Aldern Foxglove

Digger Chandler's page

859 posts. Alias of joerice.


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I'm working on a Charlatan/Heister Unchained Rogue. Local ne'er do well small-time crook with a secret hope for a more meaningful life.


Working on a Cardinal of Naderi. SO MUCH black eyeliner.


I'd love to roll up a Dandy Ranger. Front-liner with social bits. Maybe some multiclassing, but that's the main bit.


Oh, yeah...

4d6 ⇒ (6, 6, 1, 5) = 18 17
4d6 ⇒ (5, 3, 5, 6) = 19 16
4d6 ⇒ (3, 3, 5, 3) = 14 11
4d6 ⇒ (3, 5, 5, 3) = 16 13
4d6 ⇒ (1, 4, 4, 5) = 14 13
4d6 ⇒ (3, 6, 4, 2) = 15 13

Um, I can deal with that.


I'd love to roll up a hard boiled dick for this!


I'm submitting my concept for Lucio Lotheed. Yes, THOSE Lotheeds. (He hates his family SO MUCH.) He's a fabulous, flamboyant minor courtier and provocateur with a secret: he's also a brutal punisher of the corrupt and evil. Human for sure, class is down between a Dandy Ranger or a Hangman Vigilante. He's Chaotic Good, but with a mean streak when it comes to muckity-mucks who make life worse for everyone else. Depending on the class/what is needed he'll be an archer or grappler in combat (maybe both?) and a beast of a social skill monkey. Spycraft and intrigue are his breakfast, judgement and death his dessert.

I've been playing pbp before I even knew that was what it was called. I love Pathfinder's crunchiness, but it's at its best (for me) with heavy social/rp components. I want to develop a character that grows with and because his companions and their experiences. I've been wanting to play this since it was announced, and now I have a lot more time to do so!


(Above is a generalization. I'll write up an official entry asap. Just got back from the airport.)


DM-Camris wrote:
Digger Chandler wrote:
@GM I have a couple of ideas, but to decide I first want to ask how you feel about the Omdura class from Niobe? https://www.d20pfsrd.com/classes/base-classes/omdura/
Its outside of the hardbacks, so not allowed.

No problem! Makes it easier to choose. I'm going to actually roll up a new Digger Chandler for this. He's a character I've really wanted to play but never got the chance. Conman turned do-gooder through becoming a father figure for a young orphan.

Will let you know when this avatar is rerolled.


@GM I have a couple of ideas, but to decide I first want to ask how you feel about the Omdura class from Niobe? https://www.d20pfsrd.com/classes/base-classes/omdura/


I'm here, just haven't been able to copy stuff over. Got a grant to spend $1000 bucks on my class during remote learning. That's been all my screen time.


A recent graduate of the Temple of Steel and Fire, a martial arts/cooking school, all I really want to do is travel from town to town and cook, but everywhere I go, I find injustice that must be opposed.


Belay that, I'm going with Sword Master. Drifter is cool but so much of his mechanics are about being alone that it sounds less fun for a pbp experience.


Sorry, still nailing it down between Sword Master and Drifter!


So far we have a Killer and a Martial Artist. The hard part for me is choosing only one ...love so many of these.


Oh, man, I would love to get in on this. I remember browsing through the book at the local shop and loving it. I will download the pdf tonight, whether I'm picked or not. I'd enjoy just reading it. That list of classes makes me drool!


I should just say Ibris Elda.


Got my Rogue down on paper. Just have to transcribe it. An impossibly beutiful but human passing Bekyar Aasimar.


I'm working on a Vigilante (Serial Killer)/Investigator (Cipher). The blandly innocent, methodical assassin.


Oh, hell(s) yes!


How do you feel about the Scion of Humanity alternate trait? Might be interesting to have one human-looking sneak with all these exotic angels.


Oooooh. I've got an idea for a Sanctified Rogue. Even demon hunters need a sneak!


Working up an elven rogue. I don't suppose he can be Unchained?


stat 1: 4d6 ⇒ (3, 1, 4, 6) = 14 (reroll 1) 14
stat 2: 4d6 ⇒ (5, 2, 4, 1) = 12 (reroll 1) 11
stat 3: 4d6 ⇒ (2, 2, 5, 6) = 15 13
stat 4: 4d6 ⇒ (4, 4, 3, 5) = 16 13
stat 5: 4d6 ⇒ (6, 2, 1, 3) = 12 (reroll 1) 13
stat 6: 4d6 ⇒ (2, 1, 6, 5) = 14 (reroll 1) 14

reroll stat 1: 1d6 ⇒ 3
reroll stat 2: 1d6 ⇒ 1
reroll stat 5: 1d6 ⇒ 4
reroll stat 6: 1d6 ⇒ 2
reroll stat 2: 1d6 ⇒ 3

OK, 14, 14, 13, 13, 13, 11. Doable. I've got ideas ...


