Diver

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Organized Play Member. 2,734 posts (27,543 including aliases). No reviews. No lists. No wishlists. 15 Organized Play characters. 73 aliases.


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will see what i roll:

4d6 - 3 ⇒ (3, 4, 3, 6) - 3 = 13
4d6 - 1 ⇒ (2, 1, 4, 5) - 1 = 11
4d6 - 1 ⇒ (1, 5, 3, 4) - 1 = 12
4d6 - 1 ⇒ (3, 4, 2, 1) - 1 = 9

not much i can do there maybe something simple.


Hey there, long time no see. Not sure if I will apply yet but wanted to say hello there.

Not even sure of an idea at the moment anyway


almost done my character.. character is Velocity Fairweather Half-Elf operative Ace Pilot and Thief

Character stats:

Velocity

image
Theme song

CG, Female, Half-elf
Ace Pilot, Operative 1
Init +4; Senses Darkvision 60ft, Low-Light Vision, Perception +7

--------------------
DEFENSE
--------------------
EAC 14 (10 +1 armor, +3 Dex, +0 Misc)
KAC 15 (10 +2 armor, +3 Dex, +0 Misc)
CMD 23 (08 +KAC)
Second Skin Armor: Max Dex +5

Stamina points 6 (+6 / level)
Hit Points 10 (+6 / level)
Resolve Points 4 (+1 character level +3 Dex)

Fort +0, Ref +5, Will +4

--------------------
OFFENSE
--------------------
Spd 30 ft.

Melee
. . Knife, survival +0 (1d4 S) (Crit: - / level: 1 / Special: Analog, Operative)

Ranged
. . Semi-auto pistol, tactical +3 (1d6 P) (Crit: - / level: 1 / range: 30’ / Special: Analog / Capacity/usage: 9 rounds / 1)

--------------------
STATISTICS
--------------------
Key ability: Int
Str 10 (+0)
Dex 16 (+2) (10 +3 points, +1 Ace Pilot, +2 half-elf)
Con 11 (+0) (10 +1 Points)
Int 10 (+0)
Wis 14 (+0) (10 +4 points)
Cha 12 (+1) (10 +2 points)

Base Atk +0; Melee attack +0; Ranged attack +3; Thrown Attack +0
Feats / Proficiencies
Light Armor, Basic melee weapons, small arms, Sniper Weapons Proficiency
Skill Focus (Perception) Thief bonus
Skill Focus (Sleight of Hand) Thief bonus
Skill Focus (piloting) Half-Elf bonus
Minor Psychic Power (psychokinetic hand 3/day) Level 1

Skills (skill points per level: 8)
*ACROBATICS +4 (+0 ranks, +3 Dex +1 Insight, -0 ACP)
*ATHLETICS +5 (+1 ranks, +0 Str, -0 ACP, +3 class, +1 Insight)
*BLUFF +6 (+1 ranks, +1 Cha, +3 Class, +1 Insight)
*COMPUTERS +5 (+1 ranks, +0 Int, +3 class, +1 Insight)
*CULTURE +5 (+1 ranks, +0 Int, +3 class, +1 Insight)
DIPLOMACY +3 (+1 ranks, +1 Cha, +1 Insight)
*DISGUISE +2 (+0 ranks, +1 Cha, +1 Insight)
*ENGINEERING +5 (+1 ranks, +0 Int, +3 class, +1 Insight)
*INTIMIDATE +2 (+0 ranks, +1 Cha, +1 Insight)
*MEDICINE +5 (+1 ranks, +0 Int, +3 Class, +1 Insight)
*PERCEPTION +7 (+0 ranks, +2 Wis, +0 class, +2 Race, +3 Insight)
*PILOTING +11 (+1 ranks, +3 Dex, +3 class, +3 Insight, +1 Theme)
*PROFESSION (GAMBLER) +10 (+1 ranks, +3 Class, +1 Cha, +1 Insight, +4 tools)
*SENSE MOTIVE +3 (+0 ranks, +2 Wis, +1 Insight)
*SLIEIGHT OF HAND +10 (+1 rank, +3 class, +3 Dex, +3 Insight)
*STEALTH +4 (+0 ranks, +3 Dex, -0 ACP, +1 Insight)
*SURVIVAL +3 (+0 ranks, +2 Wis, +1 Insight)
* = class skill
Languages: Common, Elven, Ysoki

