Ratfolk Troubleshooter

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100 posts. Alias of Seth86.


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Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

"I no mind big big friend. Help help not get eaten by other big big things, oh yes yes. Go open door now now" with that and tools in hand he goes over to the where they were informed an ogre was being held

use one of my banked checks i assume?


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

"Yes yes, agree with pretty lady, no speak speak, no get caught caught" he nods


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

"Yes yes! They took my lab lab, want it back back! Where i find stuff stuff?"


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Fireskorn can torture people. He is an alchemist and trained in heal skill. so anatomy is not strange to him
SM: 1d20 + 1 ⇒ (13) + 1 = 14
Arcana: 1d20 + 9 ⇒ (7) + 9 = 16

Hearing what was going on inside, his ears twitch as he peeked in
"No no, man tell lie lie. Word is fake fake. Wants us in trap, yes yes. Will help make him talk talk, know how, yes yes, i do do"

He then glances at the stuck window
"Stuck good good. Need strong strong magic."


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

i understand. but the current loot was looted off of medium creatures =^^=


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Cant use any of it :P


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

He looks the items over then shrugs
"Too big big"


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Either one i think will provoke, but i do have the highest AC of the group at the moment. Let's try another aid

Once again the little rat tries to entangle the guard with his own body
Aid: 1d20 + 3 ⇒ (9) + 3 = 12


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

The little rodent tries to grab the struggling guard's legs
Aid: 1d20 + 3 ⇒ (17) + 3 = 20


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

I've actually never done a CMB aid before. Do I make a CMB check or an attack roll?


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

ill go for a delayed disarm attempt

just super busy today


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Hiding and full defence. ATM he is useless


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Full defence is a standard =^^=


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Freskorn will hide and go full defence

Stealth: 1d20 + 13 ⇒ (7) + 13 = 20


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

"Yes yes. I go hide hide. Can't fight fight." he nods and goes to the window


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

"Oh oh! make the ouchies go go away! yes yes it does!" he grins as he holds the potion for all to see


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5
Jezabel wrote:

Jezabel grins maniacally at FireSkorn as he frees her.

"I like you." she tells him.

"Like pretty lady too, yes yes!" he smiles as he finished on her manacles


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Fireskorn looked really happy when the item was given to him, and he instantly starts to examine the contents


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Fireskorn starts jumping up and down, and in a hushed voice
"Give give! want bottle, yes yes!"


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

I love the cheek pouch thing for this character :)


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

When the guard leaves he spits out the tools
"Close close. Now what what? We escape, yes yes?"


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Stealth Gulp: 1d20 + 13 ⇒ (2) + 13 = 15


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

my wife was at dentist today too :P

Good luck!


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

He will "shackle" himself again. And he will put the tools in his mouth.


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

After spending most of his time trying to free those he was in a cage with, he finally gets up a big smile on his face

"Yes yes. Easy lock locks. Door easy easy too. What we do now now?" he asks as he thumbs at the tools in his little paw-like hands


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

i say night. Late. Not that we have any way of telling time. But late at night is best option I think.@GM. So 9 successes out of the 13 attempts. I think I need 3 more to make sure everyone is free

More Locks:

DD: 1d20 + 12 ⇒ (20) + 12 = 32
DD: 1d20 + 12 ⇒ (11) + 12 = 23
DD: 1d20 + 12 ⇒ (2) + 12 = 14

Door
DD: 1d20 + 10 ⇒ (15) + 10 = 25

One more for restraints
DD: 1d20 + 12 ⇒ (17) + 12 = 29


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

I'll go with the fact that i only have +8

He eagerly takes the tools, and with his tail, he begins to work on his own restraints first, before he moves to the others

Lots of Locks:

DD: 1d20 + 8 ⇒ (15) + 8 = 23
DD: 1d20 + 8 ⇒ (1) + 8 = 9
DD: 1d20 + 8 ⇒ (4) + 8 = 12
DD: 1d20 + 8 ⇒ (4) + 8 = 12
DD: 1d20 + 8 ⇒ (11) + 8 = 19
DD: 1d20 + 8 ⇒ (7) + 8 = 15
DD: 1d20 + 8 ⇒ (8) + 8 = 16
DD: 1d20 + 8 ⇒ (13) + 8 = 21
DD: 1d20 + 8 ⇒ (15) + 8 = 23
DD: 1d20 + 8 ⇒ (9) + 8 = 17
DD: 1d20 + 8 ⇒ (14) + 8 = 22
DD: 1d20 + 8 ⇒ (13) + 8 = 21
DD: 1d20 + 8 ⇒ (16) + 8 = 24


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Now, is it masterwork or not? :)


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

"No no. Not now now. Too bright bright. Think we should wait till night night. Then we can go go." he chimes in


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

He nods his head at this suggestion

"Fireskorn open lock lock. Easy, yes yes."

are the tools masterwork or normal? That will determine if i add 8 or 10 to my Disabe roll


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Aaaanywho

Hope you guys will enjoy having Fireskorn in the group


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Survival: 1d20 + 5 ⇒ (5) + 5 = 10


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

He looks to each those talking. They keep talking about what they want to do when they are free of the bonds. Yet. They are not free yet. What is the point of planning if everything hinges on the first step and that hasn't even happened yet

"Lock lock. So Fireskorn will pick pick first?"


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

"Maybe we catch guards, yes yes? take stuff stuff." he gives a suggestion as he keeps his eyes on the lockpicks


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

"Mouse mouse?! No no! Is rat rat!" he grumbles. But then nods
"Good good with locks. Easy with tool tools. Good tools or normal shop shop tools?" he inquires, his eyes focused on the impliments


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5
GM Phntm888 wrote:
He's looking at Half-fiend - and that is going to have to occur over a period of time, as a feat tree may very well require over half of your level-based feats. I'm going to work on getting that one set up for you - hopefully by the time we hit level 3 I'll have the beginnings of whatever it is worked out.

