| DoubleGold |
Rules
1. Each book will take about 1 month each or less, this may mean time skips and going through scenes fast, as well as eliminating a combat every now and then. All the important scenes and epic combats and main story will still be there.
2. Because the rules state that if running through the entire AP, the thing does not have to be dmed exactly as written, this means rules 1 still applies and you can still get PFS credit, as well as rule 3.
3. Experience is not kept track of, I simply let you know when you level. Also, loot is not kept track of either, you are simply given gold upon leveling up. Ie. going from level 1 to level 2, everyone automatically gets 1000 gp. going from level 2 to 3, everyone automatically gets 2000 gp more, since 3000-1000=2000. look at these charts and subtract to find the difference You still have motivations to use perception checks to seek out treasure however, because if you find all or most the treasure in a certain dungeon, everyone will get a little more up to 20% more than the average. So going from level 1 to 2, everyone could get 1200 GP. The average from level 2 to 3 is 2000 GP net gain, but seeking everything out could mean 2400 GP net gain. This is from the average, not from what you last gained, so you don't subtract 3000 from 1200
4. Don't bring in a registered PFS character for this, though the credit still gets applied to a PFS character. You will create a new one that will kick ass.
Character Creation
1. Core, Base and Hybrid Classes allowed. All archetypes allowed, if you want guns, play a gunslinger, no ifs ands or buts about it. No summoners either or that hybrid class that is part summoner, I have enough creatures to keep track of, don't make my job harder, animal companions are fine.
2. Core+Featured Races. Though you can pick any race, please think twice before picking a race that is usually evil, I will have the NPCs react accordingly. You won't necessarily be attacked on sight, but you won't be liked either.
3. Stats: one free 18. the other stats, 4d6 drop the lowest. Safety lock: the other 5 stats cannot go below 55 total or above 80 total, you keep rerolling the highest and or lowest until the total of the other 5 stats are within that range.
4. 3 traits, one of them is a campaign
5. Starting equipment: You start with nothing from the start, not my decision, part of the story. Pick your free outfit, and one free small item, like a dagger, thieves tools or whatever else. Gunslingers have their gun if it is the pistol, and yes it is loaded, but they do not have any extra bullets on them, so you will be stuck with one bullet to use until you can get equipment and gold.
6. One free Boon: which allows you to play any race, including those in the race builder. Or 2 extra starting traits. Or you start with a masterwork adamantine small weapon. Or you can reroll any attack roll once per combat, Or when picking stats, you can use this dice pool instead of the free 18 and rolling method. 18 dice makes up 6 stats, and there are 29 dice here to choose from, so you drop the 11 lowest. stats: 29d6 ⇒ (2, 5, 4, 5, 6, 6, 4, 2, 5, 2, 1, 6, 4, 2, 1, 1, 1, 5, 2, 5, 4, 5, 3, 5, 4, 5, 1, 1, 4) = 101 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 3.
| DoubleGold |
Interested but I'll be away for a few weeks from Christmas to earily January, I assume this will be problem.
I never did give a starting date, this is just an interest check, in which case I only do this if I can get the min 4 people to say they are interested, which is likely in an Adventure path. If people want me to start after the new year, I'm okay with that.
4-5 people will be accepted. And before people ask, no, I'm not marking up monsters or adding any monsters because of you all being powerful, the combats are hard enough, plus the extra power will shorten the combats by a round or 2 speeding up the game. Oh, and any combatant helpful NPCs now stay out of battle because we are powerful enough.
Crisischild
|
I'd be interested. I can usually post at least twice a day, so a fast pace works fine for me. Here's an initial stat workup for a swashbuckler.
Boon: Dice Pool PB.
STR: 4-4-4= 12
Dex: 6-6-6= 18 + 2 = 20
Con: 5-5-4= 14
Int: 5-5-4= 14
Wis: 5-4-3= 12
Cha: 5-5-5= 15
Female Human Swashbuckler(Inspired Blade)/1
CN Medium Humanoid(Human)
Init +5
Senses Normal Vision; Perception +1
====================
Defense
====================
AC 15, touch 15, flat-footed 10
HP 12/12
Fort +2, Ref +7, Will +1
CMD 17
====================
Offense
====================
Speed 30 ft.
