Valeros

TruStrike's page

65 posts. Alias of jimibones83.


RSS

1 to 50 of 65 << first < prev | 1 | 2 | next > last >>

Male Human Sorcerer 1

This is what I'm talking about. Even the GM hasn't went for days. I can't take a game like this seriously. Just take me off the map guys, I'm done. Also to the GM, please go to the campaign tab and click edit, then scroll down and uncheck all the boxes that say jimibones83 and TruStrike. This will keep it from cluttering up my home page. Dont forget to save, thanx. Good luck to everyone


Male Human Sorcerer 1

wow, that was a pretty darn good shot for a 1st level sorc lol


Male Human Sorcerer 1

TruStrike moves forward 30ft and fires his longbow at the goblin commando.

Longbow: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d8 + 1 ⇒ (8) + 1 = 9

An additional +1 if that bless is still in effect.


Male Human Sorcerer 1

I have 4 kids, I understand they can be a handful. It only takes 15 minutes to post though. I juggle both pretty easy and I've got a full plate myself. Work can make it tough though, especially for GM's. Many people can't post at all from work, but even if you can manage it on break from yur phone, you often don't have the tools you need.


Male Human Sorcerer 1

^those are good things to make mention of during recruitment, but it seems like the group is fine with it so I think yur safe


Male Human Sorcerer 1

When it comes to combat i like to give initiative windows, say 12 hours, for the group to take their turn. At the end of the window, anyone who hasn't acted yet is considered to be taking the full defense action and the game moves forward.

Of course, you dont have to do it that way. Whatever works well for the group is the way to go


Male Human Sorcerer 1
GM_MatsuKeiji wrote:
Indeed! Just hoping it may be soon, I don't want to reply in the gameplay till he does. I usually wait for everyone to post in combat before continuing.

The whole game stopping to wait on one person to post is a game killer. Very few games, if any, with that style of play make it to the climax of the story. Everyone goes on hiatus from time to time. Stopping to wait for them causes it to become contagious. Eventually people lose interest. Fair warning.


Male Human Sorcerer 1

TruStrike glances at the others and then darts off to the north without a word.


Male Human Sorcerer 1

Pace is great except in combat. Being an AP though, there will be lots of scripted combat.

I dunno, maybe I jumped the gun. I can give it a bit longer and see how it goes. I am having fun


Male Human Sorcerer 1

"Indeed. We should seek out Hemlock and see if he is in any need".


Male Human Sorcerer 1

GM was talking about me. Group is great and roleplay posting is awesome, but combat is very slow for my taste. No big deal though, people play at different speeds. I'm sad to be leaving but would like to spend my energy at a different pace is all


Male Human Sorcerer 1

Trustrike fires his bow as they flee if possible. He would be pretty upset to hear that the goblins had fled only to kill someone else.

Longbow: 1d20 + 4 ⇒ (17) + 4 = 21 Damage: 1d8 ⇒ 7


Male Human Sorcerer 1

@Lera ah yes, you are correct.

@GM pleases add a +1 to my blast attack:)


Male Human Sorcerer 1

TruStrike takes a few steps forward and fires an arrow at white goblin.

Longbow: 1d20 + 4 ⇒ (8) + 4 = 12 Damage?: 1d8 + 1 ⇒ (4) + 1 = 5


Male Human Sorcerer 1

inyurendo...


Male Human Sorcerer 1

TruStrike pulls his bow and fires a shot at red goblin.

Longbow: 1d20 + 3 ⇒ (9) + 3 = 12

I dont know if that hits, but being that they are flat footed because they havent acted in combat yet, maybe it will I suppose. In the case that it does...

Damage: 1d8 ⇒ 5


Male Human Sorcerer 1

TruStrike will fire another magic missile if any goblins remain.

Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Male Human Sorcerer 1

TruStrike spaces himself from the goblins before firing magic missile at the goblin closest to Lera and Allie.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3


Male Human Sorcerer 1

I have no idea whats going on without a map so...

TruStrike casts mage armor and takes a moment to look around.


Male Human Sorcerer 1
Lucky Finn McDonaugh wrote:

Finn shrugs and grins at the compliment, his eyes cutting to Lera to see how she responded. "I'm not so sure Miss Lera has much eyes for anythin' that ain't a thousand years old r'more, so maybe she's more got eyes for old TruStrike there, eh?" He winks playfully.

Ha! Ba-Zing


Male Human Sorcerer 1

What of a map?


Male Human Sorcerer 1
Allie "Cat" Calico wrote:

"Oh myyyyy, it's quite heavy, and the head's so big. You could really hurt someone with this thing, I'd wager," she says in a suggestive tone. "Do you really know how to use it?"

Ha hahahaha!!


Male Human Sorcerer 1

TruStrike will lead the parade to Town Square.


Male Human Sorcerer 1
Lucky Finn McDonaugh wrote:

Addressing Lera and the older fellow, Trustrike, Finn asks in earnest, "Just what is this Old Light? I'd thought just some tumbledown lighthouse, but there's more to it, eh?"

