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Organized Play Member. 157 posts (159 including aliases). No reviews. No lists. No wishlists. 10 Organized Play characters.



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Grand Lodge

Was Aesocar overlooked when the list of associated gods were picked for this subdomain? Her areas of concern specifically include medicine. Just realized this when someone suggested I pick up the medicine subdomain for my PFS character... and I couldn't.

I know it's a tall order with PFS1 already sent to pasture, but a campaign clarification that added her to the list wouldn't go unappreciated.

Grand Lodge

I was under the understanding that if you don't have the Improved Grapple feat, you only provoke when you first initiate the grapple, not every subsequent round you maintain it.

GM believes that you provoke every round you make your combat maneuver check to maintain, in addition to the initial grapple maneuver. I found several flow charts that agree with my side of the discussion, but he says the flowcharts are "fan-made rules," and not official.

Can someone point me to some clarification on this?

Thanks,
-Rob

Grand Lodge

I know traits don't normally stack, but Blessed Touch doesn't read as a trait bonus (at least, it makes no mention of bonuses). The Rescued campaign trait from Jade Reagent adventures, on the other hand, explicitly gives +2 trait bonus to HPs healed with cure spells.

Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Rescued (relevant part): You gain a +2 trait bonus whenever you use cure spells to heal damage.

Yay, or nay?

Grand Lodge 1/5

I would think they would be, as they're listed in the equipment section of the Core Rulebook, as well as mentioned in animal archives as possible mounts -- however, they don't seem to be statted anywhere. I can't find any official post regarding this, nor is it mentioned in the FAQ or erratas.

Grand Lodge

Assuming I have control of the grapple, can I can use the Move action of the grapple rules to place my opponent upright (no longer prone) in an adjacent square when I'm done moving him or her about? Or, perhaps, upright before hand as part of the movement?

Was trying to find some rules for forcing an opponent out of prone position, and this was the closest I could find.

Grand Lodge 1/5

Just noticed in the AR all that beautiful red text lifting the Ratfolk embargo (main ARG heading still says nothing from Ratfolk is legal, but the red text below says it is... assuming the former is an oversight?).

Were there Ratfolk boons given out at GenCon? Or is this some clever foreshadowing? :o)

Grand Lodge

Hey All,

Was reading up on the treesinger archetype, and saw that the treant does double damage vs objects. This got me thinking about making a sunder specialist -- of sorts. I'm keen on the idea of a hulk-smash treant, but I'm not sure how effective it would be.

Here are my initial thoughts on feats and such at each level for the treant (PFS, so level 10 is about where it caps for animal companion in regular play).

01 Toughness OR Extra Item Slot for some future beneficial item
02 Power Attack
04 +1 int
05 Improved Sunder
08 Improved Natural Attack
09 +1 wis
10 Deific Obedience (Rovagug, +4 hit/dmg vs objects)
13 Greater Sunder

At level 10, vanilla STR 26 treant would be:

+20/+20/+20 @ 4d6 + 24 damage vs objects.

Does this seem viable at all, particularly with lack of adamantine? What other feats would you suggest (for both the druid and treant)?

Thanks,
-Rob

Grand Lodge 1/5

Question about further enchanting an item that appeared on my #00-34 Encounter at the Drowning Stones chronicle. There are three Core Rule items that were fluffed to use a different item slot. The one of particular interest is this one:

Spoiler:
Amulet of Natural Armor +1 (Crocodile Skull Headdress)

Is this item considered unique, or can I enchant it beyond the +1?

Grand Lodge 1/5

Spoiler:
In Destiny of Sands Part 3, you gain 3 mythic tiers for the duration of the adventure. The Mythic book says, " Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2." Emphasis mine. If the ability increase is permanent, wouldn't that mean you get to keep the stat increase regardless of losing your mythic tiers at the end of the scenario?

Grand Lodge 1/5

I was looking up some unrelated stuff, and just now noticed that Whimsy subdomain is no longer legal. I know I can pick a new subdomain for free, but I picked up the subdomain via the Separatist archetype and it was the sole reason for taking the archetype.

As such, am I limited to only selecting a new subdomain, or can I change archetypes (or remove it completely) for free since that was the whole purpose of taking said archetype? Or is intent irrelevant and I'm stuck with it?

Thanks everyone,
-Rob

Grand Lodge 1/5

Hey Everyone,

I have a bazillion prestige right now after a long period of slow advancement + Borderland Keep (generates +1 prestige in place of day job).

Aside from Pathfinder Society Field Guide and the the Pathfinder Society Primer, are there are any other sources of vanities or prestige purchases? I have a whole lotta' prestige I need to spend.

[edit]

p.s. Thank you for the responses!

Grand Lodge

So, I got the race boon yesteryear at DundraCon, and recently discovered the firesight feat. Was thinking that it was a natural fit with an eversmoking bottle, but then I realized that ifrit aren't immune to the effects smoke inhalation.

Was hoping to do an alchemist or investigator (something with craft alchemy), but I'm running into the smoke inhalation problem. Any suggestions for getting around that?

I could spend 9k for a necklace of adaptation, but I figured it'd be more fitting for an ifrit to have an innate ability of some sort (feat, persistent class ability, etc.) to avoid choking to death on smoke. Something other than holding ones breath, of course. Sadly, smoke isn't considered a poison, otherwise that'd be an ez fix by merely leveling as alchemist.

Thanks,
-Rob

Grand Lodge 1/5

Have a couple questions for this feat:

1) Since it no longer requires Ability Focus (a monster feat), and it's not explicitly listed as being banned in the Additional Resources, am I to assume I can now take this feat, providing I meet all other prerequisites?

Was thinking of taking this chain for my crawling vine companion.

2) This feat references old mechanics, and hasn't been updated to reflect the change in Bestiary 2 to what sizes grab and constrict abilities can affect. As such, does this feat no longer provide any benefit to a creature that already has grab and constrict (e.g. crawling vine)?

Grand Lodge

Hey Everyone,

I can't for the life of me remember where I saw it, but I had come across either a magic item or alchemical substance that when combined with an alchemical item, increased all its saved DCs by 1.

Anyone here know where I saw that? Or was it some crazy lucid dream?

Thanks,
-Rob

Grand Lodge 1/5

9 people marked this as FAQ candidate.

Quick rules question. Do the advanced classes count as their constituent parts with respect to PFS rules? i.e. Does investigator count as an alchemist for the crafting exception?

Grand Lodge

Hey Hey,

Quick verification for my edification:

The touch attack made with a mancatcher's initial attack is still a type of melee attack, correct? As such, I should be able to channel smite with said touch attack, followed by the free grapple?

I only ask because it's such an oddly worded weapon (and I'm still unsure as to whether you deal damage with the initial strike or not).

Thanks,
-Rob

Grand Lodge 1/5

Was hoping we could have the oozes from the other bestiaries added to the list of available oozes for the alchemist's Bottled Ooze discovery. Currently, only the original Bestiary is legal for use.

Grand Lodge 1/5

We played 1st level Confirmation as I was the only 2nd level at the table. GM said there's no out of tier gold for Confirmation, so he gave me 1st level gold, but I'm not seeing anything on the forums saying otherwise. Another GM at an adjacent table was awarding OoT gold.