Melee
Range
BAB +1
CMB +2
====================
Statistics
====================
Str 12, Dex 20, Con 14, Int 14, Wis 12, Cha 15
Skills Acrobatics +10, Bluff +6, Climb +7, Diplomacy +6, Intimidate +7, Perception +1, Sailor +8, Swim +9
Languages Common, Cyclops, Polyglot
Traits Acrobat; Buccaneer's Blood; Expert Boarder
====================
Tracked Resources
====================
Panache 4/4
Deeds:
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Feats:
Athletic: +2 on all Climb and Swim checks, +4 if you have 10 or more ranks.
Fencing Grace: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
Special Abilities:
Acrobat: +1 bonus on Acrobatics checks, -2 penalty instead of -5 when using the Climb skill to attempt an accelerated climb.
Bucaneer's Blood: +1 Trait bonus to Intimidate and Profession(Sailor). One-time +1 trait bonus to your Disrepute and Infamy.
Bonus Feat: Humans gain a bonus feat at level 1.
Expert Boarder: While fighting on the deck of a ship, +1 bonus on attacks made with one-handed weapons.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
Inspired Finesse: At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
Inspired Panache: Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.
Armor Proficiency: Light, Buckler
Weapon Proficiency: All simple, all Martial
Combat Gear:
Dagger (1GP, 1WGT)
Explorer's Outfit (8GP, 8WGT)
Gear:
Carried:
Platinum: 0
Gold: 0
Silver: 0
Copper: 0
Encumbrance: 9 WGT Light Load.
Skills:
Skills/Level: 6
Total Mod = Skill + Ranks + Misc
Acrobatics (Dex) 10 = 5 + 1 + 4
Bluff (Cha) 6 = 2 + 1 + 3
Climb (Str) 7 = 1 + 1 + 5
Diplomacy (Cha) 6 = 2 + 1 + 3
Intimidate (Cha) 7 = 2 + 1 + 4
Perception (Wis) 1 = 1 + 0 + 0
Profession (Wis) 8 = 1 + 1 + 6
Stealth (Dex) 5 = 5 + 0 + 0
Swim (Str) 9 = 1 + 1 + 7
Levels:
Favored Class: Swashbuckler
Level 1: Swashbuckler; FCB: +1SP
===============================
Human Bonus Feat: Athletic
Level 1 Feat: Fencing Grace
Char Stuff:
Height: 5'2"
Weight: 110#
Hair/Eyes: Brown
| DoubleGold |
thanks for the submission, though I will look at backstories too, so please have one. You may also want to download the skull and shackles players guide, which is free right here
| Allie "Cat" Calico |
Allie here has been in 3 previous pbps of Skulls and Shackles, all of which have run aground somewhere along the line.
She's a human rogue of the cutpurse archetype.
I'd like to give it another shot. I need to roll her level back to 1, but her backstory is intact.
Please let me know if you consider her a viable candidate. If so, I'll get to work on rolling her numbers back to level 1.
Thanks!
| DoubleGold |
whether or not you know the story matters to me not, just try not to spoil it for others. You can still make decision. Good thing to say. I want to go right not left. when given a choice, and you can use whatever reasoning sounds like in-character. Bad thing to say. I want to go right not left, because that is where the bugbear is. when your character didn't even see the bugbear in the first place. The only thing that would matter is if you already received pfs credit as a player since the credit can only be applied once per player and once as a DM.
| Tim Woodhams |
Here is Mata. A Half-orc with a grudge against the world. He'll be heading towards Eldrich Knight. He has a bound object (Falchion) which I assume has been taken off him along with his spell book when taken aboard. He'll get grumpy about losing them and cause trouble until he gets them back (maybe when we hit 2nd level)
Shaking his head the bartender left through the back leaving him with alone with the bar’s only other customer. An ugly man of massive proportions, he was tempted to say an orc but he’d fought enough to know the blood wasn’t pure. He was nursing an empty mug and his only other obvious possession was an oversized sword on his back, of the curved variety.
Shrugging to himself, I guess company is company. “What is your name, my friend?” Kazak asked.
“Your friend, am I!? Get real. If there was anyone else in here you avoid me like everyone else.” Came the reply.
“Not at all.” Kazak reply forcing himself to smile, “I’m always keen to hear a new story and I figured from the look of you...”
“From the look of me what?!” Interrupted the man, “From the look of me you figured I was deaf as well as an idiot, that I didn’t hear you talk to the barman? From the look of me you figured I was blind and didn’t see you check your axes before you opened your mouth? From the look of me you figured lets have some fun mocking his guy while my mate the barman goes gets some more mates then we’ll have some real fun? Is that what you figured?!”
