Second Darkness Daily (Inactive)

Game Master PixiePym

Gold Goblin Map
Flat on rat street



So, i'm looking to run a Second darkness game daily. I would like some highly active people to help make this game fun! My requirements:

  • 4-5 players MAX
  • 4d6, drop lowest. 6 times
  • Maximum wealth
  • 2 traits, one campaign
  • Max health first lvl, roll for every other lvl
  • All CORE paizo material is allowed, Human race only

I'd like for you to have at least 1-2 paragraphs of backstory for your character, along with a brief description of their person and their personality.

Yes, i am a girl :p but don't be mistaken. i can hang with the boys :)

First 4 or 5 to get characters ready and approved by me and we will get this game rolling.


"Well, let's see what the Dice Gods, say (long praise their unknown names)?"
4d6: 4d6 ⇒ (5, 1, 3, 5) = 14 13
4d6: 4d6 ⇒ (1, 6, 2, 5) = 14 13
4d6: 4d6 ⇒ (3, 5, 5, 1) = 14 13
4d6: 4d6 ⇒ (1, 1, 2, 1) = 5 4
4d6: 4d6 ⇒ (3, 4, 4, 3) = 14 11
4d6: 4d6 ⇒ (2, 4, 3, 6) = 15 13
The godling grumbles, "4d6 is never my friend on the posts. Plus that 4, no thanks."


Can we have at least 15 point buy if all else fails?
4d6 ⇒ (3, 5, 3, 6) = 17 = 14
4d6 ⇒ (5, 2, 3, 3) = 13 = 11
4d6 ⇒ (3, 5, 2, 4) = 14 = 12
4d6 ⇒ (4, 4, 3, 2) = 13 = 11
4d6 ⇒ (5, 3, 3, 5) = 16 = 13
4d6 ⇒ (5, 5, 6, 4) = 20 = 16

Well could be worse!

I think I will apply with a Shoanti Ranger

Would you allow the Thunder and Fang style, a traditional Shoanti fighting style, including earthbreaker and klar?
They were introduced in the Rise of the runelords, the first AP?


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

You said active. That's me. Let's see what I roll.

4d6: 4d6 ⇒ (5, 4, 2, 3) = 14 12
4d6: 4d6 ⇒ (2, 2, 6, 6) = 16 14
4d6: 4d6 ⇒ (5, 3, 2, 1) = 1110
4d6: 4d6 ⇒ (3, 2, 3, 1) = 9 8
4d6: 4d6 ⇒ (5, 6, 5, 6) = 22 17
4d6: 4d6 ⇒ (1, 6, 5, 5) = 17 16

I can work with that. I'll get something prepped tomorrow for submission.


4d6 ⇒ (4, 6, 1, 5) = 16 15
4d6 ⇒ (6, 1, 2, 4) = 13 12
4d6 ⇒ (6, 1, 6, 3) = 16 15
4d6 ⇒ (6, 1, 4, 4) = 15 14
4d6 ⇒ (2, 6, 2, 3) = 13 11
4d6 ⇒ (2, 1, 3, 3) = 9 8

20 points. Could be worse. Will think something up.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

4d6 ⇒ (3, 3, 6, 5) = 17
4d6 ⇒ (3, 5, 5, 1) = 14
4d6 ⇒ (1, 4, 1, 6) = 12
4d6 ⇒ (4, 1, 1, 3) = 9
4d6 ⇒ (3, 5, 3, 6) = 17
4d6 ⇒ (4, 4, 3, 1) = 12
14, 13, 11, 8, 14, 11 ...ok not amazing but they wont fall over at a stiff breeze so that's good.

