Artemis Entreri

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Male Troll Lvl 1

I had thought that I had posted something but seems like either post monster ate it or it was not sent


Male Troll Lvl 1

Good point! Need to add that to the list


Male Troll Lvl 1

:D hah

Banner House Motto "Death is swift".

Now I need to see how to spend that stuff or GM will take care of that? Otherwise I can shape it during gameplay and give overview of it.

Master of the Hunt seems to be on the list (Since Brydan would need it for his roleplaying) but it does also fit the whole concept I have in mind for the House.

I do envision Marcus gaining control of the Banner House just recently and being reason for the "Infrastructure" event as his predecessor was the cause for the twice Decline.

This basically could explain, why his Influence is so low (just gained the position as lord), Law & Wealth is low (due to Predecessor ruining it) plus Population being not so high.

Marcus has been basically getting troops and stuff up and getting something done but its not enough and the place is in a bad shape :P

Plus him being ambitious... kjeh kjeh


Male Troll Lvl 1

Final rolls to get finalized status for the Banner House

Defense: 17
Influence: 16 + 1d6 - 2d6 ⇒ 16 + (1) - (6, 4) = 7
Lands: 21 + 1d6 - 2d6 ⇒ 21 + (3) - (6, 4) = 14
Law: 18 + 1d6 ⇒ 18 + (1) = 19
Power: 16 + 2d6 - 2d6 ⇒ 16 + (6, 2) - (1, 1) = 22
Wealth: 20 + 1d6 - 2d6 ⇒ 20 + (4) - (6, 1) = 17
Population: 15

ooooooooh boy. This will be a fun Banner House. It got power but everything else kinda goes doooown, dooown the sewer heh. I guess its time to Power move through my lands and purge some banditry

EDIT: Holy Hell, the Banner house has actually more power than the main house, which is quite interesting


Male Troll Lvl 1

3d6 ⇒ (5, 5, 1) = 11 [Infrastructure]... yap! At least one saving grace here

These will go immediately for 1)Wealth and 2)Power


Male Troll Lvl 1

Yah. Didnt want to hold us back and just try to get things rolling as fast as possible from my side. I can understand how it feels when people have to wait for that one thing / person for something to happen.

Idea of the Logo / Heraldry: Three white trees on a black color, surrounding sword and two red dots under the sword


Male Troll Lvl 1

eh, really? o.o Why did I not see it... hmm strange but yah. I will definetely take those.

Well, like I said with Historical events, I guess its more of GM thing, but I can give it a try at least

Blackfyre Rebellion Age: 1d6 - 1 ⇒ (5) - 1 = 4 .... and 4. Well, GM decides in the end

Might as well throw rest of my rolls in just to see what I could get

Historical Event 1: 3d6 ⇒ (3, 4, 6) = 13
Historical Event 2: 3d6 ⇒ (5, 3, 2) = 10
Historical Event 3: 3d6 ⇒ (1, 3, 6) = 10
Historical Event 4: 3d6 ⇒ (3, 5, 2) = 10

aaaand that does not look good at all hah


Male Troll Lvl 1

Ah, you are correct! It is indeed 6 instead of 5 so... huoh, lets roll again then. Plus since the house is quite new, lets also see the amount of historical events (which should only be 1 or 2 at max).

I guess its better if GM rolls Historical event and possible events for me.

Defense: 5d6 ⇒ (6, 2, 2, 2, 2) = 14
Influence: 5d6 ⇒ (5, 1, 6, 4, 2) = 18
Lands: 5d6 ⇒ (6, 6, 3, 2, 6) = 23
Law: 5d6 ⇒ (3, 3, 3, 4, 4) = 17
Power: 5d6 ⇒ (2, 2, 3, 4, 2) = 13
Population: 5d6 ⇒ (5, 1, 1, 6, 2) = 15
Wealth: 5d6 ⇒ (4, 6, 5, 3, 4) = 22


Male Troll Lvl 1

:D heh

So if I take control over banner house, need to do some rolling for it then. Plus sure Jing, will get Master of the Hunt at least there. Need to see though what I keep rolling for it so... DICE Gods, here we go again

Defense: 5d5 ⇒ (1, 4, 3, 5, 2) = 15
Influence: 5d5 ⇒ (2, 1, 5, 4, 3) = 15
Lands: 5d5 ⇒ (2, 4, 5, 5, 1) = 17
Law: 5d5 ⇒ (3, 1, 3, 5, 2) = 14
Power: 5d5 ⇒ (4, 5, 4, 4, 1) = 18
Wealth: 5d5 ⇒ (5, 1, 5, 5, 2) = 18

and.... holy macaroni, what would I expect from relatively new Banner House, absolutely shocking low but well, we can manage it somehow heh :P

Just need to play around but seems to fit everything so far if it just started out. Waiting just GM input on this


Male Troll Lvl 1

hm, when is our planned starting date?

It seems like we are starting to come along quite nicely and shaping up. So far only thing we need to do is finalize our House and Land location plus Weyland finds the character, he likes to play (no need to rush with the design. Take your time from my part)

Just interested to know


Male Troll Lvl 1

Defense: 20
Influence: 49
Lands: 41
Law: 21
Population: 32
Power: 40
Wealth: 35

Most likely we will want to have that something like this but of course just my opinion

Defense: Hall (20 points) although considering the history of House and its age Small Castle would have been better, but unfortunately DICE Gods are cruel some times

Influence: 20 influence saved due to no need to spend for Lord spot so lets see what we get with this.

Lands: I would prefer here a bit spread for multiple reasons -> to have wide spread of options to the future plus as well trying to maximise our gain of wealth or just roleplaying for later (here I am min-maxing a bit)

Forest for wood & timber, mountains or hills for mining, sea for fishing & trading,.

