Shadowed Futures (Inactive)

Game Master Signore di Fortuna

Part II: Hadramkath Combat Map


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We've recently started Shadowed Keep on the Borderlands, but our Oracle has gone on hiatus so the brave man and women of the group are a bit short-handed. So, we're looking for 2 able-bodied folks to join them in exploring and fighting off the evils that lay within. After finishing SKotB, I will most likely move onto another module, so I'm aiming to have a complete campaign when all is said and done.

---

General Stuffs:

Level 1, 20 pt. buy, avg. starting gold, 2 traits

Any classes or races are acceptable except for those in the Occult Adventures playtest (as I have not looked at that fully, but if that interests you, I shall give it more than a cursory look) or third party classes/races unless some material can be provided so I may look it over (but that's not a guarantee that I'll accept it).

The current party is a Shaman, a Bloodrager and a Fighter (as well as the Oracle on hiatus).

The party will give their input on submissions as well.

---

Campaign Info:

So here's some background info on the world and the game:

The country of Camaden is divided into five city-states with several villages and hamlets occupying the outlying areas. The capital of Camaden is Kalbern, located on the eastern coast. Kalbern is known for its vigorous trade and large presence of the merchant class. As a result, mercantilism is the main philosophy of Camaden, even beyond theism. Trade Princess Fiella Strombeck rules Kalbern, strictly but fairly. Though the gods play a large role in the world at large, Camaden is fairly secular.

Aravel, the second largest city of Camaden, is home to the elves. It is located in a heavily forested region of Camaden. Latherian Greenstep, an elf steeped in mystery, is the ruler of Aravel. Many travel to study in Aravel because of their world-class institutions. Aravel has the Silverspar Bardic College, the Goldleaf College of Philosophy and the Brasspin University of Sciences and Alchemy. While the names might denote a ranking of each area of study, Aravelians hold each in equal esteem.

Luth, home to the dwarves, dominates the mountains of west Camaden. A large tower is the seat of the dwarf king, Warrafin of the Iron. In stereotypical fashion, Luth is a mining town and the dwarves there are unmatched in their skill of crafting and appraisal. The phrase "In a Luthian's Eyes" refers to one's ability to see the true worth of something or someone.

Ganz, a city on the southern plains, is known for its temples and military might. Most of Camaden's warriors hail from Ganz. While their military force is the greatest in Camaden, General Alpert is a methodical and contemplative man. Though he has his own ideals, the general is content to maintain the status quo. Most religions flourish in Ganz as the Ganzites are religiously tolerant. Ganz maintains a healthy population due to its relief programs and constant employment opportunities.

Tull, the last of the city-states, is definitely not the least. The Ollison Academy of Wizardry is Tull's seat of power and its defining feature. Ollison is quite liberal in its teachings and no school of magic is prohibited. Of course, there is the occasional issue of walking corpses getting loose, but the headmaster, Diemos, is proactive about keeping Tull safe.

The game itself takes place in and around the village of Vinse. Once, several decades ago, an adventurer named Valentin Ironwolf erected a keep on a bluff near the forests surrounding Vinse. Ironwolf fought against the goblins and orcs of the area, but was unable to finish his keep. The goblins and orcs banded against him and slaughtered Ironwolf and his family, before turning on each other. Now, villagers are disappearing from the area and trade has ground to a halt. The keep has been referred to as Valentin's Folly or the Shadowed Keep and something foreboding is occurring within its walls.

I will leave recruitment open until the afternoon of Monday 11/10.


Dot dash dot


I submit Tsigolo for consideration. He is an old-fashioned dex based rogue. I haven't played the module before, so no one has to worry about me spoiling surprises.

I will pick traits and equipment before tomorrow night. Feel free to PM me with any questions or concerns.


I may require a 3rd person if I don't hear from my fighter soon, lol.


*sigh*

-Posted with Wayfinder


Are all archetypes allowed?


What were you thinking of?

Dark Archive

Dotting for interest. I'd like to either play either a Shay the whitty and mischievous Catfolk Bard or Thraine the Bounty Hunter, a Half Orc Hunter with Battlecat his tiger animal companion.

I will flesh both out if you like but I'm happy to play either depending on what the party preference is.

Grand Lodge

dot


Are variant Dhampir allowed?


If you're asking about the alternate heritages listed here, I'll allow them.


