Wendel

Smiles-a-lot's page

154 posts (1,054 including aliases). No reviews. No lists. No wishlists. 27 aliases.


1 to 50 of 72 << first < prev | 1 | 2 | next > last >>

2 people marked this as a favorite.
Male Human Warpriest 6 | HP 53/53 | AC 28, T14, FF23 | F +10, R +5, W +10 | Perc +13 | Init +1 | Speed 20' | CMB +8, CMD 19 | Fervor 3/6 | Active Conditions:

Try this link

https://app.roll20.net/join/14799271/fFyvDA


1 person marked this as a favorite.
Male Human Warpriest 6 | HP 53/53 | AC 28, T14, FF23 | F +10, R +5, W +10 | Perc +13 | Init +1 | Speed 20' | CMB +8, CMD 19 | Fervor 3/6 | Active Conditions:

Iz-dubar watched the man closely.

Sense Motive: 1d20 + 12 ⇒ (19) + 12 = 31


1 person marked this as a favorite.
Male Human Bard (dervish dancer) 1 | HP 11/10| AC 16, T14, FF12 | F +2, R +6,W +2| Perc +4| Init +4| CMB +2, CMD16 | Battle Dance 5/6 | Active Conditions:

As they set up camp Dario had a nagging sensation that he had forgotten something. He went through his pack several times, bedrolll, food, water…it’s all here. He chided himself for being such a worry wart.


1 person marked this as a favorite.
Male Human Bard (dervish dancer) 1 | HP 11/10| AC 16, T14, FF12 | F +2, R +6,W +2| Perc +4| Init +4| CMB +2, CMD16 | Battle Dance 5/6 | Active Conditions:

I hold no great love for tracking encumbrance (that’s what bags of holding are for).


1 person marked this as a favorite.

Here is smiles-a-lots warpriest of Mitra. He is built for melee and has taken the healing blessing to help in that area.

Crunch:

Male Human War Priest – 6
LG Medium humanoid (human)
Init +1; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 22, touch 13, flat-footed 21 (+9 armor, +1 dex, +1 enchantment, +1 sacred)
Hit Points 53 (6d8 +18 con)
Fort +10, Ref +5, Will +10
Special Defenses ​spontaneous casting, fervor, blessings
--------------------
OFFENSE
--------------------
Speed 30 ft. (20 ft in armor)
Melee +1 longsword +11 (1d8+7/19-20x2) S
Melee 2 handed +1 longsword +11 (1d8+9/x3) S
Ranged sling +6 (1d6+4/x2) B 50 ft
Special Attacks fervor, blessings

Spells Prepared (CL 6th; concentration +9)
2nd (DC 15) bulls strength, shield other, silence, spiritual weapon
1st (DC 14) divine favor [x3], protection from evil, sanctuary 

0 (at will) create water, detect magic, light, mending, guidance

--------------------
STATISTICS
--------------------
Str 18, Dex 13, Con 16, Int 12, Wis 16, Cha 8
Base Atk +4 CMB +8; CMD 19
Feats Weapon Focus (Bonus Class); Weapon of the Chosen (Bonus Race); Improved Weapon of the Chosen (1st Level); Greater Weapon of the Chosen (3rd level); Power Attack (3rd lvl, Bonus Class); Furious Focus (5th. lvl); Weapon Specialization (6th lvl, Bonus Class); Vital Strike (6th lvl, Favored Class Bonus)
Traits Seeker (social), Fate’s Favored(religion),
Skills(2 class, 1 Int, 1 race/level) Heal +12 (6 rank), Knowledge [Religion] +10 (6 Rank), Perception 12 (6 rank), Sense Motive +12 (6 rank),
ACP: -5
Languages(1) Common, goblin,

Combat Gear +1 Full Plate (50lbs, 2650gp), +1 Longsword (4lbs, 4315gp), Mace, heavy (8lbs, 12gp), Sling (0lbs, - gp), Sling Bullets [10] (5lbs, 1sp),
Other Gear Belt Pouch (1/2 lbs, 1 gp), Flint and Steel (-, 1 gp), Mess Kit (1 lbs, 2sp), Scroll Case (1/2 lbs, 1gp), Wand [Cure Light Wounds, 50 charges] (1 lbs, 750 gp), Headband of Inspired Wisdom [+2] (4000gp, 1lbs), cloak of resistance [+1] (1lbs, 1000gp), boots of the cat (1lbs, 1000gp), bandages of rapid recovery (1lbs, 200gp), scroll lessor restoration [x2] (-, 300gp)

GP: 169; SP: 7; CP:

Light Load 100 Medium Load 200 Heavy Load 300
Total Carried 29 lbs
--------------------
Special Qualities
--------------------
Aura Lawful Good aura
Blessings (minor) A warpriest can call upon the power of his blessings 6 times per day DC 15.
* Powerful Healer As a swift action, treat any cure spell as if it were empowered, causing it to heal 50% more damage (or deal 50% more damage if used against undead).
* Holy Strike touch one weapon and for 1 minute, this weapon deals an additional 1d6 points of damage against evil creatures and is treated as good for the purposes of overcoming damage reduction.
Channel Energy Spend two uses of fervor to channel positive energy, either healing living creatures or harming undead creatures (his choice) in a 30-foot-radius burst for 1d6 damage. Undead can make a DC 15 Will save for half.
Cleric of Mitra: +1 Divine bonus to attack, damage, armor class and saving throws.
Bonus Feat Humans gain a bonus feat [Weapon of the Chosen].
Bonus Feats War priests gain a bonus feat at 3rd level and every three levels [Power Attack (3rd), Weapon Specialization (6th)]
FCB – 6/6 of a bonus feat [Vital Strike]
Fervor 5 times per day heal self for 2d6 damage as a swift action. As a standard action, he can heal a touched ally for 2d6 damage or harm an undead for 2d6 damage as a touch attack. He can also spend fervor to cast any warpriest spell as a swift action, without somatic components or provoking an attack of opportunity. If he casts a spell this way, it can only affect him, iven if it normally affects multiple targets.
Fates Favored increase luck bonuses by 1.
Focus Weapon Gain weapon focus as a bonus feat.
Furious Focus Do not take the usual Power Attack penalty to hit on his first attack each round.
Power Attack (-2/+4) take a penalty to hit for a bonus to damage.
Sacred Weapon Weapons you have weapon focus in are imbued with divine power.
* Increased damage dice (1d8).
* for 6 rounds per day as a swift action give your chosen weapon a +1 enchantment bonus or brilliant energy, defending, disruption, flaming, frost, keen, shock, ghost touch, holy, axiomatic, or merciful abilities.
Seeker gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Skilled Humans gain an extra skill point every level.
Spells Casts divine spells drawn from the cleric spell list.
Spontaneous Casting Spontaneously cast heal spells in place of a prepared spell.
Vital Strike when making a single attack do x2 weapon damage dice.
Weapon of the Chosen As swift act, deity's fav wep counts as magic for next attack, may reroll conceal miss chance once.
Weapon of the Chosen, Greater When making a single attack using deity's fav weapon, roll 2 dice and use higher.
Weapon of the Chosen, Improved As swift act, deity's fav wep gains 1 align aspect of deity.
Weapon Focus (Longsword) +1 to hit with chosen weapon.
Weapon Specialization (Long Sword) +2 damage with chosen weapon.

Appearance:

Iz-Dubar is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs with gnarled callused hands that attest to a life of hard labor. The warpriest is well tanned, from constant exposure to the elements, with walnut colored, weathered skin, that accentuates the hard, dangerous lines of his body.

The large man has sinister, yet handsome face that always looks like he’s about to laugh or scowl. His face is framed by slicked dark flowing hair with a luxurious mustache and a well-trimmed beard the same color. His gaze is knowing and penetrating with grey eyes, the color of the sky right before a storm, that appear to miss little.

The imposing man looks older than his years and carries himself with an air of confidence. Iz-dubar favors fine heavy armor and he always has his longsword within easy reach.

Personality:

Iz-Dubar is a serious and ardent worshiper of Mitra, The Scales of Justice. As such he tries to exercise temperance and charity on his journey towards self-perfection. He is stoic but is stern when necessary, often standing up for the down trodden and oppressed. While Iz-dubar is dour those who are close to him appreciate his wry sense of humor.
The big man is a lover of debate, learning, and physical challenges, embracing these as experiences on his path of enlightenment.

Additionally, Iz-Dubar is polite, soft spoken, and well-mannered but isn’t afraid to speak his mind. His deep voice often gives advice in riddles, aphorisms, and metaphors with a knowing look.

Background:

Iz-Dubar knelt on the finely carpeted floors of his chambers, facing west, toward the stetting sun. As the warpriest knelt he looked out the large window waiting for the moment the sun kissed and then dipped below the horizon. His voice , a deep bass, began to fill the room with his chanting prayer to Mitra. While he prayed his thoughts drifted to the past….

Iz-Dubar, the son of Magistrate Iz-Ammon was born into a life of affluence and privilege. His home was in the Garden district of Kritius and at the age of 8 he began training as,a,priest,of,Mitra. He excelled at the martial training of his order and charged with bringing Mitra’s Justice throughout the lands.