Class / Theme Abilities
Theme Knowledge: (Piloting) : You are obsessed with starships and vehicles and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
OPERATIVE’S EDGE (EX): Your diverse training as an operative grant you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter
SPECIALIZATION: (Thief) Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
---- Thief: You specialize in acquisition, from quick swipes to complex heists.
• Associated Skills: Perception and Sleight of Hand. You can use Sleight of Hand to make a trick attack by concealing your weapons and motions.
TRICK ATTACK (EX): You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see above) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

Gear (unencumbered: 5 / Encumbered 11 / Overburdened 12)
Semi-auto pistol, tactical (260, level 1, L {0.1})
Rounds (small arms) (40, Level 1, L {0.1}, Qty 30)
Second Skin Armor (250, Level 1, L {0.1})
infrared sensors armor upgrade (200, Level 1, L {0.1})
Knife, survival (95, Level 1, L {0.1))
Personal Comm Unit (7, Level 1, L {0.1})
Personal Comm Unit (upgrades joined with computer) (115 total cost (custom Rig)
-- Tier 1 Computer (50 credits to add to comm unit) Level 1 / Hack DC 17
-- Miniaturization 2 (10 credits, Bulk = -)
-- Self-Charging (5 credits)
-- Calculator (0 credits)
-- Flashlight (0 credits, (increases the light level one step in a 15-foot cone)
Tool kit (profession gambler) (20, Level 1, Bulk L {0.1})
Tool kit (hacking kit) (20, Level 1, Bulk L {0.1})
Consumer backpack (3, Level 1, Bulk 1)
Remaining Credits: 25.0
Total Bulk: 1

--------------------
TRACKED RESOURCES
Rounds (small arms) 0/30
--------------------
SPECIAL ABILITIES / ITEMS

--------------------

working on the questions and background


dotting in have rouge-ish character in mind


Looking to create a bard adventure. Does not require the party to be all bard. But a definite music feel to the game.

Looking for some ideas for either a longer campaign or even a short on ahot.

Let's hear what you got.


Sounds interesting, I like the star wars/firefly type thing. Already have an idea for that one. Definitely a game with starship action


Nairb the Grey wrote:

I will reference back to the response I made earlier to Sargon...

From Earlier wrote:

Sargon The War Sage wrote:

Is the combat area going to be the same arena i.e same dimensions and is pre-buffing allowed?

Nairb the Grey wrote:
Each round will feature a different battle map presenting interesting challenges, benefits, and potential strategies. In some pre-buffing will be easier than others based on distance, hiding places, or environmental buffs.

By way of example, the first map I have planned characters do not initially start with line of sight on each other and there are other factors that make an initiative winning OTK difficult. That won't be the case on every map...sometimes having first initiative will mean a significant advantage either in the first turn or in subsequent turns. All goes into how you design your character.

To clarify something that I wrote in that earlier response, there will not be any spell casting or actions taking place outside of normal initiative (so no pre-buffing in a literal sense). But, there may be strategies that a savvy caster can employ to get some buffs in place before stepping too much into danger depending on the map.

ok thanks for the answer. I should have looked closer, but I was trying to answer a text from my boss at the same time.


not sure if this was thought of. I was in one of these before and there was a lot of disussion on the first round splat scenario.

that is (mostly at level 1, but can be higher levels as well) the winner of initiative goes and splats the opponent in a single hit. (not a crit)

this was very common with mounted characters (cavalier on a camel with a lance)

win initiative charge, lance has reach, camel does spit attack extra damage due to lance and mounted and charging. opponent dead never even got a turn.

Also any prep rounds? buff spells ahead of time?


hi guys, didn't notice any updates, maybe i clicked the wrong thing?


Tarren the Dungeon Master wrote:


Both operatives and envoys would be useful. Some historical knowledge would be useful to one or both.

I looked it up, history falls under the culture skill in starfinder.

Here is a table I found:

Culture: A culture’s customs, laws, government, leaders, prominent ihabitants, legends, religion, history, and related topics

Life Science: BioEngineering, biology, botany, ecology, genetics, xenobiology, zoology, and other fields of biological science

Mysticism: Alchemical theory, arcane symbols, deities, magic traditions, the planes, religious traditions and symbols, and related topics

Physical Science: Astronomy, chemistry, climatology, geography, geology, hyperspace, meteorology, oceanography, physics, and other fields of natural science

Profession: A specific profession and related topics

I think temporal science would fall under Physical science


i am pretty sure i am not possibly a mechanic, rather since i posted my mechanic character already, i assumed that i was playing a mechanic.


i made my character using starfinder society rules.

unless there is another method preferred


question: would the party be able to begin the game with a ship? I already have a ship design for my character when I used him as an NPC in my table top starfinder game.