Liberty's Edge

I already know a bit the history of the adventure. It will be acceptable to play?
We are humans. We can take alternate racial traits? Depending on the roll results I could be interested in:

PRD wrote:


Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

4d6 ⇒ (1, 2, 5, 2) = 10 =9

4d6 ⇒ (6, 1, 2, 2) = 11 =10
4d6 ⇒ (3, 3, 1, 2) = 9 =8
4d6 ⇒ (2, 1, 6, 3) = 12 =11
4d6 ⇒ (1, 4, 2, 3) = 10 =9
4d6 ⇒ (2, 5, 1, 1) = 9 =8

Wow. a -5 point build. I had a friend roll a -6 build in a pen and paper game (we gave him a reroll, the best roller had a 37 point build) but this is a first for me. The best result I know is a guy that rolled 3 18, 2 17 and 1 16 before my eyes.

Well, I am not playing this character. Have fun.


Stats: 4d6 ⇒ (4, 6, 3, 4) = 17 14
Stats: 4d6 ⇒ (5, 5, 6, 5) = 21 16
Stats: 4d6 ⇒ (1, 4, 1, 4) = 10 9
Stats: 4d6 ⇒ (5, 4, 6, 5) = 20 16
Stats: 4d6 ⇒ (1, 5, 1, 4) = 11 10
Stats: 4d6 ⇒ (6, 6, 6, 5) = 23 18

That looks very workable.

I'll have something up soon. Second darkness is one of the AP's I've always wanted to try, but have no time to do so in real life

Questions:

How are you dealing with the Human ability bonus? Do we use the +2, or do we not.?

Does CORE include the APG classes?


4d6 ⇒ (1, 3, 4, 6) = 14=13
4d6 ⇒ (2, 6, 6, 2) = 16=14
4d6 ⇒ (4, 4, 5, 3) = 16=13
4d6 ⇒ (2, 3, 4, 3) = 12=10
4d6 ⇒ (2, 5, 1, 6) = 14=13
4d6 ⇒ (4, 1, 4, 6) = 15=14

Well nothing great, but hardly unworkable either. When you say CORE, do you mean Core Rulebook only, or just no crazy obscure supplement books?

Silver Crusade

Roll: 4d6 ⇒ (3, 3, 5, 4) = 15 = 12
Roll: 4d6 ⇒ (6, 4, 2, 1) = 13 = 12
Roll: 4d6 ⇒ (4, 2, 5, 5) = 16 = 14
Roll: 4d6 ⇒ (1, 4, 5, 5) = 15 = 14
Roll: 4d6 ⇒ (4, 6, 6, 3) = 19 = 16
Roll: 4d6 ⇒ (2, 6, 2, 4) = 14 = 12

Not too bad

Sczarni

4d6 ⇒ (3, 5, 6, 3) = 17 (14)
4d6 ⇒ (4, 6, 2, 6) = 18 (16)
4d6 ⇒ (2, 3, 3, 2) = 10 (8)
4d6 ⇒ (3, 6, 5, 5) = 19 (16)
4d6 ⇒ (2, 1, 1, 4) = 8 (7)
4d6 ⇒ (6, 5, 4, 6) = 21 (17)

Very interesting.

Perhaps a weak wizard or dumb ugly fighter?

Lemme think on this.


basically no weird out of this world books that someone wouldn't have available in a every game situation is what i mean by core (rulebook, APG, ACG, ARG (check with me first), ect....), if you dont like what you rolled ill give you a 15 point buy. Looks like i got quite a few people who rolled, so lets see what kinda intresting things can be made. happy building.

P.s i check this site almost hourly.


Let's try rolling, at least.

4d6 ⇒ (4, 1, 1, 3) = 9
4d6 ⇒ (1, 2, 2, 4) = 9
4d6 ⇒ (6, 3, 3, 1) = 13
4d6 ⇒ (2, 2, 2, 6) = 12
4d6 ⇒ (3, 1, 2, 2) = 8
4d6 ⇒ (5, 6, 2, 2) = 15

So... That was beyond abysmal.

8/8/12/10/7/13. I'm 99% certain that that qualifies for a reroll under the rules in the CRB, if we're using those. Are we using those? Pretty please?


Pathfinder Adventure Path, Maps Subscriber

Hey Pixie, any issues if I have run the first book and a half of this AP before? I will be able to keep from spoiling for other players if so.