I was thinking synthesist summoner


1 person marked this as a favorite.

I've had experience with them and I have to say no.


hm... sounds like you guys are in the need of a healing type person... never played one of those, but I am always willing to try my hand at something new. If you are willing to allow a novice healer join (and give me some help in the specifics of the crafting) then I would be happy try my hand at it. Giving some of them a look now, should have a rough concept/backstory soon.


So far I have:

Tsigolo - Half-Elf Rogue
Lord Zekk: Shay - Catfolk Bard or Thraine - Half-Orc Hunter
The Emerald Duke: a healer of some sort
Deliverance: a dhampir of some sort

and Nohwear, grimdog with dots.


I should get something up tomarow, I am currently considering a mammoth shaman, if you do not see a problem with two shamans.


I've had parties get by with deficiencies, but that's usually homebrew. *shrugs* You never know.

Dark Archive

I am kind of feeling a Half-orc Tattooed Sorcerer with the Sage Bloodline. Dot.


Hi.

Telsyn is an elf evoker wizard who I only played briefly. Rather than make a new avatar, I'm reusing one I wanted to play, but never really got to. I'm submitting him now, and will be looking over his gear and money to suit the rules of this game. I really like homebrew campaigns.

You'll see that I've played quite a few characters and run a few games here, and I won't just play a bit, then leave. I enjoy PBP here, and I should have his gear and back story finished and up by tomorrow.

Grand Lodge

I'll whip up a front line fighter type.


Ok I have 1 of three choices.

1) Breunnor Kegbreaker: Dwarven fighter master of the Dwarven Dorn Dergar link to the sheet (will have to be modified to this game.)

2) Klor Kraggson: the foul mouthed, self-styled "dwarven defender," in open rebellion against the rules and regimen of his clan, exiled into the dark tunnels to protect them on his own terms. Klor very much adheres to the notion that the ends justify the means; and although his goals are usually good-- at least as far as he understands the term-- his approach leaves much to be desired. link to sheet (again, needs to be adjusted to this game.)

3) final choice, Lady Sugarsnap and Admiral Truffles the halfling druid with a wild Boar (with a pink bow) animal companion. (no link yet as I have not even created the character yet,
but here is a tentative picture


I really like Lady Sugarsnap. I think she's adorable and so is the little Boar. It creates quite the mental image. Druids are good cuz they have multiple purposes. The picture is adorable too. Lol


Heh she is pretty cool.


OK... close to having a sumbission ready... working on the gritty details and on the backstory, but my mind is in the process of assembling a female aasimar cleric in the service of Sarenrae (Healing and Sun Domains). Not going to be offensive, but hopefully will be able to keep other party members alive to keep her alive in turn.


@ "the duke": I am playing an aasimar cleric in the service of Sarenrae in a crimson throne game, and she has a good selection of offensive and healing capabilities.

have you thought about taking the halo alternate racial trait then get the feats for angelic wings (need to be level 10 for that) and you can look like an angel.

when high enough level -- I love the chains of perdition spell. (3rd level spell)

looks like I will stat up lady Sugarsnap then.


The Emerald Duke wrote:
OK... close to having a sumbission ready... working on the gritty details and on the backstory, but my mind is in the process of assembling a female aasimar cleric in the service of Sarenrae (Healing and Sun Domains). Not going to be offensive, but hopefully will be able to keep other party members alive to keep her alive in turn.

Sarenrae rocks, and those are great domains.


The Emerald Duke wrote:
OK... close to having a sumbission ready... working on the gritty details and on the backstory, but my mind is in the process of assembling a female aasimar cleric in the service of Sarenrae (Healing and Sun Domains). Not going to be offensive, but hopefully will be able to keep other party members alive to keep her alive in turn.

I really like that idea......for some reason I also seem to find it a little funny. Mostly cuz I'm playing a female aasimar war priestess in another game, except she's pregnant. Lol Can't wait to read the backstory.

-Posted with Wayfinder


My aasimar also serves Sarenrae. That's just too funny.

-Posted with Wayfinder


i was thinking about a submission but i really wanted to try a kineticist. they're not that great at the moment since it looks like they tried to be really conservative with this batch of classes, but it's very similar to the 3.5 warlock just to give a comparison. if you don't want to have to look more closely at it now, though, i understand.


