Dwellers of the Forbidden City (Inactive)

Game Master EltonJ

Adventure in the Jungles of Chult to find out who is kidnapping people during the night.

Map A

Editable Combat Map


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BelacRLJ wrote:
Since we have a lot of potential druids, thinking of shifting to the fighter lane with a polearm fighter/rogue. Would I have to commit to a single entry?

Not sure if I understand. So I'm going to say no, you don't have to commit to a single entry.


Mr Nevets wrote:

Ok, can't resist both the rolling and the possibility of getting in on this classic!

[Dice=rolls]6+3d6
[Dice=rolls]6+3d6
[Dice=rolls]6+3d6
[Dice=rolls]6+3d6
[Dice=rolls]6+3d6
[Dice=rolls]6+3d6

Edit: * grin * I can work with that. Leaning towards making a Barbarian...not sure on the race yet.

So, dropping the lowest die:

rolls: 6 + 3d6 ⇒ 6 + (1, 5, 6) = 18 [17]
rolls: 6 + 3d6 ⇒ 6 + (1, 2, 6) = 15 [14]
rolls: 6 + 3d6 ⇒ 6 + (1, 1, 6) = 14 [13]
rolls: 6 + 3d6 ⇒ 6 + (2, 1, 1) = 10 [9]
rolls: 6 + 3d6 ⇒ 6 + (1, 1, 4) = 12 [11]
rolls: 6 + 3d6 ⇒ 6 + (4, 4, 6) = 20 [16]


Working on a Monk, will modify this profile.

rolls: 6 + 3d6 ⇒ 6 + (4, 3, 4) = 17 = 14
rolls: 6 + 3d6 ⇒ 6 + (4, 6, 2) = 18 = 16
rolls: 6 + 3d6 ⇒ 6 + (6, 5, 6) = 23 = 18
rolls: 6 + 3d6 ⇒ 6 + (1, 2, 1) = 10 = 9
rolls: 6 + 3d6 ⇒ 6 + (4, 2, 1) = 13 = 12
rolls: 6 + 3d6 ⇒ 6 + (4, 3, 3) = 16 = 13


EltonJ wrote:
BelacRLJ wrote:
Since we have a lot of potential druids, thinking of shifting to the fighter lane with a polearm fighter/rogue. Would I have to commit to a single entry?
Not sure if I understand. So I'm going to say no, you don't have to commit to a single entry.

What I meant is can I submit my original Druid, and separately a fighter build in case that fits the party better?

Thanks. I’ve both statted out except equipment. Should be able to get them posted over the weekend.


BelacRLJ wrote:


What I meant is can I submit my original Druid, and separately a fighter build in case that fits the party better?

Thanks. I’ve both statted out except equipment. Should be able to get them posted over the weekend.

Thanks. That's what I thought you meant at a second glance. I thought you meant something about multi-classing at first.


Forgotten Realms, now that's a name I haven't heard in a long time! Let's see what stats I get before I decide on a race and class. There are all kinds of characters that would be fun in a jungle pulp fantasy game.

6 + 3d6 ⇒ 6 + (3, 6, 5) = 20
6 + 3d6 ⇒ 6 + (2, 5, 5) = 18
6 + 3d6 ⇒ 6 + (4, 6, 4) = 20
6 + 3d6 ⇒ 6 + (5, 1, 2) = 14
6 + 3d6 ⇒ 6 + (5, 3, 6) = 20
6 + 3d6 ⇒ 6 + (4, 2, 2) = 14

So that would be 17, 16, 16, 12, 17, 12. Pretty nice. I'll have to give this some thought.

EDIT: You know what, this is a pulp campaign. It's time to buckle my swash! One swashbuckler coming up.


grimdog73 wrote:

[dice=roll]3d6+6

[dice=roll]3d6+6
[dice=roll]3d6+6
[dice=roll]3d6+6
[dice=roll]3d6+6
[dice=roll]3d6+6

wow....17, 17, 15, 16, 17 and 16....holy crap!

thinking an elvish bowman...slayer likely...maybe ranger, but i like the slayer a bit more...

Yep. That's what the rolls give you.


Linnea the Diviner wrote:
EDIT: You know what, this is a pulp campaign. It's time to buckle my swash! One swashbuckler coming up.

And it's short. We're running through one module.