So... OoT or not to OoT?

Thanks,
-Rob

Grand Lodge

For special materials that are limited to light and one-handed weapons only, does this extend to their large-sized cousins? For example, a large-sized bronze longsword?

Thanks,
-Rob

Grand Lodge 1/5

10 people marked this as FAQ candidate.

Mentioned ever so briefly in another thread. In short, temporary bonuses aside from that granted by Crafter's Fortune can't be used to modify a Day Job roll.

• So... is the Investigator's Inspiration ability considered a bonus with respect to Day Job rolls? It's not explicitly labeled as a bonus.

Grand Lodge

I was working on a character that would be specializing in unorthodox grappling methods, primarily the mancatcher. Am I going to run into the same problem as with AoMF? Or, would grappling weapons be a different story since it's the weapon it self that's doing the grappling?

Grand Lodge

The reason I ask is that the brawling armor enchantment seems to imply that it is, in that the description puts grapple under the umbrella of "unarmed attacks." At least, assuming that you're grappling via plain 'ol fisty-cuffs.

Grand Lodge 1/5

Seems legit, by RAW, but that isn't always the case for PFS. Anybody see a problem with stuffing a young, fiendish, gelatinous cube into a 2nd level extract slot? Or an advanced, giant, cube into a 5th level slot, should I reach 13th level?

At 16th level, I could even summon a single CR 6 young black pudding! That'll show 'em. :D

Grand Lodge

The extract level that's taken up by the Bottled Ooze discovery is based on the created ooze's CR. As such, can I create a young fiendish gelatinous cube to bottle into a 2nd level extract slot?

Grand Lodge

Anyone know off the top of their head if there's a spell or class ability that can hasten the effects of a disease already in place? Sort of like contagion, but only make a pre-existing condition immediately affect the person.

Grand Lodge

I was looking at the throwing shield shield add-on, and it says it's a free action to chuck your shield.

Then I looked at the quickdraw shield, and it says it's a free action to don/put away if you have the Quickdraw feat.

That's a lot of freebies, unless I'm reading it wrong. Am I?

Grand Lodge

Hey All,

I didn't see anything noted in the arcane school section like it is for domain powers that states what the default action type is for these powers. Is it assumed a standard action? The Assume Control ability for the Infernal Binder (Inner Sea Primer) doesn't state the action type, only what it is for the original owner to re-establish control.

Thanks,
-Rob

Grand Lodge 1/5

The AR says, "Bottled ooze discovery may only be used to bottle oozes which appear in the Pathfinder RPG Bestiary." Is that Bestiary 1 only, or all three (soon four) Bestiaries?

Thanks,
-Rob

Grand Lodge 1/5

As of right now, golem manuals are legal purchases and you add the golem to your item inventory sheet upon creation (I assume this follows the "one active companion at a time" limit?).

So, another question that follows is: Can a flesh Golem Manual also be used to craft the unholy and electrified variants presented in Classic Monsters Revisited Classic Horrors Revisited?

I ask because I'm not aware of any "legal monsters" list for PFS, and I've even seen the occasional monster from 3rd party books (Tome of Horrors) used in PFS scenarios.

For the sake of sanity, I should probably abandon this character concept right now, but I kinda' want to know anyway...

[edit]

Sorry, meant Classic Horrors Revisited, not Monsters.

Grand Lodge

Hey All,

The farming variant channel to harm seems a bit unclear to me, so I have a few question regarding this:

1) Does the fatigue stack? e.g. If my targets fail their save a second time, are they now exhausted?

2) Is the fatigue indefinite until they eat something?

3) Do the targets take 1d6 points of nonlethal damage in order to meet the fatigued criteria for starvation?

Quoted Rules for reference:

Farming:
Heal—Creatures ignore fatigue (but not exhaustion) for 1 minute. The healing effect is enhanced for plant creatures. Harm—The damage effect is enhanced for plant creatures. Creatures are fatigued, as if experiencing starvation.

Starvation and Thirst:
Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration.

A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.

A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.

Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.

Grand Lodge

Hey everybody. I'm starting to prep my very first entry for the upcoming RPG Superstar. Assuming the archetype is still an option, I'd like to share my initial thoughts and get some helpful critique/criticism. So, here we go:

Reach Expert

Second rank warriors utilizing reach weapons are essential to any modern army, and a reach expert is a specialist in such matters of warfare.

Tactical Reach

A reach expert gains Combat Expertise and Gang Up feats as bonus feats at first level even if she doesn't qualify for them.

This ability replaces the reach expert's 1st level bonus feat and proficiency with heavy armor and shields.

Precise Reach (Ex)

At 2nd level when a reach expert makes a melee attack through an ally's square, that ally only provides soft cover instead of the normal cover. At 6th level a reach expert ignores cover from allies when making melee attacks through an ally's square.

This ability replaces the reach expert's 2nd level bonus feat.

Allied Defense (Ex)

At 3rd level when using the Combat Expertise feat, a reach expert may forgo the bonus to armor class and instead grant an equal bonus to an adjacent allay's AC and to CMD to resist bull rush, reposition, and drag attempts. She still suffers any penalties associated with the feat.

This ability replaces Armor Training 1.

Reach Training (Ex)

At 5th level a reach expert gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th.

This ability replaces Weapon Training.

Tight Formation (Ex)

At 11th level, whenever a reach expert takes a five foot step she may designate a single allay to take a five foot step with her, so long as the ally ends her movement in a square adjacent to the reach expert. This ability does not use up the designated ally's five step, but must otherwise follow the normal rules for taking a five foot step.

This ability replaced Armor Training 3.

Fortified Defense (Ex)

At 19th level when a reach expert uses her Allied Defense ability, she grants all other adjacent allies half this bonus.

This ability replaces Armor Mastery.

Weapon Mastery (Ex)

A reach expert must choose a spear or polearm for her Weapon Mastery class feature.

Grand Lodge

The archetype says that cantrips and 1st level scrolls are treated as masterwork weapons, however, it doesn't say that scrolls have a minimum of 1 HP. So, as written, does this mean if I attempt to activate a cantrip scroll, it immediately crumbles to dust, having 0 HPs?

In addition, it says that the archetype is proficient in "this weapon." Does that mean they're proficient in short swords as the scroll blade acts like a short sword, or are they proficient in scroll blades specifically?

Grand Lodge

Assuming I can succeed at the 10 ft (DC 40) or 20 ft (DC 80) jump, would anyone here see a problem with moving your enemy UP as a grapple action to move the enemy? I'd assume they get the usual free attempt at +4 to break the grapple because I'd be attempting to move them into dangerous terrain, but aside from that, it's still movement, correct?

Fluff:
At 4th level, my human luchador will be as such:

01 Monk (MoMS/Hungry Ghost)
02 Monk
03 Ninja
04 Ninja (Acrobatic Master trick)

========
Feats
========
1b Punishing Kick [Hungry Ghost]
1b Improved Unarmed Strike [Monk]
1b Kobold Style [MoMS]
1b Improved Grapple [Human]
1 Combat Reflexes
2b Kobold Groundling [MoMS]
3 Vicious Stomp

Tactic: Round 1, grapple. Round 2, attempt to move enemy 10 ft. into the air (mostly succeeds at this with a 5 or higher). Free action, release enemy. He falls for 1d6 damage and is prone. Triggers Vicious Stomp (atomic leg drop, flying elbow, meteor pile driver, etc.). Kobold Groundling makes him lose dex while prone, so I get an extra 1d6 sneak from ninja (it IS his signature move, after all... his flying elbow should be more devastating than others. hehehe).

