The Silver Shields return (Inactive)

Game Master TheNine

Need something investigated, explored, or delivered with minimal fuss and maximum protection? Hire the Silver Shields today!


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Still open :)

The Exchange

Alrighty, lets see what Desna will bring me:

Major 1: 10 + 2d4 ⇒ 10 + (4, 1) = 15
Major 2: 10 + 2d4 ⇒ 10 + (3, 3) = 16
Mid 1: 10 + 1d6 ⇒ 10 + (2) = 12
Mid 2: 10 + 1d6 ⇒ 10 + (2) = 12
Min 1: 14 - 1d6 ⇒ 14 - (4) = 10
Min 2: 14 - 1d6 ⇒ 14 - (1) = 13

The Exchange

I would be remiss if i didn't give it a go at a second go:

Major 1: 10 + 2d4 ⇒ 10 + (2, 3) = 15
Major 2: 10 + 2d4 ⇒ 10 + (2, 2) = 14
Mid 1: 10 + 1d6 ⇒ 10 + (6) = 16
Mid 2: 10 + 1d6 ⇒ 10 + (5) = 15
Min 1: 10 - 1d6 ⇒ 10 - (4) = 6
Min 2: 10 - 1d6 ⇒ 10 - (4) = 6

Whoops, those last 2 should be 14-d6, so bump those on up to a 10


TheNine wrote:
Chobo wrote:


Yep, I got one (with more to follow as I get deeper into the build). As I begin to build my PC I have a few questions. My dwarf is going to be a down on his luck worshiper of Cayden Cailean. In addition to divine classes I began to think I could pull this off as a bard (or skald) or an alchemist (or Investigator). However, this would require me to move my stats around a little bit. Is that Okay?

Thanks.

Depends what ones you are moving? I would honestly almost prefer you just try one more stat roll with the changes to the main normal and sub stats. I do like the idea of a down on his lucky worshiper.

No worries, went with what I had. Here is my submission (changed deity to Abadar):

Grimdak, dwarf, Inquistor of Abadar:
Male Dwarf Inquisitor 1
LN Medium Humanoid (Dwarf)
Init +1; Senses Perception +9; Darkvision 60'
------------------------------
DEFENSE
------------------------------
AC 18, touch 11, flat-footed 16 (+6 armor, +1 dex, +1 shield)
hp 13
Fort +6, Ref +1, Will +6
+5 vs poison, spells, and spell like abilities
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Battle-axe +3 1d8 x3
Ranged
Hammer, light +1 1d4 x2 range 20
------------------------------
STATISTICS
------------------------------
Str 16, Dex 12, Con 18, Int 11, Wis 18, Cha 13
Base Atk +0; CMB +3; CMD 14
Traits Armor Expert, Glory of Old, Eyes and Ears of the City
Drawbacks Avarice
Feats Steel Soul
Skills (7 points; 6 class, 1 INT)
Appraise +4, Intimidate +5 ; Sense Motive +8; Perception +9; Know. Local +1; Know. Religion +1; Spellcraft +4, Profession Brewer +8 [bonus skill],
ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses
+1 perception (trait); +1 to all knowledge checks to identify creatures weakness and abilities; +1 sense motive and intimidate
Languages Common, Dwarven, Goblin

------------------------------
SPECIAL ABILITIES
------------------------------
Darkvision 60’
Defensive Training +4 dodge vs giant subtype
Favored Class Bonus: HP (1)
Greed +2 on Appraise checks to determine the price of non-magical goods that contain gemstones and jewelry.
Hardy +2 save vs poison, spells, and spell-like abilities
Hatred +1 attack bouns vs orc and goblinoid subtypes.
Judgement 1/day
Monster Lore +4 to knowledge based skill checks to identify abilities and weaknesses of creatures
Movement +10 (Travel Domain)
Slow and Steady base move of 20 never reduced by armor or encumbrance
Stability +4 bonus to to CMD vs bull rush and trip
Stern Gaze +1 to Intimidate and Sense Motive skill checks
Weapon Familiarityproficient with battleaxes, heavy picks and warhammers

------------------------------
Spells
------------------------------
0th (at will)
Acid splash, create water, detect magic, read magic
1st (2/day)
Cure Light Wounds, Expeditious Retreat
------------------------------
GEAR/POSSESSIONS
------------------------------
Chainshirt, Armored Kilt, Shield light steel, Battle-axe, hammer, light (x2), Inqusitors Kit [This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol]; 2 potions of CLW
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 72 lb.

