Grundhu the Derhii

Critzible's page

Organized Play Member. 2,331 posts (12,502 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 66 aliases.


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Grand Lodge

Hmmm I may switch it up. Especially with the Wanderer path...

Grand Lodge

Gotta Work on the Tuurmec Childs background and why he is in Arrabat

Grand Lodge

interesting

Grand Lodge

Anton Black:

Human
Medium Human N
Hgt.6” Wgt.198 Age:
Init:+2 Perception +4
HP:11 |1d8+3
XP:
Defense:
Armor:
AC:18 |10+4+2+2|
Hide |+4|Max Dex:+4|Penalty:-2|AP:20%|speed20ft|25lbs
Heavy Wooden Shield|+2|-|-2|AP:15%|-|15lb
Fortitude:+4 |2+2
Reflex:+2 |0+2
Will: +5 |2+3

Offense:
Speed:30ft.

BAB:+0
CMB:+4
CMD:14|10+0+2+2

Melee:
Cutlass:+2|1d6+2|18-20/x2|-|4lb|Slashing
Cestus:+2|1d4+2|19-20/x2|-|1lb|Bludgeoning
Dagger(x2)+2|1d4+2|19-20/x2|10ft|1lb|Piercing
Club +2|1d6+2|x2|10ft|3lb|Bludgeoning
Blade Boots +2|1d4+2|x2|-|2lb|Piercing

Ranged
Shurikens:+4|1d6+2*|x2|10ft|Piercing
Normal:1d2+2 Ammo:50 Sacred

Sling+2|1d4+2*|x2|50ft|Bludgeoning
Ammo:10 bullets

Traits:
Talented: Perform(Dance)+1, all Perform skills are now Class skills
Armor Expert: Is comfortable in Armor, reducing its Armor Check Penalty by 1

Statistics:
Str:14 Dex:14 Con:14 Int:14 Wis:16 Cha:10

Skills:6
Knowledge:Religion +6
Spellcraft +6
Heal +7
Survival +7
Profession (Cook)+7
Perception +4

Background:2
Perform:Comedy +4
Perform:Dance +5

Language:Common,
Gear:
Pathfinders Kit: Backpack,Bedroll,Belt pouch,clay mug,dagger*,2 fish hooks,Flint and Steel,Sewing Needle,Signal Whistle,50 ft String, 50ft thread,Waterskin, Whet Stone, 1 weeks rations
Gear maintenance Kit
Grooming Kit
Entertainers Kit
2 Bandoleers
Old Holy Text
Wooden Holy Symbol

Explorer’s Outfit
Entertainer’s Outfit
Patchwork Cloak
Tabard [With Symbol of Scarlet Pointe Shoes]

PP: GP:19 SP:8 CP: 8
Feats:Fast Learner, Point Blank Shot, Weapon Focus(Shuriken)

Class Features:
Aura: Anton has an Aura of Good.
Weapon and Armor Proficiencies:
Simple and Martial weapons as well as Shuriken,All light,medium and Heavy armor and Shields.

Focus Weapon: Gets Weapon Focus for free, this was taken in Shuriken, Lliira’s Weapon of Choice.

Sacred Weapon:Any weapon in which the War Priest has Weapon Focus in is capable of dealing divine damage with the weapon.
Blessings:
Charm:
Charming Presence (minor): At 1st level, you can touch an ally and grant an entrancing blessing. For 1 minute, the ally becomes mesmerizing to her opponents, filling them with either abject admiration or paralyzing fear. This effect functions as sanctuary, except if the ally attacks an opponent, the effect ends with respect to only that opponent. This is a mind-affecting effect.

Travel:
Agile Feet (minor): At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.

Spells:

0-(DC13) 3
1-(DC14) 2

0-Mending,Spark, Guidance
1- Tap Inner Beauty,Hedging Weapons

Grand Lodge

Okay Spiritualist/White Necromancer will be my build.

Grand Lodge

Yeah have to shore up things and Ill post a character over the weekend

Grand Lodge

Gold: 5d6 ⇒ (2, 1, 1, 4, 5) = 13×10

Grand Lodge

1 person marked this as a favorite.
EltonJ wrote:
Critzible wrote:
I think I will switch to a Warpriest of Lliira who uses Shurikens as his Sacred weapon. Dude wants to spread Joy and Happiness.
That's an interesting combination, since Lliira wouldn't normally invest warpriests. It's usually Tempus, Tyr, or Talos. Lliira doesn't see herself as a war deity, usually.