At 6th level, he'll have his 2nd ninja trick (High Jumper) and presumably Monk's Robes and Boots of Speed. He'll be able to auto-succeed a 20ft jump because of the very healthy bonus to Acrobatics from increased movement. At 10th level, he'll be able to mostly succeed at 30ft jump. :D

Grand Lodge

1 person marked this as a favorite.

Hey All,

I'm looking at the FAQ, and wanted to make sure I'm understanding it correctly:

SKR wrote:

Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?

Yes. (See also this FAQ item for a similar question about rays and weapon feats.)

For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.

The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.

—Sean K Reynolds, 07/29/11

I'm creating a Samsaran Oracle (Wind Mystery) with the Mystic Past Life racial option, and was going to add Barkskin, Flame Blade, Light Lance, and Holy Weapon to her divine spell list. If I'm understanding the FAQ correctly, does that mean my Flame Blade or Light Lance spell can benefit from a Keen Edge or Holy Weapon spell, since both the Flame Blade and Light Lance are creating specific weapon-like effects (scimitar and lance)?

Thanks,
-Rob

Grand Lodge

I'm having trouble locating posts with regard to whether or not temporarily meeting a feat prerequisite is good enough to take the feat. For example, as a sixth level Urban Barbarian with a 14 dex and Greater Brawler rage power, do I qualify for Improved Two-Weapon fighting, since raging can grant me an 18 dex and Two-Weapon Fighting for unarmed?

If that's the case, then can any charismatic adventurer with UMD and a wand of <insert stat-boosting spell> also qualify?

Or if you have a magic item that grants you a feat that's a prerequisite for another feat you want?

Etc.

Anyone know?

Thanks,
-Rob

The Exchange

Is this where we do feature requests?

I humbly submit that skunk / giant skunk get some official animal companion stat blocks. You can purchase a giant skunk as a mount, but you can't pick it as a bonded mount. It's an animal that has affinity with gnomes, but a gnome druid/cavalier/ranger can't bond with one. I can get a skunk as a familiar, but again, not as a bonded companion, or a giant version as a bonded mount.

Giant slug, yes, giant skunk, no. :(

Please, oh please? My PFS gnome would love the devs forever and ever. Just a teeny blog post in a corner somewhere, and I'll be happy. And others, I'm sure.

Grand Lodge

Is there a region in Golarion that has a Hellenistic style to it? I had a character many moons ago in a Greyhawk campaign that was a self-exiled priest of Apollo. He carried a column upon his back as penance for failing to warn his temple of an impending attack by warrior-priests of Ares. Was hoping to revisit that idea in a PFS game, since I discovered the Raging Hurler feat and stuff. Would be cool to splatterize enemies with his column. :)

Thanks,
-Rob

Grand Lodge

Hey Everyone,

At a recent PFS game, a companion of mine was attacked by a clockwork monstrosity. I stated that I'd like to use my bodyguard feat (from 2nd rank with my bardiche) in order to interfere and grant my allay a bonus to his AC. The GM said I can't use the feat because the monster didn't provoke an AoO.

I scratched my head for a bit, but decided to wait until the break to dispute his statement in order to keep the game flowing. During the break, he clarified:

An enemy has to actually trigger an attack of opportunity (move through a threatened square) while en route to attack an adjacent allay in order for me to use the bodyguard feat. If the enemy doesn't trigger an AoO in its attempt to attack an adjacent allay, then I can't use the bodyguard feat.

I disagreed, stating that I interpret the feat as using up one of your AoO's for the round in exchange for an immediate Aid Another action to AC, and that it's not dependent upon making an actual AoO. He stood by his decision, stating that he has made an official ruling on the use of the feat at a previous con. I shrugged, stated that I disagree, but that I respect his decision as GM and dropped the issue for the game.

So... does the bodyguard feat really require the enemy to trigger an AoO en route to attacking an adjacent allay in order to use it?

Grand Lodge 1/5

Read in the Pathfinder Society Guide that by wearing one of the nifty shirts listed in the book at our weekly gatherings, I'd be rewarded with a single reroll. Only problem is that they're only available in size small.

Any chance that the larger sizes will be restocked?

And just to be certain, the one with the goblin holding the red gem is in fact a GEM, not a d20? I didn't see any goblin with d20 in the store.

Thanks,
-Rob

Grand Lodge

Quick question: Grappling Hook is classified, normally, as a tool, however, there is an option in my Pirates of the Inner Sea to actually become proficient with it via Exotic Weapon Proficiency.

If I were to do this, would it negate the bonuses from Improvised Weapon Mastery, since I'm now proficient with it?

Grand Lodge 1/5

So, I purchased the Blood of Fiends book specifically because the Additional Resources said the subdomains are legal in PFS. But from what I'm reading, it doesn't appear you can actually use the listed subdomains at all. The book doesn't state who grants the actual subdomains, and unless I'm mistaken, that's sort of required in order to select them?

Book only provides a vague, "The following subdomains grant powers to those divine spellcasters whose power comes from patrons of Abaddon, the Abyss, or Hell."

Grand Lodge 1/5

I have the old Pathfinder Chronicles Princes of Darkness book, and was wondering if Furcas is a legal deity to worship. Looking in the Additional Resources, I -think- I found the entry for this book under "Campaign Settings: Princes of Darkness," but I don't see any mention about the archdevils shown in that book, whereas deities are specifically mentioned in other entries.

Anyone know? I was hoping to make a LN cleric of Furcas.

Thanks,
-Rob

Grand Lodge 1/5

Hi there,

I'm new to Pathfinder Society organized gameplay, and I have a concern. I know that you can't craft items, mundane or otherwise, and that the rules state:

Quote:
In Pathfinder Society Organized Play, you may never buy items from, sell items to, or trade items with another player. You may, however, allow another player to borrow an item for the duration of a scenario. You are also permitted to spend your character’s gold to help a party member purchase spellcasting services such as raise dead or remove disease.

My concern is that I'd like my ranger to create what he would call Woodchuck Badges for the other characters. The badges themselves would have no intrinsic value, and he awards them to other players when they succeed on a skill check of some sort -- "Good job on the fire building, Junior Woodchuck! You've earned yourself a badge!" It would purely be a roleplaying gimmick.

But... from the looks of it, it doesn't even look like you can even so much as buy a drink for a fellow adventurer. Or even give a dying comrade one of your healing potions, for that matter...

So, would creating badges and gifting them to other players be a no-no?

[edit]

Fixed subject line. Typo.

Grand Lodge

Let's say a paladin uses his special ability to cast Holy Aura on persons A, B, C, and himself. Then, a monster with SR decides to attack person A. The paladin makes a check vs the monster's SR and fails to overcome it. Is the monster now immune to Holy Aura's effects as a whole? That is, should the monster now attack person B, person C, or the paladin, the monster needn't worry about the effects of Holy Aura on those individuals as well?

Or, are person B, person C, and the paladin considered different instances?

