| Dias-Lewis |
DM Alistair wrote:...(you can't, however, move numbers around outside of racial adjustments for your rolls, folks).That means we take the numbers as they fall? For example, I would be Str 14, Dex 16, Con 18, Int 16, Wis 18, Cha 11 (before racial adjustments)?
I think what he means is changing the numbers in anyway shape or form. You can assign them anywhere but you can't change them.
| Mjolbeard89 |
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 1) + 6 = 9
Well that's unfortunate. Guess it's PB for me. I'm looking at building a Changeling Starsoul Sorcerer. Will post later with a the character in question.
| Zayne Iwatani |
This is why I dislike rolling. Some are stuck at 25 while others get 40 or 60 points. Rant over. Here is what I have so far.
Male Android Brawler 1
N Medium Humanoid (human, construct)
Init: +3, Senses: darkvision, perception:
Defense:
AC: 16, Touch: 13, Flat-footed: 13
Hp: 12 (1d10+2)
Fort: +4, Ref: +5, Will: -1
Offense:
Speed: 30 ft.
Melee: Unarmed Strike +5 (1d6+5/x2)
Statistics
Str: 18, Dex: 16(+2), Con: 14, Int: 12(+2), Wis: 8, Cha: 8(-2)
Base Atk: 1 CMB: 5 CMD: 18
Feats: Technologist
Skills 6x1: Acrobatics (1) +7, Climb (1) +8, Knowledge (dungeoneering) (1) +5, Knowledge (Engineering) (1) +6, Perception (1) +5, Swim (1) +8
Traits: Heavy Hitter, Numerian Archeologist, Structural Knowledge
SQ: Brawler's cunning, martial flexibility, martial training, unarmed strike
Languages: Common, Hallit, Androffan, ???
"at'a way. In the cave."
Shit. Shit. Shit.
A lad of no more than a few years ducked into a cave to try and avoid his pursuers, a purse of stolen gold in his hand. Unfortunately, he didn't duck fast enough and one of them spotted him. They were closing in while he scrambled to find a way out. But the cave was dark and their appeared to be no exit.
Shit
"Light," one man commanded. The lad had only a moment. His hand reached out for some surface and found something cold, hard and very big. Big enough to hide behind. A torch lit the cave just as he disappeared behind the large object. The boy held his breath. Maybe if he hid here he'd find an opportunity to flee. He peered around the object and nearly gasped in terror. The men he was trying to escape from were starring right at him. Or more accurately, his hiding place. He leaned back to better see it. His own distorted reflection starred back. It appeared to be a giant metal tube, smooth and unblemished, sticking out of the ground.
The men approached cautiously.
"Wazzat?"
"Metal. Skymetal," the other said in awe. "I seen a weapon made o this stuff. Cut through iron like it was thin canvas. I thought you could only get this in Numeria." He turns to his partner. "We get this out o here and we'll be richer than lord lardass. Richer 'n a king maybe."
He turns back to the metal tube and lays his hands against it lovingly. Small lights appear beneath his hand. The metal tube hisses and a large door in the side slides upward. The two men jump back in surprise. The boy remains still, too afraid to make any move. From within the tube steps out a man dressed in an odd skintight suit of black. He stands on the rock floor of the cave, starring straight ahead for a moment. The other two men are too stunned by the appearance of a third to do anything but gawk. The only sound in the cave for a long moment is the flames of the torch.
Eventually the man from the tube seems to get his bearings and looks directly at the cause of sound. He reaches down and pulls a metal object from his side and points it at the men. "Open flames are not allowed on the ship. Class 3 transgression. Put out the flame and come quietly," is what he says. But to everyone else in the cave, it sounds like garbled nonsense. The men look at each other confused. The man from the tube flicks something on the metal object in his hand. He looks at it, confused, as if it was supposed to do something. He quickly puts it away and assumes a sort of fighting stance.