I want to submit my idea:

Human. 1st level gunslinger, rest will be hunter. My idea is from Bravestar if that makes sense :)


Oh yeah....I remember that show. Wait, forget I said that.....Lol

-Posted with Wayfinder


You said Gunslinger and I immediately thought 30-30.


Building him too. Hence hunter class ;)


I likes

-Posted with Wayfinder


2 people marked this as a favorite.

Ok here is Lady Sugarsnap and Admiral Truffles

little back story is in there also

Lady Sugarsnap:

Lady Sugarsnap
Female halfling druid 1
N Small humanoid (halfling)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +3, Will +6; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee switchscythe +1 (1d6/×4) or
. . unarmed strike +1 (1d2 nonlethal)
Ranged sling +3 (1d3)
Druid Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, snowball (DC 14)
. . 0 (at will)—detect magic, guidance, resistance
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 13, Int 12, Wis 16, Cha 13
Base Atk +0; CMB -1; CMD 12
Feats Dodge
Traits beast of the society, well-informed
Skills Diplomacy +5 (+6 to gather information), Handle Animal +5, Knowledge (geography) +5, Knowledge (nature) +7, Perception +9, Survival +9; Racial Modifiers +2 Perception
Languages Common, Druidic, Gnome, Halfling
SQ nature bond (boar named admiral truffles), nature sense, wild empathy +2
Other Gear leather armor, sling, sling bullets (10), switchscythe, backpack, belt pouch, blanket, flint and steel, holly and mistletoe, mess kit, pot, soap, spell component pouch, torch (2), trail rations (5), waterskin, 107 gp, 11 sp, 13 cp
--------------------
Tracked Resources
--------------------
Sling bullets - 0/10
Torch - 0/2
Trail rations - 0/5
--------------------
Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Beast of the Society Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.
Fearless +2 racial bonus vs Fear saves.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Well-Informed (Diplomacy) +1 Gather Information and Knowledge (Local), and one of these is a class skill.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Born to the name of Goldilock Sugar Ferrywarden but she prefers the name Lady Sugarsnap.

her father is Fulito Fulto Ferrywarden and her mother is Lily Curry Ferrwarden born in the small village of Whistledown. Her father is a well known Bard and her mother a reknown cook. they are owners of a lttle tavern called The Jolly Halfling Inn (Western Style).

Sugar was always an animal lover. she would chase squirrels all over the place and has even been known to take the neighbor's cat think it was a stray.

One day she was out attempting find a baby deer that she saw the day before and came upon a boar caught in a trap. taking pitty on it she freed the boar but this upset the hunter a litttle too much and chased poor sugar back into the village, warning her to never come on his property again.

for the next several days she looked for that poor little boar but to no avail.

during her searching she came upon a small hut, the home of a gnome by the name Crusty. he was a druid and protector of much of the plant life in the woods about the village. funny Sugar never found him before.

he explained that he only comes when there is need. and today he was needed. the spirits of the woods told Crusty that there was anew candidate to join the druidic order.

of course Sugar had no idea who it could be and it took a whole day to eventually convice her it was her.

her last day of training she was to find an animal with which she was to form a bond. this task perplexed her since she loved all animals.

Sugar returned to the village wondering what to do and when she arrived there was that same boar from before trapped and wounded. he was threatened by several of the town guard.

the boar was covered in chocolate as it had overturned a candy merchant cart.

Sugar intervened and convinced the village that she would keep the boar from hurting anyone again.

the boar became her companion and since she saved him covered in chocolate she named him truffles. (the Admiral part came from his bath, but that is another story)

Admiral truffles still bears many opf the scars from his trials and fights and the traps. and he isn't much to look at, and he sometimes smells funny, (but maybe thats because he's gassey).

--------------------

Admiral Truffles
Boar
N Small animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size)
hp 13 (+4)
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +3 (1d2+1 nonlethal) or
. . gore +4 (1d6+1)
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Feats Weapon Focus (gore)
Tricks Attack, Down, Fighting, Get Help, Heel, Hunt, Stay, Watch
Skills Acrobatics +1 (+5 to jump), Intimidate -2, Perception +5
SQ fighting, get help, heel, hunt, watch
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Fighting [Trick] The animal has been trained to fight.
Get Help [Trick] Attempts to bring back people it considers "help"
Heel [Trick] The animal will follow you.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Watch [Trick] Stands watch over designated area.

