Kaleb Hesse

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Organized Play Member. 119 posts (3,594 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 16 aliases.



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Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

4 days is nothing.


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Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

Simeon would surface for breath and then swim down for 26 rounds. If it goes further than that he uses air bubble to keep swimming which gives him another 10 rounds. If he doesn't find anything after that he would go another 10 rounds of swimming down before turning back using Touch of the Sea to get him back to the surface before he has a chance of drowning. Maths: Swim at quarter speed per move = half speed per round. 26+10+10=46 rounds swimming. 46x15=690ft swim distance. Swimming back for 10 rounds at 30ft swim speed. 10x60=600. 6 rounds of breath left. 6x15=90. 600+90=Surface of water where I started. If he found a cave or place with air he would try exploring.


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Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

10Gp that Vem gets another crit


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Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

Found:

In the last two months Simeon has learnt lots, he has come to like the life at the monastery and the people he trains with, well, most of them. He now considers himself to have a connection to nature he had never thought possible.The ancient dragon spirits had called to him one day he had walked through the forest. They had been waiting for him and led him to an abandoned shrine far more ancient than anything he had seen. Several times a week he would come here and learn from the dragon spirits as they taught him the ways of the land and animals. They gave him some small access to their divine connections. Most would call you a druid, but you are different simeon. You are a world walker. You have travelled far to find us even if you didn't know what you were looking for. You still have a long way to walk yet.

After they are left alone Simeon goes with Braeth to scout and find what resources are available to them. Between us we can feed everyone no problem with our high survival scores.
In the forest he sits to meditate for a time, communing and gaining spells from the spirits. Afterwards he casts Commune with Birds and for 10 minutes anyone near him hears his bird like whistling replied backby the birds nearby, a musical conversation. He says he is asking them about the land around here, if there is any place dangerous, fertile ground for gathering food and what other animals inhabit the area.


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Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

Simeon follows quietly along with everyone else to the room with the big table and tea. Tea? He thought it strange. Now thinking that they had all been rescued instead of this being a heaven of some strange mystical sort, he wanted to know where they were. But the man left them with a simple mesage thst did not satisfy Simeon. Neither did watching all the others as they took seats around the table. Hideous man, shadows, all types of people that he only managed to recognise about half of them if he stretched his memory. He found an empty seat and filled his cup and drank. He did not know what else to do right now. He almost dropped his cup when water came from nowhere and splashed across the table. He jumped up and back to avoid it at the same time a strange magical blue haired woman helped to clean it up. Yes he remembered her. He had been caught several times staring. Even now it was difficult not too. He had no idea what was happening to them but it all flew out of his mind. Cue music and slow hair tossing of Jezelyn magically cleaning up the mess looking like some kind of angel and then cut to Simeon with open mouth looking like an idiot lol


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Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

Simeon started upright with a yell, "I'm sorry mother!" His hands were held up in front of his face as if to protect him from something. A second later he opened his eyes. He realised he was no longer falling, no longer about to be smashed into the rocks, no longer drenched from the storm or burned from the explosion. Come to think of it he didn't even remember hitting anything. Perhaps he died from the explosion. Was this heaven? Was he to be judged now?

Looking around he sees others. Sime of whom he recognises from the ship. These were all fellow passengers and travelers. Suddenly he feels quite embarrased to have shouted for his mother in front of them. He think of her, it was the last thought he had before flying overboard. He missed them. If only he could go back.

Others already awake are moving around. He watches them but is quiet. Waiting to see if anything would happen here. A strange shadow creature causes him to shiver. Looking around at the beautiful garden he is in he stands up off the cot he had been on. This must be heaven. It seemed perfect enough to him. Then almost immediately the robed man is noticed and Simeon turns to watch him.

Monastery? I get the feeling this isn't heaven. Especially that snake creature shouldn't be here if it was. Or that screaming man. There is no pain in heaven. Mother always said that. Maybe I am still alive somehow. If so I promise to find a way back mother. I miss you all.


