Xan Nes's page

Organized Play Member. 76 posts (1,319 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 16 aliases.


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Bry is a deep chestnut like his pa was before going gray.

1) Bry would always save for winter, he learned to since he was old enough to help with the harvest.

2) Bry would stand his ground.He needs to help.

3) Yes, he doesn't want to be but he is scared of them.

Edit for some more information as I review things

Bry made one enemy during his relatively peaceful life. While being taught by his Senior Artisan, a Healer named Thistle, he was trained alongside another possible tenderpaw, a red fur named Tyr. Tyr had stolen and sold medical supplies and Bry caught him and got him expelled from the guard. The two are now sworn enemies, though Bry hasn't seen him since.

Bry's best friend is a fellow harvester named Lyla who lives back in Elmoss.

Bry is also a firm believer that one shouldn't have to kill to protect, but when he see's a mouse being threatened he will act out in their defense.


Meetch wrote:
Elsine wrote:
I'm cool with going full Rangers Apprentice, with my grumpy old man and two wippersnappers
That sounds like it'd be fun. It'll make Barton crazy to be on a baby team, so he's going to act out.

I think Bry would enjoy it.


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Allow me to introduce the basis for my medical Mouse:

Bry, a young harvester mouse from Elmoss with a knack for the healing arts. The son of Mord and Tammy, and oldest of five siblings, Bry volunteered for the guard to continue his education in the ways of medicine so he can help his family while not becoming a field mouse like his Dad. He retains the field mouse training of being alert and is 'strong' from harvesting grain, but is still inexperienced in the ways of the world.

That was a scary fast update....


Alright, so my idea just as a toss up is a Tenderpaw with a flair for medicine. Mostly I would enjoy being a mouse medic because I get the feeling it would help a lot


I'm interested


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So I will admit I chose this class because I wanted to play a space journalist. As a result, I ended up playing the class, and build it to represent the fact he would, to start off, be no good in combat. My highest physical stat was strength at 12, and that was only because I was playing a Lashunta. My mental stats were more balanced with 14, 12, and 14 for int, wis and cha respectively.

I was nervous about the character and was backed up by a technomancer, a soldier, and a mystic. As expected I killed nothing during the big combat of the session which was an ambush by space goblins. I got maybe 2 hits in, with a record of three damage. I did enjoy using Dispiriting Taunt, and based on the GM's open roll's it saved everyone but the soldier.

Overall, I enjoyed the class, and while my build wasn't the best for combat it makes for a very good skill based class.


A Lashunta Envoy. Iamgoing with the Icon, and having it be a Net identity. Basicly pulling a Peter Wiggin and trying to use a reporter to try to influence the setting outside of the adventures.


AlgaeNymph wrote:
Mark Moreland wrote:
thecursor wrote:
Ambrosia Slaad wrote:
Dyldor wrote:
David knott 242 wrote:

Apparently showing the extra arms is fine, but using them for any practical purpose is taboo.

I wonder what the logic is, could it be because they're reserved for procreation? ╰╰( ͡° ͜ʖ ͡° )ノノ
Or like Italians, they need the extra hands for speech.
As an Italian, I can confirm that we ALSO use our hands for mating.
Whoa! Keep it PG, people! There's a larva present!

This is Paizo, kids probably see that sort of thing all the time.

I mean, this is the first iconic who's married, and a parent...and they're in a poly relationship.

This is why I like Paizo. ^_^

That is because Shirren are the best.


I hear that Ed is one of the most common larval names.

In all seriousness this is what I want to play


I can't wait for this too come out. I would preorder a copy of this for myself but that'll have to wait till I know where it is I am going to be when august rolls around.

Still I love everything shown so far.


Actually, more fitting with the character I had in mind, I will be building a redeemer paladin instead of a Empyreal Lord if that is ok with the GM


As a paladin of Shelyn I do not think Canabalism is accepted in my goddesses eye.

