Aboleth

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Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Dotting the thread.


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2
Dabbler wrote:
It's only one trait to start with, gain an extra trait at the end of each 'chapter'.

Ok. I adjusted the trait, for my concept I also shifted the alignment from N to LN (otherwise it becomes rather difficult to multiclass to monk later).

And certainly, if you want to do a PF conversion of the Sacred Fist PrC, I won't say no. I'd actually resigned myself to regular multiclassing, but a PrC would be nice.

Dotting.


Welcome Turin! I was hoping you gents would stop by for the fun. I expect it should be interesting. I already have some veteran players joined on, so I can begin once I arrange one more (or up to three). As soon as I have four though I mean to get things rolling pretty quickly.


And you would be absolutely welcome Admiral! I well remember your antics. Except you already played Age of Worms! So that would hardly be fair!

Update:

-Pathfinder RPG characters, Level 1, max starting gold for equipment.
-20 Point Buy or you can choose to roll stats 4d6 (reroll 1's) with me in the chatroom.
-APG and such are open for use. Play what you'd like.
-Have a backup character in mind, just in case! (rolled up if you are well prepared). This AP is Deadly, I plan on continuing that tradition.
-I am not as EVIL as Allen Stewart (AKA Killer GM, though I do mean to do him proud. I will fudge no rolls. If you get eaten/crushed/exsanguinated/dehydrated/rotted/immolated/melted/frozen/drain ed by something, don't expect a save from me.
-Three Character Traits.
-I will make any unclear/fuzzy issues of rulings quickly and without wasting a large amount of time. If you have an argument, make it quick and concise or wait until after the session is done. I will always endeavor to make a ruling based on what makes logical sense.
-I am a firm believer in the spirit of the rules rather than the exact written form. Don't be a rules lawyer.
-I will be giving bonus XP for contributions to this journal.
-Medium XP Advancement chart.

Drop me any further questions or look me up in PaizoChat.


Hmm...after checking around, I have begun to realize just how hard it would be to convert the farther adventures in Age of Worms. The earlier adventures would be simple to do in AD&D...but the latter ones would be a complete headache and would probably lose a good deal of their epic flavor. So...

It seems that I will be going with Pathfinder rules after all. Sorry Pygon, I know you already started working on your character. However, this will mean less relearning of old rules and stuff.

I'll need everyone to start prepping 1st level Pathfinder Characters.


Sorta both Alex. I am also going to continue with the journal in this same thread as it moves along, so I figured this might be the best place to start it instead of Gamer Connections.

Its more that I've just started the Campaign Journal page early.


Yeah, I had considered that...but we'll see. I'd like to do whichever system you guys prefer. If any of you think that you'd rather have a chance to play some old character concept from AD&D or want to try some new character idea with Pathfinder, I can work with it.


Heheh...typical me. Instead of just saying, It Shall be AD&D! I will actually leave the final decision of which the folks involved would prefer to play. Pathfinder or AD&D? Drop in some votes Pygon and Fatespinner. JonShade has already mentioned he doesn't mind either way.


As a friend of Lilith and Hugo (and lots of other folks who contributed to Wayfinder), I know a lot of EFFORT (read: Blood, sweat and tears) went into making a 'zine that was for the community, not for sale. If you are just trying to share out the extra copy that you ended up with KC, thats fine (just have the shipping/postage covered).

Despite your apology in the original post, this still came across as a O.O moment!

I just wanted to chime in my support for Lilith, Hugo and all the other contributors of Wayfinder and to thank them for all their hard work.


Alright, I said I was going to do this a long time ago...and with some luck, it'll come together here soon. The gist is this: I will be running an AD&D game (1st/2nd edition) set in Greyhawk. What follows is my modest proposal.

-No more than 5-6 Players/Characters (I already have three people who've expressed interest).
-I will be using some admixture of 1st and 2nd edition AD&D rules. I'll also be making ad hoc rulings on rules that seem odd, out of place or stupid (like why 1st edition Monks can't use Oil..). If it doesn't make sense to me, then I'll make a ruling. Just as an example.
-I am considering various adventures to work into this game, just to warn folks now. Age of Worms and Rary the Traitor both come to mind to begin with. So, if you've played these adventures you should probably steer clear. I envision that Age of Worms would be an absolute death-grinder with AD&D rules. So be prepared!
-This game will be open first to folks who I know and/or Chatroom regulars, chiefly because I know a lot of them never have chances to play in game and are always DMing. Open slots after that we'll see about.
-*Tenatively* this game will be set for Sunday afternoon/evenings around 4pm PST to 8pm PST or so...I'm trying to accommodate some east coasters. The proposed method of play will be Pygon's TTopRPG.

