Faxon

Sir Dreen's page

Organized Play Member. 5 posts (7 including aliases). No reviews. No lists. 1 wishlist. 7 Organized Play characters. 1 alias.


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Dark Archive

It was brought to my attention that only horses have spirits. This makes as much sence as anything else I suppose.

Dark Archive

So what is the point in the dragged out description of an animal type that can support the Cavalier and can not have FLY specifically if they are just dumping a stat block and your creature just looks like what ever you want it to so long as it has at least 4 legs....... Why not just say you get a ghost horse if that is really all it is?

Dark Archive 3/5

This is cool I suppose. I personally will probably never play a character in the core campaign, if I wanted to restrict my self so much I'd just play other games.... That said it is a great way for people who are trying to get into GMing, as players will be restricted to a small amount of options thus making GMing much easier. Don't get me wrong you can do some ok things with the core book and stuff but I love me odd race characters. I would gladly run Core Campaign for folks if they were interested, I am all for the idea behind this. It is just not for me player wise.

Dark Archive 3/5

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#4-1 Rise of the Goblin Guild.

Dark Archive 3/5

Slartibart wrote:
I just want to confirm that you can get credit multiple times for WE BE GOBLINS. On the chronicle sheet is says "As always, each player may receive credit for each module once as a player and once as a GM in either order." Is that over-ridden by the rules governing Level 1 adventures, or is the instruction on the Chronicle handout correct?

Yes We Be Goblins is included in the list of modules that can be repeated.

Race

entropic monkey HP 28/28 AC17, tch14, ff15 Fort+3, Ref+7, Will+3 DR 5/lawful, Resist Acid and Fire:10, SR:7

About Lil Karou

Tiny Entropic Monkey
Chaotic Indifferent Pilferer

Senses: Perception +8, low-light vision, darkvision 60'
AC:17, tch:14, ff:15 (+2dex, +3Nat, +2size)
Str:3 Dex:15 Con:10 Int:8 Wis:12 Cha:5

Fort:+3, Ref:+7, Will:+3
BAB:+4, CMB:+1, +9 steal CMD:10
Defenses:DR 5/lawful, Resist Acid and Fire:10, SR:7, non-detection
hp:28/28

Movement:30', Climb 30'
bite: +8(1d3-4)
Sneak Attack: +2d6
Special Attack: Harass +8 vs AC10

Darkvision 60'
Weapon Finesse
Empathic Link
Speak with Master
Improved Steal
Class skills (animal): Acrobatics, Climb, Fly, Perception, Stealth, and Swim
(pilferer): Disable Device, Escape Artist, and Sleight of Hand

Skills
+14 Acrobatics 1(+3/+8/+2)
+11 Climb 2(+3/+8/-2)
+12 Disable Device 4(+3/+2)+3
+7 Escape Artist 2(+3/+2)
+8 Perception 4(+3/+1)
+12 Sleight of Hand 4(+3/+2)+3
+18 Stealth 2(+3/+2/+8)+3
+6 Survival 5(+1)
+3 Swim 2(+3/-2)

Nondetection (DC21) (Sp):
A pilferer is under the constant effect of nondetection with a caster level equal to its master's class level. The DC of the caster level check to penetrate the nondetection effect is equal to 15 + the master's class level.

Sneak (+3):
At 3rd level, a pilferer gains a competence bonus equal to 1/2 its master's class level on Sleight of Hand and Stealth checks.

Harass (Aid trick): As a standard action, the animal scampers and crawls on and around any enemy it would normally attack with the attack trick. Use the aid another action to aid a specific ally in combat by harassing a specific foe the ally is fighting.

Belt pouch - masterwork thieves tools (tiny)
-- -- -- -- --

Being as an intelligent as a slightly dim human with attention problems, Lil Karou only really requires Handling when he is feeling willful or asked to do something he is not suited for or doesn't see the fun. He has a dark sense of what is fun.