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25 posts. Alias of Jubal Breakbottle.


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Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

How about this?

Souleater:

Experience: 0
To Next Level: 2,000
Favored Class Cleric
Hero Points 1

Mabelode
Neutral Evil Medium Humanoid (Dhamphir)
Male Dhamphir (Nosferatu-Born) Cleric of Szuriel 1
Initiative +1; Senses Perception +3, Low-light vision & Darkvision (see perfectly in the dark up to 60 feet.)
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AC 15, touch 12, flat-footed 13 (+3 armor, +1 dex, +1 dodge)
HP 9 (1d8 +0 Con +1 favored class)
Fort +2, Ref +1, Will +5; +2 trait bonus on all saving throws against charm and compulsion effects; +2 racial bonus on saving throws against disease and mind-affecting effects
Defensive Abilities Dodge (+1 dodge bonus), Birthmark (+2 trait bonus on all saving throws against charm and compulsion effects), Undead Resistance (Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.), Resist Level Drain (Ex) (A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.)
-------
Speed 30 ft/x4
Melee Greatsword +3 (2d6+4) 19-20/x2
Ranged Underwater Light Crossbow (1d8) 19-20/x2 Range 80-ft (20-ft underwater)
Ranged touch Fire Bolt +1 (1d6 fire) Range 30-ft.
-------
Str 17, Dex 12, Con 10, Int 12, Wis 16, Cha 12
BAB +0, CMB +3, CMD 15 (+0 BAB +3 Str +1 Dex +1 dodge)
Feats Dodge (1st), Armor Proficiency (Light, Medium), Shield Proficiency (all but Tower), Weapon Proficiencies (Simple and greatsword)
Skills 2 +1 Int = 3 ranks
(0) Climb +5 (Nosferatu-born)
(1) Diplomacy +5
(1) Profession (sailor) +7
(0) Survival +5 (Nosferatu-born)
(1) Swim* +8 (Touched by Sea)
*Armor Check Penalty –1 Wooden Armor (–0 Swim)
Languages Common, Infernal
Traits Birthmark, Touched by the Sea
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Negative Energy Affinity (racial trait) Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Dayborn (alternate racial trait) A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

Birthmark (trait) (Faith) This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Touched by the Sea (trait) (Campaign) You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

Dodge (feat) You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
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SPELLS & ABILITIES]
Spell-casting
Concentration check +4
Spell DC = 3 + spell level
Domains: Fire, War (Tactics)
Spontaneous Casting of “inflict harm” spells

Seize the Initiative (Su) 6 per day (Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Bolt (Sp) 6 per day (As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Channel Negative Energy (Su) 4 per day, 1d6 DC 11 (Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier.)

Spells Known
0th – level: All cleric
1st – level: All cleric, Domain (Burning Hands, Magic Weapon)

Spells Prepared
0th – level (3 at-will): Detect Magic, Enhanced Diplomacy, Stabilize
1st – level (2+1 per day): Magic Weapon, Command, Bless
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Gear
Worn
(20 gp) Wooden armor – 25 lb.
(50 gp) Greatsword – 8 lb.
(70 gp) Underwater Light Crossbow – 4 lb.
Explorer’s Outfit – 8 lb.
Currency 0 gp

Current Load 65 lb.

Carrying Capacity
Light (0-86); Medium (87-173); Heavy (174-260);

==============================================

DESCRIPTION
Age 150, Adult Height 6-ft, 2-in Weight 180 lb.
Hair Bald Eyes Yellow
Mabelode is tall and slender with well-defined musculature. His bald head and hairless body highlights a chalky complexion which scars easily and bruises like an overripe peach. His elongated lateral incisors or yellow, wolfen eyes disturb even the most hardened pirates. He wears a dark-colored, multi-layered, enveloping explorer’s outfit over black-lacquered wooden armor. A greatsword is conspicuously worn on his left hip, and a light crossbow hangs under his cloak.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

@Crusty
I'm not familiar at all. Give it a go, if you have the time.

cheers


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

No particular reason to abandon my cleric. I like him, but I'm not in love with him. For example, I love my Ordrud character FWIW. I'm just entertaining other ideas before we get started. Although, I've perused the 3rd level and higher spells, and I'm really starting to like the cleric's flexibility at higher levels... if we can get there.

