Cartigan wrote:
I have to agree with Cartigan on this one. When I click on Bard, I should see every archetype available. When I click on Bard Spells, it should list all spells from every official source book. It makes more sense than organizing by book.
I present Felina. I didn't include the centipede companion as it wasn't an option in HeroLab for some reason.
Felina: FELINA DUBROSKY CR 1/2
Female Half-Elf Druid 1 NE Medium Humanoid (Elf, Human) Init +4; Senses Low-Light Vision; Perception +9 -------------------- DEFENSE -------------------- AC 14, touch 12, flat-footed 12. . (+2 armor, +2 Dex) hp 8 (1d8) Fort +2, Ref +2, Will +5 Immune sleep; Resist Elven Immunities, Issian -------------------- OFFENSE -------------------- Spd 30 ft. Melee Quarterstaff +1 (1d6+1/20/x2) and . . Shortspear +1 (1d6+1/20/x2) and . . Shortspear +1 (1d6+1/20/x2) and . . Unarmed Strike +1 (1d3+1/20/x2) Druid Spells Known (CL 1, 1 melee touch, 2 ranged touch): 1 (2/day) Produce Flame, Entangle (DC 14) 0 (at will) Light, Detect Magic, Stabilize -------------------- STATISTICS -------------------- Str 13, Dex 14, Con 10, Int 10, Wis 16, Cha 15 Base Atk +0; CMB +1; CMD 13 Feats Druid Weapon Proficiencies, Skill Focus: Handle Animal (Adaptability), Vermin Heart Traits Elven Reflexes, Issian, Suspicious Skills Handle Animal +9, Knowledge (Nature) +6, Perception +9, Sense Motive +4, Spellcraft +4, Survival +9 Languages Common, Druidic, Elven SQ Animal Companion Link (Ex), Elf Blood, Nature Sense (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Wild Empathy +3 (Ex) Combat Gear Leather, Quarterstaff, Shortspear, Shortspear; Other Gear Backpack (8 @ 13 lbs), Bedroll, Blanket, winter, Flint and steel, Rations, trail (per day) (4), Torch, Waterskin -------------------- SPECIAL ABILITIES -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Elf Blood You are counted as both elves and humans for any effect relating to race. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to Sleep effects. Issian +1 Will save vs. Mind-affecting. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet. Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells. Vermin Heart Wild Empathy & spells that target animals may be used on Vermin. Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy. Appearance
Personality
History
As she aged she became more and more bitter. To get away, she often ventured into the Gronzi Forest. She befriended a beautiful druid named Shara, and was brought into her fold. She originally thought she was learning about the Green Faith, but as her lessons began to focus more and more on pestilence and disease she began to question her mentor. She was eventually shown the ways of Ghlaunder, and embraced them. For her final initiation into the faith, she brought disease carrying insects to her family home. Within days, all of the children died along with several of her aunts and uncles, her grandmother and step-father. The family home was burned to the ground along with all of their holdings leaving the remain family member desolate. With that she left New Stetven and headed south toward the River Kingdoms planning on bringing desolation in honor of her god. She passes herself off as a druid of the Green Faith, but spreads pestilence whenever possible.
DM Keddah: Dabble definitely had acquaintences in Restov, but he was only there for a few years, and knew noone when he arrived. He has made no close friends in that time as he spends his days selling his jewelry, and his nights "borrowing" the trinkets to make it. Once he realized it was time to move on, he packed up his belongings. On the way out of town, he noticed the recruitment ad, and decided it sounded fun. It is most certainly a change from his normal city life.
He doesn't have loyalty to anyone in particualr right now, and seems outwardly to be only self-interested. He has no malice towards any group, but feels the wealthy should share more with the less well to do, hence his borrowing of their trinkets and donations he makes on their behalves. Once he makes friends with his compatriots, he will have loyalty to the group, but will still hold his own needs higher.