1 person marked this as a favorite.

Once the GM decides about adjusting stats I’ll decide what to play….. luckily probably not a gnome. I am leaning toward something thief related but want to see what everyone else decides as I have several ideas percolating.

Just throwing out some ways I’ve seen stat adjustments work:

Reroll one stat.
Allow minus 2 to one stat to plus 1 to another stat (max -4/+2) no stat adjusted to lower than 8.
Switch 2 stats.
Reroll dice that come up as a 1
Turn one rolled 1 into a 6 (or 4 or 5)

I am also fine with anything else including rerolling (or not doing anything at all).


1 person marked this as a favorite.
Male Dwarf Warpriest 2 | HP 23/23 | AC 18, T11, FF17 | F +6, R +1, W +6 (+3 vs poison, +5 vs spells, and spell-like abilities) | Perc +5 (Darkvision)| Init +1 | Speed 20' | CMB +4, CMD 15 | Fervor 4/4 | Stamina 4/4 | Active Conditions:
Zephira the Sylph wrote:

Guess who had too many drinks last night!?!

Been there, done that. Glad to hear you are well!


1 person marked this as a favorite.
Flanderdash wrote:


So, Paladin maybe?

Edit:
Ability Requirements: Str 12, Con 9, Wis 13, and Cha 17
Prime Requisite: Str and Cha 16+

Ah, well. Guess not.

I think you still can as the GM wrote earlier in character creation about “Removing ability and race requirements from individual classes, but keep the XP bonus for high main stat”


1 person marked this as a favorite.
Male Dwarf Warpriest 2 | HP 23/23 | AC 18, T11, FF17 | F +6, R +1, W +6 (+3 vs poison, +5 vs spells, and spell-like abilities) | Perc +5 (Darkvision)| Init +1 | Speed 20' | CMB +4, CMD 15 | Fervor 4/4 | Stamina 4/4 | Active Conditions:
Zephira the Sylph wrote:

Everyone, fill in your Initiative & Perception info >>HERE<<.

Sebicloki, once it's complete, you can just copy & paste it into the Campaign Info section (or wherever you want) for easy access.

Edit: I filled it out for everyone. Luke just needs to add his info and create a profile header.

It's good to go!

Thanks!


2 people marked this as a favorite.
Male Dwarf Warpriest 2 | HP 23/23 | AC 18, T11, FF17 | F +6, R +1, W +6 (+3 vs poison, +5 vs spells, and spell-like abilities) | Perc +5 (Darkvision)| Init +1 | Speed 20' | CMB +4, CMD 15 | Fervor 4/4 | Stamina 4/4 | Active Conditions:
Zephira the Sylph wrote:

So, our party consists of:

Alexandria
Arrock
Luke (GM PC)
Shawn
Zephira

Right?

We were given 500 gp up front. So, 100 gp for each.
"Don't spend it all in one place!"

I'm fine with being Party Treasurer. I don't own a computer, btw. I just use a couple note pad apps for my posts. I can keep track in another list. I'll post our monetary gains & losses in this thread.

Just help me with keeping an eye on the math.

They always be forgetting the dwarf.


1 person marked this as a favorite.
Quince Medvyed wrote:

If you want to start as a ninja (or a gnome that has skills that folks in our world would describe as ninja). We just rescued the village of Varnhold. We are hoping to Annex Varnhold on the next Kingdom turn. Lake Silverstep is one of the Hexes that is included with Annexing Varnhold.

Meaning if you wanted to start as a Ninja we are a few days travel from the lake and you can find the blade that activates your Magus-ness.

Easy introductions would include:
You were in Varnhold when the lich Vordakai took the villagers away and were rescued along with the villagers after spending a few weeks in a soul jar.

You recently learned the news that the sword you are searching for is about to appear along Silverstep Lake and you learned that Greenwatch forces are going to be exploring the area around Varnhold.

In either case the Hex with the Lake is among those we have to explore. The addition of a friendly to the team would make exploring around there first not a hard request.

Great idea. I’ll re-work him as a ninja. Thanks so much for your Haela and Input!


1 person marked this as a favorite.

Nice find and edit on the picture!


1 person marked this as a favorite.

Here is Smiles-a-lot’s gnome. In the process of building him I built the arcane side first and he is a bladebound/kensi magus vmc cleric. The ninja part will come once he gestalts.

Anyway, everything is done except his background. Will finish that up this weekend.

