Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Bru makes sure the knight he brings bonds are secure around his arms and legs, so that he is easy to grapple and move along. Bru laughs at the Captain after Zexil speaks then says "It'll be fun to break the bones as well. And after we're done with him, we get to have fun breaking yours!" Intimidate: 1d20 + 9 ⇒ (3) + 9 = 12
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) "Well, we got some information that we needed... So, think the captain will talk if we threaten to torture one of her knights right in front of her?" says Bru.
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Bru gets up and places his hand on the knight's arm then yells "You want to end up like your friends?! The ones I ripped apart?! I'll rip your arm off and beat you to death with it if you don't tell us what we need to know!" Intimidate: 1d20 + 9 ⇒ (17) + 9 = 26
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Bru is going to stand guard to make sure none of them attempt to escape with any magic or anything they could have been hiding. Being undead he doesn't have to sleep.
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) "We could get the captain to talk if we make her watch torturing her knight.. she may be willing to die, but how will she feel about her men being tortured?" Bru suggests.
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) "Blindfold 'em incase they wake up and make sure they are thoroughly searched and tied up. We can bring them for 'questioning' at the master's domain. We should have lots of 'negotiating' tools there."
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Ah, I'm sorry.. I misunderstood.. I thought the horses ran off...is it just the captain's horse left? if so I do the following if not use attack for nearest horse.
Attack: 1d20 + 6 ⇒ (14) + 6 = 20if charging captain's horse add +2, if nearest don't Damage: 1d12 + 7 ⇒ (8) + 7 = 15
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Didn't know if I could do non lethal with claw, but can't I still punch or make an unarmed sorta deal? Also would that be 1d3 or 1d4 since the claw bit? Change it down if needed. Bru punches the knight in the ribs and says "It's time to go to bed Sleeping Beauty!" Non-Lethal Unarmed Strike: 1d20 + 6 ⇒ (6) + 6 = 12 Non-Lethal Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Ouch! so I'm at 1 hp... I need healing this round b4 the horse kills me.... also, is the horse's bite considered Bludgeon? because I have DR/5 Bludgeon, im sure the kick does. Bru continues to hold the knight on the ground. CMB: 1d20 + 6 + 5 ⇒ (8) + 6 + 5 = 19 *plus the knight has lower CMD since he's pinned this round* Can I choke him out? didn't want to risk killing him, but the horse just kicked the hell outta me.
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Bru attempts to pin the grappled knight to the ground this round. CMB: 1d20 + 6 + 5 ⇒ (6) + 6 + 5 = 17 I get the +5 circumstance since he failed to escape
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) I know i'm posting b4 lill, but going to bed so getting it outta the way Bru rushes at the knight and attempts to grapple him off the horse. Grapple: 1d20 + 6 ⇒ (20) + 6 = 26 Wow!
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Bru chases after the running knight with a charge and yells "You won't escape ya weak b**tard!" Charge Attack: 1d20 + 7 + 1 + 1 + 2 ⇒ (8) + 7 + 1 + 1 + 2 = 19 Normal + bless + bolster + charge Damage: 1d12 + 7 ⇒ (3) + 7 = 10
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Bru smiles at the shaken up knight and says "Monster, eh? Your skull will look good on some armor."
missed, i'm sure, if attack is successful the intimidate goes through if not, the roll doesn't apply. If the knight is shaken by 4 rounds, it becomes frightened. Frightening: Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) got to work I think
Bullying Blow: 1d20 + 7 + 1 + 1 - 2 ⇒ (12) + 7 + 1 + 1 - 2 = 19normal+bless+bolster-bullying blow (if inspire +1 more)
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Bru sneaks up and attacks. Attack: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Bru waits a second before going in. I guess I'll delay for him to do that then go in. I'm having issues with the site loading this time. Just move me wherever they want. I'll go after the closest knight.
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) I'll update mine when I see if we are still planning on ambushing them, I had issues with the map last time. I'll check it again.
