Terek

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And now i feel a bit dumb. Forgot to do complications twice now...
Motivation: Becoming a worthy mate and attracting a female by becoming a hero and bringing back some bauble of power.
Complication: Boris is an Ursa from the cold climes. He does not do well in the heat and humidity nor does he know much about the local area.


Repost of an Ursa warrior.

stats:
Boris
Attributes
Strength:5(7)
Stamina:5(7)
Dexterity:0
Agility:0
Fighting:5
Intelect:3
Awareness:5
Presence:5
Total:56
Defenses
Dodge:0
Fortitude:5
Parry:5
Toughness:7
Will: 5
Initiative:0
Total:0
Skills
Athletics 5
Close Combat (Claws) 5
Insight 5
Intimidation 5
Total:10
Advantages
All Out Attack, Improved Grab,Crushing hold,Grabbing parry, Hardy, Improved Escape, Powerhouse, Rapid healer, Reversal, Chokehold, Fast Grab, Improve hold, Takedown, Die hard, Fearless, Interpose,
Total:16
Powers
Damage 1 (Claws strength)
Growth 2 (Permanent)
Total:8

Story:
Boris comes from the long dark and the cold night of the northern climes. He comes to deep water in search of a simple goal, a want so many have had before him. He wishes to come back proven so he can find a mate and grow to be an old bear with many grandchildren. A simple want to be sure.

Also, to the one who wanted to build an ursa berserker, the humor of a bear shirt bear is awesomely good. There can always be two bears in a team.


To be fair, my alchemist is built more like a rogue.


Stats:
Boris
Attributes
Strength:5(7)
Stamina:5(7)
Dexterity:0
Agility:0
Fighting:5
Intelect:3
Awareness:5
Presence:5
Total:56
Defenses
Dodge:0
Fortitude:5
Parry:5
Toughness:7
Will: 5
Initiative:0
Total:0
Skills
Athletics 5
Close Combat (Claws) 5
Insight 5
Intimidation 5
Total:10
Advantages
All Out Attack, Improved Grab,Crushing hold,Grabbing parry, Hardy, Improved Escape, Powerhouse, Rapid healer, Reversal, Chokehold, Fast Grab, Improve hold, Takedown, Die hard, Fearless, Interpose,
Total:16
Powers
Damage 1 (Claws strength)
Growth 2 (Permanent)
Total:8


The long and the short:
Boris comes from the long dark and the cold night of the northern climes. He comes to deep water in search of a simple goal, a want so many have had before him. He wishes to come back proven so he can find a mate and grow to be an old bear with many grandchildren. A simple want to be sure.


Yep... time to get my prescription checked cause I am blind.


I may have missed it, but where is the template for ursa?


No worries, we'll be here.


Spoiler:
Init +; Senses Perception +
- - - - -
DEFENSE
- - - - -
AC , touch , flat-footed
hp
Fort +6, Ref +5, Will +2
- - - - -
OFFENSE
- - - - -
Speed 30 ft.

Melee

Ranged

Combat Options
- - - - -
STATISTICS
- - - - -
Base Attack Bonus +3; CMB +4; CMD 15