Painting in broad brush strokes he is a worshipper of Count Renalc and Twixtel stole the black blade, thinking is was Vesper’s Rapier in order to help free the missing god. He stole the sword but lost his shadow in the process. He joined the gnomish expedition to come to the stolen lands because Vesper’s rapier is supposed to reappear in the Stolen Lands.

Anyway, if you would rather him start as a ninja and gestalt when he I finds the black blade I can make the change pretty quick.

Also, I tried an arcane trickster build but couldn’t land on anything I liked.

Happy New Year!


1 person marked this as a favorite.
M Human Monk 1| HP 20/20; AC 16/19 in stance| F:+7 , R:+6, W+7| Perception +4| Speed: 25 ft (20 in stance)|1/1 Focus Pts; Hero Pts: 1/1

I like Darkwater Six too.

I’ll throw out:
Darkwater Dungeon Delving and Adventuring Company.


1 person marked this as a favorite.

Thanks for the info, history always helps! Leaning towards a gnome with connections to the Marthropple Gnome Expedition.


1 person marked this as a favorite.
Flanderdash wrote:
Smiles-a-lot wrote:

Good, that’s the edition I have. Also, the part of Castle & Crusades I like the best is how they do skills.

Oh? How do they handle them?

Basically this:

1. Every class can make any skill checks using a d20 (roll over a target #).
2. No defined skills the GM decides what attribute bonus (str, dex, etc) you will use on the check.
3. Each class has two attributes they specialize in (one set and one they can chose).
4. Skills based on Specialized attributes always have a target # of 12 otherwise it is a target #18.
5. You add your attribute (and your level generally for skills based on specialized attribute) to your roll.
6. The GM adjusts the target number up to +6 based on difficulty.

So if one of your specialized attributes is dex (with an attribute bonus of+3 and 2nd level) and you want to sneak. You would have to roll over a 12 on a d20+3(attribute)+2(level). However, the GM could say it is a creaky old floor and add +1 to +6 to the target number.


1 person marked this as a favorite.

Good, that’s the edition I have. Also, the part of Castle & Crusades I like the best is how they do skills.

Good luck putting something together.


1 person marked this as a favorite.

Sounds right.

Moon signs are a Dolmenwood thing and can be found in this Here Link as a free download.


1 person marked this as a favorite.

True. Maybe use a d8 instead of a d6?


1 person marked this as a favorite.

Yeah, skills is a weak spot for most osr games I’ve played. I think a couple of fixes could be to give m-u, cleric, and fighters an extra skill point at 1st level as well as allowing bonus skill points based on intelligence. I’d also consider allowing full stat bonuses to skills.


1 person marked this as a favorite.

Just to clarify. You full strength modifier applies to break doors.

However, other skills only benefit from stats that are 16 or greater. A 16 or greater gives a +1 (not the stat modifier) to the appropriate skill.

I wouldn’t worry about skills tied to charisma. In my experience osr games have more situations that use charisma.


1 person marked this as a favorite.

Just in Case: 1d4 ⇒ 3


1 person marked this as a favorite.
Oceanshieldwolf wrote:

Ok, thanks folx.

So Heal 2 in 6 as my one skill.
Open doors 2 in 6.

And my background I think I’ll keep with the knowledge skill, but my poor Int makes it pretty much vestigial.

Don’t forget your +1 to wisdom based skills. You should have:

Heal 3/6
Break doors 2/6
Bushcraft 2/6
Dungeoncraft 2/6
Listen 2/6


1 person marked this as a favorite.
Terion Stoutheart wrote:
For skills Cleric may be similar to Fighter? I think the only thing I basically get is a skill point at level 2. Done :P

I think you are correct but since the cleric’s wisdom is 16 he would get a plus 1 on any skill that uses wisdom. That’s bushcraft, dungeoncraft, listen, and heal checks. Making them all a 2 in 6 chance.

Also, break doors uses your full strength bonus giving the clerics 2 in 6 chance (and Terion, the fighter, a 3 in 6 chance).

At second level gain a point to put into any one skill.

No skill can have more points than a 5 in 6 chance (except for specialists).

============
In general
*All knowledge checks are a d20 vs one of your stats.
*Any skill check can get a bonus or penalty based on the circumstances.
*Some abilities allow you to get an advantage/disadvantage on a skill check.
*in rare cases the GM may decide that another ability score is more appropriate to modify a skill than the ability listed in the skill.


1 person marked this as a favorite.
Oceanshieldwolf wrote:
Well it would if I were playing a dwarf. But I’m playing a cleric. :) Thanks tho’.

Ha. I literally woke my wife up since I laughed so loud when I read that.


1 person marked this as a favorite.
Oceanshieldwolf wrote:
I don’t really grok the skills concept at all. Even after “reading” the requisite section. I get that untrained I can attempt anything and can succeed on a 1. I think. Beyond that I don’t geddit.