Fun thing about alchemist is that there arent a lot of feats that i actually need. So i wont mind going and having to focus over 5 feats.

Vampire template also needs like 5 feats to get it. So 6 or 7 for this is worth it I think. =^^=

Only difference is that the CR increases over Time, where as the vampire and lich ones are a once off +2


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Fireskorn looks at the piece of cloth. Trying to puzzle out what the female was trying to explain to them. What the other tall legs have said. No one wants them to leave. So who would help them escape. Very interesting indeed


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

"Why kill kill us? Did we do them the harm harm? Fireskorn not know know. But it does make him angry, yes yes. It does" he looks at the others for answers


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

The little rodent seemed very confused about the way the long-legs were talking. Yet, it did seem they were all here to die, probably. He was still not sure why though. All he did was talk to his friend, now he is going to die.


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

that would be awesome :) thank you


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Would I need a feat tree to get what I need? Or should we simply at it over a period of Time?


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

A high pitched voice come from somewhere close to their knees. A black and white rodent, small. Beady eyes. His fur matted to a poi t where it seemed he had gone for a swim. He looks up at the tall ones

"not know why I'm here here. Was dragged away way. Said I was talking to evil thing things. Not know what they mean by that that. Now I have to die die..."

Perception: 1d20 + 7 ⇒ (11) + 7 = 18


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Seth here, changed character name to one in my list of unused profiles =^^=

GMT+2. im from south africa

AOE explosions and eventually contaminate and make our enemies too sick to fight back

Been on the boards and active for a few years


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Been a month now... hope the GM is okay

-Posted with Wayfinder


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

My post was eaten....

D2 FS: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Actions: 1d3 ⇒ 2

Once again he struggles with the shackles. He did not like this feeling of being bound

STR check: 1d20 + 5 ⇒ (17) + 5 = 22
STR check: 1d20 + 5 ⇒ (20) + 5 = 25

-Posted with Wayfinder


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

I could not get on the site for most of the weekend. Will update proper tomorrow. It's rather lare

-Posted with Wayfinder


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

FS dc30: 1d20 + 5 ⇒ (4) + 5 = 9

Actions: 1d3 ⇒ 1

Fireskorn slowly opens his eyes. Heavy throbbing in the back of his mind. What it was, he wasn't sure. It wasn't pain. It wasn't a wound or anything he could place. But something was calling to him

"Where.... where are we?" he groans. It didn't feel right. His last memory was of complete terror. But why? What could have caused It?

He struggles against chains that he thinks may be weaker than the others that seem to bind his extremities. But still being groggy and the nagging at the back of his mind, he can barely muster the strength to move forward

STR Check: 1d20 + 5 ⇒ (3) + 5 = 8

-Posted with Wayfinder


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

I will have an updated alias by end of the weekend.my dad's bday party and I am in charge of desert... And getting the in-laws to the party.

-Posted with Wayfinder


Introducing Fireskorn!

Aspiring Hellknight Cavalier Commander!

Fireskorn:

Fireskorn
Male hobgoblin cavalier (fell rider) 1 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Advanced Race Guide 122, Pathfinder RPG Bestiary 175)
LN Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will -1
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
. . falchion +4 (2d4+4/18-20) or
. . lance +4 (1d8+4/×3)
Special Attacks challenge 1/day (+1 damage, +1 to hit while riding mount), tactician 1/day (Intercept Charge, 3 rds)
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 14, Int 10, Wis 8, Cha 12
Base Atk +1; CMB +4; CMD 17
Feats Intercept Charge[ACG], Mounted Combat
Traits inexorable authority, orc impaler (lastwall)
Skills Acrobatics -2 (-10 to jump), Climb +0, Handle Animal +5, Intimidate +9 (+11 when enforcing or pronouncing a lawful judgment that you're legitimately deputed to enforce or pronounce.), Knowledge (planes) +1, Ride +4(+9 Mounted on Shade), Sense Motive -1 (+0 when opposing a Bluff check); Racial Modifiers +2 Climb, +4 Intimidate, +2 Ride
Languages Common, Goblin
SQ bandy-legged, mount (horse (charger) named Shade), order of the sword
Other Gear lamellar (steel) armor[UC], dagger, falchion, lance, backpack, belt pouch, bit and bridle, flint and steel, signal whistle, waterskin, whetstone, 11 gp, 11 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bandy-Legged +2 to CMD against bull rush or trip while on solid ground.
Darkvision (60 feet) You can see in the dark (black and white only).
Intercept Charge When opp charges ally with feat, mv up to speed to get in way of charge.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Sword's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit while riding your mount.
Tactician (Intercept Charge, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

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

Shade
Horse (charger)
N Large animal
Init +0; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 9, flat-footed 17 (+4 armor, +4 natural, -1 size)
hp 20 (2d8+4)
Fort +5, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee bite +4 (1d4+4), 2 hooves -1 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 18, Dex 11, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +6; CMD 16 (20 vs. trip)
Feats Medium Armor Proficiency
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Perception +5, Swim +5
SQ attack any target, combat riding, mounted challenge
Other Gear hide armor, bedroll, blanket[APG], feed (per day) (2), fishhook (2), mug/tankard, riding saddle, saddlebags, sewing needle, string or twine[APG], thread (50 ft.), trail rations (7)
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mounted Challenge +0 +0 to damage target, +1 AC vs. others when used
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Okay, guess he will just move forwrd then :)

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