"I repeat, put out your flame and come quietly or I will have to resort to force," he says. Again the men don't understand his words but they do understand body language. They were terrified of the man from the tube but pride prevented them from running. The fight was over in the blink of an eye.
Peacekeeper Android designated C4R73R landed on Golarion with the rest of his brethren but awoke from stasis only a few years ago. Once he realized he was no longer aboard the ship and had no memory of it beyond some vague recollections, he left the cave and traveled to the nearest town. One welcoming citizen translated the designation on his suit to be his name, Carter, and that is what he has been ever since. It took him a long time to even learn the language of the locals but eventually he was absorbed into the society of modern Golarion. He knew he was different from the people around him beyond the obvious but he wasn't sure why. Eventually he learned of the Starfall many, many years ago and made the connection to his own garbled memories. Perhaps a settlement with more access to the fallen ship would be better able help him figure out who he was and where he came from.
| Benton Gearfox |
Ok, here's Benton Gearfox, a Gnome Bard.
Male gnome bard (archaeologist) 1 (Pathfinder RPG Ultimate Combat 32)
CG Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +3; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Ranged light crossbow +4 (1d6/19-20)
Special Attacks archaeologist's luck 7 rounds/day (+1)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Bard (Archaeologist) Spells Known (CL 1st; concentration +4)
1st (2/day)—charm person (DC 14), cure light wounds
0 (at will)—daze (DC 13), detect magic, mending, open/close (DC 13)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 13, Int 15, Wis 13, Cha 17
Base Atk +0; CMB -1; CMD 12
Feats Arcane Strike
Traits mathematical prodigy, numerian archeaologist, rapscallion
Skills Acrobatics +7 (+3 to jump), Bluff +7, Disable Device +5, Escape Artist +4, Knowledge (arcana) +4, Knowledge (dungeoneering) +3, Knowledge (engineering) +11, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +7, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +7, Perform (comedy) +7, Stealth +11, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Androffan, Common, Dwarven, Elven, Gnome, Sylvan
SQ bardic knowledge +1, gnome magic, master tinker
Other Gear leather armor, crossbow bolts (20), light crossbow, backpack, chalk, hemp rope (50 ft.), parchment, thieves' tools, 66 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Benton, or Bent as some of the patron of the Evercandle Inn call him, has been in Torch for the past decade running odd jobs for the locals establishments. He's been put up in a small attic nook in exchange for his services as a runner and handyman. He spends most his time rummaging through the junkyard for parts, running orders to the local foundry for special items, and looking over a young human girl, Charlotte, who was in an accident with a horse-drawn cart.
Two years ago the forge showed signs of having one of it's "eruptions." A smith, wanting to complete a project nearing it's end did not clear out in time and in his haste down the hill in his cart ran down Charlotte in the streets. She lost the use of her legs and Benton regularly visits her at the boarding house between jobs. He first created special crutches for her but as her strength diminished he put his coin towards fashioning a wheeled chair for her out of skymetal.
Benton has found a group of adventures willing to go into the bowels of the hill. He wishes to find any valuable technology or treasure and use it finally finish his chair for Charlotte and give him and her a better footing in this world.
Benton Stands 3 and a half feet tall. He usually has a huge grin and his golden hair is held back out of his face by broken goggles he keeps on his forehead. Well, it would be golden but it's usually matted with grease and mud. He wears leather armor that helps him keep from being pricked by metal shards while scavenging and keeps a crossbow on his back for the occasional rat hunt.
| Nutcase Entertainment |
Nutcase Entertainment wrote:For age categories, I was mainly asking if there are ability scores adjustments, or if like with PFS, age is just fluff (young making the character one size smaller, no ability score change).
* I'm guessing no to these and NPC Classes?
I'm going to rule out those Generic and NPC classes since they are meant more for, well, NPCs and the like. As for age, middle aged and old will adjust stats. As for playing young, I'd have to go to Ultimate Campaign to explain (predominately) why I'm not too keen on it:
It's one thing to throw traps, monsters, and deadly magic into the path of willing adults, but another thing to threaten young people with such dangers. Although fantasy fiction is filled with instances of peril giving juvenile characters the opportunity to be heroic and prove their potential, not all players are going to be comfortable with putting young characters in danger.
