Judge Trabe

Ravn's page

Organized Play Member. 49 posts (653 including aliases). No reviews. No lists. No wishlists. 19 aliases.


RSS


Well, going from bar to bar isn't cheap, so Kurth would definitely be at the competition to win some money he can waste.

Oh, and i have the players guide.


Here is the stats for my fighter.

Kurth Dalton

Spoiler:

Male Human Fighter (two hander) 1
CN Medium Humanoid
Init +2; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 17, touch 12, flat-footed 15 (studded leather)
HP: 13 (1d10+2+1)
Fort +4, Ref +2, Will +0
--------------------
OFFENSE
--------------------
Spd: 30 ft.
Melee:
Switch knife +5 1d4+4
Earth breaker +6 1d10+6

Ranged:
Dagger +3 1d4+4
Special Attacks: Power attack, Dirty fighter, Pushing assault
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats: Weapon focus (earth breaker), Power attack, Pushing assault
Traits: World traveler, dirty fighter
Skills: Intimidate +4 1 rank +3 class +0 cha
Knowledge (local) +5 1 rank +3 class +0 int +1 trait
Climb +8 1 rank +3 class +4 str
Languages: Common,


I'm up for this. I'm thinking a human fighter. An ex-sailor with a short fuse who has taken up bar brawling for the thrill of it.


If there is still room i'm interesting in playing. I have a bard character in mind. He is an Indiana Jones-like tomb raider, fleeing from a mummy's curse.

background

Spoiler:
As a teenager Calib was sent to military academy to study. He quickly started favoring the whip, and with his quick wits he was able to out smart and distract most of his classmates. He discovered that using ridicule he could shake his opponent to the bones, making their strikes weaker, and with a little practice he was even able to shake several opponents at a time. As he started developing his skills he discovered he was able to draw magic out of his words.

Despite his succes at the academy, fighting was never his real interest. What he really wanted to do was to adventure and delve into the secret and forgotten lore of Osirion.
He dropped out of the academy, much to his fathers regret, and took off to Sothis to research.

One day when he was browsing the Malhitu Bazaar he found an old allmost crumbled piece of parchament wich he bargained down to a favorable price. Studying the writings he quickly discovered that they were directions to a hidden tomb. Using his last gold he raised an expedition to the tomb. Here they were met by the tombs guardian; an ancient mummy. It was a tough fight but in the end they prevailed and was able to loot the tomb, gaining a massive profit.

Several weeks later members of the expedition started to hallucinate and get paranoia. One by one they were driven to suicide by their madness. But death didn't give them any respite. Three days after their deaths they would rise again as zombies and seek out any living member of the expedition.

Calib is not affected by the curse yet, and he has devoted his time to find a way to stop it. All his research indicates that the solution is burrowed somewhere in the dessert.

Afraid that the curse will get him before he can stop it, he has started to collect luck charms, and spends huge sums to buy them. This is not something he openly admits, but several strange amulets adorn his vest.


i'm interested as well


GM Chris Mortika wrote:
(Might I presume that this is the kind of thing that Nadeq joins in on?)

In the future; yes you may.

As soon as Nadeq understand the lock mechanism and the nature of the building he starts smiling, and he gets a gleam in his eyes he gets everytime he is presented with an obstacle like this.. or when he realize he might soon get an opportunity to loot some tomb.

He takes a step back to survey the whole thing, rubbing his chin.
"There's got to be a way in" he mumbles to himself.

He follow the monks initiative and start climbing the building as silent as possible.

climb 1d20 + 9 ⇒ (9) + 9 = 18
Stealth 1d20 + 24 ⇒ (11) + 24 = 35
Perception 1d20 + 15 ⇒ (13) + 15 = 28


If you still have room i would love to get in on this. So far i haven't played anything than d20 but I just bought myself the Savage Worlds core rules and Deadlands:reloaded and i find the system really intriguing and would like to try it out.

The only down side about it is without classes you acutually have to think and not just pick one :D i don't know what i would be playing yet.


I'm sorry to jump in on this. I normally don't post in others games once they are started, but I just saw the in-character thread of this game and noticed that you are not that far along. I've wanted to play in a STAP or marine heavy campaign for a long time now, so figured i would just like to say that if you have room for another, or if one player jump out of this, i'm more than willing to play that spot.

