Legendary Planet - Goblins in Spaaaace!!! (Inactive)

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 1, 'To Worlds Unknown'

...in which, our unlikely heroes find themselves on the unknown world of Argosa...

Party Health
Ravboom: 11/36HP, 3 Hero Points
Palomia Kasic: 24/24HP, 3 Hero Points
Relas: 10/26HP
Vael Dahl: 6/22HP, 3 Hero Points
Blekk: 22/35HP, 3 Hero Points

Maps
Lomrick's Laboratories
Zel-Argose


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So, back to Commarch's at some point and meeting up with your contact? In terms of moving the story on a little bit, it's probably time to start dropping your desire to find Lomrick into the conversation / relationship with Zomskane (Not that I want to railroad you folks but I kinda figured we could do with some direction here :))....


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Sounds good to Rav.


Inactive

Me too! By the way, working has been kicking my butt lately so that's why I've been slower to post than normal. If I don't get a post up tonight I'll get one tomorrow :)


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Yes to plot! I feel you on the work butt kicking. Spring brings much more work.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Ya... In my case it was a medication change which was causing insomnia which made me irritable and unable to concentrate. I found out that I could do simple copy-paste things and organization easily enough but actual roleplaying was almost impossible to actually wrap my brain around :(
Insomnia is still here but I am starting to be able to cope with it more, so I expect that my posting should improve, if I go silent, well this is probably the reason why :(
so bot the (ro)bot as needed :)

Edit: and apparently the last half a dozen posts didn't show up for me, either way, I should get something up here now.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

You know, for a completely metal contraption, Claptrap sure has a lot of cheek sometimes :P


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

CT you are so freaking adorable! I just want to hug you :)

Sorry Vael is gonna be a little bit of a wet blanket Ravboom.

And I apologize for the slowing of my posts. We have a new system at work and this has added about an hour and a half to the night. That combined with the business finally picking up as the weather warms has zapped me.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

No problem. On either the slow posts or the wet blanket stuff. Rav's chaotic good, emphasis on chaotic, but he's still a goblin, so chaotic good to a goblin is kind of a twisted but ultimately heart in the right place head in the 'WTF' realm. His solutions will never be what you would expect of a long shanks.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

I am having some family drama / emergencies so please bot me if need be.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

The family emergency turned into a death so please bot me if I am not posting. I will most likely go though bouts of frequent posting and then none at all for a while.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Condolences. :(


Inactive

I'm sorry for your loss, Vael. We'll be here whenever you feel up to posting and I'll keep your family in my prayers.


Truly sorry to hear that Vael... As the others have already said, the game's here when you are up to it - in the meantime, look after yourself and your family.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

On other notes, if we're going to replace our two vanished players, now would be a good time to recruit new players, given the whole about to leave town thing.


Ravboom wrote:
On other notes, if we're going to replace our two vanished players, now would be a good time to recruit new players, given the whole about to leave town thing.

I'm going to run the game with four players for a short while... leaving town and doing this job will only be IRL a short excursion... and then I'll see how we're going (I suspect we will need a new frontliner!!!!)


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Yup. Thats difficult :(
As Ravboom put it, Condolences.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Leveling up to 4!
You know, I completely forgot where I was going to go at lvl 4 so I will need to re-read back a bit and figure that out ^_^
So that should include....
+1000gp
+5hp
+1 Will
+1 BAB
+1 Cha
+1 Weapon
+1 Armor
+1 Mystery
+10 Skill Points
+1 Hero Point?
Mythic?

(I am not sure if I have hero points, you have them listed up top so I just added them to my sheet. And Mythic, I am still normal, I assume for a while longer?)

Not bad, +1000 gold and a level, just from running away scared from a bit of water down a dingy pipe and failing to jump out of a hole! (I had to get carried out >_>...)


No Mythic for CL4P-TP nor Vael... for the Universe to make sense, I kind of need you folks to have travelled through a gate to make that happen - there will be a point in the not too distant future when that happens so definitely level up with some kinda plan as to what flavour of Mythic you might be going for...


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Additional modifications:
+1 AC from Cha
+1 Focused Trance
+1 FCB (Skill Point)
+1 lvl 1 Spell per day
+4 lvl 2 Spells per day
+1 Cantrip (Enhanced Diplomacy)
+1 2nd Spell Known (Enthrall) I forgot I had spells :P
-4 ACP (I missed this earlier)
Brain Drain Mystery
+1 Language ()

Skills:
Appraise +1 (+7)
Diplomacy +1 (+13)
Disabe Device +1 (+6)
K: Engineering +1 (+13)
Linguistics +1 (+10)
Lore: Jagadines +1 (+7)
Lore: Xenobiology +3 (+10)
Spellcraft +1 (+10)

Skills modified by +1 Cha:
Diplomacy +1 (+13)
Intimidate +1 (+9)
Preform: Sing +1 (+6)

Skills Modified by -4 ACP:
Acrobatics -4 (-6)
Climb -4 (-9)
Disable Divice -4 (+6)
Swim -4 (-5)

I had to choose between +1 to all Knowledge skills (Lore Keeper) or Brain Drain. Just a clarification; if I use Brain Drain on a target I get to make a K check using the targets K modifier and the targets knowledge (aka I could learn the name of the targets boss) or do I use the targets K modifier and my own knowledge?