Taking the chance and making rolls

4d6 ⇒ (3, 2, 5, 4) = 14 12
4d6 ⇒ (5, 6, 3, 5) = 19 16
4d6 ⇒ (6, 4, 2, 1) = 13 12
4d6 ⇒ (6, 2, 1, 2) = 11 10
4d6 ⇒ (3, 2, 4, 2) = 11 9
4d6 ⇒ (5, 4, 4, 5) = 18 14

Ok, 18 pt buy. I can work with that. Perhaps a rogue-type. Is unchained ok?

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

Dice Rollin'

  • 4d6 ⇒ (4, 2, 2, 3) = 9
  • 4d6 ⇒ (2, 3, 1, 2) = 7
  • 4d6 ⇒ (4, 3, 5, 1) = 12
  • 4d6 ⇒ (4, 3, 4, 4) = 12
  • 4d6 ⇒ (5, 5, 4, 5) = 15
  • 4d6 ⇒ (6, 1, 2, 6) = 14

    I'll bow out now - an 11 point build is a bit too-townsfolk for an AP. I simply wanted to say that I really like the way you're recruiting for this AP, GM! A bit lottery - a bit audition. Here's to good gaming for you guys!


  • all good if you read before, i plan on changing things up anyways just slightly, but if i see meta gaming i will throw curve balls. I will let re rolls on the second lowest roll below 10 only. let me know when you have builds, as of no i have no players :/

    Sczarni

    Mechanics for my Big Stupid Fighter - classic sword & shield frontliner:

    Herman:
    Herman Migdal
    Human Fighter 1
    CG Medium humanoid (human)
    Init: +3; Senses: Perception +7
    Speed: 30 (20 in armor), Languages: Common

    Defense
    AC 22 (+6 Armor, +3 Dex, +2 Shield, +1 Dodge) Touch 14 FF 18
    HP 13 (1d10+3)
    Fort +5 Ref +3 Will +2

    Offense
    Melee: Longsword +6 (1d8+4 19-20/x2) Power Attack -1/+2
    Ranged: Javelin +4 (1d6+4 20/x2) Range 30, Ammo: 6
    BAB 1 CMB +5 CMD 18

    Statistics
    Abilities: Str 19 Dex 16 Con 16 Int 8 Wis 14 Cha 7
    SQ: Favored Class (Fighter; Skills), Skilled
    Feats: Power Attack, Weapon Focus (longsword), Dodge
    Traits: Looking for Work (+1 Perception; class skill), Fighter of the Society (+1 Trait to AC when wearing Med/Heavy armor)
    Skills: Perception +7, Climb +2, Survival +6
    Combat Gear:
    Equipment: backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, 50’ rope, soap, torches (10), trail rations (5 days), waterskin, breastplate, heavy wooden shield, longsword, dagger, club, javelins (6), crowbar, shovel, steel tankard, gallon of ale, bottle of Oldlaw whiskey
    Coin 34 gp 8 sp

    Background to follow


    Here is my submission: "Fingers" Mitchell. An unchained rogue who is just barely scraping by. If you are starting with the Player's Guide starting point, he has scraped together enough money to enter the Gold Goblin tourney with a chance to win some real money, for a change.

    Background:
    Fingers never knew anything but life on the streets. Never even knew is real name. All he had was a lion-head ring engraved with the name "Mitchell" on it. He took that name for his own.

    Orphaned and alone since before he remembered, Fingers survived. If it meant mucking out stables, at least it paid for bread. If it meant rolling a drunken noble in a dark alley, it was less work and paid better.

    Staying alive by begging, trickery, and outright stealing became second nature to the boy and he earned his nickname "Fingers" from his ability to lift things without notice.

    He is irresolutely independent, and very suspicious and resentful of those in authority. His primary motivation is gold, gems and jewelry in that order, but he also has an itch to find out about his family ring.

    He is not a hero and will not serve Good, unless the pay is right. But neither will he serve Evil, it'd just bring the Law down that much faster.