IMHO, if I want my character to use a gun, I'll just dip a level of gunslinger. Yes, I lose a favored class bonus, level of casting, and whatever in the main class, but I would gain a feat, Hero Points, and multiple deeds. I started my Ranger (freebooter) in my home game that way, and it has worked well.

Now I'm thinking, do I want to start my Tengu as a gunslinger or cleric? Probably cleric, but I don't know.

Decisions, decisions.

As for party mix, I'm not a complete disciple of the necessity of the hammer, anvil, and arm roles. However, its logic is compelling from a battle game mechanic POV.

@Crusty, I love the Diabolist prestige class, and am not opposed to playing evil. It just takes me far away from my Jinx Eater idea. Not that that is a bad thing. Of course, my Jinx Eater could always be seduced by devils...

I also have a gnome illusionist that I would love to play. He's just missing skill points and utility underwater.

I also have a halfling gunslinger, ninja that emulates James Bond.

cheers


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

Yes, the spellslinger is too handicapped vs. the benefits.

The magus might work with well guns, because he can add distance to it.

If you don't like the wizzy, you can do the same build with an Arcane sorcerer to get your Arcane Bond.

Anybody got any other ideas to replace my cleric? I'm still looking for inspiration.

cheers


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

Switched Trickery domain for Weather.

Still searching for a more inspiring build.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

If Lurk takes a summoner, is this the group?

Summoner
Cleric
Oracle metal
Rogue

We don't have a real hammer or anvil, do we?


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

I could get excited about a Ratfolk or Tiefling alchemist if we could switch the Fire bomb to Acid, Frost, or Shock. What do you think?

EDIT I'm thinking about a Tiefling alchemist with Eschew Materials.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

Key things that an arcane caster brings:
- See Invisibility
- Fly
- AoE controlling or blasting

@Dark
I agree with your assessment, which is why I've got a cleric. I would run a witch, but I just started a Winter Witch in Reign of Witch. A magus could cover the first two.

An alchemist could work if Crusty allows us to replace the normal fire bombs with either Acid, Frost, or Shock. Those are normal discoveries, and maybe the alchemist would want to discover fire bombs later for ships. I'm playing an alchemist in my home game running Kingmaker. I might be interested in another one.

cheers


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

Fixed. You're on both counts.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

OK. Fixed. Ready for final review.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

@Red Beard

I was looking at your crunch. I don't think that the Adopted trait can give you a racial trait, like Heart of the Sea. I think it gives you a race trait, like Adrift.

Otherwise, it would too powerful, and I would take Additional Traits to take Heart of the Sea, too!

cheers


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

In my Skulls game, the GM played the women crew as vicious and strong as the male sailors, so we (the players) weren't annoyed.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

Hmm. Women. DnD has always been much more progressive in civil rights than real life (RL). One could always make an argument in a fantasy setting that the absence of the male dominating RL practices (church & feudalism) could remove or lessen female discrimination. Is there a particular reason you want to go that way?

Hey in RL all male prisons, prisoners "try to take advantage of" other prisoners all the time. Even in the US military, crew-on-crew violence is higher than the regular population. I would suggest crew-on-crew conflict would be shaped with the alignment of the captain and average crew. Evil crews would probably act like prisons. Maybe the neutral crews would act like the military. Maybe good crews would act like the Boy Scouts? Just saying...

As for "other things," write your story how you want. I'll play. If you do cross some line that I can't imagine at this time, I promise to PM you to let you know.

cheers


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0
Crustypeanut wrote:
I want to ask you guys - how dark and gritty of a campaign are you alright with? Are there any particular themes, especially those you might see with pirates, that you are not ok with?

I don't know how to answer. Can you give examples to describe what you call "dark and gritty?"

Do you want to play with Wounds and Vigor?


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0
Caerlei wrote:
Will still be going tentatively Neutral Evil, though as I said before, if any one thinks they might take issue with that, let me know and I'll budge on it.

I personally don't have a problem with any alignment in the party. For me, it's always how the character is played with respect to party cohesion. If players play their characters such that they WANT to stay connected with the party, then there is never a problem. Obviously, IMHO.

cheers


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

Can you copy my format for spells?