Whoops, sorry. I'm used to applying for APs. Pulp module!


Ah heck, just realized I accidentally left all the notes I jotted down at work. So I'll have my guy done tomorrow I suppose: too sleepy to remember some of the details.

I love how he's coming together though: cleric spells, Channel Energy, Inspire Courage, Bardic Knowledge, and a boatload of Divination and transportation spells from his domains. This guy is every dungeon delver's best friend.


Frog boy just needs his gear. Should be done this weekend.


RamzaBeoulve wrote:

Ah heck, just realized I accidentally left all the notes I jotted down at work. So I'll have my guy done tomorrow I suppose: too sleepy to remember some of the details.

I love how he's coming together though: cleric spells, Channel Energy, Inspire Courage, Bardic Knowledge, and a boatload of Divination and transportation spells from his domains. This guy is every dungeon delver's best friend.

Ah. Perfect.

TarkXT wrote:
Frog boy just needs his gear. Should be done this weekend.

Awesome.


I have an idea for a Halfling big game hunter. This will be a bolt ace/gunslinger with fighter levels. Figure he's heading into the jungle for some really big game hunting. I'll need to refresh my memory of the Realms, but think upper class Brit on safari for attitude.

3d6 + 6 ⇒ (4, 1, 3) + 6 = 14 13
3d6 + 6 ⇒ (6, 5, 2) + 6 = 19 17
3d6 + 6 ⇒ (3, 5, 4) + 6 = 18 15
3d6 + 6 ⇒ (2, 2, 3) + 6 = 13 11
3d6 + 6 ⇒ (4, 1, 1) + 6 = 12 11
3d6 + 6 ⇒ (2, 3, 6) + 6 = 17 15


drbuzzard wrote:

I have an idea for a Halfling big game hunter. This will be a bolt ace/gunslinger with fighter levels. Figure he's heading into the jungle for some really big game hunting. I'll need to refresh my memory of the Realms, but think upper class Brit on safari for attitude.

A halfling big game hunter, huh? Sounds alright!


I think I've settled on an updated version of the classic Figher/MU and going with a magus. He travels the world searching for powerful artifacts and honing his abilities. Probably an elf but trying to borrow a copy of the Forgotten Realms Campaign setting to see what other options might fit.

Grand Lodge

Still working on the character, but I think I've narrowed her down to an evoker wizard forced out of her alma mater in the aftermath of an experiment gone wrong. The only way back into their good graces, it seems, is to become part of an expedition to Chult.


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Takeda Mon'tar for your consideration.


Takeda Mon'tar wrote:
Takeda Mon'tar for your consideration.

Ah, looks good.


stat: 6 + 3d6 ⇒ 6 + (5, 6, 5) = 22 17

stat: 6 + 3d6 ⇒ 6 + (6, 2, 4) = 18 16

stat: 6 + 3d6 ⇒ 6 + (2, 3, 5) = 16 14

stat: 6 + 3d6 ⇒ 6 + (5, 2, 5) = 18 16

stat: 6 + 3d6 ⇒ 6 + (4, 6, 6) = 22 18

stat: 6 + 3d6 ⇒ 6 + (5, 2, 1) = 14 12

Grand Lodge

Please see my shaman for consideration. He can fill the healing roll with some support and debuff

Grand Lodge

working on my toon tonight...got sidetracked yesterday...ranger switch hutter with a tiger pet


This is RamzaBeoulve's Cleric submission. Character sheet is on this alias profile.

He's not *quite* done - about 80% there. I have to fill in a couple last fiddly mechanical details like mundane gear and carry weight. But I wanted you to get a look at what I'm trying to do with him. I haven't fully written up his background and description yet, but the gist is what I was speaking about earlier: Oghmite dedicated to unearthing ever-newer knowledge in the name of his god. Fancies himself the consummate adventurer: smart, can fight, plenty of utility spells and other abilities to help out the party.

I'll polish of the remaining details over the next couple days. Work's been real busy.

Grand Lodge

what languages would be prevalent in that area?


grimdog73 wrote:
what languages would be prevalent in that area?

I believe Common, Chultan, Elven, Dwarven, Sylvan, and Infernal. But my book is in storage so don't trust my memory.