1) Domain: Plains + Hammlet + Coast (18) with our Hall
2) Domain: Hills + Hammlet (17)
3) Domain: Wetlands + Wood(Light) (6)

Total Cost of 41 Lands. Would allow us to to nicely expand later to a lot of things as well geographically makes us place somewhere near Oldtown (maybe between *Blackcrown* & *Bandallon*)

Power: Having a lot power and considering the age of House, 1 Banner House is at least a must, imho. (20)

Trained Infantry (7) & Green Archers (4) + Green Sailors (5) + Green Scouts (3) (All together 19) **This leaves us with +1 Power (which we could use later for Peasant levies if needed)

Wealth:

Maester (10) + Port (10) (due to us having Coast & Green Sailors) + Marketplace (10) (30 so far spent)

this leaves us with 5 Wealth (Selfish request / Advancing my own character interest -> Get Godswood for 5 wealth :))

or might also take a look what other stuff we can get with 5 wealth or save it for later use


Male Troll Lvl 1

Hm hm, I am now thinking how to shape Marcus out and damn guys! 116 post as I was away and already you got some characters built up :D

Need to catch up and think about Marcus


Male Troll Lvl 1

I guess I will be rolling with Marcus again but will be changing him a bit :P

I guess I will get him to be fully northren as well tweaking some of his skills around. Might push him more towards getting his own house or person, who strives for power (I admit though, I liked him being akin to general to house naelareon and striving to improve it as well being loyal)

And that being said.... LET DICE ROLLS!!

First historical Event: 3d6 ⇒ (6, 4, 2) = 12... which gets us Ascent

+1d6 to Influence, Lands, Power and Wealth! Woot woot


Male Troll Lvl 1

Hello!

I am glad to see that we did not manage to completely die out with that game thread. Shame that our game came to end so abruptly but that is life.

Its nice to see that we have a new chance to give it a go. Thank you GM Xan Nes!


wow troll based race actually :) Something akin to Vol'jin


They are something I was thinking would represent troll. As a mythical or monster beings, they are quite strong (high str + barbarian rage bonus) and night-impossible to kill without fire (high con + barbarian rage bonus)-

Wisdom and Intellect were something I was debating over but thought that there were always exceptions (such as shamans or more of shamanistic/mystical icons or leaders) which do sometimes allow for higher representation in the form of Wisdom.


So, here is my submission regarding Troll, apprentice shaman

Vel'osh Farseer:

Humanoid Monster (Troll)
N Male
Init +0; Senses: Darkvision 60 feet; Perception +7

---------------
Offensive
---------------

BAB +0 CMB +3 CMD +13
Rage: 7/7
Melee
**Warhammer +3 1d8+3 (20/3x)
Magic
** Touch of Flames +3 1d6+1 fire damage

--------------
Defense
--------------
Hp: 13
AC 10 (+0 dex mod, +0 AC)
Speed: 40
Fort: +4 Refl: +1 Will: +4

Strength 16
Dexterity 11
Constitution 16 (+2 being Troll)
Intelligence 11 (+2 being Troll)
Wisdom 16
Charisma 7

Languages: Standard, Trollish

------------
Class Skills
------------

Knowledge: Planes (4)
Survival (7)
Perception (7)
Sense Motive (7)

----------
Feats
----------

Extra Traits: 2 Additional Traits

----------
Traits:
----------

Water-Touched: You gain DR 1/— against creatures and attacks with the water type.
Flame-Touched: You gain DR 1/— against creatures and attacks with the flame type.
Air-Touched: You gain DR 1/— against creatures and attacks with the air type.
Earth-Touched: You gain DR 1/— against creatures and attacks with the earth type.
----------
Special Abilities
----------

Favored Terrain: Plains
Touch of Flames (Su)

----------------
Class Specials
----------------

Special 1: Controlled Rage (Urban Barbarian)
Special 2: Spirit [Flame] (Shaman)
** Touch of Flames (Su)
Special 3: Master of Terrain (Warden)
Light Armor Mastery
Weapon Proficiency
**(Warhammer)

----------------
Racials
----------------

* Monstrous Race: gains darkvision (60 feet)
* Flexible: +2 to any two stats
* Deep Magic: +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks
* Fast: gains extra 10 feet movement speed
* Lucky, Lesser: +1 to all saving throws

Any comment regarding the build? Spent some time to think about it and so far he came along nicely although he is quite brutish in the beginning (quite melee orientated)


oh no. I have been checking in here but I havent received update notifications at all o.o

Also was busy with work (excel after excel...) so had a few precious minutes here and there to look at all over class / archetype selection to choose those 4 specials


Ah, I forgot to ask one vital information :P

What is the religion of our enemies? the main religion if there is more than one since that is relevant to my character (as he is in the order of Heresy Inquisition)

Ps. all pray ..... (whatever religion Calfon happen to have lol)


Spirits available for Shamans


damn, had connection problem with paizo.

Here is the list once again, completed plus in spoilers.