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0
Crustypeanut wrote:
All of you, don't forget to use the stat block I provided right under the Character Creation. It makes it a ton easier for me to read if you use that format. I've done the worst of the work for you, all you need to do is replace Kain's info with your own :P

Done. A couple issues with your stat block:

1. No mention of favorite class. You take the bonus but do not identify it. It's OK if single class. I added it at the top.
2. No spells or super/extra abilities. I added what I usually have.
3. I left my skills and equipment as is, because I prefer vertical lists when there is no page limits. They are easy for me to read

cheers


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

Fair enough. Blaster sorcerers are not my favorite, and I'd prefer to play Korbo. It's just the lack of AoE blasters is painful in a particularly wide-open combat settings that are typical for Skulls, as opposed to dungeon crawls.

cheers


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0
Crustypeanut wrote:
All of you, don't forget to use the stat block I provided right under the Character Creation. It makes it a ton easier for me to read if you use that format. I've done the worst of the work for you, all you need to do is replace Kain's info with your own :P

I can modify my stat block to yours if necessary. But it won't be until Monday.

So do we need an arcanist? Or at least someone with area of effects? My current Skulls game has no AoE caster. We should have been TPKed twice when the flying, invisible sorcerer attacks. The GM gifted us with some Monty Haul gifts and stupid sorcerer tactics for us to prevail. Not being able to have character death removes the challenge of the game for me, which is aggravating.

I'll run a sorcerer if no one volunteers, because it's my issue.

cheers


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0
Crustypeanut wrote:
What are your thoughts on being at the Average Party Level, but being behind one level when it comes to wealth? Its very likely the other players will have salvaged your previous character's loot, so it might be bringing in too much money to the party if I gave you full WBL.

First, thanks for the positive reception of my comments.

My skulls campaign is at 7th-level, and we're WAY behind Wealth By Level (WBL). Maybe we're doing it wrong or investing too much in our crew and ship.

I think any replacement character should NOT be wealthier than the average party, which is why I wrote average party wealth, as opposed to WBL. Besides "average party wealth" will be a bit subjective, because who really accounts their character's wealth in total gp value all the time? Not me.

cheers


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

@Crusty

I read over your Campaign Info and have only two issues FWIW:

Hp I detest rolling for hit points. I think the half plus one hit points per level is one of the underestimated evolutions of the game. Before that, I felt that every character I played had less than average hit points, which aggravated me to no end. Please give the option.

Death I'm not a big fan of putting the replacement character one level behind. At first blush, it appears to motivate the player to avoid death; however, I believe all good players are significantly motivated to keep their creations alive. I feel that the policy actually penalizes the party who now has one character one-level weaker than the average. Yes, at higher levels the gap effectively closes, but until then it can be painful. I would suggest the replacement character comes in at APL with average party wealth.

This being written (i.e. that being said), I completely respect your decision to run the game however you want, so take my comments for a couple of coppers.

cheers


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

Arrr! Matey's! Ordrud here.

Hero points were vital to character survival in my current Skulls campaign. Primarily, because we don't have a full caster in the party. The APL+2 encounters almost TPK us every time. For a more balanced group, I don't think hero points are that big of a deal. Frankly, it's the first D&D game that I've played with hero points. My group got used to playing with them playing Star Wars Saga Edition with Destiny Points.

@Lurking
Styvanus offered to play a rogue (pirate), but I don't know how firm he is.

Korbo is a full cleric with Chaos (Protean) and Trickery domains. I'm open to change/modify if I hear a better concept. I'm already playing a Gunslinger/Ranger (freebooter), so I want to play a caster in this game.

cheers


It was the fourth night after her attack when the tavern's daughter had finally persuaded her rescuer to take his meal inside the tavern, as opposed to behind the tavern next to the garbage. The tavern was bright and loud tonight, unlike the quiet and solitude that he had inflicted upon himself these past months in drunken grief. But she had made him promise.

He slowly pushed open the front door to unsuccessfully avoid attention. In this primarily Human village, his black feathered head, beak, claws, and short, hunched form stood out as monstrous. If his clothes weren't tattered and stained, he might look like an exotic traveler, instead of the strange homeless beggar that he was. Therefore, conversation and general movement stopped in the tavern when the door closed with the birdman's eyes adjusting to the light. Gazes shifted quickly between the entrant and the tavern owner until the owner grudgingly nodded with a deep frown. Then, conversation and movement recovered.

