Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
"Hell, what could possibly go wrong? Goblins always get on with other goblins just like humans always get on with other humans, right?" Guillermo gets in behind !Ko and keeps him within arm's reach. "I've got faith in you little guy." Will cast guidance on !Ko when needed to give him a boost on CHA.
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
"Guess we'll find out soon enough. I vote !Ko does the talking first." Guillermo pipes up. "I trust you can tell pretty quick if we've got the reasonable, enterprising goblins or the not-so-reasonable want-to-kill-us-on-sight types?" he asks the paladin. "Apart from if they greet us with a volley of arrows or something." he quickly adds.
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
"Maybe it's just a cat with some wings tied on, judging by those claw marks." "Let's go take a look. Even if we run away we've still got money for ale." Guillermo gives a knowing wink to Jack.
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
"I don't think that little guy has much fight left in him." Guillermo quietly moves between the kobold and the rags containing his weapons just as a precaution. "Those are quite the scars you got there. Must be a good story behind them."
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
Guillermo moves in behind Jack and looks at the symbols. Investigation: 1d20 ⇒ 4 "These aren't nothing I've ever seen before. Rest of you might want to take a look and see if they're familiar to anyone." He quietly calls out to the huddled figure while keeping his staff ready. "Uh, hey there, little fella. What's got your britches in a twist?"
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
I was thinking a short rest as well. Guillermo sits in the lotus position in a corner and pulls what appears to be a couple incense cones from his robe. He arranges them on the ground in front of him and lights them, slowly inhaling the faint, thin smoke that rises up. "I brought enough to share if anybody wants some of this. Strictly medicinal." he chuckles. Hit Dice: 1d8 + 2 ⇒ (6) + 2 = 8
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
I've found putting info in a spoiler with a DC/roll to be pretty effective, especially passive checks (knowledge, perception, insight, etc.). I'll post it in play when relevant, but yeah, Guillermo is pretty much constantly casting Shillelagh, unless he occasionally remembers he should cast Guidance. :)
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
Dex Save: 1d20 + 2 ⇒ (8) + 2 = 10
The crusty druid manages to step back out of the way of the explosion, feeling the heat on his skin. "How about we take a quick rest before we encounter more of these buggers??" Arcana: 1d20 ⇒ 14 "I'm not really versed in all that fancy wizard stuff, but I can say those damned things weren't from around here. Some kind of minor devils, I'd say."
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
Guillermo casts shillelagh on his staff again, anticipating the worst behind the locked door. He briefly puts his ear by the door to listen for strange sounds. Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
Guillermo looks wild-eyed at the skeleton that attacked him and strikes with his staff then again on the return swing. Quarterstaff (Shillelagh): 1d20 + 5 ⇒ (19) + 5 = 24
Quarterstaff (Shillelagh) Bonus Att: 1d20 + 5 ⇒ (20) + 5 = 25
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
Guillermo notes Jack's wincing. "Must be your upper lip Jack, I don't smell anything." He quickly casts shillelagh on his staff and takes a swing at the skeleton in front of him. Quarterstaff (Shillelagh): 1d20 + 5 ⇒ (10) + 5 = 15
(If I can use the bonus attack with the saft) Quarterstaff (Shillelagh) Bonus Att: 1d20 + 5 ⇒ (16) + 5 = 21
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
Guillermo knocks around with his Perception: 1d20 + 5 ⇒ (11) + 5 = 16 "Probably just monsters behind it." he grunts.
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
Guillermo reaches out with his staff and chips off a piece of candy. "I suppose this was made of something that was once natural. Thanks." he says to Kenzi as he takes the candy chunk. "Let the big guy here have the rest." "I'd offer you some of my dried forest mushrooms, but this really ain't the time or place for those. I'll bet you'd get some ideas from that stuff though." he chuckles.
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
Guillermo hears his name butchered and pulls out a healer's kit with some bandages for Kenzi and starts to wrap the wound, checking for infection. "It's too early to use magic. Here's a bandage. I think you can walk this one off." he grunts. Medicine: 1d20 + 3 ⇒ (13) + 3 = 16 "All better now, but I'm afraid I didn't pack any candy for you." he adds dryly. Gotta love low CHA.
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
Guillermo casts shillelagh on his quarterstaff and swings at one of the rats. "Go on now! Get!" he snarls at the vermin. Quarterstaff (Shillelagh): 1d20 + 5 ⇒ (3) + 5 = 8
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
catching up Guillermo has mostly stayed behind following the party, wondering exactly what he's doing with these strange folk. He's kept to himself thus far, giving up little information other than his name and a couple nods. He'd never really imagined adventuring with a goblin and a bugbear, but they seem to be of respectable character. At the very least, they don't appear to be a threat right now. For now he concentrates on climbing down the rope. Athletics: 1d20 + 3 ⇒ (8) + 3 = 11 Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Male Human Druid 1 | AC 14 | Init +2 | HP 10/10 | Saves: STR+1 DEX +2 CON +2 INT +2 WIS +5 CHA -1 | Passive Perception 15 | Spell Slots 1: 2/2
And TPJ is here. I missed that we'd moved on to this thread, so here's the skinny on Guillermo Arkha from the recruiting thread: He wanders the woods and hits things with a big stick. He's also curious about the apples. And opportunities to hit things with a stick. I'm cool with starting in the dungeon, and likewise I'm good with 2-4.
