![]() ![]()
![]() "Allow me Miss" Ill walk over to the trap and lift the floor panel up.
Im going to tie off the rope to the Vault Door.
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
![]()
![]() 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 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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
Will make alias this weekend ![]()
![]() 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 -------------------- Defense -------------------- AC 17, touch 17, flat-footed 13 (+4 Dex, +3 Wis) hp 10 (1d8+2) Fort +3, Ref +6, Will +5 -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Zen Archer, or i can stat up something else, just let me know. Ill work out the BG after i have the character going. ![]()
![]() Crunch Wizard Arcane Smith:
Unnamed Hero
Male elf diviner 1 N Medium humanoid (elf) Init +6; Senses low-light vision; Perception +1 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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
I can work up a background in a bit. ![]()
![]() Clarissa Starnon wrote:
"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. ![]()
![]() DM Mooshybooshy, "the Foolish" wrote:
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. ![]()
![]() Natraz the Redeemed wrote:
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 ![]()
![]() Bonds
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.
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 ![]()
![]() 1. Alexander Sabadosa
![]()
![]() 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
HP: 6+Con (+1 i think) Load: 7 Patron: The Lord of Stars
*Body of Light (Burning, Blinding) Gift of the Stars
Unknowable Master (CHA)
Whispered Madness(CHA)
We Are Legion(CHA)
Bonds
Current Equipment
I can make the PDF available through Skype or email if you would like. ![]()
![]() Crunch for Snaggletooth:
Snaggletooth
Male kobold wizard 1 (Pathfinder RPG Bestiary 183) N Small humanoid (reptilian) Init +4; Senses darkvision 60 ft.; Perception +2 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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" ![]()
![]() 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. ![]()
![]() thunderbeard wrote:
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. ![]()
![]() Philo Pharynx wrote:
Too true, very sorry i misunderstood. ![]()
![]() 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
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 ![]()
![]() Gobo Horde wrote:
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 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. ![]()
![]() 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
I Think i get to be a wizard. ![]()
![]() 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 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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. |