The only smile in the tavern probably belonged to the plump, blushing daughter of the tavern's owner. She made a bee line to the birdman and settled him into an empty table in a quiet corner. "Thanks for coming. I'll bring your meal soon," she said as proud as can be.

You think he smiled in reply but you have not seen many beaks deliver emotion. He leaned a curious, cloth-covered club against the wall between his chair and the other wall making the corner in which he sat. He appears to keep his head down looking at his table.


Please find Nikaana's application. His game mechanics are behind the avatar. I'm playing 4 PbP's but two appear dying which is why I'm applying for another. I can post several times weekdays and at least once on weekends. The answers to your four character questions are here:

ANSWER 1:
Nikaana wandered into Heldren several weeks ago as a beggar. Wanting alcohol, he found the local tavern and began feasting on their garbage (untrained Survival). A couple nights later, he was concealed in a back alley and observed the tavern’s daughter be accosted by two travelers. Nikaana revealed himself and defeated the travelers who left before dawn the next day. The thankful tavern’s daughter began feeding Nikaana, but her father doesn’t know what to do with him. Nikaana awaits destiny.

ANSWER 2:
The long version is in the background. The short version is that Nikaana worked as jinx eater. He has sailed almost his whole life as a Restless Wayfarer. Currently, he is something that would be volunteered if it would mean that he would leave town.

ANSWER 3:
In combat, Nikaana would be a front-line warrior and strong anvil when he reaches 5th level with Tengu (Crane) Wings. Out of combat, he would be stealth and point, and a bit of a wise Old Salt who has, “been lots of different places.”

ANSWER 4:
Nikaana is currently conflicted and demoralized. He has been trained to unconsciously follow Shizura, the Empress of Heaven, patroness of honor and swordplay, who is Lawful Good. However, he understands that the divine patron of Tengu is Hei Feng, the Duke of Thunder, who is Chaotic Neutral. When faced with a moral dilemma, he will remember his training and act as Lawful Good. Maybe experience and cynicism might move him toward Lawful Neutral. An adventure would demonstrate that life is worth living and would provide short term goals. His personal goal would be to learn which path leads to enlightenment toward Shizura or Hei Feng.


Please accept Nikaana's Martial application. Complete information is behind his avatar. Here are the four questions.

ANSWER 1:
Nikaana wandered into Heldren several weeks ago as a beggar. Wanting alcohol, he found the local tavern and began feasting on their garbage (untrained Survival). A couple nights later, he was concealed in a back alley and observed the tavern’s daughter be accosted by two travelers. Nikaana revealed himself and defeated the travelers who left before dawn the next day. The thankful tavern’s daughter began feeding Nikaana, but her father doesn’t know what to do with him. Nikaana awaits destiny.

ANSWER 2:
The long version is in the background. The short version is that Nikaana was trained as Lawful Good monk swordsman by a master who was devout follower of Shizura, the Empress of Heaven, patroness of honor and swordplay. Nikaana used that wisdom to learn how to glide with his wings from the tall rigging of the sailing ships on which he served as a jinx eater. He has sailed almost his whole life as a Restless Wayfarer.

ANSWER 3:
Nikaana’s only valuable belonging is a cold iron temple sword that belonged to his old master who was killed. It is currently unrecognizable as a sword appearing as a cloth-wrapped club. His traveler’s outfit was in good condition months ago but now appears consistent with his lifestyle as a homeless beggar. He also carries a sling and 20 good-size, claw-picked stones.

ANSWER 4:
Nikaana is currently conflicted and demoralized. He has been trained to unconsciously follow Shizura, the Empress of Heaven, patroness of honor and swordplay, who is Lawful Good. However, he understands that the divine patron of Tengu is Hei Feng, the Duke of Thunder, who is Chaotic Neutral. When faced with a moral dilemma, he will remember his training and act as Lawful Good. With practice and an adventure, he can become the great Tengu that his old master saw within him twenty years ago. Maybe experience and cynicism might move him toward Lawful Neutral.

Unfortunately, I've bad timing. I'm leaving for a week vacation tomorrow Saturday with the wife and kids. I do not plan much Internet access. I hope this will not handicap my submission, because I look forward to play. Cheers!