    Crunch:

    Fingers Mitchell
    Human unchained rogue 1 (Pathfinder RPG Advanced Player's Guide 132, 132, Pathfinder Unchained 20)
    CG Medium humanoid (human)
    Init +4; Senses Perception -1
    --------------------
    Defense
    --------------------
    AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
    hp 10 (1d8+2)
    Fort +1, Ref +6, Will -1
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +4 (1d4+1/19-20) or
    dagger +4 (1d4+1/19-20) or
    rapier +4 (1d6+1/18-20)
    Ranged shortbow +4 (1d6/×3)
    Special Attacks sneak attack (unchained) +1d6
    --------------------
    Statistics
    --------------------
    Str 12, Dex 18, Con 12, Int 10, Wis 9, Cha 14
    Base Atk +0; CMB +1; CMD 15
    Feats Combat Reflexes, Deceitful, Weapon Finesse
    Traits child of the streets, optimistic gambler
    Skills Acrobatics +8, Appraise +4, Bluff +8, Diplomacy +6, Disable Device +8, Disguise +4, Escape Artist +8, Knowledge (local) +4, Sleight of Hand +9, Stealth +8
    Languages Common
    SQ measure the mark
    Combat Gear caltrops; Other Gear leather armor, arrows (40), dagger, dagger, rapier, shortbow, bedroll, belt pouch, chalk (10), flint and steel, masterwork backpack[APG], thieves' tools, trail rations (5), waterskin, 15 gp, 1 sp
    --------------------
    Special Abilities
    --------------------
    Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Measure the Mark (Ex) Learn foe's Perception before pick pocket. Bluff check to go undetected if back out.
    Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.


    Dotting for interest, rolls below. Will spend some time ruminating on a concept.

    Spoiler:

    4d6 ⇒ (3, 4, 2, 6) = 15 13
    4d6 ⇒ (1, 3, 5, 6) = 15 14
    4d6 ⇒ (1, 3, 4, 2) = 10 9
    4d6 ⇒ (3, 3, 3, 6) = 15 12
    4d6 ⇒ (5, 4, 5, 2) = 16 14
    4d6 ⇒ (3, 1, 3, 2) = 9 8

    Not...not great. 15-point buy it is for me, then.


    4d6 ⇒ (4, 6, 1, 5) = 16 = 15
    4d6 ⇒ (4, 2, 1, 3) = 10 = 9
    4d6 ⇒ (6, 3, 1, 6) = 16 = 15
    4d6 ⇒ (4, 5, 5, 4) = 18 = 14
    4d6 ⇒ (6, 2, 2, 1) = 11 = 10
    4d6 ⇒ (6, 5, 3, 3) = 17 = 14

    that's a 23 point buy and usable.

    not sure what I will come up with. If I don't have anything by the deadline then I guess I just drew a blank on what to make.


    Interest here. let the dice gods give me good rolls.
    4d6 ⇒ (2, 2, 6, 2) = 12=10
    4d6 ⇒ (5, 4, 3, 6) = 18=15
    4d6 ⇒ (3, 5, 1, 2) = 11=10
    4d6 ⇒ (1, 4, 1, 4) = 10=9 reroll
    4d6 ⇒ (2, 3, 2, 2) = 9=7
    4d6 ⇒ (1, 3, 4, 3) = 11=10
    Oh my, look at that whopping 2 point buy. Yeah how exactly do rerolls work? second lowest roll below 10 isnt exactly clear to me. I may have to sit this one out, becuase the dice gods hate me today. If it works how i think, lets see here.
    4d6 ⇒ (1, 5, 2, 4) = 12=11
    Now its a 4 point buy.