Wrong one XD


So a bard and a mutagenic mauler? Looks like we may need some divine arm or something. Ill dig into my books of knowledge.

I am quite tempted too play an Empyreal Knight of Shelyn.


Amazing? Alright Times has gone off the deep end :P Having dmed some of them before I'd say they are ok at not dying and I'm coming in not know what to build for this. Too many ideas.


Hello, thank you for DMing :)

Dialogue is important? Well, I'll have to pull out my writers kit for this :0


Man, my group is already planning characters. Personally I want to see the Haan, though I would like to play the mechanic


Dotting :)


Alright so I am thinking of making a character who would have heavily accosted with the House, likely with Privateer being the back story. I will work on the crunch and the cohort would be his spell caster who served with him.


Hello, Dotting in as I think about what to create. This seems like itll be a fun game, and one I will end up reading even if I don't get in :P


Alright, my last post before the build I will me making a Half-Orc Warpriest of Milani. Going with a Finesse Build (Because who says Half Orcs are all brutes) and will have a fun backstory to follow this character.


Freya Solheim wrote:
Team Good currently has a fighter, a rogue, a bard, a brawler, and an arcanist for those thinking of party roles. The big gap is divine casting obviously.

Yeah saw that and took a look Divine Stuff, I like the healing classes, and figure a warpreist fits best.


Dotting For Good. Im Thinking of a Cleric of some kind.

*EDIT* Taking another look Warpreist and Shaman

*Second Edit* Warpriest of Milani


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Allow me to Submit

Almynd Thomas of Aglarond:

Almynd Thomas
Human CR 4
CG Medium Humanoid
Cavalier level 5
(Order of the Lion )
Init +2; Senses ; Perception +2

DEFENSE
AC 22, Touch 11, flat footed 21 ( Full-plate, Heavy Steel Sheild)
(+1 Dex, +9 armour+ 2 Shield)
hp 42 (0d8+5d10+5+5);
Fort +5, Ref +3, Will +2

OFFENSE
Speed 20
Melee
Single Attack(+1/+0) Lance +9 (1d8+4 X3)
Full Attack
(+1/+0) Lance +9 (1d8+4 X3)
Space 5ft.; Reach 5
Special Attacks
Banner (Ex) Allies within 60 ft +2 morale on fear saves and +1 morale on attack rolls in a charge. Additional bonus=
Cavaliers Charge (Ex) +4 bonus on melee attack rolls on a charge while mounted and no penalty to AC
Challenge (Ex) +1 damage per level against one foe (-2 AC against other foes). Per day = 2
Lion Challenge Receives a dodge bonus to his AC against attacks made by the challenged. Bonus = 2
Lions Call (Ex) As Standard Action allies in 60ft a comp bonus on fear saves equal to his CHA mod and a +1 bonus to attack
Tactician (Ex) Standard action, grants teamwork feat within 30 feet last 3 rounds +1 per 2 levels. Per day 2

STATISTICS
Str 16, Dex 14, Con 13, Int 10, Wis 8, Cha 14
Base Attack 5 CMB 8 ; CMD 20
Feats
Monstrous Mount (Griffon)
Mounted Combat: Negate hit on mount with ride check DC opponents attack roll
Ride-by Attack: When charging can carry on after the attack
Trample: When overrunning opponent cannot avoid you
Outflank (Team): Gain +4 bonus on attack rolls when flanking.
Skills Bluff 10, , Diplomacy 2, Handle Animal 10, Intimidate 2, Know Local 8, Know Nobility 0, Perception 2, Ride 10, Sense Motive 4,
Languages Common
Gear: MWK Lance, MWK Full Plate, MWK Longsword, Heavy Steel Shield, exotic military saddle

SPECIAL ABILITIES
Expert Trainer (Ex) Bonus equal to 1/2 his level whenever uses Handle Animal on a mount.
Mount (Ex) Gains a loyal steed, functions as a druid animal companion.
Order (Ex) At 1st level, a cavalier must pledge himself to a specific order.