Got it down on a bar napkin, haha. Hanging with an old friend a while then will make an alias.


I could always play more Pathfinder.


hp 5th level tough hero plus Con Plus Robust: 13 + 4d10 + 12 ⇒ 13 + (10, 6, 2, 9) + 12 = 52


First part of the week is busiest. Still percolating.


Changed the concept. McClain isn't really part of a party. Now working on a fast/tough driver. Bullitt style.


Oh, hell, yes.


I'll add that there are srds up for d20 modern and Urban Arcana. A question: SLC is a very Mormon environment. What has all this fantasy stuff changed about that?


Hmmmm. A Tough/Charismatic John McClain type could be interesting.


Been working on it, intense week at work though.


Working on a Constable/Circuit Judge Cavalier, order of the shroud. Local small-v vigilante looking to protect the normal folks from the undead threat.


Got most of my guy done on paper. Really happy with this. Just a big, tough farmer who survived a bunch of s*~! and ended up with a collection of magic items.


Going with a farmer turned scythe-fighter. SO MANY FEATS!


Oh, hell, yes! This sounds amazing! And as much as I like choices and variety, the classics are classic for a reason. Now just to decide on a concept!


This could be super cool. Let me get to thinking.


Moved on to a dour, stooped Elf Evoker raised in a peaceful commune.


Just realized that making a poison-based sorc to fight giants was ...folly. Back to the drawing board.


Working on a sorcerer with no love for giants.


Working on a classic fighter, maybe 2 weapon. Well-rounded, no dump stats. Born in Sandpoint, been away with some official army for a while?


Thinking a cleric of Shelyn ...maybe a separatist. Smallish female with a Big Glaive and a delicate eye for painting...or pain.


He barrels into the Drunk Dragon. "Maqan! It's been hours! And are those your lovely mother's potatoes I smell a-lingering in the air?"
diplomacy plus?: 1d20 ⇒ 19


Varrick Buttermaker woke up in his customary way: coughing and cursing in various tongues when Taldan just wasn't profane enough. His mouth felt dry as the Numerian wastes, and almost as toxic. He reached out instinctively for his mug, and tried to down whatever he'd left last night. Turned out to he some mix of whiskey and tobacco and ash. He'd put his smoke out in his drink again, a fond prank of Last Night's Varrick.

Morning Varrick was less fond. He almost made it to his slop pail before vomiting, which, all things considered, was progress. After some quick washing, his now-empty stomach had strong desires for grease and payback. Varrick gets dressed and slicks his thick black hair back. Some would say his face had "character." That's usually a euphemism for "yikes." Still, he attempted a lopsided smile. Who ever heard of a poet who wasn't an ugly drunk, anyway?

To the Dragon he heads out, thinking of a rhyme for "puke."


Good luck all!


M Human (multi-ethnic) Rogue Charlatan 6

Spider-Dwarf, Spider-Dwarf, climbs right up asap!


Oh, hell yes! I'm thinking a mastermind rogue, a conman in search of a cause.


No problem about the Tian deities. I read the player's guide and got a better idea. A half-orc saved from genocide by Koya. Now a fledgling cleric of Vonymos, psychopomp of last stands. Healing, buffs, and a mean scythe.


Would it be acceptable if a Tian cleric showed up because they realised this was the one? I've got other cleric ideas if not.


OK, here he is. I didn't buy the basic stuff, left 500 for it and will get that in the next couple of days. I host trivia tonight after work so can't do it tonight. But hopefully you like what you see so far. His backstory and personality are pretty well-formed in my head, will have time to type it tomorrow I hope.