Money 1 GP 0 SP 0 CP

Background:
Some dwarves look deep underground, or to the high peaks, trying to unleash the earth’s secrets and hidden treasures. While others look to the forge for strength and enlightenment. Still others spend lifetimes hoarding gold, gems, and precious metals. Grimlak took this path and looked to make his fortune selling fine brews and ales, taking solace in a bulging coin purse.

Grimlak grew up in the city of Peddlegate wedged against the Five Kings Mountains. His father, Khain, was the Forge Master in of the dwarven city. While his father served Torag and believed that the forge was his life and that the forge embodied everything a dwarf should be. Grimlak, on the other hand, looked to amass wealth with the sale of his potent intoxicants. As he grew Grimlak spent less time with his father at the forge and more time brewing, distilling and selling spirits to his dwarven community. Grimlak took less joy in the fine taste of his brews and focused on the pecuniary benefits of his gift. As a result Grimlak ignored his family’s tradition of worshiping Torag and with the heart of a merchant began to worship Abdar.

Often, Grimlak could be found trying a new recipe for an exotic brew hoping to increase his profit margins, and his quest for new recipes became an obsession. With great greed he set forth from his father’s hall in search of some recipes to add to his catalog of Ales, Beers, and Other Fine Brews. His journey began well as he traveled throughout Druma. He searched the great libraries for lore on old brewing techniques and found a surprisingly fruity mead made by the fey in Macridi. Grimlak eventually found his way to the city of Detmer. Unfortunately, his time in the city met with one disaster after another. All it took was one bad batch of beer and accusations of trying to poison one of the merchant-lords of the Resplendent Bureaucracy before Grimlak found himself destitute and unable to have any business dealings within the Kalistocracy.

Desperate and down on his luck Grimlak traveled the city looking for any type of work when he met the Paladin Colewin Binderbook. The Halfling saw something worth saving in the beleaguered dwarf and offered him a position with the Silver Shields. Grimlak has been a loyal member of this band ever since.

Personality:
Grimlak is stoic, but stern, and fiercely determined. As most of his race Grimlak is considered dour but those who are close to him come to appreciate his wry sense of humor. He can be meticulous, especially when it comes to the care of his gear or making a contract. But he is also thoughtful and imaginative, willing to experiment. Grimlak is stubborn, courageous, and dedicated to seeing tasks through to completion. However, he is not fool hardy. Rather he is practical knowing it’s better to live, and fight another day, than to die in a hopeless cause.

Appearance:

Grimlak is squat and well-muscled like most of his dwarven kin; although he is on the short side standing barely 4 feet tall. He has a square block of a head, which sits on a thickly muscled neck. His tanned face is framed by long black hair and a thick beard the same color, both worn lose and flowing. His face appears to be chiseled from stone, with a large crooked nose being the most prominent landmark. Grimlak appears dark and brooding, with eyes like coals, sitting beneath dark bushy eyebrows. He is usually adorned in a well worn armor, which is worn under a serviceable blue cloak, with a battle-axe and shield strapped across his back, while atop his head rests a dented helm. He wears a thick leather belt around his waist with an assortment of pouches attached to it and a light hammer at either hip.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Tush is done. Crunch and Fluff below. Along with a bonus character concept image.

Crunch:
Tush Piack
Female dread gnome sorcerer (tattooed sorcerer) 1 (Pathfinder Campaign Setting: Inner Sea Magic)
N Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 7 (1d6+1)
Fort +0 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +3, Will +4
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d3/19-20)
Ranged sling +4 (1d3)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration +5)
. . 3/day—touch of fatigue (DC 14)
. . 1/day—bleed (DC 13), chill touch (DC 14), detect poison, touch of fatigue (DC 13)
Sorcerer (Tattooed Sorcerer) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—color spray (DC 14), ray of enfeeblement (DC 15)
. . 0 (at will)—acid splash, detect magic, light, ray of frost
. . Bloodline Djinni
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 10, Int 11, Wis 14, Cha 17
Base Atk +0; CMB -1; CMD 12
Feats Alertness, Point-Blank Shot, Varisian Tattoo[ISWG]
Traits arcane temper, efficient packer
Skills Acrobatics +3 (-1 to jump), Craft (clothing) +2, Perception +6, Sense Motive +4, Spellcraft +4, Stealth +10, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ bloodline tattoos, familiar tattoo, knack with poison[ARG]
Other Gear dagger, sling, sling bullets (50), bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, 49 gp, 4 sp
--------------------
Special Abilities
--------------------
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Djinni You were born with the power of air genies, and the magic of the djinn is strong in you.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's d
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Knack with Poison (Ex) +2 Craft (alchemy) 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.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level.