Here is my understanding…. To start you get 1 in 6 chance to succeed at any skill. As dwarf you have a 2 in 6 to detect secret doors, stone work traps, etc.

This is the tricky part, you, as a dwarf also get a bonus skill point to put into tinkering which when combined with paragon of dwafishness you get another +1 on tinkering checks (because you have progressed the skill). For a 3 in 6 on tinkering checks.

Finally, at second level you get another point to put into any skill including your dwarven ability to detect secret doors, stone work, etc. Thus, you could use this point to have another skill with a 2 in 6 chance or a 3 in 6 chance with your stone work ability, or a 4 in 6 chance on thinking checks.

Every additional level you get a point to put into any skill but you can never increase a skill to more than a 5 in 6 chance. The 5 in 6 skill limit does not apply to specialists.

Hope this helps.


1 person marked this as a favorite.

Ready to go.

Here is smiles-a-lots alias.


1 person marked this as a favorite.
Sarn Ket wrote:


I’m happy to race you to see who dies first. I bet I win.

It was quite deadly and apparently I’m still traumatized by it as I just can’t see having fun with a magic user. :(

I’m still going with a specialist but with more of an outdoor/ ranger vibe. However, if the group feels we need more arcane spell casting I could pivot to an elf.

I went with the stats in order, +1 to str, and -4 int for +2 dex (prime attribute) for 15,10,10,16,14,7

Skills +2 stealth, +1 athletics, +1 bushcraft @ 1st, +1 stealth, +1 bushcraft @ 2nd

Hit points: 1d6 ⇒ 3

PC:

Din Ilvaran
Specialist- level 2

Stats
15 STR +1
10 INT +0
10 WIS +0
16 DEX +2
14 CON +1
07 CHA -1

HP: 11 (2d6+2)

AC: 14 (leather 12+dex 2)

DWPBS: 13,14,13,15,16

Melee Hand axe + 1 (1d6+1 S)
Ranged Hunting Bow +2 (1d6 P)
*+1 to hit,damage and AC when wielding a weapon in each hand
*+4 to hit and double damage vs unaware opponents
*+2 damage when attacking a foe engaged with another enemy

Adventuring Skills
Athletics (str) 2/6, Bushcraft (wis) 3/6, Dungeoncraft (wis) 1/6, Listen (wis) 1/6, Search (int) 1/6, Sleight of hand (dex) 2/6, Stealth (dex) 5/6, Tinker (dex) 2/6

Other Skills
Appraisal (int) 1/6, Architecture (int) 1/6, Break Doors (str) 2/6, Healing (wis) 1/6,

Failed Profession: Farmer

Boon Two Weapon Fighter

Languages: Common, Thieves' Cant
Equipment:
class: leather, dagger, hand axe, hunting bow

pack (C): backpack, 4 small sacks, thieves' tools, tinderbox, silvered mirror, waterskin, 1 week rations, 10 copper pennies

Appearance
Din stands a shade under six feet, with the thick well-muscled frame of an outdoorsman. His skin is bronzed and leathery, like the bark of an old tree, from constant exposure to the elements, which accentuates the hard, dangerous lines of his body. While his tanned, worn, almost sinister face is framed by wavy chestnut colored hair and an unkempt beard the same color. His dark, storm grey, eyes hide under thick bushy brows and appear to miss little. Din is often dressed in woodland colors with a bow close at hand.

Background
*Tried his hand at farming but it didn’t take
*Likes to sing loud and off key
*Quick of tongue and wit which often lands him in trouble
*little tolerance for bullies

I’ll create an alias and double check my work. If anything is amiss let me know.


1 person marked this as a favorite.

Whoops you are correct. Only plus 1 to one stat (I failed my reading check). You are probably also right about swapping stats, so I will adjust.

Hmmm… I’ve had a few bad experiences with Magic Users in basic d&d. Let me give it some thought.


1 person marked this as a favorite.

Cool.

Update. I think I’ll go with a specialist but with a bard/minstrel vibe
I’ll do the stats in order with the plus 1 to each so:
S:15
I:15
W:11
D: 15
C: 15
Ch 8 (swapped with extra roll)

Now, I think, since I’m human, I can switch two pairs attributes (pg 1) so I’ll switch constitution and charisma. Then switch constitution and wisdom.

S:15
I:15
W:8
D: 15
C: 11
Ch 15

Next, I can subtract 2 points to add 1 point to my prime stat -2 constitution for +1 to dex.