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) map won't load on phone atm. So put me wherever lill suggested stealth: 1d20 + 7 ⇒ (18) + 7 = 25+2hilly/rocky incase needed
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) "Yes, Mistress Lill's pet should be able to help me well... us skeleton's need to stick together. Lill can heal us both with channel if needed and Icabhod has a wand I got after me new birth as undead to help us out if things get messy." Bru smiles and goes to skellyfist Lill's companion. what is your companion's name, if it has one?
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Bru cracks his knuckles after his master's orders then says "Those do-gooders will receive your message master. I promise."
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Bru says along the way "I can sneak up and scout them out first... oh an Icabhod use this on me..hands Icabhod a wand of inflict light wounds..BUT...use it on me only and do not waste it or you will face the wrath of Bru the Wildborn!" Intimidate: 1d20 + 9 ⇒ (1) + 9 = 10 bah a 1! lol
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) Bru is ready to go and do his dark master's bidding. He is grateful to have been raised back from the dead to continue to serve. He waits for an appropriate time to speak to not offend his master then says "Those bird brain knights just don't learn do they?"
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) No worries, I had just got a private message about it and didn't know if I should change to fit the group better. I had plan on my guy intimidating others to follow his master. do you care if I switch my cha up and wis down to reflect it a little better?
Defense Stats: HP 8/18; AC 19, T 15, FF 16; F +0, R +5, W +3; Init +7; Perc +4 Tracked Items: Male Orc (Skeletal Champion) Rogue 1 (Thug Archtype; APG)
PoLW(5), PoEP(6), WoILW(49) thanks you for selecting me first. And look forward to playing. I just got a pm saying that there was no tanky type people and 3 casters and a bard along with me.. if you want I'll change back to barb for the first lvl and go fighter or anti-paladin whichever fits better for you next. Whatever works for you, I can play what suits best for playstyle for this type of campaign.
Bru the Wildborn Here are the final changes, now a rogue and not a complete idiot.
Statistics:
Bru the Wildborn
Male Orc (Skeltal Champion) Rogue 1 (Thug Archtype; APG) CE Medium Undead (orc) Init +7; Senses darkvision 60ft.; Perception +4 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 16 (+3 Dex, +4 armor, +2 natural) hp 18 Fort +0, Ref +5, Will +3 DR 5/bludgeoning; Immune cold, undead traits -------------------- Offense -------------------- Speed 30 ft. Melee mwk. greataxe +6 (1d12+7/x3) Special Attacks sneak attack (1d6), bully blow (standard action. -2 attack, if hit make free intimidate check) -------------------- Statistics -------------------- Str 20, Dex 16, Con -, Int 8, Wis 10, Cha 11 Base Atk +1; CMB +6; CMD 19 Feats Intimidating Prowess, Bullying Blow Traits Highlander, Overlord's Pet Skills Acrobatics +6, Bluff +4 (+6 against master), Climb +8, Diplomacy +4 (+6 against master), Disable Device +6, Escape Artists +6, Intimidate +9, Perception +4, Sense Motive +4, Slight of Hand +6, Stealth +7 (+9 in hilly/rocky areas), Survival +4, Swim +8, Use Magical Device +4 Languages Common, Orc SQ Frightening (whenever intimidate to demoralize shaken last 1 more round) Combat Gear potion of inflight lt. wounds x5, potion of enlarge person x6; Other Gear wand of inflict lt. wounds, mwk. chainshirt, mwk. greataxe, chain(10 ft.), furs, Rogue's Kit(This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.), 38g Thug Archtype; APG:
Thug
Some criminals steal with finesse, their victims only discovering the crime when the rogue is long gone and the coin already spent. A thug, on the other hand, cares nothing for finesse. Through both threat and violence, the thug gets what she wants by the promise of force, and has no problem making good on that promise as needed. Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding. Brutal Beating (Ex): At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces trap sense. Rogue Talents: The following rogue talents complement the thug archetype: offensive defense, powerful sneak, strong impression, and weapon training*. Advanced Talents: The following advanced rogue talents complement the thug archetype: crippling strike*, deadly sneak, and knock-out blow.