--------------------
Character Concept Image

Fluff:
Tush (don't call her Tushie) Piack is a young dread gnome. She stands a little over three feet tall, and has dark purple hair. Her eyes are dark purple with obsidian pinpoints in them.

She is a sorcerer of the djinni bloodline. Though that's not where her interests lie. She has keen interest in necromatic spells and incantations. Her body is covered in Varisian tatoos of dark and disturbing images. Her familiar a centipede spends most of it's time in tattoo form wrapped around her wrist like a cuff.

She loves to create amazing clothing creations as long as they are in dark colors like black, purple, green or blood red. She likes to be in the height of fashion.

She's very interested in making money, and having new adventures. She's loyal to Colewin Binderbook. He's managed to look past her oddness to the hard working young woman she really is. He recognizes that she wants to belong to a group to keep loneliness at bay, and has offered her a place in the Silver Shields.

People see her as odd even for a gnome. The decisions she makes in order to fend off the blight don't always make sense to others. She really doesn't care. Adventure is fun.


Busy night, will get to the finished entrants sometime tomorrow or later this early morning


Are unchained classes allowed?


Sure


Can I treat Trap sense as danger sense for switching out to gain archetypes?

If not ignore the question below.
Can i take Survivalist and Knife master replacing Blade sense with endure elements?

If yes to both thinking of playing a UnRogue (Survivalist, Knife master, Relic finder)

How he met the shields without dialogue and detailed descriptions:

The Silver shield found him as he was raiding an old tomb in a desert. naturally the silver shield were not pleased as this was their target. However instead of making of with the treasure, he left it there saying that the treasure was not his and that the fun part was the trek across the desert. On their return trip they found him walking ahead of them, he did not seem to eat or drink at all the whole wag back and when they were thirsty he shared his water sayin that he had over prepared anyway. That was when they hired him

Also I would like to thank you for giving me this character idea. It has been a long time since I created a character from a concept rather than created the concept for the character


Ancient Dragon Master wrote:

Can I treat Trap sense as danger sense for switching out to gain archetypes?

If not ignore the question below.
Can i take Survivalist and Knife master replacing Blade sense with endure elements?

If yes to both thinking of playing a UnRogue (Survivalist, Knife master, Relic finder)
** spoiler omitted **
Also I would like to thank you for giving me this character idea. It has been a long time since I created a character from a concept rather than created the concept for the character

Please ignore the top question, it turns out it explicitly states in the book that they do count as the same thing


You never stated whether you allowed The feat tax system or not


Tiefling
3d100 ⇒ (75, 8, 10) = 93


For nkw i will go with no, and you all at dome point we learn why :) trust me you will be fine


Variant ability: 1d100 ⇒ 9
Variant ability: 1d100 ⇒ 100
Variant ability: 1d100 ⇒ 31


DM The nines wrote:
For now i will go with no, and you all at some point will learn why :) trust me you will be fine

Editing mine

If I interpret you correctly that is talking about feat tax. What about the archetypes? (no offence intended this is just one of the harder pieces to read)


Well between 9 and 100
Variant ability: 1d100 ⇒ 27
Variant ability: 1d100 ⇒ 7
100 wins seeing those rolls

Variant physical features IV: 1d100 ⇒ 17 Ears: Missing
Variant physical features I: 1d100 ⇒ 85 Other: Infernal Glow
Variant physical features II: 1d100 ⇒ 70 Teeth: Other (Metallic)
Variant physical features III: 1d100 ⇒ 65 Tail: Other (Reptilian)


More:

Variant physical features V: 1d100 ⇒ 40 Head: Other (Animate hair)
Variant physical features VI: 1d100 ⇒ 69 Teeth: Needle-like
Variant physical features VII: 1d100 ⇒ 24 Eyes: Smoking
Variant physical features VIII: 1d100 ⇒ 49 Legs: Froglike
Variant physical features IX: 1d100 ⇒ 88 Other: Missing a joint
Variant physical features X: 1d100 ⇒ 28 Face: Missing nose
Variant physical features XI: 1d100 ⇒ 91 Other: Profane birthmark
Variant physical features XII: 1d100 ⇒ 41 Horns: Draconic
Variant physical features XIII: 1d100 ⇒ 91 Other: Profane birthmark
Variant physical features XIV: 1d100 ⇒ 90 Other: No Shadow
Variant physical features XV: 1d100 ⇒ 92 Other: Smoking breath
ALLOW AS MANY OR AS LITTLE AS YOU WISH.


