Degnax 1e's page

Organized Play Member. 11 posts (503 including aliases). No reviews. No lists. No wishlists. 20 Organized Play characters.


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GM Wolf wrote:

With the +3CR template you get 6 gestalt levels.

Weeeknight wrote:

Just want to point out that the template can only be CR+2 or below so that template probably won’t be allowed

From what I can see, GM Wolf allowed it as long as only 6 gestalt levels were taken


I was thinking of making a Jotun Paragon 6/ Blacksmith 6 Jotun with the Protean Attractor (keketar) +3cr template

Obviously with the class choice I'm going for the giant blacksmith trope, however with the Protean Attractor template I'm hoping to build a character that enjoys a little chaos and teams up with his tag along to cause it. I know everything there is 3pp so if I need to change anything I will. I know blacksmith is spheres and you were reluctant earlier to use the system

Anyways here's some dice rolls in the meantime so I can start on crunch while I think up some more backstory info

character generation: 5d6 ⇒ (3, 4, 2, 2, 2) = 13-2=11
character generation: 5d6 ⇒ (4, 4, 1, 2, 2) = 13-1=12
character generation: 5d6 ⇒ (5, 4, 4, 2, 4) = 19-2=17
character generation: 5d6 ⇒ (5, 5, 6, 1, 5) = 22-1=21
character generation: 5d6 ⇒ (4, 5, 2, 3, 4) = 18-2=16
character generation: 5d6 ⇒ (4, 4, 4, 2, 3) = 17-2=15


I made a post stating interest last month and then life kinda happened. Sorry about that. If you are still looking to recruit I'd love to whip up a character now. Premise is great and the character creation looks super fun


I'm interested, have to see about a concept, won't really have time to build a character for a couple days though.

Also is it 1 bonus per 3 sentence paragraphs or 1 bonus per 3 paragraphs it's late and I'm not reading properly lol


Here is Robert, made some changes to make the backstory more historicaly accurate and to make more sense with his classes. Going to convert this into alias if everything looks good to you GM

Robert “The Horseshoe” Wellesley

Full title: Major Lord Robert Wellesley
Alignment: Chaotic Good
Race: Human (halfling and half-orc race traits)
Class: Gunslinger (mysterious stranger/pistolero) 3 / Bard (Archeologist) 1
Favored Class: gunslinger
Deity: Tyche (Chaldira equivalent)

Init: 4 | Perception: 8

Languages: English, Latin, Greek, Ancient Greek

Stats:

Str 13 | +1
Dex 18 | +4
Con 12 | +1
Int 14 | +2
Wis 12 | +1
Cha 18 | +4

Offense:

BAB:3
Speed:30ft
CMB:4

Weapons:
MW Pistol: Attack:+8 | Damage:1d8+4 | Crit:19-20/x3 | 2lbs | B/P
MW Heavy Pistol: Attack:+8 | Damage:1d10+4 | Crit:19-20/x3 | 2.5lbs | B/P
Machete: Attack:+8 | Damage:1d6+1 | Crit 19-20/x2 | 2lbs | S

Spells Per Day:
Bard: 0: -/day 1st: 2/day

Defense:

AC: 21=10+6armor+4dex+1gnsl
Touch:20
Flat: 16
CMD: 18
HP: 42

Fortitude: 4=3base+1con
Reflex: 9=5base+4dex
Will: 6=3base+1wis+2luck

Racial Features:

Adaptable Luck: 3/day +3 luck bonus to ability check, attack roll, saving throw or skill check if chosen before roll or +2 if chosen after roll (altered by fate favored)
Small Quarter Ally: Grants a +1 luck (+2 on self) bonus to themselves and allies of the same size category within 60 ft against fear effects (altered by fates favored)
Skilled: +1 skill point per level
Bonus Feat: gain additional feat at level 1

Gunslinger Class Features:

Archetype: Mysterious Stranger (free), Pistolero

1.Pistol training: add dex to damage for pistols, +1 damage for ever 4 levels after 1st (altered level for advanced firearms)
1.Grit:4
1.Deeds:
1 - Up Close and Deadly: spend 1 grit to deal 1d6 precision damage on a hit, deal half bonus damage as a grazing hit on a miss
1 - Focused Aim: spend 1 grit as a swift action to gain damage on firearms equal to charisma bonus on all firearm attacks until end of turn
1 - Gunslingers Dodge: spend 1 grit as an immediate action to move 5 feet and gain +2 Ac vs triggering attack (triggers aoo) or can drop prone instead and gain +4 Ac vs triggering attack
1 - Quick Clear: as long as gunslinger has 1 grit they can remove the broken condition from a single firearm they are wielding as a standard action. The gunslinger nay also spend 1 grit to instead perform this action as a move action
3 - Gunslingers Initiative: as long as gunslinger has 1 grit gain +2 initiative and draw a single unhidden fire arm as part of initiative if quick draw feat is owned
3 - pistol whip: spend 1 grit to make a standard action melee attack with butt of firearm, make CM to know target prone as free action. 1d6 20/x2 for one handed 1d10 20x2 for two handed
3 - Utility Shot: as long as the gunslinger has 1 grit point they can make a utility shot (see utility shot deed to see list)
1.Strangers Fortune: ignore firearm misfire 4/day (altered level for advanced firearms)
2.Nimble +1
2.Lucky: +2 luck bonus to will (altered by fates favored)

Bard Class Features:

Archetype: Archivist (free), Archeologist

1.Bardic Knowledge: + ½ level to Knowledge Checks and can make all knowledge skills untrained
Archeologist’s Luck: +2 (altered by fates favored) luck bonus for attack, saving throw, skill and damage rolls. 14/day

Spells Known: 0th:4 1st:2

Spells/day: 0th:- 1st:3

Feats and traits:

Traits:
Relic Hunter: Ancient Greek (campaign)
Fate’s Favored (faith)
Tyche’s Luck (Chaldira’s luck altered for earth) (religion)

Feats:
1.Quick Draw
1.Risky Strike
1.Fortunate One
2.Rapid Reload (Pistol)
3.Precise shot
4.Extra Performance

Skills:

Acrobatics: 8=1rank+4dex+3misc
Appraise: 10=4rank+2int+4misc
Athletics: 5=1rank+1str+3misc
Bluff: 11=4rank+4cha+3misc
Diplomacy: 11=4rank+4cha+3misc
Disable Device: 6=2rank+4dex
Drive: 8=1rank+4dex+3misc (assuming class bonus)
Intimidate: 8=1rank+4cha+3misc
Knowledge Dungeoneering: 8=2rank+2int+4misc
Knowledge Engineering: 7=1rank+2int+4misc
Knowledge Geography: 8=2rank+2int+4misc
Knowledge History: 11=4rank+2int+5misc
Knowledge Local : 7=1rank+2int+4misc
Knowledge Religion: 11=4rank+2int+4misc
Perception: 8=4ranks+1wis+3misc
Pilot: 8=1rank+4dex+3misc (assuming class bonus)
Sense Motive: 9=4rank+1wis+3misc
Survival: 5=1rank+1wis+3misc

Bard spells:

0th: Detect Magic, Read Magic, Know Direction, Light

1st: Cure Light Wounds, Abundant Amunition

Equipment:

Carrying Capacity: 50lbs, 58lbs with MW Backpack

MW Backpack 4lbs, MW Thieves Tools 2lbs, Climbers Kit 5lbs, Flashlight 1lb, Magnifying Glass, Journal 1lbs, Pen x5, Compass 0.5lbs, Map 2lbs, Mirror 0.5lbs, Silk Rope (50ft) 5lbs, Grooming kit 2lbs, Grappling Hook 4lbs, 10x Rations 10lbs, Mess Kit 1lbs, Flint and Steel, Lighter, 2 x Waterskin 4 lbs, tyche gold coin

Total Weight: 49.5lbs (including weapon weight)

Character Concept:

Robert is an ex-military archeologist. He knows how to command a room and troops, as well as lead common workers. He is outgoing and adventurous and a little to reliant on his luck. Robert is a defender standing up against bullies both local and on a world stage. He loves to collect new found things, especially if the pertain to Tyche his patron goddess. He is quick to make friends, but not quick to have deep trust. With quick reflexes and a big personality he makes his way through combats as a leader by example and command. Quick to the draw he favors a pistol to other firearms as it feels more natural in his hand. He is both a relic hunter by choice and a veteran and protector by circumstance.