Race
Death Scent (Ex): Ghouls have an incredible sense of smell, particularly for carrion. A ghoul has the scent ability to 30 feet, but when scenting undead (or bodies suffering from decay or, at the GM’s discretion, the stink of death) possess scent to a range of 60 feet.
Expert Scrounger (Ex): Ghouls have a talent for using old, broken equipment. In a ghoul’s hands, an object with the broken condition is treated as if it did not have the broken condition. In addition, ghouls gain a +4 racial bonus on Perception checks made to discover objects that are lost in rubble or undergrowth, buried, or otherwise hidden from view.
Feed on Flesh (Su): When a ghoul feeds upon the corpse of a humanoid creature, it absorbs some of the lingering traces of memory and knowledge that creature possessed in life. Strangely, the older a corpse is, the more potent those memories become. Feeding on a corpse that is less than 24 hours old typically provides no benefit to a ghoul but nourishment. If a ghoul spends 1d4 minutes feeding on an older corpse that has at least some amount of flesh on its bones (even dried flesh, as in the case of a mummy, is acceptable), it absorbs a portion of knowledge once possessed by the creature. This grants the ghoul a +2 insight bonus to a skill of its choice, so long as the skill in question was a class skill of the creature the ghoul feasted upon.
A ghoul can obtain only one +2 insight bonus per corpse fed upon. At the GM’s discretion, there may be exceptions to this rule for ancient corpses. A ghoul can maintain a number of separate insight bonuses to skills in this way equal to its Intelligence modifier (minimum of 1). If a ghoul uses this ability when it has already reached the maximum number of +2 insight bonuses afforded by its Intelligence modifier, it must forget one of the current +2 insight bonuses in order to replace it with the new one. A ghoul can take the Erudite Feaster feat (as well as its associated feats) to enhance this ability.
Immune to Disease (Ex): Ghouls are immune to all nonmagical diseases, and gain a +4 racial bonus to resist the effects of supernatural diseases.
Natural Attacks (Ex): Ghouls have a bite attack that inflicts 1d4 points of bludgeoning, piercing, and slashing damage on a hit.
Ripping Talons: Ghouls gain two claw primary natural attacks. Each claw attack inflicts 1d4 points of slashing damage on a hit.
Thick Hide (Ex): Ghouls have a +1 natural armor bonus.
Warren Digger (Ex): Ghouls have a burrow speed of 10 feet, but can only burrow through soil and dirt, not stone.
Languages: Ghouls speak their own language and Common. A ghoul with a high Intelligence score can choose any non-secret language as a bonus language.
Class
Feast on Memories (Su): A necrophage can maintain more insight bonuses from the feast on flesh ghoul ability. The necrophage’s maximum number of insight bonuses increases to half his alchemist or rogue level (minimum 1) plus his Intelligence modifier.
Feed on Living Thought (Su): Although a necrophage prefers the flavor of dead meat and dry bone, he can also absorb fragments of the minds of living creatures he damages with his bite attack. A number of times per day equal to his class level + his Intelligence modifier, a necrophage may feed on living thought; he must choose to activate this ability when he attempts a bite attack against a living foe as part of the action taken to make the bite attempt. If he misses, that use of feed on living thought is wasted.
If he hits, his bite inflicts an additional 1d6 points of damage. This bonus damage increases by 1d6 at every odd-numbered level, to a maximum of 10d6 points of extra damage at 19th level. This additional damage is the result of wracking psychic pain caused by the bite attack, and is a mind-affecting effect. A creature bitten is also sickened for 1 round. Rogue talents and other abilities that add to sneak attack also add to feed on living thought.
When the necrophage successfully feeds on living thought, he gains the benefits of his feed on flesh ability. Alternately, he may attempt to extract a specific bit of information or knowledge from the target, as if he had used detect thoughts to successfully scan the creature’s surface thoughts. The target makes a saving throw against DC = 10 + 1/2 the necrophage’s class level + the necrophage’s Constitution modifier. If it succeeds, any insight bonuses granted by feed on flesh are halved and no specific information or knowledge is gained from the target.
Mutagen: When a necrophage alchemist creates a mutagen, he can mix into the concoction a portion of decayed meat or rancid blood harvested from a corpse of approximately his own shape (generally humanoid) and size (within the same size category, usually Medium). When the necrophage uses this mutagen, his appearance changes to one that closely approximates the original creature as it appeared in life. This is a cosmetic change and grants no additional abilities to the necrophage, nor does it alter his natural attacks or natural armor bonus. When the necrophage first uses his mutagen, he makes a Disguise check to determine the success of his disguise. Those who see through the sham note the subtle scent of the necrophage’s decaying meat breath, or perhaps spot his sharp fangs or jagged nails. A necrophage gains a bonus on this Disguise check equal to his class level.
A necrophage gains Disguise as a class skill. He gains no other benefit from the mutagen besides the disguise.
Expanded Palate (Ex): At 2nd level, the necrophage selects a creature type other than humanoid; he can now gain the benefits of feed on flesh when he consumes bodies of that creature type, rather than just humanoid creatures. The creature on which he feeds must still have a body of flesh and bone. Most oozes don’t provide the proper sustenance due to their mindlessness. Constructs composed of decayed meat or the like (such as a flesh golem) can be consumed, but most constructs are not appropriate meals due to their lack of intellect. Many necrophages enjoy selecting undead; while skeletal undead can provide enough sustenance, incorporeal undead leave nothing to consume.
At 5th level, and then again at 8th level, the necrophage selects another creature type to add to his list of potential meals.
At 10th level, all creatures of flesh and bone can provide benefits to the necrophage.
Swift Feeding (Ex): At 3rd level, a necrophage can now use his feed on flesh ability as a full round action, rather than requiring 1d4 minutes to feed on the corpse to gain benefits.
This ability replaces swift alchemy for an alchemist.
Ectoplasmic Extracts (Su): Instead of using alchemical reagents in order to create alchemical items (including his bombs, extracts, and mutagens), an ectoplasm master uses reagents such as corpse dust, crystallized ectoplasm, and similar reagents as alchemical catalysts. Just as with standard alchemists, the costs of these materials are insignificant and are comparable to the costs of the valueless material components of most spells.
As a result of his eccentric techniques and use of odd alchemical components, an ectoplasm master has an expanded formula list. He adds all sorcerer/wizard spells of 6th level or lower from the necromancy school to his alchemist formula list (but must still learn each of these spells normally). If a spell appears on both the alchemist formula list and the sorcerer/wizard spell list, the ectoplasm master uses the lower of the two spell levels listed for the spell.
This ability alters extracts and replaces Brew Potion.
Extracts : 1st 5/day, 2nd 2/day
1st Summon monster I, Identify, Cure Light Wounds, Chill Touch, Decompose Corpse, Restore Corpse, True Strike, Expeditious Retreat, Shield, Ant Haul
2nd Summon monster II, Sentry Skull
Discoveries
Ectoplasmic Servant, Preserve Organs
Feats
Erudite Feaster, Craft Poppet