Grand Lodge

Hey everyone,

I was hoping I could get some people's opinions and suggestions on a house rule I've been working on and am about to start play testing. Since my campaign is a low-magic game, I wanted to expand on the healing skill and non-magical healing more. So, I've basically ported my long-time friend's 2nd Edition bandaging rules to Pathfinder.

Some Background -- Skip if you want:
My campaign setting is a low-magic game. Monsters, mythical beasts, magic, etc... all of it is a fairly recent thing to this world and not supposed to exist, including a mostly-evil and/or insane proto-pantheon that has arisen within the last 1200 years. As such, divine magic is strictly controlled by a monopoly of religious orders dedicated to these corrupt demigods. Asking for healing is like asking for a favor from the Mob. So, people have had to make do with what they had before, but supplement it with all of this new flora, fauna, and minerals/metals that have cropped up. As a result, the mostly-non-magical healing arts are more advanced than that of a standard Pathfinder game -- or so I'd like to have, since the player's magical healing options are limited in their struggle to survive this harsh world.

Quick Technicalities:

Wounds are recorded individually in my game for bandaging purposes. Each wound can be treated with an alchemical bandage in addition to being treated with magic, however, magical healing consolidates all damage into a single wound and renders the remaining damage unbandageable. So, it's common practice in my game to bandage up the wounded before applying any magical healing -- with the exception of Cure Minor Wounds, which can be used on a per-wound basis for a 1 HP boost per wound.

And now the actual part I wanted feedback on (especially wording... I'm having trouble wording the mechanics). Copy/pasted from my notes:

Non-magical healing is improved on Imperia. Before the advent of magic, that was all the people had. In addition to treating deadly wounds once per day as per the heal skill, a person may apply an alchemical bandage to each wound with a standard DC 15 first-aid check per wound. Success restores hit points to the wound, based on the type of bandage used (rolls of 20 bandages):

Type // Cost // Effect // Craft DC
=========================
A (Common) // 20 GP // Restores 1 HP // 15
B (Good) // 30 GP // Restores 1d2 HP // 20
C (Masterwork) // 50 GP // Restores 1d3 HP // 25

If the check exceeds the first aid DC by 10 or more, additional damage is converted into non-lethal damage equal the restorative die of the bandage, and again for every additional 5 points by which the check exceeds the DC. For example, if Egbert’s total heal check is a 31 with a Type B bandage applied to a 9 HP wound, then the bandage restores 1d2 HPs and then converts 2d2 points of the remaining damage on the treated wound into non-lethal damage.

Organized Play Characters


Vesk
Wayfinders Kultha Cleft-Tail

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision (281 posts)
Negotiator
Dataphiles Ny'esh Mazquaar
(0 posts)
Shirren
Exo-Guardians Tel'kk

4669-705 | Host Shirren [Guard] Soldier 1 | Init▸ +2 | EAC▸ 15 KAC▸ 18 CMAC▸ 26 | SP▸ 8/8 HP▸ 13/13 Resolve▸ 3/3 | Saves Fort▸ +3 Ref▸ +2 Will▸ +3 | Movement▸ 20ft | Perc▸ +5; Blindsense 30ft. (26 posts)
Spellsoldier
Acquisitives Harridan Valt
(0 posts)

Exo-Guardians Kleek'atu
(0 posts)

Aliases


Mother Grim Moon
"Bad" Penny Powler
(0 posts)
Scro
"Keelhaul" Kaul

Male Half Orc Rogue (Thug) 7+5 | HP 70/70 | AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: (3,534 posts)
Orc
"Monkeelhaul" Kaul

Monkey Tainted Half Orc Rogue (Thug) 5 | HP 32/47 | AC 19/14/NA | F+4, R+9, W+1 | IP 0 | Perc +4 (+5 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. (7 posts)
Quig
"Wrecker" Jex
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Xenoseeker
Aggrav-8
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Cairn Wight
Albrekt Wreth

Human Antipaladin 3 - Scion of the Rough Beast; Plight Trothed to the Pallid Princess… (169 posts)
Hellknight Signifer
Albrέkt Heißhungrig
(626 posts)
Market Patron
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(48 posts)
Female Merchant
Ash.bot
(8 posts)
Redkind
ASTERION - THE COSMIC BULL
(0 posts)
Knifer
ATLASTIC

Atlastic! | Male Stretchy Superstrongman| Hero Points 0 | Notice +8 | Initiative +4 | Toughness 12 | Dodge 6 | Parry 8 | Fortitude 10 | Will 8 | Damage: 1T & Dazed (19 posts)
Orc
Axe A Shoanti
(12 posts)
Barl Breakbones
Beinn-Árd-Càrnborn
(30 posts)
Centaur Charger
Bellicosa
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Sabina Merrin
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(1 post)
Aquatic Elf
Björnhildr Helsingrdøttir
(54 posts)

Black Dow 15
(0 posts)
Wax Golem
Black Dow 500
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Shoanti
Black Dow 516
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Black Dow 535
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Harsk
Black Dow 623
(0 posts)

Black Dow 678
(0 posts)
Abominable Snowmen
Black Dow: DM O' The North
(657 posts)
Paladin
The Black Knight - Sir Perceval

Male Human Knight Hero Points 0 | Perception +5 | Initiative +X | Toughness X | Dodge X | Parry X | Deflect X | Fortitude X | Will X | (0 posts)

BLOOD ЯЭD STAЯ
(0 posts)

Blue-Blood
(0 posts)

Blóðörn
(0 posts)
Hakon
Bragr Sharptunga
(0 posts)

BrooTanngrisnir
(0 posts)

Brother Lōrīcātus
(0 posts)
Father Padrick
Brother Osræd
(0 posts)
Battlemage
Brundus Kadesh

Male Lashunta [Armour Storm] Soldier 1 | Init▸ +1 | EAC▸ 13 KAC▸ 15 CMAC▸ 23| SP▸ 8/8 HP▸ 12/12 RP▸ 5/5 | Saves F▸ +3 R▸ +1 W▸ +1 | Speed▸ 25ft. | Perc▸ +1| Conditions▸ - (39 posts)
Barzillai Thrune
Brunhard Schölhamer

Male Human Hedge Knight | Peril (Threshold 7/13/19/25): Unhindered | Damage (Threshold 8/14/20/26): Seriously Wounded | Initiative: 8 | Movement: 6 | Fate Points: 2 | Corruption: 0 (93 posts)
Dandy
Bulgraf the Braggadocio
(0 posts)
Knight Commander Graxus Phand
Bulvarius Bromathan

Male Human (Korvosan) Cavalier (Discipline of the Pike) 1| HP 5/12 | AC 13 T 13 FF 13 CMD 14 CMB +4 | F+4, R+0, W+0 | Perc +2 | Init +2 | Move: 30ft. | Challenge 1/1, Tactician 1/1| Hero Pts 1 | Conditions: - (60 posts)
Barzillai Thrune
Bynoth Phaelzuhr

Battlescourge of Hextor - Male Human (Oeridian) Cleric 6 | HP 56/56 | AC 19/T12/FF18 | F+9, R+4, W+9 | Perc +7 | Init +3 | Move: 20ft. (126 posts)

