Male Ratfolk
VITALS: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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
Hearing what was going on inside, his ears twitch as he peeked in
He then glances at the stuck window
Male Ratfolk
VITALS: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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
Male Ratfolk
VITALS: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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
Male Ratfolk
VITALS: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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
Male Ratfolk
VITALS: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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:
"Like pretty lady too, yes yes!" he smiles as he finished on her manacles
Male Ratfolk
VITALS: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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
Male Ratfolk
VITALS: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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
Male Ratfolk
VITALS: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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
One more for restraints
Male Ratfolk
VITALS: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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
Male Ratfolk
VITALS: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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 Once again he struggles with the shackles. He did not like this feeling of being bound STR check: 1d20 + 5 ⇒ (17) + 5 = 22 -Posted with Wayfinder
Male Ratfolk
VITALS: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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
Male Ratfolk
VITALS: Alchemist 1 AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7 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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