If the character is well written and functional, I will look it over but understand that playing young does put you in certain roleplay disadvantages. And I'll rule it's like PFS and it does not adjust your stats but does lower you size to a minimum of small (sorry halflings and gnome children, you remain small).
I understand for the young characters thing, so don't worry. The ability score adjustment for age categories question was to make sure everyone is on the same page on that one.
As for the Generic and NPC classes, it is more for ideas on making a "Jack of all Stats" x "Jack of all non-magical Trades" character.
| Nutcase Entertainment |
Alany
Did you mean Androgynous Android Vigilante (Magical Child)?
** spoiler omitted **
** spoiler omitted **...
You have two subtypes
| ElegantlyWasted |
Mostly done. Haven't done all the math for my gear yet but I've had a few drinks so I just wanted to get this up while I have a moment.
Here is Lucky.
He's whatever passes for Irish. Young, local to Torch, and eager for adventure.
Hope he's ok! Happy to provide more info.
| rungok |
I'm interested!
let me just get the stats out of the way and I'll get to work on deciding on a build! :D
Stat Roll!: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stat Roll!: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stat Roll!: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stat Roll!: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Stat Roll!: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Stat Roll!: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Not too shabby. I'll get to work on something if the recruitment's still open.
GreySector
RPG Superstar 2013 Top 8
|
I'm working on my character (a cleric of Brigh who plans to take the Envoy of Balance prestige class). I'll have it posted up soon (probably over the weekend). Are the unique spell rules and summon rules for Brigh from Lords of Rust p. 74 allowed?
Simon Dragonar
|
Hi DM Alistair! This is Simon AKA Raven from our Rise of the Runelords game! It is nice to see you again! The game is super fun so far. I will roll first if it's ok, then propose a character hopefully after lunch. :)
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14
| DM Alistair |
Posting all submitted (and mostly completed) characters
Alany - Android Vigilante (Magical Child) - Numerian Archaeologist
Benton Gearfox - Gnome Bard (Archaeologist) - Numerian Archaeologist
Eibon Elders - Android Brawler - Robot Slayer
Karina Bright-Eye - Changeling Sorcerer (Starsoul) - Stargazer
"Lucky" Siobhan Mac Tiernan - Human Gunslinger (Musket Master) - Local Ties (no 3rd trait yet...)
Norhalo - Human Aerokineticist - Robot Slayer
Xander Coulson - Human Bard (Archaeologist) - Numerian Archaeologist
| rungok |
Creighton, Hound of Numeria
Human (Kellid) Steel Hound Investigator
Height: 6'2"; Weight: 140 lbs
Hair: Black; Eyes: Gray
Alignment: Lawful Neutral; Diety: Nethys/Brigh (Equal measure)
Hit Points: 9
Attributes:
Str 9 (-1)
Dex 15 (+2)
Con 13 (+1)
Int 18 (+4)
Wis 14 (+2)
Cha 13 (+1)
Race Features:
+1 skill point/level
+1 Feat (Technologist)
+2 one ability score (Int)
Traits:
Numerian Archaeologist
Feat:
Point-Blank Shot
Class Features:
Alchemy
Inspiration (1/2 level +4)day
Trapfinding
Weapon Proficiencies:
Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields.
