Fighter

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Organized Play Member. 75 posts (842 including aliases). No reviews. 2 lists. No wishlists. 9 aliases.


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I'm down, If you are.

I'll have my sheet ready by tomorrow. And I welcome anyone else that wants to jump in.


Break a leg folks


Here is just the quick and dirty of it all. Still working out gear and wavering on a feat choice here or there. I'll make a legit stat block later, this just seems like a good way to see the big picture as I build.

The Build:

STATS
STR-16 DEX-12. CON-12 INT-12 WIS-8 CHA-10

Ancestry
Elfbane Hobgoblin: +2 STR, CON & INT, -2 WIS and Resist Elf Magic
HP: +8
SPD: 25
Languages: Common, Goblin, Orc
Darkvision
1st Feat: Hobgoblin Lore
Trained: Athletics, Crafting and Hobgoblin Lore

Background
WARRIOR!: +2 STR & DEX
Trained: Intimidation & Warfare Lore
S.Feat: Intimidating Glare

Fighter
Key Stat: STR

HP: 10+Con = 11 (19 w/ Heritage)

Perception - Expert

Saves
Fort - Expert
Flex - Expert
Will - Trained

Skills
Acrobatics - Trained
Deception - Trained
Diplomacy - Trained
Society - Trained
Stealth -Trained
Survival - Trained

Attacks
Unarmed -Expert
Simple - Expert
Martial -Expert
Adv. - Trained

Defence
Unarmored - Trained
All Armor - Trained

Class DC
Trained

Reaction
Attack of Opportunity

Feats
0-Shield Block
1st - Snagging Strike


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Okay, here is the back story for Fek.

Patriot:

For Fek, the Ironfang Independence was a truly glorious time. Azaersi did what no other being in existence could do. Bring the Hobgoblin diaspora together, and carved a whole nation together. One nation that spans more territory than what any wretched elf nation could ever hope to dream of.

That "second hell" year that his commando brethren so lovingly called brought glory to every Hobgoblin that could wield a blade. With scalps for so many warriors that it became so humorous how honored they had become.

But now, General Azaersi and the nation of Oprak must turn to a new task. One that most Hobgoblin's would have sneered at before. A burden for slaves and labors to take on, not a glorious warrior that brought so much honor to his nation. Fek must become a diplomat and help his new born nation raise their economic prospects.

Capitalizing on the Stone Roads abilities, Fek must bring a diplomatic core of young merchant Hobs to Absalom. There they will grow their connections to the rest of the world to continue Oprak's survival. Hopefully bringing advance mining techniques and alchemical discoveries back home, as well as grain and coin.

It won't be easy, as these younger Hobs hope to climb the social ladder above his station. Looking to over take an officers glory in this time of peace. But Fek will do this mission and control his Hobs. Even if he yearns still for the roar of battle.

Economics:

Story wise, I think Fek and his contingent. Will most likely just trying to open trade channels with the other powers in the Inner Sea. Using the goods they can transport from Kaoling in Tian Xia through the Stone Roads as a tease their way in. But the gems and metals mined from the Plane of Earth as the major export. (Can you tell I like economics).

Crunch incoming.


I have an idea for a unerring spear user that I've been dying to make work.

Let's see the roles.

10 + 2d4 ⇒ 10 + (4, 4) = 18
10 + 2d4 ⇒ 10 + (2, 4) = 16
10 + 1d6 ⇒ 10 + (1) = 11
10 + 1d6 ⇒ 10 + (1) = 11
14 - 1d6 ⇒ 14 - (1) = 13
14 - 1d6 ⇒ 14 - (6) = 8

Ugh, those are some brutal rolls right there. It's a fighter then.

Edit: Wait we get a second shot.

10 + 2d4 ⇒ 10 + (3, 1) = 14
10 + 2d4 ⇒ 10 + (1, 1) = 12
10 + 1d6 ⇒ 10 + (5) = 15
10 + 1d6 ⇒ 10 + (1) = 11
14 - 1d6 ⇒ 14 - (5) = 9
14 - 1d6 ⇒ 14 - (5) = 9

Eh, I'll go with the first set.