3d6 + 6 ⇒ (6, 2, 5) + 6 = 19 17
3d6 + 6 ⇒ (3, 4, 5) + 6 = 18 15
3d6 + 6 ⇒ (3, 1, 3) + 6 = 13 12
3d6 + 6 ⇒ (3, 2, 4) + 6 = 15 13
3d6 + 6 ⇒ (3, 6, 1) + 6 = 16 15
3d6 + 6 ⇒ (5, 5, 2) + 6 = 18 16

so 17, 16, 15, 15, 13, 12


Locmore wrote:


so 17, 16, 15, 15, 13, 12

Looking good.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

dotting with interest

3d6 + 6 ⇒ (3, 2, 6) + 6 = 17
3d6 + 6 ⇒ (6, 1, 4) + 6 = 17
3d6 + 6 ⇒ (6, 4, 3) + 6 = 19
3d6 + 6 ⇒ (5, 1, 4) + 6 = 16
3d6 + 6 ⇒ (2, 2, 6) + 6 = 16
3d6 + 6 ⇒ (2, 4, 3) + 6 = 15


grimdog73 here...finalizing the character...can someone look over the stats for my pet...haven't done one before...wanna make sure it's right...


Chult! That takes me back, I read The Ring of Winter years ago. I'm thinking of some sort of brawler...

3d6 + 6 ⇒ (1, 1, 6) + 6 = 14 13
3d6 + 6 ⇒ (6, 6, 1) + 6 = 19 18
3d6 + 6 ⇒ (2, 3, 5) + 6 = 16 14
3d6 + 6 ⇒ (2, 4, 2) + 6 = 14 12
3d6 + 6 ⇒ (4, 5, 5) + 6 = 20 16
3d6 + 6 ⇒ (3, 2, 3) + 6 = 14 12

Dice bot was kind there.


Roland Paxton wrote:

This is RamzaBeoulve's Cleric submission. Character sheet is on this alias profile.

He's not *quite* done - about 80% there. I have to fill in a couple last fiddly mechanical details like mundane gear and carry weight. But I wanted you to get a look at what I'm trying to do with him. I haven't fully written up his background and description yet, but the gist is what I was speaking about earlier: Oghmite dedicated to unearthing ever-newer knowledge in the name of his god. Fancies himself the consummate adventurer: smart, can fight, plenty of utility spells and other abilities to help out the party.

I'll polish of the remaining details over the next couple days. Work's been real busy.

He looked like you spent a lot of time on him. Don't you get bardic abilities thanks to variant multiclassing?


EltonJ wrote:


He looked like you spent a lot of time on him. Don't you get bardic abilities thanks to variant multiclassing?

Thank you! And he does, I just haven't gotten around to listing the specific performances he gets yet -Inspire Courage and Inspire Competence. The rest is there: Bardic Knowledge and the general info for Bardic Performance: the rounds per day and effective level.

I'll pencil in the last few details when I have some downtime in the next day or so.


Frog done. Kept the backstory brief. It's just supposed to be one module.

2foot tall and ready to summon the frogs.


Got it. Remember, your competing with at least two other druids or shaman.


I'll have mine up later today. Ive... gone through some idea changes. Its basically a melee Dragon disciple build... 2 scale fist ucm, 2 Paladin, 1 sorcerer, 2 DD all Lawful good


ill have backstory up tonight...did you check over my pet's stats?


Rolandor Thessalya wrote:
ill have backstory up tonight...did you check over my pet's stats?

I only glanced at them. Is your tiger a bengal tiger?


its a small cat...with 4th level adjustment...i just called it a tiger


Rolandor Thessalya wrote:
its a small cat...with 4th level adjustment...i just called it a tiger

Oh. Okay. I'll have to see what the other fighting types look like before making a decision. Titanoboas are in the module too.


EltonJ, a question about equipment costs:

Can we do our own crafting? As an alchemist, I have a small hoard of alchemical equipment... Which I could theoretically craft myself at 1/3 the normal cost.


Okay, you can do your own crafting.


Hello

I was reading through; sounds like you are still recruiting?

I have an idea for a Ratfolk Gunslinger 5/ Inquisitor 2 but the idea is still raw.
May I come up with something?


Yeah, I'm still recruiting.