S:15
I:15
W:8
D: 16 (15+1)
C: 9 (11-2)
Ch 15


1 person marked this as a favorite.

If there is room for 1 more I’d like to give it a crack. If not at least I got to roll some dice!

Many dice rolls:

3d6: 3d6 ⇒ (2, 3, 6) = 11
3d6: 3d6 ⇒ (3, 4, 1) = 8
3d6: 3d6 ⇒ (1, 1, 4) = 6
3d6: 3d6 ⇒ (2, 6, 1) = 9
3d6: 3d6 ⇒ (5, 6, 3) = 14
3d6: 3d6 ⇒ (2, 1, 5) = 8
Extra 3d6: 3d6 ⇒ (1, 3, 6) = 10

Under +3

3d6: 3d6 ⇒ (1, 1, 3) = 5
3d6: 3d6 ⇒ (3, 1, 5) = 9
3d6: 3d6 ⇒ (2, 5, 1) = 8
3d6: 3d6 ⇒ (2, 5, 3) = 10
3d6: 3d6 ⇒ (2, 3, 3) = 8
3d6: 3d6 ⇒ (3, 3, 6) = 12
Extra 3d6: 3d6 ⇒ (3, 4, 4) = 11

Under +3

3d6: 3d6 ⇒ (2, 2, 3) = 7
3d6: 3d6 ⇒ (6, 4, 6) = 16
3d6: 3d6 ⇒ (1, 5, 3) = 9
3d6: 3d6 ⇒ (6, 1, 3) = 10
3d6: 3d6 ⇒ (3, 3, 3) = 9
3d6: 3d6 ⇒ (2, 4, 6) = 12
Extra 3d6: 3d6 ⇒ (1, 1, 5) = 7

Under +3

3d6: 3d6 ⇒ (4, 4, 6) = 14
3d6: 3d6 ⇒ (3, 6, 5) = 14
3d6: 3d6 ⇒ (6, 2, 2) = 10
3d6: 3d6 ⇒ (6, 4, 4) = 14
3d6: 3d6 ⇒ (5, 3, 6) = 14
3d6: 3d6 ⇒ (1, 3, 1) = 5
Extra 3d6: 3d6 ⇒ (2, 3, 2) = 7

Finally.


Regardless, thanks for the consideration.


1 person marked this as a favorite.
Female Dwarf Barbarian | HP 28/28 | AC 18 / T 10 / FF 16 | Fort +7 / Ref +2 / Will +4 (+2 vs spell, spell like abilities, &poison| CMD 16 | Initiative +2 | Perception +7 | Rage 8/8

Aris examines the door closest to the bow of the ship. Opening it when the group is done searching.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6


1 person marked this as a favorite.
Female Human Druid (Nature Fang)HP 09/11| AC 15 / T 13 / FF 12 | Fort +4/ Ref +3 / Will +4 | CMD 13 | Initiative +3 | Perception +6

Rowän and Briersting stand guard as the others search.

Astella is the only party member with Disable Device


1 person marked this as a favorite.
Female Human Bard (duettist/sound striker vmc magus) 5 | HP 52/52| AC 20, T16, FF16 | F +3, R +8,W +4| Perc +8| Init +4| Speed 30' | CMB +3, CMD16 | Active Conditions:

Briersting continues his onslaught.

Attack bite: 1d20 + 7 ⇒ (13) + 7 = 20
Damage bite: 1d4 + 1 ⇒ (4) + 1 = 5

Attack claw 1: 1d20 + 7 ⇒ (19) + 7 = 26
Damage claw 1: 1d2 + 1 ⇒ (2) + 1 = 3

Attack claw 2: 1d20 + 7 ⇒ (1) + 7 = 8
Damage claw: 1d2 + 1 ⇒ (2) + 1 = 3


2 people marked this as a favorite.
Female Human Bard (duettist/sound striker vmc magus) 5 | HP 52/52| AC 20, T16, FF16 | F +3, R +8,W +4| Perc +8| Init +4| Speed 30' | CMB +3, CMD16 | Active Conditions:

Briersting takes one look at the web and decides he wants nothing to do with it. He holds his ground, hackles rising, as he lets out a low growl.


3 people marked this as a favorite.

Rooip friend is next,” he exclaims as he makes his mark ’<00>‘


1 person marked this as a favorite.
Female Human Bard (duettist/sound striker vmc magus) 5 | HP 52/52| AC 20, T16, FF16 | F +3, R +8,W +4| Perc +8| Init +4| Speed 30' | CMB +3, CMD16 | Active Conditions:

Shink is how cats pronounce sink. I was just trying to be true to the accent.


1 person marked this as a favorite.