Hey there.

I have an idea for a Hobgoblin Diplomat from Oprak. Looking to expand influence and opportunity for the young nation, under pain of death and a thousand lashings for failure. A true patriot.

Going to need a moment to build.


Branding Opportunity wrote:
I'll let him have his shotgun.

WOAH, wasn't even baiting for that. Just trying to think of something dwarfy. Thank you kind, GM.

Branding Opportunity wrote:
This is a very limited weapon with limited use that will serve more as a character trait than anything else, and should probably have a name.

Was think of naming it Patrica, or Peppa for short. After an obnoxious redheaded demolition expert Buster once knew who loved to make a racket. Poor old real Peppa, bought the farm. Then blew it up building an IED for a bank heist.

Buster will be talking to Peppa often, like Sweetness in the old Colbert Report.

http://www.cc.com/video-clips/ckumab/the-colbert-report-guns-in-national-pa rks


Crunchy

Buster McDouglas: Dwarven Fighter/Thief 1

Displaced shadowrunner from Detroit, grumpy about lack of internet and his favorite shotgun.

STR: 15 (+1), DEX: 15 (+1 to missiles, +1 to AC), CON: 15 (+1 to hp),: 14, WIS: 10, CHA: 6

Armor: Ringmail & Shield
Weapons: BattleAxe [1d8]
Age: 35, HP:6, AC[15], SAV 14, Move 12?, Bonus XP: 5%

Gear: Backpack, bedroll, crowbar, flask, grappling hook, hemp rope, dry rations (4), pole, waterskin, 17.37 gold

Backstory:

Buster is old hat at the cloak and dagger, especially when his dagger was a shotgun. Doing anything from corporate espionage to the blackmailing the cheating husband. You know the fun stuff. But that last job was the last time he does any favors for any "idealist". Some cult wants to summon something dark from beyond the veil of reality, fine let them. Bullets have done a great job at killing anything that wants to exist in the North America. But stopping them mid ritual, with all that magic in the air was possibly the stupidest thing that dumb elf could have done.

Now Buster is stuck in some archaic world without his car or his shotgun. Desperately trying to find a trail back to his.


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Okay I'll throw my hat in and see what I can stir up.

Buster McDouglas:

4d6 ⇒ (5, 4, 6, 1) = 16
4d6 ⇒ (2, 4, 1, 4) = 11
4d6 ⇒ (4, 1, 1, 1) = 7
4d6 ⇒ (6, 1, 4, 5) = 16
4d6 ⇒ (2, 6, 2, 6) = 16
4d6 ⇒ (6, 4, 4, 2) = 16

gold: 3d6 ⇒ (1, 1, 6) = 8

Ranger Bob:

4d6 ⇒ (2, 5, 5, 2) = 14
4d6 ⇒ (5, 6, 6, 2) = 19
4d6 ⇒ (6, 6, 3, 5) = 20
4d6 ⇒ (1, 3, 6, 1) = 11
4d6 ⇒ (6, 5, 4, 3) = 18
4d6 ⇒ (5, 2, 5, 1) = 13

gold: 3d6 ⇒ (3, 1, 3) = 7

Okay, so I'm thinking a Fighter/Thief Dwarf and a Ranger


@Gaming Ranger and @Helix. You guys rock. Thanks for the help.

Okay, I feel somewhat familiar with the system as I use to play the Warhammer 40k Deathwatch game. (Lots of percentile rolls and deaths in mass combat), so feel confortable with what I got set up so far.

Usually I'd lean towards Elf Cop (Watchmen), cause that sounds like an epic fantasy remake of Lethal Weapon with undertones of Max Payne. Damned to do the right thing a la Murtagh, but his way with maximum justice (this is grim dark, right).

However, this socialite provocateur sounds like the way to go. Especially since this is grim & perilous; I think having someone on staff to grease the wheels, shake some hands, and steal state sponsored secrets is going to be the most versatile story and play wise. Seems like there will be plenty of chance for intrigue and trickery in a faction up city like Xanaste. But what's really selling me on provocateur is his duty bound/religious upbringing. Xanaste was originally an Elven City dedicated to the gods that gave elves magic. I think a "Elvish Spy on a Mission for the Gods" is just going to be too good to pass up RP wise (Blue's Brothers music begins playing).