Tyug’u Yakshi is skilled alchemist, but one who samples his own wares too much for his own good. A recreational drunkard and druggie (alcohol, tobacco, caffeine, mary Jane, a little cocaine for those who can handle it) who deals as well as uses. His sales went upscale, and after a local noble had a party with several fatal overdoses, the heat is on. Tyug’u needs to get out of town and lay low for a while. He also figures he may as well try to get rich if he’s going to be doing something stupidly dangerous, like wandering into the jungle of Chult to avoid the local law… So the Forbidden City sounds like a fine idea to him.

Description:
His skin is green. His hair was black, but is going grey, tonsured, and held back in a pony tail. Heavily built for a human, about average for a ½ orc (5’9”, 225 lbs), he’s surprisingly quick for a stocky man. He has significant tusks, one of which is broken and capped. He has facial scarring on cheek (side with capped tusk).

Demeanour:

Lazy and dissolute most of the time, he becomes much more focused and alive when his life is on the line. He’s definitely an adrenaline addict.

Mechanical:

Tyug’u Yakshi
N Male ½ Orc (Sacred Tattoo, Dragonsight, Fey Thoughts), Favored Class : Alchemist)

Alchemist 7 (Grenadier)
Init +3 = +3 Dex
Speed 30 ft
Darkvision (120 ft)

Defense
AC :20 =10+6 (armor) +1 (armor enhancement) +3 Dex
HP: 66 = 8+6d8=>30 + 21 (con)+7 trait
Fort +12 = +5 (Alchemist 7) +3 con+2 Luck+ 2 Resistance
Ref +12 = +5 (Alchemist 7) + 3 dex +2 Luck + 2 Resistance
Will +9 = +2 (Alchemist 7) + 1 wis + 2 Luck + 2 Familiar + 2 Resistance
+1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.
CMD : 22 = 10 + 5 (bab)+4 (str)+3 (dex)
Offense
Melee: Bardiche +10/1d10+7, Cestus +9/1d4+4
Ranged: Sling, Javelins, Assorted alchemy, Bombs

BAB : +5
CMB : +9 = +5 (BAB)+4 (str)
Extracts Prepared
L1 (DC 13, 4+1 /day): Longarm, Targeted Bomb Admixture, open X3
Formula Book : Shield, Cure Light Wounds, Longarm, Targeted Bomb Admixture, Crafter’s Fortune, True Strike
L2 (DC 14, 3+1 /day), Alchemical Allocation X2, False Life, Full Pouch
Formula Book : Alchemical allocation, full pouch, false life, Barkskin
L3 (DC 15, 1+1 /day), Monstrous Physique
Formula Book : Monstrous Physique, Heroism

Stats
Str 18 = 16 +2 Racial
Dex 17 = 17
Con 16 = 16
Int 16 = 15+1 lvl 4
Wis 13 = 13
Cha 11 = 11
Feats : Throw Anything (B), Martial Weapon Proficiency (Bardiche) Combat Reflexes (1st), Extra Bombs (3ed), Extra Traits (5th), Point Blank Shot (7th), Rapid Shot (9th)
Traits : Fates Favored (Faith), Finding Your Kin (Campaign), Armor Expert (combat), Secret Revolutionary (Regional)
*** I would like to reflavor secret revolutionary as experience with all kinds of drugs and will-bending effects from his own drug usage ***
Skills (4+3(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Craft (alchemy) (+13, 7 ranks +3 trained +3 int )(+7 competence when crafting) ,
Perception (+11, 7 ranks +3 trained +1 wis),
Spellcraft (+13, +7 ranks +3 trained +3 int),
Use Magic Device (+10, 7 ranks +3 trained +0 cha),
Heal (+11, 7 ranks +3 trained +1 wis)
Disable Device (+13, 7 ranks +3 trained +3 dex )
Stealth (+13, 7 ranks +3 trained +3 dex )
Languages : Common, Orc, Draconic, Gnoll, Giant,

Class Abilities:

1st Alchemy, bomb (12/day) 1d6, Martial Weapon Proficiency (Bardiche), mutagen(+4 str, -2 int, +2 NA), Throw Anything
2nd Discovery: Frost Bomb, Alchemical Weapon, Precise Bombs
3rd Bomb 2d6, swift alchemy
4th Discovery: Tanglefoot Bomb
5th Bomb 3d6
6th Discovery: Tumor Familiar (Hedgehog, Figment and Sage Archetypes), Directed Blast
7th Bomb 4d6

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.
Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.