And Zerxys:

Griffon
This majestic beast has the body of a lion, the head and forelegs of a great eagle, and a massive pair of feathered wings.
N Large Magical beast
Animal Companion level 5
Init +3; Senses Darkvision 60ft, Low-light Vision, Scent; Perception +6

DEFENSE
AC 22, Touch 12, flat footed 19 ( Chain Shirt, Shield, none)
(+3 Dex, +6 Natural, -1 size, +4 armour)
hp 42 (0d8+5d8+15);
Fort +7, Ref +7, Will +2

OFFENSE
Speed 30, fly 40ft., Fly Average
Melee
Single Attack Bite +5 (1d6+4)
Full Attack
Bite +5 (1d6+4)
Space 10ft.; Reach 5
Special Attacks

STATISTICS
Str 17, Dex 17, Con 16, Int 5, Wis 13, Cha 8
Base Attack 3 CMB 7 ; CMD 20
Feats
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks,
Attack-2 (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks,
Come (DC 15): he animal comes to you, even if it normally would not do so.,
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.,
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that does not know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.,
Fetch (DC 15): he animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.,
Guard (DC 20): The animal stays in place and prevents others from approaching.,
Heel (DC 15): The animal follows you closely, even to places where it normally would not go.,
Armour Prof Light,
Evasion: No damage on reflex save,
Flyby Attack: Can make standard action during move,
Hover: Can Hover
Skills Acrobatics 1, Climb 1, Escape Artist 1, Fly 4, Intimidate -1, Perception 6, Stealth 1, Survival 1, Swim -1
Languages Common (cannot speak)
Gear: Chain Shirt Barding

SPECIAL ABILITIES
Evasion Reflex save no damage instead of 1/2
Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she does not have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Natural Armour Increase + 2
Share Spells (Ex) The druid may cast a spell with a target of You on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companions type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Str and Dex Bonus 1
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent:This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the sources location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarrys odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Will Update gear and add background, just wanted to get the build up as promised.


Alright, give me a day or so. I don't mind starting from where you left off but I don't know all that much about it. Starting a new one may be easier. Just send me the details, and I will get the stuff set up.

*EDIT*

It looks like you put in a lot of work into your "old" campaign.


If it is the Green Ronin version I wouldn't mind dming. Just would need a day or so to become familiar with the rules again. I could do the six players, if Storyteller Shadow wants in.

:)


Working on the Griffonrider concept. Sheet and background will be posted later.


TheGreenTeaGameMaster wrote:
Xan Nes wrote:

After seeing ALOT of casters I would like to toss in a slightly more martial character, and did some more digging in the forgotten realms, and found this.

http://alcyius.com/dndtools/classes/aglarondan-griffonrider/index.html

Would a griffonrider be ok? And would I have to be an aspiring griffonrider seeing as how even if the skills are scaled down to pathfinder level it is still 6 or 7 ranks in ride?

I have no problem, in principle, with this class. The thing is - the animal companion rules changed a lot (and were quite simplified) from 3.5 to Pathfinder.

I think it could more readily done with a Cavalier (or other class with an animal companion, such as Paladin or Ranger) and the Monstrous Mount feats. If it helps, I think it's really stupid that those feats cut the speed of your griffon/hypogriff/etc in half when flying (you're spending a lot of feats on a flying mount, why cripple it?), so you could omit that particular aspect of that feat line.

That helps a lot thank you.


After seeing ALOT of casters I would like to toss in a slightly more martial character, and did some more digging in the forgotten realms, and found this.

http://alcyius.com/dndtools/classes/aglarondan-griffonrider/index.html

Would a griffonrider be ok? And would I have to be an aspiring griffonrider seeing as how even if the skills are scaled down to pathfinder level it is still 6 or 7 ranks in ride?


Alright, after going trough everything I am going to build a human cleric . The full build will be up later


There are a TON of casters being tossed around. Back to the drawing board.


