Tarrasque

Judderman's page

Organized Play Member. 36 posts (501 including aliases). No reviews. No lists. No wishlists. 8 aliases.




Well done all please find attached a massive Hero Lab BB code thingy for everyone's character.

wall 'o' text:
'Salty' Valaravans
Male half-orc alchemist (beastmorph, vivisectionist) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 24, Pathfinder RPG Ultimate Magic 20)
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +4 (1d6+4) or
. . dagger +4 (1d4+4/19-20) or
. . greataxe +4 (1d12+6/×3) or
. . sickle +4 (1d6+4)
Special Attacks sneak attack +1d6
Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—comprehend languages, enlarge person (DC 14)
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Statistics
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Str 18, Dex 12, Con 12, Int 16, Wis 8, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Brew Potion, Iron Will, Throw Anything
Traits - custom trait -, indomitable faith
Skills Acrobatics -1 (-5 to jump), Appraise +7 (+9 on items valued by weight when using scales), Craft (alchemy) +7 (+8 to create alchemical items), Intimidate +1, Knowledge (nature) +7, Perception +3, Profession (cook) +3, Spellcraft +7, Survival +3; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Orc
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes), orc blood
Other Gear leather armor, club, dagger, greataxe, sickle, alchemy crafting kit, backpack, bandolier, bedroll, belt pouch, box of fishing tackle (2 lb), cauldron, coffee (per cup) (4), coffee pot, crowbar, cutting board, wooden (2 lb), dice, drill, fishing pole, simple (1 lb), flint and steel, glass cutter, grappling hook, hammock, ink, black, inkpen, knife, cutting (0.5 lb), ladle (0.5 lb), marked cards, merchant's scale, mess kit, pot, pot, seasonings, local (0.5 lb), shovel, signal whistle, skewer (1 lb), skillet, soap, tinder packet (0.5 lb), torch (10), trail rations (5), tripod, iron (3 lb), waterproof bag, waterskin, 3 gp, 9 sp, 6 cp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Elenia Caledor
Female half-elf wizard 1
LN Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +3
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks cold blast
Wizard Spells Prepared (CL 1st; concentration +7)
. . 1st—alter winds[APG] (DC 15), hydraulic push[APG], magic missile
. . 0 (at will)—mage hand, ray of frost, resistance
. . Opposition Schools Fire
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Statistics
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Str 10, Dex 14, Con 12, Int 19, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Combat Casting, Scribe Scroll, Skill Focus (Swim)
Traits focused mind, reactionary
Skills Acrobatics -1 (-5 to jump), Appraise +8, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (religion) +8, Linguistics +8, Perception +3, Profession (clerk) +5, Spellcraft +8, Swim +2; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Vanaran
SQ arcane bond (fetu'u, monkey), elf blood, hold breath, human wizard
Other Gear crossbow bolts (10), dagger, light crossbow, air bladder, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 10 gp, 9 sp
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Special Abilities
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+1 Spells in Spellbook Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Cold Blast (1d6, 7/day, DC 14) (Su) 5' burst deals 1d6+0 Cold damage and staggers for 1r. Ref halves/negates.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Fire Classical opposition school for: Water
Five-Element opposition school for: Metal

You must spend 2 slots to cast spells from the Fire school.
Focused Mind +2 to Concentration checks
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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Fetu'u
Monkey (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +5
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +4, Will +3
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
[b]Tricks
Come, Down, Fetch, Heel, Seek, Stay
Skills Acrobatics +10, Appraise -1, Climb +10, Linguistics -1, Perception +5, Spellcraft -1; Racial Modifiers +8 Acrobatics
SQ come, down, fetch, heel, improved evasion, seek, stay
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Special Abilities
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Climbing (30 feet) You have a Climb speed.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.