If you want to see how my playing style is look at these games
I play Vhorun in this drow campaign
http://paizo.com/paizo/messageboards/community/gaming/playByPost/ravsDrowAd ventures

And Nadeq in this Slumbering Tsar game
http://paizo.com/paizo/messageboards/community/gaming/playByPost/mortikaRun sSlumberingTsarPFRPG&page=10

I'm willing to play any type of character, but for this i will probably swashbuckle it up for the setting and make a background connected to the ocean (some sort of pirate or privateer, depending on the game style).

Anyway, I hope you'll consider it and post a reply. And no matter what; good game to all of you.


Decided to go with a monk instead. Maybe a monk/fighter multiclass depending on the groups melee abilities.
I was gonna make him yesterday but my grandfather is in the hospital, and he doesn't have long again so i've spent a lot of time with him.

I hope to have him done by tonight.


so sorry about my absence.

i'm having a hard time fleshing out my character for this.

It's not like i'm not motivated for this game, i am just having a hard time adapting to a non-d&d way of thinking.

I've got the stats down, and just need to write a background. Hopefully i will have it done this weekend.


Rolling for my stats. Will post a character tomorrow.

2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 3) + 6 = 12

and hp

5d10 ⇒ (8, 6, 10, 6, 2) = 32


i'm going with a ranger. I'm not familiar with Ravenloft, but i get the feeling that favored enemy: undead, could be a wise choice.
I can post stats tomorrow.


i'd be intersted too.
I will look at the other characters and post a concept later today.
How about alignment?


I will post a wizard a little later today


I'm very interested too!


what about stats? should we go with the base + bonus or point by + bonus?

I will go with a brass dragon wizard.


I'm in.

Don't know about which dragon yet (never really looked at dragons actually) but i'm thinking he will be a wizard.


i'd be interrested. I'm more for the evil type of campaign, since it's with dragons. I imagine good adventurers and legendary heroes trying to track down and kill a group of evil dragons cooperating.


I'm gonna go with the pilot class. I hope i can post a character with finished stats tonight.


Rasina Songhair wrote:

Nadeq,

Since he does not like melee combat, Rasina would offer herself as a target for melee attack, since many of her attacks are touch or close range.

This would allow him to take pot shots at her melee opponent.

I think that would work well because it would keep him from going after you, he he.

Wouldn't that still cost the -4 penalty because the target is in melee?

@ Chris

Deal :)


I think i understand it now.

Are the pilot a specifik class or a warrior with pilot skills in the speciality skill? If it is class could you post their skills?


hp 1d8 + 1d6 + 2 ⇒ (5) + (4) + 2 = 11

Here is Naseem Al-Haqua, seeker of secrets and treasure.
Transmuter 1 / Rogue 2

Stats

Spoiler:

Str 14
Dex 15+2 race + 1 school =18
Con 13
Int 14
Wis 10
Cha 10

AC 17, Touch 14, Flat-Footed 13
HP 22/22 (8+5+4+3 con+2 favored class) Speed 30 ft Initiative +4
Base Attack +1 CMB +3 CMD 17
Fort +1, Ref +7, Will +2

Attack
Melee +4 mw rapier
Ranged +6 +1 composite shortbow or +4/+4 with rapid shot

Armor
Studded leather armor

Skills
Acrobatics 10 3 rank + 3 class + 4 dex
Appraise 7 2 rank + 3 class + 2 Int
Climb 7 2 rank + 3 class + 2 str
stealth 10 3 rank + 3 class + 4 dex
perception 6 3 rank + 3 class
disable device 10 3 rank + 3 class + 4 dex
Sleight of hand 9 2 rank + 3 class + 4 dex
k. arcana 7 2 rank + 3 class + 2 Int
k. History 7 2 rank + 3 class + 2 Int
k. Planes 7 2 rank + 3 class + 4 dex
Spell craft 8 3 rank + 3 class + 2 Int

Feats
Point blank shot
Precise shot
Rapid shot

Class feats
Scribe scroll
Arcane bond: Ring
School: Transmutation, Opposition school: Enchantment
Sneak attack 1d6
Trapfinding
Rogue talent: Trap spotter
Evasion