    10 is normal, if you get 2 rolls below 10, you can reroll the lowest one or do a 15 point buy


    Herman is approved, finger is approved. 3 more slots to go :)

    Silver Crusade

    4d6 ⇒ (1, 5, 2, 3) = 11 10
    4d6 ⇒ (3, 3, 5, 5) = 16 13
    4d6 ⇒ (1, 6, 4, 4) = 15 14
    4d6 ⇒ (1, 1, 3, 3) = 8 7
    4d6 ⇒ (2, 5, 2, 2) = 11 9
    4d6 ⇒ (1, 4, 5, 3) = 13 12
    4d6 ⇒ (4, 4, 2, 6) = 16 14

    9,10, 12, 13, 14, 14

    I'll take a 15pt buy


    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    Here's Keybella Astara Cleric of Cayden Cailean. I need to work on background and make gear purchases. She's an archer based cleric.

    Crunch:
    Keybella Astara
    Human cleric of Cayden Cailean 1
    CG Medium humanoid (human)
    Init +3; Senses Perception +2
    --------------------
    Defense
    --------------------
    AC 13, touch 13, flat-footed 10 (+3 Dex)
    hp 9 (1d8+1)
    Fort +3, Ref +3, Will +4; +1 trait bonus vs. charm and compulsion while a friend is within 30'
    --------------------
    Offense
    --------------------
    Speed 40 ft.
    Special Attacks channel positive energy 4/day (DC 11, 1d6)
    Domain Spell-Like Abilities (CL 1st; concentration +3)
    5/day—touch of good (+1)
    Cleric Spells Prepared (CL 1st; concentration +3)
    1st—bane (DC 13), bless, longstrider[D]
    0 (at will)—detect magic, light, stabilize
    D Domain spell; Domains Good, Travel
    --------------------
    Statistics
    --------------------
    Str 16, Dex 17, Con 12, Int 8, Wis 14, Cha 12
    Base Atk +0; CMB +3; CMD 16
    Feats Point-Blank Shot, Precise Shot
    Traits dangerously curious, fools for friends
    Skills Acrobatics +3 (+7 to jump), Knowledge (religion) +3, Spellcraft +3, Use Magic Device +6
    Languages Common
    SQ agile feet (5/day)
    Other Gear 240 gp
    --------------------
    Special Abilities
    --------------------
    Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
    Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
    Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
    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.
    Touch of Good +1 (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


    Reroll: 4d6 ⇒ (3, 1, 6, 3) = 13 Rerolling my 9, get a 12. Nice.

    I'll have my entry up in an hour or two.


    4d6 ⇒ (6, 4, 2, 3) = 15 = 13
    4d6 ⇒ (1, 4, 2, 1) = 8 = 7
    4d6 ⇒ (2, 4, 2, 5) = 13 = 11
    4d6 ⇒ (2, 1, 1, 6) = 10 = 9
    4d6 ⇒ (5, 5, 2, 5) = 17 = 15
    4d6 ⇒ (4, 4, 4, 2) = 14 = 12

    re-roll on 7 4d6 ⇒ (1, 4, 4, 2) = 11 = 10
    Still only 13 point buy....so 15 point its!

    @DBH, Pixie said '10 is normal, if you get 2 rolls below 10, you can reroll the lowest one or do a 15 point buy' so you don't get a re-roll, unfortunately.


    I have an idea but the trait I took recommends being connected to another player.

    I would like to have Fingers as a connection if that is alright with him.


    4d6 ⇒ (6, 1, 4, 6) = 17 = 16
    4d6 ⇒ (4, 2, 2, 2) = 10 = 8
    4d6 ⇒ (2, 4, 5, 2) = 13 = 11
    4d6 ⇒ (5, 4, 4, 5) = 18 = 14
    4d6 ⇒ (6, 4, 2, 6) = 18 = 16
    4d6 ⇒ (3, 2, 1, 4) = 10 = 9

    re-roll on "second lowest below 10"

    4d6 ⇒ (2, 2, 4, 4) = 12 --> makes my nine into a ten.