Trained/Important Skills
Appraise 4 ranks +13
Craft (Dollmaker) 4 ranks +13
Disable Device 4 ranks +8
Disguise 4 ranks +6
Knowledge (Arcana) +13
Knowledge (Nature) +13
Perception 4 ranks +8
Sense Motive 4 ranks +9
Stealth 4 ranks +9
Spell Craft 4 ranks +13
Survival 4 ranks +8

Traits
Slippery - +1 to stealth and it becomes a class skill.
Suspicious - +1 bonus on Sense Motive, and Sense Motive becomes a class skill.

Languages
Ghoul, Common, Aklo, Undercommon, Draconic, Abyssal, Infernal
Equipment
Weapons

Armor

Other Gear

Wealth

Carrying Capacity
Light:
Medium:
Heavy:
Current Load:

Stats
Str 12 Dex 12 Con 12 Int 21 Wis 12 Cha 8 Alchemist 4(Necrophage, Ectoplasmic master) LE

Bare bones of the character design, have not gotten equipment together.

He considers himself a bit of a gourmand among his kind. Not sure a non-ghoul would agree with his assessment. He is out to see the world, meet exotic new peoples, and eat them.


Necrophage is the ghoul archetype that can be added to alchemist and rogue. Ectoplasm master is a necromantic alchemist archetype that does not conflict with the necrophage archetype.


You ever have that moment where you have been working incredibly hard on a idea and he just takes a different path all together... Necrophage alchemist ectoplasm master... yeah, he has become very interesting indeed. I am very invested in this character now. Will have a full workup done probably by Monday.


Grave witch is interesting, but I am leaning towards necrocultist.


Thinking a ghoul is right up my alley, some kind of necro or other such.


You have my interest sir.


I may put forth a blood axe kommando since they are open.


@GM How do you feel about a svirfneblin raised in a kolbold tribe? She was used in a previous strange aeons that just got past the first room and that is it.