I would like to submit a Gnome Rogue. I plan on multclassing into Sorcerer and then Arcane Trickster. Dabble: GRANDABBLEBERRY NIMBLEFINGERS CR 1/2 Male Gnome Rogue 1 CG Small Humanoid (Gnome) Init +4; Senses Low-Light Vision; Perception +6 -------------------- DEFENSE -------------------- AC 17, touch 14, flat-footed 14. . (+3 armor, +3 Dex, +1 size) hp 8 (1d8) Fort +1, Ref +5, Will +0 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 15 ft. Melee Rapier +4 (1d4/18-20/x2) and . . Unarmed Strike +4 (1d2/20/x2) Ranged Shortbow +4 (1d4/20/x3) Special Attacks Sneak Attack +1d6 Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day) -------------------- STATISTICS -------------------- Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16 Base Atk +0; CMB -1; CMD 12 Feats Rogue Weapon Proficiencies, Weapon Finesse Traits Dangerously Curious, Rapscallion, Rostlander Skills Acrobatics +4, Appraise +6, Bluff +7, Climb -3, Craft (Jewelry) +8, Disable Device +5, Escape Artist +1, Fly +2, Knowledge (Dungeoneering) +6, Linguistics +6, Perception +6, Ride +0, Sleight of Hand +4, Stealth +8, Swim -3, Use Magic Device +8 Languages Common, Dwarven, Elven, Giant, Gnome, Sylvan SQ Gnome Magic, Hatred, Illusion Resistance, Trapfinding +1 Combat Gear Arrows (40), Rapier, Shortbow, Studded Leather; Other Gear Artisan's tools: Craft (Jewelry), Backpack (8 @ 4.25 lbs), Bedroll, Blanket, winter, Rations, trail (per day) (5), Thieves' tools, Waterskin -------------------- SPECIAL ABILITIES -------------------- Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Gnome Magic +1 to the save DC of all illusions spells you cast. Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes. Illusion Resistance +2 racial bonus to saves against illusions. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Speak with Animals (1/day) (Sp) Speak with Animals 1/day. Trapfinding +1 +1 to find or disable traps. -------------------- Background Grandabbleberry or "Dabble" as most people call him comes arrived in Restov 3 years ago. He was originally from Korvosa, or maybe Magnimar, possibly Absalom, or was it Oparra. Each person asked gets a different story, and they all seem just as true as the last. He spends his days selling his jewelry in the market. None of it is particularly valuable, made from various beads and stones, but it is remarkably beautiful. He seems to have an unlimited supply as everyday there are new baubles to be had. The main we he has gained most of his more elaborate bobbles is theft, or borrowing as he would call it. Dabble loves to sneak into the masnions of the wealthy and take inconsequential knickknacks which he turns into jewelry. He feels that since the people he "borrows" from can replace anything missing with ease, he has done nothing wrong. He has taken money and valuable loot from nobles he's met that are particularly nasty, but he always donates those items to orphanages and such. Lately, a wealthy merchant's wife has been coming back to his table on a daily basis. On her sixth visit, she brought her husband along, and pointed out one of his more costly pieces. "See Danno, that looks like my missing ring." The merchant dismissed it as flight of fancy, apologized and left. That night, Dabble left the bauble on her doorstep, packed up his belongings and headed south. It was time for a new adventure anyway. Appearance
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Presenting Grandabbleberry "Dabble" Nimblefingers, Rogue extraordinaire: Dabble: GRANDABBLEBERRY NIMBLEFINGERS CR 1/2
Male Gnome Rogue 1 CG Small Humanoid (Gnome) Init +3; Senses Low-Light Vision; Perception +6 -------------------- DEFENSE -------------------- AC 16, touch 13, flat-footed 14. . (+3 armor, +2 Dex, +1 size) hp 8 (1d8) Fort +1, Ref +4, Will +0 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 15 ft. Melee Rapier +3 (1d4/18-20/x2) and . . Unarmed Strike +3 (1d2/20/x2) Ranged Shortbow +3 (1d4/20/x3) Special Attacks Sneak Attack +1d6 Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day) -------------------- STATISTICS -------------------- Str 10, Dex 15, Con 10, Int 14, Wis 10, Cha 15 Base Atk +0; CMB -1; CMD 11 Feats Rogue Weapon Proficiencies, Weapon Finesse Traits Rapscallion, Rostlander Skills Acrobatics +3, Appraise +6, Bluff +6, Climb -3, Craft (Jewelry) +8, Disable Device +4, Escape Artist +0, Fly +1, Knowledge (Dungeoneering) +6, Linguistics +6, Perception +6, Ride -1, Sleight of Hand +3, Stealth +7, Swim -3, Use Magic Device +6 Languages Common, Dwarven, Elven, Giant, Gnome, Sylvan SQ Gnome Magic, Hatred, Illusion Resistance, Trapfinding +1 Combat Gear Arrows (40), Rapier, Shortbow, Studded Leather; Other Gear Artisan's tools: Craft (Jewelry), Backpack (8 @ 4.25 lbs), Bedroll, Blanket, winter, Rations, trail (per day) (5), Thieves' tools, Waterskin -------------------- SPECIAL ABILITIES -------------------- Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Gnome Magic +1 to the save DC of all illusions spells you cast. Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes. Illusion Resistance +2 racial bonus to saves against illusions. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Speak with Animals (1/day) (Sp) Speak with Animals 1/day. Trapfinding +1 +1 to find or disable traps. -------------------- Background Grandabbleberry or "Dabble" as most people call him comes arrived in Restov 3 years ago. He was originally from Korvosa, or maybe Magnimar, possibly Absalom, or was it Oparra. Each person asked gets a different story, and they all seem just as true as the last. He spends his days selling his jewelry in the market. None of it is particularly valuable, made from various beads and stones, but it is remarkably beautiful. He seems to have an unlimited supply as everyday there are new baubles to be had. The main we he has gained most of his more elaborate bobbles is theft, or borrowing as he would call it. Dabble loves to sneak into the masnions of the wealthy and take inconsequential knickknacks which he turns into jewelry. He feels that since the people he "borrows" from can replace anything missing with ease, he has done nothing wrong. He has taken money and valuable loot from nobles he's met that are particularly nasty, but he always donates those items to orphanages and such. Lately, a wealthy merchant's wife has been coming back to his table on a daily basis. On her sixth visit, she brought her husband along, and pointed out one of his more costly pieces. "See Danno, that looks like my missing ring." The merchant dismissed it as flight of fancy, apologized and left. That night, Dabble left the bauble on her doorstep, packed up his belongings and headed south. It was time for a new adventure anyway. Appearance
Dolum Breaker wrote:
Are you in any other play by post games?