    Interesting mix. I will have something for consideration up tomorrow. :)


    Keybella Astara is approved. 2 more slots


    Well here is what I got:

    back story:

    Deep in the heart of Nidal, the lands of shadows, there exists a Ninja clan. Calling themselves “The shadowhand Assassins” Formed centuries ago by an offshoot of gnomes known as dread gnomes. These miniature killers would conduct numerous “jobs” to protect the Umbral court.

    This was the world that Kayla was born into. A place of shadow and mystery. Kayla began her journey as a Shadowhand almost as soon as she was able to walk. She trained hard and learned many of the secrets of theses shadowy lands.

    Kayla fist began her journey into the world of assassination by being nothing more than a spy, a scout for the more skilled assassins. She would tail intended marks and report their locations.

    Eventually she was accepted and began her training as a “sword sage” the sword arm of the Shadow Hand assassins. She became very adept at her use of the blade as well as ways to bring down larger foes.

    Over the years the Shadowhand expanded throughout Golarion but they always managed to stay low key enough to avoid making any enemies. Until they had a run in with The Red Mantis.

    The Red Mantis were out to take care of some business in Riddleport when by happenstance, a group of Shadowhands had a similar mission. A well to do Noble apparently set the shadowhand up in an effort to save his own skin.

    The Red mantis proved their superiority and the Shadowhand group was killed.

    Kayla was among the group to clean up the mess and protect the secrecy of the shadow hands. It was there she got a glimpse of * ____________________ *. She was intrigued but continued on her duties.

    Her Master, White Tiger, then asked for one among them to stay behind in Riddleport, Kayla jumped at the chance and in the hopes of meeting * _______________ *.

    She spent several days, trailing * _______________ * looking for the right time to meet him. Eventually that chance came about as he caught her spying. It might have been her cute look, or perhaps she just knew the right things to say, but * ______________ * didn’t kill her; instead they started to work together for a bit.

    Through all of this, Kayla never revealed her true nature as a Shadowhand Assassin. But eventually she received word of a mission involving a mark at the Gold Goblin. She knew * ______________ * was her only way in. After meeting up with him they made their way to the Gold Goblin.

    (the blanks are to filled in by another PC if possible.)

    Kayla:

    Female dread gnome ninja 1 (Pathfinder RPG Ultimate Combat 13)
    N Small humanoid (gnome)
    Init +2; Senses low-light vision; Perception +6
    --------------------
    Defense
    --------------------
    AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
    hp 9 (1d8+1)
    Fort +1 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +4, Will +0
    Defensive Abilities defensive training
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee
    . . kunai +3 (1d3+1)
    . . wakizashi +3 (1d4+1/18-20)
    Ranged
    . . shuriken +3 (2)
    . . kunai +3 (1d3+1)
    Special Attacks hatred, sneak attack +1d6
    Spell-Like Abilities (CL 1st; concentration +4)
    . . 1/day—bleed (DC 11), chill touch (DC 12), detect poison, touch of fatigue (DC 11)
    --------------------
    Statistics
    --------------------
    Str 12, Dex 15, Con 11, Int 14, Wis 11, Cha 16
    Base Atk +0; CMB +0; CMD 12
    Feats Weapon Finesse
    Traits into enemy territory, uskwood hunter (nidal)
    Skills
    Acrobatics +6 (+2 to jump)
    Craft (alchemy) +6
    Craft (poison) +6
    Disable Device +6
    Knowledge (local) +6
    Knowledge (nobility) +6
    Linguistics +6
    Perception +6
    Sleight of Hand +6
    Stealth +13
    Racial Modifiers +2 Perception

    Languages Common, Draconic, Elven, Gnome, Shadowtongue, Sylvan
    SQ knack with poison[ARG], poison use

    Combat Gear
    Caltrops
    poison, red tears (3)
    leather armor
    kunai (5)
    shuriken (10)
    wakizashi[UC]
    backpack
    bedroll
    belt pouch
    chalk (10)
    grappling hook
    hemp rope (50 ft.)
    mirror
    shinobi shozoku
    thieves' tools
    tindertwig (9)
    waterskin
    wrist sheath, spring loaded (2)
    24 gp, 6 sp, 1 cp

