Talin-Garde's Demise

Game Master Jing the Bandit



Hopefully I'm doing this all right, should have everything up and dottable soon.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Alright guys so not a big one (This is Jing the Evil GM) but when you get the chance, (hopefully in like the next two weeks) can you format your crunch like this?

I didn't put this into the recruitment, which was a bit of a mistake as it would've saved me some scratching of my head, but it can really make things easier long-term for me as we add new things and such to our characters.

Crunch for character:

Wulfrum Boulderhead
Male mountain dwarf warpriest of Torag 6 (Pathfinder RPG Advanced Class Guide 60)
NG Large humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +12 (+14 to notice unusual stonework)
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Defense
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AC 21, touch 9, flat-footed 21 (+9 armor, +3 shield, -1 size)
hp 60 (6d8+12)
Fort +7, Ref +2 (+2 trait bonus vs. breath weapons), Will +8; +1 morale vs. fear, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee agrimmosh +9 (2d6+10/×3) or
heavy shield bash +7 (3d6+8) or
mwk dwarven boulder helmet +7 (1d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks blessings 6/day (Earth: acid strike, Good: holy strike), channel positive energy 3/day (DC 16, 2d6), fervor 6/day (2d6), sacred weapon (1d8, +1, 6 rounds/day)
Warpriest Spells Prepared (CL 6th; concentration +9)
2nd—bull's strength, effortless armor[UC], holy ice weapon[ACG]
1st—bane (DC 14), bless, divine favor, ironbeard[ARG], magic weapon
0 (at will)—create water, detect magic, detect poison, purify food and drink (DC 13), spark[APG] (DC 13)
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Statistics
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Str 18, Dex 10, Con 14, Int 10, Wis 16, Cha 10
Base Atk +4; CMB +8; CMD 19
Feats Improved Shield Bash, Power Attack, Saving Shield[APG], Shield Focus, Weapon Focus (shield, heavy), Weapon Focus (warhammer)
Traits dragonfoe, - custom trait -
Skills Acrobatics -7 (-11 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +1, Craft (armor) +11, Intimidate +9, Knowledge (religion) +4, Linguistics +2, Perception +12 (+14 to notice unusual stonework), Profession (cook) +7, Profession (tanner) +7, Profession (trapper) +7, Sense Motive +7, Survival +9 (+11 to track vs. humanoids of the Giant subtype), Swim +1; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Orc
SQ giant hunter[ARG], mountaineer[ARG]
Combat Gear wand of cure light wounds; Other Gear uskroth's armor, mwk shield spikes heavy steel shield, agrimmosh, mwk dwarven boulder helmet[ARG], bedroll, blanket[APG], flask, flint and steel, grappling hook, masterwork armorsmithing tools, masterwork backpack[APG], mug/tankard, pavilion tent[APG], snuffbox, precious metal[ACG], waterskin, weapon cord[APG]
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Special Abilities
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Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Warpriest Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.


I'll post this here just to keep you lot informed and to not have it possibly lost in the text storm on the OOC.

So, you will likely have read that our Bard, Vriskella has sadly figured out that they are in over their heads a little with how many games they are playing/running and had to bow out.

I kinda don't want to introduce an overlooked prisoner at this time, however I am willing to DM bot the character for the time being to still give you the benefits that player would've made possible if you all wish it.

So if you could post your request on that here I would appreciate it.


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 22/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

I'd prefer to drop her, so one less thing for you to keep track of. But I guess that depends on the encounters coming up and if they'd be too difficult with one less person, which you know over us. If you think we are risking being broken and crushed much more now than before, Bot. Otherwise drop. Chocked quietly on moldy bread.

Coffee isn't kicking in yet, so brain is mush.

The Exchange

Male Nagaji Fighter (opportunist venomblade) 1

1d20 + 10 ⇒ (17) + 10 = 27
Too tired to write an entire new post with more stuff
Just putting roll here because f!#~ it


Female Human Blood Summoner/Devil Binder 2 | HP 22/22 | AC 17 Touch 13 Flat-Footed 14 | CMB +1 CMD 14 | Saves: Fort +3 Ref +3 Will +7 | Perception: +0 | Init: +3 | Status: -1 CON | Spell Effects:

I trust your judgement. If you think we're going to need the extra character or the abilities she brought to the table to escape the prison intact, then I'm happy you're willing to DMPC her. But if her loss won't make things too much more challenging, then I'd say we're probably fine with just the five of us.

The Exchange

Male Nagaji Fighter (opportunist venomblade) 1

May I please be allowed back in to be able to watch?

The Exchange

Male Nagaji Fighter (opportunist venomblade) 1

....
I guess I could take kicking me from this to mean no....
Oh well.

I will miss some of the best RP I’ve been able to have in years.

Thanks for letting me play for at least this long


Male Human Magus 4 (AC 16/12 Tch/14 FF, HP 13/44, Fort +6, Ref +3, Will +5, Init +4, Per +8/10)
Skills:
Appraise + 5, Bluff +9, Climb +6, C(Weapons) +8, Dip +8, Fly +5, Intimidate +7, K(Arcana) +11, K(Dun) +9, K(Geo) +6, K(Hist) +6, K(Nobles) +5, K(Religion) +10, Linguistics +5, Per +10, S. Motive +9, Spellcraft +11, Swim +10

Dipping dots...