Skills:
Acrobatics (Dex)
Appraise (Int) 1
Bluff (Cha)
Climb (Str)
Craft (Clockwork) (Int) 1
Diplomacy (Cha)
Disable Device (Dex) 1
Disguise (Cha)
Escape Artist (Dex) 1
Heal (Wis)
Intimidate (Cha)
Knowledge (arcana) (Int) 1
Knowledge (dungeoneering) (Int) 1
Knowledge (engineering) (Int) 1
Knowledge (local) (Int)
Knowledge (history) (Int) 1
Knowledge (religion) (Int)
Knowledge (planes) (Int)
Knowledge (nature) (Int)
Linguistics (Int)
Perception (Wis) 1
Sense Motive (Wis) 1
Sleight of Hand (Dex)
Spellcraft (Int) 1
Stealth (Dex)
Use Magic Device (Cha) 1
BAB:
+0
Saves:
Fort +1 Ref +4 Will +4
Extracts per day:
1st - 2 (1+1 bonus)
Formula Known:
Keen Senses
Longshot
True Strike
Shield
Monkey Fish
Identify
I'll get the backstory and character personality/appearance in a bit.
| WarforgedMan |
Hey there folks! I've been looking for a game and this looks right up my alley.
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16
I'll think on a concept in a little bit though, likely after the weekend.
| Insane KillMaster |
And if that was allowed.
Str: 15 (+2)
Dex: 14 (+2)
Con: 14 (+2)
Int: 14 (+2)
Wis: 14 (+2)
Cha: 12 (+1)
Good Fort and Ref
1st: Bonus Feat, 2nd: Evasion, 4th: Uncanny Dodge, 8: Improved Uncanny Dodge, 12: Improved Evasion, 16: ?
Campaign Trait: Skymetal Smith
probably using Rogue's starting wealth.
| Æroden |
Is Necromancy intrinsically evil in your eyes? I'm not looking to make a specialist Wizard, but a lot of the spell selection I'm looking through is of the Necromancy school, with many having the [Evil] descriptor; Shared Sacrifice is a good example.
| WarforgedMan |
Hey Alistair, I have a two questions I'd like to ask. I'm thinking of playing an Android Destined Bloodrager for the game.
1) Is it okay to switch out the mechanics of the Bloodrage with the Unchained Barbarian rage? I always disliked the whole "well, I stopped raging so I died" thing.
2) I'm thinking of taking Local Ties as my campaign trait and liked the PG's suggestion of being an adopted child of the missing wizard. That sound doable?
Let me know at your earliest convenience, good sir.
| Zayne Iwatani |
Hey Alistair, I have a two questions I'd like to ask. I'm thinking of playing an Android Destined Bloodrager for the game.
1) Is it okay to switch out the mechanics of the Bloodrage with the Unchained Barbarian rage? I always disliked the whole "well, I stopped raging so I died" thing.
2) I'm thinking of taking Local Ties as my campaign trait and liked the PG's suggestion of being an adopted child of the missing wizard. That sound doable?
Let me know at your earliest convenience, good sir.
I don't think Androids can be barbarian's. They aren't subject to fatigue or exhaustion.
| WarforgedMan |
WarforgedMan wrote:I don't think Androids can be barbarian's. They aren't subject to fatigue or exhaustion.Hey Alistair, I have a two questions I'd like to ask. I'm thinking of playing an Android Destined Bloodrager for the game.
1) Is it okay to switch out the mechanics of the Bloodrage with the Unchained Barbarian rage? I always disliked the whole "well, I stopped raging so I died" thing.
2) I'm thinking of taking Local Ties as my campaign trait and liked the PG's suggestion of being an adopted child of the missing wizard. That sound doable?
Let me know at your earliest convenience, good sir.
This break my mechanical heart into pieces. Weird then, seeing as they still get favored class bonuses for the two of them. If it isn't allowed, maybe I'll make a Slayer instead.
| DM Alistair |
After a close look at the rules (as well as fluff, Androids can indeed be barbarians. There is actually no ruling I can find that says they can't, though fluff wise they are basically unheard of for the most part. We'll have to figure out some way for them to have a drawback from their rage though. As for swapping out for the unchained barbarians stuff, sure and yes, you may be adopted
@Æroden - As long as you aren't evil and you aren't actually raising the dead/screwing over allies, I'll permit it.
| Cuàn |
Androids don't get any bonuses from normal Barbarian or Bloodrager either though as all the bonuses from (blood)rage are morale bonuses, to which Androids are immune.