Ok, I will be taking over this game it seems. Give me a bit to put together a game.


Awful lot of kineticist going on in the builds... Ahem, dotting with a unchained barbarian/rogue as my concept. I'll get him together soon.


Faceless, if you would be able to play and not GM, I would be happy to gm for the group that is arrayed here.

There are too many good characters for me to let this die.


@GM Yeah, I figure his armor would still have the faded star spangled pattern on it as they would have decked him out with a caricature level of patriotic propaganda paint. But, the scuffs and dents and long fade has made the coloring job a sad shadow of the original design. He is trying to win people over to a nation and idea that no longer exists outside of his mind and programming.


Appreciate that. Changes how I am building my character a bit with the extra points.

Bull:
Attributes
Agility d4, Smarts d4, Spirit d6, Strength d12+1, Vigor d12

Skills
Athletics(Strength) d12
Common Knowledge(Smarts) d4
Fighting(Agility) d4
Intimidate(Spirit) d6
Notice(Smarts) d4
Performance(Spirit) d6
Persuasion(Spirit) d6
Shooting(Agility) d4
Stealth(Agility) d4
Survival(Smarts) d4

Hindrances
Hesitant(Minor)
Loyal(Minor)
Bad Luck(Major)

Edges
Free edge: Harrowed(Harrowed Edge:Cyborg)
Cyborg Directives: Confirmation, Hearts and Minds, Danger Close
Cyborg Edges: Armor Plating, Improved SRU, Samson, Hercules

Edges From Hindrances
Brute
Brawny

Derived Stats
Carry: 1,280 Ibs
Pace: 4
Parry: 4
Toughness: 15(4)
Size: 2

Gear:
Great Axe (made from jagged scrap)
10 Sharpened Hubcaps

Backstory:
Bull didn't remember what his real name was, didn't really matter. All Bull remembers is the time spent under the ruble, AI jabbing white hot pain through his processor repeatedly as he was unable to continue with his orders... humanitarian aid and protection of the refugee population. Engage only when under direct threat and only when no collateral damage would be assessed to those under his protection. When he tried to skirt the programming the beast would slip in and torture him as it could not escape the confines of their shared corpse tomb any more than he could.

Bull couldn't remember who he was supposed to protect exactly, but that didn't matter when the kids found him. Sub human oddities transformed by the radiation bake and the bad mojo of the land. Didn't matter to Bull, he had someone to protect again and a way to get his minder to stop torturing him. He jumped at the chance, they had to be refugees from something after all. At first they were frightened, throwing rocks and bladed hubcaps. Didn't matter to Bull, just had to keep asking what he could do to help... it kept his AI off of his case.

It took a week for Bull to convince the locals he wasn't going to kill them, two more to work out a system by which they could communicate simple requests. Bull toiled hard, protected against roving gangs and creatures of the land, and made a good life of it. But, he couldn't protect them from the plague... all he could do was give them the burials they deserved and say the words to half remembered prayers. Now he had to search again, find new people to help to keep the minder and the beast at bay.


Question, would I purchase my athletics based off agility first and then during regular game increase it based off strength if I had brute edge since skills come before edge, or would it retroactively change costs?


So, what edition did we finally settle on boss?


I can see where data analyst would enjoy it. How do you feel about the old villains and vigilantes system of fractional bonuses?


I am more than happy to use the time of war character gen as is. It is in depth and gives good background fodder for characters.