Areth Stormwind, Legend of Heretic hunter:

Areth Stormwind
Gunslinger (Musket Master) 6 / Inquisitor 6
CG Medium Humanoid (Human)
Init+9 ;Senses ; Perception +13
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+3 Dex +2 Dodge +4 Armor)
hp 40 (6d10);
Fort +5, Ref +8, Will +9
Defensive Abilities:
Weaknesses
--------------------
Offense
--------------------
Speed 30 feet
Melee
*Unarmed Strike +6/+1 1d4
*Musket +8/+3 1d10+2 (20/2x)
Ranged +12/+7 1d12+5+2d6(4x) (40 feet) (Missfire 1-2 ; 5 feet) (+2 attack & damage when Bane) (+1 attack & damage when 30 feet)
Special Attacks; Deeds, Bane, Heresy Inquisition
Spell-Like Abilities; Grit (4/4), Bane, Judgement (2/2), Orisons, Discern Lies (6/6), Blessed Infiltration (4/4)
At-Will: Detect Chaos/Evil/Good/Law
0-level: Daze, Guidance, Detect Poison, Create Water, Resistance, Virtue
1-level: Cure Light Wounds, Divine Favor, Lend Judgement, Longshot, Wrath
2-level: Cure Moderate Wounds, See Invisibility, Weapon of Awe, Acute Senses
--------------------
Statistics
--------------------
Str 10 Dex 16 Con 10 Int 14 Wis 18 Cha 10
Base Atk +6 ; CMB +6 ; CMD +19
Feats: Rapid Reload (Muskets); Gunsmithing; Quick-Draw; Blind-Fight, Point-Blank-Shot; Precise Shot; Judgement Surge;
Teamwork Feats: Lookout, Coordinated Shot
Skills: (6 +2 Int +1 FCB *6) Acrobatics (Dex) +12 Bluff(Wis) +13, Climb(Str), Craft(Int), Diplomacy(Cha), Disguise(Cha), Handle Animal (Cha), Heal(Wis), Intimidate(Wis) +16, Knowledge(arcana) (Int), Knowledge(dungeoneering) (Int), Knowledge(engineering) (Int), Knowledge(local) (Int), Knowledge(nature) (Int), Knowledge(planes) (Int), Knowledge(religion) (Int) +9, Perception(Wis) +13, Profession(Wis), Ride(Dex), Sense Motive (Wis) +13, Sleight of Hand (Dex), Spellcraft(Int), Stealth(Dex) +12, Survival (Wis) +13, and Swim(Str). [+4 to KN:skill checks vs Identify Monsters]
Languages: Common, Elven, Dwarven, Celestial
SQ Deeds, Grit, Judgement, Stern Gaze, Monster Lore, Bane, Heresy Inquisition (Sacred bonuses), Discern Lies, Solo Tactics, Track, Detect Alignment, Cunning Initiative, Orisons, Teamwork Feat
Combat Gear Musket+2 ; Other Gear mwk Chain Shirt, Far-Reaching Sight, Headband of Inspired Wisdom +2, Alchemical Cartridge, Paper x 15, Black Powder (dose) x15, Pellets (Handfuls) (30)

--------------------
Special Abilities
--------------------

Weapon Proficiency: Gain Exotic Weapon Proficiency (Two-handed Firearms)
Grit: Gain Grit points according to your Wisdom modifier (minimum 1)
Deeds: Use Grit points or have Grit points to have access various actions
**Deadeye (Ex)
**Quick Clear (Ex)
**Steady Aim (Ex)
**Fast Musket (Ex)
Nimble: Gain bonus to your AC (dodge bonus) as long as you wear light armor or no armor at all
Pistol Whip: Gunslinger can make surprise melee attack with the firearm (If succeed, can make CMB Knockout (cost 1 grit point))
Musket Training: Starting 5th level, add Dexterity modifier as a bonus on damage rolls; Missfire value increases by 2 instead by 4
Inquisition: Inquisitor gains specific abilities/spells regarding his Inquisition (Heresy)
Spells: Inquisitor gains access to spells and orisons
Judgement: Starting at lvl 1, Inquisitor can pronounce Judgement as a swift-action. He will receive bonuses or special ability based on the judgement
Monster Lore: May add Wisdom Modifier to the all Knowledge checks (relevant one) to attempt to identify weaknesses of monsters
Stern Gaze: Add half Inquisitor levels to Intimidate
Track: Add Half Inquisitor levels to Survival
Bane: Inquisitor can imbue his weapon as a swift-action to specific type enchantment (grants +2 to damage and attack +2d6 vs specific group)
Teamwork & Solo Tactics: Inquisitor gains access to Teamwork feats and may use them, without other members in the party requiring to have them. Inquisitor still have to qualify for all the Teamwork feats in order to take them
Cunning Initiative: Add Wisdom modifier to Initiative
Discern Lies: Inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level.

-----------------------------
Domain/Inquisition Specials
-----------------------------
Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.


So, I whipped up something more normalish (non-monster race). So far everything done by hand so unsure if I did calculate something wrong.

Areth Stormwind, Legend of Heretic Hunter)

Areth Stormwind
Gunslinger (Musket Master) 6 / Inquisitor 6
CG Medium Humanoid (Human)
Init+9 ;Senses ; Perception +13
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+3 Dex +2 Dodge +4 Armor)
hp 46 (6d10+6);
Fort +5, Ref +8, Will +9
Defensive Abilities:
Weaknesses
--------------------
Offense
--------------------
Speed 30 feet
Melee
*Unarmed Strike +6/+1 1d4
*Musket +8/+3 1d10+2 (20/2x)
Ranged +12/+7 1d12+5+2d6(4x) (40 feet) (Missfire 1-2 ; 5 feet) (+2 attack & damage when Bane) (+1 attack & damage when 30 feet)
Special Attacks; Deeds, Bane, Heresy Inquisition, Orisons
Spell-Like Abilities; Grit (4/4), Bane, Judgement (2/2), Orisons, Discern Lies (6/6)
At-Will: Detect Chaos/Evil/Good/Law
0-level: Daze, Guidance, Detect Poison, Create Water, Resistance, Virtue
1-level: Cure Light Wounds, Divine Favor, Lend Judgement, Longshot, Wrath
2-level: Cure Moderate Wounds, See Invisibility, Weapon of Awe, Acute Senses
--------------------
Statistics
--------------------
Str 10 Dex 16 Con 10 Int 14 Wis 18 Cha 10
Base Atk +6 ; CMB +6 ; CMD +19
Feats: Rapid Reload (Muskets); Gunsmithing; Quick-Draw; Blind-Fight, Point-Blank-Shot; Precise Shot; Judgement Surge;
Teamwork Feats: Lookout, Coordinated Shot
Skills: (6+2*6) Acrobatics (Dex) +12 Bluff(Wis) +13, Climb(Str), Craft(Int), Diplomacy(Cha), Disguise(Cha), Handle Animal (Cha), Heal(Wis), Intimidate(Wis) +16, Knowledge(arcana) (Int), Knowledge(dungeoneering) (Int), Knowledge(engineering) (Int), Knowledge(local) (Int), Knowledge(nature) (Int), Knowledge(planes) (Int), Knowledge(religion) (Int) +9, Perception(Wis) +13, Profession(Wis), Ride(Dex), Sense Motive (Wis) +13, Sleight of Hand (Dex), Spellcraft(Int), Stealth(Dex) +3, Survival (Wis) +13, and Swim(Str). [+4 to KN:skill checks vs Identify Monsters:


Languages: Common, Elven, Dwarven, Celestial
SQ Deeds, Grit, Judgement, Stern Gaze, Monster Lore, Bane, Heresy Inquisition (Sacred bonuses), Discern Lies, Solo Tactics, Track, Detect Alignment, Cunning Initiative, Orisons, Teamwork Feat
Combat Gear Musket+2 ; Other Gear mwk Chain Shirt, Far-Reaching Sight, Headband of Inspired Wisdom +2, Alchemical Cartridge, Paper x 15, Black Powder (dose) x15, Pellets (Handfuls) (30)

--------------------
Special Abilities
--------------------

Weapon Proficiency: Gain Exotic Weapon Proficiency (Two-handed Firearms)
Grit: Gain Grit points according to your Wisdom modifier (minimum 1)
Deeds: Use Grit points or have Grit points to have access various actions
**Deadeye (Ex)
**Quick Clear (Ex)
**Steady Aim (Ex)
**Fast Musket (Ex)
Nimble: Gain bonus to your AC (dodge bonus) as long as you wear light armor or no armor at all
Pistol Whip: Gunslinger can make surprise melee attack with the firearm (If succeed, can make CMB Knockout (cost 1 grit point))
Musket Training: Starting 5th level, add Dexterity modifier as a bonus on damage rolls; Missfire value increases by 2 instead by 4
Inquisition: Inquisitor gains specific abilities/spells regarding his Inquisition (Heresy)
Spells: Inquisitor gains access to spells and orisons
Judgement: Starting at lvl 1, Inquisitor can pronounce Judgement as a swift-action. He will receive bonuses or special ability based on the judgement
Monster Lore: May add Wisdom Modifier to the all Knowledge checks (relevant one) to attempt to identify weaknesses of monsters
Stern Gaze: Add half Inquisitor levels to Intimidate
Track: Add Half Inquisitor levels to Survival
Bane: Inquisitor can imbue his weapon as a swift-action to specific type enchantment (grants +2 to damage and attack +2d6 vs specific group)
Teamwork & Solo Tactics: Inquisitor gains access to Teamwork feats and may use them, without other members in the party requiring to have them. Inquisitor still have to qualify for all the Teamwork feats in order to take them
Cunning Initiative: Add Wisdom modifier to Initiative
Discern Lies: Inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level.


well, I would envision him going for something akin "spirit contract" but instead with elements. As his connection with elements grow (getting more powerful effects / spells).

Something similar to paladins but instead he is furthering cause of the elements or increasing their influence in the world (trying to keep balance so that none of the four elements grow stronger over another).

In the beginning it might go in the direction "jack-of-all, master-of-none" with his spellcasting and melee-prowess but its getting more specialized towards spells / effects of spells


Troll race building:

Monstrous Humanoid (3) RP ("Mon of Marshes")
- *gains darkvision (60 feet)*
Normal Size (0) RP
Normal Speed (0) RP
Flexible (2) RP
- +2 to any two stats
Language : Standard (0) RP
- Start with race language and common (except Druid)
Fast (1) RP ("Spirit of Io" sounds nice to flavour it)
- gains extra 10 feet movement speed
Lucky, Lesser (2) RP
- +1 to all saving throws
Deep Magic (3) RP ("Troll Voodoo" sounds better)
- +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks

All in all 10 Points used to create the race although had to compromise with idea, how trolls would be. Fast healing was quite tempting but 6 RP for that :S So opted to go for more saving throws plus ability to get

Plus question: If I would like to create a PC (in this case the troll) who can controll all the primal elements (water, air, fire, earth) I will need to tap all those 4 specials to gain full caster advancement?


Damn, now I got inspiration for Troll, going shamanistic way (*cough* not at all warcraft inspired *cough*)

Now... that would be quite funny "hi mon, wat'cha doing? Spirit be wit ya"

Lets hope for some good rolls ...

5d6 ⇒ (6, 1, 1, 2, 1) = 11 9
5d6 ⇒ (3, 1, 6, 5, 3) = 18 14
5d6 ⇒ (1, 1, 2, 1, 4) = 9 7
5d6 ⇒ (4, 4, 6, 6, 1) = 21 16
5d6 ⇒ (6, 2, 2, 5, 5) = 20 16
5d6 ⇒ (3, 3, 1, 5, 1) = 13 11

ah well, seems... like I hit something


Well, considering my character, Jaraxus will be using Poisons quite often and those are pretty big part of him in all situations (and of course, combat too).

