DM/GM: Connor McGinnis
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| 1 person marked this as a favorite. |
Newly arrived travelers find themselves searching for clues as to mysterious killings in a Scooby Doo style homebrew.
1 or 2 posts per day
20 pt buy
2 traits
150 starting gp
Ultimate Combat Archetypes only
All common races acceptable
Barbarian, Fighter, Paladin, Cleric, Rogue, Ranger, Spell-Less Ranger, Gunslinger, Monk, Bard, Wizard, and Sorcerer allowed
Roleplaying: Heavy
Exploration: Medium
Combat: Light
Gigar
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Submitting for approval, Villyn, A traveling bard who is down on his luck and looking for a new home to make his fortunes.
Villyn - Male Human Bard 1
NG Humanoid
Init +3; Senses Perception -1
HP: 8
FORT +0, REF +5, WILL -1
Melee Rapier +1 (1d6+1 crit 18/X2) OR short sword +1 (1d6+1 crit 19/X2)
Ranged Light Crossbow +3 (1d8 crit 19/X2) 10 Bolts
Speed 30 feet
Space 5 Feet Reach 5 feet
Known Bard Spells (CL 1st):
1st - DC 14 (2/day) - confusion (lesser), Grease
0 - DC 13 (at will) - Detect Magic, Light, Lullaby, unwitting ally
Str 12, Dex 17, Con 10, Int 12, Wis 9, Cha 16
Base Atk +0; CMB +1; CMD 15
Diplomacy +7 (+3 CHA, +1 Rank, +3 Class Skill)
Knowledge (Arcana) +6 (+1 INT, +1 Bard, +1 Rank, +3 Class Skill)
Knowledge (History) +6 (+1 INT, +1 Bard, +1 Rank, +3 Class Skill)
Knowledge (Local) +7 (+1 INT, +1 Bard, +1 Trait, +1 Rank, +3 Class Skill)
Knowledge (Nobility) +6 (+1 INT, +1 Bard, +1 Rank, +3 Class Skill)
(special) Knowledge (Untrained) +2 (+1 INT, +1 Bard)
Perform (Sing) +7 (+3 CHA, +1 Rank, +3 Class Skill)
Spellcraft +5, (+1 INT, +1 Rank, +3 Class Skill)
Stealth +7 (+3 Dex +1 Rank, +3 Class Skill)
Use Magic Device +7, (+3 CHA, +1 Rank, +3 Class Skill)
Languages Common
outfit (entertainer's)
Pouch (Belt) with Copper Piece x5; Gold Piece x2; Platinum Piece x2; Silver Piece x3;
[spoiler= Backpack]
Scroll Case with 10 parchment;
Ink (1 oz. Vial)
Inkpen
Peasant's Outfit (x2)
Traveler's Outfit
Pouch (Belt) with Copper Piece x5; Platinum Piece x3; Silver Piece x3;
Charming - Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
World Traveler (Knowledge (Local)) - Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you.
Bonus Feat - Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class Features
Armored Casting (Ex) - You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) - You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Cantrips - You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Countersong (Su) - You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su) - You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su) - You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function
Inspire Courage (Su) - You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
KatsuneSage
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No name as of yet.
Unnamed Hero
No Gender Elf (Snowcaster) Rogue 1
NG Medium Humanoid (elf)
Init +6; Senses low-light vision; Perception +6
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Defense
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AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2)
Ranged Blowgun +4 (1d2/x2)
Special Attacks sneak attack +1d6
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Statistics
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Str 14, Dex 18, Con 12, Int 12, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 17
Feats Dodge
Traits Reactionary, Sovyrian Pantheist
Skills Acrobatics +8, Disable Device +9, Intimidate +4, Knowledge (local) +5, Linguistics +5, Perception +6 (+7 to locate traps), Perform (dance) +4, Sense Motive +4, Sleight of Hand +8, Stealth +8, Survival +0 (+1 to hunt game); Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Varisian
SQ elven magic, trapfinding +1
Combat Gear Caltrops; Other Gear Leather armor, Blowgun, Blowgun darts (30), Dagger, Backpack, masterwork (empty), Bedroll, Belt pouch (empty), Chalk, Mirror, Rogue's kit, Rope, Thieves' tools, Torch (10), Trail rations (5), Waterskin, 85 GP, 5 SP
Elven Immunities +2 save bonus vs Enchantments.
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 low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Sovyrian Pantheist You gain a +1 trait bonus on Knowledge (history) checks to recognize or evaluate art, Knowledge (architecture and engineering) checks, Survival checks to hunt game, Constitution checks to run, and Spellcraft checks involving crystals or gems.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Villyn
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Down in a lonely Inn, you find a tall male sitting by himself. His dress is fancy, but something tells you he is only here to entertain others. As he sips his ale, he pulls out a box from inside his backpack, an ink pen, and a vial. He then pulls a sheet of parchment from the box and begins to write, all while humming what seems to be a familiar tune.
| L. |
L stands in the shadows, watching the humming man. "Oh, a bard. Nice, music will keep them all distracted." She wasn't the tipe to go dancing in the limelight like bards normally are. She sized up everyone coming in, just to make sure no one of ill taste was in her midst.
Once she deems it safe, she silently walks up behind the bard. In a low whisper, she says: "Play that one about the Elf on the rooftops."
| Cydrius |
Here's my character application.