Those who have so far expressed interest:

-Pygon
-JonShade
-Fatespinner

More to come!


I'd actually love to see the correctly sized maps from the 1st two adventures also, if you don't mind posting them. I'm planning on some AoW here soon myself.


I'll add my interest as well!


Oh, and I have to agree with Speaker in Dreams point, Golden Pony. Consider adjusting the BAB requirement and adjusting the class back to a 5 level PrC.

My suggestion in doing so would be:

1) Frenzy, Berserk Warrior, Frenzy Power
2) Supreme Cleave
3) Frenzy Power
4) Greater Power Attack
5) Greater Frenzy, Frenzy Power


You know what...you have a darned good point Golden Pony. For whatever reason (probably because I was focusing on what I've seen as wrong with the PrC in the past) I wasn't thinking about how the character might look at 20th level, which is part of the point. For most campaigns, lets assume level 15 instead since a lot of folks never go higher than then on a regular basis.

Lets compare:

Barbarian 15 Greater Rage
+6 Str (Morale) +6 Con (Morale) +3 Will Save (Morale) -2 AC
7 Rage Powers

Barbarian 8/Frenzied Berserker 7
+12 Str (Morale) +4 Con (Morale) +2 WIll Save (Morale) -4 AC
4 Rage Powers
3 Frenzy Powers (7 total, so thats comparible)
Extra Attack
Less skill points, DR, Trap Sense and such.

Thinking about it from that perspective, the stacking bonus to Strength isn't so bad. Sure its higher than on a Barbarian, but that is what this class does (i.e. its a highly specialized barbarian designed to kill things in scary fashion...).

Oh, one thing that caught my attention though:
Golden Pony, you put
"While in frenzy, a berserker takes a -10 penalty on any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."

Whereas the Barbarian has
"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."

On that, I'd have to say that a FB should be just as restricted on the use of those skills as a Raging Barbarian.


Obviously this thread is generating some heated discussion. Here are my 2 cp.

1) I like the idea of the Frenzied Berserker. This class lets characters like Orson (Record of Lodoss War) or Guts (Berserk!) possible. Its a viable fantasy character concept in my opinion, YMMV or YOMV.

2) The biggest issues I have always had with the class are these:
-Inspire Frenzy: I don't really see the need for it. Frenzied
Berserkers are supposed to be something special...not something
shared. Some might think this includes attacking your own party,
personally I don't.

-Rage and Frenzy Stacking: I just don't go for it. I would prefer to
see Frenzy as a specialized form of Rage instead of an add-on.

Frenzy(IMO)should replace Rage once this class is taken. The character should no longer have the option of Raging or Frenzying....Frenzy is it.


Let me add my long overdue and belated congratulations on your nuptials, Turin!

And may I say...what a fine looking and interesting campaign you have going here...expect my presence, PC mocking and undying support of your quest to ensure as many messy and shameful deaths as you could possibly wish.

See you again soon.


I hope that's not the character's name....otherwise...

Let the hilarity begin Admiral Monkamuck!


I have discovered the Darklands Motherlode! POST POST POST!

Seriously...I'm surprised more people haven't seen this yet.


Just to mention,

the best class I have ever seen for being the "Adventurer/Indiana Jones" archetype was the Savant class from the Dragon Compendium.
Personally I'd love to see that class make a comeback at some point.


Be careful what bonuses you choose, Barbarian Rage is already a morale bonus to Strength...

As far as I remember, same type bonuses don't stack except Dodge bonuses. So, it would need to be something different.


Have you had a chance to test out this writeup yet SmiloDon?

I'm very curious to see how it works out.
The only Augmentation that seems overpowered to me is this one:

DR 5/Epic per +

That is way too nasty! Think about other classes that get a race or subtype change at 20th level, a Monk, for example gets DR 10/Chaotic.