Califrax
(0 posts)
Illia Ean
Calixa PF1
(0 posts)
Raia
Calli'dhar Lysekk
(0 posts)
Ziki
Candy Grrl

Newborn | Danger +1 | Freak +2 | Saviour 0 | Superior +2 | Mundane -2 | Condition: Insecure | Potential: ✴️▶️▶️▶️▶️ | Heroforge Candy Grrl (22 posts)

Candy Grrl 2.0
(0 posts)
Stone Giant
Cerebrum
(0 posts)
Priest of Kazutal
Chakk'gar
(0 posts)
Elgadazum the Hateful
Character Concept 1
(1 post)
Xenoseeker
Cicatrix-791
(0 posts)
Blood Hag
Clothilde
(0 posts)
Danse Macabre
Cody Twain - Headsman
(0 posts)
Kaleb Hesse
The Confectionist
(0 posts)
Fighter
Constanza Tibolino

Female Human (Tilean) Mercenary WS 32 | BS 30 | S 30 | T 30 | Ag 41 | Int 28 | WP 38 | Fel 34 | A 1 | W 11 | SB 3 | TB 3 | IP 1 | FP 2 (43 posts)
King of Roses
Corleth the Fey
(0 posts)

Crendal Bent Bones
(0 posts)
Togomor
Cruxcarr Felmongere

Male Human Wizard Thassilonian Sin Magic Specialist (Gluttony) 6 (239 posts)
Golden Orb
D.A.W.N.
(0 posts)
Elvish Fighter
Damien Bot
(6 posts)
Military Officer
Dead Suns PC Concept 1
(0 posts)
Demibaron Graitus Kavalderic
Dekamund Boscobel

Male Half Elf Cleric (Hidden Priest) of Milani 4 | HP 23/23 | AC 16 T 12 FF 14 | F+4, R+3, W+7 | Perc +9, Low Light Vision | Init +2 | Move: 30ft.| Daily Channel: 2/6 (15 posts)
Guiltgorger Giant
The Devourer

Damaged 0 | Hero Points 0 | Perception +X | Initiative +X | Toughness 15 | Dodge 2 | Parry 5 | Fortitude 15 | Will 5 | The Devourer (6 posts)
Elgadazum the Hateful
Diabolical Master Black Dow
(0 posts)
Iggwilv
Disa - DMBDPC
(2 posts)
Locksmith
DM Black Dow
(118 posts)
Svirfneblin
Dobbets - KaulyBot O' Dibbs

Male Wee Radge Oracle of the Big Wind (46 posts)

Dokkaebi
(0 posts)
Android
DRU-3/10/10/2
(0 posts)

Dupleganger
(0 posts)
Koriah Azmeren
Duška Umírajícíkrev

Grand Ranger of Stagfall - Female Half Elf Ranger [Wild Shadow] 4 | HP 32/32 | AC 17/T14/FF13 | F+5, R+8, W+2 | Perc +7, Low Light Vision | Init +6 | Move: 30ft. (218 posts)
Fire Giant
Düramallach
(0 posts)
Skeletal Technician
DԐAD COSMOИAUT
(1 post)
Local Celebrity
Eireachdail ap Leòmhann Bot
(2 posts)

Enfant Terrible
(0 posts)
Vinroot the Drunken Treant
ENT

Damaged 0 | Hero Points 0 | Perception +0 | Initiative +0 | Toughness 0 | Dodge 0 | Parry 0 | Fortitude 0 | Will 0 |Portrait of ENT (0 posts)
Chief Jubbek
Eoten - Giant of Albion

Damaged 0 | Hero Points 0 | Perception +0 | Initiative +0 | Fortitude 0 | Will 0 | Dodge 0| Parry 0 | Toughness 0 | (36 posts)
Chief Jubbek
Eoten - Giant of Antiquity

Damaged 0 | Hero Points 0 | Perception +2 | Initiative -1 | Toughness 15 | Dodge 0 | Parry 5 | Fortitude 15 | Will 6 | HEROFORGE EOTEN (113 posts)
Monster with tentacles
EOTEN the DEVOURER
(6 posts)

Eugene Judd - Puck
(0 posts)
Sabina Merrin
Fernu Fears Nothing

Female Human Barbarian 1
Stats:
15/15 HP; AC 15; Fort +4 Ref +2 Will +1; Init: +2; Perception +5 (+7 vs Undead)
(21 posts)

Fjall of Ostland
(0 posts)
The Red Raven
Frank Payne - Constrictor

Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 | (522 posts)
Blacksmith
Fulcrum Doble-Sellis

Male Gnome Investigator (Empiricist) 1 | HP: 10/10 | AC: 15 T 13 FF 13 |Saves: Fort +2, Ref +4, Will +2| CMD: 11, CMB: +0 |Take 10s: Perception 16, Sense Motive 14, Diplomacy 11, Intimidate 11 (39 posts)
Bastion
The Futurist

Quote:
"Do not derogate my modus operandi with the banal nomenclature of Superhero. For I am a Superiorhero."
(0 posts)
General Gorstav
Fúinn
(0 posts)
Skeletal Technician
Galactic Master Black Dow
(760 posts)
Weapon Crystal
GAME MU/TH/UR
(1 post)
Count Saleno
Games Meister Black Dow
(83 posts)

Gauntlette
(0 posts)
Lem
Gaíllen Bryghtfifer
(0 posts)
Outcast
Gil Tel'kk Varr
(0 posts)
Grindtooth
Glom-Glom

Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft. (78 posts)
Locksmith
GM Black Dow
(0 posts)
Neshiel
Gourmundr
(0 posts)

Grael Half-Orc
(0 posts)

Grand Judge Dow
(0 posts)

Grand Savant Black Dow
(0 posts)
Mite
Grogoch
(0 posts)
Dhampir
Guillaume Le Blanc
(0 posts)

Gyvox
(0 posts)
Plague Steed
Gōlgōtha

Necrocrafted Undead Horse (2 posts)

Hand of Glory
(0 posts)
Rukus Graul
Heavy Duty
(0 posts)
Babau
Hemogoblyn
(0 posts)
Villamar Koth
Herakles - Lion of Hellas

Herak - The Old Lion of Helles | Male Demigod | Damaged 0 | Hero Points 0 | Perception +5 | Initiative +3 | Toughness 11 | Dodge 7 | Parry 9 | Deflect 10 | Fortitude 11 | Will 5 (60 posts)

Herakles - Old Lion of Hellas
(0 posts)
Stone Giant
Highbrow
(0 posts)
Earth Elemental
Hillock
(0 posts)
Stone Golem
Homunculus
(1 post)
Golem-Breaker
Hufsa Járntunga

Female Dwarf Oathbound (Oath of Vengence) Divine Defender Paladin 1 (18 posts)
Half-Orc of Averaka
Hulgra Soursword

Female Half-Orc Cleric of Trithereon 1/Fighter 1 | AC 5 (Scale Mail & Large Shield) | HP 10/10 | THACO 20 | Infravision 60' | Hear Noise 3 in 20 (15%) | Ranger Tracking - (8 posts)
Bugbear Strangler
Hurk'kagg

Bugbear Barbarian [Fearsome Defender] 1 | HP 14/14 | AC 16/T14/FF13 | F+4, R+3, W+0 | Perc +4; Darkvision 60ft; Scent | Init +3 | Move: 30ft. (46 posts)
Grulk
Hurkkagg