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Joan Porter
Human ranger (freebooter, trapper) 1 (Pathfinder Player Companion: Pirates of the Inner Sea, Pathfinder RPG Ultimate Magic 65)
CN Medium humanoid (human)
Init +1; Senses Perception +7
Aura freebooter's bane (1 ft.)
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Defense
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AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +1
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Offense
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Speed 30 ft.
Melee cutlass +3 (1d6+2/18-20) or
. . dagger +3 (1d4+2/19-20) or
. . shortsword +3 (1d6+2/19-20)
Ranged shortbow +2 (1d6/×3)
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Statistics
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Str 14, Dex 12, Con 13, Int 12, Wis 13, Cha 16
Base Atk +1; CMB +3; CMD 14
Feats Alertness, Skill Focus (Bluff)
Traits - custom trait -, world traveler
Skills Bluff +11, Climb +6, Disable Device +6, Heal +5, Knowledge (geography) +5, Perception +7, Profession (porter) +5, Sense Motive +8, Survival +5, Swim +6
Languages Common, Polyglot
SQ track +1, trapfinding +1, wild empathy +4
Combat Gear oil (5); Other Gear leather armor, arrows (20), cutlass, dagger, shortbow, shortsword, backpack, bedroll, belt pouch, blanket, flint and steel, hooded lantern, waterproof, marked cards, poncho, signal whistle, thieves' tools, trail rations (2), waterproof bag, waterproof bag, waterskin, 54 gp, 6 sp
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Special Abilities
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Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Mirandir Waverider
Male elf oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
N Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +4
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Defense
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AC 14, touch 10, flat-footed 14 (+2 armor, +2 shield)
hp 9 (1d8+1)
Fort +0, Ref +0, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee trident +2 (1d8+2)
Ranged light crossbow +0 (1d8/19-20)
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds, obscuring mist, shield of faith
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 13)
. . Mystery Waves
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Statistics
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Str 14, Dex 10, Con 10, Int 12, Wis 14, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats - Custom Feat -
Traits reactionary, - custom trait -
Skills Acrobatics -3 (-7 to jump), Diplomacy +7, Knowledge (nature) +5, Knowledge (planes) +5, Perception +4, Profession (sailor) +6, Spellcraft +5, Swim +9; Racial Modifiers +2 Perception, +4 Swim, spirit of the waters
Languages Aquan, Common, Draconic, Elven
SQ oracle's curse (tongues), revelation (fluid travel)
Other Gear leather armor, heavy wooden shield, light crossbow, trident, air bladder, backpack, bedroll, box of fishing tackle (2 lb), fishing pole, simple (1 lb), hammock, hemp rope (50 ft.), masterwork snorkel, sunrod (4), trail rations (10), waterskin, wooden holy symbol of Gozreh, 14 gp, 2 sp
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Special Abilities
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Elven Immunities - Sleep You are immune to magic sleep effects.
Fluid Travel (Walking, 1 hours/day) (Su) Walk on liquid as if was solid.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spirit of the Waters +4 Swim, may always take 10 on Swim checks
Tongues (Aquan) You can only understand and speak one language in combat.

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Morven Greigor
Male half-orc skald (dragon skald, totemic skald) 1 (Pathfinder RPG Advanced Class Guide 49, 117)
N Medium humanoid (human, orc)
Init +1; Senses Perception +3
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d8+5)
Fort +8, Ref +3, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee guisarme +2 (2d4+3/×3) or
. . lucerne hammer +2 (1d12+3) or
. . scorpion whip +2 (1d4+2) or
. . whip +2 (1d3+2 nonlethal) or
. . bite +2 (1d4+3)
Special Attacks raging song 5 rounds/day (inspired rage)
Skald (Dragon Skald, Totemic Skald) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—alter winds[APG] (DC 13), cure light wounds
. . 0 (at will)—light, mage hand, mending, open/close (DC 12)
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Statistics
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Str 14, Dex 12, Con 18, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 13
Feats Diehard, Endurance
Traits fate's favored, tusked
Skills Acrobatics -2 (-1 while aboard a boat., -6 to jump), Climb -1 (+0 while aboard a boat.), Knowledge (religion) +4, Perception +3, Perform (oratory) +6, Perform (percussion instruments) +6, Profession (sailor) +4, Survival -1 (+0 while at sea.), Swim +4
Languages Common, Orc
SQ orc blood, sea legs
Other Gear hide armor, heavy wooden shield, guisarme, lucerne hammer, scorpion whip, whip, bedroll, blanket, masterwork backpack, 2 gp, 4 sp
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Special Abilities
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Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fate's Favored Increase luck bonuses by 1.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Raging Song (standard action, 5 rounds/day) (Su) Song can inspire allies in a variety of ways.
Sea Legs +1 (Ex) Add value to Profession (sailor), Swim, and Acrobatics, Climb on boats, Survival at sea.
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Morven Greigor is a young, light green Half-Orc of hulking height and physique, radiating an aura of indomitability, though without the metaphorical chip on his shoulder that often made his people outcasts. Barrel-chested and utterly bald, Morven always wears a full pirate's bandana which fully conceals the top of his head. Although his apparel varies in terms of weaponry and amour, his ever-present bandana is always accompanied by a loose fitting, practical outfit which does not conceal his movement and provides plenty of storage. The other unchanging element of his standard look are two coiled whips mounted upon his belt on either hip; one made of leather and one of steel. In battle, sometimes these whips come into play, but Morven is more likely to be found in the thick of melee with a long-hafted weapon, raising the morale of others through saga and deed. He was fortunate enough to have been blessed with fierce tusks from his Orc father but the lighter skin tone of his mother. He has tattoo's of bulls adorning his forearms, back and torse; the bull being an animal sacred to his Orc tribe.

