Djarrus Gost

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Organized Play Member. 12 posts (75 including aliases). No reviews. No lists. No wishlists. 1 alias.


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The spell had no effect at all?


He got a 22 on his stealth roll :p and really has no where else to go. Better a wood floor under a rack than a piece of dirt in the woods.


Timothy Fletcher

Stats:

Male Halfling Sorcerer 1 (Celestial)
N Small humanoid (halfling)

Init +3; Senses Perception +3
Defense
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 7 (1d6+1)
Fort +2, Ref +4, Will +4 (+2vs Fear)

Offense
Speed 20 ft.
Melee Dagger -3 (1/19-20)
Ranged Sling +3 (1d3/x2)
Statistics
Str 5, Dex 16, Con 12, Int 14, Wis 12, Cha 16
Base Atk +0; CMB -4; CMD 9
Feats Eschew Materials, Self-sufficient
Traits Focused mind (+2 Conc checks), poverty stricken (+1 Survival and class skill)
Skills Acrobatics +5, Bluff +7, Climb -1, Heal +7, Knowledge (Arcana) +6, Perception +3, Spellcraft +6, Stealth +7, Survival +8
Languages Common, Halfling, Goblin, Dwarven
SQ Cantrips, Heavenly Fire - 30’ ray; Dmg 1d4+1; 6/day
Other Gear Dagger, Sling, Sling Bullets (10), backpack, bedroll, fishhook (10), flint and steel, sewing needle (2), trail rations (6), waterskin, 9 gp 8 sp
Spells known – Level 0: Acid Splash, Detect Magic, Dancing Lights, Disrupt Undead; Level 1 (4/day): Mage Armor, Magic Missile

Background:

Timothy’s mother was a prostitute, he never knew who his father had been. She raised him as best she could but she was poor and he was a strange child. More than one of her customers had walked out due to add happenings around their house. It had gotten to the point where she’d begun sending him outside to play in the woods outside of their town when she had company. Of course, she rarely called him back when she was done so he would spend hours walking through the woods on his own. As he grew, hours turned into days and he’d become reasonably good at surviving in the woods on his own. So it was, on that fateful day when the plague struck his village.


Perhaps, but a character focused on staying alive might be even better. Barbarian, Ranger or druid, someone not so needy when it comes to civilization should do pretty well.


Using the E6 system would preclude anyone having spells higher than 3rd level outside of magic items, which the DM could easily regulate.


I'd probably go with a halfling sorcerer. I like the size bonuses to AC and stealth and not having to worry about spell components would be a boon.


I'd love to play in a fantasy zombie campaign. I'm a big fan of walking dead and I'm having withdrawls since the season finale.

I've tried modern campaigns but they usually fall somewhat flat so I prefer fantasy. That being said, GM fiendish did something similar recently and got quite a bit of feedback on it. Her post was titled Walking Dead of Golarion if you want to take a look.

Being able to craft our own stuff and whatnot would go a long way toward making things easier than they are on the show. Of course, finding materials and food could still be pretty difficult.


Yeah, I normally don't have any problems with them, I even like Toques and Poutine, but when they start stealing my DM's that's when I Draw the line! Take off Eh!


Here's my submission for the game. I started playing a similar character in another shackles game and we only made it to the first morning before the GM bailed (Something about getting engaged to a Canadian) so I'm really excited to be able to take part in this one.

Joseph Fletcher

Stats:

Male Halfling Rogue 1
N Small humanoid (halfling)

Init +3; Senses Perception +7
Defense
AC 17, touch 14, flat-footed 13 (+2 Armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +2 (+2vs Fear)

Offense
Speed 20 ft.
Melee Dagger +3 (1d3-1/19-20)
Ranged Sling +3 (1d3/x2)
Statistics
Str 6, Dex 16, Con 12, Int 14, Wis 12, Cha 14
Base Atk +0; CMB -3; CMD 10
Feats Weapon Finesse
Traits Ship’s Surgeon, River Rat
Skills Acrobatics +9, Climb +4, Craft (Carpentry) +7, Diplomacy +6, Disable Device +7, Heal +5, Perception +7, Profession (sailor) +5, Profession (cook) +5, Slight of Hand +7, Stealth +11, Swim +3
Languages Common, Halfling, Goblin, Dwarven, Elven
SQ Sneak Attack +1d6 , Trapfinding
Other Gear Dagger (4), Sling, Sling Bullets (10), Leather Armor, backpack, belt pouch, crowbar, flint and steel, grappling hook, 50’ silk rope, masterwork thieves tools, trail rations (6), waterskin, 9 sp