Dot

Probably going to play a cleric/bard, may be a mystic Theurge at some point, but mostly going for support.

*EDIT* Well it seems like there are A LOT of arcane casters.


Cant wait to see Ruins of Azlant


Ashe wrote:

Are HP: Max, or Normal Max First then Half +1 or are we going to Roll?

I am taking the Artist Package, but have no spells or even Use Magic Device. So do I just not get the wands or can they be replaced? Thanks.

Max HP


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DM Grimshaad wrote:

Here's the applicants so far. Once G-Unit has presented an idea we'll need about 2 more if possible, though at this point we seem to have at least 3 pseudo-healer builds. Good to see. Everyone is looking good so far.

** spoiler omitted **

Well atleast we can take hits, and a decent amount of them.


DM Grimshaad wrote:


'Enhancement' is the bonus to hit & damage or armor gained with high quality/magical weapons or armor, respectively, while 'Enchantment' is the additional magical quality present on the item.

So, more often than not the overall quality of the items presented is higher than the enchanted quality it bears is worth. Strong items with weaker enchantments.

I can understand the confusion so here's an example of a 2h weapon from this package: +2 bastard sword with the Flaming Quality is legal while a +2 bastard sword with the Flaming AND Shock Quality is not.

Thank you *quickly edits Brill-Mane*


Brill-Mane of the Wildlands of Bal:

Appearance & Backstory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Names & Appearance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Noble Title:None
Rank:
Alias:Brill-Mane
Full Name: Brill-Mane
Gender: Male
Eye Color: White
Skin Color: Mildly Pink, mostly covered in black fur.
Height: 7’11”
Weight: 300 lb
Additional Features: Four Long braids of hair from his head.
Description: Bill-Mane is large, even by the standards of Enuka. Covered in a dark black fur, the only parts of his pink skin being his hands, feet, and face. He is solidly built with a firm strong jaw, bushy eyebrows, and a broad nose. Unlike many of his more fierce looking kin, he appears slightly human, though according to his ancestry it was due some kind of giant blood in his family. Four long braids, each two feet in length, come down from his head, two over each shoulder.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Backstory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Birthplace: Wildlands of Bal
Parentage: One Alive, Father is Clan Chief, Mother died in childbirth
Religious Views: The Cult of the Dragon
Political Views: Laws of Nature
Early Life: Training as a hunter and warrior before his vision faded to what it is now.
Now: Works as a mercenary in the outside world taking jobs that involve his strength, on a journey to prove worth
Future Aspirations: Take over as chief after I prove my worth in the outside world

Core Stats
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Minutia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Race: Enuka Cultural Home: Reis Confederacy
Type: Humanoid Subtype: Enuka
Alignment: Chaotic Neutral Deity/Belief System: The Cult of The Dragon
Size: Medium
Base Speed: 40ft Flight Speed: 0 Swim Speed: 0 Climb Speed:0
Starting Languages: Enuka, Common, Giant Learned Languages:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ability Scores
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRENGTH-(Str):16 Modifier:+3
DEXTERITY-(Dex): 14 Modifier:+1
CONSTITUTION-(Con):16 Modifier:+3
INTELLIGENCE-(Int): 8 Modifier:-1
WISDOM-(Wis): 10 Modifier:+0
CHARISMA-(Cha): 17 Modifier:+3

Battle Stats
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defense
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HP: 63 (2d12+3d8+15)
FORTITUDE:+7 (3+3+1) Specific Save Variants:+2 against charm and compulsion effects
REFLEX: +2 (1+1) Specific Save Variants:+2 against charm and compulsion effects
WILL:+3 (3) Specific Save Variants:+2 against charm and compulsion effects
AC: 22 Touch:11 Flat-Footed:21
(Total AC= 10 + 1 + 0 + 9 +2 + 0+ 0 + 0)
(Touch AC= Total AC – Natural Armor Bonus, Armor Bonus, & Shield Bonus)
(Flat-Footed AC= Total AC – Dexterity Bonus & Dodge Bonus)