The unchained barbarians rage isn't a morale bonus though, which I personally find rather odd.
They don't have an official favorite class bonus either, for any class. Those are all 3rd party.
| Irnk, Dead-Eye's Prodigal |
Androids don't get any bonuses from normal Barbarian or Bloodrager either though as all the bonuses from (blood)rage are morale bonuses, to which Androids are immune.
There is an Android racial feat that allows them to receive Morale Bonuses, although it does require that you have a Charisma of at least 13.
| Tristrina Myantheles |
Presenting Tristrina, Trina to her friends, historian extraordinaire!
Tristrina Myantheles
Female elf bard 1
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee short sword +4 (1d6+1/19-20) or
. . whip +4 (1d3+1 nonlethal)
Special Attacks bardic performance 5 rounds/day (countersong, distraction, fascinate [DC 11], inspire courage +1)
Bard Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—animate rope, grease
. . 0 (at will)—detect magic, ghost sound (DC 11), mage hand, read magic
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 13, Int 19, Wis 9, Cha 13
Base Atk +0; CMB +1; CMD 15
Feats Weapon Finesse
Traits distance aptitude, prehensile whip, stargazer
Skills Knowledge (arcana) +9 (+11 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +9 (+11 to identify alien monsters' abilities and weaknesses, +11 to navigate underground), Knowledge (geography) +10 (+12 to identify alien monsters' abilities and weaknesses), Knowledge (history) +9 (+11 to identify alien monsters' abilities and weaknesses), Knowledge (local) +9 (+11 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +9 (+11 to identify alien monsters' abilities and weaknesses), Linguistics +8, Perception +1, Perform (sing) +5, Spellcraft +8 (+10 to identify magic item properties), Survival -1 (+1 to avoid becoming lost when using this), Use Magic Device +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Azlanti, Common, Draconic, Elven, Gnoll, Goblin, Orc
SQ bardic knowledge +1, elven magic
Other Gear short sword, whip, backpack, bedroll, belt pouch, blanket[APG], canteen[UE], canteen[UE], chewing stick, comb (0.2 lb), compass[APG], elven trail rations[UE] (10), flint and steel, hairbrush (0.3 lb), ink (2), inkpen (3), journal[UE], marbles[APG], marbles[APG], mirror, nail file (0.1 lb), scissors (0.3 lb), silk rope (50 ft.), skeleton key[UE], soap, soap, sponge, tooth powder (0.1 lb), whetstone, 7 gp, 8 sp, 7 cp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 5 rounds/day) Your performances can create magical effects.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
--------------------
Tristrina (Trina to her friends) was born the daughter of a prominent elven archeologist and his wife. From her earliest days, her father drilled the girl in history, languages, and matters natural and arcane. With time came an appreciation for these things and the child reached out on her own and began to study. Meanwhile, her mother, who had a beautiful voice, trained her in the art of song. It was only natural that when Trina left home, she would follow the path of the bard.
At the age of 35, the girl left home and began her travels. Most recently, her path has brought her to Numeria, where it is said that strange and alien creatures may be found. As a student of the movements of the stars, she would very much like to see some of these beings for herself.
Description: Trina stands 6 feet tall and weighs 114 lbs. She has blonde hair and blue eyes, with the pale skin that is known among the elves. She favors bright colors to subdued and sometimes forgets herself in her excitement to experience something new.
| Cuàn |
Cuàn wrote:Androids don't get any bonuses from normal Barbarian or Bloodrager either though as all the bonuses from (blood)rage are morale bonuses, to which Androids are immune.There is an Android racial feat that allows them to receive Morale Bonuses, although it does require that you have a Charisma of at least 13.
I know, I was talking baseline Android.
| rungok |
Creighton, Hound of Numeria, Background Edition
He wears a high collared longcoat over a leather vest, simple button-down shirt and pants, with sturdy calf-height boots. He has a messenger bag slung across his shoulder and an unremarkable rapier at his hip. He is often seen wearing a hat with a domed top.