Background:

Joe’s parents had been pirates. They’d birthed him on the open sea and raised him as a pirate and a sailor, training him in all the skill he needed aboard ship mostly by forcing him to do all the things that no one else wanted to, or was sober enough to after a night of grog swilling to celebrate the capture of a booty ship. He’d learned to swim before he could walk and would swimming to ships moored in a harbor to cut their anchor lines so the pirates could steal the ship while the crew was in town on shore leave. But fortune didn’t always favor the stealthy and the last ship that his parent’s crew attacked was a privateer. They’d been captured and hung from the yardarm, Joe had hidden himself in the bilges and escaped a similar fate only because the skeleton crew could not afford the time to properly search the ship.
When the privateer had come to Port Peril to sell the ship they’d taken he waited for the crew to leave then snuck off the ship and into town. He was in the Formidably Maid looking to pick up some coin so that he could afford a place to sleep, drunk humans in large numbers were like fishing in a barrel.


This sounds like it'll be great fun, here's the character I'd like to play if you're permit me.

Keth Andrin

Stats:

Male Arctic Elf Wizard 1
MG Medium Humanoid (Elf)
Init +3; Senses - Perception +5, Darkvision 60'

Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2
Resist cold 5

Offense
Speed 30 ft.
Melee Staff -1(1d6-1/×2)
Ranged Shortbow +3 (1d6/×3)
Special Attacks Hand of the Apprentice - Staff +4(1d6-1/×2)7/day

Statistics
Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 12

Feats: Scribe Scroll, Attuned to the Wild (Cold)

Alternate Racial Traits:
Darkvision - Darkvision 60' and Sensitivity to Light, replaces Low Light Vision
Desert Runner - +4 bonus to CON checks and Fort saves to avoid fatigue, exhaustion, and ill effects from running, forced marches, starvation, thirst, or hot or cold environments. Replaces Elven Magic
Elemental Resistance - Resistance 5 Cold. Replaces Elven Immunities.

Traits:
Adaptive Magic - +1 trait bonus to Knowledge (Arcana) and Use Magic Device. Use Magic Device is a class skill.
Magic is Life - +2 saves vs death effects and automatically stabilize when under the effects of any spell.

Skills: Appraise +8, Craft (Alchemy) +8, Knowledge (Arcana) +9, Perception +4 (GM Bonus), Linguistics +8, Spellcraft +8, Use Magic Device +5

Languages: Common, Elven, Skald, Sylvan, Goblin, Giant, Draconic

Other Gear: shortbow, Arrows (20), backpack, bedroll, Cold Weather outfit (GM bonus), flint and steel, Spellbook, trail rations (6), waterskin, 16 gp 9 sp

Special Abilities:
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Bonded Item - Amulet, can be used 1/day to cast a spell from his spellbook and is able to cast, even if the spell is not prepared.

Spellbook -
L0 - (All) *Memorized - Acid Splash, Detect Magic, Ray of Frost
L1 - Blend, *Mage Armor, Identify, Sleep, *Magic Missile, Ray of Enfeeblement, Feather Fall

Background:

Keth's mother, Amaya, was an Irrisan. In her youth she'd been a white witch but when she'd become pregnant she'd become more and more disillusioned with the order. She fled to Heldran where she gave birth to Keth. However, her flight from the white witches had left her in poor health so as the years went by he spent as much time taking care of her as she him.

He took up the study of magic at a very young age but the way he learned conflicted with what his mother knew so they fought and his studies went very slowly. To earn extra money and to help pay for the medicine that his mother needed, he'd taken a job with the apothecary. One day, as he was working on cataloging the Alchemy books he came across one called Arcane Magic and Wizardry. It changed everything.

Soon he was picking up the things that his mother was trying all those years to teach him as if they were second nature. He loved using magic and casting spells. His studies were his escape from the toil of taking care of his mother and he threw himself into them at every opportunity.