My Zarik:
Zarik Dhor
Half-Dragon Asterion Sorcerer 10
CN Medium humanoid (asterion)
Init +2; Senses: Perception +2, Low-light Vision, Darkvision 60ft
--------------------
Defense
--------------------
AC 19, touch 17, flat-footed 14 (+4 Mage Armor, +4 Shield)
HP 76
Fort +9, Ref +6, Will +11
Conditional Save Modifiers: +Immune to Sleep, Paralysis, and Acid
--------------------
Offense
--------------------
Speed 40 ft
Melee: Claw +6 (1d4+1)
Melee: Bite +6 (1d6+1)
Ranged: RTA +7
Special Attacks:
Breath Weapon (Half Dragon) 60 ft Line of Acid (1/day, 10d6, DC 17 reflex)
Breath Weapon (Draconic Bloodline) 60 ft Line of Acid (1/day, 10d6, DC 20 reflex)

Sorcerer Spells Known (CL 12th;):
5th (4/day)—Acidic Spray 12d6+12 (DC 24)
4th (6/day)—Fear(b), Acid Pit (60 ft Deep, 2d6+2 Acid/Round), Touch of Slime (DC 23)
3rd (7/day)--Fly (12 Minutes) (b), Pugwampi’s Grace (12 Rounds), Elemental Aura (2d6+2, +1 for 4 rounds, Sickened), Trial of Fire and Acid (1d6+1 acid, 1d6 fire for 12 rounds) (DC 22)
2nd (8/day)--Resist Energy(b), Acid Arrow (2d4+2 for 5 Rounds), See Invisible, Jitterbugs (-4 to Dex for 12 rounds), Alter Self (12 minutes) (DC 21)
1st (8/day)—Mage Armor(b) (12 hours), Shield (12 Minutes), Air Bubble (12 Minutes), Grease (12 minutes), Magic Missile (5x 1d4+1), Ray of Enfeeblement (1d6+5, 12 Minutes) (DC 20)
0 (at will)--Resistance, Acid Splash (1d3+1), Detect Magic, Read Magic, Daze, Flare, Light, Message, Prestidigitation
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 14, Int 15, Wis 10, Cha 24
Base Atk +5; CMB +6; CMD 18

Feats
Eschew Materials (b)
Endurance (b)
Skill Focus (Bluff)
Dodge
Skill Focus (Profession Chef)
Iron Will
Great Fortitude
Toughness (b)

Traits
Self-Taught Scholar
Fast Talker
Wyrm-Blooded
Drawback
Wyrm-Blooded

Skills
Bluff 27 (7+10+6+1+3)
Intimidate 23 (7+10+3+3)
Knowledge Arcana 15 (2+10+3)
Perception 2 (0+0+2)
Spellcraft 15 (2+10+3)
Survival 2 (0+0+2)

Background Skills:
Linguistics 16 (2+10+3+1)
Profession Chef 19 (0+10+3+6)

Languages: Common, Giant, Orc, Abyssal, Draconic, Celestial, Elven, Dwarven, Gnome, Halfling, Infernal, Goblin, Sphinx, Gnoll

Gear

HB of Char +4
Cloak of Resistance +2
Amulet of Natural Armor +1
Circlet of Persuasion
Ring of Protection+2
Dusty Rose Spindle Ioun Stone

Racial Abilities:
+2 Strength, +2 Constitution, –2 Intelligence: Asterion are powerful and hardy, and see their somewhat limited imagination as a boon (preventing them from being easily bored or distracted) rather than a drawback.
Medium: Though tall and broad by the standards of most Medium races, asterion aren’t big enough to qualify as Large.
Fast Speed: Asterion have a base speed of 40 feet.
Low-Light Vision: Asterion can see twice as far as humans in conditions of dim light.
Endurance: Asterion receive Endurance as a bonus feat.
Racial Feats: Asterion have access to a set of racial feats, abilities often associated with great asterion heroes and exceptional adventurers. These are detailed below. Due to their hefty size asterion may also select the Lunge feat without meeting its normal prerequisites.
Stand On Your Own Feet: Asterion do not do well when traveling by means other than their own two hooves. Asterion take a –2 penalty to all Fly and Ride checks.
Vigorous Charge: Asterion take only a –1 penalty to AC when charging, and deal +1d6 damage to any melee attack made as part of a charge.
Wild Instinct: Asterion receive a +2 racial bonus to Survival checks.
Languages: Asterion begin play knowing Common and Giant. Asterion with high Intelligence scores can choose from the following: Abyssal, Aquan, Gnoll, Goblin, and Orc.
Armor Class: Natural armor bonus improves by +2.
Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.
Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon’s size (see “Natural Attacks”).
Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature’s racial HD + creature’s Con modifier). Acid Line 10d6, DC 17
Abilities: Increase from the base creature as follows: Str +4, Con +2, Int +2, Cha +2.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. 10d6, DC 20

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