Having that extra "omph" to damage section (drow poison, etc) is also fun to play since you never know what might happen


Recrunching Jaraxus Kewadin (again :D) for 10point buy:

Male noble drow fighter (two-weapon fighter) 2 / rogue (Survivalist) 1 (Pathfinder RPG Bestiary 115)
CN Medium humanoid (elf)
Init +4; Senses Darkvision 120 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, Touch 14, Flat-footed 14 (+3 Dex; +1 Dodge; )
HP 21 (2d10+2 || 1d8+1)
Fort +3, Ref +6, Will +2; (+1 vs Fear (Bravery) (+2 vs enchantment)
Sleep Immunity; Spell Resistance: 14 ;
Weaknesses: light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 1d6+1 +1d6 / +2 1d6 +1d6
Constant — detect magic
At will — dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day — dispel magic, divine favor, suggestion (DC 14)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 14, Wis 14, Cha 12
Base Atk +3; CMB +4; CMD +17
Feats Dodge (+1 AC); Weapon Focus: Sword, short (+1 attack); Two-Weapon Fighting (lower penalties);
Skills Acrobatics (Dex) +7; Appraise (Int); Bluff (Cha) +5; Climb (Str) +6; Craft (Int); Diplomacy (Cha) +6; Disable Device (Dex) +7; Disguise (Cha) +5; Escape Artist (Dex) +7; Handle Animal (Cha); Intimidate (Cha); Knowledge (local) (Int) +6; Linguistics (Int); Perception (Wis) +6; Perform (Cha); Knowledge (dungeoneering) (Int) +7; Knowledge (engineering) (Int) +7; Sense Motive (Wis) +6; Sleight of Hand (Dex) +7; Stealth (Dex) +7; Profession (Wis); Ride (Dex); Survival (Wis) +6; Swim (Str); Use Magic Device (Cha);
Traits Ease of Faith: +1 Diplomacy; Warrior of Old: +2 Initiative
Racial Modifiers +2 Perception; Poison Use;
Languages Abyssal, Undercommon, Drow-Sign Language, Gnome
Combat Gear mwk Sword, short 2x; mwk Chain Shirt; Cloak of Resistance +1; Sleeves of Many Garment; Kit, dungeoneering kit, deluxe; Kit, rogue; Tool, Thieves (Conceable) +4 Sleight of Hand, +2 Disable Device; Tools, Thieves' Extenders; 10 gold
Potions[Poison] Drow Poison x2 freq: (1min/2rounds) | effect: unconsious (1min/2d4 hrs) | 1 Save; Giant Wasp Poison freq: 1round/6rounds) | effect: 1d2 Dex | 1 Save; Blue Whinnis freq: (1round/2rounds) | 1 Con/unconscious 1d3 hrs | 1 Save;
--------------------
Class Advancements
--------------------
Hardy
At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. She can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation.
This ability replaces trapfinding.

Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

So, re-did Jaraxus once more for 10 point buy but tried to keep him realistic. I do like to have some semibalance / look with real-life (+3 on dex is high but I guess due to being elf and their nature of "speed over power" it does justify it "normal for elves, limit of humans). Also the way of getting his Wis and Int up kind of does fit him, thinking how he would survive with his behaviour and ongoing around Menzoberran (plus being graduate of Melee Magthera)


New Crunch (5 point buy)Jaraxus Kewadin Drow Noble:

Male noble drow fighter (two-weapon fighter) 2 / rogue (Survivalist) 1 (Pathfinder RPG Bestiary 115)
CN Medium humanoid (elf)
Init +4; Senses darkvision 120 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex; +1 Dodge; )
HP 21 (2d10+2 || 1d8+1)
Fort +3, Ref +5, Will +1; (+1 vs Fear (Bravery) (+2 vs enchantment)
Sleep Immunity; Spell Resistance: 14 ;
Weaknesses: light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 1d6+1 +1d6 / +2 1d6 +1d6
Constant — detect magic
At will — dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day — dispel magic, divine favor, suggestion (DC 14)
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 10, Int 12, Wis 12, Cha 12
Base Atk +3; CMB +4; CMD +16
Feats Dodge (+1 AC); Weapon Focus: Sword, short (+1 attack); Two-Weapon Fighting (lower penalties);
Skills Acrobatics (Dex) +6; Appraise (Int); Bluff (Cha) +5; Climb (Str) +6; Craft (Int); Diplomacy (Cha) +6; Disable Device (Dex) +6; Disguise (Cha) +5; Escape Artist (Dex) +6; Handle Animal (Cha); Intimidate (Cha); Knowledge (local) (Int) +5; Linguistics (Int); Perception (Wis) +5; Perform (Cha); Knowledge (dungeoneering) (Int) +6; Knowledge (engineering) (Int); Sense Motive (Wis) +5; Sleight of Hand (Dex) +6; Stealth (Dex) +6; Profession (Wis); Ride (Dex); Survival (Wis) +5; Swim (Str); Use Magic Device (Cha);
Traits Ease of Faith: +1 Diplomacy; Warrior of Old: +2 Initiative
Racial Modifiers +2 Perception; Poison Use;
Languages Abyssal, Undercommon, Drow-Sign Language
Combat Gear mwk Sword, short 2x; mwk Chain Shirt; Cloak of Resistance +1; Sleeves of Many Garment; Kit, dungeoneering kit, deluxe; Kit, rogue; Tool, Thieves (Conceable) +4 Sleight of Hand, +2 Disable Device; Tools, Thieves' Extenders; 10 gold
Potions[Poison] Drow Poison x2 freq: (1min/2rounds) | effect: unconsious (1min/2d4 hrs) | 1 Save; Giant Wasp Poison freq: 1round/6rounds) | effect: 1d2 Dex | 1 Save; Blue Whinnis freq: (1round/2rounds) | 1 Con/unconscious 1d3 hrs | 1 Save;

--------------------
Class Advancements
--------------------
Hardy
At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. She can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation.
This ability replaces trapfinding.

Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.


Crunch:

Eberac Blackcoal
Male Mountain Dwarf Barbarian
___________________
Stats
___________________

Alignment: Neutral
Initiative: +1
Languages: Dwarven, Common
Size: Medium
Speed: 25

Attributes
STR 17 (+2 Dwarf Mountain)
DEX 13
CON 17 (+2 Dwarf)
INT 10
WIS 12
CHA 10
HON 7

___________________
Offense
___________________

Proficiency Bonus: +2
Rage: +2

Greataxe
Attack: +5(+7)
Damage: 1d12+3

Javelin
Attack: +1(+3)
Damage: 1d6
Range: 20/60 (light)

Handaxe
Attack: +5(+7) / +1(+3)
Damage: 1d6+3 / 1d6
Range: 20/60

___________________
Defense
___________________

HP: 15 (1d12 + 3)
AC: 15 (10 + 3 Con + 1 Dex + 1 Proficiency)

Saves

Str +5 (+3 Str +2 Proficiency)
Dex +1
Con +5 (+3 Con +2 Proficiency)
Int +0
Wis +1
Cha +0
Hon -2
___________________
Skills
___________________

Perception +1; Athletics +5; Survival +1; Intimidation +0;
___________________
Special Abilities
___________________

* Unarmored Defense: AC 10 + Dex + Con (as long as you are not wearing armor)

* Rage: 2 | Rage damage: +2 | Resistance vs Blugeoning/Slashing/Piercing

* Tool Proficiency: Smith's Tools | Flute
___________________
Equipment
___________________

Barbarian Starting Package:
Greataxe, Two handaxes, Explorer's Pack, 4 Javelins,

(Outlander) Background Starting Equipment:
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp

NOTE: Considering of Shotgun but not being proficient with it. Still it could be a goal "a dream of owning a boomstick" etc

Background story coming later. Had an idea but need to improve it a bit or might have to change some parts


4d6 ⇒ (5, 4, 1, 6) = 16 15
4d6 ⇒ (2, 6, 4, 1) = 13 12
4d6 ⇒ (6, 4, 3, 5) = 18 15
4d6 ⇒ (1, 1, 6, 3) = 11 10
4d6 ⇒ (4, 1, 1, 2) = 8 7
4d6 ⇒ (1, 1, 3, 6) = 11 10
4d6 ⇒ (5, 3, 5, 1) = 14 13

well damn, that seems awfully good. Have an idea but need to get crunch and stuff up first


Crunch of Jaraxus Kewadin:

Jaraxus Kewadin
Male noble drow fighter (two-weapon fighter) 2 / rogue (Survivalist) 1 (Pathfinder RPG Bestiary 115)
CN Medium humanoid (elf)
Init +5; Senses darkvision 120 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 Dex; +1 Dodge; )
HP 21 (2d10+2 || 1d8+1)
Fort +3, Ref +6, Will +2; (+1 vs Fear (Bravery) (+2 vs enchantment)
Sleep Immunity; Spell Resistance 14
Weaknesses: light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 1d6+2 +1d6 / +3 1d6+1 +1d6
Constant — detect magic
At will — dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day — dispel magic, divine favor, suggestion (DC 15)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 14, Wis 14, Cha 14
Base Atk +3; CMB +5; CMD +18
Feats Dodge (+1 AC); Weapon Focus: Sword, short (+1 attack); Two-Weapon Fighting (lower penalties);
Skills Acrobatics (Dex) +7; Appraise (Int); Bluff (Cha) +6; Climb (Str) +7; Craft (Int); Diplomacy (Cha) +7; Disable Device (Dex) +7; Disguise (Cha) +6; Escape Artist (Dex) +7; Handle Animal (Cha); Intimidate (Cha); Knowledge (local) (Int) +6; Linguistics (Int); Perception (Wis) +6; Perform (Cha); Knowledge (dungeoneering) (Int) +7; Knowledge (engineering) (Int); Sense Motive (Wis) +6; Sleight of Hand (Dex) +7; Stealth (Dex) +7; Profession (Wis); Ride (Dex); Survival (Wis) +6; Swim (Str); Use Magic Device (Cha);
Traits Ease of Faith: +1 Diplomacy; Warrior of Old: +2 Initiative
Racial Modifiers +2 Perception; Poison Use;
Languages Abyssal, Undercommon, Drow-Sign Language, Gnome,
Combat Gear mwk Sword, short 2x; mwk Chain Shirt; Cloak of Resistance +1; Sleeves of Many Garment; Kit, dungeoneering kit, deluxe; Kit, rogue; Tool, Thieves (Conceable) +4 Sleight of Hand, +2 Disable Device; Tools, Thieves' Extenders; 10 gold
Potions[Poison] Drow Poison x2 freq: (1min/2rounds) | effect: unconsious (1min/2d4 hrs) | 1 Save; Giant Wasp Poison freq: 1round/6rounds) | effect: 1d2 Dex | 1 Save; Blue Whinnis freq: (1round/2rounds) | 1 Con/unconscious 1d3 hrs | 1 Save;

--------------------
Class Advancements
--------------------
Hardy
At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. She can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation.
This ability replaces trapfinding.

Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

Background of Jaraxus:

Oh, the flamboyant 2nd son of House Kewadin. Lazy and unambitious, failure or rather non-achiever in the Melee Magthere. Jaraxus is well-known money spender among Drow society, bringing wealth with him and spending it away, often earning scorn of his own familie. Better known for his nickname "Flamboyant" among his fellows but in the shadows he is called also as "Cockroach"

Jaraxus would have died a long time ago or banished from the family, if not for his information network and strange ability to "evade" all those assassination attemps from both his family and enemies. Keeping in the fringes of his House politics, proving his worth to be just enough to be tolerated but not wanted with his information about recent events or possible happenings.