    --------------------
    Special Abilities
    --------------------
    Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
    Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
    Knack with Poison (Ex) +2 Craft (alchemy/poison) to make poison, +2 save vs. poison (+4 if accidentally expose yourself).
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
    Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

    images and rules:

    Rules
    1 no laughing at her
    2 no patting her on the head or tussling the hair!
    3 no grabbing or trying to put her into sexy outfits
    4 she is not your maid
    5 no comments on the size of her ... never mind
    6 she gets first dibs whenever sweets are served
    7 to be her friend, learn to make curry

    image 1
    image 2
    image 3
    image 4

    Her tag line: “you have never been assassinated by anyone as cute as me”

    Silver Crusade

    4d6: 4d6 ⇒ (6, 3, 4, 5) = 18 = 15
    4d6: 4d6 ⇒ (2, 5, 5, 2) = 14 = 12
    4d6: 4d6 ⇒ (1, 6, 6, 4) = 17 = 16
    4d6: 4d6 ⇒ (2, 2, 3, 3) = 10 = 8
    4d6: 4d6 ⇒ (6, 3, 5, 4) = 18 = 15
    4d6: 4d6 ⇒ (1, 1, 6, 2) = 10 = 9

    re-roll 2nd lowest below 10:

    4d6: 4d6 ⇒ (1, 5, 2, 3) = 11

    So a 10 instead of a 9. Your group is missing an arcane caster, but stats like these really beg to get used by more of a MAD class...


    DBH here.

    My Brawler Able Crask.

    Crunch:

    ABLE CRASK

    Male Human (Ulfen) brawler 1, NG medium humanoid (human), Init +3; Senses Perception +5,

    Languages Common, Dwarven, Hallit, Skald, Varisian

    AC 16, touch 13, flat-footed 13, hp 12 (1HD)

    Fort +4, Ref +5, Will +1, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

    Speed 30 ft. (6 squares)

    Melee unarmed strike +5 (1d6+4)
    Melee dagger (cold iron) +5 (1d4+4/19-20)
    Ranged dagger (cold iron/thrown) +4 (1d4+4/19-20)
    Ranged light crossbow +4 (1d8/19-20)
    Melee morningstar +5 (1d8+4)

    Abilities Str 18, Dex 16, Con 14, Int 16, Wis 12, Cha 12
    Base Atk +1; CMB +5; CMD 18

    Atk Options Power Attack,

    Special Qualities Bonus Feat, Brawler's Cunning, Martial Flexibility, Martial Training, Skilled, Weapon and Armor Proficiency,

    Feats Deflect Arrows, Improved Unarmed Strike, Power Attack

    Skills Acrobatics +6, Appraise +3, Artistry +3, Bluff +1, Climb +7, Craft (Untrained) +3, Diplomacy +1, Disguise +1, Escape Artist +6, Fly +2, Heal +1, Intimidate +5, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +5, Perform (Untrained) +1, Profession (Gambler) +6, Ride +2, Sense Motive +5, Stealth +2, Survival +1, Swim +3,

    Possessions unarmed strike; outfit (traveler's); studded leather; morningstar; Backpack, Common [ Survival Kit (Common); Shaving Kit; Mess Kit; Waterproof Bag; Grappling Hook, Common; Rope (Silk/50 ft.); Soap; Oldlaw Whiskey (Bottle); Canteen; Bedroll; Blanket (Winter); Crossbow Bolts (10) (x4); Crowbar; Lantern (Bullseye/Waterproof); Oil (1 Pint Flask) (x2); Shovel; ]; Waterproof Bag [ Rations (Trail/Per Day) (x11); ]; Canteen ; Belt Pouch [ Sewing Needle; String (50 ft.); ]; Wrist Sheath [ Dagger (Cold Iron); ]; Light Crossbow ;

    Bonus Feat Humans select one extra feat at 1st level.
    Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

    Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

    Looking for Work (Profession (Gambler)) Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

    Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

    Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

    Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

    Fluff:

    Able was born big and grew larger, even on the meager food an orphanage provides. Naturally strong and blessed with a face designed to scare people he soon found himself pigeonholed into jobs that used those advantages.