Even with that he was starting to chafe at living in the small town, he was eager to learn and to explore. He'd earns a good wage and had money set aside for his mother's care, now all he needed was the right time and he'd be off on his new life of adventure.


Here's my idea for a character.
Witch (Scarred Witch Doctor)/Barbarian

Crunkrog:

Race: Orc

2. Details about your character's divine portfolio:
Domains - Chaos, Destruction, Healing & War
Favored race of servitor Outsiders - Proteans, Imentesh and Keketar

3. Deific titles:
- The Face of Death
- Nightmare Bringer
- The Human Bane

4. Deific relic:
Mask of Violent Death - Inspires fear in enemies and rage in allies. blood drips from the eye sockets when in battle.

5. What sort of divine realm would you have? Which plane would it be on?
A realm of violence, perhaps the edge of space fighting the war against Law.

6. BACKGROUND:

Crunkrog was torn from his mother's womb as she died in battle, her barbarian rage spent slaughtering human's. As he spilled with her entrails onto the battle field his screams caught the attention of the tribe's witch doctor who took it as a sign. He took the child back to the village where he tortured and beat him daily between using him as a slave. When he was old enough he killed the old witch doctor and took his place in the tribe. Crunkrog has never known any life but that of violence and death, in spite of that fact he also learned to be a healer and protector for his tribe particularly orphans.

7. Post which one of the 10 Sefira your character embodies:

Malkuth (Rulership of One's self and surroundings, and respect for another's authority)

9.Why you want to play this character, what you bring to the table, and whether or not you intend to facilitate group cohesion:

I think he will be fun to play. On the surface all violence and war but underneath...so much more.

Crunkrog is born to violence, he loves to fight so cohesion is somewhat against his nature. However, he understands the needs of the group/tribe and will work with others to attain goals. True to his chaotic nature, his patience for situations that are not battle related could be days or seconds, and his response when he's tired of something ranges from Violent to prankish.


Here's a front line character that I'd like to play in this game if there's room.

Samuel Rannik, Human Fighter:

HP= 11
Str: 16 (+2 Racial)
Dex: 14
Con: 12
Int: 14
Wis: 10
Cha: 8

AC: 14, Touch: 12, FF: 12
Fort: 3, Ref: 2, Will: 0

Melee: 4
Ranged: 3
CMB: 4
CMD: 16
Init: 2

Feats: Weapon Focus (Short Sword), Two-Weapon Fighting, Dual Strike
Trait: Eyes and ears of the city, Highlander

Skills (With ranks):
Climb: 7
Craft(Weapons): 6
Craft(Traps): 6 (Favored Class)
Perception: 5 (Eyes and ears)
Stealth: 7 (Highlander)
Survival: 4

Equipment:
2 Short Swords
Leather Armor
Backpack
Bedroll
Flint & Steel
Sewing needle
2 Waterskins
Whetstone
8 Candles
5 Trail Rations
Bell
Rope 50'
Sling
10 Sling bullets
Caltrops
6 Pitons
Handaxe
Crowbar

Background:
Samuel missed the days of his youth living on the plateau to the east. The open skies, the hunts that he'd gone on with his father. He thought of the day when he'd told his father that he was a man now and left for Magnimar to find fortune. What he found was poverty, crime and fear. It wasn't long before he'd decided to join the guard to help them rid the streets of the city of the predators that ruled the darkness there.

Then a new darkness came. The Red Harvest. He had been on furlough visiting his parents and on his way back to the city when everything happened. The skies swirled black and the animals had been shrieking throughout the night, but his camp had been well made in a small cave a way off the road so he slept as well he could. Around midday the following day he came to a hill overlooking Magnimar and what he saw was terrifying, fires burned in the city, it looked as if an army had ransacked the place. There were people milling about outside the walls, so he went down to see what had happened. It was fortunate that he noticed the smell of death in the air before the horde realized he was there. As he snuck closer he found that those people were really zombies, nothing lived closer to the walls of the city that he could see.

He said a silent prayer to Abadar for the well being of anyone left alive in town and left silently the way he'd come. Since then he'd been living on the land, avoiding the undead, and trying to make his way back to the highlands in hopes that his parents had survived.