
Aggrah the White Witch |

Because I know how much Calain thoroughly enjoys battling swarms of all kinds, I picked up a new book today from Rogue Genius Games: The Swarminomicon.
you may need to change your surname lol

Calain |

Because I know how much Calain thoroughly enjoys battling swarms of all kinds, I picked up a new book today from Rogue Genius Games: The Swarminomicon.
The only swarm battle I have EVER enjoyed with you was the time we had one on the Crimson Throne game and I was playing a Magus with evocation spells prepped.

Aggrah the White Witch |

hp: 1d6 ⇒ 5 +2con +1fcb=+8hp
+1lvl Scarred Witch Doctor
+1fort
+1ref
2 2nd lvl spells known: Cure Moderate Wounds, Web
+
2 2nd lvl spell prepped/day, 1,+1 int bonus
3rd lvl feat: Ability Focus (Evil Eye)=+2DC
Skills: +5
+2 swim
+1 spellcraft
+1 know nature
+1 know religion

Dr. Zestelim Tes |

HP: 1d8 ⇒ 7
+1 Fort
+1 Will
Sneak attack +1d6 to 2d6
Finesse Training: light mace
Archetype ability: obfuscation (basically talking people out of believing what they just saw)
+1 to Appraise, Bluff, Diplomacy, Disable Device, Intimidate, Knowledge Local , Knowledge Dungeoneering, Perception, Sense Motive, Stealth, Linguistics, Sleight of Hand

Beorn the Divine |

Lvl 3
HP: 1d8 ⇒ 4 +1 FCB +2 CON
+1 Bab
+1 Fort
+1 1st level spell TBD
Inspire Competence A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
6 Skill points
3 Swim
1 Perception
2 Survival
New Feat: Improved Initiative

Bradan Finn |

Ranger 3
HP: 1d10 ⇒ 8
BAB +1
Will +1
Favored Terrain: Swamp/Marsh
Endurance (Bonus Feat)
Feat: Rapid Shot
Skills: +1 to all current skills

Poke Poke |

[dice=HP]1d8
HP:
5 +2 +1 = 8 Total= 30Saves:
+1 Fort
+1 Will
Skills:
+1 Acrobatics
+1 Disable Devices
+1 Escape Artist
+1 Perc
+1 Prof law
+1 Sleight of Hand
+1 Stealth
+2 Survival
+1 Swim
Rouge:
Blade Sense +1
Finesse Training Dagger
Sneak Attack 2d4/2d8
Feat:
Mobility

Ulfrec Aesgrim |

Unchained Barb (Titan Mauler)
1d12 = 5Class Abilities- Rage, Big Game Hunter
Feat- Reckless Rage.5 Skills to be determined.
Can we please (pretty please) give the guy a 7 for HP? Umm, it's for the greater good!
I can start a petition for counsel to review... or is that a motion? As long as it's not a (bowl) movement!

baldwin the merciful |

Calain wrote:Unchained Barb (Titan Mauler)
1d12 = 5Class Abilities- Rage, Big Game Hunter
Feat- Reckless Rage.5 Skills to be determined.
Can we please (pretty please) give the guy a 7 for HP? Umm, it's for the greater good!
I can start a petition for counsel to review... or is that a motion? As long as it's not a (bowl) movement!
Motion Denied.

Ulfrec Aesgrim |

Ulfrec Aesgrim wrote:Motion Denied.Calain wrote:Unchained Barb (Titan Mauler)
1d12 = 5Class Abilities- Rage, Big Game Hunter
Feat- Reckless Rage.5 Skills to be determined.
Can we please (pretty please) give the guy a 7 for HP? Umm, it's for the greater good!
I can start a petition for counsel to review... or is that a motion? As long as it's not a (bowl) movement!
Doh! Can he have one of Ulfrec's?