He only recently returned to Torch in the last month, when a missive from his mother finally found him a year late. His father had passed, and as the only son, he returned to his hometown to settle family affairs and spend time with his aging mother.
| Nutcase Entertainment |
Cuàn wrote:Androids don't get any bonuses from normal Barbarian or Bloodrager either though as all the bonuses from (blood)rage are morale bonuses, to which Androids are immune.There is an Android racial feat that allows them to receive Morale Bonuses, although it does require that you have a Charisma of at least 13.
And Android have a -2 to Charisma, making it hard with Point Buy.
| rungok |
Okay, now Creighton is finished.
Went with the Stargazer trait instead, since that still fit his character and personality.
Creighton, Hound of Numeria
Male human (Kellid) investigator (steel hound) 1 (Pathfinder RPG Advanced Class Guide 30, 103)
NG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee unarmed strike -1 (1d3-1 nonlethal)
Ranged light crossbow +2 (1d8/19-20)
Investigator (Steel Hound) Extracts Prepared (CL 1st; concentration +5)
. . 1st—keen senses[APG] (DC 15), shield
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 13, Int 18, Wis 14, Cha 13
Base Atk +0; CMB -1; CMD 11
Feats Point-Blank Shot, Technologist
Traits stargazer, tarnished halls runner, wiscrani ear
Skills Acrobatics -1 (-5 to jump), Appraise +8, Craft (alchemy) +8 (+9 to create alchemical items), Craft (clockwork) +6, Disable Device +2, Escape Artist +3, Knowledge (arcana) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (engineering) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (history) +8 (+10 to identify alien monsters' abilities and weaknesses), Perception +6 (You may always take 10, even when stressed or distracted), Sense Motive +6, Spellcraft +8
Languages Ancient Osiriani, Common, Dwarven, Gnome, Hallit, Thassilonian
SQ alchemy (alchemy crafting +1), inspiration (4/day), trapfinding +1
Other Gear chain shirt, crossbow bolts (30), light crossbow, alchemy crafting kit[APG], backpack, bedroll, belt pouch, eyeglasses, flint and steel, hat[UE], ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 1 gp, 8 sp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Technologist You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Creighton is a lean man with broad shoulders and a narrow waist, making seem almost scarecrow-like. His skin is dark brown, with a speckling of darker freckles across his face. He has narrow, razor sharp light brown eyes and strong cheekbones. He has a thick mustache and a strip of hair on his chin, a style of grooming he's long since grown accustomed to.
He wears a high collared longcoat over a leather vest, simple button-down shirt and pants, with sturdy calf-height boots. He has a messenger bag slung across his shoulder and an unremarkable rapier at his hip. He is often seen wearing a hat with a domed top.
Creighton grew up in Torch, several years ago. His natural curiosity led him to gather up what resources he could, and leave the family in search of greater knowledge and understanding. Travelling abroad, he found himself all over the world, learning investigative techniques in Ustilav, alchemical concoctions in Varisia, and especially learning many mechanical secrets from the scraps of salvage he could excavate in his hometown. He learned a great many things, but most of all, he learned better how to look into things to learn more.
He only recently returned to Torch in the last month, when a missive from his mother finally found him a year late. His father had passed, and as the only son, he returned to his hometown to settle family affairs and spend time with his aging mother. Just recently though, he heard of the disappearance of the town wizard and it has piqued his interest.
| DM Alistair |
@ElegantlyWasted: Very nice!
@Rungok: So basically a Kellid Sherlock Holmes? I find that rather amusing!
@Tristrina: Interesting build, especially since you dropped your highest stat into Dex and not Cha, something I personally have not seen on a Bard in some time.
@WarforgedMan: I'll go ahead and permit that. The idea of an Android sparking and twitching from exhaustion post-rage is interesting. But yes, other than your core class abilities you are otherwise restricted from other morale bonuses, exhaustion, fatigue, etc.