Trinia Sabor

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No problem Gornash. Enjoy and thanks for the head's up.


Oky, I was waiting to see if you guys would RP this out, but let's move things.


Are you still accepting submissions? It seems simple and interesting, right up to my cup of tea.


I didn't have time for a concept, I'm bowing out.
Have fun guys, I'm sure the game will be a blast.


Then we have Tamit, whispering outside your door. Let me in...

P.S. No idea if this is a good movie.


Nope, there is nothing nearby to disturb your concentration while you work.

Something happened and I just got home and gotta go to bed since it's almost 1am here for me. I'll update tomorrow morning.


@Gornash

Well, I guess the spot of "Death in the first Battle" still belongs to the party which dared to venture the Undermontain, and the critical from the large bastard sword with maximum damage that cut the poor sod in half.


Given the surprise, I've invited another player from the recruitment thread to join us. If he/she decides to join, I'll add him/her to the game after the combat.


Dot.

4d6 ⇒ (6, 5, 6, 4) = 21 = 17
4d6 ⇒ (4, 1, 4, 2) = 11 = 10
4d6 ⇒ (2, 4, 4, 5) = 15 = 13
4d6 ⇒ (2, 6, 3, 3) = 14 = 12
4d6 ⇒ (5, 4, 4, 4) = 17 = 13
4d6 ⇒ (5, 3, 6, 4) = 18 = 15

Okay, I'm going to work on a character concept and background later tonight.
A question: Are spheres of might allowed for this game? Link


For convenience, assume everyone has the Susrahnite language, which gives you a common ground to talk and plan things. When you travel to other places, there you'll need to worry about other languages. :D


So, here's a background and character sheet for a character based on the Iron Chef archetype and template from path of might.

I didn't select any item with the average money for level 4, except a "revolver w/ 20 bullets". If selected, I'll properly purchase magical and mundane items.

Background:

It has been a hard journey so far, the Harry reflects while pouring oil into the wok, but none of that matters anymore because today, it is the new, new ultimate first step to glory!

===

It all began as other histories begin. Mommy orc, met daddy human. Mommy immediately awestruck by daddy chased after him for days, weeks, months. Daddy maybe finally moved by her insistence or maybe just tired, gave in to her charms, thus, about 10 months later little orc was born… and immediately dumped into an orphanage, since daddy had already fled far and wide, and mommy couldn’t wait a day more to chase after him.

Thus, the hastily named Harry (the father’s name) Boulevard (where they met) Pimpleton (because she thinks it sounds cool) was born and abandoned.

Fast forward many years, big boy Harry manages to become a blacksmith apprentice, but while to hammer steel was fun, he always thought that making food would probably be better, since he could eat as much as he wanted of the food made himself.
Thus, the self-graduated blacksmith, forged on, on the path of the self taught Iron Chef!

Fast forward another couple of years, fights, booze, troubles and past enemies, Harry B. Pimpleton arrives in island nation of Calweld for a new beginning!

His first target: One of the tree major houses. A first step to glory.
Objectives: Become the family master chef.
His dream: Become the legendary cook!
The result: A door slammed on his face before he could even make his pitch.

His second target: The Golden Tap. A new, new first step to glory.
Objectives: Become the cook.
His dream: Become a legendary master cook!
The result: A door slammed on his face and his cooking utensils thrown into the street.

Isn’t me fault they can’t appreciate me cuisine’s beauty!

His third target: Oberton Veldtstein Amphitheatre. A new, new, super first step to glory.
Objectives: To earn money for his own expenses.
His dream: Become a legendary master cook!
The result: A week throw in jail for disturbing the “public peace”.

Little did he knew that his chance would come from being a busybody. Soon after leaving jail, fortunately with his cooking utensils intact, while taking a shortcut into the shady part of the town, the half-orc was greeted by a mob of thugs abusing their superior numbers to “interrogate” a “poor” message boy. Questions such as “Where’s Jorn?” “What Bishop did to him?” could be heard, but ignoring all that, Harry moved in, using his trusty skillet to break weapons and ribs, dispersing the crowd.
To make sure none of that happened again, good boy Harry escorted the message person back to his employee place and once there, a certain “Bishop” offered money as reward, but Harry wouldn’t have any of that, no, no. Instead, he manage to bargain a chance to prove his cooking skills!

==

Now, back to the present, Harry happily cooks for his new friends, and altho it isn't the family’s cook position he was offered, it’s a first step to his dreams.