I've decided that I'm going to have everyone on the same boat heading to a city, something will happen along the way that will force them to work together, and then we'll work from there. Most likely after they arrive at their destination, they will be thanked for their helped and hired to take care of another problem. I do find this thread quite interesting, and I think others will get a lot of new ideas from it, so maybe we should keep it going.
Daviot wrote: It's about seven (six and a half with a map) pages long to the ISWG's three pages (two half-pages with images and two full pages), and there is some degree of overlap. The ISWG focuses more on adventure sites on the map, while the Brevoy gazetteer focuses a bit more on culture, including paragraph-length writeups on the seven major noble houses of Brevoy, for instance. Cool. Thanks.
Tim Statler wrote:
I'm pretty sure all of the campaign materials say his priests don't get spells.
Feral wrote:
When Xandrel's powers first manifested, he felt scared as he thought it was confirmation of demonic heritage. Once he discovered the nature of his father he began to understand. As his powers have grown he has become more confidant, and has channeled that confidence into strength. Xandrel went to his real mother to obtain information regarding his father. She thought he had died, and didn't appear at all happy that he was alive. She told him his father's name, and said the last she heard he was heading towards Kyonin. When saying his name a flash of regret crossed her face. Xandrel hooked up with a group of adventurers because he could not afford the trip to Kyonin on his own. Kyonin is where he discovered his father's penchant for space travel. However, his father had not been seen in over a decade. On his quest he discovered a love of adventuring. He feels he is advancing the goals of Desna as well as his own knowledge of the world at large. He also hopes for some hint as to his father's whereabouts but knows the chances are thin.
Here is Xandrel. In combat he is an arcane force. Most of his spells are combat oriented. If he feels he doesn't need spells, he will resort to using his crossbow. Out of combat, he uses his personality to charm, and bluff if needed. I have finished all except purchasing equipment. The character was done with HeroLab, so numbers should all work out. Xandrel: XANDREL CR 5
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Personality
History
InVinoVeritas wrote:
I was actually just thinking I was wrong. She is the eldest child and quite frankly the most human looking. She left the family and joined the church planning to pass as human, but couldn't quite make it. The church was accepting of her, but not the people they ministered to. Due to her "condition" of not looking quite human, she was taken under the wing of an elderly cleric and taught to be an undead hunter for the church.
InVinoVeritas wrote: Ooh, maybe we should all be siblings from the same family! That'll make for a great reason we're all together! Though it could make the heirloom item more difficult. However, a true half-orc family (ie half-orc mother and father) where the parents were adventurers could easily provide the heirloom, as they would most likely have a large stash of stuff. Any rules as to the heirloom item?
I'm interested in joining. I haven't DM'd Pathfinder yet or a pbp for that matter, but am willing to give it a go. I'm not sure yet on a character concept. I'm at work, so don't really have time for a character concept this moment. If I think of something I will post again. I assume you've moved on to the APG for character creation. Let me know if there is still a space available.
Since we're pretty warrior heavy, I've decided to amend my concept. I am now going to do a Cleric/Windwalker of Shaundakul, though my first level will be as a ranger in order to get the appropriate class skills for the prestige class. I should have a character posted late tonight or sometime tomorrow.
Quote: Shaundakul! Awesome. I thought I was the only fan of the Forgotten Realms Travel God! His specialty priest was one of the first things I tried out in 2e when I got the Faiths & Avatars book. He was definitely one of my favorite, though I was always thought his alignment was off. They sure did write him to come across more good than neutral in my opinion. |