1d100 ⇒ 93 Monastic upbringing.
1d100 ⇒ 35 Assassin
2d10 + 20 ⇒ (8, 10) + 20 = 38
2d10 + 20 ⇒ (9, 8) + 20 = 37
2d10 + 20 ⇒ (8, 5) + 20 = 33
2d10 + 20 ⇒ (8, 10) + 20 = 38
2d10 + 20 ⇒ (8, 10) + 20 = 38
2d10 + 20 ⇒ (3, 1) + 20 = 24
2d10 + 20 ⇒ (2, 9) + 20 = 31
2d10 + 20 ⇒ (5, 9) + 20 = 34
2d10 + 20 ⇒ (1, 3) + 20 = 24
1d5 + 8 ⇒ (1) + 8 = 9 Wounds
1d10 ⇒ 6 2 Fate
3d10 + 840 ⇒ (5, 6, 7) + 840 = 858 Thrones
1d100 ⇒ 64 Fit
1d100 ⇒ 31 20 + 1d10 ⇒ 20 + (4) = 24 Years old
1d100 ⇒ 89 Ruddy Skin
1d100 ⇒ 90 Black Hair
1d100 ⇒ 10 Blue Eyes
1d100 ⇒ 3 Missing the left pinky.
1d100 ⇒ 72 Dead Planet
1d100 ⇒ 45 “There are no civilians in the battle for survival.” Increase Toughness by +2 and gain 1 Wound.

Do you mind if I take Untouchable as my background to be a Culexus assassin?


I have an Azami light mech pilot who specializes in scrounging and negotiating for whatever the group needs if we go treasure hunt or Solaris route.


Had me at mechwarrior.


Due to Shavuot I will not be on till Monday night. Bot as needed.


Due to Shavuot I will not be on till Monday night. Bot as needed.


Due to Shavuot I will not be on till Monday night. Bot as needed.


Due to Shavuot I will not be on till Monday night. Bot as needed.


Due to Shavuot I will not be on till Monday night. Bot as needed.


Due to Shavuot I will not be on till Monday night. Bot as needed.


Due to Shavuot I will not be on till Monday night. Bot as needed.


Due to Shavuot I will not be on till Monday night. Bot as needed.


True, but the system is intentionally built with the idea of retiring characters or letting them die gloriously in combat.


Question, as this system has a habit of going through character can we build a generic warhammer avatar and just change the picture every time we lose a character? So, say my profile would be named something like "with hate all things are possible." and every time a character retires or dies I would change the attached picture and rebuild the profile. Does this sound good?


Nethru, no I have not played 4e before, last I played was 2e.

Also, this group has the combat roles pretty well taken care of with a knight and a duelist.


Depends on the game. I like to allow the events to dictate these things.


Spent the exp down there in advances to bring toughness up and gain two advances in sing since I have perfect pitch from random.


1d100 ⇒ 75 Human +20exp
1d100 ⇒ 37 Warden +50exp
2d10 + 20 ⇒ (6, 3) + 20 = 29 WS 2
2d10 + 20 ⇒ (9, 9) + 20 = 38 BS 3
2d10 + 20 ⇒ (3, 3) + 20 = 26 S 2
2d10 + 20 ⇒ (3, 6) + 20 = 29 T 2
2d10 + 20 ⇒ (5, 10) + 20 = 35 I 3
2d10 + 20 ⇒ (1, 8) + 20 = 29 Ag 2
2d10 + 20 ⇒ (6, 4) + 20 = 30 Dex 3
2d10 + 20 ⇒ (5, 10) + 20 = 35 Int 3
2d10 + 20 ⇒ (2, 8) + 20 = 30 WP 3
2d10 + 20 ⇒ (9, 10) + 20 = 39 Fel 3
Wounds 9
Fate 4
Resilience 2
Fortune 4
Resolve 2
Motivation: Lush
Movement 4/8/16
+50exp
Advances
S 4 T 1 Brings both to 30
ups bonus to 3 each
Wounds now 12
Ranged(Bow) 5
Animal Care 5
Melee (Basic) 5
Language (Bretonian) 3
Language (Wasteland) 3
Lore (Reikland) 3

Doomed At the age of 10, a Priest of Morr called a Doomsayer took you
aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Suave Fellowship now 44 bonus now 4

1d100 ⇒ 57 Perfect Pitch You have perfect pitch, able to replicate notes perfectly and identify them without even making a Test. Further, add Entertain (Sing) to any Career you enter; if it is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.

1d100 ⇒ 62 Pure Soul Your soul is pure, quite resistant to the depredations of Chaos. You may gain extra Corruption points equal to your level of Pure Soul before having to Test to see if you become corrupt.