The Cook:

Concept Image

Harry Boulevard Pimpleton
Male Half-Orc Blacksmith 4 (Iron Chef)
CG M humanoid (human and orc)
Init +3; Senses Perception +0
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Defense
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AC 18, touch 18, flat-footed 18 [+4 armor, +3 dex, +1 ABP]
hp X (4 HD; 4d10+12)
Fort +7, Ref +4, Will +4
Defensive Abilities improvised shield (+1, +2, or +4 shield bonus to AC)
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Offense
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Speed 30 ft.
Melee medium-sized improvised weapon[wok] +7 (2d6+2/19-20), small-sized improvised weapon[skillet] +7 (1d8+2/19-20) or tiny-sized improvised weapon[spatula] +7 (1d6+2/19-20)
Ranged Revolver +8 (1d8/20 x4) w/ 20 bullets, medium-sized improvised weapon[wok] +8 (2d6+2/19-20), small-sized improvised weapon[skillet] +8 (1d8+2/19-20) or tiny-sized improvised weapon[spatula] +8 (1d6+2/19-20)
Special Attacks thunderous blows +2d6
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Martial
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Tradition Chemist (Alchemy sphere (formulae) package: Salve; Barroom sphere: Barroom Expert; Equipment sphere: Fast Draw); PAM Con
Alchemy sphere - DC 13, Packages formulae, Talents Salve
- formulae (salve)
Barroom sphere - DC 13, Talents Barroom Expert, Improvised Shield
- barroom expert (free action, grant an improvised weapon one of the following: blocking, brace, deadly, disarm, distracting, double, grapple, nonlethal, performance, reach, sunder, or trip)
- brutal breaker (don't suffer penalties w/ improvised weapons)
- hard drinker (move action, retrieve and drink an elixir, potion, or beverage; if alcoholic gain drunk status for 3 rounds)
- improvised shield (may decrease damage die by 2 steps to count as a shield based on size)
Equipment sphere - DC 13, Talents Fast Draw, Toolkit Training, Unarmored Training
- discipline (proficient w/ battle ladder, battle stein, battle wrench, climbing pick, fishing tackle, garrote, grappling hook, iron brush, machete, net, ten foot pole, torch, and whip)
- fast draw (draw a weapon as part of the action used to attack with it)
- unarmored training (gain +3 armor bonus to AC while unarmored)
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Statistics
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Str 14, Dex 16, Con 17, Int 12, Wis 10, Cha 10
Base Atk +4; CMB +6; CMD 19
Feats ; Associated Feats Improved Weapon Mastery, Quick Draw
Skills Climb +9, Swim +9, Intimidate +7; Associated Skills Craft (alchemy) +8; Background Skills Profession (cook) +8, Craft (Cooking Tools) +8, Appraise +8
Traits
Languages common, orc
Other Gear Gear wok (medium-sized), skillet (small-sized), spatula (tiny-sized), revolver (w/ 20 bullets), portable alchemist lab
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Special Abilities
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Alchemy Sphere Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects.

When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

In addition, choose one of the following packages: Formulae or Poison. (Chosen: Formulae)

Alchemy: Formulae Package Some Alchemy talents have the (formulae) descriptor; these are improved or original versions of alchemical items you can only create once you’ve learned the talent. All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot prepare more formulae at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period.

Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half.

Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Appraise) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Appraise check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp. In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC. When you first gain this package, you may learn any one (formulae) talent you qualify for.

Alchemy: Salve (formulae) Craft DC: 15

You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.

You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.

Barroom Sphere Barroom practitioners specialize in using whatever is available to them, willing to swing table legs, chairs, and anything else as they chug down a fresh brew.

Practitioners of the Barroom sphere gain the following abilities: Brutal Breaker and Hard Drinker.

Barroom: Barroom Expert You may treat an improvised weapon as though it had one of the following special features (chosen upon first picking up an improvised weapon and may be changed once per round as a free action): blocking, brace, deadly, disarm, distracting, double (this may not be applied to improvised light weapons), grapple, nonlethal, performance, reach (this may only be applied to two handed improvised weapons), sunder, or trip. If the GM chooses, he may pose reasonable limitations on which items can gain which special features (for example, a sack of flour wouldn’t have reach, while a sandwich wouldn’t have deadly).

In addition, the improvised weapon has its damage increased by 1 size category and has its critical threat range increased to 19–20, with a critical multiplier of ×2. At +10 base attack bonus, improvised weapons have their critical threat range increased to 18-20 and you may apply two of the listed special features to improvised weapons. Associated Feat: Improvised Weapon Mastery

Barroom: Brutal Breaker You do not suffer any penalty when using an improvised weapon, be it ranged or melee, and may treat improvised weapons you are wielding as manufactured weapons for the purpose of being able to be targeted by spells and other effects. You may grab an unattended object within your natural reach and make an attack action with it as part of the same standard action.

Additionally, you may treat any improvised weapon made of any material with a hardness of 5 or lower (wood, glass, etc.) as having the fragile weapon special feature for the purpose of any feats or talents you possess. This does not apply to magic items, nor to creatures being used as improvised weapons.