Backstory:

Robert was born to the 4th Duke of Wellington, Lord Arthur Wellesley, as his 7th child and 4th son, in 1895. Growing up amongst his family and other members of the peerage he quickly learned his way around social gatherings especially, learning the ins and outs of high society. As he grew he watched his father and Brothers with pride and wanted to follow in there footsteps. He schooled at Eton, from which he graduated in 1913 and was commissioned as a second lieutenant in the Grenadier Guards. In 1914 when the Great War started, Robert was promoted to temporary Lieutenant in charge of a platoon in the infantry under Major Elliott Grenshaw. Throughout 1914-15 Robert Served as leader as his platoon without losing any men, narrowly avoiding death sometimes but somehow always pulling it off by the skin of his teeth, gaining the nickname Lieutenant Horseshoe. He was permanently promoted to lieutenant and temporarily promoted to captain serving as second in command to Major Grenshaw. Grenshaw took Robert under his wing to teach him how to command larger companies in actual combat situations. In 1916 Major Grenshaws company participated in the Battle of Sommes. Upon successfully helping lead his company to safety and through their offensives with seemingly supernatural capabilities and feats of daring in some instances. Major Grenshaw took some shrapnel to the leg and Robert was permanently promoted to Captain and Temporarily promoted to Major, taking over the Company temporarily. Leading His company, with his second, Captain Richard Pithard, through the 100 day Offensive with minimal casualties due to a lucky break from an artillery strike, he gained the permanent rank of Major and retained command of the company until the German surrender. After ww1 he sent to support during the Russian civil war before being recalled to participate in the anglo-irish war to help quell the irish uprising; in both of which he kept up his streak of luck to keep his company alive. From then on he joined a few more military operations before deciding to retire from active military, staying as a reservist in the territorial army, in 1925. Starting in the new semester Robert enrolled at Cambridge University to study archeology. During his studies at Cambridge he discovered a love for Ancient Greece and made friends outside the military for the first time in his adult life, One being his best friend George Turling. After completing his course in 1930 he began his first trek into Greece in search of what could be possible historic sites. He stumbled into what appeared to be no more than a cave but quickly discovered what looked to be a small personal shrine to the goddess Tyche. He touched an idol in the likeness of her and gained what seemed to be a vision of the mystical, of things that felt familiar to him, yet so foreign at the same time. Brushing it off as fatigue from the hike to the location he quickly marked the his the cave and wrote his route on a map, he left with what artifacts he could fit in his backpack. He returned to get help from his friends and to make a call to his father to see if he could secure funds to rent the necessary equipment for the expedition. A month later he secured the equipment and the help he successfully excavated the shrine within 4 months and made his first publication in the Archeological world. In 1932 he joined the excavation in Athens briefly finding the initial start of the Stoa of Zeus Eleutherios. He spent the season on this dig and ended up forming a friendship with Piet de Jong, fellow brit who was the artist and an archeologist on the dig. In 1933 Robert flew his friend George over to Greece for a trip and they decided to hike Mt. Smolikas. On their hike they ended up lost in the dark on a cloudy night. They took a break and Robert closed his eyes and took a breather and as if something spoke to him, he had this feeling that North was straight ahead not to their back as they had guessed. Acting on this they headed back north a distance before finding a cave they missed on the way up. Deciding it was safer to camp for the night than stumble down the mountain in the dark, they spent the night there. Upon waking up in the morning they took an actual look around the cave they were in and discovered it was more than a cave, it was A temple! Excited the men ran back to town as fast as they could to secure supplies that would help them see and perhaps grab some surviving relics. Upon return they entered with flashlights to find a temple dedicated to Tyche Protogeneia. Upon approaching the main statue they George found a remarkably well preserved scroll formed from papyrus. Upon examination he found he couldn’t read it and passed it to Robert to try. When looking at it, it didn’t look like any language Robert knew but somehow he still knew what it said. After reading it suddenly the scroll caught fire out of know where, leaving both men stunned. After the incident the decided to leave and set up a proper excavation. Upon funding it and participating in the initial seasons of excavations, Robert left back to England to set up a collection for the excavation titled “Fortune’s Collective” which include artifacts from the small shrine found in the beginning of his archeological career.

Personality and Motivations:

Robert is a Carefree fellow when the situation allows but has a sense of duty instilled in him by his father. He is dedicated to freedom of his fellow man and his country and will rise to defend those in need. When possible he spends his time exploring and trying to find those blips of the unknown he has been experiencing. As seen with his military service he has the capabilities to lead and to be disciplined, as well as the desire to protect his country and the world from threats. He is also willing to put in the work to discover the unknown and enjoys doing such, always looking for the unexplored and undiscovered and always seeming to have the luck to do so. He is also quickly bored once the initial discovery is done and is more than happy to use his families money (and his own from smart investment of his military stipend) to have someone else finish the job while he searches for the next adventure. In no small part is his success, both military and archeological, contributed to his unnatural luck, so since the day he first found that Tyche shrine, he makes sure to give a dedication to her

Alignment and Morals:

Robert is Chaotic Good, always looking out for the greater good but more than willing to take relics from a country for his own collection

Robert is part of the Tories just as his father is. Sitting more central and than some but still right wing. He supports the views of the conservative party and its choice to support MacDonald in 1931. He was of a mind though that if the unemployment benefits were to be cut so should some of the benefits of the wealthy. This fell on deaf ears amongst his colleagues in the peerage but was supported by his college friends.

