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48 posts. Alias of Alexander Sabadosa.


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Acid splash against the one near Malok.
Smith shouts
Acidum Veru his hand begins to grow green, and with a gesture a liquid that hisses is released at the skeleton.

Ranged Touch: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Not sure about the -4 but i think i take it for making a ranged attack while the person is in Melee

So if i take a -4 its a 2 if i dont its a 6

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"Allow me Miss" Ill walk over to the trap and lift the floor panel up.
"Now listen up Rogi, Im going to come down there and i will tie you up and then haul you out if there is any funny business it will not go good for you."

Im going to tie off the rope to the Vault Door.
Acrobatics: 1d20 + 4 ⇒ (14) + 4 = 18 Im leaving my armor, shield, and greatsword above.
If the drop is greater then 10 feet i will rappel down.
Climb: 1d20 + 5 ⇒ (15) + 5 = 20

Drop<10:
I fall to a crouch with a Oomph as i approach Rogi i only have the rope in my hands, the sword is sheathed. I tie him up and start to climb my way out.

Climb: 1d20 + 5 ⇒ (20) + 5 = 25

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Id like to make a wizard, ill work on up today. Will me being absent 10/29-11/02 be a factor?

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just noting 210 gold

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Here although im not sure how many we actually have.

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here

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LVL 1 Wizard looking to join the waiting list.

Crunch:
Smith
Tiefling diviner 1 (Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 16, touch 14, flat-footed 12 (+1 armor, +4 Dex, +1 natural)
hp 11 (1d6+5)
Fort +1, Ref +4, Will +1
Resist cold 5
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Offense
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Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged light crossbow +4 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration -1)
. . 1/day—darkness
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 1st; concentration +6)
. . Opposition Schools Illusion, Necromancy
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Statistics
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Str 10, Dex 18, Con 12, Int 20, Wis 8, Cha 6
Base Atk +0; CMB +0; CMD 14
Feats Scribe Scroll, Toughness
Traits reactionary, spark of creation
Skills Appraise +9, Bluff +0, Craft (armor) +4, Craft (bows) +4, Craft (weapons) +8, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +9, Spellcraft +9, Stealth +6, Use Magic Device -1; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Orc
SQ arcane bond (ring), forewarned
Other Gear haramaki[UC], crossbow bolts (20), light crossbow, quarterstaff, - arcane bond ring -, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, spell component pouch, trail rations (5), waterskin, 139 gp, 11 sp
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (8/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Forewarned 1 (Su) Can always act in surprise rounds.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spark of Creation Cost to create magic items is reduced by 5%.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Will make alias this weekend

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Would like to join, ill stat up a character in the weekend. once i become appropriate level id like to help with crafting.

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im around and can play the leader, just as a heads up i will not be around for halloween or even anywhere near a computer.

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Crunch:
Unnamed Hero
Male human (Tian-Shu) monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115)
LN Medium humanoid (human)
Init +6; Senses Perception +8
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Defense
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AC 17, touch 17, flat-footed 13 (+4 Dex, +3 Wis)
hp 10 (1d8+2)
Fort +3, Ref +6, Will +5
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Offense
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Speed 30 ft.
Melee unarmed strike +1 (1d6+1)
Ranged or
. . longbow flurry of blows +3/+3 (1d8/×3) or
. . longbow +4 (1d8/×3)
Special Attacks flurry of blows
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Statistics
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Str 12, Dex 18, Con 12, Int 8, Wis 16, Cha 8
Base Atk +0; CMB +1; CMD 18
Feats Improved Unarmed Strike, Perfect Strike[APG], Point-Blank Shot, Precise Shot, Reckless Aim
Traits observant, reactionary
Skills Acrobatics +8, Bluff +1, Diplomacy +1, Perception +8, Stealth +8
Languages Common, Tien
SQ silver tongued
Other Gear arrows (40), longbow, backpack, belt pouch, blanket[APG], hemp rope (50 ft.), trail rations (5), waterskin, 65 gp, 1 sp, 1 cp
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Special Abilities
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Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Reckless Aim Your lack of regard for others proves a boon when you fire projectiles into melee.

Prerequisites: Point-Blank Shot, Precise Shot.