@ Ancient dragon master - yes that was in response to the feat tax system. You can choose as many varient physical features as you want, for the most part they are all cosmetic. Its the abilities I worry over. You got a 100 though, thats pretty awesome


People are going to get very surprised when I walk into that tavern and smile at them

why ever not:

Build: unnaturally light
Arms: elbow spurs
Digits: abnormally long
Ears: pointed
Eyes: glowing
Face: insectile mandibles
Hands: extra thumbs
Head: animate hair
Horns: draconic
Legs: cloven feet
Skin: variable colours
Tail: reptilian
Teeth: needle-like
Other: infernal glow
Other: no reflection
Other: no shadow
Other: forked tongue
Other: incongruous footprints
Other: inhuman voice


I'm just going to assume that I can stack archetypes like this.


Ryenalt The Archaeologist updated with age conditions.

Crunch:

Ryenalt The Archaeologist
Male human necromancer 1
LN Medium humanoid (human)
Init +0; Senses Perception +1
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 7 (1d6+1)
Fort +0, Ref +0, Will +3; +2 trait bonus vs. illusion
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged light crossbow +0 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—grave touch (1 round)
Necromancer Spells Prepared (CL 1st; concentration +5)
. . 1st—cause fear (DC 15), grease, ray of enfeeblement (DC 15)
. . 0 (at will)—bleed (DC 14), disrupt undead, light
. . Opposition Schools Abjuration, Divination
--------------------
Statistics
--------------------
Str 11, Dex 11, Con 11, Int 18, Wis 13, Cha 16
Base Atk +0; CMB +0; CMD 10
Feats Command Undead, Persuasive, Scribe Scroll, Spell Mastery
Traits skeptic, trustworthy
Skills Bluff +3 (+4 to fool others), Diplomacy +10, Intimidate +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (religion) +8, Spellcraft +8
Languages Common, Daemonic, Elven, Goblin, Infernal
SQ arcane bond (silver ring), power over undead
Other Gear crossbow bolts (20), light crossbow, quarterstaff, silver ring, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], parchment (10), scroll belt[UI], scroll case, scroll case, soap, spell component pouch, trail rations (5), waterproof bag[UE], waterskin, wizard starting spellbook, 58 gp, 1 sp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond (Silver Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Command Undead (DC 13) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Divination You must spend 2 slots to cast spells from the Divination school.
Grave Touch (1 round, 7/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Spell Mastery (Ray of Enfeblement / Cause Fear / Grease) You can prepare the chosen spells without a spellbook.
--------------------
Ryenalt The Archaeologist

“No, no. I don’t do that sort of thing any more. Though this does remind me of a time, has to be 40 years ago, we are out on the open sea and… well never mind.”

The thing older man with weathered features shifts in his seat at the tavern. He unconsciously rubs his ring.

“Well young lady, I don’t even have a spell book any more but you say they are just shaking you down for a few dollars each week? Well, even without a book I know some things. Lead me.”

He gathers himself, checks his robes and walks out leaning on his staff. Naturally he continues talking.

“You know I was an adventure once…. Very fun life. One time I saved the most beautiful woman, long golden hair, part elf I think… well she couldn’t thank me enough and……..”

Anyone listening could tell he was going to talk until the poor girl got him where they were going. At some point he mention that his companions called him the Archaeologist as a jest because he so often worked with dead things and necrotic powers.

************

A decade ago Ryenalt was still active but after a nasty tussle with an orc which was the host of a demon he felt he had had enough and retired. Quickly board he took on a student or two and worked as a scribe when needed. As a final commitment to his retirement he gave his large spellbook to his final student keeping only a small beginners book for himself.

During his adventuring days he found a facility in working with the dead and undead and found more and more of his magics focusing in the necromantic line. A line that can be difficulty on the ones soul he strove to do what was right and even adopted a fairly ridged standard of following the what he considered the natural laws whenever he could.

A recent interaction with some street though has made him think he may have retired too soon and he plans to inquire with Colewin Binderbook if he can be of any help.

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Ancient Dragon Master wrote:
I'm just going to assume that I can stack archetypes like this.

I'm not sure which archetypes you are referring to. You can have more than one archetype as long as they don't replace the same things.

For example you can't have two archetypes that replace Bravery for a fighter.


Here's Hanz scaled back to level 1.


Both Knife master and Survivalist replaces Trapfinding and Trap Sense so they are not compabitle with each other.


If this is still open, I'll dot in and give a couple rolls.

