Judge Trabe

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547 posts. Alias of The Indescribable.


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DM TreasureFox wrote:
Well, technically Furnok is in there too XD

Longest lasting, not original. Furnok was dead for a good long time leaving his resume a little short.


So Cleo, Helgarr, have you two realized you're the De Facto leaders as the longest lasting members?


Like the party the opponents will be slaves or captured beasts. No age limits or gender restrictions, just who survives and who doesn't.


Okay well I'm not going to make this harder on myself by trying to hack the system.

So here's what I propose. Several easy fights with NPC levels to see who's worthy of becoming part of the main game. Each player can make two npc leveled characters. as I fully intend to murder at least one of them. The one of yours that survives (provided it isn't a tpk will get trained. If both of your characters survive you choose which one and the other succumbed to his wounds or died during training.


Well the initial thought is for the game to be escaping the arena. That may be the penultimate plot.


I am considering using NPC classes, but that seems like a bad long term solution if the game continues past the arena.


Yes well. You've given a gnome prank ideas so... prepare to regret things


Damn Treasurefox. You know Varisia well huh?


Oh, by the way, I'm seventy.


I think we have different views on how many gnomes are criminals.


Right now that's all I got. I do like Jagael's idea of me creating the characters. Or at least building the classes. The outside world I'm not sure. I was thinking it might be a short adventure before seeing what would happen.


Well that's easy. His literal obsession is ancient thassilon. As for criminality, he's bought things from black market dealers when he couldn't find them legally but he's no more a criminal than most Gnomes. You can probably expect him to pull pranks like switching people's unattended items around to different pockets. And if you'll recall wabbits prank with the wasp nest that is also in line with a gnome's sense of humor.


You are normal everyday people, you have been kidnapped and enslaved. You are forced into an arena and trained to be adventurers. But your training is stunted. You are trained in what they want you trained in. Wizards are taught only the spells that they want them to cast. The rogue isn't taught to pickpocket or be stealthy. They have taken away the greatest tools you have for escape and put you in a dungeon they've built inside an arena. How will you and your comrades in arms escape when they've taught you everything you know, but not everything they know?


Sure. just needed you to okay him. Just let me read up I'm a couple pages behind. Any thoughts on how to introduce me.


Cleo Gingerberry wrote:
The peacock feathers are a nice touch :)

I especially liked the Mushroom cap hat. I got that off a comic with a gnoll. I'd share it here but, uh, very NSFW. It's called By The book if you're interested. It's also hilarious.


Wow. Okay, Background generator is, well, fairly useless with my backstory other than confirming my parents are alive and I have no siblings. Otherwise I would have murdered multiple soldiers which had something to do with my family and yeah. I woulda ended up very very evil. So may I present Wilhim, a pink and green mottled maniac with electric blue hair and a massive preserved mushroom cap on his head decorated with several brightly colored peacock feathers sticking out of it.

Wilhim
Male gnome alchemist 5 (Pathfinder RPG Advanced Player's Guide 26)
N Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +12
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Defense
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AC 17, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 size)
hp 43 (5d8+15)
Fort +7, Ref +6, Will +3; +2 vs. illusions, +4 bonus vs. poison
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee mwk cold iron dagger +5 (1d3/19-20) or
. . mwk longspear +5 (1d6/×3)
Ranged acid bomb +7 (3d6+4 acid) or
. . bomb +7 (3d6+4 fire) or
. . frost bomb +7 (3d6+4 cold)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks bomb 9/day (3d6+4 fire, DC 16), hatred
Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Alchemist Extracts Prepared (CL 5th; concentration +9)
. . 2nd—barkskin, cure moderate wounds
. . 1st—cure light wounds (2), enlarge person (DC 15), shield (2)
--------------------
Statistics
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Str 10, Dex 12, Con 14, Int 19, Wis 12, Cha 14
Base Atk +3.75; CMB +2; CMD 13
Feats Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Point-Blank Shot, Throw Anything
Traits firebug, Trap Finder
Skills Acrobatics +0 (-4 to jump), Appraise +12 Craft (alchemy) +14 (+19 to create alchemical items), Disable Device +16, Disguise +2, Fly +7, Heal +9, Knowledge (arcana) +12, Linguistics +5, Perception +11, Sleight of Hand +8, Spellcraft +9, Survival +9, Use Magic Device +10; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Daemonic, Draconic, Dwarven, Gnome, Goblin, Sylvan, Thassilonian
SQ alchemy (alchemy crafting +5), discoveries (acid bomb, chameleon[ARG], directed bomb, frost bomb), gnome magic, mutagen (+4/-2, +2 natural armor, 50 minutes), poison use, swift alchemy
Combat Gear mutagen[APG]; Other Gear +1 chain shirt, mwk cold iron dagger, mwk longspear, cloak of resistance +1, headband of vast intelligence +2, Flask of Preservation (level one) (x2), Traveler's Any-tool, alchemist starting formula book, alchemy crafting kit[APG], bedroll, belt pouch, concealable thieves' tools[UI], flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 711 gp
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Special Abilities
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Acid Bomb (Su) Bomb deals acid damage and additional 1d6 acid damage 1 rd later.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+4 (9/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Chameleon (Su) An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Directed Bomb (Su) The alchemist can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The alchemist chooses the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb
Frost Bomb (DC 16) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trap Finder

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Formula Book
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1st—cure light wounds, enlarge person (DC 15), shield, Body Capacitance, Shock Shield, Recharge innate Magic, Targeted Bomb Admixture.
2nd—barkskin, Cure Moderate wounds.