Dark Archive

Orym's crunch is put together (decided to go Half-orc Tattooed Sorcerer with the Arcane bloodline), so I just have to make him a profile and start working on some backstory.

Simple explanation is he's a half-orc that was (grudgingly) raised by Varisians, and one of their more eccentric wizards chose to train him to control the magic in his blood. He eventually was overcome by the Varisian's natural wanderlust, and has found himself in Vinse.


Can i make his first level in gunslinger a tech slinger? i think that will be in his char style?


Telsyn's done. Take a look, and if anything looks out of sorts, let me know. Thanks!


OK, backstory is not all that long, and still working on equipment, but here is my cleric. I should have equipment up later and I hope to expand upon her backstory as well.


Looks like a lot of promising choices. Good luck to all of you. It looks like now we are gonna be in need of at least three peeps, I see a lot of good potential here. I can already tell it's gonna be really really hard to choose just three. ;o)


Just a reminder: I'm closing recruitment tomorrow. Characters will be peer judged, so you really don't have to impress me but the other players: Derika, Vishanti and Tosom (who has kinda returned). I will still be picking 3 people based on Derika's suggestion. I will offer my opinion if I need to break a tie.

So far:

Tsigolo - Half-Elf Rogue
Lord Zekk: Shay - Catfolk Bard or Thraine - Half-Orc Hunter
The Emerald Duke: Missea Reinobese - Aasimar Cleric
Telsyn Setiva - Elf Wizard (character looks ready to me)
Edward Sobel: Lady Sugarsnap - Halfling Druid
Seranov: Orym - Half-orc Tattooed Sorcerer (Arcane Bloodline)
Seth86: Human Gunslinger (I don't think a tech gunslinger will really fit with the setting and mood)
Deliverance: a dhampir of some sort
Nohwear: Mammoth Shaman
grimdog: nebulous fighter-type
cuatroespada: kineticist (go ahead and submit a character, I'll look over the class tonight)


OK, finished with equipment. :)

Wishing all luck!

Dark Archive

Okay, this is my application for Orym, Half-orc Tattooed Sorcerer.

Background:
Orym is the result of a tryst between a half-orc man and a Varisian woman. Though more human than orc, he still experienced plenty of prejudice as a child. And that prejudice only got worse when he began to show signs of magic in his blood when puberty came around. At her wits end, Orym's mother entrusted the young half-orc to a middle-aged wizard that had begun to recently travel with their nomadic group, Magus Broya Longstep. The Magus was on a trip to study the Varisians and their magic tatoos, and found Orym to be the perfect subject, so she gladly began training the boy to control his magical powers.

Over the course of the next two years, Orym and Broya were inseperable, always making mischief and studying late into the night. As the half-orc youth began to master his blood, more and more arcane runes would show up on his body, physical proof of him gaining control. And it was with this that Broya was to leave and publish her findings.

Lonely and once again the target of his peer's taunts, Orym decided to leave the caravan and strike out on his own. Now a sorcerer in his own right, the half-orc decided to become a wanderer, lending a hand to anyone he could, while traveling. For the last few years, he has done so, with little more than his satchel full of his belongings, the clothes on his back, and the makeshift greataxe he'd been given by the caravan's guard captain.

Now, Orym finds himself in the city of Vinse, doing odd jobs around town and curious about the recent disappearances. Hoping to lend his magical might to any that might seek to investigate it, the sorcerer spends most of his evenings in the village's inn, listening for information.

Appearance:
Orym is a tan-skinned half-orc man with brown hair and amber-colored eyes. His chest and arms are covered in ornate runic tattoos, symbols of the arcane training he received from Magus Broya. Under his right eye is a tattoo of a green scorpion, which is his familiar, Clamps.

He generally wears a pair of loose leather pants and well-worn boots, and a heavy brown jacket, in order to allow others to see his heavily-tattooed torso.

