Lem

Johnny Luckseed's page

27 posts. Alias of WerePox47.


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Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

GM can you please remove me so this will stop showing on my camp tab.. thanks..


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Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Johnny stops his song at the sight of the orc hewing.. The buff lingers for 2 rounds longer "Anyone need heals? Man you guys are stout with your blades.."

I think pulling the blade was more for flavor.. Regardless GMs game, Gms call imo..


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Inspire Courage will affect your bomb damage as well..


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Givin the opportunity he would jump out of the truck to inspire his allies.. Acro: 1d20 + 3 ⇒ (16) + 3 = 19


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Sorry folks ive been on vacation.. Ill attempt to catch up..

Round 8

Johnny will start an inspiring song for his allies..
Inspire Courage, +1 Hit/Dam/Saves vs Fear


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

"Perhaps we should get in there and lend a hand.."


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

He sings to inspire yes.. Ill add the rounds back.. Of to bed ill catch up in the morn..


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Johnny will continue to fire and on round 8 will sing again for a round, resetting inspire..

"Round 6"

attack+inspire+higher ground: 1d20 + 7 ⇒ (13) + 7 = 20
dam+inspire: 1d4 + 1 ⇒ (4) + 1 = 5

"Round 7"

attack+inspire+higher ground: 1d20 + 7 ⇒ (7) + 7 = 14
dam+inspire: 1d4 + 1 ⇒ (1) + 1 = 2


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Is there a map somewhere that im missing? This is also not showing up in my campaign tab..

Actions:

Round 1-Jump in truck and hunker down.. stealth: 1d20 + 11 ⇒ (9) + 11 = 20

Round 2-Ride Out

Round 3-Inspire Courage.. Adding +1hit/dam

Round 4-End Inspire, Lingering Performance keeps it up for 2 more rounds.. Then fire shortbow if target is presented.. Attack+Inspire+Higher Ground: 1d20 + 7 ⇒ (17) + 7 = 24
dam: 1d4 + 1 ⇒ (1) + 1 = 2

Round 5-Take a look around perc.: 1d20 + 14 ⇒ (20) + 14 = 34


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Johnny hops into the back of the truck and holds on.. "Names Johnny, nice to meet yall.. Mind if i tag along?" He stops his singing, but you all still feel the uplifting effects for another 2 rounds..


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Why is this not showing in my campaigns tab?


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Round 4

Seeing the bot of fire Johnny will cast Create Water on him.. And continue his singing..


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

It appears im not on the initiative count so ill roll.. Oh and was there a map link somewhere i missed?

Init: 1d20 + 3 ⇒ (6) + 3 = 9


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Freed from his entrapment Johnny bolts from the ship and tries to get a hnadle on whats going on.. Perc.: 1d20 + 14 ⇒ (11) + 14 = 25
What the F.... As he looks around theres chaos.. I man is cut in helf, while some skeleton does somthing crazy.. He decides that the skeleton is definitely not a friendly and begins to sing of inspirations to kill it.. Inspire Courage affects those fighting the Skeleton


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Did someone get Johnny out of the crash?


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Johnny hears a vehicle approach.. " Can anyone here me.. Help! Im stuck and cant get out.."


In shuttle and after crash:

Dreaming of slim halfling girls Johnny is bumped awake by some not normal turbulence.. What in Desna's name.. Johnny peers out the window at the rapidly approaching ground.. Bracing himself for impact he yells out "Not this isn't very lucky at all.. Desna be praised if i make it out this one.." and the CrAsH! BoOM.. Everything goes black...

Waking up later he discovered he was alive.. But not in good shape as a large piece of something was pinning him down.. Escape: 1d20 + 2 ⇒ (4) + 2 = 6
But he is unable to wiggle out.. "Well now this is two unlucky happenings in the same day.. I must be on mah Butterflies bad side.. Lets see if i've still got the touch.." Wiggling his finger about the tip begins to glow.. With a smile he touches his other hand with it and tries to escape again.. Escape: 1d20 + 2 ⇒ (7) + 2 = 9 Escape: 1d20 + 2 ⇒ (1) + 2 = 3

But its just not meant to be and panic takes over.. Yelling "Is there anyone out there that can help me? Im stuck and can't seem to wriggle free.. HELP!!! HELP!!!"


Johnny will be taking Stunt Driver and Vault Hunter.. These are both right down his ally.. Drive Skill +8, Profession Driver +9 :)

Character Profile updated as well..


Gm has said he's making a new skill called Drive(dex), but will be enhanced by any ranks in Prof(driver).. I have ranks in both..


Pretty sure he was keeping it 2 classes only.. Not 100% on that though.. Im gonna switch Johnny to a reggie bard since we have 2 potential lockpickers..


Gobo you realize that reggie bards inspire is a comp bonus and the archivists is an insight? Could be some nice stacking goin on there.. Just sayin.. Additionally im not completely opposed to doing the reggie bard if we have someone else who can pick locks..


If your gonna go bard Gobo then i might go Oracle or something.. Kinda had my guy finished though hmm..

I suppose i could go wizard as well.. hmm.. Are you for sure on going Bard Gobo?


Johnny is a Bard(archivist)/Cleric focusing on buffs and heals..


Gobo you shoulda just kept those first stat rolls and not felt bad about it lol.. My guy is deff not a fighter, but fighter types need buffs and heals and that what he does so.. And he can drive anything uner the sun :) and he disables traps and such.. Nice support guy imo..

Wait so 2 people are going unarmed fighter/monk? Come on now gestalt parties become beastly for their diversity and the ability to have whats needed for any situation..


In the ultimate combat theres an entire section called Vehicles.. All land based vehicles are controled by either Profession(Driver), or an associated skill depending on what it is your driving etc.. Now this only talks about animal drawn vehicles for the most part, and some magical/alchemical ones, but imo it would be the same thing for a more modern vehicle.. Profession rolls for money is only used in PFS really..

Profession
(Wis; Trained Only)
You are skilled at a specific job. Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. The most common Profession skills are architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.


Ok ive finished my guy for the most part.. All info is in his profile.. I just have to come up with a backstory, but in short hes a exploring treasure hunter that carries an aura of luck around with him..

Out of the camp traits presented so far i think he would be a Vault Hunter, although he could certainly pull off Stunt Driver as well..

Oh btw its not a ride check, its profession(driver) that your looking for..


Quigley Cobblepots reporting for duty.. Pregen Bard..