Traits
Scholar of the Great Beyond
Magical Knack

Background

Spoiler:

Naseem is the child of rich archaeologists who because of their job didn't spend much time at home. His parrents had acquired a house genie who was put in charge of raising and schooling Naseem. The genie taught him of the planes and the arcane arts. He loved learning and absorbed knowledge like few, and already at an early aged he showed great talent in the arcane. His parrents decided to sent him to a magic academi to study. One day at the academy his teacher had brought an old book about local history to class. In this book Naseem read about a war legend called the Genie Lord who had once commanded thousands of genies and waged war on any who opposed him. After class Naseem was captivated with the legend of the Genie Lord, and started to search for information about him. No matter where he looked it all turned into a dead end. Only the book his teacher had contained usefull knowledge about the Genie Lord, and one night he and a friend called Meho sneaked into his teachers office and stole the book.
The book contained exactly what they where looking for; a description of the Genie Lords tomb.
Together with Meho, Naseem traveled to the place described in the book. They couldn't believe their luck when they found a plain looking unguarded tomb. As they entered the tomb they discovered that the interior was nothing like the outside entrance. The halls where lined with rows of torchholders decorated with precious metals. When they reached the Genie Lords grave they found his sarcofag in a room with several piles of gold and shelves of magic items. Extatic and filled with greed they for the treasure. Meho started filling their bags with gold, while Naseems eyes where caught by a bow in the hand of a statue. An inspection of the weapon showed it to be magical so Naseem took it. But as soon as he lifted the bow he set off a presure plate and a big loud snap could be heard. Seconds after the tomb started to tremble and fall apart around them. They rushed through the torch lined halls in search for the exit, but suddenly Meho tripped in one of the bags. Before Naseem could stop and help him the ceiling broke and fell on him, crushing his body. Devastated Naseem fled for his life. Only his qucik reflexes saved his life that day. The bow he had managed to get, he called Meho's Sting in memory of his friend, and it serves him as a reminder to never let greed overcome him again.
After the accident in the tomb he quit school and started study traps and their designs. As with wizardry he was a qucik learner. His training in wizardry proved to be an advantage for him. His fingers, trained in the tricky gesticulations certain spells required, was perfect for manipulating small items and the concentration excercises he had been taught was a much needed tool when dealing with the more dangerous kind of traps.

Recently he learned about an excavation team being put together and offered his knowledge and newly gained expertise.


Ok, i'm in.

I'm still a little confused about how to create a character.
How much and what should i assign where? Do i need to roll for anything?

if you could write a simple step by step guide for us slower witted it would be appreciated.


Have you decided on the campaign style? Dungeon crawl, political intrigue, wilderness exploration or anything else? This will highly affect the stats of a character.


I have created a halfling rogue 3 / Wiz 3 / Shadow dancer 1.
I just hope he can handle things, if they are as rough as they sound. He really is more of an utility guy.

I can post a couple of times every day. I check the boards quite often.
My timezone is GMT +1, and in that time i'm available from around 5.30 pm untill 2 am, and an hour in the morning from 10 am to 11 am where i check the boards.

Nadeq Shuzar Qedan
Stats

Spoiler:

Str 12-2= 10
Dex 16+2 race + 1 lvl 4 +1 spell school = 20
Con 13
Int 14
Wis 10
Cha 10 + 2 = 12

AC 21, Touch 17, Flat-Footed 15
HP 39/39 (8+4+4+3+3+3+4+3 fav class + 7 con) Speed 20 ft Initiative +5
Base Attack +3 CMB +1 CMD 16
Fort +2, Ref +11, Will +4
Attack
Melee +9
Ranged +9

Armor
+2 leather armor

Skills
Acrobatics 15 7 rank + 3 class + 5 dex
Climb 7 4 rank + 3 class
escape artist 12 4 rank + 3 class + 5 dex
stealth 19 7 rank + 3 class + 5 dex + 4 race
perception 10 7 rank + 3 class
disable device 15 7 rank + 3 class + 5 dex
Sleight of hand 12 4 rank + 3 class + 5 dex
k. arcana 9 4 rank + 3 class + 2 Int
Perform dance 10 2 rank + 3 class + 5 dex
Bluff 9 4 rank + 3 class + 2 cha