DR Epic is just something too esoteric at level 20 I think. Especially considering we don't even have Epic PF rules anyway. Having a potential of DR 25/Epic on a character is a very intimidating prospect, basically no non-epic character or monster would be able to hurt the character at all.

I'd either replace that with an untyped DR like

DR 2/- per plus perhaps....


Here is another resource I just came across...looks like someone did up some of the regional maps and maps of the towns as well.

Maps


You could also use Riddleport in place of Verbobonc.

Riddleport pop. 13,300 (so its a bit closer to the right size) and then you could place Hommlet and Nulb over in and around the Lurkwood. That could work pretty well if you place the ToEE in the location of Wormwood Hall on the Varisia map. Its a very isolated locale that might suit it perfectly.

And her is a possibly useful link.

Verbobonc PDF

If you use Riddleport as a starting place you could segue into Queen of Spiders more easily than southward at Magnimar and Sandpoint. You could even incorporate elements from Second Darkness into the campaign if you wanted as well. And we all know there are drow around there.


Hmm...

This is an ambitious project to be doing.

Taking a look at the Varisia map, one interesting structure that Paizo hasn't really done anything with is Viperwall. Its about 100 miles from Sandpoint though. I don't really recall the distances involved in ToEE, so I can't say if that would be a good place to start. There are some towns nearer to it...so they might be more appropriate places to start from, if you went with that location.

I'll give the idea some thought.

The chief benefit of Sandpoint and Magnimar is that they are pretty fully detailed in PF 1 and 2. I'm not sure how well they reflect Hommlet, Nulb or Verbobonc as far as their population or how cosmopolitan they are. Magnimar is a fairly major city for Varisia...

Verbobonc pop. 12,700

Magnimar pop. 16,428


Oh, and to answer some questions about the requirements of the PrC...

I think those are decent requirements for the class as far as feat requirements go. The +5 BAB requirement is okay...though I might go to +7.

This is a strong prestige class, it gives some really good benefits (albeit with drawbacks) over 5 levels. One of the reasons I actually suggest increasing the BAB requirement is that Prestige Classes work on the basis that the tougher the requirements to meet (or the higher the minimum level to get into the PrC) the stronger it can be. That is how I see PrCs at least, and I think that is the standard way to build them if I am remembering correctly. I'm not sure if Paizo has said anything different for PFRPG as yet.

Some people might argue that having the Strength bonus from Frenzy stack with Rage is the intent of the class, but I disagree. If you have, or intend for Frenzy and Rage to stack, then at 1st level of this PrC you have gained the same Strength bonus that a Barbarian only gets at 20th level. Its something to consider.


Interesting...

I'd actually been thinking of reworking this PrC myself at some point, but it was far down my list. Personally, I'm not one of the GMs who is scared of it. The 10 level version really did seem too drawn out for a class that not too many characters were really that likely to pursue for so long.

One question is, what type of bonus is he Strength bonus from Frenzy? Currently you don't seem to have it typed. One of the biggest issues most GMs had with this class wasn't the Frenzy itself (personally I love this kind of berserker!) but that in 3.x Rage and Frenzy stacked pretty much, boosting strength to scary levels. Especially when paired with PrCs like the Weretouched Master from Eberron.

Honestly, I knew someone who was told to make the most powerful character for a game by their GM (at 16th level I think) and they made a Barbarian/Weretouched Master/Frenzied Berserker and ended up with somewhere near Strength 60 when Raging and Frenzied.

On its own, its a neat, flavorful class. You just need to make sure you are clear where those bonuses come from and if they stack, otherwise they can be really badly abused.


Mmm...very nice.

Are you planning on going through all the Maure adventures?
I had been doing so back in PF Beta, but the project got to be a bit too huge with PFRPG coming out and then needing to convert everything again.

This should be interesting to see.


All I have to add is this...

Spoiler:
Aboleth Ninja

Trust me....you don't want to know.


5) Focalor
One of my favorite low level Vestiges. Water Breathing can always be useful and being able to call down lightning strikes each round can really make your binder effective offensively.

6) Haagenti
Not too useful. Being able to use heavy axes and shield can be good for some situations though. Very circumstantial.