Would submitting a Cavalier be okay for this? Mainly asking in terms of the relevance of mounted combat. If not, I might switch to some form of Slayer or Fighter.

Consitution: 10 + 2d4 ⇒ 10 + (2, 2) = 14
Strength: 10 + 2d4 ⇒ 10 + (4, 3) = 17
Charisma: 10 + 1d6 ⇒ 10 + (3) = 13
Dexterity: 10 + 1d6 ⇒ 10 + (6) = 16
Intelligence: 14 - 1d6 ⇒ 14 - (2) = 12
Wisdom: 14 - 1d6 ⇒ 14 - (1) = 13

That's pretty workable.


Nicenzia Immortuos wrote:
Both Knife master and Survivalist replaces Trapfinding and Trap Sense so they are not compabitle with each other.

I missed hidden blade...


Phntm888 wrote:

If this is still open, I'll dot in and give a couple rolls.

Would submitting a Cavalier be okay for this? Mainly asking in terms of the relevance of mounted combat. If not, I might switch to some form of Slayer or Fighter.

[dice=Consitution]10+2d4
[dice=Strength]10+2d4
[dice=Charisma]10+1d6
[dice=Dexterity]10+1d6
[dice=Intelligence]14-1d6
[dice=Wisdom]14-1d6

That's pretty workable.

Honestly im reskinning a bunch of old modules. Sometimes yes sometimes no. A small cavalier should be good always...mostly...i think


ok I finally got time off from work here and get my character together.

couple of things that may have been answered

are we using the feat tax system?
Background skills?


Slightly improved backstory:

The Silver shield found him as he was raiding an old tomb in a desert. Naturally the silver shield were not pleased as this was their target. However instead of making of with the treasure, he left it there saying that the treasure was not his and that the fun part was the trek across the desert.

On their return trip they found him walking barefoot ahead of them. He did not seem to have any protection at all from the elements, yet he did not seem Fatigued at all. To add onto the strangeness, the whole way back he did not seem to eat at all, only drinking every couple of days.

When they were nearing the edge of the desert he suddenly stopped and turned around "Do you know of any other unexplored cave systems or abandoned ruins I can explore?" he asked. When questioned by the group cleric he answered "So I can explore them, of course. It is no fun searching ruins that have already been explored." "Okay, how about joining us?" the cleric responds "that's what we do for a living." He shrugged "Why not"


Edward Sobel wrote:

ok I finally got time off from work here and get my character together.

couple of things that may have been answered

are we using the feat tax system?
Background skills?

Feat tax no

Background skills sort of
You choose 1 Craft, perform or profession skill and that ranks up as you level
These bonus ranks cannot be used in any other skill!!!!


Ancient Dragon Master wrote:
Edward Sobel wrote:

ok I finally got time off from work here and get my character together.

couple of things that may have been answered

are we using the feat tax system?
Background skills?

Feat tax no

Background skills sort of
You choose 1 Craft, perform or profession skill and that ranks up as you level
These bonus ranks cannot be used in any other skill!!!!

cool, I kind of find some issues with the feat tax system anyway.


ok here is what I got:

Liam Kali:

image 1
image 2
Male human fighter 1
CG Medium humanoid (human)
Init +4; Senses Perception +1
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+2 armor, +4 Dex, +1 shield)
hp 13 (1d10+3) (+2 con, +1 FCB)
Fort +4, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . gladius +5 (1d6+4/19-20/S, P)
Ranged
. . sling +5 (1d4+1/Rng 50’/B) 10 bullets
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 14, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +2; CMD 16

Feats
Slashing Grace (Gladius/shortsword) [ACG] human bonus
Weapon Focus (Gladius/shortsword) Fighter bonus L1
Weapon Finesse Level 1

Traits reckless (ultimate Campaign), Child of the Streets

Skills
4 ranks total {+2 Levels 1(fighter), +1 human, +1 Int, +1 bonus for profession skill}
Total ACP: -1 {Buckler (-1)}

Acrobatics +8 (+1 rank, +4 dex, +3 class, +1 trait, -1 ACP)
Appraise +1
Bluff +0
Climb +0 (+1 str, -1 ACP)
Diplomacy +0
Escape Artist +3
Handle Animal +4 (+1 rank, +0 Cha, +3 class)
Heal +1
Intimidate +0
Knowledge (local) +2 (+1 rank, +1 Int)
Perception +1 (+1 rank, +0 Wis)
Profession (peddler) +5 (+1 rank, +1 Wis, +3 class)
Ride +3
Sense Motive +1
Stealth +3
Survival +1
Swim +0

Languages Common, Elven
SQ slashing grace, weapon finesse, weapon focus

Gear
oil of magic stone
Potion of CLW (1d8+1)
leather armor
buckler
gladius[UC]
sling
sling bullets (10)
backpack
bedroll
belt pouch
Dog Whistle
everburning torch
flint and steel
hemp rope (50 ft.)
mess kit[UE]
pot
soap
trail rations (5)
waterskin
dog (combat-trained) (named Duke)
animal harness
21 gp

--------------------
Special Abilities
--------------------
Slashing Grace (Gladius) Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size.