That is a pretty cool item. Imagine the possibilities as you hold it under your cloak. Pickpocketing, tying shoelaces together. Unlatching enemy armor as they monologue right before the big fight. Lots of possibilities for sneakiness. Maria would have had fun with it.


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Okay, so here's what I've got for a background. I'm going to flesh it out tomorrow with details from the background generator. Gnome grew up on the road in a merchant caravan. His family were a permanent part of it. His dad was an alchemist and provided goods to sell and weapons to use. It was a good life and Gnome studied at his father's feet. He had more of a knack for it than his father and started doing things that terrified his old man and the rest of the caravan. (You can only blow up so many fruits and vegetables after all.)

When he wasn't pelting the caravan with pieces of exploding watermelon he was running around with the other kids. Being an archetypical member of his race his curiosity got him into trouble on more than one occasion. The most noteworthy one being when the floor of a cave he was exploring collapsed. That was his first true time in a dungeon. He woke up and after barely surviving numerous deadly traps. (Mostly broken from age and neglect or designed to injure those quite a bit taller than him) He found an old book. That's where his father found him. That book mesmerized him for some reason and he sketched out the faded letters over and over again. He was heartbroken when his father sold it but he still had his drawings. On a trip through Magnimar he was able to find someone able to recognize the language as ancient thassilonian. He spent years learning all he could from books and delving into dungeons to find more. Finally he could translate a few of pages he copied as a child. It was a soup recipe. He and his family laughed themselves sick when he told them. They did enjoy the soup though.


Oh well. Now I can finish up my changes and write up his background. Oh and look. You have alchemical items to identify.


I see. Unfortunately it doesn't work that way. A glitch in hero lab. After all, I wouldn't have one as a first level character when I get the bulk of my formulas. And sadly I only get one formula a level.


Hey Cleo, so, I just noticed that the formulas on my sheet were all wonky. I shouldn't have as many second level formulas as I had. Did you buy some in herolab?


Who does have my dagger now anyways?


Sorry, my thing just updated for this. I thought the game had died until I clicked this.


So, what kind of equipment would you guys like me to be carrying besides the basics, as a gnome I can justify a lot of weird shit.


Okay, so I'm being very busy what with American thanksgiving being in a few days and I won't be able to work on my character.


Nah. And lucky it was a small flight of stairs.


Right now my back is less the problem than my hips. What did you do? I fell down the stairs with a bucket full of mop water.


Actually, My back is loosening up. I think I can sit.so.disregard.


Hey Cleo. Could you help ke finish this out? I f&##ed up my back and I'm not sure I could sit and finish the character at my computer. At this point y ou should be able to download the sheet and just gear it up.


I'll work on that and gear


FCB? Also, I'm fairly certain my skills are correct and that I have enough backround skills, let me look. As for 9 I'm getting 1 from my planned headband of vast intellect

EDIT: Oh wait, Favored class bonus and I need to fix my hit points because I got one less. since gm said half plus 1

EDIT 2. Far as I can tell I have it right though I do need another feat (thanks for catching that) and I need to do something with the fcb. Did you input my skills seperately, because I normally have 4 and included the 2 for background skills in that, so my sheet reads six.

edit 3. use a point from my favored class bonus to bring myself up to 45 HP legitimately and took extra bombs fcb 4 times to give myself 2 more bombs. I can throw bombs for DAYS


Aww, thought it was or roll. So that would be 1 lower. Okay then. Also can anybody look this over for me, I'm kinda brain dead right now and I think I just have gear left

https://drive.google.com/file/d/1M5M3GkUyGoefJw3yhN0yS9ic3VvkhcCZ/view?usp= sharing


So it was first three levels max right? That puts me at thirty hit points and I'll roll the the rest.

2d8 ⇒ (6, 5) = 11


Sorry Cleo. The race is already decided. I'm a gnome.


Been a bit distracted, I'm about a third of the way there. Just need to find some time to finish up.


Furnok of Ferd wrote:
Here I am on my mighty mount

Battle Corgi's are always awesome.


No I'm literally leaving it up to you, entirely your discretion. You want Arcana, it'll be arcana


I'm just going to get the f#~@ing mechanics down and stop waiting for inspiration. Hopefully I can come into the fight before this is over and toss a bomb.

I'm going to be buying a headband of vast intelligence. As per your rules it will be less than half my wealth, and I get a bonus to a single skill. (does not stack with my ranks.) No special restrictions on them being intellect skills, Wanna choose a skill for me?


I'd be happy to have him back.


You should message her.


Then don't use it. Just cherry pick what you like.


I like block and will definitely use it next time I run.


Alright then, will pay for ancient thassilonian


Trap Finder


DM TreasureFox wrote:
Offense: Ghouls are finesse based monsters, so they usually hit often, but rarely very hard.

Maria would like to call bullshit.

Also, Could I take a trait from Mummy's tomb? It makes this whole thing a lot easier and gives me trapfinding.


Cool. Just wanted to be clear.


Again no. I was asking your opinion if the alternate element bombs would be treated like normal bombs and do the d6 damage, or if they would take the same bonuses/negatives as the alkahest bombs.


Actually Cleave only works if I hit the first target.


I think you misunderstood me. I wws talking about its damage.


Looking at a Crypt Breaker Alchemist but I have a quest on how you would rule the Alkahest Bombs. Would different energy type bombs still use the same rules as the Alkahest bombs, or would they use normal bomb rules since they aren't acid?

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