Feats
Combat reflex,
dodge,
mobility,

Class feats
Scribe scroll
School: Transmutation, forbidden: Enchantment
Sneak attack 2d6
Trapfinding
Rogue talent: Finesse rogue
Evasion
Trap sense +1
Hide in plain sight

Background

Spoiler:

Nadeq was a petty thief, who robbed the occasionaly thomb or grave. One day he found the tomb of a long dead wizard who had belonged to the cult of Orcus. In this tomb he found two old leather inbound books. Intrigued by it he stuffed them in his back, along with whatever treasures there was in the tomb.
He started to read and study the books and qucikly realized that one of them was a spell book and the other the wizards journal wich mentioned some great secret still hidden in the old ruins. He was unable to decipher excactly what was hidden, but he understood that it was something important. Nadeq packed his things at once and set out for the Desolation and a what he thought would be a glorious future. After just a couple of days in the Desolation he had been near to death four times, and he decided to abondon his mission.

In the meantime he had passed of night time by studying the spell book and little by little he was able to analyze and identify the spells, and he realized that many of them would be really helpful. He returned from the Desolation and looked up Thangor, an old traveling companion who happened to be a wizard of some power and became his apprentice.
Due to his curious nature he was an excellent learner, and he quickly mastered some simple spells, but it altso had some less possitive aspects to it. His master had a chamber in wich there was a lot of small room, where he conducted different planar experiments. One day when his master had left the planar chamber unattended Nadeq snuck in, and climbed into one of the smaller rooms wich was tuned in to the shadow plane. In here he encountered a powerfull shadow that attacked him on sight, and since he wasn't wearing any protection against such creatures he was easy prey. That day his curiousity allmost costed him his life. Luckily for him though his master managed to safe him and bring help for his injuries, but something in Nadeq had changed. He was suddenly able to connect to natural shadows and blend into them, even if he was being watched.
His new ability has made him feel able to evade most dangers or authorities, wich often make him come off as cocky and over confident.

With his understanding of the arcane arts, and his newfound connection with shadows Nadeq has returned to the Desolation to find the secret of the cult of Orcus, and he now finds himself standing amongst the hastily built village called the Camp.

Took some minor liberties and made some assumptions about the background, but they are easily changed to fit the campaign. I have yet to read pbp thread itself.


I'm interrested as well. Probably an arcane trickster.


I might be interrested in this too. I'm hestitating only because i've never played anything but d20 games. But a sci fi games sounds like a lot of fun, and i would like to give it a go.

I'm thinking a pilot/mercenary Han Solo type. But what would a character like that be able to do other than the obvious; fly a spaceship (wich sounds a little monotonous). Maybe it's just me who have a hard time thinking outside the D&D class-ability box :)

If you could post a little more class wise, so i can get a feeling of how a character will play out, I might be interrested in this game.


I''ve yet to DM a pbp but as a player of a couple I will advise you not to start at 1 lvl. I'm sure a lot will disagree with me, but in my experience it takes a looong time to lvl up, and being stuck at first lvl for several RL months isn't that much fun. Starting at lvl 3-4 will give your players more options.

And btw i would like to play. Either a roguish type or a caster (either a wizard or a cleric). probably a multiclass of the two.

Quote:


Galt (always in a revolution)
Mwangi (jungles and lost temples)
Qadira (desert kingdom)
Shackles (pirates)

I would love to play in any of these settings. Espacially a marine setting or dessert like setting, so Qadira sounds great.


scranford wrote:


Haven't heard from Ravn since Tuesday so you're in if still interested. I think the sorcerer idea might work better with this crowd, but you can play either one since I'm writing the adventures you can play what you want, and I'll make it work.

Yeah, sorry. I'm going to have to back out of this one, as i'm pretty swamped on pbp's. Have fun!


Great! I will post the character in the ooc thread.


Damn, just a minute too late... Oh well, I will roll up a fighter just in case.


I'm definitely interessted in this if there is still room. I'm thinking either a fighter or a bard.


Sounds like fun. If there is still room i'm thinking of a halfling with lame legs, who has turned to wizardry to help him move around. Floating disc, mage hand etc.