You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.
Reckless You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

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

Duke:

Image
Duke
Male dog (Pathfinder RPG Bestiary 87)
N Small animal
Init +1; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +2 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)

Tricks Attack, Attack Any Target, Down, Fighting, Get Help, Stay, Track

Skills Acrobatics +1 (+9 to jump), Perception +8, Survival +1 (+5 when tracking by scent)
Racial Modifiers +4 Survival when tracking by scent

SQ attack any target, fighting, get help, track
Other Gear animal harness[APG]
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Fighting [Trick] The animal has been trained to fight.
Get Help [Trick] Attempts to bring back people it considers "help"
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.

basic backstory:

Liam was born toward the beginning of the 4th Mendevian Crusade, He never knew his father since he fought in the Crusade and never returned. Liam’s mother tried her best to raise him, but Liam had a wild heart and having heard the stories of all the great adventurers while growing up, Liam was determined to be just like those warriors of legend he heard so much about.

When Liam was only 12 his mother became ill and passed away Liam was taken to an orphanage to be raised. While there Liam had a tendency to get into trouble and start fights. The other kids poked fun of Liam thinking his father a coward and ran from battle during the Crusade. Liam knew his father was a brave and decorated soldier and that one day he would surpass him and become the greatest swordsman the world had ever seen.

Liam had managed to get his hands on a small wooden sword, he practiced with it every day. He made mock goblins out of his bed linens and would pretend they were attacking, slicing and beating them until they were torn and unusable.

Eventually Liam was released from the orphanage having grown too old to stay any longer. This was a great relief to the sisters that ran the orphanage. But being on his own did little to humble Liam’s spirit. He still would jump feet first into any scuffle without thinking. He knew he needed to be at the front of any great challenge.

One day, Liam was scouting in the woods nearby the town he had taken up residence, Macridi, hoping to find some goblins. He got a little more than he bargained for and found several goblins out on a patrol.

The goblins had captured a small dog and looked like they were about eat him. Liam jumped at the chance to save the dog and become a hero. He leaped from a tree to challenge the goblins only to find himself surrounded and very much outnumbered.

But Liam did not back down, he managed to evade many of the goblin’s attacks as he tumbled about avoiding their attacks, until he was in a position to free the captured dog.

A long story short, Liam did not defeat the goblins, rather he ended up being rescued by an elf girl. Liam was happy with the rescue and wanted to thank her but she vanished into the woods. Liam named the dog Duke and worked hard to train him to fight by his side.

The next several weeks were rather boring, there seemed to never be any real adventures. Liam resorted to peddling for coin. Luckily Duke had a cute face and that served him well to at least keep himself fed.

During this time, he met a new friend, he went by the name of “Quick”. ‘Quick’ helped Liam even more than he could do for himself. He managed to learn numerous tricks to survive on the streets. He managed to get better gear and armor. ‘Quick’ managed to acquire a new sword, and gave it to Liam.

Then the fateful day came, Liam found the calling he had been hoping for. A posting hanging on a local tavern wall,

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
...Does your heart yearn for glory?
Do you want to earn treasure by the chestfull?
Do you have the grit to bring the forces of
chaos and evil to its knees?...
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Seek “The Silver Shields”, and ask for Colwin Binderbook.

Finally, the chance to prove his worth, Liam headed out immediately with the posting in hand and faithful Duke at his side.

secrets Liam does not know:

Liam’s father was in fact a coward and fled during battle. He did not die in battle, he was executed for desertion.
Because of his father, Liam’s mother was an outcast. When she became ill, she was refused treatment due to the shame of her husband.
Liam never believed the rumors about his father, and believed the stories his mother told him.


Your 'basic backstory' is twice as long as my 3 hour one.
Unrelated: Hero lab is so fast
Related: I am hopeless at creating backstory

Grand Lodge

My crunch is in the profile


I will no longer be accepting new applicants as of Monday night, if you have dotted in, rolled stats and given an initial concept you may still work on it up until the end of the month, I already have so many good submissions :)

If your submission is done and ready for the initial edit and I havent sent you a personal message please post here or send me a personal message, its been a crazy weekend and well I dont want to miss anyone :)


What time zone are you in, DM?