“I’m sorry we seemed to have got off on the wrong foot, can I buy you a drink to make up for it?” Kazak replied forcing himself not to check his axes again. “Bartender two more ales.” He yelled.
“So now my gold isn’t good enough ay? The poor orc needs a handout ay? I don’t need a dwarf paying my way.”
The bartender reappeared and set down two ales. Still grumbling the man accepted the ale and started drinking.
After a minute the man grumbles “Thanks for the drink. I don’t have any stories to tell but my name is Mata. It means Obsidian in the common tongue so you call me that.”
Careful to keep a straight face Kazak said “Pleasure to meet you Obsidian, I’m Kazak. Everyone has a story, how about you start with where you are going.”
“The Shackles.”
“There I told you, that is not place many go there do by choice, you must have a story about why you are going.”
Mata stared at Kazak daring him to react. “I’m going to sign up on a pirate ship.”
“Is not stealing against the law?”
“Knew it, you are no different from the rest, let us teach the savage orc right from wrong, his poor brain can’t understand such concepts on its own!”
Kazak gestured the bartender for more beer while Mata continued “Your sort have been taking from me all life, I reckon it is about time I took some back.” He paused to take a deep drink. “Besides I suspect it is quite legal in Shackles”
“I suspect you might be right. So why a pirate?”
“Conflict makes you stronger and pirates have lots of conflict so will make me very strong.”
“So why do you think they’ll accept you on to their ships?”
“I reckon they are always in need a strong arm, that and I read a book on how the build, repair and maintain a boat, it looks fairly straight forward. And I might have a trick or two up my sleeve that might be useful.”
Kazak replied carefully “If you don’t mind me saying you have the look of a fighter not a reader, there must be a story there too.”
Mata smiled for the first time, showing his long canines “In my experience people say ‘If you don’t mind me saying’ or ‘I don’t mean to insult you’ then insulting you is exactly plan to do.” Taking another deep drink, “When I ran away from home I went to a college where supposedly my mother used to be. My dad said she used to be an important mage but really she was just the first to abandon me.
“The humans there were nice enough to start with, but it soon became clear they were just as selfish as anyone else. They kept me like a pet all the while patting each on the back and complimenting themselves on ‘educating the savage’. Well they might not have 'educated' me, but strength come from conflict and I did learn a lot, one day I’ll be back to educate them.”
They both sat drinking for a while then Kazak asked “Tell about your sword.”
“That’s my manhood."
After a shocked look from the dwarf Mata continued “Oh, that word doesn’t translate well into the common tongue. In my tribe you become a man when you given your first sword.” Mata continued. “I stole my manhood from my father when I left.
“He was like the rest of them, he would never have given me my manhood. They all thought I was weak but conflict makes you stronger. I didn’t stay weak and one day I’ll be back to show them how strong I am.”
Male Half-Orc Wizard 1 (Foresight Sub-school of Divination)
Chaotic Neutral Medium Humanoid/Orc
Init +5 (can always act in the surprise round)
Senses Darkvision (60 feet); Perception +1
• Defence
AC 12, touch 12, flat-footed 10
AC 16, touch 12, flat-footed 14 (Mage Armour spell)
Max hp 12 (lv 1:max +3 con +3 Toughness)
Fort +4, Ref +3, Will +4
CMD 16
• Offence
Spd 30 ft.
Melee
Masterwork Falchion +5 (2d4+6 18-20/x2)
Unarmed Strike +4 (1d3+4 20/x2)
Ranged
None
Base Atk +0; CMB +4
• Statistics
Str 18, Dex 14, Con 16, Int 16, Wis 12, Cha 11
Base Atk +0; CMB +4; CMD 16
• Racial Traits
+2 to One Ability Score (Str): Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
• Feats
Toughness: 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).
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.
• Skills
Craft: Ships 1 rank = +7 (only +5 without tools)
Knowledge: Arcana 1 rank = +7
Knowledge: Engineering 1 rank = +7
Spellcraft 1 ranks = +7
Swim 1 rank = +5 (not a class skill)
• Languages
Common, Draconic, Giant, Orc and Polygot
• Traits
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Touched by the Sea: You've always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you're as comfortable in the water as you are on land.
You came to port in search of your destiny, and after a few drinks at a tavern you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.
Benefit You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
• Special abilities
Prescience: At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability 6 times per day.
Forewarned: Always get to act in a surprise round (but still flat-footed until you act). +1 to initiative checks.
