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Name of PC: Duranu, the Raptor
Bonham, an Oracle of Life and Death, has been attracted to this fell place by his passing. ![]()
I have put a character together crunch wise, with an idea of the personality. I give thee Swashbardler: Swashbardler
Female half-orc bard 1/swashbuckler (arrow champion) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 56, Ultimate Wilderness 95) CG Medium humanoid (human, orc) Init +4; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) hp 11 (1d10+1) Fort +2, Ref +8, Will +4 Defensive Abilities sacred tattoo[APG] -------------------- Offense -------------------- Speed 30 ft. Melee spiral rapier +5 (1d6/18-20) Ranged orc hornbow +5 (2d6/×3) Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1), deeds (derring-do, dodging panache, retaliation), panache (2) Bard Spells Known (CL 1st; concentration +3) 1st (2/day)—comprehend languages, grease 0 (at will)—detect magic, ghost sound (DC 12), message, prestidigitation -------------------- Statistics -------------------- Str 10, Dex 18, Con 10, Int 10, Wis 10, Cha 14 Base Atk +1; CMB +5; CMD 15 Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fleeting Spell[UI], Power Attack Traits eager performer, fate's favored Skills Acrobatics +7, Intimidate +8, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (planes) +1, Knowledge (religion) +5, Perception +4, Perform (string instruments) +7, Sleight of Hand +7, Stealth +7; Racial Modifiers +2 Intimidate Languages Common, Orc SQ bardic knowledge +1, finesse weapon attack attribute, orc blood, swashbuckler finesse Other Gear studded leather, orc hornbow, spiral rapier, 65 gp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Arrow Champion's Panache (Ex) Regain panache with killing blow with light or one-handed pericing melee weapon or bow. Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks. Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Deeds Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Fleeting Spell Dismiss spell more easily Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/bow/killing blow. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Sacred Tattoo +1 to all saves. Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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Have also recently had a few games die. This seems to be from a different thread - would this only be open preferably to participants from that thread? 1) For Gestalt, it would seem if the GM is keen for 15pt buy that they’d prefer less powerful characters, so Gestalt seems at odds with that for me - also means considerably more work on the GM to modify encounters to suit, so I think that is definitely a decision they should be party to. 2) I agree - Background skills should be considered standard. 3) Background feat - interesting, I like this idea 4) Traits are nice, but don’t tend to be massive power level boosts, so fine either way. ![]()
I have made Zabranthe, a bitter Asmodean Advocate banished to Longacre after one of his schemes backfired, where he has been languishign for some years now. His life has not turned out the way he had planned, and he would leap at a chance to ascend up the ranks once more. He would possibly go for the Diabolist prestige class down the track, but I like to go with the flow of the game a bit when I level. ![]()
I'm currently running Way of the Wicked, at the very start in the prison break. The cleric has just channeled negative energy in Hallway 8, killing the 2 servants in the Kitchen, and also hitting the 3 off duty guards in the Barracks 9, as I ruled she couldn't exclude them with Selective Channeling when she didn't know they were there. How likely would it be that the guards would understand what has actually happened to them beyond that they just got hurt? Looking for some ideas on what I should do with them. ![]()
I would be interested in this, however I must disclose that I am currently GMing this AP - up to the start of Book 2 essentially. If you are OK with that, I would probably look to play a caster, perhaps a Cleric. Edit: I have a made a Goblin Cleric of Deshaun - Gubrezal, with the Haunting Visions background. He is of the Bumblebrasher tribe, and the idea would be that he has been away, learning to become a cleric, however his visions have bade him return to ensure his home is safe. ![]()
5d6 ⇒ (3, 3, 5, 4, 1) = 16 = 12
Not too shabby, will do more with this over the weekend. Thinking I'll likely turn the 11 into an 8 and up the 13 to another 16. ![]()
