Leiff Druidking's page

Organized Play Member. 7 posts (1,114 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 5 aliases.


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trial


I would be interested in jumping in. I'd be interested in playing a human inquisitor of Achaekek. I will post the character this afternoon for consideration.


dot for interest

Stat rolls
4d6 ⇒ (2, 6, 6, 3) = 17-2=15
4d6 ⇒ (5, 6, 6, 3) = 20-3=17
4d6 ⇒ (5, 6, 6, 1) = 18-1=17
4d6 ⇒ (1, 4, 2, 5) = 12-1=11
4d6 ⇒ (2, 4, 6, 3) = 15-2=13
4d6 ⇒ (6, 6, 3, 2) = 17-2=15
4d6 ⇒ (2, 4, 1, 2) = 9-1=8 DROP

17, 17, 15, 15, 13, 11


I'm posting Griswald Maurin, human barbarian for consideration. I'd like to explain his rage as a pseudo-lycantropy that he has some control over. The character would go the beast totem route as he gains more control over his 'curse'. I still need to add traits and a feat but I wanted to post what I had so far.

background:

Griswald Maurin
Griswald is a relatively new member of the community; he is a quiet young man who works as a lumberjack to earn his keep. Most people haven’t gotten the chance to know him as he keeps to himself and unless he is on the job seems discontent and troubled. When he is cutting down trees and doing manual labor he can forget his thoughts and is much more sociable.
The secret that burns inside is his family’s ‘curse’. When he was 15 he was with some friends in the woods and he ran into some local bandits. He was scared about what might happen and then something happened to him. In the heat of the moment he lost control and his muscles pumped with blood, growing in size. Griswald’s pupils changed to blood red. Some fur sprouted, sharp claws grew. When he realized what happened he had killed 2 of the bandits with his bloody claws before the rest fled. He immediately went to his family and was told about the family secret. There was a curse in their bloodline, it was rare and only affected someone every few generations. The affected member was not a true lycanthrope but when enraged or frightened they would turn into a werebeast-like creature. His father said it had skipped some generations and he hoped it would not be passed to Griswald. He was told to flee before his friends told the community and he would be hunted down as a monster. That day he fled to a place where no one knew about his past.
Griswald struggles with this internal turmoil; he is afraid of the beast coming out unfortunately he likes the feeling. With the beast comes excitement and power, but also death. He constantly works on mental exercises to control the beast so it only comes when he wills it. He understands that the common folk will shun him if they find his secret so he tries to distance himself the best he can from others.

character sheet:

Griswald Maurin
Male Human Barbarian 1
CG Medium Humanoid
Init +1; Senses none; Perception +5
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 16 (1d12+4)
Fort +5, Ref +1, Will +1
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OFFENSE
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Spd 30 ft.
Melee Greataxe +4 (1d12+4/20/x3)
Power Attack Greataxe +3 (1d12+7/20/x3)
Raged Greataxe +6 (1d12+7/20/x3)
Raged Power Attack Greataxe +5 (1d12+10/20/x3)

Ranged Throwing Axe +2 (1d6+3/20/x2). Range increment: 10
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STATISTICS
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Str 17, Dex 13, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Extra Rage
Traits
Skills Acrobatics+4, Climb+7, Perception+5, Survival+5
Languages Common
Combat Gear Scale Mail (-4 Armor Check), Greataxe, Throwing Axes (x2)
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SPECIAL ABILITIES
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Favored Class (barbarian): +1 Hit point.
Fast Movement: A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Rage (13 rounds/day): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to AC. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.
Gear: Hemp Rope (50 feet), Bedroll
Coins: 17.9 gp


I was thinking of why Throgg would be in Kaer Maga he was but couldn't think of something that I really liked so I'm pitching a different character. Maldrek, tiefling inquiisitor of Asmodeus. I think his character has more of a reason to be in Kaer Maga and more chance to have the Church of Pharasma take notice.