7) Karsus
Dispel Magic (Cool!) ...by touch (not so cool).

8) Leraje
Very helpful if you need to sneak about or have a situation where you need some long range weaponry, otherwise kinda useless.

9) Malphas
This one is pretty decent. Most of the benefits don't get great until far higher levels though. Being able to become invisible is nice, but it takes a Full-Round action and only lasts a few rounds at low levels. I found being able to see around corners and on top of buildings very very useful in some instances though.

10) Naberius
Meh. Nice to be able to heal ability damage though.

11) Paimon
A vestige with a slew of useful abilities, even at low levels. That Dex boost is really nice too. Definitely one I recommend.

12) Ronove
Meh (at least in my experience).

13) Savnok
Looks interesting at first glance...but his abilities don't really shine until later levels. I'd probably wait unless a situation warrants the heavy armor.

Thats it!

It may bear mentioning that there were a few additional Vestiges in one or another Dragon or Dungeon magazine from way back. One of them was Primus (3rd level I think), though I cannot remember his abilities. Sadly I can't find the article at the moment. If I do I'll post my recommendations on those.


Hmm...pick a 'best' vestige? Thats a tough one. So...to totally ignore your question, I instead shall compile a list of some benefits!

1) Amon
A decent vestige that can be damned helpful once you are a few levels into the class, especially the Fire Breath. Until then, this one isn't all that helpful unless you need Darkvision.

2) Andromalius
Probably shouldn't bother.

3) Aym
The Halo of Fire can be devastating against large amounts of weaker foes, but it depends on what you are up against.

4) Dahlver-Nar
I've found him useful on occasion..but it really depends on how the rolls go. Unless you are dealing with Wisdom eating Mythos creatures...then, by all means.

More shortly


I second the Merisiel vote!

I'll take the stabbity lady with attitude every time!

Not to mention that most buxom ladies can look hot in a few little wisps of cloth. Merisiel manages it in a full suit of studded leather!

Hmm...now I am starting to wonder about myself and my apparent BDSM tendencies. Uh oh...


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Still here and watching. Keep on trucking Fatespinner!


Crimson Jester wrote:
have you posted any of these at GitPG?

Nope. Like I just mentioned to someone in the Paizo Chatroom...honestly, I really don't want to deal with any of the uproar I'd likely face if I'd posted them on the GTIP forums.

Even if I put a disclaimer at the top of such a thread that read:

These complete statistics for the Order of the Stick and Linear Guild characters are my interpretation only...etc...etc...

I think I'd still get people going crazy that I gave Roy heavy armor (instead of medium, but in PF Fighters can move just fine in heavy armor after level 7...so it made sense...) or that I gave them a complete list of equipment.

Anyone who wants to cut/paste these statblocks over there, feel free. I hardly ever even go on those forums though and would rather not deal with it though.


Sabine

Spoiler:

Sabine
Female Advanced Succubus Rogue 5 (CR 13)
Chaotic Evil Medium Outsider
Init +8; Senses Perception +19, Darkvision 60ft, Trapfinding.

Defense
AC 27, touch 18, flat-footed 19 (+9 Nat +8 Dex)
hp 151 (8d10+5d8+78)
Fort +9 (3+6), Ref +18 (10+8), Will +15 (7+6+2) +1 vs Traps.

Defensive Abilities Evasion, Uncanny Dodge, Trap Sense +1, Combat Expertise
DR 10/Cold Iron or Good
Immune: Electricity, Fire and Poison.
Resist: Acid 10, Cold 10
SR 18

offence
Spd 30 ft., fly 50 ft. (average)
Melee +21 melee, 2 claws (2d6+4)
Ranged +19 ranged touch
Special Attacks Energy Drain, Profane Gift, Sneak Attack +3d6, Combat Reflexes.
Spell-Like Abilities Caster Level 12
Constant—detect good, tongues
At will—charm monster (WDC 25), detect thoughts (WDC 23), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (WDC 26), greater teleport (self plus 50 lbs. of objects only), vampiric touch.
3/day-- empowered vampiric touch.
1/day—dominate person (DC 26), summon (level 3, 1 babau 50%)