Robert will stop and help someone in need if he sees them, not a fan of handouts whenever he could he would offer job opportunities as labor for his digs, sponsoring room and board as well as what he could for wages.

Robert has a dislike of Germany and its allies in terms of countries and politicians but isn’t willing to stoop to racism and hatred of the individual, preferring to avoid them if possible but able to be amicable if forced to interact.

Connections:

Lord Arthur Charles Wellesley, 4th Duke of Wellington: Robert’s Father, A strict but fair man who loved his children but didn’t spend a lot of time with them. Had a deep sense of Duty and did his best to instill that in his children as well.

Major Elliot Grenshaw: Robert’s mentor, as straight laced as they come. Stereotypical army officer, but not afraid to give credit where its due and help raise up those with talent. Stepped in to show the green leader Robert the ropes and was patient with him while he learned

George Turling: Robert’s best friend found through a shared love of archeology. George is adventurous and mischievous, loves a good prank. George is one person who Robert can call on and he will be there in the drop of a hat, just as he would for George. George has a preference for the physical exploration and excavation over the paperwork and library work.

Piet De Jong: First generation Brit born to Dutch immigrants. Piet is a bit eccentric but very passionate. In the brief time they spent together Piet and Robert bonded over a love of ancient Greece and there time in the military. Piet is an archeologist and an extremely talented artist.


wanderer82 wrote:

Degnax

Your two bonus racial traits need to come from the same race, not two different races, sorry. Hoping to see a backstory and concept.

I sent you a pm with a question a concept and part of my backstory that I have so far


Also are we following normal aging rules? Pf age has humans as adult at 16 and middle age by 35 while by earth standards you aren't an adult until minimum 18 in most cultures and Middle age is around 40 according to most information website (I.e Wikipedia, Britannica). I'm leaning towards being drafted at the tail end of ww1 for an explanation on certain parts of my character but I don't really want the middle aged penalties that would be incurred if we are set in 1935

Well either way here is the crunch of my character while I finish writing out my backstory. Just waiting on HP to be fully finished

Robert Wilson

Alignment: Chaotic Good
Race: Human (halfling and half-orc race traits)
Class: Gunslinger (mysterious stranger/pistolero) 3 / Bard (Archivist/Archeologist) 1
Favored Class: gunslinger
Deity: Tyche (Chaldira equivalent)

Init: 4 | Perception:

Languages: English, Latin, Greek, Ancient Greek

Stats:

Str 13 | +1
Dex 18 | +4
Con 12 | +1
Int 14 | +2
Wis 12 | +1
Cha 18 | +4

Offense:

BAB:3
Speed:30ft
CMB:4

Weapons:
MW Pistol: Attack:+8 | Damage:1d8+4 | Crit:19-20/x3 | 2lbs | B/P
MW Heavy Pistol: Attack:+8 | Damage:1d10+4 | Crit:19-20/x3 | 2.5lbs | B/P
Machete: Attack:+8 | Damage:1d6+1 | Crit 19-20/x2 | 2lbs | S

Spells Per Day:
Bard: 0: -/day 1st: 2/day

Defense:

AC: 21 = 10+6armor+4dex+1gnsl
Touch:20
Flat: 16
CMD: 18
HP:

Fortitude: 6 = 3base+1con+2luck
Reflex: 11 = 5base+4dex+2luck
Will: 6 = 3base+1wis+2luck

Racial Features:

Adaptable Luck: 3/day +3 luck bonus to ability check, attack roll, saving throw or skill check if chosen before roll or +2 if chosen after roll (altered by fate favored

Sacred Tattoo: +1 luck bonus to saving throws

Skilled: +1 skill point per level

Bonus Feat: gain additional feat at level 1

Gunslinger Class Features:

Archetype: Mysterious Stranger (free), Pistolero

1.Pistol training: add dex to damage for pistols, +1 damage for ever 4 levels after 1st (altered level for advanced firearms)
1.Grit:4
1.Deeds:
1 - Up Close and Deadly: spend 1 grit to deal 1d6 precision damage on a hit, deal half bonus damage as a grazing hit on a miss
1 - Focused Aim: spend 1 grit as a swift action to gain damage on firearms equal to charisma bonus on all firearm attacks until end of turn
1 - Gunslingers Dodge: spend 1 grit as an immediate action to move 5 feet and gain +2 Ac vs triggering attack (triggers aoo) or can drop prone instead and gain +4 Ac vs triggering attack
1 - Quick Clear: as long as gunslinger has 1 grit they can remove the broken condition from a single firearm they are wielding as a standard action. The gunslinger nay also spend 1 grit to instead perform this action as a move action
3 - Gunslingers Initiative: as long as gunslinger has 1 grit gain +2 initiative and draw a single unhidden fire arm as part of initiative if quick draw feat is owned
3 - pistol whip: spend 1 grit to make a standard action melee attack with butt of firearm, make CM to know target prone as free action. 1d6 20/x2 for one handed 1d10 20x2 for two handed
3 - Utility Shot: as long as the gunslinger has 1 grit point they can make a utility shot (see utility shot deed to see list)
1.Strangers Fortune: ignore firearm misfire 4/day (altered level for advanced firearms)
2.Nimble +1
2.Lucky: +2 luck bonus to will (altered by fates favored

Bard Class Features:

Archetype: Archivist (free), Archeologist

1.Bardic Knowledge: + ½ level to Knowledge Checks and can make all knowledge skills untrained
Archeologist’s Luck: +2 (altered by fates favored) luck bonus for attack, saving throw, skill and damage rolls. 14/day

Spells Known: 0th:4 1st:2

Spells/day: 0th:- 1st:2

Feats and traits:

Traits:
Relic Hunter: Ancient Greek (campaign)
Fate’s Favored (faith)
Tyche’s Luck (Chaldira’s luck altered for earth) (religion)

Feats:
1.Quick Draw
1.Risky Strike
1.Fortunate One
2.Rapid Reload (Pistol)
3.Precise shot
4.Extra Performance

Skills:

Acrobatics: 8 = 1rank+4dex+3misc
Appraise: 10 = 4rank+2int+4misc
Athletics: 5 = 1rank+1str+3misc
Bluff: 11 = 4rank+4cha+3misc
Diplomacy: 11 = 4rank+4cha+3misc
Disable Device: 6 = 2rank+4dex
Intimidate: 8 = 1rank+4cha+3misc
Knowledge Dungeoneering: 10 = 4rank+2int+4misc
Knowledge Engineering: 7 = 1rank+2int+4misc
Knowledge Geography: 8 = 2rank+2int+4misc
Knowledge History: 11 = 4rank+2int+5misc
Knowledge Local : 7 = 1rank+2int+4misc
Knowledge Religion: 11 = 4rank+2int+4misc
Perception: 8 = 4ranks+1wis+3misc
Sense Motive: 9 = 4rank+1wis+3misc
Survival: 5 = 1rank+1wis+3misc

Bard spells:

0th: Detect Magic, Read Magic, Know Direction, Light

1st: Cure Light Wounds, Abundant Amunition

Equipment:

Carrying Capacity: 50lbs, 58lbs with MW Backpack

MW Backpack 4lbs, MW Thieves Tools 2lbs, Climbers Kit 5lbs, Flashlight 1lb, Magnifying Glass, Journal 1lbs, Pen x5, Compass 0.5lbs, Map 2lbs, Mirror 0.5lbs, Silk Rope (50ft) 5lbs, Grooming kit 2lbs, Grappling Hook 4lbs, 10x Rations 10lbs, Mess Kit 1lbs, Flint and Steel, Lighter, 2 x Waterskin 4 lbs

Total Weight: 49.5lbs (including weapon weight)

Backstory:

TBD


Seth86 wrote:
I believe GM said 1935

Thanks! I must have missed that.

Was it ever clarified how hit points were being determined?

Trying to get some of my character sheet fleshed out


When exactly in the 1930s are we looking at? Trying to gauge how old exactly my character is and what events he may have taken part in


Also wondering if we are allowed to take racial feats based on the alternate race Traits we take from other races. I have my eyes on halfing feats for adaptive luck


Rough character idea is a mysterious stranger gunslinger/archeologist bard. He's managed to become a pretty good field archeologist (read as: tomb raider) through grit, charm and no small amount of luck. Along the way hes discovered that those ancient superstitions and tales were more than what they seemed, driving him to seek more and unravel the truths of this world burried so deep.

I was wondering if the free Archetype applies to all classes taken or just the first? Hoping to take desnas divine fighting technique but can't if Versatile performance is already gone lol. Was gonna look into who of the earthen pantheons would be a good replacement god/godess and pickup the star knife through ancient text and divine inspiration.