Bypasses DR)
Traits: Indomitable Faith (+1 on Will Saves), Resilient (+1 on Reflex Saves)
Languages Common
Gear: Scale Armor, Heavy Steel Shield, Longsword , Light Flail, Handaxe, Light Crossbow, 40 Bolts, Paladins Kit (Backpack, Bedroll, Belt Pouch, 10 Candles, Flint and Steel, Iron Pot, Mess Kit, 50' Rope, Soap, 10 Torches, 5 days Trail Rations, Waterskin), 1 Alchemists Fire, 3 Tinder Twigs, 4 Gold
| Andrea1 |
I could make a barrel of holy water to similar effect, but my spell selection is rather limited. And for some reason holy water costs significantly more than alchemist's fire. Which is especially odd since it takes a spell, whereas with enough money the alchemist can craft fire all day long.
Clyde: I'M COMING HOME MOMMA! *slams Alchemist Fire keg over the head of a zombie.
| Kor - Orc Scrollkeeper |
I would like to apply with:
Zalar Oathsworn, Human Alchemist and General Know-It-All
Zalar Oathsworn
Male Human Alchemist (Chirurgeon) 1
NG Medium Humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2)
Ranged Bomb +3 (1d6+4 Fire/x2) and
. . Light crossbow +2 (1d8/19-20/x2)
Special Attacks bomb 1d6+4 (5/day) (dc 14)
Alchemist (Chirurgeon) Spells Prepared (CL 1):
1 (2/day) Shield, True Strike
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Brew Potion, Point Blank Shot, Precise Shot, Throw Anything
Traits Armor Expert, Mathematical Prodigy (Knowledge [engineering])
Skills Acrobatics +1, Climb -1, Craft (alchemy) +8 (+9 to create alchemical items), Craft (carpentry) +8, Craft (traps) +8, Disable Device +5, Escape Artist +1, Fly +1, Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (nature) +8, Perception +5, Ride +1, Spellcraft +8, Stealth +1, Survival +5, Swim -1; Racial Modifiers alchemy +1
Languages Common, Draconic, Giant, Gnome, Undercommon
SQ mutagen (dc 14)
Other Gear Chain shirt, Crossbow bolts (30), Dagger, Light crossbow, Alchemy crafting kit, Artisan's tools (Craft [carpentry]), 13 GP
--------------------
TRACKED RESOURCES
--------------------
Bomb 1d6+4 (5/day) (DC 14) (Su) - 0/5
Crossbow bolts - 0/20
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+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Mutagen (DC 14) (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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Zalar has always been a curious sort. He has always enjoyed building things and has apprenticed with an architect in the past. Recently he has begun experimenting with chemicals and has quite enjoyed some of the more explosive discoveries. He has recently travelled to Spintster's Well to gather some rare chemicals for some of his experiments.
| Azure_Zero |
Name: Eve Valeria Abia
Race: Human(Ulfen)
Class: Paladin (Oath Against Undeath) 1
Gender: Female
Age: 18
Alignment: NG
Deity: Korada, the empyreal lord of foresight, forgiveness, and peace.
Languages:Common, Skald, Elven.
Stats*: 14,14,13,13,12,12
STR: 16 = 16 + 0 + 0 (5 +2 Racial)
DEX: 14 = 14 + 0 + 0 (5)
CON: 13 = 13 + 0 + 0 (3)
INT: 12 = 12 + 0 + 0 (2)
WIS: 10 = 10 + 0 + 0 (0)
CHA: 14 = 14 + 0 + 0 (5)
Hit Points: 11/11
Init: 2 = 2(Dex)
Melee: 4
Range: 3
+4 Longsword 1d8
+4 Cestus 1d4
AC: 19:13:16
Skills Paladin=2 + SK + INT = 2 + 1 + 1 + FC = 5
ACP = -1 //Armour Check Penalty
Acrobatics: 2 = 0 + DEX Mod + 0 - ACP;
Appraise: 1 = 0 + INT Mod + 0;
Bluff: 2 = 0 + CHA Mod + 0;
Climb: 3 = 0 + STR Mod + 0 -ACP;
*Craft: 1 = 0 + INT Mod + 0;
*Diplomacy: 6 = 1 + CHA Mod + 3;
Disable Device: NA = NA + DEX Mod + 0 -ACP;
Disguise: 2 = 0 + CHA Mod + 0;
Escape Artist: 2 = 0 + DEX Mod + 0 -ACP;
*Handle Animal: 2 = 0 + CHA Mod + 0;
*Heal: 0 = 0 + WIS Mod + 0;
Intimidate: 2 = 0 + CHA Mod + 0;
Know(Arcane): NA = NA + INT Mod + 0;
Know(Dung): NA = NA + INT Mod + 0;
Know(Engin): NA = NA + INT Mod + 0;
Know(Geo): NA = NA + INT Mod + 0;
Know(Hist): NA = NA + INT Mod + 0;
Know(Local): NA = NA + INT Mod + 0;
Know(Nature): NA = NA + INT Mod + 0;
*Know(Noble): NA = NA + INT Mod + 0;
Know(Planes): NA = NA + INT Mod + 0;
*Know(Religion): 5 = 1 + INT Mod + 3;
Linguistics: NA = NA + INT Mod + 0;
Perception: 5 = 1 + WIS Mod + 3 + 1(trait);