Statistics
Str 19, Dex 26, Con 22, Int 22, Wis 22, Cha 33
Base Atk +11; CMB +15; CMD 33
Feats Combat Reflexes (1), Iron Will (3), Flyby Attack (5), Improved Natural Attack: Claws (7), Empower Spell-like Ability: Vampiric Touch (9), Weapon Finesse (Rog2), Improved Natural Attack: Claws (11), Combat Expertise (Rog4), Ability Focus: Suggestion (13).
Skills Acrobatics +16 (5), Appraise +14 (5), Bluff +27 (13), Climb (Str), Diplomacy +27 (13), Disable Device +14 (5), Disguise +27 (13), Escape Artist +16 (5), Fly +24 (13), Intimidate +27 (13), Knowledge: Dungeoneering +14 (5), Knowledge: Local +15 (6), Knowledge: Planes +22 (13), Perception +19 (10), Sense Motive +22 (13), Sleight of Hand +19 (8), Stealth +21 (10), Swim +10 (3), and Use Magic Device +27 (13).
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ Change Shape (alter self, Small or Medium humanoid), Sneak Attack +3d6, Trapfinding, Rogue Talents (Finesse Rogue, Combat Trick), Trap Sense +1, Uncanny Dodge.
Combat Gear Amulet of Mighty Fists +2.

Other Gear Clothing and mundane equipment as needed.

Notes: Sabine is built using the following rules:
Advanced Template
Adjustments to Attributes according to all monsters with class levels
Double Standard Treasure (CR 13 monster, medium table, even then she hasn't spent all of it)


Note: Nale should have an additional +2 Int from Sabine's Profane Gift ability that modifies all Int-based skills as appropriate.

(I chose Int instead of another stat since Nale is always so proud of his 'master-plans' and his 'intellect').


Lord Fyre wrote:


Well, since you are doing "Pathfiderized" versions, the PRPG Bestiary has divered the Succubus and Erinyes. The Erinyes devil is no longer a seductress in the PathfinderRPG, so go with the Succubus.

Thanks Lord Fyre. She's probably going to be who I do next. Core Linear Guild first...second stringers afterwards.


Here's Nale!

Spoiler:

Nale
Male Human Fighter 3/Rogue 3/Sorcerer (Fey-Bloodline) 8
Lawful Evil Medium Humanoid
Init +7; Senses Perception +8, Trapfinding.

Defense
AC 24, touch 18, flat-footed 20 (+6 Armor +3 Dex +4 Defl +1 Dodge)
hp 106 (3d10+3d8+8d6+14+8)
Fort +10 (6+1+3), Ref +12 (6+3+3), Will +11 (8+0+3) +3 vs Fear, +1 vs Traps

Defensive Abilities Evasion, Mobility, Adaptation, Arrow Snaring, Mind Shielding.

offence
Spd 30 ft
Melee +15/+10 melee, +2 Unholy Longsword (1d8+5/19-20 +2d6 unholy)
Ranged by spell, Ranged Touch +12
Special Attacks Spells, Sneak Attack +2d6, Bleeding Attack, Laughing Touch (8/day), Spring Attack.
Spellcasting Caster Level 8, Ranged Touch +12, Save DC 15+Spell Level.
Concentration +13.
Spells per Day: -/8/7/6/4 Bonus Spells: -/2/1/1/1/1 Base: -/6/6/5/3
Spells Known: 8/5/3/2/1
Cantrips: Dancing Lights, Daze, Detect Magic, Mage Hand, Message, Prestidigitation, Ray of Frost, Read Magic.
1st Level: Charm Person, Entangle*, Expeditious Retreat, Ray of Enfeeblement, Shield, Shocking Grasp.
2nd Level: Hideous Laughter*^, Mirror Image, Scorching Ray, Touch of Idiocy^.
3rd Level: Deep Slumber*^, Hold Person^, Suggestion^.
4th Level: Charm Monster.
*Bloodline Spell
^Compulsion Spell (+2 DC).