Bonded Object (lost): Masterwork Falchion (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Weapons and ArmourWizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Arcane School (Divination): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Opposition schools: Enchantment and Abjuration A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
• Wizard spell casting
Cantrips 4 memorized/day unlimited casting(DC 13)
Known:
Memorized: Detect Magic, Mend, Acid splash, Message
First level spells 2 memorized/day + divination spell(DC 14)
In spell book (lost):Crafter's Fortune, Enlarge Person, Mage Armour, Touch of the sea, True Strike, Vanish
Memorized: True stike, Mage Armour, Enlarge Person
• Equipment
Spell component pouch
| Allie "Cat" Calico |
whether or not you know the story matters to me not, just try not to spoil it for others. You can still make decision. Good thing to say. I want to go right not left. when given a choice, and you can use whatever reasoning sounds like in-character. Bad thing to say. I want to go right not left, because that is where the bugbear is. when your character didn't even see the bugbear in the first place. The only thing that would matter is if you already received pfs credit as a player since the credit can only be applied once per player and once as a DM.
Okay, cool. I'm perfectly comfortable playing my character without Player Knowledge. None of the PbPs got farther than Book One, anyway. None of the other games were for PFS credit, so that's no problem, either.
QUESTION: Is the boon item (in my case I would choose a masterwork adamantine dagger) in addition to the one item we can start with, or is it by default the item we start with?
| DoubleGold |
DoubleGold wrote:whether or not you know the story matters to me not, just try not to spoil it for others. You can still make decision. Good thing to say. I want to go right not left. when given a choice, and you can use whatever reasoning sounds like in-character. Bad thing to say. I want to go right not left, because that is where the bugbear is. when your character didn't even see the bugbear in the first place. The only thing that would matter is if you already received pfs credit as a player since the credit can only be applied once per player and once as a DM.Okay, cool. I'm perfectly comfortable playing my character without Player Knowledge. None of the PbPs got farther than Book One, anyway. None of the other games were for PFS credit, so that's no problem, either.
QUESTION: Is the boon item (in my case I would choose a masterwork adamantine dagger) in addition to the one item we can start with, or is it by default the item we start with?
as long as you don't start with 2 weapons.
@vingoodman: your spellbook or component pouch can be the one small item you start with if you want, so spellcasters are not without spells. Or you know, there is always sorcerer, which does not need that if you prefer something else as the item.
| Allie "Cat" Calico |
The stats I had originally are from a point-buy.
I have one 18, and the other scores add up to 60, so I thought they were okay.
I can re-roll them if you prefer:
4d6 ⇒ (6, 5, 2, 5) = 18
4d6 ⇒ (1, 6, 5, 5) = 17
4d6 ⇒ (4, 2, 4, 6) = 16
4d6 ⇒ (4, 3, 2, 5) = 14
4d6 ⇒ (3, 4, 3, 1) = 11
68 total, so I'll keep these and make adjustments.
| Ira kroll |
I'm interested.
Afli is a ratfolk wizard.
I'll put the 18 into INT.
4d6 ⇒ (4, 4, 2, 4) = 14, which becomes 12
4d6 ⇒ (3, 3, 2, 2) = 10, which becomes 8
4d6 ⇒ (5, 5, 5, 2) = 17, which becomes 15
4d6 ⇒ (6, 5, 3, 6) = 20, which becomes 17
4d6 ⇒ (5, 2, 4, 6) = 17, which becomes 15
Small ratfolk
STR 12, with ratfolk adjustment it becomes 10
DEX 17, with ratfolk adjustment it becomes 19
CON 15
INT 18, with ratfolk adjustment it becomes 20
WIS 15
CHA 8
Darkvision 60 ft
HP = 9
AC 15, Touch 15, Flat 11
Init: +4
Speed 20 ft
BAB: 0
Fort: +2, Ref: +5, Will +4
CMB: -1, CMD: 13
Acrobatics (1 rank): +5
Appraise (1 rank): +9
Bluff: -1
Climb: 0
Diplomacy: -1
Disguise: -1
Escape Artist: +4
Fly: +6
Heal: +2
Intimidate: -1
Knowledge Arcana (1 rank) +9
Knowledge Local (1 rank) +9
Knowledge Planes (1 rank) +9
Linguistics (1 rank) +9
Perception +4
Ride: +4
Sense Motive: +2
Spellcraft (1 rank) +9
Stealth: +8
Survival: +2
Swim: (1 rank, Water Supremacy, and trait) +9
Gear: Arcane bond ring, Scholar's Outfit, Backpack, Spell component pouch, spellbook
Traits:
Deft Dodger (+1 to reflex saves)
Focused Mind (+2 to concentration checks)
Touched by the Sea: (+1 to Swim)
Languages:
Aklo, Aquan, Common, Draconic, Gnoll, Orc, Undercommon
Water School (Opposition is Fire school)
Cold Blast (Su): As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6+0 points of cold damage to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save DC 15 negates the staggered effect and halves the damage. You can use this ability 8 times per day
Water Supremacy (Su): You gain a +2 enhancement bonus on Swim skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.