I already had the ship as a time ship in my game but it had limited time travel abilities.


how should we go about character creation?

here is my character using Starfinder society rules

I may change some things up based on the game setting of course.


this does sound interesting. I may give it a go.

I have a mechanic character that is based a bit off a combination of Rip Hunter and Dr. Who


congrats everyone, maybe next time.


good plan.


I too like starfinder, but finding a group can sometimes be difficult, unless its SFS, which I would prefer not to play.


question:

She has some feelings for her father, the fact that he is her father is the main reason she will not want to kill him on sight.

She has her own aspirations, and she sees him as a tool to be used. If give the oppurtinity, she would try to bring him back to that dark place and use him.

If it came to fighting him, she would hold back just enough to try and turn him. Failing that, he is no longer useful and becomes an obstical to be eliminated.

Secretly, she would mourn him, but no let it overcome her.


congrats

second try to get into game, maybe if a third comes up it will be a charm?


here is my entry:

the story of Morgianna:

Talingarde, a land of good people, living in peace and well-guarded. But to the North lay The Savage Lands. Sealed off by The Watch Wall and guarded by the castle fortresses along the border. But one house has been assigned the task of guarding the wall, House De’Foe.
House De’Foe has been loyal defenders of the Wall since it’s creation. The forces that man the wall have been dubbed, “The Army of Angels” as many of the De’Foe family are of Assimar blood. But of course, not all is well in the heart of the De’Foe Family.

The current patriarch of the Family is Arctaurus De'Foe. This of course does not sit well with his twin brother Gabriel De'Foe. Gabriel felt that the head of the house should have been passed to him. It was Gabriel that led the armies against the savages when that would attempt to rally and strike at the wall. It was Gabriel that selected and trained the soldiers of the army. It was Gabriel that led correspondence with House Darius. Arctaurus was nothing more than a figure-head, a charismatic leader with no practical experience. But Arctaurus was married, and she was with child to produce the next heir.

Arctaurus game Gabriel command of castle Tamms, the one fortress that extended furthest into the Savage lands, the vanguard of the Watch Wall. It would be this fortress that would bear the brunt of any major strike against the Wall. But also, the most isolated of all the castles along the wall.

Gabriel plotted to find a way to legally take hold of the family. He was not ready to commit murder, nor was that an option to him, At least at first. Gabriel met a woman by the name of Abigail Le Torneau. She was a thing of beauty. Perfect golden blonde hair, fair skin, and well educated. It was not long after Gabriel met her, she would be with child.

During a cold and rainy night, a monster was found roaming the halls of Castle Tamms. The alarm was raised and the creature (apparently pregnant) was driven from the castle. Gabriel found that his lovely Abigail was missing. He led a group of men to find her and slay the beast that took her.

The trail lead to a cold dank cave, where the creature had just given birth to a daughter. When Gabriel came upon the scene, the monster revealed herself to be his lovely Abigail, the child was his.

This news was not taken to well with Gabriel’s men, Abigail managed to convince Gabriel that his own men plotted against him. She tricked Gabriel to kill his own men, as they slept. He then returned to Castle Tamms with his daughter. When asked about the soldiers that went with him, he convinced the others that the monster had killed them all, and he managed to save the infant from the monster’s clutches.

The next day, Abigail returned to Castle Tamms and began to raise Morgianna. Gabriel grew darker and more secluded each day. The weight of what he did weighed heavily on him. Gabriel wanted to atone for his sin but did not know how.

As the years went on, Gabriel locked himself away in his chambers most nights, only Abigail would be allowed in. she would spend her nights by his side, filling his head with lies, destroying him weakening him. Biding her time till Morgianna was ready.

Eventually Morgianna was ready to be trained, and she was sent back to House De’Foe to be trained as a Paladin of Mitra. But Abigail’s influence had already corrupted her heart. Though she went through motions and learned all she could she would never accept Mitra.

With Morgianna away, Gabriel found the strength to find out what he needed to do. Late one night, Gabriel was able to slay Abigail, her true for of a Blood Hag was revealed. With renewed strength and his heart and soul forgiven. Gabriel worked to restore Castle Tamms back to what it should be.