As for boatman...If ya'll want to go pirate or Cthulhu, I think I can make something work.

I'll think about it another a moment, then see If I can get something together by the end of day.


4d6 - 2 ⇒ (2, 4, 3, 2) - 2 = 9
4d6 - 1 ⇒ (5, 3, 1, 1) - 1 = 9
4d6 - 1 ⇒ (3, 4, 1, 2) - 1 = 9
4d6 - 3 ⇒ (6, 3, 6, 4) - 3 = 16
4d6 - 1 ⇒ (1, 2, 1, 5) - 1 = 8
4d6 - 1 ⇒ (3, 2, 1, 2) - 1 = 7

Guess the dice gods want me to skip this one...


Yeah, this is totally up my alley. Lets see what the fates have in store. I don't have the core rule book, but I'll do my best to put all these rolls together.

Combat: 3d10 + 25 ⇒ (7, 5, 6) + 25 = 43
Brawn: 3d10 + 25 ⇒ (5, 5, 2) + 25 = 37
Agility: 3d10 + 25 ⇒ (5, 3, 9) + 25 = 42
Perception: 3d10 + 25 ⇒ (8, 3, 8) + 25 = 44
Intelligence: 3d10 + 25 ⇒ (3, 9, 8) + 25 = 45
Willpower: 3d10 + 25 ⇒ (7, 1, 2) + 25 = 35
Fellowship: 3d10 + 25 ⇒ (8, 5, 3) + 25 = 41

Ancestry: 1d100 ⇒ 33 - I think that's elf, but not Sure
Trait: 1d100 ⇒ 28 - Elven Immortality

Archetype: 1d100 ⇒ 83Profession: 1d100 ⇒ 65
Archetype: 1d100 ⇒ 20Profession: 1d100 ⇒ 17
Archetype: 1d100 ⇒ 99Profession: 1d100 ⇒ 97

Season: 1d100 ⇒ 77
Dooming: 1d100 ⇒ 85
Age Group: 1d100 ⇒ 41 An Adult
D.Marks: 1d100 ⇒ 81 Slouchy Posture
Build: 1d100 ⇒ 44

Upbringing: 1d100 ⇒ 84
Social Class: 1d100 ⇒ 55 Burgher

Order: 1d100 ⇒ 34
Chaos: 1d100 ⇒ 82

Still looking for the tables for things.


Well, let us see how I roll first...

Rolls:

2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (1, 1) + 6 = 8

Not bad. I can make a something out of that.

Do fighter get Combat Stamina or do they have to use a feat?


Sounds fun.

Will cook something up in a bit.


I'll dot this.

You looking at a point buy or rolling for stats?


Hobgoblin Alchemist is my thought. Let's roll and see.

2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 2) + 6 = 13

Very doable. Let me do some cooking and see.


Stat Rolls:

4d6 ⇒ (4, 1, 2, 1) = 8
4d6 ⇒ (3, 2, 1, 1) = 7
4d6 ⇒ (3, 1, 4, 1) = 9
4d6 ⇒ (3, 6, 4, 4) = 17
4d6 ⇒ (1, 5, 4, 6) = 16
4d6 ⇒ (1, 6, 3, 1) = 11

Ugh, that one's dead in the womb. 25pt buy it is then.


Hmm interesting.

I have an Anti-Paladin/Mesmerist, that's been rolling around in my head.


I'll give it a roll.

rolls:

3d6 + 6 ⇒ (4, 2, 6) + 6 = 18 = 16
3d6 + 6 ⇒ (5, 5, 1) + 6 = 17 = 16
3d6 + 6 ⇒ (4, 4, 4) + 6 = 18 = 14
3d6 + 6 ⇒ (1, 2, 3) + 6 = 12 = 11
3d6 + 6 ⇒ (5, 1, 3) + 6 = 15 = 14
3d6 + 6 ⇒ (4, 2, 3) + 6 = 15 = 13

That turned out pretty good. Now what makes a fine Centurion...