Happy new year everybody!

I'm still here and i'm up for the 1,2,3 game with an alchemist.


i'm going away on vacation tomorrow morning. I will have a computer with me, but the signal is very weak so don't expect any post from me the next week. I just wanted to say that i'm still with you.
I will be back right after new year.

Merry christmas everybody.

If we go with summoner playtest, i'm still playing kurth. If not i'm posting these very rough characters.

Human male Alchemist 7

Spoiler:

CG Medium humanoid
Init +2; Senses Perception +11

DEFENSE
AC 15, touch 12, flat-footed 13
(+3 armor, +2 Dex)
hp 39 (8+4+4+4+4+4+4+7)
Fort +, Ref +, Will +

OFFENSE
Spd 30 ft.
Melee +6
Ranged +9 ranged touch attack, Bomb 4d6+5 (9 splash)
+7 light crossbow 1d8 + poison

STATISTICS
Str 12, Dex 14, Con 12, Int 20, Wis 9, Cha 12
Base Atk +5;
Feats: Qucik draw, Weapon focus (ranged touch), skill focus (craft alchemy), brew potion, rapid reload
Trait:
Skills: Craft alchemy 25, heal 9, knowl arcana 15, knowl nature 15, perception 9, sleight of hand 12, spellcraft 15, use magic device 11
Languages: Common,
SQ: Alchemy, Bomb 4d6 (11/day), Throw anything, Mutagen, poison resistance +4, poison use, swift alchemy, discovery (enhance potion 5/day), swift poisoning,
Gear ; +2 studded leather, +2 cloak of resistance, +4 int
Prepared mutagen: Dex +2
Prepared Extract:
1: Shield (2), True strike (2), 1 blank
2: False life, Cat's grace, invisibility, 1 blank
3: Displacement, 1 blank

Formulae
1 5/day 5: Comprehend language, true strike, shield, cure light wounds, detect secret doors
2 4/day 4: Invisibility, False life, Cats grace, Spider climb
3 2/day 2: Fly, Displacement

Dwarf male Inquisitor 7
CN Medium humanoid

Spoiler:

Init +4; Senses Perception +

DEFENSE
AC 24, touch 12, flat-footed 22
(+2 Dex + 8 armor, +4 shield)
hp 53 (8+4+4+4+4+4+4+14+7)
Fort +6, Ref +3, Will +8

OFFENSE
Spd 20 ft.
Melee +11 1d10+6
Ranged +7

STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 6
Base Atk +5;
Feats:
Trait: )
Skills: Knowledge (dungeoneering), Knowledge (religion), Knowledge (arcana), Perception, Stealth, Survival
Languages: Common,
SQ: Domain(), Judgement 3/day, Monster lore, Orisons, Cunning Initiative, track, solo tactics, tactical feat, Bane,
Gear ; +2 Mithrall breastplate, +2 heavy steel shield, +2 cloak of resistance, +2 weapon, +2 str, +2 dex

Domain: Destruction (destructive smite (½lvl damage))

Spells known

0 / 6 / Acid splash, Create water, Detect magic, Detect poison, Disrupt undead, Light
1 / 5 / 5 / Bless, Command, Cure light wounds, Divine favor, True strike el shield of faith
2 / 4 / 4 / Aid, Cure moderate wounds, Spiritual weapon, Lesser restoration,
3 / 2 / 2 / Heroism, Prayer


i'm going with an alchemist or an inquisitor.


I think it could be fun to do a playtest class only game.


I ended up making a witch.

Half-orc Witch 9

Spoiler:

CG Medium humanoid
Init +6; Senses Perception +2

DEFENSE
AC 12, touch 12, flat-footed 10
(+2 Dex)
hp 48 (6+3+3+3+3+3+3+3+3+9 con + 9 favored class)
Fort +4, Ref +5, Will +9

