Id love to play in Abomination Vaults. I’ve been looking to play a PF2e game.
I like changing those out. but now my song needs to be changed some.. lol. if she's smarter, then she has a clue..
updated Raqa:
Raqa Female goblin warrior 1 (Pathfinder RPG Bestiary 156) CN Small humanoid (goblinoid) Init +3; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 11 (1d10+1) Fort +3, Ref +3, Will +0 -------------------- Offense -------------------- Speed 30 ft. Melee morningstar +4 (1d6+2) -------------------- Statistics -------------------- Str 14, Dex 16, Con 12, Int 14, Wis 10, Cha 5 Base Atk +1; CMB +2; CMD 15 Feats Nightmare Scars Traits clever wordplay--Intelligence modifier instead of Charisma for Intimidate checks. Skills Acrobatics +4, Diplomacy -3 (-1 vs. magical beasts, monstrous humanoids, and worshipers of Lamashtu, -2 otherwise), Handle Animal +1 (+3 vs. magical beasts, monstrous humanoids, and worshipers of Lamashtu, -2 otherwise), Intimidate +8, Perception +5 Languages Common, Gnoll, Goblin Other Gear morningstar, bedroll, sack, waterskin, 8 sp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Nightmare Scars No penalty on Intimidate checks based on your size. Clever Wordplay Your cunning and logic are more than a match for another’s confidence and poise. Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. -------------------- updated song: Raqa stand in front, she con-fronts. Bash them in head, kill them dead. Protect me and you, And then eat BBQ. Raqa be out front,
Raqa--wanna be fighter:
Raqa
Female goblin warrior 1 (Pathfinder RPG Bestiary 156) CN Small humanoid (goblinoid) Init +4; Senses darkvision 60 ft.; Perception +2 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 11 (1d10+1) Fort +3, Ref +3, Will -2 -------------------- Offense -------------------- Speed 30 ft. Melee morningstar +5 (1d6+3) -------------------- Statistics -------------------- Str 16, Dex 16, Con 12, Int 7, Wis 7, Cha 10 Base Atk +1; CMB +3; CMD 16 Feats Intimidating Prowess--Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier Traits bloody-minded--+1 trait bonus on initiative and Intimidate checks Skills Intimidate +8, Perception +2 Languages Goblin Other Gear morningstar, bedroll, sack, waterskin, 8 sp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Over-Sized Ears While goblins' ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled. Bloody-Minded (Combat Trait)You are always ready for bloodshed. Benefit(s): You gain a +1 trait bonus on initiative and Intimidate checks. Intimidating Prowess (Combat Feat) Your physical might is intimidating to others. Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. --------------------
Song:
Raqa stand in front, she con-fronts. Bash them in head, kill them dead. Protect me and you, With no clue. Raqa be out front,
Raqa is ready to be out of these cages. She's too tall for them anyways. Over in her corner she's dug straight down and found a very nice weapon. Of course, she isn't smart enough to know that if she dug at a slant, she could be free of the dreaded cages. Raqa is always hunger, but what goblin isn't? She's even gone as far as to eat some rocks that she found while digging. With her nice weapon, she pictures herself fighting some mangy dog to kill to eat or maybe a nasty human that she'll taunt until he die. She punches anyone that comes close to her corner, she no wishes for anyone to get her meager things... Open to changing anything or suggestions to make her better, more tankish
4d6 ⇒ (1, 5, 5, 1) = 12-1=11
Re-roll for the fun of it. 4d6 ⇒ (4, 3, 3, 6) = 16-3=13
Lilly Ann woke with a start when the young woman a couple seats behind her let out a squeal. Jerking her head around, she glared at the woman since there was no threat that she could see.
------- Hessie stretches as she stands up. "Nice little nap, but too hot in here to sleep any more. I'm going to see if i can find something interesting to do." Looking around, she spots a threesome playing cards and heads over to them.
---- "Lilly, i'm going to go check on the engineer." Sameul says as he rises from his seat. He slowly makes his way to where Gideon is piloting the train.
Her shotgun slung on her shoulder and her back straight, Lilly Ann slowly followed the rest of the group back to the train. Such a shame that there wasn't enough horses for everyone.
"What do you guy's think we should do now? Make run back to the train or hide and ambush the rest of the gang?" Lilly Ann asked everyone, pointedly ignoring what Roy was doing. "Mr. James, what do you think?" Looking around, Hessie notices that he wasn't anywhere around. "Hey, where did he go?" Sam was just struggling his way along helping Mr. Gideon.
"Yes, of course you can lean on my shoulder. What's this about 'others'?" Sam asked, grunting as he took most of Gideon's weight on his shoulders. Maybe I shouldn't of offered to help. This man's heavy.
Lilly stands up, pulling more ammunition out of a pouch around her waist and reloading her shotgun. In a clear voice, she softly calls out "Anyone hurt?"
Steath Rolls:
Lilly Ann: 1d20 ⇒ 13 Sam: 1d20 ⇒ 5 Hessie: 1d20 + 1 ⇒ (11) + 1 = 12 Lilly Ann and Hessie started making their way around with the stealthy group trying to surround the gang at the fire. Sam lost his footing over some of the loose stones, softly crying out to his two friends as he fell to the ground. They rushed over to him at about the same time that another of the guys in the group went down, letting out a curse and then another started firing his weapon. The two girls hit the ground, looking around until they spotted a medium sized rock grouping and moved over to it.