When word of this reached Morgianna, she was devastated. She felt the need to avenge her mother, but to do that she would need an army. Morgianna remembered the rituals her mother had taught her, but she was unsure what would happen, or if they would even work. Late one night, Morgianna snuck out from her training and rode out into the Savage lands. Following a trail that seemed to just come natural to her, guided by the spirit of her mother.

She came upon a small deserted shrine to a forbidden god, guarded by two hags, Agatha and Amanda. They recognized the offspring of their sister Abigail and welcomed her into the shrine. There Morgianna learned the teachings of Asmodeus. But to seal her fate and become one of Asmodeus’ chosen, a blood sacrifice was needed, a pure sacrifice with a good heart.

Morgianna knew the perfect one. A young girl Harriet, daughter of Arctaurus’ sister Bella. The Lady Harriet was purest of pure, and a chosen disciple of Mitra. Over the next few weeks, Morgianna approached her, seduced her, and took Harriet as her lover. When the time was right, Morgianna was to sacrifice Harriet to seal her pact with Asmodeus. But the ritual was interrupted when Lady Sabrina and Lady Yaniel stumbled upon them.

Morgianna grabbed Harriet and fled the Castle heading back to the shrine to Asmodeus in the Savage lands, Sabrina and Yaniel gave chase. But Agatha, and Amanda managed to hold off the two Paladins just long enough for Morgianna to complete the ritual and sacrifice Harriet, But no time to escape.

Morgianna was taken and tried for murder, practicing dark arts, and Treason. In the end, Morgianna was convicted of High Treason as it was discovered that Morgianna had higher aspirations than just House De’Foe, she wanted the throne of Talingarde. Several documents were discovered showing her plans to take control of House De’Foe and use the house influence to gain access to the House Darius. She had plans to open the Watch Wall for the savages of the north to advance south into Talingarde. Morgianna was sentenced to Brandiscar prison. However, Asmodeus had much larger plans for Morgianna, Brandiscar was just a stop along the way to something much bigger.

Additional info:
1. I will be using the Iron Tyrant Archetype for “free” this will allow Morgianna to have two bonds, one with her weapon, and the second with her armor.

Morgianna family tree
House De’Foe

appearance:

Morgianna is a blonde-haired woman with one blue eye and one green eye. Despite this fact she almost could pass as a human or even an Aasimar. She is trained in etiquette and has some limited knowledge of the various houses of Talingarde.

image of Morgianna

stats:

Morgianna
Female changeling antipaladin (iron tyrant) 1
CE Medium humanoid (changeling)
Init +0; Senses Darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 11, touch 10, flat-footed 11 (+1 natural)
hp 12 (1d10+2)
Fort +3, Ref +0, Will +3
SR 7
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . unarmed strike +2 (1d3+1 nonlethal)
. . 2 claws +2 (1d4+1)
Special Attacks smite good 1/day (+5 attack and AC, +1 damage)
Antipaladin Spell-Like Abilities (CL 1st; concentration +6)
. . At will—detect good
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 12, Int 14, Wis 10, Cha 20
Base Atk +1; CMB +2; CMD 12
Feats Combat Expertise, Deadly Aim, Mother's Gift: Uncanny Resistance [ARG], Power Attack
Traits armor expert, high treason
Skills Bluff +9, Disguise +9 (+11 to look like specific individual), Knowledge (nobility) +3, Knowledge (religion) +6, Linguistics +3, Sense Motive +4; Racial Modifiers +2 Disguise to look like specific individual
Languages Celestial, Common, Draconic, Elven, Orc
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +1 to damage, +5 deflection bonus to AC when used.
Spell Resistance (7) You have Spell Resistance.

As for favorite villains, I don't really know why, but I always liked Kingpin from Marvel Spider-man and Daredevil.


still interested as well.


I would like to dot here, I have applied to another Way of Wicked game as well.

though that one was a replacement in an existing game, I will submit here as well since this one is starting from the beginning.

so lets see what the stats give:

Focus- 18
Foible- 8
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (4) + 7 = 11

ok 20 point buy guess will adjust to 25

so the end result:
18, 14, 13, 12, 10. 8

will go for one of two choices, changeling antipaladin of Asmodeous, or fire gnome summoner

any chance I can use LE alignment for antipaladin instead of CE?


I noticed the game thread has been quiet for some time. did this move to discord?