Jaraxus does spend most of his time inside his room, fascinated about the intrigues of his hometown. Recently though, Jaraxus has been seen moving more actively and taking more of handsdown approach with dirty work, but then he has always been quite strange person and eccentric one. Recently he has been trusted to collect of some of the botanical ingredients due to his own interested towards flowers.

Ambition:

The news among the society of something going on, or rather rumours that something will happen has piqued the interest of Jaraxus. Jaraxus had always been ambitious but the ruling of matriarch based society hasnt been to his liking plus the scorn of higher members towards him were mostly reason for Jaraxus to keep his presense low. Staying just enough important for his own family but keeping his distance, Jaraxus pays attention to the information and ongoing rumours among town, looking for a chance to cause... unexpected result as well maybe to rise in ranks.

Recently Jaraxus has been paying attention to one of his sisters, receiving interesting "vibes" from her, sensing that something is going on but unsure of what.

Realising that change might be happening, Jaraxus will catch on it if possible, even it means that he will have to start show his cards and no longer able to stay out-of-sight. The last decades has been quite boring and the chance to bring chaos and change to this otherwise boring world is a welcome change. Even Jaraxus likes occassional chaos and mayhem from time to time

Here is crunch plus some info about Jaraxus Kewadin, 2nd born Son in the Noble House.

Also, I tied a bit connection with Elvthrae (your character Viviana) if that is ok. It was quite interesting and it did give me inspiration for my guy :)


Oh damn, now I got hooked up.

Thinking about Noble Drow, 2nd born in the family (either thinking about wizard ( Elemental: earth or Illusion: Shadow school) or your typical Fighter, two weapons (sword-sword/dagger)


Ah, an interesting point.

Showing interest in the last "minute" (hah) and was considering something fancy.

Middle-aged (going towards Venerable) Cleric of Shelyn (Focus on Air & Love).

An explorer orientated person, seeking places and cultures, expressions and love. Avoids fighting for most part and tries to find interaction and relations among humans, studying them as well showing interest towards monsters

Monsters too, as we define them, have feelings, especially love or at least some other people argue it is something akin to it, more of survival of clans and their lineage or bloodline or whatevery those others want to claim it to be, but I agree to disagree with that statement. Were it a small kobold or full-grown dragon, they all have same feelings as humans too. Love in different forms.... yes, yes I know! Goblins, I will not argue with that snake-trap topic!

Having some mediocre talent and expertise with playing flute as well enjoying dancing, Areth hails from the southern part of Taldor and has seen most of the Inner-Sea countries although he cant claim to seen everything

Strenghts and weaknesses: Knowledge on many fields as well a lot of topics & information about different locations, life-experience and survival tricks gathered from many years.

Detoriating health and getting older makes some things harder - (AN: magic makes things easier but when playing something akin late medieval-ages, there is still some problems occuring when people get older) - as well sometimes entering his own world of deep thoughs.

Chasing old deep love still in his old age, never had the chance or been able to let it go, looking for something "last beauty, the ultimate love", trying to replace that feeling. Having a fear to die alone at somepoint, but gathering strenght to continue due to his own believes. Trying to bring happiness with him to others, to understand people


Somehow I just missed that part and didnt think about it at all. Well, was my mistake but its fine. Milk is already spilled and no use to gather it back.

It will be funny to see someone trying to counter him though. :) At least I will keep my "underlings" in secret


hm, I see in my mind already something neat.

Fighter/Barbarian/Inquisitor

A mighty warrior general, a son of Emperor Chreos, conquesting and turning the foreing lands under the control of his father. War, blood and death follows him, as he with a grip of an iron controls the subjugated ones to follow the rules and religion of the hole empire.

Has a dream to succeed his father and take the throne for himself: learned through conquest that there is no such thing as peace, only eternal war against other races (Areth is a bit racist) and only through iron rule can one man control everyone


Hm, thought about Fighter/Machinesmith (stat would be something along 13/12/12/14/14/12). I prefer kinda of a bit balanced type but also I like a realistic "setting". Seem to be cut just above others (average human with relatively 10 in all stats etc)


Oh got, these awesome Homebrew games just keep appearing and I am starting to get crammed with my game threads lawl. not sure if 1 more would hurt me but oh god, would have to learn at somepoint also for uni


Well, with the Expert NPC class I was able to boost points to all Knowledge skills. Not at all skill monkey in the end but might grab Heal/Sense Motive with Expert (granting 10 skills of your own choosing) which could boost group overal survivability


Good, so its just HP, Skill Point, Saves & BAB as a bonus for our original class. It does boost characters chances a little but I guess its much needed if GM will not hold back with his punches


Hm, did I understand correctly but instead of using my Skill Ranks and HP gain from Wizard I will instead use the Skills rank and HP gain from NPC class that I have.

After that -> lvl 2 till lvl 20 will be your class (bard, fighter, sorceress etc...)


I must say, I am really impressed with your Kingmaker compiled Houserules.

Quite impressive and a lot of stuff. Cant wait to get to play for first time (maybe) and have a chance to dive on that building stuff when we reach that part.

More interesting regarding that will be group composition and RP.


Well, I liked the idea of "crazy from loss" kobold but could change it depending on the party conception.

I do not see Jarx going for any leadership position but I can envision him as a speaker for races and magic researches / promoter (Magister / Archmage position) and fiercely advocating any slavery/ bad treatment towards lesser races.