    Able is a lot smarter than he lets on, he learns a lot of interesting things from people who talk in front of what they see as dumb muscle.

    He's shown up looking for work at the Gold Goblin, Bouncer is easy work for him and he's done it before.

    Able doesn't talk much, he's planning on taking a level or two of Rogue later on to use the brains and agility life gave him.

    Notes:

    He has the Deflect arrows feat to show he's used to having broken bottles and mugs thrown at him while working as a bouncer.
    If needed I can easily change him to any class needed, stats this good are rare for me and I'm hoping he gets picked.


    This is Zanbabe's submission.

    Looks like you already have 5 submissions, but I wanted to try anyway, in case someone drops or is not approved. I check the site all the time, and would love to play something with daily posts.

    Zarine Greenblood, Human Starsoul Sorcerer 1
    Skills and spells are in the Alias, Stats and backgroud / appearance and personality are below. Still have to buy gear and go over everything to fill in holes I probably left, but wanted to get this in.

    Stats:

    STR 11 (+0)
    DEX 16 (+3)
    CON 10 (+0)
    INT 14 (+2)
    WIS 8 (-1)
    CHA 18 (+4)

    Initiative +3
    AC 15 (leather 2, dex 3)
    Touch 13 / Flat 12

    HP 6 (max first level)

    Saves: Fort +0 / Reflex +3 / Will +1

    BAB 0 / CMB 0 / CMD 13

    Weapons
    Greenblood Longbow (heirloom weapon)
    range 110 feet, crit x3, piercing
    Attack +3 /+4 within 30 feet
    Damage 1d8 /1d8+1 within 30 feet

    Daggers
    Range 10 feet, crit 19-20 x2, slashing and piercing
    Attack +0 / Damage 1d4

    Traits:
    Researching the Blot
    Heirloom Weapon (Greenblood Longbow)

    Feats:
    Eschew Materials (free class feat)
    Point Blank Shot (+1 attack and damage within 30 feet with bow)
    Precise Shot (no penalty for shooting into melee)

    Background:

    Zarine comes from a noble, but no longer very influential, family. They haven't been able to pull the right strings to get their daughter into the prestigious Order of Cyphers, even though she wants more than anything to be a member and to study more about magic. She's been working at the local Magic shop trying to meet people and her beauty and smooth talking have helped her a little, but despite her intelligence and beauty, she makes a lot of unwise decisions, perhaps because she is young and somewhat sheltered, and has thus far screwed up every opportunity that she has had to gain more influence with the guild, although she has managed not to destroy her reputation either, but she is frustrated with the lack of progress. She heard about this call for aid from the OoC, and thinks that this is her big chance.

    Appearance/Personality:

    Zarine is quite beautiful, with long dark hair and green eyes. She is 5'8" and seems quite eloquent and smart about most things, but also a little bit gullible if you get her on certain subjects (like conspiracy theories and the like). She has a hard time telling when people are trying to pull the wool over her eyes if it is a subject she hasn't studied, and doesn't always get it when jokes are at her expense, although she sometimes does and it makes her feel bad, because she doesn't understand why people wouldn't like her. She might be a little too trusting. So far, she hasn't gotten into any massive trouble with this, but some of the locals tell her strange rumors on purpose because they know she'll believe it.

    She has a definite sense of right and wrong, but it doesn't always mesh with the law. She figures if a law is wrong, why obey it? Again, this hasn't really gotten her into trouble yet, but... we worry. :)


    Edward, "All CORE paizo material is allowed, Human race only". Zarine and able good job! your approved. looks like i got my 5. ill set up gameplay


    Thanks for picking me. Sorry to those who missed out.

    A Fighter, Brawler, Rogue, Cleric & Sorcerer. Nice mix.


    Thanks. :) Looking forward to it. :)

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