Character Sheet:
ORYM
Male Half-orc Sorcerer (Tattooed Sorcerer) 1
CG Medium Humanoid (Human, Orc)
Init +5; Senses Darkvision, Perception +6 (+8 within arm's reach of familiar)

--------------------
DEFENSE
--------------------

AC 11, touch 11, flat-footed 10. . (+1 Dex)
HP 11 (1d6+1+4)
Fort +3, Ref +3, Will +5

--------------------
OFFENSE
--------------------

Speed 30 ft. (No Armor)
Melee Greataxe +1 (1d12+1/20/x3)
. . Cestus +1 (1d4+1/19-20/x2)
. . Dagger +1 (1d4+1/19-20/x2)
Range Dagger +1 (1d4+1/20/x2)
Special Abilities familiar tattoo: greenstring scorpion (Su)
Sorcerer Spells Known (CL 1st, Concentration +5):
. . 1st (4/day) - color spray, mage armor
. . 0 (at-will) - acid splash, detect magic, prestidigitation, read magic

--------------------
STATISTICS
--------------------

Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 18
Base Atk +0; CMB +1; CMD 12
Feats Toughness, Endurance (Race), Mage's Tattoo (Conjuration), Alertness (when within arm's reach of familiar)
Traits Seeker (+1 to Perception, Perception is a class skill), Fate's Favored (+1 Luck bonuses)
Skills Use Magic Device 1 rank (+8), Perception 1 rank (+6, +8 near familiar)), Spellcraft 1 rank (+5), Bluff 0 ranks (+4), Diplomacy 0 ranks (+4), Intimidate 0 ranks (+4), Acrobatics 0 ranks (+1), Climb 0 ranks (+1, +3 near familiar), Fly 0 ranks (+1), Heal 0 ranks (+1), Sense Motive 0 ranks (+1), Stealth 0 ranks (+1), Survival 0 ranks (+1), Swim 0 ranks (+1)
Languages Common, Orcish, Draconic
Combat Gear Acid (flask); Other Gear 0pp 7gp 0sp 0cp, greataxe, cestus, dagger (5), sorcerer's kit (satchel, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torch (10), trail ration (5 days), waterskin), spell component pouch (2) (Light encumbrance)

--------------------
SPECIAL ABILITIES
--------------------

Favored Class: Sorcerer (+1 HP)
Half-orc Racial Traits (Sacred Tattoo and Shaman's Apprentice variant traits)
Arcane Bloodline
. . Arcane Bloodline Arcana (+1 DC on spells affected by metamagic)
. . Familiar Tattoo (Su)
Mage's Tattoo (Ex)

Familiar:
CLAMPS
NN Tiny Magical Beast
Init +3; Senses Darkvision, Perception +4

--------------------
DEFENSE
--------------------

AC 19, touch 15, flat-footed 16. . (+3 Dex, +4 natural, +2 size)
HP 4 (1d8)
Fort +2, Ref +3, Will +0

--------------------
OFFENSE
--------------------

Speed 30 ft. (No Armor)
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

--------------------
STATISTICS
--------------------

Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

--------------------
SPECIAL ABILITIES
--------------------

Familiar: A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Poison (Ex): Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.