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Average Gunslinger wealth = 175.
Roll Wealth: 5d6 ⇒ (3, 3, 5, 6, 5) = 22 x 10 = 220.
Decided to go the gunslinger with the musket master archetype to cover the ranged damage option. If I get caught in melee it will be rather subpar and dangerous for me but hey. Won't be using this Alias for the game but didn't want to confuse you too much for now.
What options for flaws are there?
The cruelty drawback fits her personality with the whole 'him or me' thing she has going.
I didn't know how to spend most of her gold so she spent it on a tattoo that she wasn't able to have completed before the Formidable Maid 'incident'.

Backstory:
"How'd such a lovely girl like you end up here in port peril then?" Without asking if she cared for his company the man and his friend decided to join her at her table. She sighed audibly. No matter what she did she seemed to attract all sorts of men to her. Every night here at the Formidably Maid had been the same since she had arrived here two weeks ago. She didn't deny that she was attractive, she rather liked that fact. Sometimes all she wanted to do was just have a break for one night. Was that too much to ask. If only she had some friends here. Then they could sit at her table with her instead and she could choose which men SHE wanted to attract. "Are you ok lass? We just asked ye a harmless question." The two men on the other side of her table brought her back to her present problem. Looking up at them from her grog finally she was glad to realise they weren't the ugliest sort, though nothing to write home about, if she had a home to write back to. She gave them a weak smile and feeling the drink start to get a hold of her she spoke, "You wanna know my story? All right then." Taking a long gulp of her drink she finished it within seconds. "How about yous buy me another drink first. Then I'll tell ye." The larger man smiled and nodded to the other. "A drink for the lady." The other man winked back, "Be right back darling, don't you be going anywhere." She waved him away and waited, trying to drain the last drop of her mug into her mouth. Less than a minute later the man was back with three drinks and handed one to her while sitting down. After she had taken another decent mouthful she breathed out in satisfaction. "So, where was I. Ah yes, you wanna know how I end up here. Sometimes I wonder the same thing myself," she chuckles at her own joke, "Well, starts off in Nex. My Ma and Pa were just simple folks living in a little fishing village on the coast. Little Tailor shop they ran together. I don't remember much because I was too young and we didn't live there long." She takes another mouthful from her mug. This stuff was a bit stronger than she had been drinking. She could handle her alcohol as good as any man though and thought nothing of it. "When I was a girl there was a strange happening that caused us to leave and head for Alkenstar. Some undead had been lurking in and one night a horde of them had ravaged through the docks. They didn't think it was safe there and so we left. I had no idea what was going on and they never told me why until years later. So before I knew it," another mouthful from her mug. It tasted a little strange, "we were in alkenstar. They had a cousin there that helped them out. I grew up there, lovely place, no magic to worry about, just incredible people making incredible contraptions. Unfortunately I didn't much like being one of the poorest folk there. Pa's cousin wasn't too helpful after all. I got a job at one of the factories, HORRIBLE pay. Day after day doing the same thing over and over. I couldn't take and and so I finally decided I had had enough." Yet another gulp of the now unpleasant tasting grog went down her throat and she didn't even seem to notice. "Them guns they make are right powerful things. Put a hole through ya head and out the other side. So I decided to take one. I knew enough how to make them, how hard could it be to use one. I barely escaped. THrough the sewers and dumped out into the river. I was finally free. Except for tho patrol sent out after me. I had no where to go so I decided to brave the mountains and head east instead. Went up the Ustradi river and crossed the mountains. They must have given up the chase then, what's one thief worth to them who is likely than not gonna end up dead anyday. But I didn't end up dead did I? Traveled into the Mwangi and I'll tell you. There are some interesting types living there. I lived with one of the tribes, Bonu-something I can't remember. They lent me a guide to travel with me so I didn't get lost. Taught me his language as we traveled. Had to go the long way around the lake. Beware the Gorilla King," at that last she pointed at each of the men, almost uncomfortably close to their faces. The men shrunk back, perhaps they had heard of such a legend or perhaps they were just supersticious in general. To most the mysterious Mwangi Expanse, the edge of which was only 200 miles from Port Peril, was filled with hundreds of deadly creatures they had heard from centuries of stories, not least was of the city of Usaro and the Gorilla King who rules there. "My guide Ijobo finally got me to the Vanji river and Nantambu. Wasn't long before I got in trouble there too. I didn't steal anything there I promise. Well, except for a few hearts perhap. Ah it was the best time of my life yet. Finally got to stop watching over my shoulder. Shouldn't have stopped though. Must have known or seen it on my face that i'd stolen my musket when he saw me. Damn Alkenstar agent!" She thumped the flat of her left palm and the mug in her other hand down on the table with a bang, spilling some of the contents. Frowning that it was going to waste she tipped the mug up and downed the rest in one go. "Grog tonight has gone down the s!++ter... So anyway I ran and hopped onto a boat headed to sea and now I'm here just waiting. For fortune to call me. What did you. Bastards!" Realising that she shouldn't be feeling like this from one bad drink she knew something had been put in hers. Whoever these men were they had caught her unaware. What was wrong with her. Whatever happened, when she woke up she would find these men and make them pay.....