OK so here is my re-submission. I changed the stats to the new rolls and made her level 3

the story of Morgianna:

Talingarde, a land of good people, living in peace and well-guarded. But to the North lay The Savage Lands. Sealed off by The Watch Wall and guarded by the castle fortresses along the border. But one house has been assigned the task of guarding the wall, House De’Foe.
House De’Foe has been loyal defenders of the Wall since it’s creation. The forces that man the wall have been dubbed, “The Army of Angels” as many of the De’Foe family are of Assimar blood. But of course, not all is well in the heart of the De’Foe Family.

The current patriarch of the Family is Arctaurus De'Foe. This of course does not sit well with his twin brother Gabriel De'Foe. Gabriel felt that the head of the house should have been passed to him. It was Gabriel that led the armies against the savages when that would attempt to rally and strike at the wall. It was Gabriel that selected and trained the soldiers of the army. It was Gabriel that led correspondence with House Darius. Arctaurus was nothing more than a figure-head, a charismatic leader with no practical experience. But Arctaurus was married, and she was with child to produce the next heir.

Arctaurus gave Gabriel command of castle Tamms, the one fortress that extended furthest into the Savage lands, the vanguard of the Watch Wall. It would be this fortress that would bear the brunt of any major strike against the Wall. But also, the most isolated of all the castles along the wall.

Gabriel plotted to find a way to legally take hold of the family. He was not ready to commit murder, nor was that an option to him, At least at first. Gabriel met a woman by the name of Abigail Le Torneau. She was a thing of beauty. Perfect golden blonde hair, fair skin, and well educated. It was not long after Gabriel met her, she would be with child.

During a cold and rainy night, a monster was found roaming the halls of Castle Tamms. The alarm was raised and the creature (apparently pregnant) was driven from the castle. Gabriel found that his lovely Abigail was missing. He led a group of men to find her and slay the beast that took her.

The trail lead to a cold dank cave, where the creature had just given birth to a daughter. When Gabriel came upon the scene, the monster revealed herself to be his lovely Abigail, the child was his.

This news was not taken to well with Gabriel’s men, Abigail managed to convince Gabriel that his own men plotted against him. She tricked Gabriel to kill his own men, as they slept. He then returned to Castle Tamms with his daughter. When asked about the soldiers that went with him, he convinced the others that the monster had killed them all, and he managed to save the infant from the monster’s clutches.

The next day, Abigail returned to Castle Tamms and began to raise Morgianna. Gabriel grew darker and more secluded each day. The weight of what he did weighed heavily on him. Gabriel wanted to atone for his sin but did not know how.

As the years went on, Gabriel locked himself away in his chambers most nights, only Abigail would be allowed in. she would spend her nights by his side, filling his head with lies, destroying him weakening him. Biding her time till Morgianna was ready.

Eventually Morgianna was ready to be trained, and she was sent back to House De’Foe to be trained as a Paladin of Mitra. But Abigail’s influence had already corrupted her heart. Though she went through motions and learned all she could she would never accept Mitra.

With Morgianna away, Gabriel found the strength to find out what he needed to do. Late one night, Gabriel was able to slay Abigail, her true for of a Blood Hag was revealed. With renewed strength and his heart and soul forgiven. Gabriel worked to restore Castle Tamms back to what it should be.

When word of this reached Morgianna, she was devastated. She felt the need to avenge her mother, but to do that she would need an army. Morgianna remembered the rituals her mother had taught her, but she was unsure what would happen, or if they would even work. Late one night, Morgianna snuck out from her training and rode out into the Savage lands. Following a trail that seemed to just come natural to her, guided by the spirit of her mother.

She came upon a small deserted shrine to a forbidden god, guarded by two hags, Agatha and Amanda. They recognized the offspring of their sister Abigail and welcomed her into the shrine. There Morgianna learned the teachings of Asmodeus. But to seal her fate and become one of Asmodeus’ chosen, a blood sacrifice was needed, a pure sacrifice with a good heart.

Morgianna knew the perfect one. A young girl Harriet, daughter of Arctaurus’ sister Bella. The Lady Harriet was purest of pure, and a chosen disciple of Mitra. Over the next few weeks, Morgianna approached her, seduced her, and took Harriet as her lover. When the time was right, Morgianna was to sacrifice Harriet to seal her pact with Asmodeus. But the ritual was interrupted when Lady Sabrina and Lady Yaniel stumbled upon them.