Male Human Slayer 2 [Sczarni Executioner | Cleaner | Stygian Slayer] | AC 16 T 12 FF 14 | HP 20/20 | F +5 R +5 W +4 | Init +2 | Perception +6 [+8 vs Humans]

Dot~


Female Human Blood Summoner/Devil Binder 2 | HP 22/22 | AC 17 Touch 13 Flat-Footed 14 | CMB +1 CMD 14 | Saves: Fort +3 Ref +3 Will +7 | Perception: +0 | Init: +3 | Status: -1 CON | Spell Effects:

Senara Level Up!:
Unchained Summoner 2
HP 22 ((2d8)+6)
BAB +1
FCB +1 HP to eidolon
Base Saves +0 Fort, +0 Reflex, +3 Will
Skills +1 to Diplomacy, Heal, Knowledge (Planes), Knowledge (Religion), Spellcraft, Use Magic Device
Background Skills +1 to Handle Animal, Knowledge (Geography)
Class Features bond senses

New Spells

    1stenlarge person
    0light

Kaellan Level Up!:
Unchained Eidolon 2
HP 24 ((2d10)+2+2)
BAB +2
Base Saves +3 Fort, +0 Reflex, +3 Will
Skills +1 to Bluff, Disguise, Perception, Stealth
Evolutions Improved Natural Armor
Class Features armor bonus (+2 natural armor), evasion, Str/Dex bonus (+1)


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +10

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


posting in here to clear cache


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

+1 Witch level
- +7 HP (4 + 2 CON + 1 FCB)
- +1 BAB (and CMB/CMD)
- +1 Will save
- 4th level Ability Score Bonus +1 to INT (now 20 INT)
- +2 to all hex and ability DCs (1 from level, 1 from INT)
- +1 to all spell DCs (from INT)
- Putrified Innards - lvl4 Putrefactor ability
- Skill ranks in Fly x2, Intimidate, Know(arc), Know(local) x2, Know(nature), Perception x2, Spellcraft, Stealth, UMD, Craft(alchemy), Sleight of Hand
- Spells learned - Blindness/Deafness, Feast of Ashes, Lipstitch
- Spells per day up to 5 L1 and 3 L2

Familiar:
- +4 HP
- +1 BAB (and CMB/CMD)
- Skills updated (all derived from Coloua's skills)

I already leveled her last night was just waiting to update profile and in-game stats lol


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 22/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

Ella Magrid level 4, delving more into the secrets of alchemy, distracting her further from her rage and driving her deeper into her mind, the large woman learns how the mercreature's coloration helped hide them in the waters. Experimentatio,n while left alone in the boring seas lead her to her newest discovery. By infusing pigmentation into her own skin, a process gained after drinking many foul tests, she would also blend into her environment with ease.

alchemist (internal alchemist, vivisectionist) level 2
+1 dexterity
+11 hit points (8+3con)
+1 fort, +1 reflex (+1 more from increased dex)
alchemist discovery: chameleon (+4 stealth)
formula learned: blend
other abilities gained: poison resistance +2, poison use, poisoning (standard action)
skills (7): disabled device, intimidate, know(nature), perception, spellcraft, stealth, survival
background skills (2): craft alchemy, linguistics (goblin)


Male Human Magus 4 (AC 16/12 Tch/14 FF, HP 13/44, Fort +6, Ref +3, Will +5, Init +4, Per +8/10)
Skills:
Appraise + 5, Bluff +9, Climb +6, C(Weapons) +8, Dip +8, Fly +5, Intimidate +7, K(Arcana) +11, K(Dun) +9, K(Geo) +6, K(Hist) +6, K(Nobles) +5, K(Religion) +10, Linguistics +5, Per +10, S. Motive +9, Spellcraft +11, Swim +10

Godfrey continues to master the blending of Arcane and Martial in ways that should terrify the hearts of Talingardian sheep. With his new allies, he has found fellow practitioners of esoteric and powerful magic. By sharing knowledge, he's begun to tap into new and devastating magical abilities that he previously felt were out of reach. Bolstered by the study and trapped on a ship with little else to do, he has sought out knowledge far and wide in an attempt to prepare himself for the tasks ahead.

  • +1 Magus Level
  • +11 HP (8 + 2 CON + 1 Toughness)
  • +1 BAB (and CMD/CMB)
  • +1 FORT and +1 WILL
  • +1 INT
  • +10 adventure skill points (3 L4/Jing special point + 4 INT L4 + 3 INT L1-3) [2 Bluff, 1 Diplomacy, 2 Fly, 1 K(Arcana), 1 K(Dungeon), 1 K(Planes), 1 Perception, 1 Spellcraft]
  • +2 background skill points
  • +2 Arcane Pool Points (1 for Favored class 4/4 AP; 1 for INT increase)
  • +1 Hex (Flight)
  • +3 Spells in spellbook [L2: Bladed Dash and Glitterdust; L1: Burning Hands]
  • +1 language (Goblin)
  • +2 concentration checks (INT/leveling); +1 Spell DC (INT)


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +10

+1 Inquisitor Level
+10HP (HD 8+ Con 2)
+1 BAB
+1 Fort
+1 Will
Judgment 2/day
2nd level magic - Hold Person, Indivisibility
+9 adventure skills
+2 Background
+1 to Wisdom


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Just a heads up...I'm about to head out for a vacation. I'm leaving on Wednesday and coming back on the 22nd. Both of those days I'll be offline, but most of the days between I should be able to get onto the forums about once a day. I'll still be posting just wanted to let you know in case I miss a day or two.


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Ok the vacation is taking up more time than expected. I've been reading along but hard to get time to post. Will try and get one up tonight.


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Just had some not good things go down, so although I am still here I might be too distracted/busy to post regularly for the next week to 10 days.

I'll try to keep on top of it but please bot me if I am holding up the game.


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 22/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

Very sorry to hear that sir. I hope things get better as soon as they possibly can. We'll be here when you get back.


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Things settling down. Just enough time to copy/paste in all my games that I should be back to posting tomorrow. See you tomorrow!

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