She has a militant sect called the Scarlet Mummers who help to protect preists and festivals. As well as fight against Lliiras enemies.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Thats close but a bit bulky

Grand Lodge

Might do my Grave Digger Concept looking at some 3rd party classes for my Shovel Knight style warrior

Grand Lodge

I think I will switch to a Warpriest of Lliira who uses Shurikens as his Sacred weapon. Dude wants to spread Joy and Happiness.

Grand Lodge

Interesting

Grand Lodge

Still have an Idea for my Dwarf Gunslinger, this time would be a different clan though.

Grand Lodge

YES though I don't have a lot of Details for Condath so I will have to look at what I have and online that's free.

Grand Lodge

Sadness I would have loved to Play Digger but its fine.

Congrats all to those who have been picked

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Yeah I want her to have access to the Doshko due to back ground. So thats fine. But now I have her moniker as Ruby Boom. My background is shaping up nicely. She is obbessed with Wonderful Wizard of Oz and has the book. And the Religious bible of Damitosh

Grand Lodge

Warforgwd Artifixer?

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

I think her known moniker is "Cherry Pitt" as she loves cherries and often eats them. Lol workinf on a name, but I know she was given Mainentance duties or Cook on Vesk ships and built weapons, armor and Tin Man on her down time. Thinking of picking up a
Weapon profiency for either longarms or advanced Melee. Or both.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Sorry been a crazy week, and been working on my character. Including name and Drone. Though the drone will have a Heavy Weapon

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

I hopefully will get to finish some stuff today

Grand Lodge

1 person marked this as a favorite.
Male Aasimar Wizard 18/ Rogue2

Draconic for magic

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Betty isnt a bad name for a ship

Give her a sadsy Beatty White AI too

Grand Lodge

Male Aasimar Wizard 18/ Rogue2
Burlap 'LongTail' wrote:

Or a variation on your theme, Joyride. We got handed this old rust-bucket that is a 'retro' design because it is a hundred years out of date. But with our Technomancer and Mechanic who say, "Yeah, I can totally fix that" and 30 gallons of paint, we've managed to update her systems, weapons, engines, etc.

It kinda fits with the fugitive fleet idea. As long as a ship isn't leaking atmosphere, it's good to go.

Yep Duct tape, chicken wire and bubblegummed this baby together

Grand Lodge

Male Aasimar Wizard 18/ Rogue2
Burlap 'LongTail' wrote:
Critzible wrote:
Mine is gonna have a prehensil tail and a Robot named Tim.
Sooo... she's gonna be popular with the gentlemen. ;)

Only if they are Hydralic and greasy

Grand Lodge

1 person marked this as a favorite.
Male Aasimar Wizard 18/ Rogue2

Mine is gonna have a prehensil tail and a Robot named Tim.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Is our ship gonna be like the Winnebago fro. Spaceballs

Grand Lodge

Hoping to have a Character up and ready in a couple days.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Nice!!! I can work with that a Vesk Robotisist Mechanic

Grand Lodge

Melairkin Dwarves!! Find them. Nice. Now I know what to build a backstory off of.

Elton do we have a year when this starts in game

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

What level? So I know what my build will be.

But she likes battle bots.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Ive played a Soldier, Mechanic, Mystic, Operative and Technomancer

Grand Lodge

2 people marked this as a favorite.
Male Aasimar Wizard 18/ Rogue2

Should be fun we could be like the A Team

Grand Lodge

I think hell be a dwarf from waterdeep/ undermountian

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

I have arrived

Grand Lodge

Yep, though not sure if I want to go Roboticist or tinkerer... She will probably be focused on weapons and ships weapons and defense.

Kinda want a Rosey the Riveter, meets Chewbacca, meets Rocket Raccoon

Grand Lodge

I could try my hand at a Vesk Mechanic

Grand Lodge

So I assume the base races of Pathfinder Core and Starfinder Core?

Grand Lodge

Yep I will have to look at his background and see where that fits in.

Grand Lodge

I might make him a full Musket Master

Grand Lodge

1 person marked this as a favorite.