Godfrey Swandown is a nomad, a traveler who wanders from city to city with no true goal, performing menial tasks in exchange for food and board, searching for a true purpose in life. Dressed in elegant clothing he's earned by working for a tailor, one would expect him to be some mere commoner, but few could match his prowess in unarmed battle.
(Will expand on background and look up equipment if this character is picked.)
Sensitive points I'd like to make sure are OK:
-Maneuver Master archetype
-"Fist of the Society" trait (Is this one okay to take?)
-I'm taking Vow of Truth for the roleplay fun that comes with it.
Godfrey Swandown
Male Human Maneuver Master
LG Medium Humanoid(Human)
Init +4; Senses Perception +6
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Defense
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AC 14, Touch 14, Flat 12
HP 10 (1d8+2)
Fort +4; Ref +3; Will +6 (Immune to sleep effects, +2 saves vs. Enchantment)
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Offense
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Speed 30 ft
BAB +0
Ranged
Shuriken +2 (1d2+3, x2, 10ft)
Melee
Flurry of Maneuvers: Unarmed Strike +3, Bonus Maneuver at -1 penalty
Unarmed Strike +3 (1d6+3; x2; B)
Grapple +5
Disarm +5
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Statistics
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Str 16; Dex 14; Con 14; Int 10; Wis 14; Cha 10
Feats
- Improved Unarmed Strike
- Stunning Fist (DC 13)
- Improved Disarm (Maneuver Master bonus feat)
- Improved Grapple
Traits
- Reactionary
- Honored Fist of the Society
Class Features
- Flurry of Maneuvers: At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
- Vow of Truth
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Skills
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- Acrobatics +6
- Climb +7
- Perception +6
- Sense Motive +6
- Stealth +6
Spoken Languages: Common
| DM DoctorEvil |
Take a look at Veridian Swiftarrow, elven ranger who would rather be alone in the woods, but has to come to town sometime and finds trouble when he does.
LMK if tweaking is needed. I'll add a real alias, if you choose me to continue.
Male Half-Elf Ranger (Warden) 1
NG Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +7
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee Dagger +3 (1d4+2/19-20/x2) and
Longsword +3 (1d8+2/19-20/x2)
Ranged Longbow +4 (1d8/x3)
Ranger (Warden) Spells Prepared (CL 0):
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Statistics
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Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Point Blank Shot, Skill Focus (Survival)
Traits Child of Nature (Knowledge [nature]), Reactionary
Skills Climb +6, Handle Animal +3, Knowledge (geography) +4 (+6 while in forest terrain), Knowledge (nature) +6 (+7 while in forest terrain), Perception +7 (+9 while in forest terrain), Stealth +7 (+9 while in forest terrain), Survival +9 (+10 while in forest terrain, +11 to find food and water, +11 while in forest terrain, +10 to track); Racial Modifiers +1 Knowledge (nature), +2 Perception, +1 Survival, woodcraft
Languages Common, Elven
SQ elf blood, favored terrain (forest +2), master of terrain, track, wild empathy
Other Gear Leather armor, Arrows (40), Dagger, Longbow, Longsword, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Fishhook, Flint and steel, Mess kit, Sack (empty), Torch (5), Trail rations (5), 39 GP, 14 SP, 9 CP
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Special Abilities
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Child of Nature (Knowledge [nature]) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master of Terrain (Ex) At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.
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He soon became an expert woodsman, his survival skills innate and learned. He began worshiping the beauty and simplicity of nature, leading to a devout appreciation for Gozreh. The duality of that god spoke to the dual nature of his parentage, and the kindness and cruelty of nature also touched him deeply.
Very much a loner, it is hard to reach Veridian unless he is talking or relating to nature. He is uncomfortable indoors, in cities or crowds and can be considered anti-social in most settings.
He does not work particularly well with others, as he's never had to in the past.
| wanderer82 |
| 1 person marked this as a favorite. |
My proposed character:
Duglin Braehammer is a wandering dwarf who takes work as a scout, hunter, guide, and guard. Surly and a bit gruff, Duglin has a heart of gold and a soft spot for children. He firmly seeks justice where he sees wrong, and has an inquisitive mind.
Crunch
Duglin Braehammer
Male Dwarf Ranger
NG Medium Humanoid (dwarf)
Init +2; Senses darkvision; Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +0;
Defensive Training: +4 AC versus giant subtype
Hardy: +2 vs. poisons, spells, spell-like abilities
Stability: +4 CMD versus bull rush or trip while standing on ground
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Offense
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Speed 20 ft.
Melee Heavy Flail +4 (1d10+4/19-20/x2)
Ranged Javelin +3 (1d6+3/x2)
Special Attacks power attack -1 att / +2 dmg (+3 if two-handed)
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Statistics
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Str 16, Dex 14, Con 13, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16 (20 vs bullrush/trip)
Feats Power Attack
Traits Conspiracy Hunter (sense motive), Armor Expert
Skills Climb +6, Heal +6, Intimidate +5, Knowledge (nature) +5, Perception +6, Sense Motive +7, Stealth +5, Survival +6 (+7 track); Racial Modifiers +2 Appraise precious metal/gems, +2 Perception stonework
Languages Common, Dwarven, Hallit
SQ wild empathy +0, favored enemy (orc), slow and steady, hatred (orcs, goblinoids)
Combat Gear ; Other Gear
If selected I will flesh out background, personality, and equipment.