The grippli looked around nervously and began to visibly shake at Nycholas‘ remarks. He breathes an audible sigh of relief after Ratel explains the meaning behind the words. He looks at the apple in his hand and mutters before taking another bite, ”Adorable.” And tasty.

He tries to follow the conversation about the rod and the significance of the number four and thinks aloud, ”Grippli know there are four winds, four phases of the moon, four seasons, and four elements. Most animals have four legs….” He strokes his chin in though as he continued, Dogs, cats, deer… four is pretty common could mean just about anything.” Determined to solve the puzzle he continued to contemplate the problem in silence.


1 person marked this as a favorite.
Female Human Druid (Nature Fang)HP 09/11| AC 15 / T 13 / FF 12 | Fort +4/ Ref +3 / Will +4 | CMD 13 | Initiative +3 | Perception +6

”Good job,” the Druid says sarcastically to the cat. With the light Astella provided Rowän, bow at the ready, leads the way into the temple inviting Briersting to follow, ”Come on boy”


1 person marked this as a favorite.

Rooip scratched his head in thought, ”But Mr. Kettlefoot doesn’t even like bugs for eating…. I guess if he was a hungered Rooip would share his bugs with Kettlefoot .”


1 person marked this as a favorite.

I couldn't pass up the opportunity to play a grippli!


1 person marked this as a favorite.

Like most Gripplis, Rooip has no real sense of time, or urgency, so it should come as no surprise when he failed to arrive at Ratel’s camp on time. Disappointed in missing the Kellid, Rooip quickened his pace, hoping to catch up with his friend. As he walked to the Fort he thought, Friend, what a weird words tall folk use to describe relationships.

Confused by the arrangement of the streets, it takes Rooip a few minutes to get his bearings, but he eventually finds the Julliver Arms, after passing it by twice. At the doorway he pauses a second, trying to muster his courage, and takes a deep breath before he opens the door. As always the first thing he notices is the smell, no matter how many times he enters a human structure Rooip is always taken aback by the odor. This place is no different it reeks of smoke, cooked meat, and unwashed bodies.

Trying to ignore the aroma of the place the grippli glances around the room and notices Ratel and the one known as MacDugal sitting around a table with some others. As quickly as his tiny legs will carry him Rooip made his way to the table and pronounces with a croak like voice, ”MacDougal.” Without waiting for an answer the diminutive frog-like-man worms his way under the table and squirms his body into a chair next to Ratel. The grippli looks up to the giant of a man with what might be a smile, ”Friend, is sorry he was late.”


1 person marked this as a favorite.

Just went through the campaign tab. Lots of good info!!


2 people marked this as a favorite.
Female Human Druid (Nature Fang)HP 09/11| AC 15 / T 13 / FF 12 | Fort +4/ Ref +3 / Will +4 | CMD 13 | Initiative +3 | Perception +6

”This is the best darn soup I think I’ve ever had,” the druid remarks. As Brunhild gets up she asks, ”If you’re not going to finish yours can I have it?”


1 person marked this as a favorite.
Female Human Druid (Nature Fang)HP 09/11| AC 15 / T 13 / FF 12 | Fort +4/ Ref +3 / Will +4 | CMD 13 | Initiative +3 | Perception +6

Rowän continues to eat oblivious to all that happens around her.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


1 person marked this as a favorite.
Female Dwarf Barbarian | HP 28/28 | AC 18 / T 10 / FF 16 | Fort +7 / Ref +2 / Will +4 (+2 vs spell, spell like abilities, &poison| CMD 16 | Initiative +2 | Perception +7 | Rage 8/8

Post # 105
Re: Mr Clint's Languard Game
...‘What are we retrieving?’ right?” He gives a little chuckle; “Nothing on that ship leaves until I have the Sea Sprite’s logbook and charts. Above anything else that is what you are to bring to me. Once I have those, whatever is on the ship is free for the taking. Is that clear?” ... “Good, I’m glad we all agree… As I said we will set sail shortly and have the better part of the day to...

Charts and the ships logs are what we be after.


1 person marked this as a favorite.

This smiles-a-lots submission. A funny thing happened during my fighter/magic-user/thief build he became a human Barbarian. The f/m/t build was more versatile and perhaps more powerful in melee but way more complex with to many swift action abilities. I realized I did not have the system mastery to keep track of everything so I went with more riders to attacks and such. Anyway once I started on the fluff there was no turning back.

Mechanics wise Rhunn is a frontliner using a spear and shield. When he can lock an opponent down he will use two weapon fighting to bring the hurt. He is a little more one dimensional then I usually build PCs but I thought it was more important to keep my sanity.