Morgianna grabbed Harriet and fled the Castle heading back to the shrine to Asmodeus in the Savage lands, Sabrina and Yaniel gave chase. But Agatha, and Amanda managed to hold off the two Paladins just long enough for Morgianna to complete the ritual and sacrifice Harriet, But no time to escape.

Morgianna was taken and tried for murder, practicing dark arts, and Treason. In the end, Morgianna was convicted of High Treason as it was discovered that Morgianna had higher aspirations than just House De’Foe, she wanted the throne of Talingarde. Several documents were discovered showing her plans to take control of House De’Foe and use the house influence to gain access to the House Darius. She had plans to open the Watch Wall for the savages of the north to advance south into Talingarde. Morgianna was sentenced to Brandiscar prison. However, Asmodeus had much larger plans for Morgianna, Brandiscar was just a stop along the way to something much bigger.

Additional info:
1. I will be using the Iron Tyrant Archetype for “free” this will allow Morgianna to have two bonds, one with her weapon, and the second with her armor.

Morgianna family tree
House De’Foe

appearance:

Morgianna is a blonde-haired woman with one blue eye and one green eye. Despite this fact she almost could pass as a human or even an Aasimar. She is trained in etiquette and has some limited knowledge of the various houses of Talingarde.

image of Morgianna

stats:

Morgianna
Female changeling antipaladin (iron tyrant) 3 (Pathfinder Player Companion: Armor Master's Handbook 4, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 4 29)
CE Medium humanoid (changeling)
Init +1; Senses Darkvision 60 ft.; Perception +2
Aura cowardice (10 ft.)
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 natural)
hp 28 (3d10+6)
Fort +7, Ref +5, Will +8
Immune disease; SR 9
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee
. . dagger +5 (1d4+2/19-20)
. . mwk gauntlet +6 (1d6+2)
. . mwk heavy mace +7 (1d8+2)
. . unarmed strike +5 (1d3+2)
. . 2 claws +5 (1d4+2)
Special Attacks smite good 1/day (+3 attack and AC, +3 damage)
Antipaladin Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect good
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 14, Wis 13, Cha 17
Base Atk +3; CMB +5; CMD 16
Feats Armor Focus, Deceitful, Improved Unarmed Strike, Mother's Gift: Surprisingly Tough[ARG], Mother's Gift: Uncanny Resistance[ARG], Weapon Focus (heavy mace)
Traits armor expert, - custom trait -, high treason
Skills Acrobatics -1 (-5 to jump), Bluff +11, Diplomacy +4, Disguise +12 (+14 to look like specific individual), Handle Animal +7, Knowledge (geography) +3, Knowledge (nobility) +5, Knowledge (planes) +4, Knowledge (religion) +7, Linguistics +3, Perception +2, Ride +3, Sense Motive +6, Spellcraft +6; Racial Modifiers +2 Disguise to look like specific individual
Languages Celestial, Common, Draconic, Elven, Orc
Gear oil of magic weapon (2), potion of cure light wounds, simple invisible ink (3), mwk breastplate, dagger, mwk gauntlet, mwk heavy mace, belt pouch, book of letters[UE], disguise kit, hollow-heeled boot, ink, inkpen, iron holy symbol of Asmodeous[UE], paper (10), poison pill ring[UE], scroll case, sealing wax (6), signet ring, wrist sheath, spring loaded, 35 gp
--------------------
Special Abilities
--------------------
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Smite Good (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.
Spell Resistance (9) You have Spell Resistance.


Ok let's see...

4d6 - 1 ⇒ (6, 2, 1, 3) - 1 = 11
4d6 - 4 ⇒ (4, 6, 4, 5) - 4 = 15
4d6 - 2 ⇒ (2, 6, 3, 5) - 2 = 14
4d6 - 1 ⇒ (4, 5, 1, 5) - 1 = 14
4d6 - 3 ⇒ (3, 5, 3, 4) - 3 = 12
4d6 - 1 ⇒ (5, 2, 1, 1) - 1 = 8
4d6 - 2 ⇒ (3, 2, 6, 5) - 2 = 14

Much lower than first time, I'll see if it works out


I would like to resubmit my antipaladin do I need to re roll or can I link my original rolls


Is this recruiting again?


here is what I got so far..

will make an alias if selected.