Racial Alternate Traits and Feat; ARG:
Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.
FEAT:
With a simple hit, you more easily intimidate an opponent. Prerequisites: Intimidate 1 rank, orc. Benefit: As a standard action, you may make a melee attack with a –2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action. Normal: Intimidating an opponent is a standard action.
Stat Breakdown:
STAT BREAKDOWN
STR 14 (5PTS)
ORC RACE +4 STR -2 INT, -2 WIS, -2CHA; SKELETAL CHAMPION +2STR, +2DEX FINAL STATS STR 20
Skill Breakdown:
skills 8 from rogue (8+INT(-1)+favored class)
bluff diplomacy swim disable device escape artist acrobatics slight of hand survival skills 6 from skeleton champion (4+INT(-1)) 2 HD
Equipment breakdown:
2000g
wand of inflict lt wounds 750g (giving it to the person who can use it to heal Bru since he's undead) mwk greataxe 320g mwk chain shirt 250g potion of inflict lt wounds x5 250g potion of enlarge person x6 300g furs 12g chain(10ft) 30g rogues's kit 50g 38g left
Background: Bru grew up in the wilds with his parents. He was not part of a tribe and lived in the wildreness around the Aspodell Mountains. His parents died in a goblin attack when he was young. He was able to escape. He had to fend for himself since he was 7 years of age. He kept out of sight of goblins until he got older then he attacked and killed many of them. They grew terrified of him and sent their master Dagor Morthis after him. Dagor Morthis, however, liked the orc and decided to make him his minion.
Bru took a great liking to Dagor and worshiped him like a god. He tried to do anything to please his master and was a great brutish spy for him. Bru was in the fight with the 'do gooders' and his master. He fell in battle by the paladin, but helped his master greatly in the battle. Dagor decided to raise him back as a skeletal champion.
ugh... worked so long on this ima enter it anyways.. changed stats to fit a little better and have more skills due to it. so i took linguistics and can speak common.. though i'll probably play it like broken common.. anyways here is fixed stats
Statistics: Bru the Wildborn
Male Orc (Skeltal Champion) Barbarian (Wild Rager; UC) 1 CE Medium Undead (orc) Init +7; Senses darkvision 60ft.; Perception +3 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 16 (+3 Dex, +4 armor, +2 natural) hp 22 Fort +3, Ref +4, Will +2 DR 5/bludgeoning; Immune cold, undead traits -------------------- Offense -------------------- Speed 40 ft. Melee mwk. earth breaker +8 (2d6+9/x3) when raging mwk. earth breaker +10 (2d6+12/x3) Special Attacks rage (4/day, last 1 rd), bullying blow (-2attack standard action, if hits free intimidate check) -------------------- Statistics -------------------- Str 22, Dex 16, Con -, Int 6, Wis 8, Cha 10 Base Atk +2; CMB +7; CMD 20 Feats Intimidating Prowess, Improved Initiative, Bullying Blow (ARG) Traits Highlander, Overlord's Pet Skills Acrobatics +6, Intimidate +10, Linguistics +2, Perception +3, Stealth +7 (+9 in hilly/rocky areas), Survival +3, Languages Common SQ Fast Movement, Ferocity, Uncontrollable Rage (DC 11, Will) Combat Gear potion of inflight lt. wounds x5, potion of enlarge person x6; Other Gear wand of inflict lt. wounds, mwk. chainshirt, mwk. earth breaker(UE), chain(10 ft.), furs, Barbarian's Kit (This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.), 59g
I was thinking the class lvl 1 was the race then turned into undead. Anyways taking this character out... Was trying to think of a funny yet terrifying character at the same time.. But if u think that low int and low wis characters don't fit for evil characters who may be crazed or dumb sidekicks won't work I'll make something else to fit the play style.