1d100 ⇒ 75 Sixth Sense You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test.

Athletics 5
Charm Animal 5
Consume Alcohol 5
Cool 5
Endurance 5
Intuition 5
Lore (Local) 5
Perception 5

Sharp Initiative now 40 bonus now 4

Trappings
Courtly Garb
Dagger
Pouch containing Tweezers,Ear Pick, and a Comb
Keys
Lantern
Lamp Oil
Livery
1d10 ⇒ 8 Silver shillings

Hershel Werner

age: 1d10 + 15 ⇒ (4) + 15 = 19
2d10 ⇒ (1, 9) = 10 Pale Grey eyes
2d10 ⇒ (7, 5) = 12 Dark Brown Hair
2d10 ⇒ (6, 10) = 16 6'1"

Ten Questions
Where are you from?
Hershel Werner has lived his whole life on the Reikwald hunting grounds of Dietrich Herman Herrmann von Nuln.

What is your family like?
Hershel never knew his mother, taken by the flux while he was but a lad of two. His father, Gerhard, was a stern man and strong disciplinarian. His three older brothers, Jürgen, Wilhelm, and Tim where boisterous young lads who have grown into fine you wardens in their own rights. Though they teased young Hershel often, they were never malicious.

What was your childhood like?
Dull and safe as can be in this world.

Why did you leave home?
If he has left home it is due to the lord of the land not wishing another warden so he must find new lands to care for.

Who are your best friends?
Anyone who he is drinking with at the time. Hershel makes fast but fleeting friendships.

What is your greatest desire?
To die old and happy in my bed, surrounded by grieving grandchildren.

What are your best and worst memories?
Best memory, that time he ran into the lord's daughter bathing alone under a small waterfall... he would have been strung up for that if anyone had found out. She used to sneak off with him until she got married... well after as well... maybe that boy might be his and not her husband's.
Worst memory, the time those wolves cornered him and his father in the middle of the night. The screams of their horses while they were gnawed alive where they were hobbled... it's funny though, they sounded more like rats than wolves. Funny how the memory plays tricks after all these years. Hershel has developed a severe dislike of rats since that day.

What are your religious beliefs?
"All praise to Taal, lord of the wild and master of beasts. May he guide my shot and keep the wolves and rats at bay." Raises hands as if clasping the sun.

To whom, or what, are you loyal?
To the lord of whatever land I am working first, to whomever is buying my drink second.

Why are you adventuring?
Man can not eat pride and drink dignity. I will have to find work somehow.

Advances T 4 bringing T to 34
Entertain (Sing) 2

Should be an interesting character.

If everything looks right Hershel is ready to go.


It seems you have a party. Easy enough to roll up characters and start.


You have our interest sir.


More than happy to go unchained summoner as long as I can master summoner. The summons are probably going to be my only offense capabilities and the rest will focus healing and social.


4d6 ⇒ (3, 3, 6, 5) = 17 14
4d6 ⇒ (5, 3, 1, 6) = 15 14
4d6 ⇒ (4, 1, 6, 2) = 13 12
4d6 ⇒ (5, 1, 1, 1) = 8 7
4d6 ⇒ (3, 4, 5, 1) = 13 12
4d6 ⇒ (6, 6, 6, 3) = 21 18
4d6 ⇒ (3, 1, 5, 5) = 14 13

I will be more than happy to drop one of the 12s so I can keep the seven for the sake of fun. Negotiator Bard/Master summoner.


I'm always happy to roll a fate die.


Ok, I'm a little late to this party but I must throw my hat into such an interesting ring. I will work on a character in the vein of Hershele Ostropaler, a poor vagabond who succeeds through wit and humour. Probably go with a summoner of Fey beings who are impressed with his nature.


I wouldn't mind playing an Ogryn if acceptable, otherwise I'll build a heavy gunner.


Dot for kingmaker. The field looks pretty full on it.


Will not get a post up tonight, I will post after shabbat ends as I don't have enough time before sundown tonight. Sorry, holiday got away from me and forgot to warn people this week.

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