Statistics
Str 14/16, Dex 14/16, Con 12, Int 16/20, Wis 10, Cha 16/20
Base Atk +9; CMB +12; CMD 30
Feats Dodge (Human), Weapon Focus: Longsword (1), Mobility (Ftr1), Combat Expertise (Ftr2), Defensive Combat Training (3), Spring Attack (5), Arcane Strike (7), Eschew Materials (Sorc1), Arcane Armor Training (9), Silent Spell (11), Improved Initiative (Sorc7), Extend Spell (13).
Skills Acrobatics +11 (5), Appraise +11 (3), Bluff +20/+21 (12), Climb +8 (2), Diplomacy +20/+21 (12), Disable Device +9 (3), Disguise +11 (3), Escape Artist +9 (3), Intimidate +13 (5), Knowledge: Arcana +14 (6), Knowledge: Dungeoneering +22 (2/14), Knowledge: Local +13 (5), Knowledge: Nature +22 (1/14), Linguistics +11 (3), Perception +8 (5), Ride +8 (2), Sense Motive +9 (6), Sleight of Hand +11 (5), Spellcraft +14 (6), Stealth +12 (6), Swim +8 (2), Survival +5 (2), Use Magic Device +11 (3).
Languages Common, Orc, Infernal, Abyssal, Draconic, Elven, Kobold, Goblin, Gnoll, Giant, Undercommon, Gnome.
Traits Charming, Jaded
SQ Favored Class: Sorcerer (+8 hp), Bravery +1, Armor Training 1, Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1, Rogue Talents (Bleeding Attack), Cantrips, Fey Arcana (+2 DC on Compulsion spells), Laughing Touch, Woodland Stride.
Combat Gear +4 Leather Armor, +2 Unholy Longsword, Scabbard of Keen Edges, Potions of Cure Serious Wounds x3 (3d8+5), Potion of Invisibility, Potion of Barkskin (+2), Potion of Haste.

Other Gear Cloak of Resistance +3, Belt of Physical Might +2 (Str/Dex), Headband of Mental Prowess +4 (Int/Cha, Knowledge: Nature and Knowledge: Dungeoneering), Ring of Protection +4, Ring of Mind Shielding, Gloves of Arrow Snaring, Slippers of Spider Climbing, Bag of Holding (Type II), Necklace of Adaptation, Chime of Opening (7 charges).


The Eldritch Mr. Shiny wrote:


Is it just me, or does Sabine really look like Zoe from 'Firefly'?

ROFL!

Speaking of Sabine, the 'semi-official' unofficial GTIP thread lists Sabine as a Succubus. However, much like V's gender...thats an issue thats always been very ambiguous. Suggestions? Comments?


Pumpkintime?

I think you meant: This kinda time?


Well...to keep this thread from devolving into a thread about Alignment discussion...lets just go with Chaotic Neutral (Evil).


Alright, after having given it some serious thought...I am revising Thog to have an alignment of Chaotic Neutral (Evil).

I'd thought about that as well...but I trusted the GTIP Thread without too much additional thinking about his character when I did his sheet.

Thanks for the responses.


Those are good points. The only strip that makes me question it is this one.

#51

Maybe his alignment should be Chaotic Ambiguous.


The Eldritch Mr. Shiny wrote:
Yasha0006 wrote:

Thog

** spoiler omitted **...

Alright, but I'd say more like Chaotic Neutral with Evil tendencies.

Hmm...good point...but considering his pure willingness to do evil at whim, I'm more for a somewhat happy Chaotic Evil than a somewhat evil Chaotic Neutral.

However, that is a slight adjustment, if you like to change it.


Thog

Spoiler:

Thog
Male Half-Orc Barbarian 11/Fighter 2
Chaotic Evil Medium Humanoid
Init +1; Senses Perception +4, Darkvision 60ft.

Defense
AC 22, touch 12, flat-footed 21 (+9 Armor +1 Dex +1 Defl)
hp 171 (11d12+2d10+39+13) when Raging: +39 temporary hp.
Fort +14 (10+3+1), Ref +4 (3+1), Will +3 (3+0) +1 vs Fear, +3 vs Traps.