Male Bugbear Slayer [Stygian Slayer] 1 | HP 13/13 | AC 17/T14/FF13 | F+4, R+6, W+1 | Perc +6, Darkvision 60ft | Init +4 | Move: 30ft. (37 posts)
Linxia Benzekri
HV PC Concept
(0 posts)
Joran Vhane
Hálvr Grímmrsǫngr

Male Human (Ulfen) Skáld - Ætla Kappi (Skald - Fated Champion) 4| HP 47/47 | AC 17/T11/FF15 | F+7, R+2, W+4 | Perc +5 | Init +3 | Move: 30ft. (38 posts)
Duergar Slaver
Hóskuldr Blóðskegg
(3 posts)
Hero-God of Gardens and Orchards Kelksiomides
Iacobus Madimo
(0 posts)

Infantesmal/Big Baby
(0 posts)
Whaloss
J'Vell Miirsh

Male Lashunta (Damaya) Envoy (Grifter) 1 | Init▸ +0 | EAC▸ 00 KAC▸ 00 CMAC▸ 00 | SP▸ 0/0 HP▸ 0/0 RP▸ 0/0 | Saves F▸ +0 R▸ +0 W▸ +0 | Movement▸ 00ft | Perc▸ +0 (1 post)
Lem
Jarvey Glintloque

Male Halfling Kutsche Meister W 0/14 | Fate 2 | Fortune 1/2 | Resilience 3 | Resolve 4/5 | Movement 3| Corruption 1| Conditions: Fevered (-10 all tests) (58 posts)

Jenneleth - NPC
(0 posts)
Skreed Gorewillow
Jerukh Hörnungr

Half-Orc Alchemist Chirurgeon 3 | HP 2/25 | AC 16/12/14 | F+5, R+6, W+4 | Perc +8, Darkvision 60ft | Init +2 | Move: 30ft. , Hero Points: 1
Daily Alchemy:
Bombs: 3/5; Extracts 1st Level: 3/4
(491 posts)
Jozan
Jodric Helderzeil
(0 posts)
Markwin Teldas
Jodric Sagenbrecht
(0 posts)
Jester
John Powers - Jester
(0 posts)
Diver
Jory Bolitho
(0 posts)
Lieutenant Kosseruk
Junnda
(0 posts)
Kisegar
Junra Dealhammer

Female Dwarf Envoy [Corporate Agent - Ulrikka Clanholdings] 1 (0 posts)
Mayor
Jurin Kreed
(0 posts)
Member of the Ninth Battalion
Kevkul - DMBDPC
(1 post)
Animate Dream Shopkeep
King Gilgamešh
(0 posts)
Weird Butler
KM NPC - Anando Veresisi

NPC (10 posts)
Lessaj Gilvrand
KM NPC - Anza the Jay
(0 posts)
Marcos Farabellus
KM NPC - Jacobi
(0 posts)
Jira Odan
KM NPC - Naleska Vijic
(0 posts)
Follower of Szuriel
Koggur
(0 posts)
Molthuni Captain
Kolosstal
(0 posts)
Kossrani
Kolvig Gyldersonn
(1 post)
Leonard Kriegler
Kolya Krasimir Yakovich

Male Human (Russian) Жесткая Герой (Tough Hero) 3 Выделенный Герой (Dedicated Hero) 3| HP 45/45 | DEF 14 | F+6, R+2, W+4 | Spot +5 | Init +0 | Move: 30ft.| Action Points: 17 (34 Gained/17 Used) (25 posts)
Gunner
Konrad Seiben

Male Human (Neo-Prussian) Eugenetikorpsmann (55 posts)
Papinijuwari
Kra'vohkus
(0 posts)
Ikiko
Kráku Keenbeak
(0 posts)
Illia Ean
Kunegunde WFRP Concept
(0 posts)
Sveinn Blood-Eagle
Kveldúlfr the Wanderer

Also known in The Northlands as:
Miǫðvitnir ("The Mead Wolf"); Frosthár ("Frost-hair") and Einn-Vanrheimili ("One Without Home")
Male Northlands Human Unchained Monk (Wanderer) 1| HP 12/12 | AC 14/T14/FF13 | F+4, R+3, W+3 | Perc +7; Low Light Vision | Init +1 | Move: 30ft. (8 posts)
Zolerim
Le Bossu
(0 posts)
Monster with tentacles
The Leviathan M&M
(0 posts)
Battle Herald
Lisl
(0 posts)
Wax Golem
The Lump
(0 posts)
Locksmith
M&M Concept
(0 posts)

M&M Concept - Candroid
(0 posts)
British Diver
M&M Concept Alpha
(0 posts)

M&M Concept WK
(0 posts)
Corpsefolk Marine
M&M Concept: Vent
(0 posts)

M&M Dweomer
(0 posts)
Fire Elemental
M&M Hellemental
(0 posts)

M&M Roughhouse
(0 posts)
Roka Kozu
M&M Take 2
(0 posts)

Maegvegil
(0 posts)

Mark Raxton - The Molten Man
(0 posts)
Erasmus
Markus Gilfre

Mortal Vessel for a Demonic Powerhouse (37 posts)
Jack-O'-Lantern
Marvel - Jack O' Lantern
(0 posts)
Glabrezu
Maxim Nabthatoron

Demonically Disguised Dwarf Wizard (Spellslinger) 4/(Unchained) Rogue 1 | HP 28/28 | AC 18/T14/FF15 | F+3, R+6, W+5 | Perc +6, Dark Vision 60ft. | Init +3 | Move: 20ft.| Hero Points: 1
Skills:
+11: Cr.Alchemy; +10: Appraise/Kn.Local/Spellcraft; +9: Cr.Weapons/Kn.Arcana/Kn.Dungeon/Sense Motive; +8: Lore.Malachite; +7: Dis. Device/Lore.Jzadirune/Prof. Merchant/Sleight of Hand/Stealth
(8 posts)
Dwarf Wizard
Maxim Snaphånce

Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)
(2,185 posts)
Yib Thoolp
Meg Hakemerrow
(0 posts)
Anaphexia Assassin
Melius-Σ-7
(0 posts)
Irabeth Tirabade
Mercy Quaalearn

Female Half Orc Paladin [Redeeming Warrior of the Holy Light] of Sarenrae 2 | HP 24/24 | AC 20/12/18 | F+8, R+5, W+8 | Perc +4, Darkvision 60ft | Init +3 | Move: 20ft. Harrow Card: Demon's Lantern, Harrow Points: 1 (1 Used) (245 posts)
Cabbagehead
Mholg

Male Human (Ogre Blooded) Fighter [Brawler] 1 | HP 13/13 | AC 16/T11/FF15 | CMD 16, CMB +6 | F+6, R+1, W+0 | Perc +5 | Init +1 | Move: 20ft. | Heroforge Mholg (34 posts)

The Might Oak
(0 posts)