Some talents allow you to grant a fragile weapon the broken condition in exchange for a benefit. If you apply a second such benefit to a weapon, it is destroyed. You cannot apply more than 2 benefits that break a weapon to the same weapon attack.

Note: Talents which would allow you to add the broken condition or destroy an improvised weapon cannot be used while using a creature as an improvised weapon.

Barroom: Hard Drinker Whenever you imbibe an alcoholic drink (normally a standard action), you gain the drunk status for a number of rounds equal to your Constitution modifier (creatures without a Constitution score cannot gain this status). As a move action, you may retrieve an alcoholic drink, elixir, or potion (but not extract) from your person or grab one within your natural reach and drink it, all without provoking an attack of opportunity. For every 4 points of base attack bonus you possess, the drunk status last for one additional round.

Some talents possess the (drunk) tag, requiring you to expend your drunk status to perform them. (Drunk) talents are a free action unless stated otherwise in their description.

Barroom: Improvised Shield As a free action, you may wield an improvised weapon as an improvised shield for a round. When wielded as an improvised shield, the weapon’s damage die is decreased by 2 sizes, and the weapon grants a shield bonus: light weapons grant +1 shield bonus, one-handed weapons grant a +2 shield bonus, and two-handed weapons grant a +4 shield bonus. Just as with all shields, you lose this shield bonus to AC if you use the improvised shield to attack, unless you possess the ability to make shield bashes without sacrificing shield bonus. An improvised shield counts as a regular shield for the Shield sphere.

Whenever you are wielding a shield with the fragile special feature and a target scores a critical hit against you, you may give your shield the broken condition to change the critical hit into a normal hit.

Combat Training A blacksmith may combine combat spheres and talents to create powerful martial techniques. Blacksmiths are considered Expert combatants and use Constitution as their practitioner modifier.

Equipment: Fast Draw You can draw a weapon as part of the action used to make an attack with it. This can be used with splash weapons, but not with other items such as potions, scrolls, or wands. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. Associated Feat: Quick Draw.

Equipment: Toolkit Training You are adept at using adventuring tools as impromptu weapons of war. You gain proficiency with the battle ladder, battle stein, battle wrench, climbing pick, fishing tackle, garrote, grappling hook, iron brush, machete, net, ten foot pole, torch, and whip.

Equipment: Unarmored Training Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.

This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.

This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Equipment Specialist The blacksmith gains one talent from the Equipment sphere as a bonus talent at 1st level.

Recipes (Ex)May spend 30 minutes combining one Entree and Flavor to create a meal granting bonuses for 1 hour.
- Entrees

Fish: +1 dodge AC while swimming, and +1 bonus to Swim checks.
Fowl: +1 Reflex saves.
Mycoprotein: +1 Will saves.
Red Meat: +1 Fortitude saves.
- Flavors

salty: +1 saves vs death effects, ability drain, and ability damage.
savory: +1 CMD vs being moved forcibly.
sour: creatures who bite or swallow creatures that consumed this meal must make Fort save DC 13 to be sickened for 1 round.
spicy: cold and fire resistance 1.
sweet: reduce the duration of debilitating effects by 1 round.

Thunderous Blows +1d6 (Ex)Starting at 1st level, the blacksmith becomes particularly adept at striking crafted creations in exactly the right place and manner to damage them most effectively. When the blacksmith makes an attack action or attack of opportunity, he deals an additional 1d6 damage if making a successful sunder attempt or if attacking a construct or object (including animated objects). This damage increases by 1d6 at 3rd level and every two levels thereafter. The blacksmith never provokes attacks of opportunity for attempting the sunder combat maneuver, and whenever the blacksmith chooses to destroy an item held or worn by a creature with a sunder attempt any excess damage is applied to the item’s wielder. The blacksmith counts as having the Improved Sunder feat for determining prerequisites.

At 3rd level, the blacksmith has learned how to swing his weapons in a way that shatters scales and claws as easily as manufactured armor and weapons. The blacksmith may make a special sunder attempt as an attack action, targeting a creature’s natural armor or natural weapons. If the blacksmith chooses to sunder the creature’s natural armor, on a successful check he deals damage to the creature equal to his normal weapon damage (bonus damage from thunderous blows is not applied when using sunder in this manner) and it takes a penalty to its natural armor bonus equal to the number of bonus damage dice granted by his thunderous blows class feature; a creature’s natural armor bonus cannot be reduced below 0 in this manner. Any amount of magical healing removes this penalty, as does a DC 15 Heal check, which can be made as a standard action.