Racial Abilities:

Dragon Sight Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
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.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-orc can take this trait in place of racial weapon familiarity
FCB: Orc Alchemist (7 levels) = +3.5 to Bomb Damage

Equipment, INCOMPLETE:

Magic Items
Handy Haversack (2000 gp)
Potion of Barkskin (12th level), (1200 gp)
Wand of Cure Light Wounds 38 charges(570 gp)
Sleeves of Many Garments (200 gp)
Wand of True Strike 11 Charges (165 gp)
Wand of Shield 21 Charges (315 gp)
Mithril Breastplate +1 (5400 gp)
Bardiche +1 (2305 gp)
Cloak of Resistance +2 (4000 gp)
Potion Sponge – Touch of the Sea (52 gp)
Talisman of Beneficial Winds (50 gp)
Feather Token: Tree (400 gp)
Hybridization Funnel (200 gp)
Formula Alembic (200 gp)
Potion of Heroism (750 gp)
17807 gp

Weapons (30gp): Cestus (5gp), Bombchucker (12 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), sling, 4 Javelins (4 gp),
Equipment
Explorer’s outfit, 2 Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 1 day (0.5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (X2, 1 carried, 2 gp), Alchemy Crafting kit ( 25 gp), Formula Book, Healer’s kit (50 gp), MW Thieves Tools (100gp),
181.6
Mule (8 gp), Pack saddle (5 gp). 10 days Mule feed (1 gp), Trail Rations, 9 days (4.5 gp), bedroll (1sp), blanket (5sp), hammock (1sp), 100 ft hemp rope (2gp), mess kit (2 sp), , Inkpen (1 sp), Travelling Formula Book (10 gp), Portable Alchemy Lab (75 gp),
105.4
Alchemical Items at 1/3 cost because of self crafting:
Acid flasks (5, 50gp), Alchemist’s Fire (4, 100 gp), Shard Gel (2, 50 gp), Unstable Accelerant (2, 100 gp), Vial of Ink 8 gp, Mineral Acid (2, 100 gp), Holy Weapon Balm (2, 60 gp), Tanglefoot Bag (2, 100 gp), Pellet Grenades (1, 50 gp), Dessicating Lubricant (30 gp), Bone Burn (4, 100gp), Smog Smoke Peller ( 2, 80gp), Buoyant Balloon (10 gp), Aboleth Mucus Etract – 6 Doses (100 gp), Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp). Adhesive Strip (5, 25 gp), Smelling Salts (25 gp), Sunrod (5, 10 gp), Rhinarium Paste (75 gp), Vapors of Easy Breath (75 gp), Vermin Repellent (5, 25 gp), Silver Weapon Blanch (5, 25 gp), Twitch Tonic (45 gp), Sooth Syrup ( 25 gp), Bodybalm 25 gp
1388/3 = 463 gp


OK, here are my two entries. I'd still buy a bit more mundane gear (food etc) for each, but I'd spec all that out to the penny if selected.

The entries are:

Ria daughter of Laerian (Weapon Master Fighter/Rogue)
Chui Aolu Dendo of Ubtao (Saurian Shaman Druid) and his Allosaur companion Windaghi

Ria daughter of Laerian (Fighter lane):

Hard it is to be the child of an adventurer. Long are the days when they are gone, and the baubles they bring back from their travels do not make up for their absence. It is even harder when they are neglectful as well upon their return. So it was with the children of the bard Laerian, whose gallivanting and debauchery about Faerun would have been legendary if he had not also been particularly discreet. As an Elf, he was long-lived enough to carefully make his way from country to country whenever too many claims of paternity arose in one place. So, although over the centuries several adventuring parties could have been fitted out from his bastard progeny, few of his children ever met one another.

Then he disappeared in the jungles of Chult, without time to cover his tracks.

His well-meaning but dim fighter friend Gavin found his private notes detailing his current minor children, all in Calimport and vicinity. There he traveled with the bard’s personal effects. The first on the list was Ria, living as the daughter of a single market-merchant mother. The share of the treasure Gavin provided helped lift them from poverty, but more important to young Ria were the stories Gavin told of his adventures with Laerian (carefully curated to make him sound more devoted and impressive than he had been in reality). From that moment, Ria determined to become an adventurer herself, and eventually cross the Shining Sea to rescue her father from the imprisonment she fancied him trapped in (in reality, he had either died in the jungle or abandoned his party for a new life elsewhere—Gavin had sugar-coated this part of the story as well).