Dr. Zestelim Tes |

Hey, just playing around with heroforge and I made a Dr. Tes!
https://scontent-lga3-1.xx.fbcdn.net/v/t1.0-9/p960x960/84501167_10163079727 035494_6195200328288174080_o.jpg?_nc_cat=106&_nc_ohc=MXaVtIkLsngAX8Grlb t&_nc_ht=scontent-lga3-1.xx&_nc_tp=6&oh=57998018f0f2beb9d464f07 9f4a94486&oe=5E9215C8

Dr. Zestelim Tes |

https://scontent-lga3-1.xx.fbcdn.net/v/t1.0-9/p960x960/84501167_10163079727 035494_6195200328288174080_o.jpg?_nc_cat=106&_nc_ohc=MXaVtIkLsngAX8Grlb t&_nc_ht=scontent-lga3-1.xx&_nc_tp=6&oh=57998018f0f2beb9d464f07 9f4a94486&oe=5E9215C8
Looks like the same thing, dang. It's a facebook pic.

Olgen Breakjaw |

Was doing some Char Crafting today and think I found something awesome to do with the Bloodrager.
Never played one but I think it would be awesome.
Not as crazy as a Paladin but still pretty darn cool.
Bloodragers don't get any swift casting , but the Arcane bloodlines ability to have BLUR as a free action when they rage synergises so well with Moonlight stalker.
And they can copy my favorite Pouncing Come and Get me Dazing Assault attack routine.
Has crap AC when it turns on but as a Charge and kill build it's a fun tactic.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Alt Racial Trait-Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Alt Behind the Veil (1 RP): Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Half-orcs can take this trait in place of intimidating, also gaining the shadow blending fetchling racial trait. (50% Miss Chance in Dim Light)
Ability Scores: 20pts
STR 16 (14+2 Racial)
DEX 12
CON 14
INT 13
WIS 12
CHA 13
Build: Blood Rager 20
Race: Half-Orc
Alignment: Chaotic Neutral
Theme- Bane- "You Merely Adopted the Dark. I was Born in it. Moulded by it."
Skills= 4+1(INT)= 5 per level
Favored Bonus: Half Orc Favored Bonus- +1 Rounds of Blood rage per day
2 traits- Fates Favored (+1 to all luck bonuses, effectively doubles sacred Tattoo),
Optimistic Rager- Rage lasts 1d4 extra Rounds
Steel blood Bloodrager
1- Heavy Armor Prof Indomitable Stance, Blood Rage, Disruptive Bloodrage (+2 Cast Defensively)Feat - Blind fight,
2- Armoured Swiftness
3-Blood Sanctuary, Feat: Combat Expertise
4-Blood Casting, Eschew Materials, Spells, Blood Power (Arcane Bloodrage-Blur)
5-Armour Training, Feat: Moonlight Stalker
6-Blood Feat- Power Attack
7-Blood Deflection,Blood Spell: Magic Missile Feat: Raging Vitality,
8-Primalist Swap Greater Arcane Bloodrage for Lesser Beast Totem and Beast Totem
9- Blood Feat: Combat ReflexesFeat: Extra Rage Power Reckless Abandon
10-Blood Spell: Invisibility
11-Greater Bloodrager, Feat: Dazing Assault
12-Primalist Swap Caster’s Scourge for Come and Get Me and Greater Beast Totem, Blood Feat: Disruptive (+4 Cast Defensively)
13-Blood Spell: Lightning Bolt Feat: Extra Rage Power- Witch hunter
14-Indomitable Will
15-Blood Feat: Spell Breaker, Feat: Raging Brutality ,
16-Primalist swap True Arcane Bloodrage for Superstition and Guarded Stance, Blood Spell: Dimension Door
17-Tireless Bloodrager, Feat: Blood Vengeance
18-Blood Feat: Iron Will
19-Feat: Heroic Will
20-Mighty Bloodrager, Primalist Swap Caster's Bane for Eater of Magic and Spell Sunder