IMMUNITIES:
DAMAGE REDUCTION: 3/- SPELL RESISTANCE:
FIRE RESISTANCE:2 COLD RESISTANCE:2 ELECTRICITY RESISTANCE:2
ACID RESISTANCE: 5 NEGATIVE ENERGY RESISTANCE:2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Offense
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BASE ATTACK BONUS-(BAB): +4
INITIATIVE: +1
CMB:+9 CMD:20
(CMB= 4 + 3 + 1+1)
(CMD= 10 + 4 + 3 + 1 + 1+1)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Attacks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MELEE ATTACK
Weapon Name: Slasher Weapon Type: +1 Large Keen Falchion
Attack Bonus: +7 Damage: 2d6+5
Damage Type: Slashing Crit Range/Multiplier:15-20
Special Qualities:

Quills
Weapon Name: Braid Quills Weapon Type: Quills Range: 30ft
Attack Bonus: +5 Damage: 1d8
Damage Type: Peircing Crit Range/Multiplier: 20
Ammunition:----
Special Qualities: 1/hour

Mighty Pebble
Weapon Name: Mighty Pebble Weapon Type: handheld rock Range: 20ft
Attack Bonus: +5 Damage:2d6
Damage Type: bludgeoning Crit Range/Multiplier:20
Ammunition:---
Special Qualities:1/day

Consolidated Skills
*ACROBATICS-(Dex):
(Acrobatics(except jumping), Escape Artist, Fly, Ride)
*ATHLETICS-(Str):
(Acrobatics,(jumping), Climb, Swim)
SCIENCE-(Int):
(Craft, Knowledge(engineering))
*FINESSE-(Dex):
(Disable Device, Sleight of Hand)
INFLUENCE-(Cha):
(Bluff, Diplomacy, Intimidate)
NATURE-(Int):
(Handle Animal, Knowledge(dungeoneering, geography, nature))
PERCEPTION-(Wis): +5 (5 ranks)
(Perception, Sense Motive)
PERFORMANCE-(Cha):
(Disguise, Perform)
TRADE-(Wis):
(Appraise, Profession)
RELIGION-(Int): +7 (5 ranks+ 3 class -1 int)
(Knowledge(planes, religion))
SOCIETY-(Int):
(Knowledge(history, local, nobility), Linguistics)
SPELLCRAFT-(Int): +7 (5 ranks + 3 class - 1 int)
(Knowledge(arcana), Spellcraft, Use Magic Device)
*STEALTH-(Dex):
(Stealth)
SURVIVAL-(Wis):
(Heal, Survival)
*= Armor Check Penalty Applies

Traits & Feats

Basic Combat- Faiths HunterDivine powers smile upon you each time you grievously wound a favored enemy. When you confirm a critical hit against a favored enemy, you may extend the duration of any divine spell affecting you by 1 round. The benefits from multiple critical hits stack. Divine spells with an instantaneous duration can’t be extended in this manner.

Basic Combat- Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Basic Non-Combat Trait- BirthmarkYou were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Basic Non-Combat Trait- Feral Speech You were raised in a community that included numerous individuals who spoke with creatures of the wild. You gain one of the following languages of your choice as a bonus language: Aklo, Aquan, Auran, Giant, Ignan, or Sylvan. With your GM’s permission, you can instead select Druidic, but druids are protective of their language—you are likely to find yourself hunted by druids wishing to eliminate you as a threat to their sole ownership of their secrets.

Drawback- Umbral UnmaskingYou cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Basic Trait- Focused Mind Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Combat CastingYou get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Additional Mutation Gain additional Mutation

Special Abilities
Enuka-Massive-The Enuka is more massive than other medium creatures, standing over seven feet tall. The enuka may use weapon up to one size larger that it without penalty. The Enuka counts as being one size larger when calculating CMB and CMD.