Finn keeps his eyes open for a game of chance or cards, something he can take advantage of his experience and skill with while they walk through the crowds.

"A lighthouse of old, though we have other notions. Not entirely unfounded, but near entirely unshared."


Male Human Sorcerer 1

TruStrike leads them up Market St and then down Tower St to The Old Light starting to get a lil tipsy now, i may not be of much more use till the morning


Male Human Sorcerer 1
GM_MatsuKeiji wrote:
@Lera:"As I see it, it could go either way, see what strikes each other's fancy. But he is interesting for sure, and likely a wonderful addition to the tour" she smiled and placed a hand on Lera's leg, since it was all she could reach.

I like where this is going lol


Male Human Sorcerer 1

TruStrike ponders, momentarily, of grabbing the archeologist and making for the door...


Male Human Sorcerer 1

Wow, the eyebrows on that chick lol


Male Human Sorcerer 1

Ive got a thread i want to pass the reigns on. do any of you guys know how to do this?


Male Human Sorcerer 1

^Ba Hahahaha


Male Human Sorcerer 1

TruStrike laughs at the thought that he is now playing tour guide, but is willing none the less. "A fine idea friends. Let us finish our meal and depart so that some other lucky soul can have our seat".


Male Human Sorcerer 1

@Lera I don't have a physical description on mine either, but as my alias pic is perfect


Male Human Sorcerer 1

@Lera "Perhaps after our meal you'd like to accompany me back to the festivities. The old light is but a couple blocks from town square. Quink would blow a gasket if I let you in, but I can walk you by it if you like. I'll speak with Quink in the evening. I imagine I will be to fetch you in the morning to speak with him in person, though you will have to convince him yourself of any requests".


Male Human Sorcerer 1

Heads up from me as well, I sometimes post less on the weekends. I still post, but summertime often lands a beer in my hands on weekends which slows production lol. I often only post once a day on weekends


Male Human Sorcerer 1

@Lera "Only 2 seasons, though Quink has been studying it for quite some time, he does the interesting work. I've seen fewer years so he finds me useful in fetching relics or doing preliminary investigations on other possible sites. I retrieve what I can and report back". TruStrike drinks from his cup, well pleased with Ameiko's hospitality. "Today is a day to celebrate, but I can certainly inform him of your interest. Do you have a room here at the Dragon, or are you elsewhere in town?"


Male Human Sorcerer 1

TruStrke takes the seat offered to him with a nod. "Indeed he did Ameiko, though he didn't seem too happy about it" he responds with a bit of a snicker. "and I see you've gathered a crowd worthy of your exceptional charms for the day. Who could blame them. The aroma lingering from your door could stop a war." He adds with a friendly smile. His attention shifts as he extends an arm in Lera's direction. "An archaeologist you say? They call me TruStrike, I do some study on things of old myself. What brings you to Sandpoint, the Old Light perhaps?"


Male Human Sorcerer 1

i was gonna go with Liam Neeson as well lol. I picture Emilio with more of a Gerard Butler voice (as he spoke in 300), which is really close, but more brutish and less patient.


Male Human Sorcerer 1

Finishing his demonstration, TruStrike figures its about time to get something to eat. "Wonder what Ameiko's got on the pot today". With the last swallow from his cup, he makes his way to the rusty dragon.


Male Human Sorcerer 1

"Who the hell is he callin boy? My beards as white as his." TruStrike smirks at the conclusion of his thoughts, then salutes Bodert. "Yur the boss!" With that he goes back to having a good time.


Male Human Sorcerer 1

TruStrike observes the speakers with a mead in his hand. After the swallowtails are released he starts to perform minor tricks with prestidigitation to entertain some of the wide eyed children.


Male Human Sorcerer 1

Only on the weekends would be pretty unmanageable in any of the games ive played in lol. later in the days not so bad though


Male Human Sorcerer 1

I chose Forgetful-

You are easily distracted and prone to forgetting important things.

Effect: Whenever you leave a location you have been at for longer than 1 hour, you must attempt a DC 10 Wisdom check. If you fail, you leave behind one random mundane item (a purse of money counts as an item).

It fits my amnesia. Unfortunately I'm a sorcerer with a 10 wisdom lol, so there's a 50% chance I lose something every time I stop somewhere for an hour


Male Human Sorcerer 1

every game ive played in they have been optional to each individual. ive never chosen one but like i said, there's another trait i kinda wanted anyway so no big deal to me


Male Human Sorcerer 1

i didnt take a drawback either, but there is another trait id like to take, so ill look through drawbacks and see if i can find one i can stomach:)


Male Human Sorcerer 1

:)


Alright I changed my character up a bit, hope thats ok. Im now human instead of aasimar and i changed my sorcerer bloodline to draconic instead of arcane. i also gave myself a more interesting background. minor changes but i wanted to make mention.


