Denrelwe Azrinae

Alluria Shadowtouched's page

58 posts. Alias of Jesper Roland Sørensen.


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@ Gm Wolf

Is this still open for applies?
This Alias I write on was made for another gestalt Kingmaker that closed in the upstart. I'll just tweak it around to fit your creation rules but want to ask before I start doing to much.

Edit: Sorry I seem to have somehow skipped over the post where you set a deadline, must have scrolled to quickly.


Some of those monster pcs have ridiculous ability scores compared to us "normal" races :p


@ Rannik it's because we don't like Hobgoblins :p they are to big for us other goblins


Kayniik Goldvolt:

Kayniik Goldvolt
14 years. Height 3 ft, Weight 32lbs.
Male goblin cleric (Theologian) 3
NG small humanoid (goblin)
Init: +4, Sense Perception: +8, darkvision.

Defense:
AC: 15 Touch: 15 Flat-footed: 11 (+4 Dex, +1 size)
Hp: 24 (3d8+6)
Fort: +4 Ref: +5 Will: +6, +2 vs, charm and compulsion effects

Offense:
Speed: 30 ft.
Melee:
Fire bolt: +6 touch 1d6+2 6/day
Channel positive energy DC 13
2d6 5/day
Cleric spells prepared CL 3
2nd - Weapon of awe, grace, produce flame DC16 D
1st - Bless, shield of faith, sun metal, burning hands DC15 D
0 - Detect magic, read magic, stabilize, enhanced diplomacy,

Statistics
Str: 9, Dex: 18, Con: 12, Int: 12, Wis: 17, Cha: 14
Base atk: 2 CMB: 1 CMD: 15
Feats: Spell focus evocation,
Skills: Diplomacy (1) +6, heal (1) +7, knowledge religion (3) +8, sense motives (1) +7, spellcraft (3) +8, ride (0) +7, stealth (0) +11,
Background: Knowledge history (2) +7, linguistics (2) +7, knowledge nobility (2) +7
Armor check:
Traits: Birthmark, magical lineage burning hands,
SQ: Good aura, focused domain fire, weapon proficiency (Warhammer, simple, light blades, firearms)
Languages: Common, goblin, draconic, elven,
Combat Gear:
Other Gear:

Background:

Kayniik Goldvolt was left as an infant at the door of a goblin family in the fourth precinct. The goblins were an older couple in the mid-20s serving in the temple of Gormen Greatforge, they adopted the infant as they had never been blessed with a child themselves. Kayniik had a birthmark in the palm of his left hand, which with age clearly showed the holy symbol of their deity, and at that point the agree that he would have to study to also become a priest as was destined him with the mark. Kayniik is good at heart but some of his wild instinct sometimes show, he was a quick study in the clergy on some elements of the forge farther, particularly the fire aspect of his portfolio. He however could not really concentrate on other parts of his teaching and his adoptive parents made him focused entirely on the fire and hoped he would later learn to call on other parts of his powers. He is now enlisted in the military cause his parents thinks by joining the battle and help with his supportive talents in the field might teach Kayniik to embrace another domain of his god, though they fear he’ll never grow out of the fire fetish as they call it.

My cleric is mostly done now.
I might tweek ability scores around a bit before the start and I miss a feat. But the overall character is done and ready to play.


Kayniik Goldvolt:

14 years. Height 3 ft, Weight 32lbs.
Male goblin cleric (Theologian) 3
NG small humanoid (goblin)
Init: +4, Sense Perception: +8, darkvision.
Defense:
AC: 15 Touch: 15 Flat-footed: 11 (+4 Dex, +1 size)
Hp: 21 (3d8+3)
Fort: +4 Ref: +5 Will: +6
Offense:
Speed: 30 ft.
Melee:
Fire bolt: +7 touch 1d6+2 6/day
Channel positive energy DC 12
2d6 4/day
Cleric spells prepared CL 3
2nd - Weapon of awe, grace, produce flame DC15 D
1st - Bless, shield of faith, sun metal, burning hands DC14 D
0 - Detect magic, read magic, stabilize, enhanced diplomacy,

Statistics
Str: 9, Dex: 18, Con: 12, Int: 12, Wis: 10, Cha: 14
Base atk: 2 CMB: 1 CMD: 15
Feats: spell focus
Skills: Diplomacy (1) +6, heal (1) +7, knowledge religion (3) +7, sense motives (1) +7, spellcraft (2) +6, perception (1) +4, ride (0) +4, stealth (0) +8,
Background: Knowledge history (2) +6, linguistics (2) +6, profession engineer (2) +8
Armor check:
Traits: Birthmark,
SQ: Good aura, domain (fire), weapon proficiency (Warhammer, simple, bows, firearms)
Languages: Common, goblin, draconic, elven,

First draft of my goblin cleric, I'm still debating the overall path to take him, but I'm looking at a blaster/buffer.