Benefit: When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to t
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Zen Archer, or i can stat up something else, just let me know. Ill work out the BG after i have the character going.

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Crunch Wizard Arcane Smith:
Unnamed Hero
Male elf diviner 1
N Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +1
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Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 1st; concentration +6)
. . 1st—identify, shield
. . 0 (at will)—detect magic, ray of frost
. . Opposition Schools Illusion, Necromancy
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Statistics
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Str 9, Dex 17, Con 12, Int 20, Wis 9, Cha 8
Base Atk +0; CMB -1; CMD 12
Feats Arcane Builder[UM], Scribe Scroll
Traits reactionary, spark of creation
Skills Appraise +9, Craft (armor) +8, Craft (weapons) +8, Knowledge (arcana) +9, Knowledge (engineering) +9, Linguistics +9, Perception +1, Spellcraft +9 (+11 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan, Varisian
SQ arcane bond (ring), arcane focus, elven magic, forewarned
Other Gear haramaki[UC], - arcane bond ring -, 67 gp
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Builder (Weapons) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (8/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Forewarned 1 (Su) Can always act in surprise rounds.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spark of Creation Cost to create magic items is reduced by 5%.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I can work up a background in a bit.

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Assassins guild? probably too Evil, but i was thinking something like a Sakage

Or healers, maybe like a temple with an oracle that can see the future.

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Smithy, mostly divine smithing or a wizard with a focus on building golems for kings.

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Clarissa Starnon wrote:

Clarissa looks over the massive human. Braver than most. He's at least trying to talk to me. The pasty one too. The shyness is almost cute. Best be wary, no telling if one of these men are Jaggar.

"Nice crown," she says with a smirking smile, "I'm just here to meet my employer. As to this 'dragon?' I'm trying to determine just what it is. I'm almost positive it isn't a dragon. Even the little ones are smarter than most people and too dangerous to house in such a small cage."

She glances at the smaller man. "Are you alright, sir? You seem a little ill."

"It is just a bit dinky, but i won it fair and square even against their rigged games. Hmm then we share something in common, for i too am also awaiting on word from a potential contact. Its too bad this little lizard isn't a dragon, that would be an impressive beast.

would you look at that... its interesting" talking about the humanoid flapping its ears.

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DM Mooshybooshy, "the Foolish" wrote:

Rikard immediately uses his tentacle to yank the crossbow bolt out of his backside and snap it in half. Growling, he stalks toward the Skaven that eluded his grasp before. Snatching the rat-man by the tail, he pummels him with his tentacles (roll your damage, please). How much reach do those puppies have, Rikard? Are they extendable or just regular extra appendages?

Extendable i would think since they have reach

Damage: 1d6 ⇒ 6 Any damage from burning? or do they just flash away into cinders?

Hack and Slash on any other crossbowman: 2d6 + 0 ⇒ (4, 6) + 0 = 10

if no other Rats present themselves i will approach any allies still tied, and if that fight with the big ogre is still going i will approach that as third priority.

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Id be interested, do we have a firm start level?

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I wouldnt mind throwing my hat into the ring as an oracle or wizard, ill look into either tonight. Any race restrictions? Also if we are taking a campaign trait arent we in Ustalav for the funeral?

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Natraz the Redeemed wrote:

Natraz watches the games for a few minutes, hiding a grin. There's a knife throwing booth, and he can see the knives are weighted from a mile away. A man comes away swearing, his three knives thudding handle-first into the straw mat.

"Damn Varisians! Not a single one of these games is fair!"

Natraz chuckles, and the man turns on him. "Of course they're not fair. But that's nothing to do with Varisians. They're rigged in Cheliax as well."

He walks through the zoo, but the unicorns are mules with horns glued on, and the empty patch of dirt that supposedly holds a napping ankheg is almost certainly just an empty dirt patch. He does notice someone who looks familiar while in the zoo, a Chelaxian woman he thinks he may have traveled with to Magnimar.

I hope you dont mind but i think ill insert myself

The man is 6' even with large corded muscles ripping up and down his arms, his long dark hair pulled back away from his face and tied into a pony tail like a horses tail. He is obviously from one of the Kellid tribes more then likely from the arid steppes of Numeria.