Perform (Sing): 2 = 0 + CHA Mod + 0;
*Profession(Barmaid): 0 = 0 + WIS Mod + 0;
*Ride: 2 = 0 + DEX Mod + 0 -ACP;
*Sense Motive: 4 = 1 + WIS Mod + 3;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
*Spell Craft: NA = NA + INT Mod + 0;
Stealth: 3 = 1 + DEX Mod + 0 -ACP;
Survival: 3 = 0 + WIS Mod + 0 +3(SF);
Swim: 3 = 0 + STR Mod + 0 -ACP;
Use Magical Device: NA = NA + CHA Mod + 0;
Class features, Feats, Traits and Racial Traits
Prof:
weapons: Simple + Martial
Armour: All
Class features:
Paladin
Aura of good,
Detect Undead,
Smite Evil 1/day
Feats:
Skill Focus(Survival)
Dodge
Traits:
Armour Expert (-1ACP)
Seeker (+1 perception, + CS)
Racial Traits:
Skilled
Focused Study(SF(Survivial),(SF)8th level, (SF)16th level)
AC, Saves, Attacks
AC:
Armoured
AC: 19 = 10 + 4(Armour) +2(Shield) +2(Dex) +1(Dodge);
Touch: 13 = 10 +2(Dex) + 1(Dodge);
Flat: 16 = 10 + 4(Armour) +2(Shield);
Saves:
Fort: 3 = 2+0(base) +1(CON);
Ref: 2 = 0+0(base) + 2(DEX);
Will: 2 = 2+0(base) + 0(WIS);
Attack:
Melee: 4 = 1(base) + 3(STR);
Range: 3 = 1(base) + 2(DEX);
CMB: 4 = 1(base) + 3(STR);
CMD (Armour): 16 = 10 + 1(base) + 3(STR) + 2(DEX);
Equipment
Weapons: (15 + 5)
Longsword (1d8 19-20 X2, S) 4
Cestus (1d4 19-20 X2, B or P) 1
--Weight:6
Armour:(100gp + 9) (129)
Chain Shirt (+4AC, +4 Dex, -2ACP, 20%)
Shield, light steel (+2AC,ACP -1, 5%)
--Weight:36 (42)
Misc: (139)
Adventure Gear: (+ 9gp, 3sp 1cp)
Back Pack (2)
Bed roll (5)
Chalk * 10
Flint and Steel
Pouch, Belt (1/2)
Sack (1/2)
Sewing Needle *4
Water skin (4)
Trail rations *2 (1 each)
Whetstone (1 lb)
Holy symbol, wooden
--Weight:15 (57)
Clothes:
Explorer
--Weight:2
Weight Total:59
Light: 76, Med: 153, Heavy: 230
Cash: 175 - expenses
0 Platinum
10 Gold
0 Silver
0 Copper
Will complete backstory after school
| Zotsune |
| Ghost of Hallow's Eve |
I'm a sucker for large parties. And in a survival game, we may lose people rather quickly. So in any case, I've gone and decided to keep all 12 characters.
Now that we have that done with, I recommend everyone read the Last Stand on Hallow's Eve rules below before getting started.
===
LAST STAND RULES
Last Stand plays out really quickly. I will have a link to the Known Map of Spinter's Well on a google doc that you will be able to check at all times.
Zombies are very much nocturnal and won't come out during the day. Use this time to search for equipment, food, water and medicine. At night, the monsters come prowling so I suggest you find time to head on back.
Usually the day will be split into six "four hour blocks". There are 4 Day Blocks and 2 Night Blocks. Actions are assumed to take up a block of time. This will reduce complexity.
Now, let me just roll up where everyone starts... When game begins (Sat-Sun) check to see where you begin and who you begin with.
Clyde McClod Starting Place: 1d4 ⇒ 1
Jaxson Crane Starting Place: 1d4 ⇒ 3
Jense Cruit Starting Place: 1d4 ⇒ 1
Oni-Kanabo Starting Place: 1d4 ⇒ 3
Larma Starting Place: 1d4 ⇒ 4
Tex "Arcana" Johannson Starting Place: 1d4 ⇒ 4
Eric Duponte Starting Place: 1d4 ⇒ 3
Menton 'Mr. Dino' Rushhec Starting Place: 1d4 ⇒ 1
Kaleo Timoti Starting Place: 1d4 ⇒ 1
Eve Valeria Abia Starting Place: 1d4 ⇒ 4
Stave Rogars Starting Place: 1d4 ⇒ 4
Zalar Oathworn Starting Place: 1d4 ⇒ 1
Good luck and may the best survivor win.
| Eric Duponte |
I do have 9/day.. And then i have an aoe blind 7 times a day! Thats for running fyi.. Only thing that sucks is that they have to be less hd than me to blind em, so itll be a few levels before that works lol.. Perhaps i should switch that as i just realized its not so good.. Yea im swapping from Glory/Light to Heroism/Sun..
| Eve Valeria Abia |
Groups:
Team Dino
Clyde McClod - Fighter
Jense Cruit - Ranger(Falconer)
Menton 'Mr. Dino' Rushhec - Druid (Saurian Shaman)
Kaleo Timoti - Barbarian (Mad Dog)
Zalar Oathworn - Alchemist (Chirurgeon)
Team Bashy Cutty Stabby!
Jaxson Crane - Fighter
Oni-Kanabo - Samurai
Eric Duponte - Cleric
Team Goodness.
Larma - Oracle
Tex "Arcana" Johannson - Gunslinger (Musket Master)
Eve Valeria Abia - Paladin(Oath against Undeath)
Stave Rogars - Paladin