Gertrude Hawk Halfling barbarian:

Gertrude hawk
image
Female halfling barbarian (titan mauler) 1 (Pathfinder RPG Ultimate Combat 30)
CN Small humanoid (halfling)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 16 (1d12+4)
Fort +6, Ref +5, Will +1; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee greataxe +5 (1d10+4/×3) or
. . unarmed strike +5 (1d2+3 nonlethal)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 17, Int 13, Wis 11, Cha 11
Base Atk +1; CMB +3; CMD 17
Feats Raging Vitality[APG]
Traits axe to grind
Skills Acrobatics +8 (+4 to jump), Climb +3, Intimidate +4, Knowledge (dungeoneering) +2, Linguistics +2, Perception +6; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Goblin, Halfling, Orc
SQ big game hunter
Other Gear chain shirt, greataxe, backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), pot, waterskin, 53 gp, 6 sp, 1 cp
--------------------
Special Abilities
--------------------
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.


ok to kind of keep with the small character ideas working on a foul mouthed halfling barbarian (titan Mauler) that like to chop and burn things.


ok lets see what the fates produce:

stat 1: 4d6 ⇒ (3, 3, 1, 2) = 9 = 9
stat 2: 4d6 ⇒ (6, 6, 5, 6) = 23 = 18
stat 3: 4d6 ⇒ (4, 1, 6, 4) = 15 = 16
stat 4: 4d6 ⇒ (3, 5, 5, 2) = 15 = 13
stat 5: 4d6 ⇒ (5, 1, 3, 3) = 12 = 11
stat 6: 4d6 ⇒ (6, 6, 1, 1) = 14 = 17

stat 1 reroll 1: 1d6 ⇒ 3
stat 3 reroll 1: 1d6 ⇒ 6
stat 5 reroll 1: 1d6 ⇒ 2
stat 6 reroll 2 1's: 2d6 ⇒ (5, 2) = 7

not bad really

final results: 18, 17, 16, 13, 11, 09


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Hi, I am still working on the character back story. had a face to face game last night s long as there is still room


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when I said azlanti descent I did not mean Azlanti pureblood. it was more of a flavor thing. like Varisian or Tien in pathfinder. the only thng it would probably give is the ability to speak Azlanti

I'll see what I come up with. many things will have a different flavor to them but mechanically it will be the exact same as normal pathfinder rules.


I have an idea but I am unsure if it will actually work for this. but it might fit the idea of a super hero comic theme a bit.

Professor Alistair Cooper, Time agent from the distant future (perhaps another world) trapped on the current planet in the current time. learning to adapt.

he has an array of technological devices and he tinkers with more to create other devices. all in the hopes of returning to his own time stream. as far as race and class, he would be human (azlanti decent but not pureblood) bard with possibly gunslinger.


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is this still looking for players


take your time


ok


who all is in? should I put my character together? dont want to hold anything up so I just want to be sure first


I thought about applying, but I only have 1 character of the right level and he is an oracle. and since you already have an oracle I didn't bother. but if you think you can use an Oread stone oracle I can submut him.

I just need to transfer him from paper to on-line. and review all of his chronicles to be sure I have everything up to snuff


DM Greaek wrote:
Well if you stick around maybe one of the 4 will drop it

That has good and bad...

good is geting in

bad, we would have to start over on character creation talk as a new person may change the dynamic.


hey anyone willing to GM and have a little longer recruitment for others to see?


wow was looking for a skull and shackles and here there is no time to even try.

have fun yall.

less than 1 hour and its full.


Hey there Salsa, good to see you back on the boards.


The_Demonic_DM wrote:
Hustonj: Going to have to say no to drawbacks.

drat looks like I will have to change mine as well


few questions here,

1. how are we doing hit points after level 1?

2. how common are guns and at what level, (early or advanced, commonplace, or guns everywhere)? this will effect the price of the guns. (are there cannons?)

also, I read the guide you linked to, is there some sort of sky ship naval force? if so I am looking for something that may be akin to the Royal Navy is organization and influence.

I am picturing something like typical pirate times tech level (flintlock guns)


dotting here, sounds really interesting and already have some ideas
also what about Variant multiclassing?


DM Papa.DRB wrote:
Edward Sobel wrote:
are you using background skills?

No to Background skills.

-- david

okey dokey


are you using background skills?


Have fun yall


Read them, no ability score adjustments listed, that I saw. Besides the human bonus feet is giving me dodge which I need for some style feats later.

Nevermind found it.... just scrolling too fast.

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