Dave had no idea why his father, the chieftain of his tribe, would ask that he join the pathfinders before taking his place among the tribe, but when commanded to Dave had no other choice then to become a pathfinder. Travel the world and learn of new ways for the tribe to grow and take its place his father said. For his first mission he was to meet this Jaggar person, better to get it over with now rather then later, although that colorful person did just challenge me to a contest some silly knife throwing thing. Jaggar can wait ill show this guy what a true son of Kellid can do.

After watching all three attempts fail i come away swearing.

"Damn Varisians! Not a single one of these games is fair!"

Natraz chuckles, and the man turns on him. "Of course they're not fair. But that's nothing to do with Varisians. They're rigged in Cheliax as well."

"Is nothing sacred anymore!? A man should not be challenged if it is not in good faith. My name is Dave and might i know your name?

Just trying to connect a little bit. If any issues let me know and ill change it up

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Get off your lawn?

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How long do these last with the pregens? oh and interested

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Bonds
_______________ is altogether sane. How?
_______________ is on the breaking point of madness.
_______________ once fought the agents of my patron.
_______________ believes me to be a rambling fool! They will know the truth soon enough.

Anyone want to come across me talking to (my patron)thin air and seemingly getting responses to my questions? that might fit for the rambling fool bit.

Also i think Grigor might be able to fit into "fighting agents of my patron" Just spin it a little so that instead of fighting he broke into a crypt of a follower of my patron or something like that, same with Dhice.

And Dhice while yes Vtouched is a tad on the obtuse side what with the whole evil patron thing. I would feel like the patron would be more worried about the skaven then who i am adventuring with. Rikard will be interested in converting people/skaven and will be ultimately interested in defeating the skaven menace and to help the party he will use his cultist contacts to get stuff done. Rikard would be able to see that the skaven menace needs to be dealt with first and foremost, that without followers his patrons power might wane.

Backstory of Rikard Darke the Pious:

Orphaned.
Physically revolting.
Changed when he started worshiping
has since brought members to the cult of stars

When Rikard was born he was a bit of a runt, and not the cutest of babies in fact his parents where so disgusted by his malformed nose, and misshapen ears that they immediately cut their losses thinking that in no way shape or form could this baby fit into the world. Oh how wrong they where. An elderly man, by the name of tom, who always seemed a bit off managed to find this misshapen child left for dead and nursed it into a boy that was ridiculed and picked on by all the villagers. Beseeching his adopted father for help, Rikard found out that Tom followed an unholy God by the name of "The Lord of Stars", after learning that LoS (Lord of Stars) was a fair God that punished his followers that didnt listen and rewarded the most devout, Rikard did anything he could to curry his patrons favor. Well into his teenage life, after converting many outcasts to his patrons will, Rikard was set a task that would be the ultimate test. Rikard had to remove Tom from the head of the local cultists, LoS wanted Rikards loyalty above all else before bestowing on him a gift. Rikard fought with the decision but in the end brought Tom low, and was rewarded LoS touched Rikards spirit and low and behold, Rikard was made anew as LoS's power washed through him. All the birth defects where washed away and since that day Rikard has been beautiful, unlike anything most have seen. Since then Rikard would follow LoS into the void itself, so what is a little skaven menace.

My ways are strange and confusing

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Interested

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Barbarian or Fighter, going to try for a decent AC but still dish the damage. Will grab an archtype if Fighter or Barbarian.

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Wow that beginning.

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Interested

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Agreed it looks like a blast, i still imagine the dopey kobolds but i think im slowly losing that image, i mean look at G'nasher thats one rough and tumble kobold.

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1. Alexander Sabadosa
2. I can give it a good try, I will stick with it though. Kinda depends on definition i unfortunately am quite terrible at writing
3. Currently I have 1 that is like once a month (waiting on others) and im trying to get into 2 more
4. I can post once a day and once a weekend. Maybe more depends on work
5. (1)Melee (2)Ranged (3) Arcane (4) Divine (5) Face/Skills

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Stats Void Touched:
No Name list in PDF
No Race Listed
No Age
No Alignment
No Occupation

Description: Blackened Eyes, Long Hood, Pulsing Tattoos and Unnaturally Perfect Body
Stats:
CHA: 16
Int: 15
Con: 13
Dex: 12
Str: 9
Wis: 8

HP: 6+Con (+1 i think)

Load: 7

Patron: The Lord of Stars
Cultists of the Lord of Stars can easily pass themselves off as "holy" When you roll a 7-9 on "We are Legion," treat is as a 10+. Also gain the "body of light" aberration. Lord of the Stars cultists seek to rise in power and corrupt from within.