Also, I was thinking. RavBoom was talking about us all using firearms at some point in the future and I just remembered that I have the Master Tinkerer trait. Would it work if we "collaboratively crafted" the firearm? Would that allow me to gain proficency? I still wouldnt be able to repair it or craft ammunition, and I would intend to take Gunsmithing at 5th so that I could do those things.
I would be willing to invest skill ranks into it if you allow me :)

Master Tinker wrote:
+1 to Disable Device and Knowledge (engineering). Proficient with any weapon they have personally crafted.

As for languages, I have Binary, Celestial, Common, Elven, Goblin, Infernal and Ultari.

What would you suggest for my next one?

As for Mythic, if I remember correctly I was planning on going Hierophant with Persuasive Countenance and Mythic Persuasive.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav is taking his first Artisan level this level, and will be working on making some Wondrous Items as we travel, using his funds and enhcantment pool

He'll be adding the following magical items over time, with GM permission :

Cap of Human Guise (let's him pretend to be a human child, a gnome, or a halfling at will)
Sleeves of Many Garments (changes his out fit at will)
Muleback Cords (gives him a +8 str for carrying purposes)

All of them will be built using clockwork (sleeves will be gears that draw different colored swatches around on his body to alter his appearance), the cap will be a clockwork steampunk style hat that spins different bits depending on it's settings, and the cords will be basically a cyber-frame.


Inactive

Haven't forgotten, have just been out and about most of the day the past couple of days and I head back to work tomorrow. I'll get Palo (and Relas!) leveled after I get home tomorrow night :)


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Thank you all. I should be back to posting monday though this whole month will be a little sporadic on that front since we are emptying the house and this is rather painful.

I will get her leveled at some point next week I hope, should be a nice distraction. Do I get to shop with that 1000 gold CT mentioned?


Inactive

Good to see you back somewhat Vael, but don't rush things - post as you feel up to it, okay?

Re: leveling - I've got everything done for Palo on her HeroLab file except picking her two brand new shiny 2nd level spells. The USummoner spell list is a bit more limited than the CSummoner's was, but does anyone have any requests? Buff spells, like Bear's Endurance or whatnot? Or perhaps control spells like Glitterdust or Create Pit?


Vael Dahl wrote:

Thank you all. I should be back to posting monday though this whole month will be a little sporadic on that front since we are emptying the house and this is rather painful.

I will get her leveled at some point next week I hope, should be a nice distraction. Do I get to shop with that 1000 gold CT mentioned?

Yep, everyone is getting 1,000 Gold...

Ravboom wrote:

He'll be adding the following magical items over time, with GM permission :

Cap of Human Guise (let's him pretend to be a human child, a gnome, or a halfling at will)
Sleeves of Many Garments (changes his out fit at will)
Muleback Cords (gives him a +8 str for carrying purposes)

Sounds cool...


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

I still need to know what a good language to pick is and whether I can Co-craft a firearm with RavBoom :)

Also, Claptrap already has muleback chords so if anyone wants me to porter stuff, I can.


Inactive

Okay, here we go:

Level Up - UnSummoner 4th

+7 HP
+1 BAB
+1 Will
+1 Constitution
+2 Second Level Spells Known - Barkskin & Glitterdust
+2 Second Level Spell Castings/Day
+5 Skill Points (Kn. Arcana, Kn. Planes, Perception, Spellcraft, UMD)
+2 Background Skill Points (Profession: Scribe x2)
Shield Ally: - At 4th level, whenever a summoner is within his eidolon’s reach, the summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Level Up - Relas, Eidolon 4th

+1 HP (Palomia FCB)
Gained Cold Resistance 10 and Sonic Resistance 10 (Agathion Subtype)


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Did you remember your level 4 stat bonus?


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Almost done, question for the GM. The tools that Rav scavenged from the Gar'Silt facility, were those regular tools or Mastercraft tools?


CL4P-TP wrote:

I still need to know what a good language to pick is and whether I can Co-craft a firearm with RavBoom :)

Also, Claptrap already has muleback chords so if anyone wants me to porter stuff, I can.

As, at least partially, the ex robotic assistant of Lomrick, I'd say that Jagladine would be a good language to know...