Does the Theologian +2 level to domain powers count on spells or just the fire bolt and fire resistance?


ok :) guess I'll have to stick with Greatforge to have the fire domain and be able to heal my fellow squadmembers.


Not many choices for a deity with fire domain. Btw what happened to Hephaestus, he was mentioned alot in the history, but I can't see him on the deity list?

My goblin is young and still stuggling with his natural impulses when it comes to fire and one of the reasons he is send out to serve in the military is to get rid of his insticts.


Yeah I was thinking on taking that I just wanted to hear if a holy symbol were part of our class so we could work from start.
Indded the arcane caster can have it hard if you end up playing a wizard without one the first part of the story.
Divine and phychic would perform better here.


Having finally finished reading through the history I kinda want to work with a good goblin cleric, will we be certain to start with a holy symbol so we can use our channel and spells?


Is it ok to make a character with a +1 CR template like devilbound?
I kinda like to try something like this. My idea is someone who doesn't know about the devil but along the story discover it and has to accept it's influence at some point later.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Yeah it was fun playing with you Lessah, have fun from here on :)


Ok I'll keep the idea in my top 4 :)
Still need to be looking on my ideas for Eldritch scoundrel, mindblade and puppetmaster.


Do the Eidolon use the table in APG/Unchained?


I was actually thinking to make a summoner as one of my ideas. I like to play a 2/3 caster of some kind


Seth86 I think you have just 1 to many in the in Str as I read the orge he has 21 str - 11 (odd number) so you only add +10 to the 17 :)

Not that it's game breaking it's just my little OCD with numbers :p


mdt wrote:
If you start as a monster, you get all the feats you'd get based on racial hit dice. For stats, you'd pick one of the stat arrays, as normal, and apply the racial modifiers (subtract 10 or 11 from the state depending on if it's even or odd, and that's the modifiers).

I'm not sure I quite understand this one, if I take as an example Devilbound creature with a bearded devil I add +2 to all the physical stats so in stat array it looks like: 19, 16, 18, 12, 12, 11 without standard race. Does that then mean the modifier for the 3 physical is +4, +3, +4 like we would normally count it or does it work differently?

I just like to make sure I don't missunderstand something before I start brainstorming :)

Edit: Never mind read through it again and now I see my own mistake, you meant a minotaur as an example has 19 str so taking 11 away and I get a +8 str bonus on it.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I'd say only array 1 is really appliable I have a busy weekend but I should be able to conjure something up just on the other side of it.

I'll read through it all after work and start brainstorming.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I would be, I don't have much experience with APs but I am a player in Rise of the Runelords and I'm running Hell's Rebels myself.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I really like to play with people here but it seems Kingmaker is a bit cursed.

I'm up for keeping the game running if the others are.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Present


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Just testing have trouble submit posts in one of my other games


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I think we are waiting for you Riku :)


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

local: 1d20 + 5 ⇒ (2) + 5 = 7 Alluria looks to see if the bandits have anyhting marking them as belonging to a certain group around the borderlands.

Alluria will slash at the same bandit again.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Confirm: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d10 ⇒ 7 Damage: 1d10 ⇒ 9
That might be overkill. poor bandit


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

The bandits did a ready action so they moved up to the top of the init.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3
Riku Silverwing wrote:
Alluria, Ranger Focus? ;)

Once a day:p


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

stealth: 1d20 + 8 ⇒ (2) + 8 = 10 Do I need a new one or does my 26 from before count still?
Stepping out of the shadows Alluria behind the gate she slashes at the first man. blue man
attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 ⇒ 2sneak: 1d6 ⇒ 6

"You are done robbing this post."


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Alluria draws her weapon preaparing to step out and attack when she can hear the fighting begin.

Stealth: 1d20 + 8 ⇒ (18) + 8 = 26


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Corwin is it time to spring the ambush? If I'm lucky and fast enough I can get a sneak attack and maybe drop one quick.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Alluria is still behind the gate door with her weapon ready. stealth: 1d20 + 8 ⇒ (12) + 8 = 20


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I'll make the stealth check but I did write I was under thewalkway ready to close the door behind them but I'll work with this for some more fun.

Alluria curses herself for thinking she had time to take a peak from the walkway to see if anyone was approaching. As she realize she is out of her position she quickly hides by jumping down and get in behind the open gate. "Riku they are coming get low untill they are inside the fort. she says as she jumps down.

stealth: 1d20 + 8 ⇒ (11) + 8 = 19
Acrobatics: 10 + 8 = 18


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Sounds good to me.

Mdt will you be doing the stealth rolls for those of us who hide in the begining of the encounter?


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I'm underneath the walkway ready to close the one door or attack the bandits


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I doesn't seem we are allowed to move the icons around. or at least I can't move any


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

"Might be true then perhaps we should just place some caltrops in a shallow pit, maybe hear Oleg if he has some kind of animal traps to hide in there aswell?"