*Body of Light (Burning, Blinding)

Gift of the Stars
Your patron smiles upon you, changing your body to combat your foes. When you call on your patron to twist your body into a horrific shape, roll +CHA. *On a 10+, choose 2 aberrations. The change will last for a short time (or until the end of a battle). While mutated your class damage becomes d6. *On a 7-9, also choose one:
*The aberration lasts far longer than it should, horrifying anyone who sees it
*The transformation is horribly painful; take d4 damage
*Your aberration only lasts for a quick moment. After that, you may not use this move again until you can rest for some time.
Aberration List
-Tentacles (reach)
-Bone Spines (thrown, near, take d4 dmg when you would reduce your ammo)
-Cruel Hooks (messy)
-Fine Claws (precise)
-Unholy Strength (+1 Dmg)
-Crushing Impact (forceful)
-Razor Spikes (piercing 1)
-Your Patrons unique Gift

Unknowable Master (CHA)
In PDF And will detail if picked.

Whispered Madness(CHA)
In PDF

We Are Legion(CHA)
In PDF

Bonds
_______________ is altogether sane. How?
_______________ is on the breaking point of madness.
_______________ once fought the agents of my patron.
_______________ believes me to be a rambling fool! They will know the truth soon enough.

Current Equipment
-Light Leather Armor (1-Armor)
-Dungeon rations (1 weight, 5 Uses)
-Knowledge of a Cult near you
-Token of my Patron that i cant get rid of (0 weight)

I can make the PDF available through Skype or email if you would like.

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Crunch for Snaggletooth:
Snaggletooth
Male kobold wizard 1 (Pathfinder RPG Bestiary 183)
N Small humanoid (reptilian)
Init +4; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 natural, +1 size)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +2
Weaknesses light sensitivity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d3-1/19-20)
Special Attacks lightning flash
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . At will—feather fall
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—mage armor, shocking grasp
. . 0 (at will)—detect magic, jolt[UM], mage hand
. . Opposition Schools Earth
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Statistics
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Str 9, Dex 16, Con 13, Int 17, Wis 11, Cha 15
Base Atk +0; CMB -2; CMD 11
Feats Scribe Scroll, Spell Focus (evocation)
Traits arcane temper, eye for plunder
Skills Acrobatics +0 (-4 to jump), Appraise +8, Fly +4, Knowledge (arcana) +7, Knowledge (history) +7, Perception +2, Spellcraft +7, Stealth +8, Swim -3, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Undercommon
SQ arcane bond (amulet)
Other Gear armored kilt haramaki[UC], dagger (2), - arcane bond amulet -, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, 102 gp, 9 sp
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Special Abilities
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Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth You must spend 2 slots to cast spells from the Earth school.
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightning Flash (1d6 electricity damage, 6/day, DC 13) (Su) 5 ft burst deals electricity dam and dazzles for 1d4 rds (Ref part).
Spell Focus (Air) Spells from one school of magic have +1 to their save DC.


Im also going to take
Spellcaster Sneak:
Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty.

and the Racial trait will be Stream Nomad, and Teamwork Feat is open. Also the Players Guide trait will be "eye for plunder"

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SnaggleTooth from the Blue Lightening Tribe. Good ole Snags has been made fun of most of his life, first for being different and having magical aptitude at a young age, and then when he grew his adult like teeth one front tooth grew in far larger then the others. As if to add insult to injury he was named Snaggletooth at the Blue Lightening tribes naming ritual, rather then go through most of his tribe life as an apprentice wizard to LightScale his wizard mentor, Snaggletooth set out to become a pirate because no other kobolds he knew were pirates.

will be okay with other kobolds as long as no one calls him snaggletooth

Snaggletooth is a rather clumsy member of the Blue Lightening tribe a rather fierce tribe of kobolds that live near the intersection of a river and the ocean. BLT(<-Tribe) have an affinity for water dragons and sailing their canoes/ rafts out to unsuspecting merchants and plundering the small ships under the cover prepared for them by their tribal wizard Light Scale. Snaggletooth probably would have been killed off for being too weak and clumsy when he was young if not for his magical aptitude.