Question 2: I am building up a Cleric of Erastil, following his deity in the way of the bow. Clerics are pretty feat starved, and archery has a high tax. I was wondering if I can modify the Crusader archtype, replacing the shield and weapon proficiency for all bow feats. Turning the cleric into a Crusader of Erastil.

It's only about four extra feats over the lifetime of the character, at the cost of a domain and diminished spell casting. But I can be thematically viable, and achieve an effective Emerald Knight.


Question: What are the most prevalent deities celebrated by the order?


Let me drop may hat into this.

4d6 ⇒ (4, 4, 2, 1) = 11
4d6 ⇒ (2, 4, 6, 6) = 18 = 16
4d6 ⇒ (2, 5, 2, 3) = 12 = 10 This one for reroll
4d6 ⇒ (4, 2, 5, 3) = 14 = 12
4d6 ⇒ (4, 5, 3, 1) = 13
4d6 ⇒ (1, 2, 6, 5) = 14

Rerolls
1d6 + 4 + 4 + 2 ⇒ (4) + 4 + 4 + 2 = 14 = 12
1d6 + 5 + 4 + 3 ⇒ (4) + 5 + 4 + 3 = 16 = 13
1d6 + 2 + 6 + 5 ⇒ (4) + 2 + 6 + 5 = 17 = 15

4d6 ⇒ (2, 4, 3, 4) = 13 = 11

So that's not a bad spread.

But what too build.

I guess a Brown Fur Arcanist to buff the group would go over well?


I got an idea for a fetchling mesmerist that I've been playing around with. I'll brew up some back ground and stats in a bit.


Work gets in the way again. Hope ya'll have fun, and plunder something for me.


I'll finish my unchained rogue tonight!

I just need to finish class first and I'll post it.


@Oyzar: Just build one. Cause more than likely, being a trap breaker will be leathal. So having a back up for the party will be good.


Olaf wrote:
Yes, although comprehensive education is banned, even as a standard racial trait. Dunno what they were smoking there.

Cool, I'll start brewing up a skillmonkey.


The dice gods of the internet never bless my stat rolls. I'll point by this. Thinking Human Unchained Rogue.

But question about trading a trait for a racial ability. Are the racial traits like [Adoptive Parentage] or [Focused Study] ok for trait exchange. They give feats, the latter one giving 3 over several levels.

I can make them RP compatible, I just want to double check.


Half way through my Half-Orc Corsair, and I'm a seeing a severe lack of Clerical submissions. Thinking of switching over to have the blessings of Besmara, so party does not die day one. But brutal orc pillaging sounds so great for me.


For fighters, will [Advance Weapon Training] from Weapon Master's Handbook be available.


For simplicity's sake, lets make a human fighter.

age: 15 + 1d4 ⇒ 15 + (1) = 16

He's young and ready to make something of himself.

health: 1d10 ⇒ 6

He's strong but only a little healthier than the mage apprentices he sees around the tower. Those guys even get to eat more than him.

Money: 3d6 + 2 ⇒ (2, 2, 4) + 2 = 10x10 = 100gold

But that meager living turned into quite the savings. He can finally afford a blade and armor, and can actually do something with his life. No more carpentry for this lad.


awwww just saw that. No more late night rolls.


I'll bite. Let's see what happens.

4d6 ⇒ (1, 6, 2, 3) = 12=11
4d6 ⇒ (5, 2, 1, 4) = 12=11
4d6 ⇒ (3, 5, 2, 5) = 15=13
4d6 ⇒ (6, 6, 2, 1) = 15=14
4d6 ⇒ (1, 5, 6, 1) = 13=12
4d6 ⇒ (5, 3, 6, 6) = 20=18

Huh, one focus with a ok spread. Gonna download the book and pick a class.

Are there psionics, cause I'll straight pick a magic-user for the chance.


Here is Trawn

Needs a few tweaks here and there. But he's a sturdy Rouge/Wizard ready to rail against the League.

