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![]() ”Ok, follow me.” Curator Aldain leads you through the museum at a very hurried pace. You pass numerous exhibits, sectioned and sorted by area and time. Statues, items, and even body parts incased in what seems to be Glassteel cases abound throughout, there is even areas of mounted animals and mystical beast, but the pace is set to fast to really do anything but glance at the items. You finally come to a wall, engulfed by an ancient juggernaut statue. Aldain reaches his hand into the mouth up to his shoulder and an audible clang sounds. He pulls his arm out and the juggernaut splits into double doors that move away from you along the wall. Ahead is a ramp 10 feet wide and 50 feet long descending downwards to 2 sets of double doors on each side of the ramp. ”The first rooms are storage for exhibits that we have taken off the floor for one reason are another, but beyond those is the Balkros library, that is where I believe Mistress Imrizade was headed with her items for research. I will shut the gate here after you enter, to open it from your side pull that lever there on the right side as you are facing the gate. Good luck, I will be in my office hoping for your safe return.” ![]()
![]() ”Yes, I saw it briefly. It was made of mithral, about a foot and a half long and maybe eight to ten inches around. She was by herself and went into one of our basements for research. When she did not come back and we heard the noises I became alarmed. I sent some guards to check on her and when they did not report back I became alarmed. I can not afford to have harm come to one of the Blakros family inside the museum. Please be discreet with this. No one is left inside the museum except some guards, and I have assigned the areas away from where you are going." ![]()
![]() You travel through the city until you arrive at the Therassic Spire museum, an imposing tower built by hands not human. A guard meets you at the door, "Follow me, Curator Aldain has been waiting." He leads you to an office where a middle aged human male awaits. "Thank the gods your here. Ynamir told me that you would get to the bottom of this, and I trust him. Where do you want to start?" ![]()
![]() "When you get to the museum, ask for Nigel, he is expecting you. When you get done, let Nigel know, and he will tell you what to do next. You can use the room to figure out your plan, just don't take to long." Yanmir stands up and heads to the door leading into his shop. "By the way, DON'T SCREW THIS UP! You jack wagons!" ![]()
![]() The old half elf looks at Eian a little confused then snarls,"Key stealin monkeys? How tha hells should I know that? Ya Jack Wagon.
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![]() “There’s trouble at The Therassic Spire museum,” Yanmir growls when he enters the meeting room. Looking from person to person he snarls, "Three? I sent for four. Screw it if he shows I will send him to assist you later. The old half elf takes a chair and spins it around before sitting with the back infront of him.
Yanmir takes a drink from his always present flask of spirits. ” I don’t need to tell you what those kinds of things might be worth, so it looks like you’re heading to the Therassic Spire museum tonight. ![]()
![]() 4d6 ⇒ (5, 4, 5, 6) = 20 - 4 =16
Top 6=
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![]() You all arrive at Yanmir's Curios right before dusk. The shop is a two-story building built in a blockish style. It is covered in old stucco that is missing in more than a few places. The back door is magically protected to only allow in those of Yanmir’s choosing.
Begin character introductions while waiting for Ynamir. ![]()
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![]() Over the past few years you have each worked of an on for an old half elf named Yanmir Uthordin. Yanmir seems to be a retired adventurer, always on the edge of being drunk and never with out a mithral flask covered with dwarven runes that you have never seen him refill. Yanmir has always had his fingers in every type of goings on you can imagine, hiring you for numerous odd jobs, from messengers to caravan guards. He is one of the rare few merchants to be a permanent fixture in Downmarket, a constantly shifting bazaar of tents and stalls. Why he continues to stay here remains a mystery. You have all received a message that Yanmir has need of your services again, and that at dusk he expects you to be in the back room of his shop, Yanmir’s Curios, to discuss yet another employment opportunity. ![]()
![]() Lon,
Example: If you put 1 of your 9 skill points into Survival, you would get
+1 Ranger Track Bonus (Half Ranger Level, Minimum of +1)
![]()
![]() William Glaze wrote:
HUH!? you could actualy have a Half dragon half halfling now.half dragon is a Template: That can be added to a standard “Half-dragon” is an inherited or acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-dragon retains all the base creature's statistics and special abilities except as noted here.
CR: Same as the base creature + 2 (minimum 3). Type: Creature type changes to dragon. Do not recalculate Hit Dice, Base Attack Bonus, or Saving Throws. Armor Class: Natural Armor bonus improves by +4. Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon. Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability). Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon's size (see “Natural Attacks” on pages 301–302). Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier). Dragon Variety Breath Weapon Abilities: Increase from the base creature as follows: Str +8, Con +6, Int +2, Cha +2. Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's. Halfling:
+2 Dexterity, +2 Charisma, –2 Strength:
-Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. -Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks. -Slow Speed: Halflings have a base speed of 20 feet. -Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. -Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. -Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. -Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. -Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. -Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. And No you cant play one..... ![]()
![]() Use these: 4d6 ⇒ (5, 6, 5, 6) = 22=17
TOP SIX =
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![]() Back ground for characters is up to you, I will veto if needed or assist if asked. We will be doing a home type campaign not an adventure path.
Advice:
![]()
![]() Lets go ahead and do new, unless you guys are totally against it. -1st level -Max HP -2 traits (Any) -Roll 4d6 drop lowest, 10 times take top 6. Roll here. Then add Racial Mods. -Class, Any thing from Pathfinder Core and Advanced Players Guide -Race any playable race in the Beastary and Core (Yes even Drow Mary,
-Non Evil -Max Gold for 1st Level My rolls: If I run a character.
=18, 17, 14, 13, 13, 12 ![]()
![]() Checking Die Roller:
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![]() Example character. You can copy and past to your profile and change the info to fit your character.
Kithian Darlok
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Spd: 40 ft (Medium Armor 30 ft)
Special Attacks:
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Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 13
{spoiler=Feats}
{spoiler=Traits}
- Magical Knack: (Oracle)You were raised, either wholly or in part,
{spoiler=Skills}
{spoiler=Racial Abilities}
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-orcs have a base speed of 30 feet. Darkvision: Half-orcs can see in the dark up to 60 feet. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
{spoiler=Class Abilities}
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing her in peril of death.
{spoiler=Equipment}
Misc Equipment
=8sp left {/spoiler} ![]()
![]() Up to you guys what we do, I don't care.
When you click Add a New Post
Look forward to playing. |