TPJ here again. While the foul-mouthed gnome could have been fun, since the party is lacking a healer and already has another Wizard, I've swapped over to Guillermo Arkha, human druid. He wanders the woods and hits things with a big stick. He's also curious about the apples. And opportunities to hit things with a stick. I'm cool with starting in the dungeon, and likewise I'm good with 2-4.
TPJ wrote:
It turns out my initial roll came out to 20 points, so with the racial bonus and some thinking I made it workable. Krusk Vrogor - Half-Orc Bloodrager (Steelblood, Aberrant Bloodline) - Monster Hunter Because every party can use a meat shield, and this guy looks to be more fun than the Human Ranger I'd started working up. Statistics:
Krusk Vrogor Male Half-Orc bloodrager 1 Archetypes Steelblood, CN Medium humanoid (orc, human) Init +0, Senses darkvision (60 ft.); Perception +5 ================================================= DEFENSE ================================================= AC 16, touch 10, flat-footed 16 (+6 armor, ) hp 12 ((1d10)+2) Fort +4, Ref +0, Will +1, +1 on Reflex saving throws against trample attacks. =================================================
Bloodrager Spells Known (CL 1st; concentration +3) =================================================
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Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. Bloodrage (Su) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 7 rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if you cast the spell; you must have the spell slot available to take advantage of this effect. Bonus Bloodrage Rounds Increase the bloodrager's total number of bloodrage rounds per day by 1. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Indomitable Stance (Ex) At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement. Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Mercenary For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide. Monster Hunter Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman's tales of Old Murdermaw - regardless, you've ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts. Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race. Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Power-Hungry You're addicted to power. You take a -2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power. Staggering Strike (Su) When you confirm a critical hit, the target must succeed a Fortitude saving throw (DC 12) or be staggered for 1 round. These effects stack with the Staggering Critical feat. The target must save against each effect individually. Weapon and Armor Proficiency Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. Weapon and Armor Proficiency A steelblood gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance. This replaces the bloodrager's armor proficiency. Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Background:
The Ten-Minute Background Five Things About Krusk Vrogor 1) Krusk is a Half-Orc Bloodrager of the Steelblood Archetype. He is of the Aberrant bloodline, tainted with ancient, dark forces. 2) Krusk's mother was an adventuring Sorcerer, also of the Aberrant bloodline. His father was part of an Orc Barbarian tribe. Their pairing was surprisingly amicable. 3) Krusk's parents vanished when he was young; presumed dead. 4) Krusk was raised by members of his native Belkzen tribe. His Aberrant bloodline was considered unusual even for them. They trained him in the ways of the Steelblood. 5) Krusk spent years in the company of a Halfling Ranger and learned to become a soldier of fortune, helping towns eliminate unwelcome creatures of all types, until they had a falling out over his new abilities. Goals 1) Krusk has imagined mounting the Sandpoint Devil's head on a wall ever since he first heard of it. 2) Krusk also figures he needs treasure to eventually build a fortress with a wall worthy of holding the Sandpoint Devil's head. Secrets 1) Krusk constantly hears voices from his Aberrant Tumor, captivating him to seek more power and wealth. 2) Krusk's parents are not only alive, but held captive in the same other-dimensional plane that is the source of his bloodline. People 1,2) Krusk's parents, Lem (father) and Ursul (mother). Lem was an Orc Barbarian and Ursula was an adventuring sorceress. They met on opposite sides of a battle and it was an unlikely case of love at first sight. Or as Krusk tells it, "Mom probably hooked up with Dad to cheese off Grandpa. He never really liked Orcs and she knew it. But she was always into that hippy-dippy love and magic crap." 3) Alton Leagallow, a Halfling Ranger and once a slave of his people. He'd earned his freedom with his impressive skills and managed to join the tribe by proving his worth. He and Krusk became friends and spent a few years working together, wandering through various parts of the Inner Sea as soldiers of fortune. When Krusk's bloodline began to manifest, Alton became fearful, and ran off in the middle of the night, taking their lastest and rather large bounty with him. Krusk is wary of trusting halflings now. Memories 1) Krusk remembers the first time his mom showed him magic. It was the most amazing thing he ever saw. For the first time in his life he felt the darkness recede. 2) Krusk remembers the shadows whispering to him as a child, telling him to be stronger. 3) Krusk remembers the pain of the frequent beatings he took growing up as part of his training. He's vowed that nobody will beat him like that ever again. Though if he seems a bit too extreme, the ranger is almost done and just needs a background. |