Interesting

Grand Lodge

Good my Dwarf Crossbow merc will be ready. Ill try to get a good solod background foe a Shield dwarf seeking fortune in the Border Kingdoms

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Background Skills?

Grand Lodge

GP: 5d6 ⇒ (2, 1, 6, 4, 4) = 17x10=170

Grand Lodge

Critzible wrote:
** spoiler omitted **...

Lol forgot to update my age hair and eye color. Lol

Grand Lodge

Wpuld a Dwarf Bolt Ace work. I think I have focused on that for a build here.

Grand Lodge

Digger Crunch:

Human 1st
NG Age:20 Hgt:2 Wgt: 33lb Hair: Brown Eyes:Hazel
Init: Perception: Speed:30ft
Str13 Dex12 Con14 Int16 Wis14 Cha10
Defense:
AC| 15|10+4+1|Touch:11|FF:14|
Chain Shirt:+4+1
CMD:12 |10+1+1|
CMB:+1 |+1|
HP:11
Fort:+2|+0+2
Reflex:+3|+2+1
Will:+4|+2+2

BAB:+0
Weapons:
Lantern Staff: +1 1d6+1
Shovels(3):+1 1d8+1
Daggers(10):+1 1d4+1
Cestus:+1 1d4+1

Ranged
Stone Bow:+1 1d6
Ammo:20 bullets

Skills:11
Craft(Alchemy) +7|1+3+3
Knowledge(Planes) +7|1+3+3
Knowledge(Religion)+7|1+3+3
Knowledge(Nature)+7|1+3+3
Heal +6 |1+2+3
Intimidate +4|1+0+3
Perception +6|1+2+3
Perform(Oratory)+4|1+0+3
Sense Motive+6|1+2+3
Stealth +5|1+1+3
Spellcraft +6|1+3+3

Background 2
Craft(Herbalism) +7|1+3+3
Profession(Mortician) +6|1+2+3

Traits:
On the Pay roll

Feats:
Fast Learner
Shikigami Style

Equipment:
Explorers Outfits
Investigators Kit
Scarf,Filter
Scarf Reinforced
Neck guard
Adventurer’s Sash
Coffee Pot
Coffee (pound)
Silver Holy Symbol(Phrasma)
Holy Text (Phrasma)
3 Shovels
Hammer
Crowbar
Boline
Ear plugs
Grooming Kit
Gear Maintenance Kit

Human:
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Investigator:
Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-leve lplus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex)4
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Weapon and Armor Proficiencies
A gravedigger is proficient with simple weapons and scythes, and can fight with gravediggers’ tools such as a shovel or lantern as if she had the Catch Off-Guard feat.

A gravedigger is proficient with light armor, but not with shields.

Limited Alchemy
A gravedigger prepares and uses extracts as an investigator but gains no other benefits of the alchemy ability. This also means that a gravedigger can’t take the alchemist discovery investigator talent or any discovery that affects or involves alchemy.

Grave Magic (Sp)
A gravedigger can sacrifice unused extract slots of the level given below or higher to use the following spells as spell-like abilities, using her investigator level as her caster level and her Intelligence to determine DCs: 1st—expeditious excavation; 2nd—calm spirit; 3rd—speak with dead; 4th—rest eternal; 5th—call spirit; 6th—undeath to death.

Relic Focus (Su)
A gravedigger can form a psychic bond with a skull or bone that she has personally exhumed or recovered from a burial site, using it as an occultist necromancy implement and gaining its base focus power. The gravedigger cannot invest mental focus into the implement and thus doesn’t receive any resonant powers. However, once per day she can expend one use of inspiration to use any focus power she knows that has a cost of 1 point of mental focus. She can do this an additional time each day at 3rd level and every 3 investigator levels thereafter. To activate a focus power that costs more than 1 point of mental focus, the gravedigger can expend that number of daily uses of this ability (as well as uses of inspiration) at the same time. In addition, any number of times per day, she can expend 1 use of inspiration to use grave words as spell-like ability.

Mind Fear (Sp)
As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear.

The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.

Grand Lodge

Oooo Mythic Evil...interesting

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

I need to do that.

I will post my ordera and proclamation to the world

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

My post keeps getting eaten!!!!

Grand Lodge

Realms or Darksun...Im partial to the Realms

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