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Jurin, the Cold Blade's page
5 posts. Organized Play character for Michael_Hopkins.
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Just dot and Delete as per usual!
So, I saw a lot of people that were interested in playing a gestalt WoTR game, so here is me, throwing in my hat for ANOTHER Gestalt WoTR game. Mythic will be included, but that's because I love shenanigan, plus, y'all are supposed to be heroes!
1. Races: Any Race that is 20 RP or less.
2. Attributes: 20 point buy
3. Gold: 300 gp
4. Background skills in place
5. Alignment: Good preferred
6. HPs: Max at 1st level
7. Classes: All Paizo sources allowed as long as you can reasonably tie them to campaign.
8. Traits: 1 trait and 1 Campaign
9. Post your timezone if you want. I am PST, but tend to post more in the evenings.
10. Gestalt rules.
11. Looking for three characters, as I have a friend that requested I run the game.
Recruitment will last until September 30th so you can throw around ideas!
Rather than cluttering up the gameplay thread, let us use this for discussion.
Open for dotting purposes. Once your character is ready, please post the following information:
Player name
Character name
PFS #
Faction
Day Job roll (if applicable)
Dungeon Roll (I have multiple set ups, 1d3 or hard mode for each tier)
This game will be set up and running as of January.
Male Human Sales Person (7) / Product Manufacturer (7) / Transport Specialist (2) / Security (1)
I'll be getting the game started up later in the afternoon!
Male Human Sales Person (7) / Product Manufacturer (7) / Transport Specialist (2) / Security (1)
I'll be getting the game started up later in the afternoon!
Male Human Sales Person (7) / Product Manufacturer (7) / Transport Specialist (2) / Security (1)
I'll be getting the game started up later in the afternoon!
Male Human Sales Person (7) / Product Manufacturer (7) / Transport Specialist (2) / Security (1)
Male Human Sales Person (7) / Product Manufacturer (7) / Transport Specialist (2) / Security (1)
Preppins fer da game too!
Male Human Sales Person (7) / Product Manufacturer (7) / Transport Specialist (2) / Security (1)
This is why I snuck off so photos wouldn't happen. The feeling is quite mutual though.

Just hit level 3 and started the two level Lore Warden dip for my build. When I hit level 4, because of the Lore Warden getting Combat Expertise for free, I'll be getting Butterfly's Sting for my extra fighter's feat. Currently, I am heading down the path to get Improved Critical to be an assist/support type character for the front liners. I'm also planning on taking the racial feat to fly later on for funsies.
I do realize that I'll have to be level 9 before improved crit can be taken, but still..... I'm thinking this'll be fun!
Auriea
Male Sylph Bard (Dervish Dancer) 2; Fighter (Lore Warden) 1
CN Medium Outsider (Native)
Init +3; Senses Darkvision 60ft; Perception +5
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 19 (2d8+1, 1d10+1)
Fort +2, Ref +6, Will +3
Defensive Abilities Resist Sonic 5
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Offense
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Speed 30 ft.
Melee MWK Cold Iron Kukri +7 (1d4/18-20/x2) and
. . Mithral Kukri +7 (1d4/18-20/x2) or
. . Dual Kukris +5/+5 (1d4/18-20/x2)
Ranged MWK Darkwood Composite Shortbow +7 (1d6/x3)
Bard Spells Prepared (CL 2):
1 Cure Light Wounds, Sleep (DC 14), Unnatural Lust (DC 14)
0 (at will) Daze (DC 13), Detect Magic, Presdigitation, Read Magic, Resistance
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Statistics
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Str 11, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +2; CMB +2; CMD 15
Feats Airy Step, Two Weapon Fighting, Weapon Finesse
Traits Maestro of the Society, Anatomist
Skills Acrobatics +7, Climb +5, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +6, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Planes) +6, Knowledge (Religion) +6, Linguistics +7, Perception +5, Perform (Dance +10), Sleight of Hand +6, Spellcraft +7, Stealth +11, Use Magic Device +8
Languages Auran, Common, Elven, Gnome, Dwarf, Thassilonian
SQ Thunderous Resilience, Whispering Wind
Combat Gear Potion of cure light wounds, Wand of Cure Light Wounds, Antitoxin
Leather Armor +1, Arrows (10), Blunt Arrows (20), Masterwork Cold Iron Kukri, Mithral Kukri, Masterwork Darkwood Composite Shortbow
Other Gear Backpack, masterwork (1 @ 4 lbs), Bedroll, Elven Trail Rations (x1), Hot Weather Outfit, Waterskin
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Special Abilities
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Battle Dance
A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action. Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.