All his info is in the alias and I have a few more gold to spend. I might tinker with the format of things but I’ll notify you of any major changes.

Best of luck with your recruitment! The systems used look like fun.

Appearance:

Rhunn is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. The massive barbarian is well tanned, from constant exposure to the elements, with bronze colored, weathered skin, that is covered in tribal tattoos that accentuate the hard, dangerous lines of his body. Although he is a big man, Rhûnn moves with the grace of a large cat and has the predatory gaze of a wolf. He has smoldering amber eyes which are set below a low and broad brow. His gloomy, scarred, almost sinister face is that of a warrior and is framed by wavy dark flowing hair. Rhûnn has a loud booming voice like stone breaking. He usually wears clothes that show off his physique and keeps a large sword close at hand.

Background:

The Bright Lands, a vast expanse of burning sand, salt, and rock, where water means life. It is a hard and unforgiving land that has produced hard and unforgiving people that stalk its wastes. Rhûnn one such product, a barbarian of one of these sun baked tribes.

Rhûnn was born to the trader’s life and spent his childhood in crowded marketplaces or in caravans traversing the difficult wastes to isolated settlements and the trading hubs between the oases.

The barbarian’s life changed in Harvester 584 CY, thanks to disastrous events in the city of Greyhawk which lead to the invasion and eventual subjugation of the Bright Lands by the mage Rory and his general Robliar. His mother, Thiana, died at the hands of their bloodthirsty brigands and his tribe began a long battle of resistance.

Overtime, Rhûnn learned to survive the dangers of both the battle field and the wastelands gaining his people’s trust and taking on more responsibility within the tribe. In spite of the young Barbarian’s skill, and success, the small tribe was losing. In desperation the tribal shamans called upon their ancestors to imbue Rhûnn with their power. The ancestors answered and Rhûnn began his spirit walk leaving the Bright Lands, to grow in power, and find a way to defeat the invaders of his home land.

To that end, he traveled from his Tribe’s lands and found himself joining The Companions of the Broken Band, an adventuring company operating out of Leukish, in the Duchy of Urnst. Four years ago Rhûnn replaced a warrior in the band, called Lancalin, who fancied himself a knight, and went down a well in a dungeon never to be seen again. Over the years The companions lost several more members Gregor the Lessor was swallowed by a purple worm, while Yrgind the White and Beoric the Whale thought they could cover more ground by splitting up and wound up as dinner for a family of Trolls.


Personality:

Most inhabitants of the central Flanaess would say that Rhûnn has few social graces, he is straight forward and curt when dealing with people and would much rather deal with physical problems then emotions. The barbarian’s decisions are based on his concept of honor, what a warrior would do, and tribal taboos. Rhûnn is at heart a product of the wind swept bad lands and tries to keep the old ways, recognizing his ancestor’s spirits in the happenings around him. He is mistrustful of magic and it’s practitioners.

In spite of this, his years of interaction with outlanders has taught him much about civilized ways. While he is a barbarian there is more to Rhûnn then meets the eye. He is open and inquisitive as well as a lover of debate and physical challenges, embracing these as experiences which will please his ancestors. Additionally, he often gives advice in riddles, aphorisms, and metaphors of his people.


1 person marked this as a favorite.
Female Human Druid (Nature Fang)HP 09/11| AC 15 / T 13 / FF 12 | Fort +4/ Ref +3 / Will +4 | CMD 13 | Initiative +3 | Perception +6

With Daniel vanquishing the crab Rowän rushes over to her fallen comrade calling down nature’s blessing as she lays her hands upon Estelle’s wounds.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9


1 person marked this as a favorite.
Female Human Druid (Nature Fang)HP 09/11| AC 15 / T 13 / FF 12 | Fort +4/ Ref +3 / Will +4 | CMD 13 | Initiative +3 | Perception +6

Estelle

Briersting stared at the proffered fish, motionless but muscles tensed, ready to pounce. The tawny cat cocks it’s head toward the Druid with a look of impatience.

Rowan shrugs at the cat, ”If you want it go ahead.” Like a blur the cat grabs the fish and begins to purr contently. ”It ain’t up to me if you pet him. He can make is own choice on that.” She lets out a lopsided grin, ”Go ahead of you are brave enough.”


1 person marked this as a favorite.
Female Human Druid (Nature Fang)HP 09/11| AC 15 / T 13 / FF 12 | Fort +4/ Ref +3 / Will +4 | CMD 13 | Initiative +3 | Perception +6

Noting her flaccid coin purse Rowän pipes up, "I don't need my own room either."

1 to 50 of 72 << first < prev | 1 | 2 | next > last >>