Minath Fanechilde
(0 posts)
Null-9
Misericordia-5

Female Android Biohacker 2| Init▸ +2 | EAC▸ 14 KAC▸ 14 CMAC▸ 22 | SP▸ 14/14 HP▸ 16/16 | RP▸ 4/4 | Saves F▸ +4 R▸ +2 W▸ +2 | Movement▸ 30ft. | Perc▸ +9; Low Light Vision; Darkvision 60ft. | Hephaistos Sheet (7 posts)
Celeste
Miséricordélia
(0 posts)

Monsteen M&M Concept
(0 posts)
Yib Thoolp
Monsteress
(0 posts)
Yib Thoolp
Morven Rochbrattle

Female Trollkin Scrapper/Fell Caller (26 posts)
Fetchling
MSH - Stygia
(1 post)
Swordpriest
Muli - DMBDPC
(1 post)

Murnok Vell
(0 posts)
Elgadazum the Hateful
Māmōn

Quote:
"The self-righteous oft state: 'You cannot serve God and Mammon both'. In this we agree... So bend your knee and serve!"
Demonic Powerhouse of Greed | Initiative +2 | Dodge 3 | Parry 2 | Fortitude 13 | Toughness 13 | Will 10 | Perception +5 | VP: 1/1 (60 posts)
Tenzekil Braybittle (Bleachling)
Nimveld Nox
(0 posts)

Noble Savage
(0 posts)
Count Aericnein Neska
Nobleman M&M
(0 posts)
Mask of Stolen Identities
NUR5E
(0 posts)
Rima Kell
O.M.A.X-23

Female Augmented Mutant | Initiative +10/+14 | Toughness 10 | Dodge 10/14 | Parry 12 | Fortitude 10 | Will 7 | Perception +10 | Hero Pts 0 | OMAX-23
Senses:
Normal Sight [Extended], Normal Hearing [Extended], Scent [Extended, Ranged, Accurate, Acute, Tracking], Low-Light Vision, Microscopic Vision
(43 posts)

Oaf - M&M Concept
(0 posts)
Friendly Fighter
Obadiah Hludham
(115 posts)
Fiendish Fire Giant
Olde Goat
(0 posts)

Omoi
(0 posts)
Nuragla, Pit Hag
Oni-Ni-Kanabō
(0 posts)
Hakon
Ormr of the Hrīmklóar
(2 posts)
Toff Ornelos
Osmær Aulderwald
(18 posts)
Mayor
Paveer Vendikon
(0 posts)

PC Concept M&M
(1 post)

PConcept 1
(8 posts)

PConcept 3
(1 post)

PConcept 4
(4 posts)

Grand Lodge PConcept 5
(6 posts)

PConcept 6
(3 posts)
Conchobhar Shortstone
Pekk Carndellvyn

Male Gnome Rogue 1 | HP XX/XX | AC XX | F+X, R+X, W+X | Perc +X, Low Light Vision | Init +4| Speed: 25ft. (36 posts)
Conchobhar Shortstone
Pekk Lacdellvyn

Male Gnome Rogue 1 | HP 17/17 | AC 16 | F+4, R+9, W+5 | Perc +4, Low Light Vision | Init +4| Speed: 25ft. (20 posts)
Zelhara
Penitent-Sister Moritrude
(13 posts)
Hellknight
Pincer
(9 posts)
Seilenos
Polyoinos

Male Human Bacchanal Skald 5 | HP 41/41 | AC 15/T13/FF13 | F+7, R+5, W+4 | Perc +4, Low Light Vision | Init +2 | Move: 30ft.| Hero Points: 1 (195 posts)
Aibretta Fulson
Polytechne "Polly" Lyrre
(0 posts)
Seilenos
Polyοἶνος
(0 posts)
Kess
Potentia
(0 posts)
Judge Trabe
Prof Eoten
(0 posts)

Prof. Æthelweard Kendrick

Male PL10 Hero's Alter Ego: Initiative +0 | Dodge 2 | Parry 2 | Fortitude 0 | Toughness 0 | Will 2 | Perception +6 |
Quote:
"So you think I should be the bigger man? Jolly good. I can be the bigger man alright.."
(31 posts)
Human
Professor Æthelweard Langfellow

Damaged 0 | Hero Points 0 | Perception +6 | Initiative +0 | Toughness 1/10 | Dodge 3 | Parry 3 | Fortitude 5 | Will 8 | Heroforge: Professor Langfellow (72 posts)
Android
Proletarius 9
(0 posts)
Emil Kovkorin
Pytt Illaugur
(0 posts)
Harsk
Rannock Deepdelver Bot
(1 post)
Asnaan Sharoosh
Ranveer Singh

Male Sikh Fighter 3 (VMC Rogue) | HP 28/28 | AC 20/T12/FF18 | F+5, R+3, W+5 (+6 vs Fear) | CMB +5 CMD +14 | Perc +4 | Init +2 | Move: 30ft. | Heroforge: Ranveer Singh (43 posts)
Mask of Stolen Identities
Redeemer
(0 posts)

Rhuvegg Vertheart
(0 posts)
Kagak of the Rolling Thunder
Road-Rage

Male Hobgoblin [Ork] Combat Rigger | Condition Phy 0/11, Stun 0/10 | Armour 10 [11] | Limits Physical 9 Mental 5 Social 4 Astral 6 | Perception 5 (+1 Audio), (Low Light) |Init 10 (+1d6) Cold-Sim Init 7 (+2d6) Hot-Sim Init 7 (+3d6) | Edge 1/1 (151 posts)
Ulfen
Rolaf Hófsmaðr
(0 posts)
Kaigon the Miscreant
Rolaf Redcurse
(0 posts)
Orc
Ru'kka Tusksister
(0 posts)
Barl Breakbones
Rökfall
(0 posts)
Xol-Nomag
Rúnhildr Valente
(2 posts)
Hathor
The Sacred Bull

♉️ Great Bull of Heaven| Damaged 0 | Hero Points 0 | Perception +7 | Initiative +1 | Toughness 13 | Dodge 5 | Parry 5 | Fortitude 10 | Will 10 | Hero Forgeries: Sacred Bull (Shedu Form); Sacred Bull (Human Form) (22 posts)
Delexia
Sariana Bot
(3 posts)
Scale
Sector Chief Dow
(0 posts)
Drow
Sevvek'k
(0 posts)
Isuma
SFConcept Ny'esh

Female Kasatha Soldier 1 | Init▸ +2 | EAC▸ 13 KAC ▸ 14 CMAC▸ 22 | HP▸ 11/11 SP▸ 7/7 RP▸ 3/3 | Saves F▸ +2 R▸ +2 W▸ +3 | Movement▸ 30ft | Perc▸ +2 | Active Conditions▸ None. (1 post)

Singularity 9
(0 posts)
Harsk
Skane the Prognosticator
(1 post)
Ulfen Raider
Skäne Ingvârssonn

Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17 (889 posts)
Sveinn Blood-Eagle
Skäne Snjármǫn

Male Human (þursfyrðar) Ranger (Freebooter) 1 (92 posts)
Ulfen Raider
Skäne “Countless” Ingvârssonn
(597 posts)
Ulfen
Skírra Skänesdóttir
(0 posts)
Rolth
Slygol Fell