Morven's life and path is a curious product of his city-raised teenage years and his brutal childhood; the latter spent after leaving his tribe (the Skildarn's) after becoming inspired by tales of the wonders of mercenary life and abundant coin, tales spun by one of the merchants who frequently spent time visiting the tribe and trading necessities for the furs the tribe obtained through hunting and raiding. Always feeling he had been meant for greater things than the pet plaything of the tribe's shaman (one extreme bout of rage had left his hair and scalp a casualty of the campfire), Morven smuggled himself away from his tribe as a young teenager in the back of a wagon and never looked back. He soon found work as a hired thug in the closest city and worked his way up to means and status from there, becoming a well-respected warrior in his own right.

Now a few years older, a little more prideful and far more heavily scarred as a result of the mercenary life and rough times mixed between sailing and tavern brawls, Morven has a deep fascination with life at sea. His tribe was utterly land-locked and the first time he saw the vast expanse of the ocean, he felt it calling to him. Now a warrior-sailor by trade, Morven is a vastly prideful young man who has been known to take great offence at any perceived slight. His unusual ferocity and near un-earthly toughness also allows him to fight on long beyond where most men would be at death's door, so men naturally learn to be wary of giving offence to the big Half-Orc.

Morven is a pious worshipper of Abadar and has made a point of learning much about the faith of The Patient One; seeing his zealous obsession to gain more and more wealth, through means fair or foul, as a way of showing deference to the God of wealth, civilisation and order. An ambitious and talented man, Morven's pride is matched only by his ambitions...

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Nayli Belequa
Human warpriest of Calistria 1 (Pathfinder RPG Advanced Class Guide 60)
CN Medium humanoid (human)
Init +3; Senses Perception +2
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee scorpion whip (aa) +3 (1d6+3)
Ranged longbow +3 (1d8/×3)
Special Attacks blessings 3/day, sacred weapon (1d6, 1 rounds/day)
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—entropic shield, magic weapon
. . 0 (at will)—detect magic, light, resistance
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Statistics
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Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Slashing Grace[ACG], Weapon Finesse, Weapon Focus (whip)
Traits - custom trait -, prehensile whip
Skills Acrobatics +1 (-3 to jump), Diplomacy +5, Knowledge (religion) +5, Profession (Able Seawoman) +6, Sense Motive +7
Languages Common, Elven
SQ blessings (chaos: anarchic strike, battle companion, trickery: double, greater invisibility)
Other Gear studded leather, light steel shield, arrows (20), longbow, scorpion whip (aa), backpack, silk rope (50 ft.), silver holy symbol of Calistria, 94 gp
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Special Abilities
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Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Slashing Grace (Whip) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.

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Please could you copy your sheet into your avatar so we all use the same format.

those of you with hero lab who want the full party in por. file PM me your email and I will send it across


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The line moves painfully slowly as you chat, behind you the queue still grows and you thank your good fortune for getting here early. Journey’s Rest begins to wake as time goes on, the taverns open their cellars and casks of ale are rolled down the street and delivered through the open portals in the floor. A huge four mast square rigger is towed through the breakwater and moored expertly by the local dock hands. Shortly after, the local floozies turn out in force to greet the crew, all races and genders appear to be catered for and their arrival is greeted with shouts and catcalls from the deck of the ship. All the while the ferryman rows from one side of the harbour to the other. In time Errol and the other members of the shore party return. Errol and another man carry a huge roll of sail cloth. Even the gnome Mr Gleambright drags a sledge laden with rope. They stop short of a large boxy ship riding high against the dock a few feet away from you and the rest of the line. (Visual Representation.) The shore party takes their supplies aboard and disappear from view. More time passes and some of the line is pointed towards the ship but many more are turned away heading to the nearest tavern for a pint of solace. After what seems like hours, the sun now firmly fixed in the sky and the morning’s chill beginning to burn off, your small group stands before the desk.