Shaping my background with someone another can also be done and would be actually interesting and as said-> can change race if needed but would rather see how this recruitment is going so far


Also understood that. Cha-based Ruler, Str-based General, Wis-based Pope... and so on along with logical thinking.


Oh, that is good to know. This is my first attemp to get in Kingmaker campain (look-alike at least) since never got the chance to play one. What makes it interesting is it will be even heavily (relative term I know) modified so will be unique one.

Regarding Jarx, how does the whole concept of scarred / crazy sound? I do realise it will prove a bit challanging and some GMs might see some issues there regarding interactive roleplaying between PCs as well NPCs from the lands.

Also Social-skills will be playing huge role (as I have heard) but that I guess its not problem for Jarx (Couple good reasons even because of his 1) being wizard-> no cha skills & 2)crazy so to say so not really have to rely so much on "interaction") although his antics might be problematic time. Some concerns just regarding


Jarx, the Scarred Mind of Kobold:

Jarx used to live near Old Margreve with his wife and two children. They were part of a small clan of kobolds, stuck mostly in their ancient traditions although Jarx and his wife were more adventurous types and wanting to try out new things: both in magic and strenght. Jarx was the weaker one but intellectual, experiencing and amusing his litter while his wife was the stronger one and expert with martial weapons.

Both were deeple in love with each other in their own way and deeply entwined through their times. However it all would change during one night in winter. The wind was howling and the snow had piled high, closing their small community to their own world from outsiders.

Somehow a small unit of creatures of wolves, feys or whatever they were, were able to enter their tunnels and avoid their traps. What only ensued after that was only a horror from the stories, like a evil hooman would threaten their famous kobold hero.

A slaughter ensued and blood was flowing, filling the tunnels with odor of iron and death. His wife pushing Jarx with the children towards their escape tunnels while staying behind to defend others and ensure their escape, Jarx was crying as he clumsily escaped both children under his arms, heavily buffing and wincing from the weight and soreness of such a rigour activity.

The fear pushing him out to the cold weather and trying to find a place to spend the night in a cold wind, freezing temperatures and deep darkness, despair was soon filling his mind as he realised that the children could not endure this kind of weather. Slowly succumbing to panic and despair as he felt the kids growing colder and their voices slowly weakening and disappearing as he tried to do everything in his power to keep them save. Half dragging, half carrying as his mind was clouded from everything he finally fell in the middle of the snow, emotionally scarred and mind flickering on-off.

Later as he would wake up he found himself in a caravan, shackled and bound towards human city and would later to come understand he was found in the middle of the road almost frozen to dead, alone. All of this would soon be forgotten and erased by his broken memories and hazy hallusinations. Confusing and interpreting small children or smaller races as his children or opposite sexes as his dead wife. During moments when he would receive his sense of ”presense” he would just look sad and to the horizon while clutching his only possession and remainder of long forgotten life: amulet, which he received when he and his wife were married and first time in their life together... only to wish that he could again forget everything.


Hm, regarding Word Magic: Would it be acceptable or better for me to stay for the sake of nerves (both me and GM) in normal concepts of magic casting?

Otherwise creating at the moment "twinkel" minded kobold wizard


Interested!

How do you like research wizard type, oriantated to shape world - maybe a bit god complex - due to loss of his significant other. His mind a bit lost between past and present and trying to perfect his way with word magic.

As in what to play, I do find Lizardman word caster Wizard interesting or maybe Winter Gnome. Are there any other possibilities except these 5?


I did notice Sorcerer had Abyssal & Daemon Bloodline. Would that be acceptable or Sorcerer would have to go for Infernal Bloodline regarding their Patron , arch-devil Baalzebub


4d6 ⇒ (4, 4, 3, 4) = 15 = 12
4d6 ⇒ (4, 4, 2, 6) = 16 = 14
4d6 ⇒ (5, 4, 1, 4) = 14 = 13
4d6 ⇒ (2, 2, 6, 3) = 13 = 11
4d6 ⇒ (5, 2, 6, 6) = 19 = 17
4d6 ⇒ (6, 6, 3, 1) = 16 = 15

Oh cool, I liky liky these stats. Is Drow allowed race? I do have a character concept like Jarlaxe in my mind (from Forgotten Realms). Either going towards Bard(Arcane Duelist or Daredevil) or Fighter (Weapon Master: Rapier)


Rhud, the burning mind:

Rhud was born and raised in the famous planet of Mars. From a young age he had received training and education to the spirits of machine and teachings of Emperor. His growth and knowledge kept improving with passing years and with the additional cybernetics Rhud had achieved remarkable levels of intelligence.

As time passed Rhud became more and more absorbed with his learning and desire to perfect the teachings and learning of Machines and more of the Dark Age technologies. His desire for knowledge and personality to achieve perfectionismus was bordering herecy as he dived deeper and deeper to the archives and knowledge of ancients.

In one of those times he had already passed the border of thin-line of "allowed" and herecy material. Hunted and cursed by his own brothers and Inquisitors Rhud escaped and evaded his pursuers. During one of those escapes he was almost captured but on the last moment he had accepted the Chaos, and was granted power from Tzeenesh & Nurgle, powering his knowledge and body. With a daring attemps and his inhuman knowledge Rhud was able to evade and kill few of his pursuers.

As you kept hiding Rhud met during one of those journeys "The Many-Eyed" prophet, hiding him and giving him a tip to escape. As a reward and departing fee "The May-Eyed" did not demand anything except to later pay this favor back to him as he and Rhud would surely meet once again in the future.

Embraching the Chaos and advancing deeper in his mad chase of knowledge Rhud becomes more and more entanglede to the Corruption, as he tries to reach the pinnacle of knowledge and rule the world with his machinery and trying to become the perfect pinnacle of perfectionism.

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