Understand. Pistolero then. Then i think from lvl6 going hunter


Seranov wrote:
Okay, this is my application for Orym, Half-orc Tattooed Sorcerer. Background: Orym is the result of a tryst between a half-orc man and a Varisian woman. Though more human than orc, he still experienced plenty of prejudice as a child. And that prejudice only got worse when he began to show signs of magic in his blood when puberty came around. At her wits end, Orym's mother entrusted the young half-orc to a middle-aged wizard that had begun to recently travel with their nomadic group, Magus Broya Longstep. The Magus was on a trip to study the Varisians and their magic tatoos, and found Orym to be the perfect subject, so she gladly began training the boy to control his magical powers. Over the course of the next two years, Orym and Broya were inseperable, always making mischief and studying late into the night. As the half-orc youth began to master his blood, more and more arcane runes would show up on his body, physical proof of him gaining control. And it was with this that Broya was to leave and publish her findings. Lonely and once again the target of his peer's taunts, Orym decided to leave the caravan and strike out on his own. Now a sorcerer in his own right, the half-orc decided to become a wanderer, lending a hand to anyone he could, while traveling. For the last few years, he has done so, with little more than his satchel full of his belongings, the clothes on his back, and the makeshift greataxe he'd been given by the caravan's guard captain. Now, Orym finds himself in the city of Vinse, doing odd jobs around town and curious about the recent disappearances. Hoping to lend his magical might to any that might seek to investigate it, the sorcerer spends most of his evenings in the village's inn, listening for information. Appearance: Orym is a tan-skinned half-orc man with brown hair and amber-colored eyes. His chest and arms are covered in ornate runic tattoos, symbols of the arcane training he received from Magus Broya. Under his right eye is a tattoo of a green scorpion, which is his familiar, Clamps. He generally wears a pair of loose leather pants and well-worn boots, and a heavy brown jacket, in order to allow others to see his heavily-tattooed torso. Character Sheet: ORYM Male Half-orc Sorcerer (Tattooed Sorcerer) 1 CG Medium Humanoid (Human, Orc) Init +5; Senses Darkvision, Perception +6 (+8 within arm's reach of familiar) -------------------- DEFENSE -------------------- AC 11, touch 11, flat-footed 10. . (+1 Dex) HP 11 (1d6+1+4) Fort +3, Ref +3, Will +5 -------------------- OFFENSE -------------------- Speed 30 ft. (No Armor) Melee Greataxe +1 (1d12+1/20/x3) . . Cestus +1 (1d4+1/19-20/x2) . . Dagger +1 (1d4+1/19-20/x2) Range Dagger +1 (1d4+1/20/x2) Special Abilities familiar tattoo: greenstring scorpion (Su) Sorcerer Spells Known (CL 1st, Concentration +5): . . 1st (4/day) - color spray, mage armor . . 0 (at-will) - acid splash, detect magic, prestidigitation, read magic -------------------- STATISTICS -------------------- Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 18 Base Atk +0; CMB +1; CMD 12 Feats Toughness, Endurance (Race), Mage's Tattoo (Conjuration), Alertness (when within arm's reach of familiar) Traits Seeker (+1 to Perception, Perception is a class skill), Fate's Favored (+1 Luck bonuses) Skills Use Magic Device 1 rank (+8), Perception 1 rank (+6, +8 near familiar)), Spellcraft 1 rank (+5), Bluff 0 ranks (+4), Diplomacy 0 ranks (+4), Intimidate 0 ranks (+4), Acrobatics 0 ranks (+1), Climb 0 ranks (+1, +3 near familiar), Fly 0 ranks (+1), Heal 0 ranks (+1), Sense Motive 0 ranks (+1), Stealth 0 ranks (+1), Survival 0 ranks (+1), Swim 0 ranks (+1) Languages Common, Orcish, Draconic Combat Gear Acid (flask); Other Gear 0pp 7gp 0sp 0cp, greataxe, cestus, dagger (5), sorcerer's kit (satchel, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torch (10), trail ration (5 days), waterskin), spell component pouch (2) (Light encumbrance) -------------------- SPECIAL ABILITIES -------------------- Favored Class: Sorcerer (+1 HP) Half-orc Racial Traits (Sacred Tattoo and Shaman's Apprentice variant traits) Arcane Bloodline . . Arcane Bloodline Arcana (+1 DC on spells affected by metamagic) . . Familiar Tattoo (Su) Mage's Tattoo (Ex) Familiar: CLAMPS NN Tiny Magical Beast Init +3; Senses Darkvision, Perception +4 -------------------- DEFENSE -------------------- AC 19, touch 15, flat-footed 16. . (+3 Dex, +4 natural, +2 size) HP 4 (1d8) Fort +2, Ref +3, Will +0 -------------------- OFFENSE -------------------- Speed 30 ft. (No Armor) Melee sting +5 (1d2–4 plus poison) Space 2-1/2 ft.; Reach 0 ft. Special Attacks poison -------------------- STATISTICS -------------------- Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2 Base Atk +0; CMB +1; CMD 7 (19 vs. trip) Feats Weapon Finesse Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth -------------------- SPECIAL ABILITIES -------------------- Familiar: A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level. Poison (Ex): Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

I like it. He sounds cool. Thanks for the submission. Like I said before it's gonna be really hard to pick just three. Best of luck to ya.

-Posted with Wayfinder


should I make the alias? I would rether wait to see if selected first.


Just make the damn alias already silly head! Lol

-Posted with Wayfinder


Sorry.....feeling a little giddy. The energy up here is like wicked crazy tonight. I'm just in a weird mood.

-Posted with Wayfinder


Looking good guys.


I'm just all a-twitter. My stars, I do believe I have the vapors! Where's my fainting couch?

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