Introducing Firhe Outcast Noble, wanting to outshine those who scorned her. Now on the path of an adventurer, but she plans to burn so brightly that her old family will have no choice but to acknowledge her Firhe: Firhe Ifrit sorcerer (crossblooded) 1 (Pathfinder RPG Bestiary 2 160, Pathfinder RPG Ultimate Magic 69) CG Medium outsider (native) Init +8; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 10 (+4 Dex) hp 7 (1d6+1) Fort +1, Ref +4, Will +0 -------------------- Offense -------------------- Speed 30 ft. Melee armor spikes -5 (1d6-1) or . . dagger -1 (1d4-1/19-20) Spell-Like Abilities (CL 1st; concentration +5) . . 1/day—burning hands (DC 16) Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6) . . 1st (5/day)—burning hands (DC 17) . . 0 (at will)—detect magic, prestidigitation, ray of frost . . Bloodline Draconic, Elemental (fire) -------------------- Statistics -------------------- Str 8, Dex 18, Con 13, Int 12, Wis 10, Cha 18 Base Atk +0; CMB -1; CMD 13 Feats Eschew Materials, Spell Focus (evocation) Traits alabaster outcast, fiery glare Skills Intimidate +8, Knowledge (arcana) +5, Perception +4, Spellcraft +5 Languages Common, Elven, Ignan SQ bloodline arcana (change energy damage spells to match bloodline energy), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fire affinity, wildfire heart[ARG] Combat Gear alchemist's fire, liquid ice[APG]; Other Gear mwk armor spikes rosewood armor, dagger, backpack, belt pouch, canteen[UE], fishhook (2), flint and steel, masterwork backpack[APG], mug/tankard, noble's outfit, sewing needle, signal whistle, signet ring, string or twine[APG], thread (50 ft.), whetstone, wrist sheath, spring loaded, 6 sp -------------------- Special Abilities -------------------- Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school. Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells. Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy. Darkvision (60 feet) You can see in the dark (black and white only). Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fire Affinity (Ex) Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma scores as 2 points higher for the purposes of all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster le Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Wildfire Heart +4 racial bonus on initiative
GM Aest wrote:
Same here. New to the forums. But I can easily come up with a character to fit the campaign. Like Aest, I wont mind using race builder =^^=
I present the build of Zig'y Roaming gunslinger Goblin. He is on the run after his little tribe was eaten. He isnt sure by what. But from the screams, he is sure it was something big and nasty. Maybe one day he will find it, then he will shoot it, then he will eat it. Yes. Zig'y:
Zig'y Goblin gunslinger (black powder vaulter) 1 (Pathfinder Player Companion: Martial Arts Handbook 10, Pathfinder RPG Bestiary 156, Pathfinder RPG Ultimate Combat 9) CG Small humanoid (goblinoid) Init +5; Senses darkvision 60 ft.; Perception +7 -------------------- Defense -------------------- AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size) hp 11 (1d10+1) Fort +3, Ref +7, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee dogslicer +1 (1d4-1/19-20) Special Attacks deeds (daring vault, mobile reload, quick clear), grit (3) -------------------- Statistics -------------------- Str 8, Dex 20, Con 13, Int 12, Wis 16, Cha 8 Base Atk +1; CMB +5; CMD 14 Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Gunsmithing[UC], Power Attack, Precise Shot Traits artisan, color thief Skills Acrobatics +8, Craft (alchemy) +5, Craft (firearms) +7, Knowledge (local) +5, Perception +7, Ride +8, Stealth +18, Survival +7; Racial Modifiers +4 Ride, +4 Stealth Languages Common, Goblin SQ finesse weapon attack attribute, gunsmith Other Gear studded leather, dogslicer[ARG], alchemy crafting kit[APG], belt pouch, canteen[UE], flint and steel, gunsmith's kit[UC], masterwork backpack[APG], powder horn[UC], trail rations (5), 18 gp, 12 sp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Deeds Use Grit to perform special abilities with your firearms. Finesse Weapon Attack Attribute Finesse weapons use on attack rolls. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmith Gain free starting firearm that only you can use properly. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Precise Shot You don't get -4 to hit when shooting or @GM :
I saw in the book of "Goblins of Golarion" there is a spelleater tribe. not sure if you would allow them as a PC. But they are actually native to the Mana Wastes. Thats why i ask :)
I present Yume. She is a aspiring sorceress. Destined to inherit her family's power. (Nine-tailed heir). Though her magic is rather weak and very basic, she will grow and master her magic like that which her family has all but forgotten Yume: Yuume Female young kitsune expert 1 (Pathfinder RPG Bestiary 4 175) CG Medium humanoid (kitsune, shapechanger) Init +4; Senses low-light vision; Perception +3 -------------------- Defense -------------------- AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex) hp 9 (1d8+1) Fort +1, Ref +4, Will +1 -------------------- Offense -------------------- Speed 30 ft. Melee shortspear -2 (1d6-2) or . . bite -2 (1d4-2) Spell-Like Abilities (CL 1st; concentration +4) . . 3/day—dancing lights . . 2/day—disguise self -------------------- Statistics -------------------- Str 6, Dex 18, Con 12, Int 14, Wis 8, Cha 16 Base Atk +0; CMB -2; CMD 12 Feats Fox Shape, Magical Tail[ARG] Traits nine-tailed scion Skills Acrobatics +6, Bluff +7, Diplomacy +7, Disguise +7, Escape Artist +8, Linguistics +6, Perception +3, Sleight of Hand +8, Stealth +8; Racial Modifiers +2 Acrobatics Languages Common, Elven, Halfling, Sylvan, Tien SQ change shape Other Gear lamellar cuirass[UC], shortspear -------------------- Special Abilities -------------------- Change Shape (Su) Assume a single human form. Fox Shape You can take the form of a specific fox, as beast shape II. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sure. But if we ascend. May I give a suggestion for gear? Rather give everyone like 20gp or the sort. As our gear will prob be child proof. So wooden swords. Buckets. Dustbin lids etc. And if you plan to make our ascension more magical. Our makeshift gear becomes "real" I plan to go magical child. So I'll see what familiar I will pick So if we roll age: 8+1d6?
Recruitment: Rules Light Star Wars Game (Saga d20), Dark Times, Both Disney and Legends Continuities
Recruitment: Rules Light Star Wars Game (Saga d20), Dark Times, Both Disney and Legends Continuities
Recruitment: Rules Light Star Wars Game (Saga d20), Dark Times, Both Disney and Legends Continuities
Recruitment: Rules Light Star Wars Game (Saga d20), Dark Times, Both Disney and Legends Continuities
GM Character Submission: Build progression: near Human Scout 3/Soldier 5/Bounty Hunter 5/Elite Trooper 2 1) Tell me a memory, something unrelated to their main backstory.
2) What's a talent, unrelated to their class abilities?
3) A personality quirk?
4) Distinguishing physical feature?
5) A goal, short or long term.
6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion (e.g., political connections, smuggling, being a mercenary or anarchist)?
Recruitment: Rules Light Star Wars Game (Saga d20), Dark Times, Both Disney and Legends Continuities
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