Now you have a clear view, you can see the smartly dressed man is a human dressed in a tight pressed dark blue uniform with white lace detailing on his cuffs and lapels as you approach he writes in a huge book, takes a sip of water from a plain glass and without looking up he calls in a bored sounding voice ”Next!” he then looks up and adds “One at a time please.”

Please decide which order you go in and answer the following questions.

”Full name?”

”Age.”

”Relevant experience.”


5 people marked this as a favorite.

Hello all

I am Recruiting for a new campaign with a nautical theme. You will be playing part of the crew of a merchant ship sailing for the colonies in the untamed wilderness of a far away continent. The voyage is long and dangerous, are you willing to take the job?

Fluff to get you in the mood:
The docks of in early morning bustled with activity the fishing boats unloaded their catch onto the dock, their captains arguing prices with the local merchants. In the harbour the ferryman slowly rowed across the calm water transporting his passengers to the other side of the dock. The town watch stood at their posts still wrapped up against the fresh sea breeze in their greatcoats. The sun had barely broken over the eastern breakwater and your breath is still visible in the crisp spring air. As you finger the piece of rough paper you are surprised at how many people have turned out to apply for the voyage. You look down once again at the note it reads:

”Able bodied persons required to crew for merchant vessel the ‘Lady Sue’. 12 week Voyage to the port city of St Valeros . Pay 15 SP per day, plus bonus for hard work. Apply at the docks on the morning of Oathday26th Pharast.”

The crowd has formed into a rough queue before a desk where a smartly turned out man sits and questions potential applicants one by one. The mood is generally jovial loose groups have formed in some places along the line and their occupants joking and telling stories.

I have 5 open slots.

Campaign rules:

Lvl 1

Base races only.

CN, N, LN alignments only.

Pick 1 stat line (Choose from):
17/ 14/ 12/ 12/ 10/ 8
16/ 16/ 12/ 12/ 8/ 8
15/ 14/ 12/ 12/ 12/ 12
16/ 14/ 14/ 12/ 10/ 8
16/ 16/ 12/ 10/ 10/ 8
14/ 14/ 13/ 13/ 12/ 12

Standard starting gold.

1 free profession rank (This will be considered a class skill) choose from:
• Able seaman/woman – Jack/Jill of all trades able to turn their hand to most jobs aboard ship.
• Carpenter – Responsible for the repair/maintenance of the ship.
• Clerk – responsible for the counting/ logging of supplies and cargo.
• Cook – prepares and distributes food.
• Porter – Services the needs of the ships officers.
• Sailor- responsible for the sailing of the ship.

2 traits.

1 Character flaw Chose from:
• Angry – you anger quickly causing you to become violent at little provocation.
• Coward – you will run, hide or generally try to avoid confrontation.
• Drunk – you never turn down a drink or know when to stop.
• Gambler – you never refuse a chance to bet and will continue to do so until you run out of funds or are stopped by someone else.
• Lazy –you are the last to get to work over sleep and generally do the bare minimum.
• Liar – you are a compulsive liar boasting exaggerating and passing the blame.
• Pessimist – you always see the worst in a situation and express this to all others.
• Prideful – you will not accept any affront to your character or work this will cause you to become argumentative or maybe violent.
• Problem with authority – you hate to take orders arguing with superiors questioning their motives attempting to pass responsibility or being flat out insubordinate.
• Rude – you insult and belittle you peers, have little to no respect for others.
• Thief – you are compelled to steal so that to have a little more than your fellows.
• Two faced – you talk about others behind their back often questioning their character or motives.

These provide no statistical penalty but I expect you to play your character with these flaws in mind. If I perceive you to not be playing the flaw correctly will in the first case receive a warning and then a temporary penalty. (I.e. -1 to saves, skill rolls, attack and damage.) Note. Overdoing it will result in the same consequences.

No guns.

Official Paizo books only.

Core and APG spells only.

Posing requirements will be based around you character however in combat I expect a minimum of 1 post per day.

The campaign will use Golarion lore but not geography (hope this makes sense).

Character info I would like:
Name:

Age:

General Appearance:

Bio:

Reason to go to sea:

3 words to describe you character:

About me:
I am an experienced tabletop player and DM and have been in several PBP however this will be the first I have run. I tend to prefer story driven campaigns and characters than pure dungeon crawling. I have always wanted to run a sea based campaign and have many ideas for the future however initially the story will be more focused to be more like a module.