Feat:
Spell Mastery (Detect Magic, Expeditious Retreat, Feather Fall, Mage Armor, and Air Bubble).
Spellbook:
All non-Fire zero-level spells
1st-level:
Air Bubble
Comprehend Languages
Ear-piercing scream
Enlarge Person
Expeditious Retreat
Feather Fall
Hydraulic Push
Mage Armor
---- Concentration --------
d20 + 1 (spell level) + 2 (focused mind) + 5 (ability score) = d20 + 8
Normally prepared:
------- Cantrips ------
Acid Splash
Detect Magic
Ray of Frost
------- 1st level DC 16 unless otherwise noted -----
Ear-piercing Scream
Expeditious Retreat
Feather Fall
Clannish, by nature, Afli has spent the better part of his life within the ratfolk community. But, his affinity for the intellectual pursuits had made life difficult for him.
His perseverance paid off when he was allowed to attend classes held by a local wizard.
| VinGoodman |
nightdeath
|
So we have rogues and wizards and I see a monk.
Rules
Character Creation
1. Core, Base and Hybrid Classes allowed. All archetypes allowed, if you want guns, play a gunslinger, no ifs ands or buts about it. No summoners either or that hybrid class that is part summoner, I have enough creatures to keep track of, don't make my job harder, animal companions are fine.2. Core+Featured Races. Though you can pick any race, please think twice before picking a race that is usually evil, I will have the NPCs react accordingly. You won't necessarily be attacked on sight, but you won't be liked either.
3. Stats: one free 18. the other stats, 4d6 drop the lowest. Safety lock: the other 5 stats cannot go below 55 total or above 80 total, you keep rerolling the highest and or lowest until the total of the other 5 stats are within that range.
4. 3 traits, one of them is a campaign
5. Starting equipment: You start with nothing from the start, not my decision, part of the story. Pick your free outfit, and one free small item, like a dagger, thieves tools or whatever else. Gunslingers have their gun if it is the pistol, and yes it is loaded, but they do not have any extra bullets on them, so you will be stuck with one bullet to use until you can get equipment and gold.
6. One free Boon: which allows you to play any race, including those in the race builder. Or 2 extra starting traits. Or you start with a masterwork adamantine small weapon. Or you can reroll any attack roll once per combat, Or when picking stats, you can use this dice pool instead of the free 18 and rolling method. 18 dice makes up 6 stats, and there are 29 dice here to choose from, so you drop the 11 lowest. stats: 29d6 ⇒ (2, 5, 4, 5, 6, 6, 4, 2, 5, 2, 1, 6, 4, 2, 1, 1, 1, 5, 2, 5, 4, 5, 3, 5, 4, 5, 1, 1, 4) = 101 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 3.
I refer to Point number 6. Use your dice pool? or make our own 29d6 pool?
| Balacertar |
18
4d6 ⇒ (4, 5, 3, 4) = 16 13
4d6 ⇒ (3, 4, 6, 3) = 16 13
4d6 ⇒ (4, 5, 5, 5) = 19 15
4d6 ⇒ (2, 4, 4, 4) = 14 12
4d6 ⇒ (1, 3, 4, 5) = 13 12
With those rolls, herein I present Seldon Seafoam for your consideration.
I have chosen the extra 2 traits bonus.
| Balacertar |
| VinGoodman |
Excited. The crunch for Mizzek the Small is pretty much done.
If there's a reasonable chance of him being in the running, let me know, and I'll create that alias.
Mizzek grew up on tails...er...tales on the high seas. His father, a retired ship engineer, filled his head with countless stories of adventure, of great dangers and even greater heroics. Although Mizzek himself wormed his way into apprenticeship to a hedge wizard and alchemist in town (no small thanks to his father's connections), his dreams proved too big for such a small future in a cooped up shop. Taking his teachings and stories with him, he worked his way from tavern to tavern, eventually landing in Formidably Maid in Port Peril to earn a few coins with his tales and songs (well, his thrush's songs), when...you know...things went dark for him.