Gavin trained Ria in the use of the polearm, though she modified his strength-based techniques for her dexterous physique. When he’d taught her all he could, he moved on to other adventures in more congenial and northerly climes. They encountered one another at various points, and finally upon crossing blades with her when both were serving as mercenaries in a civil conflict in the Western Heartlands, he got her out of the situation by telling her she was ready for her long-awaited mission. Thence, she left her contract and took ship to Fort Beluarian, there to try and pick up her father’s trail.

Personality: Ria is cheerful and energetic, possessing a certain amount of scampish cunning but also quite naïve about the way some parts of the world actually work. When she gets an idea in her head, she is stubborn about carrying it through and slow to recognize if she’s in error, but she’s never mean or ornery about it. She can be talkative to the point of annoying, unless there’s a reason to keep mum, but in crucial situations it’s best for someone else to take point.

Stats and Basics:

Ria daughter of Laerian, Half-Elf CG Fighter(Weapon Master) 4/Unchained Rogue 3

Str 13
Dex 15 (+2 racial, +1 4th level, +4 item) - 22
Con 14
Int 14
Wis 13
Cha 11

HP 57: 10 + (3*6 fighter, 3*5 rogue) + (7*2 con)

Saves:
Fort 6 (4 Fighter, 2 Con)
Ref 8 (1 Fighter, 3 Rogue, 4 Dex)
Will 2 (1 Fighter, 1 Wis)

BAB +6/1
CMB: 12 (6(BAB) + 6(dex))
CMD: 17 (10 + 1(str) + 6(dex))

Equipment and Combat:

Init: +6 Dex
AC: 25 (10 + 5(armor)+4(shield)+6(dex))

Atk
+14/+9, 1d10+11, +1 Fauchard
+13/+8, 1d8+1, Composite Longbow

Gear:
1,257 - +1 Darkwood Shield
2,100 - +1 Mithral Shirt
2,314 - +1 Fauchard
16,000 – Belt of Dexterity +4
1,000 – boots of the cat
500 – MW Composite Longbow (+1 str)
100 – MW thieves tools

9 Fighter’s Kit
130 deluxe dungeoneering kit

90gp in gold

Feats, Traits, Class Features, Skills:

Traits
Careful Combatant (2 safe squares when withdrawing)
Secret Knowledge (I will adjust which knowledge based on party fit)

Racial Traits
Elven Immunities (Sleep, +2 vs Enchantment)
Keen Senses (+2 to perception)
Low-Light Vision
Multitalented
Ancestral Arms (replacing Adaptability)

Feats
Racial: EWP Fauchard
1 Expertise
F1 Agile Maneuvers
F2 Combat Reflexes
3 Shield Focus
F4 Advanced Weapon Training (Fighter's Finesse, Polearm)
5 Shield Brace
7 Greater Trip

Class Features
Weapon Guard (Polearm): +1 to CMD vs disarm/sunder
Weapon Training 1 (Polearm)
Sneak Attack +2d6
Trapfinding (+1/2 rogue level to perception and disable device vs traps)
Finesse Training (Polearm via Fighter’s Finesse)
Evasion
Rogue Talent: Unbalancing Trick
Danger Sense +1

Skills
4*2 fighter, 3*8 rogue, 2*7 Int, 7 favored class = 46
AC check penalty: 0

Acrobatics: 15 (7 ranks, 6 dex, 3 class)
Appraise: 7 (2 ranks, 2 int, 3 class)
Bluff: 5 (2 ranks, 3 class)
Climb: 10 (6 ranks, 1 str, 3 class)
Disable Device: 17 (7 ranks, 6 dex, 3 class, 2 MW tools), add’l +1 vs traps
Escape Artist: 15 (7 ranks, 6 dex, 3 class)
Perception: 13 (7 ranks, 1 wis, 3 class, +2 racial), add’l +1 vs traps
Sleight of hand: 11 (2 ranks, 6 dex, 3 class)
Stealth: 15 (7 ranks, 6 dex, 3 class)
Swim: 5 (1 rank, 1 str, 3 class)