Enuka-Quills-The enuka can launch sharp quills from his body. As a standard action, the enuka can loose a volley of quills at a single creature within 30 ft, with no range increment. The enuka must succeed at a ranged attack against the target. If successful, he deals 1d8 points of piercing damage. An enuka can use this ability once per hour
Oracle Stone Mystery

Oracles CurseClouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.

Revelation- Acid Skin You gain resist acid 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to acid.

Revelation-Mighty Pebble As a standard action, you can charge and throw a pebble (or other stone of similar size) that detonates when it strikes a target as a ranged attack. The pebble has a range increment of 20 feet and has a +1 enhancement bonus to attack and damage for every four oracle levels you possess. Any creature struck by the pebble takes 1d6 points of bludgeoning damage per two oracle levels you possess (minimum 1d6). Creatures in squares adjacent to the target take half damage, or no damage if they make a Reflex saving throw. If the attack roll misses, treat the pebble as a thrown splash weapon to determine where it lands. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Fast MovementA 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 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, her rage immediately ends, placing her in peril of death.
Rage Power- Moment of ClarityThe barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.

Uncanny DodgeAt 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Enuka- Thick Hide An Enuka with the thick hide mutation is able to shrug off some of the damage taken. An Enuka with this ability gain DR 1/-. This damage reduction stacks with damage reduction from other sources such as the barbarian class ability.

Spells
0 lvl- Detect Magic, Create Water, Guidance, Spark, Stabilize
1 lvl 6/day- Magic Stone, Cure Light Wounds, Sun Metal, Iron Beard, Divine Favor

Gear
Slasher +2 Large Keen Falchion
+1 Buckler
+3 Breastplate of Light Fortification and Stanching
Warriors Baldric
Warriors Chain
Adventurer’s PackThis weathered backpack/messenger bag/large sack may appear well past its use but you know that it’s pockets, large or small, are capable of carrying quite a bit more than usual.
The pack has two large pockets capable of carrying up to 100lbs worth of items. There are also eight smaller pockets, two that can carry 20lbs, two that can carry 10lbs, and four that can carry 5lbs. Each pocket functions as an extradimensional space but will burst if more than its capacity is placed within, jettisoning all containing items within a 10ft area. Items that could not fit in a standard backpack or pocket will not fit within this pack, regardless of weight.
Tephlon-> Riding Gecko
Military Exotic Saddle
10 days of Feed
Oracles Kit
Clothing Furs
Area Map
Spiders Silk Rope
Survival Kit, Masterwork
Adamantium Wire Saw
5ep, 5pp, 25gp, 50sp, 100cp


Please let me know if there is anything I need to edit


DM Grimshaad wrote:

Veteran’s Package

-One 1h Weapon with a +1 Enhancement & Enchantment or One 2h Weapon with a +2 Enhancement but Only a +1 Enchantment
-One Set of Armor with a +3 Enhancement but only a +2 Enchantment
-One Shield or Buckler with a +1 Enhancement & Enchantment or One Light Weapon with a +1 Enhancement or One 2h Ranged Weapon with a +1 Enhancement & Enchantment
-Wondrous Belt Slot Item: Warrior’s Baldric(+1 to Strength, Dexterity, CMB, and CMD)
-Wondrous Neck Slot Item: Warrior’s Chain(+2 Damage Reduction/All, 2 Fire, Cold, Acid, and Electricity, & Negative Energy Resistances)
-2 Basic Combat Traits, 2 Basic non-Combat Traits

So is that a +2 weapon with a +1 enchantment or either a +2 weapon or +1 weapon with +1 enhancement. Same goes with the armor.