Crunch:

Trawn
Unchained Scavenger Rogue/Metal Wizard 1
NG Medium Android
Init +4|Senses: Human| Perception -
--------------------
Defense
--------------------
HP 12/12
AC 14 (16 w/ Iron Skin)
Fort +3, Ref +6, Will +3
Defensive Abilities:
Iron Skin: +2 for 10 min 8/day
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Ranged
Special Attacks
Finesse: Dex to melee dmg
Sneak Attack: 1d6 to dmg
Metal Rending: 1/2 Wizard lvl to dmg on Metal/Armored Creatures
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 16, Int 20, Wis 13, Cha 10
Base Atk +0; CMB 10; CMD 14
Traits
Magical Knack: +2 to caster lvl (Does not exceed HD)
Nanite Revival: Auto-Stabilize 1/day
Against the Technic League: +1 Spell DC
Feats
Rouge: Weapon Finesse
Scavenger: Technoligist
1st:
Skills
Acrobatics: +8
Climb: +4
Heal: +2
Diplomacy: +4
Disable Device: +8
Escape Artist: +8
Kn(Local): +9
Kn(Arcane): +9
Kn(Dungeoneering): +9
Perception: +4
Stealth: +8
Spellcraft: +9
Use Magic Device: +4
Background
Kn(Mechanical): +9
Craft(Mechanical): +9
Languages Common, Hallit, Orc, Draconic, Dwarven, Terran
Racial: Android
Emotionless (Ex): -4 on Sense Motive
Exceptional Senses: Low-light & Dark Vision

Equipment

--------------------
Special Abilities
--------------------
Repair Nanites: The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice

Constructed (Ex): Androids gain a +4 racial bonus on mind affecting effects, paralysis, poison, and stun effects; are not subject to fatigue or exhaustion; and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.

Technic Training (Ex)

A scavenger adds 1/2 her rogue level to Perception skill checks to locate mechanical or high-tech traps and to Disable Device skill checks against these traps (minimum +1). She gains Technologist as a bonus feat. She cannot use Disable Device to disarm magical traps.

This ability replaces trapfinding.

Metal Magic

Opposes the Wood School. Adds these spells to list:

3rd—chill metal, heat metal,
5th—rusting grasp,
9th—repel metal or stone.

Arcane Bonded Object

Thor's Ring

Backstory:

“In the rain parched basin of the Felldales. A lingering thunderstorm rages through the shattered canyons and valleys. The billowing cacophony of grows, shattering the sky and earth alike. Like a strike from an angry god, a stroke of lighting obliterates a boulder. As the dust settles, the destruction reveals a long sought after secret, a nigh intact silver mount remnant. Yet, the first blow was not the last, and a thunderous hammering was wrought upon the relic.

However, the relic showed no scorch or burn. But like a hungry beast, it ate that godly wrath. A mighty thrum and glow arouse form that silver tomb. And out walked you!”, the Skald use to tell me.

He was a strange thing so large and hardy, but still he called me friend. If not for that, I think I would have ended up like so much wreckage in those canyons. Like so many others like me. He taught me how to get along in this world I do not belong to, and told stories of others like me. The “tattooed children of the stars” and their long history in this land called Numeria.

Then he warned me of the Technic League. They abduct and enslave those like me, and kill anyone that would stop their brutal aim. Then they came for us, and the Skald saved me at the cost of his life.

“Brother”, he said “don't let them destroy what's left of us. I tried to save as many of us as I can, but I can do no more now. Take this book I long ago stole from them. It holds their secrets, their magic. I was not capable enough, but you may be. Don't let us be forgotten.” Those were his last words as I saw the light fade out of his metallic eyes. Thor's eyes.

I take his mission.

To protect what's left of us.

“To keep a tale of our people”, he would say.

So I write this log down like Thor before me. To make sure, I never forget what I must do. What I hope you know is done. That the Technic League is destroyed, and that the Children of the Stars are safe.

I am Thrawn. This I promise.


Lost 33 wrote:
@Boss Zog: I was talking about the comment to TwelvePointFivePercent, in the same post. 45pt buy.