Background:

Maldrek was born in a devil’s bargain, where his mother was to give up her first born. He was raised by the church of Asmodeus who adopted him and raised him to follow the way of the Dark Prince. Being devil blooded in Cheliax made him a second class citizen to the common folk but the Church of Asmodeus treated him as an equal.
Maldrek hated the irony that a devil worshipping country looked down upon one of devil blood. He had no love for Cheliax and his only loyalty was to Asmodeus so he left to find refuge where he would be more tolerated as soon as he was able to. Eventually he found a city where everyone was tolerated, Kaer Maga. The anarchy of the city was perfect for one who was able to twist his words and lock others into contracts.
Maldrek mostly works as a bounty hunter for those who break their word but always kept his ear open for other jobs. Recently he heard of the Church of Pharsma’s need for outside help and he jumped at the opportunity in hopes of having the church owe him a favor… (OOC: having a decent diplomacy modifier I see him using Gather Information to hear about jobs like this). Maldrek finds people and that is exactly what the Church needs right now.

Character Sheet:

Maldrek
Male Tiefling Inquisitor (Asmodeus) 1
LN Medium Humanoid
Init +3; Senses Darkvision; Perception +7
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5
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OFFENSE
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Spd 30 ft.
Melee Heavy Mace +1 (1d8+1/20/x2)
Claws +1 (1d4+1/20x2)
Ranged Longbow +3 (1d8/20/x3)
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STATISTICS
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Str 13, Dex 17, Con 12, Int 14, Wis 16, Cha 5
Base Atk +0; CMB +0; CMD 13
Feats Point Blank Shot
Traits Reactionary (+2 initiative), Blood stalker (You gain a +4 trait bonus on Survival checks made to track or follow a trail so long as you have dealt damage to the creature you are hunting within the last week.)
Skills Bluff+9, Diplomacy+7, Intimidate+8, Knowledge (arcane)+9, Knowledge (religion)+9, Perception+7, Sense Motive+8, Stealth+9
Languages Common, Infernal, 2 undecided
Combat Gear Arrows (40), Heavy Mace, Studded Leather, Longbow; Other Gear Backpack
(empty),
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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Claws: You have two claws that each deal 1d4 points of damage. These attacks are primary natural attacks.
Prehensile Tail: You have a long flexible tail that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action
Fiendish Resistance Tieflings have cold resistance, electricity resistance 5, and fire resistance 5
Skilled Tieflings gain a +2 racial bonus of Bluff and Stealth checks.
Monster Lore: The inquisitor adds his wisdom modifier on knowledge skill checks in addition to his intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Judgement (1/day): An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a profane bonus or special ability based on the type of judgment made.
Stern Gaze +1: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale on all Intimidate and Sense motive checks equal to 1/2 her inquisitor level (minimum +1).
Domain (Conversion)
Charm of Wisdom: You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy and Intimidate checks.
Spells:
0th: Brand, Detect Magic, 2 undecided
1st: Cure Light Wounds, Magic Weapon
Gear: Traveler’s Clothes, Quiver, Manacles
Coins: 7 gp


In my current campaign I play a 5th level dwarven conjurer. I chose being the dwarf for roleplaying reasons but I will say it has been awesome.

My characters defense is crazy. Incredible HPs for a wizard having a 17 con and taking the extra HP for favored class. Being a dwarf allows for the bonus on saves against magic. On top of that one weakness for dwarves is the movement but I went with the teleportation specialist so I can just 'port when I'm in trouble.

Both mechanically and thematically this character is a blast to play. Honestly the only thing I miss if I made the character 'optimally' (being an elf/human or half-elf) would be +2 on my int score. While that is extremely important a lot of the weaknesses of a wizard have been strengthened.


In Ultimate Combat there are vehicle rules for air ships, but are there any game mechanics on how a PC could theoretically build one?

I'm playing a crafting wizard and thought the idea of an airship would be sweet but I wanted to see if there was any existing rule that has been printed to-date.