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

"Then we should hide along the wall near the gate to close it or attack the bandits once they are roughly in the middel of the open area. I say we just attack them once all are in, surround them and you on the wall/roof to make pincusions of any stragglers should surfice to win the day." Alluria says in responds to Riku's suggestion


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

"Place the tripwire in plain view in front of the pit, will cause them to jump over and into the pit. But do we have enough time to dig one?


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I like to flank so I'll try and be opposit Corwin when we get into combat or any of the cavaliers if the bandits run to them.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

"Hmm I have some caltrops and a tripwire we can place somewhere around the entrance to or around the trading post, to annoy them. I would perfectly perfer to set them inside the forest, it wouldn't alert them to newcomers, but might annoy them enough to make mistakes in thier fighting. They can also be placed inside the post but will be harder to conceal, unless we want them to move around and into an ambush with them?" Alluria responds to Corwin, already in the process of finding it from her back to make sure she remembered to pack it. "I can set them up at first light, as to avoid others falling for the traps."


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Alluria looks to Corwin as the enter the trading post. "Here you go Corwin, safe and sound to the trading post, now the real work can begin."

Alluria greets the woman "Hi Svetlana I'm Alluria the guide of this little party, have the bandits been a nuisance often here? We should be able to deal with a group of bandits quickly." she says looking to the others.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Alluria returns with one of the pack mule they got loaded a little bit more then it should, but it was just a short track from the store to the location where the expedition was getting ready. "Khal, I think I got all that we lacked so we are ready once Morningsword is."

She has brought two large tents. Bedrolls, blankets, and waterskins fifteen of each. That should be 84gp


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

The day after, before they head to Restov Alluria has spend some of the early hours going through the equipment. "Corwin, I like to add a few additions to our current gear. We have tents for about eight people of human size to sleep in at a time, I think we need one or two more to accomodate a party of decent size and to have a backup tent in case of very bad weather.
Also having a small supply of bedrolls, blankets, and waterskins would be recommended, as those items often gets ruined easily and we may have to send people to a river or stream to gather water if we start to run low. Besides these minor things, I'm pleased with what they have supplied us."
She waits for a reply, this is her recommendations but he is the noble so he has to say she can go and accuire it.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I think most of the guards have really random stats specially the dwarf with 6 wis :p


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

"Ok I'll leave the hiring to you. And while you look around I'll look through the equipment provided and make a list of everything we have and what could be useful to bring from the city for the trip.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Alluria studies the route Riku points out and responds "That route can be a decent one, I've used it myself to guide minor parties into cities around the River Kingdoms. But as you say yourself it would only be beneficial for a small group of around ten people without a wagon with them."

She looks to the others and add "Morningsword, Ridder, what kind of hirelings do you have in mind to get for the intial travel? I suggest a dozen guards and two drivers for the wagon, some to deal with setting up camp and packing it together again. A cook can be a decent choice, depending on the size of the party. But I can also handle the cooking to some degree, though I mostly perfer to bake bread and stuff or scavenge edibles."


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Geography: 10 + 5 = 15

"I think the route to Oleg's we take, with all the stuff we have taken into account should avoid traveling along the rivers as bandits often prey on those sailing them. I'd say we should take the open plains making camps on hilltops so the guards can have a better view of the surroundings. The Forests can be hard to travel through with a large wagon, but we can be forced to travers them when we get to areas, which are praygrounds for mounted barbarians." She says drawing her finger across the map to indicate the route she wants to take to get to the outpost.

"Once we are there we can probably get a fresher map from Oleg and start plotting our intial exploration, and possible sites to make a new settlement or colony." Alluria finishes and looking towards each of the others, inviting them to make suggestions or raise questions.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Some hirelings and healing stuff is my guess to the most needed puchases for the start. I don't think we should rely on mounts that would be expensive to all we hire.

Should I take the second compass as the guide, so I can try adn outshine Riku with survival. I thought we didn't have an survival expert when I made this one :p


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

"Sir Morningsword, I would like to have a look at the charter, so I can plan our best rute around most of the bandit camps in the area. I think it best we get to the outpost quick so they real exploration can begin."


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I never seen the map in that size, looks like I live in one of the areas under the hexagons :p


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Alluria eyes the others as the announces themselves judging thier worth, she pays special interrest in Corwin as he is whom she is hired to work with through this ordeal. "So this is Corwin, he is not what I expected, but then again I was just told to lead him through the borderlands. They could have shared he was a paladin of Abadar, I'll have to make some changes and act a little different around him."

"Oh right something to drink, I'd like a sweet white wine if you would be so kind."


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Your arcanist/cleric looks good Lessah, I just have a minor thing I noticed, the spellbook wizard/arcanist starts with has a 100 pages, the one with 50 pages is a traveling spellbook.

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