Cool, I had a 45 point already set up so I'll just go back to that one.

Sorry about the confusion.


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Lost 33 wrote:
@Boss Zog: Concept sounds good, and for stats see above.

Oops missed that. Read carefully and never assume people.

Lost 33 wrote:
Stats: Roll 4d6, drop the lowest 2, add 6

4d6 ⇒ (2, 5, 6, 6) = 19 - (2,5) + 6 = 18

4d6 ⇒ (1, 3, 3, 6) = 13 - (1,3) + 6 = 15
4d6 ⇒ (3, 4, 3, 4) = 14 - (3,3) + 6 = 14
4d6 ⇒ (6, 5, 3, 2) = 16 - (2,3) + 6 = 17
4d6 ⇒ (3, 1, 2, 5) = 11 - (1,2) + 6 = 13
4d6 ⇒ (5, 4, 2, 1) = 12 - (1,2) + 6 = 15

Well that is mighty better than 45 point buy. Thank Lost 33 for being very generous guys!


Was thinking Android Technic Scavenger Rogue/Metal Wizard. He's there for all you technical needs and will go technomancer as soon as he can. Who needs ammo, he got ammo.

4d6 ⇒ (2, 5, 6, 6) = 19
4d6 ⇒ (1, 3, 3, 6) = 13
4d6 ⇒ (3, 4, 3, 4) = 14
4d6 ⇒ (6, 5, 3, 2) = 16
4d6 ⇒ (3, 1, 2, 5) = 11
4d6 ⇒ (5, 4, 2, 1) = 12

Gonna have to point buy this...

10, 19, 16, 20, 13, 10


Interesting, let's get a roll first.

4d6 ⇒ (4, 6, 4, 2) = 16
4d6 ⇒ (3, 5, 1, 6) = 15
4d6 ⇒ (5, 5, 2, 3) = 15
4d6 ⇒ (2, 2, 4, 6) = 14
4d6 ⇒ (6, 1, 6, 1) = 14
4d6 ⇒ (5, 5, 3, 6) = 19

Rerolls:

1d6 ⇒ 2
1d6 ⇒ 2
1d6 ⇒ 3
2d6 ⇒ (5, 6) = 11
2d6 ⇒ (6, 6) = 12

Hmmm. [14,14,13,17,18,16]

That's some good rolls there. I'm thinking Nomad Psion.


Got a Fighter/Alchemist brewing for ya. Want to try some witchery.


Got a sturdy fighter in mind for you. Question though.

Will you be allowing use of stamina feat, and splat books like weapon masters handbook and/or melee tactics toolbox?


Here is the fluff:

Name Peter Petragraf
Race Male human
Class Swashbuckler 3/War-sighted Life-Oracle 3
Alignment Chaotic Good

(Going back and forth between Life and Solar Oracle. Channeling seems really good, but blinding enemies by just standing near them seems great.)

Background Peter always longed for adventure in his childhood. Too bad he was born the son of a wealthy shipping magnate. He spent most of his days studying etiquette, the sciences and local trade issues of the day. "Knowledge and treating people with respect is of the utmost importance!", his father would always pontificate. But whenever he could he would sneak out to his father's dock and listen to all stories that the sailors had. Tales of exotic lands, salty bravado and tasty dishes of incredible colors. He loved these stories, and loved it even more when they would teach him swordplay. They always brought interesting tips and tricks he never saw the local knights using. The snappy remarks to send back to an opponent was just icing on the cake.

As he grew, he became quite the dare-devil and a little too salty for some of the more conservative members of his port city. But he was always kind and willing to help anyone, even though he always had a mouth about him. Then came a pre-dawn morning of helping his father's crew prepare for their next journey. He had plan to sneak aboard and ride off into the sun. When a panicked scream was heard down the pier. He saw a ragged man running down the dock, he was in chains and looking horrific. A group of savage man were chasing him down. He ran forward and blocked them from what he knew to be a slave. He fought as best he could in the dark pre-dawn, but outnumbered and out armored he was no match for the slavers. All he could really do was curse them and everything they stand for.