I am Eastern.

I ask only because your posting times seem as random as mine...lol.

Scarab Sages

Barebates wrote:

I would be remiss if i didn't give it a go at a second go:

[dice=Major 1]10+2d4
[dice=Major 2]10+2d4
[dice=Mid 1]10+1d6
[dice=Mid 2]10+1d6
[dice=Min 1]10-1d6
[dice=Min 2]10-1d6

Whoops, those last 2 should be 14-d6, so bump those on up to a 10

No problem noted :) I look forward to seeing what y ou come up with. :)


Tindertwig&Dirtbag wrote:

What time zone are you in, DM?

I am Eastern.

I ask only because your posting times seem as random as mine...lol.

Im in the central time zone, however I work third shift so Im a bit hectic I also dont sleep much :)


Same here; i work 3am-1pm. Off today!


Edward Sobel wrote:

ok here is what I got:

** spoiler omitted **...

Hop on over to the discussion tab and feel free to speak with the others :)


Tindertwig&Dirtbag wrote:
Same here; i work 3am-1pm. Off today!

I have the midnight to 8am thing going :)


Hanz Stroud wrote:
Here's Hanz scaled back to level 1.

Good to see you again Hanz, hop on over to the discussion tab :)


CariMac wrote:

Tush is done. Crunch and Fluff below. Along with a bonus character concept image.

** spoiler omitted **...

Awesome! Feel free to hop on over to the discussion tab and join in :)


Shāguō wrote:

My crunch is in the profile

If you could make sure you list all the fun physical features you took under your appearance tab when you get the chance I would appreciate it. Dont want the random innocent villager to not react to you appropriately :)

Also make sure to put your backstory somewhere in your profile too if you could, other than that, feel free to hop on over to the discussion tab and interact with everyone.


DM The nines wrote:
Shāguō wrote:

My crunch is in the profile

If you could make sure you list all the fun physical features you took under your appearance tab when you get the chance I would appreciate it. Dont want the random innocent villager to not react to you appropriately :)

Also make sure to put your backstory somewhere in your profile too if you could, other than that, feel free to hop on over to the discussion tab and interact with everyone.

Didn't I... *Checks profile* Damnit it was lost to the initial refresh

Scarab Sages

Ancient Dragon Master wrote:
DM The nines wrote:
Shāguō wrote:

My crunch is in the profile

If you could make sure you list all the fun physical features you took under your appearance tab when you get the chance I would appreciate it. Dont want the random innocent villager to not react to you appropriately :)

Also make sure to put your backstory somewhere in your profile too if you could, other than that, feel free to hop on over to the discussion tab and interact with everyone.

Didn't I... *Checks profile* Damnit it was lost to the initial refresh

its okay :)


DM The nines wrote:

I will no longer be accepting new applicants as of Monday night, if you have dotted in, rolled stats and given an initial concept you may still work on it up until the end of the month, I already have so many good submissions :)

If your submission is done and ready for the initial edit and I havent sent you a personal message please post here or send me a personal message, its been a crazy weekend and well I dont want to miss anyone :)

Posting...

My appearance is in the profile now


@ DM The nines:

Hi!

Sorry for the delay. Lots of fence painting and other real life stuff postponing my fun time.
There, that's my whining and whinging for the day! :D

I have the number crunching done for the Tiefling I'll be submitting.
I'll be recycling onf of my aliases: Visruþ ("viz-RUHTH", rhymes with "is dust").
I also like using obscure letters like eth (ð) or thorn (þ). Just because.
I just need to revamp that alias, as he was being used in another campaign that fizzled earlier this year.

And I'll need to do the back-story.
Got ideas for it, just need something a bit more readable than bullets.

I've got the new stat blocks below, so you can let me know if there's anything that needs fixing.

Thanks!