Male Human Rogue 1 | HP 1/7 | AC 15 T 14 FF 11 CMD 15 | F-1, R+6, W+1 | Perc +5 | Init +4 | Move: 30ft. | Sneak Attack +1d6 | Conditions: Bound (62 posts)
Droogami
Smilodon of X
(0 posts)
Droogami
The Smilodon
(0 posts)
Sharroa DiViri, Hellknight
Steeple
(0 posts)
British Diver
SUPERVisor Black Dow
(72 posts)
Harsk
Sverrïr Kegbâne

Male Dwarf Barbarian 1 (11 posts)
Giant Slayer
Sverrïr Koltǫnn

Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4 (709 posts)

Temürchono
(0 posts)
Kess
Thylla Vistorix

Female Cleric 1 | HP 11/11 (+5 Temp HP) | AC 6 | F+5, A+4, C+6, D +4, H +9, W +6 | Detect Evil 1 in 6 | Move: 30ft. (31 posts)
Kasatha
Ti'Vah Nimjeel
(0 posts)
Ogre
Tiberius Graul
(1 post)
Molric
Tobir Drosschilde
(9 posts)
Adaro
Todd Arliss - Tiger Shark
(0 posts)
Lukher Stinnison
Toki Goltgaldraz
(0 posts)

Tommfoolery
(0 posts)
Viggrizzor
Torc Gristlegut
(0 posts)
Fire Giant
Torgeir Strømsvik
(125 posts)
Shardra
Torvaa Highmettle

Female Dwarf Paladin of ᛏᚮᚱᛆᚵ (Torag) 1 | HP: 12/12 | AC: 17/T10/FF17 | CMB: +0 CMD: 12 | F+4, R+0, W+6 | Perc +4 | Init +0 | Move: 20ft. | Smite Evil 1/1 (5 posts)
Izinio
The Trapster - Peter Petruski
(0 posts)
Illia Ean
Tulla
(0 posts)
Mordant Spire Elf
Tullovaeyn
(0 posts)
Damiel
Tullowvaen

Male Gold Elf Wizard (Bladesinger) 2 (10 posts)
Kasatha
Tuva Saloosh
(0 posts)
Lem
Tyvollo
(0 posts)
Welton Grompus
Udo Steinspalter

Human (Reiklander) Artisan (Apprentice) | Standing: Brass 2 | W: 14/15 | Fate: 3 | Fortune: 2/3 | Resilience: 3 | Resolve: 3/3 | Movement: 4 | Corruption: 0 | Conditions: -
CHARACTERISTICS:
WS 31 | BS 23 | S 42 | T 40 | I 27 | Agi 26 | Dex 31 | Int 29 | WP 31 | Fel 28
Udo the Gedenksteinmetzlehrling (Apprentice Tombstone Maker) (120 posts)
Arisen Sorcerer
Ukufa

Female Touv Ranger (Divine Hunter of Wee Jas) 4 | HP: 33/33 | AC: 17/T14/FF13 | CMB: +5 CMD: 20 | F+5, R+8, W+3 | Perc +8 | Init +3 | Move: 30ft. (198 posts)
Skull
Under-Dungeon Master Black Dow
(399 posts)
Thousand Bones
Uwatay Talks-To-Spirits
(0 posts)
Harsk
Vekirr Öl-óðr
(0 posts)
Halfling
Verko Ficolfate
(3 posts)
Anunnaki
Verthani Concept
(0 posts)
King of Roses
Veskin Hellebore
(0 posts)
Emil Kovkorin
Vexlygo

Male Tiefling Rogue 2 Heroforge Vex
Skills:
Acrobatics +2; Arcana +2; Deception +8; History +2; Insight +6; Intimidation +4; Investigation +2; Nature +2; Perception +3; Performance +2; Persuasion +2; Performance +2; Religion +2; Sleight of Hand +4; Stealth +4
Stats:
HP: 15/15 | AC: 13 | Prof. Bonus: +2 | Saves: Str-1, Dex+2, Con+1, Int+4, Wis+1, Cha+2 | Passive Perception: 13 | Init +2 | Move: 30ft.
(44 posts)
Lazzero Dalvera
Vhaezil Fællanbóc

Human Fiend-Pact Warlock (Sage) 2 | HP: 19/19 | THP: 0/0 | AC: 14 | Prof. Bonus: +2 | Saves: Str+0, Dex+2, Con+3, Int+3, Wis+1, Cha+6 | Passive Perception 11 | Init +2 | Move: 30ft. | Modest Lifestyle (1gp/day)
Pact Magic:
Cantrips: Eldritch Blast & Minor Illusion | 1st Level (2 slots): Hellish Rebuke, Command & Comprehend Languages
(366 posts)
Superstitious Mercenary
Vhillish Quarrelwick

Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2 (594 posts)
Gossamer
Void Lotus
(0 posts)
Staunton Vhane
Volgg the Tarnisher
(0 posts)
Ragnolin Dourstone
Vuk PF1
(0 posts)
Dhampir
Wesendux
(0 posts)
Zelhara
WH40K Fanatic
(0 posts)
Grayst Sevilla
Wiktor Hrobka

Male Human Crossblooded (Ghoul & Pit-Touched Bloodlines) Sorcerer 2| HP 17/17 | AC 13 T 13 FF 10 CMD 15 | F+2, R+3, W+1 | Perc +0, Darkvision 60ft. | Init +3 | Move: 30ft. Burrowing 10ft.| Ghoulish Claws 7/7 (85 posts)
Minotaur
William Taurens - Man-Bull
(0 posts)
Ralkwai
Wirra
(0 posts)
Zon-Kuthon
Wirrux "Wires" Hulpinyne
(0 posts)

Wᛟᚱᚺᛟᛖᛖᛊᚱ
(0 posts)
King of Roses
Yeoman II - Hilton Fletcher
(0 posts)
Iroran Paladin
Zealot-Brother Calidus

Male Human [Hive Worlder] Ecclesiarchy Fanatic | Wounds 11/11 | Fatigue: 0 Fatigue Threshold: 6 | FP 3/3 | Is 0 | C 0 | 1/2 Move 3 Full Move 6 Charge 9 Run 18 | Condition(s): Unnerved -1
Characteristics:
WS 31 | BS 28 | S 33 | T 30 | Ag 36 | Int 30 | Per 35 | WP 35 | Fel 34 | Ifl 25
(29 posts)
Wizard
Zeebo Softfeather - UDMBot
(4 posts)
Kazakador
Zunn Coalbeard
(0 posts)
Ham
Ábítan “Little Bitter” Hæftince
(77 posts)
Imrijka
Érme Coin

LG Female Half-Orc Inquisitor of Abadar 2| HP 15/15 | AC 17 T 13 FF 15 CMD 14 | F+5, R+3, W+6 | Perc +6, Darkvision 60ft. | Init +5 | Move: 20ft. | Judgement 1/1, Resistant Touch 5/5| Conditions: - (87 posts)
Monster Octopus Person
Óengus Mac Gairm

Male Trollkin Mighty Fell Caller/Pugilist (104 posts)
Harsk
Ónar

Male Dwarf o' Erebor Warrior 2 | HP: 24/26 | AC: 17 | Perception +1 | Initiative +1 | Insight +3 | Wis save +1 | Con save +5 | Portrait (118 posts)
Harsk
Ótmund Thrice-Honoured
(0 posts)
Gearsman
ΞN0CH
(0 posts)

ҒƱTƱRISΤ
(0 posts)