(1 knowledge TBD): 10 (5 ranks, 2 trait, 3 class)

Chui Aolu Dendo of Ubtao (Druid Lane):

The jungles of Chult are vast and forbidding to outsiders, but a comforting home to those who live there. Adventurers from outside are at best considered a useful annoyance, a source of gold, foreign trade, and labor skilled at removing the more dangerous fauna and other intruders. The Dendo, tribe that Chui had guidance of was among those closer to foreigners’ haunts, and often served as guides into the deeper interior. This served them well, but even as insulated as they have been from the perils of the land they have still been affected by recent disturbances. With the rise of bandits along semi-traveled routes, their income has dried up and several tribe members have been among the caravan guards slain. Furthermore, someone somewhere in the deep jungle has been hunting the wildlife, causing a cascading effect resulting in swarms of displaced dinosaurs, goblins, and other creatures invading the Dendo lands.

Although the clan’s warriors have so far hunted and fought off the intruders, the Jungle Druids know that these problems are a sign of a deeper imbalance, more than one clan can and should be expected to address. Therefore, Chui and his dinosaur companion Windaghi have left the tribe in the hands of a colleague and journeyed to the city of the adventurers, there to seek a group to go inland and find the root of the region’s troubles.

Personality: Chui is used to being a wise and revered member of a small society, trading on his social position in place of actual skills at leadership. He’s out of his element among foreigners, though he knows they are necessary to his plans (better their lives than those of his people spent on the current menace), and is anxious to prove himself useful while amassing the best possible team. He’d like to be the leader behind the scenes, but mistrusts both his abilities and the attitudes of the foreigners.

Stats and Basics:

Chui Aolu Dendo of Ubtao, N Human Saurian Shaman Druid 7

Str 14
Dex 13
Con 13
Int 14
Wis 15 (+2 racial, +1 4th level) - 18
Cha 11

HP 54 (8 + 6*5 Druid + 8 Con +8 Favored Class)

Saves:
Fort: 6 (5 class, 1 con)
Ref: 3 (2 class, 1 dex)
Will: 9 (5 class, 4 wis)

BAB +5
CMB: 7 (5(BAB) + 2(str))
CMD: 13 (10 + 2(str) + 1(dex))

Equipment and Combat:

Init +1 (Dex)
AC: 18 (10 + 1(Dex) + 3(Armor) +2(Shield) +2(Ring of Protection))

Atk
(attacks in wildshaped form to be added)

+7, 1d6+2 - scimitar

Gear
-3000 rod of giant summoning
-3500 ring of eloquence
-3750 druid vestements
-4000 amulet of mighty fists (Windaghi)
-170 MW hide shirt
-257 Darkwood shield
-8000 ring of protection +2
-15 Scimitar

14 Druid’s kit
130gp deluxe dungeoneering kit
60gp exotic military saddle
230gp MW hide barding (Windaghi)

374gp

Feats, Traits, Class Features, Skills:

Traits
Highlander (Stealth class skill, +1/+2 in mountain areas)
Reckless (Acrobatics class skill, +1)
Suspicious (Sense motive class skill, +1)
Drawback: Paranoid (DC to assist is 15)

Racial trait:
Impostor Wary (+2 vs illusions, sense motive 1 rank/level)

Feats
H Spell focus conjuration
1 Augment Summoning
3 Versatile Summons
5 starlight Summons
7 Boon Companion

Class Features

Nature Bond: Animal Domain
Animal domain: Speak With Animals 10/day
Animal Companion
Nature Sense
Wild Empathy (+4 bonus if used on dinosaurs and reptiles)
Totem Transformation 7min/day: +10 speed, +2 natural armor, low light vision/scent, natural weapons
Woodland Stride
Trackless Step
Resist Nature’s Lure
Totemic Summons (standard action to summon reptiles/dinosaurs)
Wild Shape (1/day, 5 hours, Beast Shape 1, Small/Medium)*
*3/day, 9 hours, Beast Shape 3, Huge/Diminutive if turning into reptile

Spells: 5+1/4+1/3+1/2+1
Orisons known (4): Create Water, Detect Poison, Purify Food and Drink, Stabilize