...and I guess co-crafting a fire-arm with Ravboom is fine as well.

Ravboom wrote:
Almost done, question for the GM. The tools that Rav scavenged from the Gar'Silt facility, were those regular tools or Mastercraft tools?

...I can't quite remember but given that they used to belong Lomrick, I'd say they'd have to be masterwork.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Excellent, so that's +2 to craft, which means he can make all the low level magic items on a take 10.


Inactive

@CT - Yep! I slapped that point into Constitution, hehe.


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Hey guys!

So first off-I'm super sorry for running off like I did. Long story short, real life came down like a ton of bricks right after the holidays, really kinda messed me up mentally, and I just couldn't find it in me to keep up with much of anything in my life. Wasn't a great time. I'm doing a lot better now, but still-sorry I just kinda up and left without any warning.

I talked to Zed, and they said it's okay if I come back into the game, which I'm super thankful for-this is hands down one of the best games I've been a part of, and I'm glad to be back. I'm gonna try and level Blekk up, and fix my character sheet-I lost a few months' worth of progress when Myth-Weavers crashed, need to figure out what I was doing with my Mythic stuff. Also need to decide if I want to sacrifice my 4th level discovery for the Dimensional Excavator archetype-it trades a discovery for the ability to make Create Pit extracts, which seems fun as heck, especially since I've got a climb speed and could still run down there to beat people up. My own personal Thunderdome...

But anyways, it's good to be back. I've missed you guys. I'll try and get something up in gameplay once I fix my trainwreck of a character sheet.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

How does HP get done?
int goes up to 16
bab, CMB, CMD, wis +1
8 ranks into (diplomacy, disable device, nature, planes,linguistics, perception sense motive, survival)
Background skill rank into (appraise and craft clockwork)
second channel pool x4 per day 1d6 30ft
I do get a language. What would you recommend?

wondering spirit access the common one is gonna be the slums so she has access to the Spirit Ability
Doors to Everywhere (Ex) As a standard action, the shaman can step through any door and instantly exit through another distant doorway. Regardless of what spell this functions as, it can transport only you, and both your departure and arrival spaces must be adjacent to a door or similar opening. Initially, this functions as per jester’s jaunt. At 9th level, the shaman can use this ability as per dimension door. At 14th level, the shaman can use this ability as per tree stride (treating all doors as generic coniferous trees). You can use this ability three times per day, plus one additional time per day at 12th level and at 20th level.

Knick Knack gets a +1 perception

Items I am going to want over time are Gloves of reconnaissance, campfire bead. I know there is more but I am worn out.

I have 1377gp, 7sp
wand of cure light wounds 750gp, does anyone have suggestions? Otherwise I will hold the coin for crafting later.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

If you can get Rav the materials, he can create the items. Only Wondrous items for now.

Welcome back Blekk


Inactive

HP is done PFS-style after the first level, so it's half HD + 1 (and your Con bonus if applicable). Oh, don't forget to designate your weapon and armor attunements to account for ABP! Palo is going with a longspear (after selling her shortspear which shouldn't be any problem) and of course her studded leather armor. Will adjust her profile accordingly! Still mulling over what to buy with her money but she's happy to chip in for a Cure Light Wounds wand :)

Also, welcome back Blekk! No worries either, RL and down periods happen to us all. Just hang in there, okay?


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav is going to rapidly need some mithral armor, given how high his dex bonus goes.

Next 3 levels are Savage Barbarian, then the rest are going to end up being his new crafting class. Only doing the 3 barbarian to get the +6 to +10 damage on ranged attacks.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

I'm all for granting a player a second chance! Welcome aboard :)
Of course, since your smaller then Claptrap, he might start calling you Minion or something >_> ...

Deconstructing my previous hit points tells me that I used the "Max first level, half+1 after" method, however there is a chance I happened to roll average hps but I have not been able to find a post with me rolling for it, so that lines up with what Palomia says.

As for the wand, I should be able to chip in as well, I can also use it without issues. On top of that, my actions in combat are probably less impactful then others XD So me using them to heal should be alright.

Hey RavBoom, 4 more levels is a looooooooooooonnnnnnng time in PbP format, if you intend to wait that long then in all likelihood you may not reach it, or if you do, a few years IRL might pass by. Ya the extra damage would be nice but might I suggest going for the more fun options now? Unless you have other reasons you really want to go barbarian over Artisan :)
Just my thoughts.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav only needs one level of Artisan to make magical artifacts. He can still take item creation feats while doing Barbarian, using his Craft skill. And we don't need Magic weapons or Magic armor creation since we're ABP. That means he really only needs Wondrous Item until he can qualify for Rings/etc with his craft skill. That's quite a ways away.