This is jimibones83, this is the character id like to submit:)


wish me luck guys:) lol


@DM is there anything we should reference for background, anything we can tie in?


Takeshi Kitano wrote:

Still saying you should use Google Images :p

I can set it up easily, and you can draw on the map and everything :)

Ditzie is way better than google images, so much that its not even the same thing

@GM I'd like to submit this character. I made him for Wrath of the Righteous though so if I get picked I'll change his campaign trait to something else and ill tinker with his background a bit. If it's alright with you I'd rather wait to see if I'm picked first though.

I'm in US central time zone but i'm a bit of an insomniac. I run 2 pbp, 1 in US time zone and the other in European time zone. I keep them both up pretty well and they are both high paced games. I can post frequently for sure.

I dont know how long this game would span but assuming it was to go the distance, this character would go sorcerer to 12th and then arcane archer. he would still wind up getting 9th level spells

Full Name

Piccolo Taphodarian

Race

Gnome

Classes/Levels

Bard (Negotiator) 2

Gender

Male

Size

3'8"

Age

40 lbs.

Alignment

Neutral

Deity

Desna

Location

Riddleport

Languages

Gnome, Common, Sylvan, Dwarven

Occupation

Negotiator/Adventurer

Strength 10
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 12
Charisma 18

About Piccolo Taphodarian

Defense:
Perception: +5
AC: 17 (+1 dex, +1 size, +4 armor, +1 shield); Touch: 12; FF: 16
CMD: 11 (+1 Dex, -1 size, +1 BAB)
Saves: Fort: +2 Ref: +4 Will: +4
Hps: 15 (8+3 add +4 Con)

Offense:
Init: +2
Space/Reach: 5 ft/ 5 ft
Move: 20 feet
Attack:
BAB: +1
CMB: +0 (+1 BAB, -1 size)

Favored Class:
2 rounds Bardic Performance

Feats:
Simple Weapons, Longsword, rapier, sap, shortsword, shortbow, whip, Light Armor, Shields, Improved Initiative, Spell Focus (Enchantment)

Trait:
Focused Mind: +2 trait bonus on concentration checks.

Mediator: Benefit(s): You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.

Skills:
Bluff +11 (2 rank, +3 class, +4 cha, +1 HB, +1 GoT, )
Perception +8 (2 rank, +3 Class, +1 Wis, +2 racial)
Sense Motive +7 (2 rank, +3 Class, +1 wisdom, +1 HB)
Stealth +9 (1 rank, +1 Dex, +3 Class, +4 size)
Knowledge (Local) +8 (1 rank, +3 Class, +1 int, +2 racial trait, +1 HB)
Diplomacy +12 (2 rank, +3 Class, +4 Cha, +1 HB, +1 GoT, +1 Mediator)
Intimidate +10 (2 rank, +4 Cha, +3 class, +1 HB)
Perform (Oratory) +9 (2 ranks, +3 Class, +4 Cha)

Special Abilities Race:
•Ability Score Racial Traits: +2 Con, Cha,-2 Str.

Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on Knowledge (Local) skill. This racial trait replaces the obsessive racial trait.

Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Special Abilities:
Hard Bargainer: A negotiator adds half his class level (minimum 1) on Bluff, Diplomacy, Intimidate, Knowledge (local), and Sense Motive checks. This ability replaces bardic knowledge.

Bardic Performance: 12: rounds
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Counterargument (Su) This performance acts as countersong, except a negotiator can use only Perform (act, comedy, oratory, or sing) to perform a counterargument.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Fast Talk (Su) At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator's level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 10% more or less (negotiator's choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object's perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.

Rogue Talent: Combat Trick (Improved Intiative)

Spells Memorized:
0-lvl: detect magic, sift, prestidigitation, dancing lights, read magic,

1st-lvl: (3) cure light wounds, silent image, charm person

Equipment/Treasure:
Traveler's Outfit, Belt Pouch, Spell Component Pouch, Courtier's Outfits (3), Signet Ring with sapphire (150 gold), Gold Neck Chain (100 gold),

Weapons: Rapier, dagger

Armor: Chain Shirt, Buckler

Encumberance:
Light Load: 25 lbs or less. Med: 26-50 Hvy: 51-75

Gold: 526
Silver:
Copper:

Appearance:
Piccolo is tall for a gnome with a lean, athletic physique. His longer than shoulder-length hair is the color of polished platinum. His hair is much like a lion's mane. He leaves his hair mostly untouched, tying off the back in a loose pony tail. His large eyes are the color of molten gold. He dresses as extravagantly as his coin will allow. He is handsome and well-groomed. His bearing and expression project a cultured, intelligent, and friendly demeanor.

Personality:
Inscrutable, yet friendly.

Background:
Piccolo is the son of a businessman and an entertainer. He has wandered from place to place as gnomes are prone to do. He has spent most of his time pursuing the acquisition of coins to support his love of extravagance.