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Coat and what's underneath. If I could use any image editing soft, I'd change the colors to shades of blue. But since I can't, you'll just have to imagine it. :)
Here's my finished submission.
Spoiler: Nishiwaki Teruo
PL: 8
Attributes
Defenses
Offense
Blast: Damage 6, Attack 10 - DC 21; Increased Range: range (Standard - Ranged, 150/300/600 ft. - Instant)
Powers
Feather Hail: Line Area Damage 6 [24 PP]
Wings: Array [17 PP PP]
Wings Cocoon: Protection 8 [16 PP]
Advantages
Skills
Native Language: Japanese Motivation: Thrills
52 Attributes +42 Powers +5 Advantages +17 Skills +4 Defenses = 120 Backstory:
Teruo is on a bit shorter than average for his age, has light brown hair and green eyes. His Quirk is a pair of vivid white featherd wings at the small of his back.
Here's the crunch. I decided to go with wings. Any advice is welcome. At least there shouldn't be any math mistakes, thanks to Hero Lab. The starting age is 14-15, right? Spoiler: Nishiwaki Teruo
Attributes
Defenses
Offense
Blast: Damage 6, Attack 10 - DC 21; Increased Range: range (Standard - Ranged, 150/300/600 ft. - Instant)
Powers
Hail: Line Area Damage 6 [24 PP]
Wings: Array [17 PP PP]
Wings Cocoon: Protection 8 [16 PP]
Advantages
Skills
Native Language: Japanese Complications
52 Attributes +42 Powers +5 Advantages +17 Skills +4 PP Defenses
For the abilities I'll take plant affnity and transmuting flesh. Shooting lianas from my arms, growing fruits and stuff. Leefy hair, green skin. A male dryad? Kind of like this.
Gilberto Moreno, The Leshy (The Transformed): Who were you before? Before I became... this? Well, Gilberto Moreno - just another high school student who didn't know what he wanted to do, and so did a little bit of everything. Sports - check, was on a football team. Science - check, too part in a couple of olympiad - never managed to get past the city level though. Gaming - hell yeah, who doesn't play games nowadays? Even managed to won city competition one time. The only I didn't try is literature. That's just boring. When did you change? What caused it?
Who, outside of the team, is helping you understand your new body?
Why don’t you just try to hide yourself away?
Why do you care about the team?
Of course he can. He won't be smart, or use long words, but 6 Int is fine. Ogres have 5 for example. I loved this post here describing low-int character.
Inactive
Shulla wrote: Shulla is working hard to have a 'proper' home built. While raising the Poké to do so, Shulla is living with a friend. (That can be another PC or and NPC.) We can live in the jungle together. A candle pokemon and a fire pokemon - great combo! Well, until we set the trees on fire. But let's not think about bad stuff.
Synopsis:
Hi there, everyone interested! I decided that it is time for me to join the ranks of the DMs. As you have probably guessed I will be running an Ire of the Storm. This module provides a bit of everything - combat, wilderness exploration and social interactions. The players can expect to reach 6th level by the end of it. Starting Level: PCs will start at 1st level.
Posting considerations:
Applications:
Recruitment will be open for a week, until the next Wednesday, October the 5rd, 00:00 GMT. I will choose characters in a day and then we will begin. If you have any questions, please ask.
Kavon Uday, prymidian sharpshooter-magus. I only spent 1245 gp pocket money, any suggestions for the rest 5 gp? :)
Appearance & Backstory:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Names & Appearance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Noble Title: - Rank: - Alias: - Full Name: Kavon Uday Gender: Male Eye Color: Yellow Skin Color: Scarlet Height: 6 feet Weight: 215 lbs Additional Features: Braided beard and hair. Description: Kavon Uday is a typical prymidian with scarlet skin and white hair. Although not as tough as others of his kind, he is still taller and sturdier than most humans. His most prized possession, after the spellbook of course, is the revolver, which he always keeps in the holster on his left side. Knowing, what a firearm can do to an armor, he does not bother with anything more heavy, than a simple sturdy leather with a duster on top. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Backstory ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Birthplace: Mavra, Arman Protectorate Parentage: Father (alive) - Sorcerer, Mother (alive) - Protean Scribe Religious Views: Agnosticism Political Views: Indifferent Early Life: Studied a wide variety of subjects, from politics to herbalism, including arcane craft and firearm usage Now: Agent of the Forgers' Guild Future Aspirations: To make a name in Prymidian circles by making a great discovery Core Stats:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Minutia ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Race: Prymidian Cultural Home: Arman Protectorate Type: Humanoid Subtype: Prymidian Alignment: Neutral Deity/Belief System: Agnosticism Size: Medium Base Speed: 30 Flight Speed: 0 Swim Speed: 0 Climb Speed: 0 Starting Languages: Common, Prymidian Learned Languages: Ancient Arman, Balite, Cynean, Nasian, Sorcerous ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ability Scores ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ STRENGTH-(Str): 10 Modifier: +0 DEXTERITY-(Dex): 19 Modifier: +4 CONSTITUTION-(Con): 14 Modifier: +2 INTELLIGENCE-(Int): 16 Modifier: +3 WISDOM-(Wis): 13 Modifier: +1 CHARISMA-(Cha): 12 Modifier: +1 Battle Stats:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Defense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HP: 52 (1d10 +4d8 +5*2) FORTITUDE: 6 =+2 +4 Specific Save Variants: REFLEX: +3 =+2 +1 Specific Save Variants: +2 to Reflex Saves vs. Ranged Attacks & Effects WILL: +4 =+0 +4 Specific Save Variants: AC: 18 Touch: 16 Flat-Footed: 14 Specific AC Variants: +4 vs. Ranged Projectiles & Spells (Total AC= 10 + 4 Dexterity Modifier + 0 Natural Armor Bonus + 2 Armor Bonus + 0 Shield Bonus + 0 Dodge Bonus + 2 Deflection Bonus + 0 Size Modifier) (Touch AC= Total AC – Natural Armor Bonus, Armor Bonus, & Shield Bonus) (Flat-Footed AC= Total AC – Dexterity Bonus & Dodge Bonus) IMMUNITIES: DAMAGE REDUCTION: 0 SPELL RESISTANCE: 0 FIRE RESISTANCE: 0 COLD RESISTANCE: 0 ELECTRICITY RESISTANCE: 0 ACID RESISTANCE: 0 NEGATIVE ENERGY RESISTANCE: 0 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Offense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BASE ATTACK BONUS-(BAB): +4 INITIATIVE: +3 CMB: +4 CMD: 14 (CMB= 4 BAB + 0 Strength Modifier + 0 Size Modifier) (CMD= 10 + 4 BAB + 0 Strength Modifier + 4 Dexterity Modifier + 0 Size Modifier) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Attacks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MELEE ATTACK #1 Weapon Name: - Weapon Type: Dagger Attack Bonus: +5 Damage: 1d4 Damage Type: S or P Crit Range/Multiplier: 19-20/x2 Special Qualities: - RANGED ATTACK #1
Consolidated Skills:
Total: 25 =5 gunslinger +16 magus +4 FC magus *ACROBATICS-(Dex): 4 (0 +4(dex)) (Acrobatics(except jumping), Escape Artist, Fly, Ride) *ATHLETICS-(Str): 4 (1 +0(str) +3(class)) (Acrobatics(jumping), Climb, Swim) SCIENCE-(Int): 6 (3 +3(int)) (Craft (firearms), Knowledge(engineering)) *FINESSE-(Dex): 0 (Disable Device, Sleight of Hand) INFLUENCE-(Cha): 6 (5 +1(cha)) (Bluff, Diplomacy, Intimidate) NATURE-(Int): 6 (3 +3(int)) (Handle Animal, Knowledge(dungeoneering, geography, nature)) PERCEPTION-(Wis): 4 (3 +1(wis)) (Perception, Sense Motive) PERFORMANCE-(Cha): 1 (0 +1(cha)) (Disguise, Perform) TRADE-(Wis): 2 (1 +1(wis)) (Appraise, Profession (Scribe)) RELIGION-(Int): 5 (2 +3(int)) (Knowledge(planes, religion)) SOCIETY-(Int): 6 (3 +3(int)) (Knowledge(history, local, nobility), Linguistics) SPELLCRAFT-(Int): 9 (3 +3(int) +3(class)) (Knowledge(arcana), Spellcraft, Use Magic Device) *STEALTH-(Dex): 4 (0 +4(dex)) (Stealth) SURVIVAL-(Wis): 5 (1 +1(wis) +3(class)) (Heal, Survival) *= Armor Check Penalty Applies
Traits & Feats:
Gesture Expertise: You are adept at nonverbal communication. You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill. Larger Than Life: You wield firearms with truly terrifying menace. When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger than your actual size. Arcane Revitalization: Your martial prowess can feed your arcane power. Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can’t exceed your maximum number of arcane pool points. Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. Racial:
Feats:
Class Abilities:
1[gunslinger]: Deeds, grit, pistol training 1[magus]: Arcane pool, cantrips, Ranged Spell Combat (Ex), Ranged Weapon Bond (Ex) 2[magus]: Ranged Spellstrike (Su) 3[magus]: Magus arcana 4[magus]: Spell recall Arcane Pool: 5
Grit (Ex):
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. Deeds:
The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed. Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load. Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. Arcane Pool (Su):
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Arcane Pool (Su):
This ability modifies the magus's arcane pool. Ranged Weapon Bond (Ex):
Spell Combat (Ex):
Ranged Spell Combat (Ex):
This ability modifies spell combat. Ranged Spellstrike (Su):
If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer's turn are wasted. This ability alters spellstrike. Spell Recall (Su):
Magus Arcana:
Spells Prepared:
At will - Longshot 0th (4) - Dancing Lights, Detect Magic, Light, Prestidigitation 1st (4/day) - Expeditious Retreat, Grease, Obscuring Mist, Vanish 2nd (2/day) - Blur, Glitterdust Spells Known:
0th - all 1st - Expeditious Retreat, Grease, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Shield, Silent Image, Snowball, True Strike, Vanish 2nd - Blur, Glitterdust Inventory:
Carrying Capacity: Light: 0-33 lbs. Medium: 34–66 lbs. Heavy: 67–100 lbs. Current Load: 28 lbs. Money: 5 ep, 5 pp, 25 gp, 50 sp, 100 cp Clothes:
Weapons:
Armor:
Wondrous Body Slot Item:
Wondrous Head Slot Item:
Wondrous Shoulder Slot Item:
Wondrous Belt Slot Item:
Wondrous Neck Slot Item:
Coin Pouches:
Adventurer’s Pack (5 lbs.): This weathered messenger bag may appear well past its use but you know that it’s pockets, large or small, are capable of carrying quite a bit more than usual. The pack has two large pockets capable of carrying up to 100 lbs worth of items. There are also eight smaller pockets, two that can carry 20 lbs, two that can carry 10 lbs, and four that can carry 5 lbs. Each pocket functions as an extradimensional space but will burst if more than its capacity is placed within, jettisoning all containing items within a 10 ft area. Items that could not fit in a standard backpack or pocket will not fit within this pack, regardless of weight. Pack Contents:
Trail rations (for 7 days) (1 lb. each) 5 sp
Bedroll (5 lbs.) 1 sp
3 Antiplague 50 gp*3
Book, journal (1 lb.) 10 gp
Mount: Light Riding Horse N Large animal Init +2; Senses low-light vision, scent; Perception +6 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DEFENSE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size) hp 15 (2d8+6) Fort +6, Ref +5, Will +1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OFFENSE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Speed 50 ft. Melee 2 hooves –2 (1d4+1) Space 10 ft.; Reach 5 ft. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ STATISTICS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5; CMD 17 (21 vs. trip) Feats Endurance, RunB Skills Perception +6 SQ docile ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SPECIAL ABILITIES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ INVENTORY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Saddle, riding (25 lbs.) 10 gp Saddlebags (Empty Weight 8 lbs., Capacity 20 lbs.) 4 gp
DM Grimshaad wrote: While within Arman border the Guns Everywhere rule is in effect, though if a player isn't an Arman they are under the Emerging Guns rule. d20srd wrote: Guns Everywhere: ...Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level. How would this work outside of the Protectorate for an Eldritch Archer Magus? Or for an Eldritch Archer Magus with a Pistolero Gunslinger dip?
Oh, 5th edition. Played it once, enjoyed it, would like to try again. Here's Dorn, Neutral Good fighter.
Crunch:
AC: 18 HP: 12 Proficiency Bonus: +2 Initiative: +0 Passive Perception: 13 Speed (ft): 30 ft. Languages: Comon, Dwarvish, Elvish Offense:
Defense:
Aility Scores:
Race: Human (Variant)
Class: Fighter
Feats:
Faction: Athar "Defier"
Feature: One of the Lost. One of the Lost. Your reputation as an Athar member allows you to request shelter of any other member, and they are obliged to give it (though you must give in return when asked). You also are welcome at the Shattered Temple in the Lower Ward, have access to its library, and are free to earn some coin by working in the Scriptorium (about 1 gp per day, enough for a Modest lifestyle) copying books and printing tracts. You are also welcome at the Athar Citadel on the Astral Plane, where much of the advanced faction training goes on. You know of a portal that goes to the Citadel, along with the portal key. You also know of a portal (and its key) to one safe-house in a ruined temple somewhere in the planes. Inspiration: Lost. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to become undetectable by divinations until the end of your next long rest. Examples of things that might give you Inspiration may include:
Restriction: Accepting aid from a servant of the gods is considered beneath an Athar, and prevents you from gaining Inspiration until you atone or otherwise prove yourself to your faction's cause. Proficiencies:
Equipment:
Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.) Scribe’s supplies
Background: Dorn was taken into Athar by some Atharian when he was an urchin in the Hive. He was good only at brawling and couldn't write or read, so it was hard for him to get used to his hew home. But time can change everything, so he began learning.
With time, Dorn become quite a good scribe. Maybe not as good as smarter people, but still. He helped the Temple now and then, sometimes as a scribe, sometime as a substitute teacher for the youngsters. And an occasional muscles as well - not everyone like the philosophy of the Athar. The man shakes his head and smiles faintly. Why the sudden reminiscence, Dorn? You're not that old.
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Cool. I can't get myself to finish the first and to play the second past the forest. Good games, but every time something else comes up. Did they fix the third one? At the start the optimization wasn't too good. Yuria the Deep Speaker wrote: Finally, one could only guess the shape Yuria uses to hug the tree with <3 Is it "rejoice"? ;) |