Inspire Courage
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Thunderous Resilience
Sylphs with this racial trait gain sonic resistance 5. This racial trait replaces energy resistance.
Versatile Dance
At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics. This ability replaces versatile performance.
Well Versed
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Whispering Wind
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.
A wispy, thin man, with short white hair, pale skin, and the looks of blue tattoos going up his neck and down his left arm, walks into the hall. His sleeveless shirt and cloak were vibrant blues, purples, and greens, as his pants were of violets, crimsons, and oranges; the man looked almost like a parading peacock. As he walked towards a table, there seemed to be a slight breeze about him, muffling his foot steps to almost silence.
"Umm, anybody here? I'm looking for a room to stay whilst I get some things sorted out..."
Auriea then sets his backpack on the floor by one of the large tables nearby and starts to stretch.
About Sandy Underhill
Sandy Underhill
Male halfling ranger (nirmathi irregular, warden) 8 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Combat 68)
CG Small humanoid (halfling)
Init +6; Senses Perception +14
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Defense
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AC 23, touch 16, flat-footed 19 (+7 armor, +1 deflection, +4 Dex, +1 size)
hp 75 (8d10+23)
Fort +11, Ref +14, Will +6; +2 vs. fear
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Offense
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Speed 30 ft.
Melee mwk rapier +10/+5 (1d4/18-20) or
. . light mace +9/+4 (1d4)
Ranged +1 longbow +15/+10 (1d6+1/×3)
Ranger (Nirmathi Irregular, Warden) Spells Prepared (CL 5th; concentration +6)
. . 2nd—cat's grace, cauterizing weapon
. . 1st—deadeye's arrow, faerie fire, longstrider
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Statistics
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Str 11, Dex 20, Con 14, Int 10, Wis 13, Cha 11
Base Atk +8; CMB +7; CMD 23
Feats Deadly Aim, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot
Traits insider knowledge, tracker of the society
Skills Climb +3, Craft (carpentry) +6, Diplomacy +1, Escape Artist +6, Handle Animal +5, Heal +8, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (local) +7, Knowledge (nature) +8, Perception +14, Spellcraft +5, Stealth +18, Survival +12 (+14 while in your favored terrains, +14 to avoid becoming lost), Swim +3; Racial Modifiers +2 Perception, forest ghost
Languages Common, Halfling
SQ able explorer, favored terrains (forest +4, underground +4), live in comfort, master of terrain, swift tracker, terrain bond, track +4, woodland stride
Combat Gear oil of magic weapon, potion of darkvision, potion of neutralize poison, wand of cure light wounds (48 charges); Other Gear +3 chain shirt, +2 buckler, +1 longbow, arrows (20), dagger, light mace, mwk rapier, cloak of resistance +2, handy haversack, ring of protection +1, wayfinder[ISWG], bedroll, flint and steel, grappling hook, hemp rope (50 ft.), masterwork carpentry tools, mug/tankard, signal whistle, trail rations (7), waffle iron[UE], waterproof bag[UE] (2), waterskin (2), whetstone, winter blanket, 6,564 gp
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Tracked Resources
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Arrows - 0/20
Dagger - 0/1
Light (At will) - 0/0
Oil of magic weapon - 0/1
Potion of darkvision - 0/1
Potion of neutralize poison - 0/1
Trail rations - 0/7
Wand of cure light wounds (48 charges) - 0/48
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Special Abilities
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Able Explorer (Ex) At 5th level, when making an Acrobatics, Climb, Fly, Ride, or Swim check in any of his favored terrains, a warden can make two skill checks and take the higher. This ability replaces the ranger's second, third, and fourth favored enemies.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Forest +4) (Ex) +4 to rolls when in forest terrain.
Favored Terrain (Underground +4) (Ex) +4 to rolls when in underground terrain.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Forest Ghost +4 (Ex) Gain +4 bonus on all Perception and Survival skill checks made while in forest terrain.
Live in Comfort (Ex) At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival che
Master of Terrain (Ex) At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrain Bond (Ex) At 4th level, a warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Percepti
Track +4 Add the listed bonus to Survival checks made to track.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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