Also, we appear to be on Fast Progression with this AP, as we're already 4. So I fully expect us to hit 8 within a year at this pace. BTW: I really appreciate the accelerated pace. Feels much better than the typical 5 years for 1 level I usually get.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Sorry for the delay, done now.

Level 4 (+1 to Dex! 22 DEX! YAY!)

HP +7
+1 Defense (Armor, ABP)
+1 Defense (DEX increase)
+1 To-Hit Ranged (DEX increase)
+1 Reflex (DEX increase)
+1 Will Save (Artisan level)

Artisan Class Features
Master Craftsman (+2 Craft)
Magical Affinity (Use Appraise to id magical items)
Enhancement Pool (Add bonuses temporarily to weapons/armor)
Craft Wondrous Item
Magical Essence (already spent)
Crafter's Art (Mechanics)
Trap Spotter (Rogue Talent)

New Skills added, and existing skills boosted (see spoiler tag)


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Thanks for the welcome, guys. Appreciate it :)

So I misread Tumor Familiar, it specifically says animals can be used, so I'm assuming you can't use vermin or constructs, like the Ioun Wyrd that I originally wanted. Which means that my dream of Sparkles, the angriest, ickiest, (because he's you know...a tumor) robot "alive", will have to wait for another day. I'm still taking it, just gotta figure out which animal I want now. Suggestions, anyone? I'm not opposed to familiar archetypes, either.

Also, approximately how much wealth total do you guys have in your inventories? Trying to figure out how much I could reasonably expect to have in terms of new gear.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

+4 Init : Dodo or Hare (Hare is a good one, squishy long eared tumor)
+1 Natural AC : Turtle or Giant Isopod (Same as ioun wyrd)

Decoy Familiar archtype I've always felt works well with tumor familiars, as your tumor basically turns into a mutated parasitic twin that can talk and think, and eventually can detach from you and look just like you.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Starting gold is 1,500gp
And...
So, if you folks are happy to take on this mission then there are a couple of things you need to do... a) add 1,000 GP (each) to your characters... and b) Level yourself up to Level 4!!!

Last time I used the Tumor Familiar I got a hedgehog and all its spines were made up of tiny bones.

Its also possible to be a small sized goblin with a medium sized tumor familiar with the mauler archetype :D or make it large with a permanent Enlarge Person on it.
Or more realistically make it small and become a mutated Egor :)
Or once I had a stupid goblin with a really smart Sage/Figment Bat familiar who constantly flapped around his head being an annoying know-it-all except he didn't actually exist, except in his head :)
Stupid goblin, smart pet is a fun idea to use :)
Protector is mechanically a really strong idea.


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

The original plan was to make the Ioun Wyrd a Mauler, for the size increase. If I did that (and got a saddle/handy haversack), I'd juuuust barely be able to ride it. Ioun Wyrds fly. I'd be flying around on a robot that's technically made of myself, that popped out of my body and then immediately grew to be larger than me. It's like...quintessentially Blekk. I'm not really doing this for the bonus, I'm looking for ridiculous stuff like that.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Repeating incase you missed my edit XD
Its also possible to be a small sized goblin with a medium sized tumor familiar with the mauler archetype :D or make it large with a permanent Enlarge Person on it.
Or more realistically make it small and become a mutated Egor :)
Or once I had a stupid goblin with a really smart Sage/Figment Bat familiar who constantly flapped around his head being an annoying know-it-all except he didn't actually exist, except in his head :)
Stupid goblin, smart pet is a fun idea to use :)
Protector is mechanically a really strong idea.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

I think I still need to go over Knick Knack but I am getting to where I can post again. There is a lot to catch up with so I should be able to get a post in tomorrow, assuming nothing else happens.


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Decided to take a Rhamphorhynchus Sage familiar-I love dinosaurs, and it looks like he'd be a pretty decent scout, if worse comes to worse. I'll try and make his character sheet sometime today.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Stealth? What is this thing you are speaking of CT?

Also nice to meet you Blekk. I am the healer.

I should be able to manage a few posts during the week. Things are rather crazy on my end. Instead of getting to mourn like I want to we are having to empty the house and scramble to fine somewhere to live by the end of the month.


Vael Dahl wrote:

Stealth? What is this thing you are speaking of CT?

Also nice to meet you Blekk. I am the healer.

I should be able to manage a few posts during the week. Things are rather crazy on my end. Instead of getting to mourn like I want to we are having to empty the house and scramble to fine somewhere to live by the end of the month.

Oh man, that's too rough... Hang in there and come hear to poke the crazy creatures* when you need to let off steam...

* Sadly the crazy creatures are on your side of the GM screen but hey ho...


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

I think Palomia is now officially the only character in the party who can't pick locks and steal stuff. :)


Inactive

So now I gotta add a level of rogue or something on top of that gunslinger level I'm supposed to take, eh? ;)

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