Skills

Acrobatics: 10 (5 ranks, 3 class, 1 dex, 1 trait)
Climb: 10 (5 ranks, 3 class, 2 strength)
Handle Animal: 8 (5 ranks, 3 class)
Heal: 9 (2 ranks, 3 class, 4 wis)
Knowledge (Geography): 6 (1 rank, 3 class, 2 int)
Knowledge (Nature): 9 (2 ranks, 3 class, 2 int, +2 class)
Perception: 12 (5 ranks, 3 class, 4 wis)
Sense Motive: 15 (7 bonus ranks, 3 class, 4 wis, +1 trait)
Stealth: 10 (5 ranks, 3 class, 1 dex, 1 trait)
Survival: 13 (4 ranks, 3 class, 4 wis, +2 class)
Swim: 6 (1 rank, 3 class, 2 strength)

Windaghi, Allosaur

Stats and Basics:

Windaghi, Allosaur

Str 24
Dex 16
Con 14
Int 2
Wis 16
Cha 10

HP: 52 (8 + (5*6 hd) + (2*7 Con))

Saves:
Fort: 7 (+5 base, +2 con)
Ref: 8 (+5 base, +3 dex)
Will: 5 (+2 base, +3 wis)

BAB +4
CMB: 12 (4(BAB) + 7(str) + 1(size))
CMD: 21 (10 + 7(str) + 3(dex) + 1(size))

Equipment and Combat:

Init: +3 dex
AC: 26 (10 + 3(dex) + 3(Hide shirt) + 10(natural))

Atk

+12, 1d8+8, bite
+7/+7, 1d6+5, claws

Gear
-4000
amulet of mighty fists (Windaghi)
-230
MW hide shirt barding

Feats, Class Features, Skills:

Racial trait:
Low-light vision
Scent
Grab
Pounce

Class Features:
Link
Share Spells
Evasion
Devotion

Feats
Power Attack
Improved Bull Rush
Forceful Charge

Skills
Acrobatics: 7 (1 rank, 3 class, 3 dex)
Perception: 8 (2 rank, 3 class, 3 wis)
Stealth: 8 (2 rank, 3 class, 3 dex)
Swim: 11 (1 rank, 3 class, 7 str)


6 + 3d6 ⇒ 6 + (5, 2, 6) = 19 = 17
6 + 3d6 ⇒ 6 + (6, 3, 1) = 16 = 15
6 + 3d6 ⇒ 6 + (1, 5, 3) = 15 = 14
6 + 3d6 ⇒ 6 + (6, 6, 1) = 19 = 18
6 + 3d6 ⇒ 6 + (2, 2, 3) = 13 = 11
6 + 3d6 ⇒ 6 + (2, 4, 6) = 18 = 16

18, 17, 16, 15, 14, 11

Wow, that's a solid set! I haven't been active on the boards in a couple years, but have been looking to get back to it, and I love both pulp games and the old school Forgotten Realms!

Time to put together an idea.

Oh, and a couple quick questions. I didn't see them mentioned anywhere, but are you using either Background Skills or Elephant in the Room feat tax rules?


ok...backstory...will keep it fairly short...

Rolandor is the son of a noted elven tracker from the Dalelands, Linndell Thessalya and a native of Chult, Temera. He was schooled in the ways of a scout and even some natural alchemy from his mother, a druid. After his father died from being poisoned by a snake, he struck out on his own. He raised his pet, Lini from a cub...the product of his father's faithful companion, Meri.

Grand Lodge

I still need to buy mundane equipment but otherwise am ready to go


1. No whammies!: 3d6 + 6 ⇒ (2, 5, 1) + 6 = 14 13
2. No whammies!: 3d6 + 6 ⇒ (4, 4, 6) + 6 = 20 16
3. No whammies!: 3d6 + 6 ⇒ (5, 3, 5) + 6 = 19 16
4. No whammies!: 3d6 + 6 ⇒ (1, 3, 1) + 6 = 11 10
5. No whammies!: 3d6 + 6 ⇒ (4, 2, 3) + 6 = 15 13
6. No whammies!: 3d6 + 6 ⇒ (1, 4, 4) + 6 = 15 14

Thank you! I actually am going to work up Ratfolk Gunslinger 5/ Ranger [Trapper] 2.
I don't see him having any actual magic; just his gun and grit!

Researching him today....

Thank you for running!


This is Dorian Grey's work in progress.

I will get back to him later on.

Any questions, comments are welcome.

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