OFFENSE
Spd 30 ft.
Melee +3
Ranged +6

STATISTICS
Str 8, Dex 14, Con 12, Int 20, Wis 14, Cha 10
Base Atk +4;
4 Feats: spell focus (enchantment), Brew potion, scribe scroll, improved initiative
2 Traits: sacred touch,
Skills: Craft (alchemy) 17, Heal 14, Intimidate 14, Knowledge (nature) 17, spellcraft 17, use magic device 12
Languages: Common, Elven,
SQ: Dark vision, orc ferocity, intimidating
Gear ;
Hex (dc 20): Cackle, Ward, Evil eye, fortune, Healing
Familiar: Viper; +2 bluff , Shocking grasp, flaming sphere, fireball, wall of ice
Or rat +2 fortitude, detect undead, command undead, contagion, animate dead


I'm interrested in the first reserve spot. if you will allow it i would like to try either an alchemist or a witch. If not i'll go with a wizard.


Dragonborn3 wrote:
Me'mori wrote:
Not sure how valid the playtest data may be now... With the new playtest classes up, anyways... Maybe he wants to switch over?
Well... I do like the Alchemist.

+1


Due to the cop15 summit here in copenhagen my posting will be irregular untill at least thursday.
Feel free to roll for me untill then.


Due to the cop15 summit here in copenhagen my posting will be irregular untill at least thursday.
Feel free to roll for me untill then.


Due to the cop15 summit here in copenhagen my posting will be irregular untill at least thursday.
Feel free to roll for me untill then.


Due to the cop15 summit here in copenhagen my posting will be irregular untill at least thursday.
Feel free to roll for me untill then.


Yeah but i realized that the adventure takes place in a dungeon - probably not the best place to bring a large flying monster. So I have skipped the wings and have made him a large bipedal grappler instead. But he is still equipped with a saddle so he can be ridden.


I'm interested in this. I will make an avatar soon.

Human summoner 7

Spoiler:

Human male summoner 7
CN Medium humanoid
Init +2; Senses Perception +2

DEFENSE
AC 17, touch 14, flat-footed 13
(+3 armor, +2 Dex + 2 shield ally)
hp
Fort +3, Ref +4, Will +7

OFFENSE
Spd 30 ft.
Melee +5
Ranged +1 shocking Light crossbow +8 1d8+1 +1d6 electricity

STATISTICS
Str 10, Dex 14, Con 12, Int 8, Wis 14, Cha 17
Base Atk +5;
Feats: spell focus (conjuration), Augment summoning, Mounted combat, Point blank shot
Trait: Focused mind (+2 concentration)
Skills: Ride +12 (7 rank+3+2 dex), Use magic device +13 (7 rank + 3 class + 3 cha)
Languages: Common,
SQ: Life link, bond senses, shield ally, makers call, Summon monster IV (6/day)
Combat Gear ; Other Gear

Eidolon (quadruped)

Spoiler:

Init +1; Senses Perception +7

DEFENSE
AC 18, (+1 dex +8 natural armor -1 size;) touch 11, flat-footed 17
hp (7d10+28)
Fort +7, Ref +6, Will +2

OFFENSE
Size Large Reach 10 ft (15 bite)
Spd 40 ft. Fly 40 ft
Melee bite +13 (2d6+6 + trip);
CMB +15 CMD 26

STATISTICS
Str 24, Dex 12, Con 18, Int 7, Wis 10, Cha 11
Base Atk +7;
Feats: Fly by attack, hover, multi attack
Skills: Acrobatics 9 (7 rank + 2 dex), fly 15 (7 rank + 2 dex – 2 large + 8 skilled), Stealth 5 (7 rank + 2 dex – 4 large), Perception +7 (7 rank)
Languages: ,
SQ: Dark vision. Link, share spells, evasion, devotion
Free Evolutions bite,limbs (legs) (2).
Evolutions: Wings (2), magic attack (1), reach bite (1), skilled fly (1), Improved damage bite (1), trip (1), Large (3)


Here is my entry. A half fiend minotaur barbarian. I just need the background and equipment.
I will create an avatar soon, but my connection is pretty jumpy right now.