If the blacksmith chooses to sunder the creature’s natural weapon, on a successful check he deals damage to the creature equal to his normal weapon damage and it takes a penalty to attack rolls with that natural weapon equal to the number of bonus damage dice granted by his thunderous blows class feature for 1 round.

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Level Progression (2)
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Skilled craftsman
Starting at 2nd level, the blacksmith may use Profession (blacksmith) in place of all Craft and Spellcraft skill checks made to create, modify, repair, and enchant weapons, armor, and shields, and he gains a competence bonus equal to 1/2 his class level (minimum 1) on all Profession (blacksmith) checks. In addition, the smith learns to quickly repair damaged objects, restoring 2 hit points per class level he possesses to an object as a standard action that provokes an attack of opportunity. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. Magic items can be repaired by this ability, but the blacksmith’s class level must be equal to or higher than the caster level of the object. This ability does not affect creatures (including constructs). This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. This ability can be used to repair nonmagical weapons, armor, and shields that have been destroyed, as long as all the pieces are together in an accessible location. At 5th level, the blacksmith no longer provokes an attack of opportunity for using this ability.

Chef’s Insights (smithing insight)
Fruits: The iron chef learns how to make spectacular side dishes incorporating the following types of fruit which can be used to increase the effectiveness of his recipes. The iron chef can only apply one side dish to a given recipe.

Apples—Crisp and sweet, apples promote strength and vigor, granting any creature who eats a meal including them a +2 enhancement bonus to their Strength score for the duration of the effect. This bonus increases by an additional +2 when the iron chef reaches 10th level. If apples are served alongside red meat, this bonus is increased by a further +2.
Avocados—Creamy and delicious, avocados promote higher brain functions and creative thought, granting any creature who eats a meal including them a +2 enhancement bonus to their Intelligence score for the duration of the effect. This bonus increases by an additional +2 when the iron chef reaches 10th level. If avocados are served alongside mycoproteins, this bonus is increased by a further +2.
Melons—The cool, full-bodied flavor of delicious melons can lend a peaceful and tranquil aspect to any meal that resonates with anyone who eats them. Any creature served a meal including melons gains a +1 competence bonus on saving throws against emotion effects, +1 per 3 class levels the iron chef possesses, and adds this bonus to the DC to demoralize them with the Intimidate skill.

Combat Talent: Miracle Drink (drunk)
You gain a +2 alchemical bonus to your Strength, Dexterity, or Charisma (your choice) for a number of rounds equal to your Constitution modifier (minimum 1), +1 round per 4 points of base attack bonus you possess. At 10 base attack bonus, this alchemical bonus increases to +4.

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Level Progression (3)
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Artisan savant (Craft Wondrous Item)
Starting at 3rd level, the blacksmith becomes proficient in creating powerful magic equipment, treating his class level as his caster level for crafting feats and abilities and using the appropriate Craft skill (weapons, armor, bows, etc.) for the check to complete the item. In addition, the blacksmith gains Craft Wondrous Item as a bonus feat at 3rd level, and Craft Magic Arms and Armor at 5th level.

Reforge
From 3rd level on, the blacksmith’s experience with crafting excellent equipment allows him to manipulate and rework magical equipment without damaging or sacrificing its magical potency. The blacksmith can spend 1 hour per total effective bonus (minimum 1 hour) of an enchanted armor, weapon, or shield (enhancement bonus plus permanent special ability bonus equivalents) at an operational forge to reforge the equipment into another equivalent item at no additional cost; weapons into weapons of another type, armor into a separate type of armor, and shields into weapons, armor, or other types of shields; a heavy shield can be converted into a light shield or vice versa, and a tower shield can be converted into any other type of shield, but bucklers, light shields and heavy shields cannot be converted into tower shields. When reforging, the blacksmith cannot exchange one piece of equipment for another that is not predominantly made out of the same dominant material; a greatclub can be reforged into a quarterstaff or spear, but not into a bastard sword, and a suit of platemail could be reforged into a breastplate or chain shirt, but not into a suit of leather armor. The new weapon or armor must be the same size or smaller as the original.

In addition, the blacksmith can restore a magic weapon, armor, or shield that has been destroyed by a sunder attack or similar ability; if the blacksmith can acquire all the broken pieces of the equipment, he may restore it to its original complete condition, including all enchantments, with 8 hours of work at an operational forge.

thunderous blows +2d6

Combat Talent: High on Fumes
You may expend your martial focus as a swift action to gain the drunk status as though you had imbibed an alcoholic beverage.

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Level Progression (4)
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Smithing insight Gunsmith
The blacksmith gains proficiency with all firearms, gains the Gunsmithing feat as a bonus feat, and may make sunder attempts at range when using a firearm, using his Dexterity in place of his Strength modifier when determining his combat maneuver bonus.


Dotting.

I'll try to post a concept later today.