He can be press-ganged from anywhere as long as he ends up on a ship. Also the Tribe name was not on purpose.

The crunch is basically done and i will post it once i can get to the computer that has it.

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thunderbeard wrote:

I'm surprised nobody's proposed a cleric of Besmara yet. I strongly suggest this (with a flyby parrot familiar, you can have fun with inflict spells).

I actually was looking into Besmara or one of the Horseman, i think Pestilence has the Water domain. its too bad this isn't Druids or you could have a party of people that call out Krakens.

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alignments any restrictions?

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Not having ever played and just going through the list of classes, one kind of struck my fancy, voidtouched are they allowed/a decent class from how they describe the class it will be a bit like a dread?

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Philo Pharynx wrote:
Bloodred918 wrote:
Gobo Horde wrote:


I am also thinking of taking the Shoulder to Shoulder Trait, but I am wondering if anyone else would want to as well?
If no one else does I will probably take the wyrmcrowned Trait.

Dont forget that we all get the teamwork feats at lvl 2,4,6 etc. Since im building a wizard i was hoping to take a spell slinging teamwork feat with one of our (druids/clerics/etc).

Also anyone want to be blue scaled/tribe?

I though it was odd levels, and I suggest stealth synergy. With a group of kobolds we'll be unseeable.

I'll post my character later today.

Too true, very sorry i misunderstood.

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Sounds interesting, ill roll it out

4d6 1st set: 4d6 ⇒ (4, 2, 2, 1) = 9=Stats= 4d6 2nd set: 4d6 ⇒ (2, 1, 1, 2) = 6
4d6 1st set: 4d6 ⇒ (2, 2, 6, 4) = 14=Stats= 4d6 2nd set: 4d6 ⇒ (5, 2, 6, 4) = 17
4d6 1st set: 4d6 ⇒ (1, 2, 6, 3) = 12=Stats= 4d6 2nd set: 4d6 ⇒ (4, 4, 5, 2) = 15
4d6 1st set: 4d6 ⇒ (6, 1, 3, 5) = 15=Stats= 4d6 2nd set: 4d6 ⇒ (2, 2, 3, 6) = 13
4d6 1st set: 4d6 ⇒ (1, 4, 5, 6) = 16=Stats= 4d6 2nd set: 4d6 ⇒ (3, 4, 3, 3) = 13
4d6 1st set: 4d6 ⇒ (5, 2, 2, 3) = 12=Stats= 4d6 2nd set: 4d6 ⇒ (2, 6, 6, 6) = 20

I think im precluded on dice roll, either a 5 or an 8 and i cant reroll either row. Ill crunch a kineticist maybe i can live off that 18 and 15

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Gobo Horde wrote:


I am also thinking of taking the Shoulder to Shoulder Trait, but I am wondering if anyone else would want to as well?
If no one else does I will probably take the wyrmcrowned Trait.

Dont forget that we all get the teamwork feats at lvl 2,4,6 etc. Since im building a wizard i was hoping to take a spell slinging teamwork feat with one of our (druids/clerics/etc).

Also anyone want to be blue scaled/tribe?

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What sort of game are you running? Also sorry to see you go, GLHF.

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Im still around and have my character just about hashed out, should be able to post up a crunch and some background tonight. Did anyone ever answer if we are all from the same tribe? or maybe we were all shanghaied or press ganged in a different manner from the usual tavern.

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GenThunderfist wrote:

Hmm...that's a pretty decent array. Honestly I was hoping that the rolls would point me in a good direction for a charcter...but with that I could do most anything...

I'm thinking Swashbuckler for kind of a "derring-do" sort of feel..

Dont forget Racials and the d4/d2

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I really like the theory behind an air/water wizard serving aboard a ship, ill look into if i can point buy better, and id like to play a wizard. Are we looking at going the full length? also how would air spells and water spells (a)effect the ship? for example a "river of wind" or a "gust of wind" dont really account for a ship (gust kind of does but only offensively) could i use either to essentially push our ship? same goes for the different wave stuff from water school.