Wich plane will the campaign take place in? this might change his background

Defense

Spoiler:

AC 17 (15 in rage), Touch 11, Flat-Footed 15
HP 81 (10+7+7+7+7+7+8+28) Rage (95)

Fort +8 (10 rage), Ref +7, Will +6
Defensive abilities: Natural cunning, DR 5/magic, Immune: Poison, Resist acid, cold, electricity, fire 10, SR 17

Attack

Spoiler:

Speed 40 ft Fly 70 ft (average) Initiative +2

Base Attack +7 CMB +14 CMD 25

Melee greataxe +12/+7 (3d6+9/×3), bite +7 (1d8+3), gore +7 (1d6+3)
Ranged Minotaur double crossbow +7 (2d6*2)

Space 10 ft.; Reach 10 ft.
Special Attacks smite good 1/day, powerful charge (gore +14, 2d6+9)

Rage: +14/+9 3d6+12

Power attack + rage: +12/+7 3d6+18

Skills

Spoiler:

Acrobatics 1 rank + 3 class + 2 dex = 6 (+4 on jump checks from increased speed)
Climb 1 rank + 3 class + 6 str = 10
Intimidate 7 rank + 3 class = 10
Knowledge (nature) 1 rank + 3 class - 1 int = 3
Knowledge (Religion) 6 rank - 1 int = 5
Perception 7 rank + 3 class +1 wis +4 race = 15
Stealth [/ooc] = 7
Survival [ooc]7 rank + 3 class +1 wis +4 race
= 15

Feats

Spoiler:

Great Fortitude,
Improved Bull Rush,
Power Attack,
Cleave
Extra rage

Class feats
Fast movement
rage 14 rounds/day

Traits

Spell-Like Abilities (CL 6th)

Spoiler:

3/day—darkness, poison; 1/day—desecrate, unholy blight (DC 14)

[/spoiler]


sounds fun. I'll give it a try. Right now i'm thinking a Babau (cr6) rogue 1.
A question though. Does it have to be a demon or just an outsider? Cause there is only a couple of demons below CR 7 in the beastiary.


yay!

i think i will add som arcane power with a halfling sorcerer. Will post a character in the discussion thread tomorrow, as it is getting pretty late... or early.

Have i understood correctly, when i say it's 20 point buy?

Happy to be on board! Sleep well.

Full Name

Tim-R-PRO-3

Race

Clone

Classes/Levels

Troubleshooter/ Red Lvl

Gender

Male

Size

6'0" 215lbs

Age

My security clearance is not high enough to access this information.

Deity

All hail the Computer!

Occupation

Service Group: Power Services (Fuel Cell Rod Disposal)

About Tim-R-PRO-1

Mandatory Special Duty: Hygiene Officer

Action Skills

Management: Bootlicking 4, Chutzpah 8, Con Games 1, Hygiene 1, Interrogation 8, Intimidation 8, Moxie 4, Oratory 1

Stealth: Concealment 5, Disguise 5, High Alert 5,Security Systems 5, Shadowing 5, Sleight of Hand 5, Sneaking 5, Surveillance 5

Violence: Agility 8, Demolition 16, Energy Weapons 12, Field Weapons 8,Fine Manipulation 8, Hand Weapons 8, Projectile Weapons 1, Thrown Weapons 8, Unarmed Combat 8, Vehicular Combat 8

Knowledge Skills

Hardware: Bot Ops & Maintenance 7, Chemical Engineering 7, Electronic Engineering 7, Habitat Engineering 1, Mechanical Engineering 7, Nuclear Engineering 7, Vehicle Ops & Maintenance 11, Weapons & Armor Maintenance 7

Software: Bot Programming 9, C-Bay 9, Data Analysis 13, Data Search 9 Financial Systems 9, Hacking 9, Operating Systems 1, Vehicle Programming 9

Wetware: Biosciences 5, Bioweapons 5, Cloning 5, Medical 5, Outdoor Life 5, Pharmatherapy 5, Psychotherapy 5, Suggestion 5

Spoiler:
Secret Skills: Uncommon: Demolition 16 Unlikely: Partying 2 Unhealthy: Gambling

Spoiler:
Mutant Power: Slippery Skin Secret Society: Frankenstein Destroyers (degree: 1)Clone Quirk: Answer questions with questions

Equipment: Personal: none

Assigned: Laser Pistol Body, 3 Red Laser Barrels,RED Reflec armor, Series 1300 PDC

Spoiler:
Treasonous: none

Credits:

Spoiler:
450

Perversity Points:

Spoiler:
2