Appearance and Personality:

Pretty much this but a musket instead of pistols.
At 5ft 8in this pretty lady catches the eye of many men (and some women) and she knows it. Though she doesn't flaunt anything she does she does try to use her circumstances to her favour. Only 22 but definately not a young girl, most put her closer to 30 and she doesn't mind. She'll offer a smile if it's given and is certainly not shy. She has her darkside though. Escaping Alkenstar ended with two dead from her own gun. Since then she has come to terms that to survive, sometimes others must die and it is simply the way of the world. Bad things happen, good things happen. She prays to Besmara for another day to breathe and for luck to be on her side next time the coin was tossed. Let it be her standing and them fallen. She will do what's necessary to survive. Pirating is just a part of it no, no better or worse a life than any other. She has known the life of the seas was for her the minute she arrived in the shackles. She was born by the sea and thought it would be rather poetical to die by it. Her emerald eyes and dark hair look hauntingly beautiful in the moonlight. Her semi-tanned skin mostly covered by her rugged but form fitting outfit. Her recently acquired cutlass hangs in her belt next to the bayonet attachment for her stolen musket which she leans on with her right arm. A sack over her shoulder holds everything, she isn't a wealthy adventurer but doesn't care. What comes will come and she is ready to greet it with a hearty fierce roar! One very secret fact about her is the expensive and detailed tatoo she had inscribed down her back. Starting in the small of her back two crossed pistols are below a skull with a bullet hole clear through the forehead. Smoke rises from the pistols up to her shoulders and fades as if the tattoo has not been completed yet. How she payed for this extremely detailed tattoo she will never tell, but the best artist in port peril still dreams of those night he spent working on her.

Stats:

Silviana Deadshot
Female Human Gunslinger(Musket Master) 1
CN Medium Humanoid(Human)
Init +11; Senses Perception +8
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Defense
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AC 18, touch 15, flat-footed 13 (+5 dex, +3 armour)
hp 12 (1d10+2)
Fort +3, Ref +7, Will +3
Defensive Abilities
Weaknesses
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Offense
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Speed 30 ft.
Melee +4 Bayonet (1d6+4/x2)
Melee +4 Cutlass (1d6/18-20x2)
Ranged +6 Musket (1d12/x4)
Special Attacks deadeye(1 grit/range increment), steady aim
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Statistics
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Str 16, Dex 20, Con 13, Int 14, Wis 16, Cha 8
Base Atk +1; CMB +4; CMD 19
Feats Gunsmithing, Rapid Reload(Muskets), Point Blank Shot, Precise Shot, Improved Initiative
Flaw ????
Traits Besmara's Blessing, Reactionary, Indomitable Faith, Acrobat
Drawback Cruelty
Skills(7/level = 7) 1 Acrobatics +10, 1 Climb (Str) +7, 1 Craft(Alchemy) +6, 1 Knowledge (engineering) +6, 1 Perception +8, 1 Profession(Sailor) +8, 1 Swim (Str) +7
[b]Languages
common, polyglot, dwarven
SQ quick clear
Equipment
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Special Abilities
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Weapon and Armour Proficiency Gunslingers are proficient with all simple and martial weapons and two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines. They are proficient with all light armor.
Gunsmith A musket master must take a musket when she chooses a battered firearm at 1st level. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Rapid Reloader At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.
Grit(Ex) 3 A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye(Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Steady Aim(Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
Quick Clear(Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
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Racial Traits
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Favoured Class Bonus (+1HP) +1 HP or +1 skill point or +1/4 point to the gunslinger's grit points.
Bonus Feat Humans select one extra feat at 1st level
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Besmara's Blessing You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Reactionary You gain a +2 trait bonus on Initiative checks.
Indomitable Faith You gain a +1 trait bonus on Will saves.
Acrobat You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal – 5 penalty when using the Climb skill to attempt an accelerated climb.
Cruelty Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.


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1: Check for 'one million gold pieces only'


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Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

I'll threaten to cut off their beards. That should have them talking.


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Male Half-Orc Invulnerable Barbarian 3 |HP 44/44[50/50] | DR/- 1 | AC 19[17](T12/FF17) | CMB +6[8]; CMD 18[20] | Fort +6[8], Ref +3, Will +3[5]| Initiative +2, Perception +6, Sense motive +1

"Hallucinate? Hah. I'd like to see it try that on me. Let's find this plant creature."


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Hello,

Asmodeus has heard your cry for a second chance at life. A chance to take revenge. And some of you shall have it.

This is my first ever time playing the part of GM so bear with me please. Playing for several years and trying to learn as much as I can I have an idea of what I have seen other DM's do well and not so well. Feel free to suggest how I may improve also if the opportunity ever comes up.

Anyway, onto the good stuff. At least four of you will have the chance to bring down Talinguarde. I will post more campaign Information nearer the end of the week when I get internet at my new place(yay NBN), for now it's just my mobile since I have no pc access from work.

So for now, post interest, create characters(no alias needed), copy pasta already created characters, ask questions about whatever crazy ideas for evil you can come up with and I will reply whenever I can.

Character Creation Parameters:

Players = No munchkins ;)
Stats = 25pt buy or Focus/Foible method.
Alignment = LE, LN, NE.
Race = No Custom, ask about anything non-coreish.
Class = No guns, no eastern, no paladins. Anti-Paladins are LE. 3rd Party? Maybe.
Equipment = Prison Rags or nothing.
Unfortunately any companions, bonded items and the like are dead, gone or confiscated. Prepared spellcasters do have their prepared spells memorised if you wish(it helps). Unfortunatly no material components to start off with. Alchemists are particularly feeling useless without their mutagens or extracts.
Backstory = make it quality. 500+ words is usually good though to help me understand how your character ticks. Add an appearance and personality or whatever else you think will sell your character and get asmodeus to choose him/her.
Deity = Doesn't have to be Asmoseus to start but he is a good choice, or anyone associated with him. Make sure your character is one asmodeus would choose to serve his will.
Flexibility = Always! Give me your crazy idea why something should be the way you want it to be. Character hates all gods but serves asmodeus to bring down Mitra, the god who ruined your life? Psionics is your thing? Become a vampire/undead of some sort? Ask and it shall be considered.

Post away my minions. Recruitment for say... till next weekend 6th or 7th? Or until I get too many prisoners for my prison, lets see. Please God(RL God) that my internet goes up on friday, haha, something terrible would have to happen for that to not happen.