Definitely going with the Ekuna Barbarian Oracle. While the -4 int and -2 cha are not optimal, I want to test it out. Rhe total plan will only give me the two barbarian levels, probably going Oracle all the rest of the way unless you allow rage prophets. Either way will be a fun build. Going to take the Quills and Massive mutations and a large falchion. My full build will be up in a few hours


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DM Grimshaad wrote:
Alright, very nice! I'm more of a support player myself :)

*High fives*

Going to go more flavor with this, don't have the racial stuff up at the moment so I am sure I am sacrificing optimization, but thinking either an Enuka Oracle (Earth) 3/ Barbarian 2 or a P'Tan Oracle 5. I will have a full char up once I can pull up the race info


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DM Grimshaad wrote:

Alright, we have five prospects so far in addition to the one I had already.

** spoiler omitted **

Looks like we need a healer, any takers?

Color me very interested. I could easily create a healer in the next two hours. Love playing support characters irl so just need to do a quick read and build.


31) Bet you can't kiss the bartender and get away with it.

32) Bet you can't drink a sock full of ale.


My players ended up convincing Chief Sootscale to become an NPC companion on a really lucky diplomacy roll. He became a common sight to the people of the kingdom, was put in the council, and even gave the pinkskins the chance to mine in the warren (which is what he termed the tunnels in my game. They gave him some magic gear, and listened to his opinions when it came to city building (there was a tavern, a brewery, and a plot of city dedicated to radishes in the capital) Kobolds just became like anyone else, and were members of the army, spys, miners, and because of a string of good rolls, Chief Sootscale became an arcane trickster in the party.


Congratulations to those who made it.


Edited My character one last time. I figure that my character would fit in with the Skirmisher class due to his living in the wilds and updated it to that. Switched out my feature in question for that and switch athletics to acrobatics in my background. I grabbed the Vanguard ability and think it fits a bit better with my idea.


Alright fixed my feature and loaded up my Lillipup with Pickup, because it seems to fit the immage I have. Ice Fang was awesome because of covering Dragon, flying, and I think ground.

Honestly I want to stick with animal based Pokemon for a theme while avoiding the more farm ones.

So I just noticed that the Game of Throhs supplement is allowed and now have figured out how I want my character to progress, and it works.


I have to say this system is fiendish. My starter is set up perfectly in my opinion but I feel like my character is way bellow everyone else's. Everyone has two or three classes and I got one. :P other than that it seems fun.


@Maeve thanks for doing this. Even if I don't get in it was a fun system to make a character with.

@thunderbeard thank you for your advice.


thunderbeard wrote:


EDIT: @Greg Owilder: Make sure you remember base stat rankings in your pokemon stat-ups. Lillipup's highest stat is Speed, so it needs more points invested in that than in any other stats. (Here, Speed>Atk>Everything else). You get a free redistribution of stats every time your pokemon evolves, so the choices don't need to be super-permanent.

Thanks, I forgot about that. I'm still a bit confused on how everything works, but when going through features, I went with stuff that fit my characters backstory, so I only have the Survivalist Class atm. Not sure if that a bad thing or not though.

Other than that creating characters with this system is quite entertaining.


Greg Owilder

backstory:

Greg Owilder was born in the small town of Daggermark. A strange child he never really understood much about other humans, and was a bit of a loner. He would often go on long hikes, and swim around the river near his town. He was often mocked for this, sometimes being called more like a Pokemon than a human, but everyone who said that didn't understand. After all, there was nothing like the rush of adventure, and nothing like the wilds of the world.

He spent most of his life like this, until one day he simply left his town to explore at the age of eighteen. He left alone with a single pokeball, and encountered a Lillipup. It was a weird experience for Greg, as before hand he had always been alone on his journeys, and this Lillipup wouldn't leave him alone. After a year long trip, he gave in and caught the Lillipup, who he had named Oliver during his travels.

Greg and Oliver would continue to travel for a year, before running into a town that announced the Greenbelt expeditions. The two signed up immediately, wanting to continue adventuring, and maybe even get stronger.


Tons of thanks to thunderbird. That list was very helpful, though I am currently running through all of them for my favorite combo. Creating the human character is far tougher than I thought though so it may take a day or two.

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