Defensive Abilities DR 2/- (DR 4/- while Raging)
Resist Electricity 10
offence
Spd 30 ft
Melee +26/+21/+16 melee, +4 Thundering Greataxe (1d12+16/19-20 +4 confirm crits, thundering)
+22/+17/+12 melee, Greataxe Power Attack (1d12+28/19-20 +4 confirm crits, thundering)
Special Attacks Greater Rage (27 Rounds/day, +6 Str/+6 Con, +3 morale on Will saves), Power Attack, Great Cleave, Bleeding Critical, Staggering Critical.
Statistics
Str 22/26, Dex 13, Con 16, Int 7, Wis 10, Cha 8
Base Atk +13; CMB +21; CMD
Feats Power Attack (1), Cleave (3), Great Cleave (5), Weapon Focus: Greataxe (Ftr1), Step-Up (7), Improved Critical: Greataxe (Ftr2), Critical Focus (9), Bleeding Critical (11), Staggering Critical (13).
Skills Acrobatics +5 (1), Climb +22 (6+5), Intimidate +16 (13+2+2), Perception +4 (1), Ride +5 (1), Survival +4 (1), Swim +17 (1+5).
Languages Common, Orc.
Traits Resilient, Brute
SQ Favored Class: Barbarian (+11hp), Darkvision, Intimidating, Orc Blood, Orc Ferocity, Weapon Familiarity, Fast Movement, Rage, Rage Powers (Roused Anger, Renewed Vigor, Knockback, Increased Damage Reduction x2), Trap Sense +3, Improved Uncanny Dodge, Damage Reduction 2/-, Greater Rage, Bravery +1.
Combat Gear +3 Moderate Fortification Breastplate, +4 Thundering Greataxe, Potions of Cure Serious Wounds x3, Potion of Barkskin (+2), Potion of Heroism.

Other Gear Belt of Giant Strength +4, Ring of Protection +1, Ring of Minor Electricity Resistance, Periapt of Wound Closure, Gloves of Swimming and Climbing.

* 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.


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

WooT! APG Final Playtest revisions are out.

I'll adjust Vahn.


Shisumo wrote:
I think you've got Elan's Charisma too high. If we assume that the characters actually are somewhat familiar with each other's stats, then Elan had an unmodified Charisma of 18 only about three levels ago. It's probably up to 19 now - I think they've hit level 12 since that strip, and he probably bumped it up then - but it's almost certainly not at 20.

For Elan's charisma Shisumo, I looked at the GTIP geekery thread, where people have spent far more time reading the comics for character level and stat clues than I have. On there, they suggest as of current ~comic 700, for his natural Charisma to be 20. Thats what I based it on.


Oh, one further thing about Haley and her Charisma score. While we know she has max Bluff skill, we don't have any proof of an above average charisma, other than her appearance.

So...while Charisma is the stat that appearance is based upon, its not the only thing. Vaarsuvius for example is supposed to be quite attractive. His/her charisma is terrible though, as evinced by his/her attitudes and actions towards others.

Also, thats one reason I gave Haley the Charming trait.

Spoiler:

Charming

Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. Source: Second Darkness Player's Guide.


And yeah, these builds were based off of that very thread Gamender. Even then, the thread of GTIP doesn't include full stat blocks for all of the characters. Also, certain characters, like Roy seem to have way more points to buy stats than the other characters.

Thats kinda why I decided to do this thread. I wanted this to be a place where people could see what the characters from OotS would look like in the Pathfinder Ruleset and as full statblocks. I didn't want to just post bits and pieces like the GTIP thread does.

Everyone please do note however, that I did include every bit of information from the statistics in that thread Gamendar mentioned in order to make these builds.


Gamender wrote:

Nice. If I recall, there's a thread in the gitp forums that compiles their official 3.5 stats (at least the ones that are shown in comic)Here it is.

Oh, and dashing swordsmen are immune to damage from shattered glass.

Yes, very true...but gaining DR/everything but broken glass seemed a poor class mechanic. That issue is one of the reasons I rolled the luck mechanic into the class, to cover issues of dramatic entrances and escapes and such. Besides, its not as though there is anything in the rules that gives the damage for going through a breaking window anyway...so it'd technically be the DMs call anyhow.


Lord Fyre wrote:


Raise Haley's Charisma a bit, she is both very good a Bluff/Fast Talk and many character comment about her beauty. :)

Trust me, its something I considered...but I also had to go with all the evidence presented as to what her other stats were. And, with all characters built using a 20 point buy, my hands were somewhat tied.

Of course, if you make the assumption instead that the characters all rolled for stats, it would then be simple to raise her charisma somewhat. I wanted to do a standard ability score set though, so point-buy it was.

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