Meanwhile, Sam stayed where he was. He didn't think he was hurt from falling, but he thought his act of bravery for just joining the posse would be enough. Pulling out his gun, he gently pats it, Just in case... Lilly Ann fires her shotgun once: 1d20 ⇒ 19Lilly Ann dmg: 1d14 ⇒ 14Explode: 1d14 ⇒ 12
---
Lilly Ann firing her shotgun: 1d20 ⇒ 13Lilly Ann dmg: 1d14 ⇒ 3
"Let's move in silently. Maybe split the group and go in on each side of the entrance to the canyon." Lilly Ann listened for a minute before continuing. "Since it sounds like they're enjoying themselves, we might be able to surround them before they even notice us."
Lilly Ann Stewart:
Strength: 14 +1 (swapped with Personality) Agility: 9 Stamina: 11 Personality: 17 +2 Intelligence: 8 -1 (swapped with Luck) Luck: 12 HP: 3 Define your luck: Path of the bear: Melee damage rolls Occupation: Clothier Token of the past: A wanted poster Motivation: A ghost follows you Clothier - Shears (1d2), and a set of Fine Clothes Lilly has been running ever since her husband died. It really wasn't her fault, she didn't know that he was wanted by the law when she invited the lawman and his wife over for dinner. She was perplexed when the lawman pulled the wanted poster from his jacket pocket, slowly unfolded it and laid it on the table. Lilly is a tall, black haired beauty and sweet as can be. Samuel J. Wickerhaus:
Strength: 5 -2 (swapped with Stamina)
Saddler - Awl (1d3), and a Fine Saddle Samuel James Wickerhaus, Sam to his friends, is one of the best Saddlers around. Growing up, he was a sickly little boy but he was very lucky. When he turned 18, his luck failed him. He lost a bet that has now forced him to head out west. The only shining hope is a name on an ace of spades. Cordelia Sam is a short, frail looking man with brown hair. He only has two things going for him--His endurance and Luck.
Hessie McCollum: Strength: 8 -1 (swapped with Intelligence)
Define your luck: Birdsong: Number of languages
Hatter - Shears (1d2), a Very Fine Victorian Hat Hessie is a fiery redhead of average height. She's quick on her feet, sweet and sorta smart.
Lilly Ann, a tall black haired beauty, looked at her two friends sitting opposite of her.
The trio stood slightly behind the main group but didn't hesitate to take a shotgun and two pistols when they were offered. Mister, I think we are the last that will be heading out with you. Lilly called out, her voice warm and strong.
I'm interested in joining ya'll. Character 1:
Strength: 3d6 ⇒ (6, 5, 6) = 17 Agility: 3d6 ⇒ (1, 3, 5) = 9 Stamina: 3d6 ⇒ (4, 2, 5) = 11 Personality: 3d6 ⇒ (5, 5, 4) = 14 Intelligence: 3d6 ⇒ (3, 6, 3) = 12 Luck: 3d6 ⇒ (2, 3, 3) = 8 HP: 2d4 ⇒ (3, 2) = 5 Define your luck: 1d30 ⇒ 7 Path of the bear: Melee damage rolls
Character 2:
Strength: 3d6 ⇒ (5, 4, 4) = 13 Agility: 3d6 ⇒ (6, 2, 5) = 13 Stamina: 3d6 ⇒ (2, 2, 1) = 5 Personality: 3d6 ⇒ (1, 2, 5) = 8 Intelligence: 3d6 ⇒ (2, 2, 4) = 8 Luck: 3d6 ⇒ (4, 3, 1) = 8 HP: 2d4 ⇒ (1, 3) = 4 Define your luck: 1d30 ⇒ 29 Birdsong: Number of languages
Character 3:
Strength: 3d6 ⇒ (3, 1, 3) = 7 Agility: 3d6 ⇒ (3, 4, 1) = 8 Stamina: 3d6 ⇒ (2, 5, 5) = 12 Personality: 3d6 ⇒ (4, 2, 2) = 8 Intelligence: 3d6 ⇒ (2, 1, 6) = 9 Luck: 3d6 ⇒ (2, 1, 1) = 4 HP: 2d4 ⇒ (2, 2) = 4 Define your luck: 1d30 ⇒ 3 Fortunate date: Missile fire attack rolls
Character 4: Strength: 3d6 ⇒ (3, 5, 2) = 10 Agility: 3d6 ⇒ (6, 4, 4) = 14 Stamina: 3d6 ⇒ (5, 5, 2) = 12 Personality: 3d6 ⇒ (5, 2, 6) = 13 Intelligence: 3d6 ⇒ (3, 1, 4) = 8 Luck: 3d6 ⇒ (2, 3, 2) = 7 HP: 2d4 ⇒ (1, 1) = 2 Define your luck: 1d30 ⇒ 29 Birdsong: Number of languages
Race: 1d28 ⇒ 10 Dhampir
Mulligan. I liked everything but i didnt want another good cleric. Race: 1d28 ⇒ 9 Catfolk
Stat: 1d12 + 6 ⇒ (5) + 6 = 11
base HP: 3d8 ⇒ (2, 2, 6) = 10 |