Then dawn erupted...from himself. A blinding flash of light engulfed the area, like a sun birthed upon the sea. And within that light Peter himself had his mind fill with the knowledge of amazing combat knowledge. Not stopping to wonder he moved to action as swept through the slavers. Soon the crew from his father's boat had run over and witnessed this miracle. By the time he was finished their was only a soft glow about Peter as he walked back to the ragged slave. He kneeled down to pull the slave up, and when they touched a warm light rose up once again as both of them where healed.

It was a miracle. His father and the crew were stupefied, and asked to know what had happened. Being the salty braggart that he was, Peter was more than ready to tell them of his tale of daring-do. However, when he attempted to take more colorful liberties with the events. He found only angelic words flowed from his voice. Try as he might he could not curse or lie. For though he said the words, they were only in the Angels tongue. "I've been cursed!", he screamed.

Soon the events were laid bare to the public. A blessing from Mitra was all the people of the port city could think of. More so for the conservative members, happy to have Peter speak nothing but pleasant celestial words when he was angry (p.s. all the time). He was soon shuffled off to the Blessed Order of St. Macarius (to wild for the actual church of Mitra), where he was once again forced to study and work as a faith healer. Woe is Peter Petragraf, adventure was so close, but now so far.

*Sheet to come. Deciding on trait.


Sounds fun let me give this roll a try

1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (1) + 7 = 8

Well, that throws my MAD Ranger/Solar-Oracle out the window. But challenge accepted. Let's see if a I can make a Swashbuckler/Solar-Oracle work.


I think I'll throw my hat in the ring.

Idea for character is Suave Pete. A trickster and a charlatan, and most recently a pirate captain (for an hour before a mutiny and subsequent digestion of crew). Was going to role a rouge, but Unchained is off the table.

How does a Street Performer Bard, sound? Will make a silly caster if the need for a mage is great.

@Gm-Gathrix: Are alternate race traits ok. Specifically Comprehensive Knowledge and Focused Study in humans


Color Me Intrigued...

I have an idea for a Wizard (or maybe Psychic)/Ranger(maybe prestige into Arcane Archer). Training will be first strike and Crime will either be Piracy or Desertion.


Stat Rolls:

STR = 18
DEX: 1d10 + 7 + 2 ⇒ (8) + 7 + 2 = 17
CON: 1d10 + 7 - 2 ⇒ (9) + 7 - 2 = 14
INT + 2= 10
WIS: 1d10 + 7 ⇒ (8) + 7 = 15
CHA: 1d10 + 7 ⇒ (1) + 7 = 8

Jungle elves sound fun. Thinking deep jungle ranger, who has been in the jungle way to long. Even by jungle elves standards. Sent to the Academy to share his tracking skills, and get him involved with people again.


Best of luck guys


Hello JonGarrett

Your survival horror game sounds awesome!

How do you feel about an Aberrant Aegis, they gain tentacles and morph their bodies into something otherworldly and wrong. Would that kind of concept die in the first couple feet as a monster or would they be an interesting entity?


Same here, still at work. Will post something late tonight.


4d6 ⇒ (5, 2, 3, 3) = 13x10 = 130 gold


Curious

Set1:

4d6 ⇒ (2, 2, 4, 3) = 11 = 9
4d6 ⇒ (6, 1, 6, 4) = 17 = 16
4d6 ⇒ (3, 6, 6, 3) = 18 = 15
4d6 ⇒ (5, 4, 6, 6) = 21 = 17
4d6 ⇒ (5, 3, 6, 4) = 18 = 15
4d6 ⇒ (3, 2, 6, 2) = 13 = 11

Set2:

4d6 ⇒ (1, 5, 3, 2) = 11 = 10
4d6 ⇒ (3, 4, 4, 3) = 14 = 11
4d6 ⇒ (4, 4, 5, 3) = 16 = 13
4d6 ⇒ (4, 5, 1, 3) = 13 = 12
4d6 ⇒ (5, 1, 6, 5) = 17 = 16
4d6 ⇒ (3, 4, 3, 2) = 12 = 10

Set 1 looks nice, but what to build?

I think its time for an Inquisition!