One key trait - despite his less than impressive looks, women of all races seem to find a certain charm in this little ratfolk. A bit of a charmer, this ratfolk is.
| Tim Woodhams |
I'll be away from home from 24th Dec to the 18th of Jan. I'll have internet on my phone from Christmas until 4th of Jan but will be overseas from the 4th-18th so not sure about internet.
Feel free to not include me if that is a problem or DMPC my character for a bit. I'm happy to start any time and if you want to DMPC my character I would be keen to start soon.
| DoubleGold |
okay, for those of you on vacation during the month of december/january, if you can let me know which days that will be ahead of time, that would be great. It won't affect your chances of getting in either, I'll gladly DMPC you, or if you want another player to bot you, you can do that as well.
looks like the consensus says now, so it will be the first week of December. Have not decided on a day yet.
| Seth86 |
Here is Lillian
Lillian Mistborn
Sylph druid (sky druid) 1 (Pathfinder RPG Advanced Race Guide 156, 158)
LN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +6
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Offense
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Speed 35 ft.
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—storm burst (1d6 nonlethal)
Druid (Sky Druid) Spells Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, obscuring mist{super}D{/super}, touch of the sea{super}APG{/super} (DC 15)
. . 0 (at will)—guidance, know direction, purify food and drink (DC 14)
. . D Domain spell; Domain Weather domain
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Statistics
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Str 10, Dex 17, Con 12, Int 16, Wis 18, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Cloud Gazer[ARG]
Traits besmara's blessing, outcast's intuition, wind-carried voices
Skills Knowledge (geography) +7, Knowledge (nature) +9, Perception +9, Profession (sailor) +9, Sense Motive +9 (+10 to discern lies), Spellcraft +7, Survival +10, Swim +4
Languages Aquan, Auran, Common, Druidic, Ignan, Terran
SQ breeze-kissed, nature bond (Weather domain), nature sense, weather savvy, wild empathy +3
Other Gear None atm
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Special Abilities
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Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Cloud Gazer See through fog, mist, and clouds without penalty. Triple sight distance if cloud is magical.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Druid (Sky Druid) Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Outcast's Intuition +1 to your Caster Level against dispel attempts.
Storm Burst 1d6 nonlethal (7/day) (Sp) As a standard action, ranged touch attack deals 1d6+0 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Weather Savvy You can predict the weather for the next 24 hours.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wind-Carried Voices (Ex) +1 to Sense motive to detect lies, and can whisper to single target in 30 ft if outdoors.
Dylos
|
4d6 ⇒ (4, 5, 2, 3) = 14 12
4d6 ⇒ (2, 2, 1, 5) = 10 9
4d6 ⇒ (6, 6, 4, 6) = 22 18
4d6 ⇒ (2, 5, 5, 2) = 14 12
4d6 ⇒ (1, 5, 3, 6) = 15 13
Well, that is between 55 and 80, that would be 18, 18, 13, 12, 12, 9, a 40 point buy, not bad.
A question though, when you say any race, including race builder, do you mean that we can make our own race, and if so, what is the RP allowance?
nightdeath
|
Before I forget,
Free 18
4d6 ⇒ (3, 1, 4, 3) = 11 = 10
4d6 ⇒ (1, 1, 3, 3) = 8 = 7
4d6 ⇒ (3, 2, 5, 3) = 13 = 10
4d6 ⇒ (6, 1, 3, 1) = 11 = 10
4d6 ⇒ (6, 3, 3, 2) = 14 = 12
Total: 49
This shows how much Pazio Dice Bot loves me....
Free 18
12 from above rolls.
4d6 ⇒ (1, 2, 5, 3) = 11 = 10
4d6 ⇒ (4, 3, 2, 6) = 15 = 13
4d6 ⇒ (2, 3, 6, 4) = 15 = 13
4d6 ⇒ (5, 1, 1, 3) = 10 = 9
Total :57
4d6 ⇒ (3, 5, 1, 1) = 10 = 9
4d6 ⇒ (4, 6, 4, 1) = 15 = 14
4d6 ⇒ (4, 5, 3, 2) = 14 = 12
4d6 ⇒ (1, 1, 1, 1) = 4 = 3
lol I give up. I'm taking the dice pool. I would have loved to get extra starting traits but it's not to be. Let's see what i can come up with.