ok here is the crunch i'll overlook it again later when I have more time. I'll also post backstory when I can. Gear:
2000g
wand of inflict lt wounds 750g (giving it to the person who can use it to heal Bru since he's undead) mwk earth breaker 340g mwk chain shirt 250g potion of inflict lt wounds x5 250g potion of enlarge person x6 300g furs 12g chain(10ft) 30g barb's kit 9g 59g left Statistics: Bru the Wildborn
Male Orc (Skeltal Champion) Barbarian (Wild Rager; UC) 1 CE Medium Undead (orc) Init +8; Senses darkvision 60ft.; Perception -2 -------------------- Defense -------------------- AC 20, touch 16, flat-footed 16 (+4 Dex, +4 armor, +2 natural) hp 25 Fort +3, Ref +4, Will +1 DR 5/bludgeoning; Immune cold, undead traits -------------------- Offense -------------------- Speed 40 ft. Melee mwk. earth breaker +8 (2d6+9/x3) when raging mwk. earth breaker +10 (2d6+12/x3) Special Attacks rage (5/day, last 1 rd), bullying blow (-2attack standard action, if hits free intimidate check) -------------------- Statistics -------------------- Str 22, Dex 18, Con -, Int 5, Wis 6, Cha 12 Base Atk +2; CMB +7; CMD 21 Feats Intimidating Prowess, Bullying Blow (ARG) Traits Highlander, Overlord's Pet Skills Intimidate +11, Stealth +8 (+10 in hilly/rocky areas) Languages Grunting SQ Fast Movement, Ferocity, Uncontrollable Rage (DC 12, Will) Combat Gear potion of inflight lt. wounds x5, potion of enlarge person x6; Other Gear wand of inflict lt. wounds, mwk. chainshirt, mwk. earth breaker(UE), chain(10 ft.), furs, Barbarian's Kit (This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.), 59g
Working on details right now. I'm making a Orc (feral, dayrunner alternate racial traits, ARG) Barbarian 1 (Wild Rager archtype from Ultimate Combat) Skeletal Warrior with Overlord's Pet trait.
Point Buy/Stats:
15pt buy 18 -17pts
add orc and skeleton champion stats and these are final 24 STR
Alternate Racial Traits from Advanced Race Guide:
Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.
Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc's weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures. Class Archtype from Ultimate Combat:
Wild Rager (Archetype)
Rages are barely controlled, but there are those who wholly give in to their more savage side, letting their rages take them to a confusing and uncontrolled place of terrible savagery. These barbarians become beasts, consumed with absolute bloodlust to the point where they cannot tell friend from foe. Uncontrolled Rage (Ex): A wild rager's rage functions as normal, except that when she reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 10 + the barbarian's level + the barbarian's Charisma modifier) or become confused. For the remainder of her current turn, she attacks the nearest creature other than herself. On the following round, refer to the confusion spell to determine her actions. At the end of this round, and each round thereafter, she can attempt a new saving throw to end the confusion effect. The rounds during which she is confused do not count against the rounds she has spent raging that day, but she cannot end her rage voluntarily, nor can she use rage powers while confused. Wild Fighting (Ex): At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC. This ability replaces uncanny dodge. Rage Conversion (Ex): At 5th level, a wild rager who fails a saving throw against any mind-affecting effect can attempt a new saving throw at the beginning of her next turn. If the save succeeds, that effect ends and she instead rages and becomes confused as noted above. This ability replaces improved uncanny dodge. Rage Powers: The following rage powers complement the wild rager archetype: animal fury, bloody blow, body bludgeon, brawler, crippling blow, greater brawler, intimidating glare, mighty swing, no escape, powerful blow, and quick reflexes. Basis for now
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