*Edit* Just imagine a kobold in overly large robes tripping all over himself as he runs around trying to cast spells.

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Interested. Can someone please help with how i am supposed to apply the D2 and D4?

4d5: 4d5 ⇒ (4, 1, 2, 1) = 8+3=11 =Str after Racial= 7
4d5: 4d5 ⇒ (3, 3, 5, 1) = 12+3=15 =Dex after Racial= 17
4d5: 4d5 ⇒ (1, 5, 3, 4) = 13+3=16 =Con after Racial= 14
4d5: 4d5 ⇒ (5, 4, 5, 2) = 16+3=19 =Int after Racial= 19
4d5: 4d5 ⇒ (3, 2, 2, 3) = 10+3=13 =Wis after Racial= 13
4d5: 4d5 ⇒ (1, 5, 2, 5) = 13+3=16 =Cha after Racial= 16
D4 &D2: 1d2 + 1d4 ⇒ (1) + (2) = 3

I Think i get to be a wizard.

Dark Archive

Knew i forgot something; I like the jungle and homebrew aspect. ive been out of circulation for awhile and this sounded fun. Also you seem to take from your characters and add it into the game, which i like.

Dark Archive

Stat Block for Shock:
Unnamed Hero
Male tiefling magus (kensai) 3 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
CN Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 18, touch 16, flat-footed 12 (+1 armor, +3 Dex, +3 dodge, +1 natural)
hp 21 (3d8+3)
Fort +4, Ref +4, Will +3
Defensive Abilities canny defense +3; Resist fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 rapier +7 (1d6+3/18-20)
Special Attacks arcane pool (+1, 5 points), magus arcana (spell shield[UM]), spell combat, spellstrike
Spell-Like Abilities (CL 3rd; concentration +3)
. . 1/day—darkness
Magus (Kensai) Spells Prepared (CL 3rd; concentration +9)
. . 1st—shield (2), shocking grasp
. . 0 (at will)—detect magic, ghost sound (DC 14), light
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Statistics
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Str 14, Dex 16, Con 12, Int 18, Wis 10, Cha 6
Base Atk +2; CMB +4; CMD 20
Feats Improved Initiative, Weapon Finesse, Weapon Focus (rapier)
Traits desperate focus, reactionary
Skills Acrobatics +0 (-4 to jump), Appraise +7, Bluff +0, Climb +4, Fly +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +3, Sleight of Hand +3, Spellcraft +10, Stealth +3, Swim +5, Use Magic Device +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal
SQ chosen weapon
Combat Gear bottled lightning[UE] (3); Other Gear haramaki[UC], +1 rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 535 gp
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Special Abilities
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Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +3 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Rapier) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Shield +4 (Su) 1 Arcane Pool: +4 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

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Background:

Shock had it rough growing up, his mother was a priestess in the temple of Sarenrae, his father was a male succubi, obviously she was tempted and eventually corrupted into being his consort. Shock born from this foul love was abandoned in the gutter, eventually found by a kindly old wizard, he was taught magic. However he had an affinity with touch spells and was trained by a magus that was a friend to the wizard. After several trials and an intense training he was pronounced able to go out into the world and adventure (by the wiz). To commemorate this event he was given an amulet and told that its true power would be able to be unlocked inside the jungles of Mwangi. With that in mind he immediately made for blood cove with the purpose of proving himself an apt adventurer and that he was ready to wield the powers he was taught.

Also just as a heads up starting wealth at lvl 3 is 3000, if you want it to be 1500 though let me know and ill tone it down.

Dark Archive

Considering that the only reason he is GM-ing is for her, also it gives him a bit of a reason to continue (granted as long as they do). I don't care if its favoritism because without that favoritism there wouldn't be a game.

Don't look a gift horse in the mouth? (granted the trojans should have)

Dark Archive

Interested

Dark Archive

How much longer will recruitment be open?

Dark Archive

With the changes has anyone looked into why Kinsei doesn't have any armor proficiencies?

I may change from alchemist to Magus (kinsei)

Dark Archive

Arcane Support so like Full on wizard would be bad? or is that what your angling for. If not wizard then i suppose bard would be arcane support, ill work up both and have them ready before week is out.