New Stat Block for Visruþ:

Visruþ
Male div-spawn tiefling magus (eldritch scion) 1 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +1
--------------------
Defence
--------------------
AC 16, touch 13, flat-footed 13 (+3 Armour, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
Offence
--------------------
Speed 30 ft.
Melee rapier +3 (1d6+2/18-20) or
. . kukri +3 (1d4+2/18-20) or
. . light flail +2 (1d8+2)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks eldritch pool (+1, 3 points), spell combat
Magus (Eldritch Scion) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—magic weapon, true strike
. . 0 (at will)—acid splash, detect magic, disrupt undead, read magic
. . Bloodline Destined
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 14, Int 14, Wis 13, Cha 15
Base Atk +0; CMB +2; CMD 15
Feats Weapon Finesse
Traits arcane temper, persecuted expatriate, weathered emissary
Skills Craft (alchemy) +6, Diplomacy +9 (+7 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Linguistics +9, Profession (soldier) +5, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +2 (+4 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Use Magic Device +6; Racial Modifiers +2 Diplomacy, +2 Linguistics
Languages Abyssal, Common, Halfling, Infernal, Osiriani
SQ bloodrager bloodline (destined[ACG]), prehensile tail[ARG], pride
Combat Gear acid (2), alchemist's fire, alkali flask[APG]; Other Gear studded leather, crossbow bolts (20), kukri, light crossbow, light flail, rapier, backpack, bandoleer[UE], basic maps (major landmarks only), bedroll, belt pouch, blanket[APG], flint and steel, ink, inkpen (2), knife, utility (0.5 lb), mess kit[UE], scroll box[UE], spell component pouch, trail rations (5), waterproof bag[UE], waterskin, 12 gp, 7 sp
--------------------
Tracked Resources
--------------------
Acid - 0/2
Alchemist's fire - 0/1
Alkali flask - 0/1
Crossbow bolts - 0/20
Eldritch Pool +1 (3/day) (Su) - 0/3
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Eldritch Pool +1 (3/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

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

Physical Description
Visruþ has the face of youthful half-elf male. Apart from alabaster white skin, royal purple hair, caprine eyes, and vestigial horns.
Age: 38 | Height: 5' 8" (173 cm) | Weight: 170 lbs. (77 kg)
Skin: Alabaster White
Build: Medium
Hair: Royal Purple
Eyes: Caprine (goat-like) Amber
Special: Cobalt blue vestigial horns, easily concealed by a hood

Traits and Drawbacks:
• Arcane Temper (magic) . . +1 to Initiative and Concentration
• Persecuted Expatriate (racial) . . for Div-Spawn, +1 Diplomacy, which is a class skill
• Weathered Emissary (social) . . +1 Linguistics and Survival, and Linguistics is a class skill
• Pride drawback . . -2 Diplomacy and Sense motive v. creature that hasn't apologized for an earlier slight

Racial Traits (§ marks alternate racial traits):
• Darkvision . . 60 feet
• Div-Spawn § . . (racial heritage) +2 DEX, +2 CHA, -2 INT
• Fiendish Resistance . . resistance 5 to Cold, Electricity, and Fire
• Healed by Positive or Negative channelled energy § . . ability that replaces spell-like ability
• Prehensile Tail § . . tail can grab items on person as a swift action; replaces Fiendish Sorcery
• Skilled (Div-Spawn) § . . +2 to Diplomacy and Linguistics

Additional at Level 1:
• Level 1 FCB: +¼ Arcane Pool
• Bonus skill, house rule: Craft (alchemy)
• Languages: Abyssal, Common, Halfling, Infernal, Osriani

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.


DM The nines wrote:
CariMac wrote:

Tush is done. Crunch and Fluff below. Along with a bonus character concept image.

** spoiler omitted **...

Awesome! Feel free to hop on over to the discussion tab and join in :)

Ok will try to get alias together tonight. Spending day at wildwood beach (in NJ)


is this still open?
I'm rolling here a fetchling rogue(burglar)

STR: 1d6 + 10 ⇒ (5) + 10 = 15
DEX: 2d4 + 10 + 2 ⇒ (3, 2) + 10 + 2 = 17
CON: 2d4 + 10 ⇒ (1, 4) + 10 = 15
INT: 14 - 1d6 ⇒ 14 - (5) = 9
WIS: 1d6 + 10 - 2 ⇒ (2) + 10 - 2 = 10
CHA: 14 - 1d6 + 2 ⇒ 14 - (6) + 2 = 10

2nd roll

STR: 1d6 + 10 ⇒ (4) + 10 = 14
DEX: 2d4 + 10 + 2 ⇒ (2, 3) + 10 + 2 = 17
CON: 2d4 + 10 ⇒ (1, 3) + 10 = 14
INT: 14 - 1d6 ⇒ 14 - (3) = 11
WIS: 1d6 + 10 - 2 ⇒ (6) + 10 - 2 = 14
CHA: 14 - 1d6 + 2 ⇒ 14 - (4) + 2 = 12

I like the 2nd roll better :)

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