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Trapper: Empiricist Investigator//Vivisectionist Alchemist
Initiative +4; Perception +14, Darkvision 60ft. AC 20, FF 16, T 16, CMD 17, FFCMD 13 Hp 55 (5d8+15) Fort +7, Ref +9, Will +6 Speed 20ft. Melee ...Claws, Bite & Tailblade +9/+9/+9/+4, 1d4/1d4/1d3/1d3+1 Range ...Light Crossbow (Attuned) +9, 1d6+1 (19-20) Extracts Prepared(Cl 5) 1st level ... ... ... ... ... ... ... ... ... ... 2nd level ... ... ... ... ... ... Str 11, Dex 18, Con 14, Int 18, Wis 12, Cha 11 BaB +3, CMB +2 or +6 (WFin) [b]Feats 1 - Weapon Finesse, 1b - Brew Potion, 1b - Throw Anything, 3 - Sharptooth, 5 - Sharpclaw Traits Skills Craft(Alchemy) +14, Disable Device +12, Knowledge(Arcana) +12, Knowledge(Local) +12, Knowledge(Nature) +12, Knowledge(the Planes) +12, Knowledge(Religion) +12, Perception +14, Sense Motive +14, Spellcraft +12, Stealth +15, Use Magic Device +14 Languages Common, Dwarven, Goblin, Orc, Undercommon Gear +1 Amulet of Mighty Fists, Ratfolk Tailblade, Masterwork Chain Shirt Special Swarming, Tinker, Unnatural, Alchemy +5, Inspiration 6/d, Sneak Attack +3d6, Trapfinding +4, Ceaseless Observation, Infusion, Poison Resistance +2, Poison Use, Torturer's Eye, Cruel Anatomy, Keen Recollection, Rogue Talent(Trap Spotter), Swift Alchemy, Trap Sense +1, Preserve Organs 25%, Studied Combat +2, Studied Strike +1d6, Unfailing Logic +2, Quick Study ![]()
It's a good question, and not one that has an obvious answer. The 'Righteous' thing to do would be taking him prisoner, but that's probably going to lower your chances of survival by quite a bit. This way, you and by extension the people you're protecting will be more likely to survive, but it's possible that you could have done that anyway, and in that case you just killed someone because it was more convenient for you. At least in retrospect, which is always faulty. The NPCs thought it was a reasonable sort of thing to do, even if they also think tearing his throat out was maybe a bit... much. Except Anevia, that is, but she's not in a condition to complain right now. ![]()
Fury of the Tempest wrote:
That doesn't seem like you were unfairly treated - there isn't much point in pvp if you need other people make your build for you. ![]()
Dunno if I should. On the other hand, this looks cool 4d6 ⇒ (6, 1, 1, 1) = 9
4d6 ⇒ (1, 5, 6, 3) = 15
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Sundakan wrote:
It doesn't fit under recruitment, and it's not a pbp discussion thread. We're not looking for players, and we're not an OOC thread for an active game. Both of those subforums are tightly defined as to their purpose, and this thread fits neither category. Anyway, this is wildly off-topic. If the mods think it doesn't belong here they can move it. If the rest of you don't think it belongs here please just silently report it and see if the mods agree. It'd be great if we could leave it at that. ![]()
I'll take a look at the book. Before looking at anything though, the basic idea I'd like to go with is an Elven Unchained Rogue with the Hidden Blade 3pp archetype, if that's something you think might be okay. ![]()
Okay, this has taken an interesting turn. If we go with the Solstice Lords, the campaign would almost have to see us undertaking our duties as a sort of 'balance police'. That could be cool, although I wonder if it applies well to whatever the DM has planned. On the other hand, it might dovetail with it nicely; we could easily be broiled up in something like the Reign of Winter AP (for example) and fit in easily. ![]()
thegreenteagamer wrote:
Probably a silly question, but does Max HP at 1st also apply to racial hit dice for people who have them? Those are usually rarely maxed. ![]()
Are we going to be evil, or at least morally grey? I personally think I'd be against running outright evil, but I could be on board with assassinating someone if they were a bad guy. I was originally leaning towards running a Stalker, but I've also been wanting to run an Eldritch Scoundrel Hidden Blade Unchained Rogue for a while now, and that'd balance the ability scores a bit more, being int-based, as opposed to wis, which you've probably got on lock with that Ranger. ![]()
Crayfish Hora wrote: I'll partner up with the merc idea. I did something similar in a home game, but the other three were vikings and I was the mercenary. And, and I'm very excited for Path of War stuff. From what I've played, its a wonderful system that makes my fighter just as cool as the wizard. I would love being the third partner in that one. And Path of War really is a lovely subsystem. ![]()
The Chess wrote: The siblings idea is cool, although it kind of restricts the races a little bit. The romance idea I don't like much. Three siblings or friends with very different personalities would be cool - like Aragorn, Gimli and Legolas, or the trio from War in the North. :) I like that second idea a lot - especially the version that has us be 'friends forged in fire' as it were. Personally, I'd like to do something that uses the Veiled Moon discipline, which class I'd use I don't know. ![]()
GM_TheBobJones wrote:
It's on d20pfsrd (all of expanded is by now), of the Sleeping Goddess discipline. Can't link directly to the maneuver, but the whole discipline is here, you'll just have to scroll a little bit. ![]()
Green Smashomancer wrote:
I like skills, and wanted to do archery - the spell progression is much the same. There's also a plan in there to do intimidate and ranged sneak attack with shatter defenses. Witch is good, especially since we probably won't have the gold for spellbooks (which is probably going to be a little bit of a problem, now that I think about it) ![]()
Female Neutral Sahaugin, 1 negative level
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Diego Rossi wrote:
That's not a compelling argument; Augment Summoning, Spell Focus and Spell Specialization has similar language, and faq tells us that they work just fine with SLAs. Augment Summoning wrote: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
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Interested in this, the story sounds very compelling. That said, PC as monster rules are kind of a mess (in the sense that they're unclear), and it's not entirely clear how your negative levels interact with them, or how you 'balance out' the levels. I get the sense that say, a troll character(CR 5), is supposed to start off with a single class level, and then at each level he gains after, he removes one negative level instead of taking further class levels? Is that right? The next bit is maybe a stupid question, since it's in the Monsters as PCs rules and we're told to use those, but do we use the 'It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level' bit? So for example a bugbear would start with 2 negative levels and a class level, spend level 2 & 3 removing class levels, then gain class levels at level 4 & 5, and a bonus class level midway between 5th and 6th level? The end result would then be a Bugbear CR 2/Class Level 5, effectively a 6th level character. Edit: Is there a missprint in the Gargoyle entry? All the other monster races carry negative levels equal to their CR, while the Gargoyle only has half its CR in negative levels. I suppose it might make sense in the sense that much of its CR is derived from the very high damage reduction, and if magic weaponry is super common, it might effectively be lower-CR than it says on the tin. ![]()
Here we go. It's far too late for me to be up really, so I'll cut it here. Character Sheet:
Vara
N Female Half-giant Pathwalker Psychic Warrior 1 Init +0, Senses Low-light Vision, Perception +7 AC 17, T 10, FF 17, CMD 14, FFCMD 14 Hp 16 (1d8HD) Fort +4, Ref +0, Will +3 (+2 vs fire effects) Speed 20ft. (30ft. unarmored) Melee ...Greataxe +4, 3d6+6 (*3) ...CMD +4 ...Dagger +4 1d6+4 (19-20) Ranged ...Chakram +0, 2d6+4 ...Dagger +0, 1d6+4 (19-20) Maneuvers (IL 1) ...1 - Body of Delusion (Readied) ...1 - Scything Strike (Readied) ...1 - Panthera on the Hunt (Readied) Stances (IL 1) ...1 - Battle Mantra (Active) Psychic Warrior Powers (ML 1, 7/7pp) ...1 - Offensive Precognition ...1 - Vigor Psi-like Abilities (ML 1) ...Stomp 1/d (DC 10) Str 18, Dex 10, Con 14, Int 10, Wis 16, Cha 8 BAB +0 Feats Psionic Talent, Psionic Body, Psionic Weapon Traits Impressive Physique, Signature Moves(Scizore) Skills Autohypnosis +7(1 rank), Intimidate +5(1 rank), Perception +7(1 rank), Sense Motive +7(1 rank), Survival +7 ACP -7 Languages Common Special FCB(+1pp), Giant Blood, Powerful Build, Psionic Aptitude, Warrior's Path(Scarlet Throne Path) Gear Large Greataxe, Large Masterwork Scizore(wrapped in cloth and hidden at the bottom of a chest in one of the wagons), 5 Large Chakram, Dagger, Splintmail, Explorer's Outfit, 44gp. Background: Vara hails from the Jettur clans that traverse the shifting sands, but she holds little regard or indeed thought for her ancestry - Her parents split from the clan while she was young, and she grew up in the big city. The only thing she retains is their psionic traditions, which are partially hereditary anyway - her mother did teach her meditation and some traditional mental excersises, but that was as far as it went. The young Vara was much more interested in the practical use of her psionics than the philosophy and ritual surrounding them.
That's how she got into pitfighting. She joined up to get an actual test of her strength, in search of a way to make money and to just maybe get a shot at real fame. It went fairly well, all things considered. She fought well, and over the course of a few years became fairly famous under the moniker 'Adamant'. She also fell in love with a fellow gladiator, a charming dwarf of all things, and together they hatched a scheme to get rich, fixing matches. They were found out, naturally, and management wasn't happy - Alwin, her dwarven lover was quickly arrested, and she was in hot water, to put it mildly. So she cut her hair, skipped town, and hired onto the first and best caravan looking for muscle. The further from her home it was headed the better, and this caravan was ranging far and wide indeed. In her effort to ditch her image, she's eschewed the impractical oversized scizore of her training in favor of a similarly oversized, but more practical axe and forgone her reinforced costume in favor of traditional armor. She's changed her gear, but she can't seem to shake the fighting style entirely. She'll forget herself from time to time, and allow her enemy to score hits on her just to show off. She figures she's level-headed and, with just a few notable exceptions, a good judge of character. ![]()
Well, it seems I've made the mistake of giving up too early - I had gotten it into my head that the deadline was midnight of yesterday, so I sort of gave up on getting done in time. I think I have five hours, if I'm doing the time conversion right. I should be able to get done in five hours, so that is major good news. |