Simon the (not yet) Magnificent, Human Wizard Simon would be battlefield control, and a font of knowledge with all of his book learning. Simon is a very earnest and naive young wizard, fresh out of the Absalom Arcanamirium. He is very eager and enthusiastic about this new adventure, but possesses very few practical skills. This eagerness and naivete, along with his general good nature (NG alignment) manifests in a few character ticks. HE dreams of one day being a renowned wizard, with a suitably epic moniker - his preferred would be to be known as Simon the Magnificent. He also need to come up with a suitably grandiose name for his spellbook. Simon is from a very priveleged and wealthy family of wizards, and has a very limited view of the world. His intellect and parents' connections ensured he would be accepted into the Arcanamirium, where he excelled in his academic pursuits. Simon's favourite field of study was the magical traditions of the Mwangi Expanse, and his deepest hope is to make his way to the Magaambya School and further his learning there. Knowing of his naivete, his family has enabled this desire with a place on the Jenivere, hoping he will learn some valuable life lessons on the voyage. (There could be a good opportunity to mesh in with a martial character here who has been employed as a bodyguard - perhaps with Simon being unaware of it) ![]()
Kulko wrote:
Yeah, possibly a couple days before I can get that hour, though there is a chance I’ll have it this afternoon. If I’d found the games a couple hours earlier before bedtime... :) ![]()
I have a new group that I’m looking to start an AP with, and 3 of the 4 so far have looked at what’s available and said that Iron Gods is one they’re interested in. Just wondering with all the additional tech rules and such on top of some of them playing PF1 for the first time might be too many things to digest as once? ![]()
My experience has been grouping sets of PCs in between enemies, though often the first round runs more in order to give Initiative some importance. I think most of my frustration at the time was more due to poor sleep and a splitting headache, but that was just the trigger that set me off. What Irizzle would have done had 3 enemies been up would be to do a 15ft cone with one of his Alchemical Ordnance uses to try and do a big AOE damage opener, which is a big part of his intended role going into the future (will be taking Improved Initiative at some point). Basically he goes at +3 vs touch AC, then on hits does 2D6+4 damage, though he only gets 4 Alchemical Ordnance per day. ![]()
OK, a lot of this post is repeated from above - I always forget editing has a time limit on here. Agitu is a Lizardfolk Ranger Ancestry: Lizardfolk - Iruxi Family Size: 1d100 ⇒ 65 3 Clutchmates - CHA or DEX
So I’m thinking this character had a very orthodox family, who were heavily involved in a conflict during his childhood, and his parents were killed, leaving him and his 3 siblings. At some point he met a Wanderer of another race (The Pariah) that cast doubt into his mind about his family and tribes traditional worship, and made him see that his parents death was not the heroic story he had been told, but had in fact been a pointless sacrifice. This came to a head when he was summoned before the Tribal Court and forced to defend his beliefs, which involved the Challenging Relationship somehow. This resulted in him being expelled from the tribe, and he met a group of Wasteland survivors as his Inspiring relationship and learnt how to survive in the wilderness. This is likely also where he met his animal companion, the Raptor Toshbo. There are obviously more details to fill in in the background, but given these would be related to other characters this skeleton is probably enough for now. The Background Relic:
The Shadow Beast Relic will be a Necklace of Fangs that seem to flicker in and out of shadow. The effect will be the use of Animal Form to turn into a Raptor, similar to Toshbo, however the Raptor will be made of shadow. ![]()
OK, lets make the stats rolls: 4d6: 4d6 ⇒ (1, 5, 3, 1) = 10 = 9
lol that is superbad - I could make that straight 4d6 and still not hit 20, I believe we get one reroll 4d6: 4d6 ⇒ (5, 5, 6, 4) = 20 = 16
lol, I think I'm going to take this as a sign that this one just isn't meant to be. ![]()
Ancestry: Lizardfolk - Iruxi Family Size: 1d100 ⇒ 65 3 Clutchmates - CHA or DEX
So I’m thinking this character had a very orthodox family, who were heavily involved in a conflict during his childhood, and his parents were killed, leaving him and his 3 siblings. At some point he met a Wanderer of another race (The Pariah) that cast doubt into his mind about his family and tribes traditional worship, and made him see that his parents death was not the heroic story he had been told, but had in fact been a pointless sacrifice. This came to a head when he was summoned before the Tribal Court and forced to defend his beliefs, which involved the Challenging Relationship somehow. This resulted in him being expelled from the tribe, and he met a group of Wasteland survivors as his Challenging relationship and learnt how to survive in the wilderness. I’m thinking this character is leaning towards either Bard, Druid or Ranger. Now that I think about the parents being militarily inclined, I’m thinking Ranger. There are obviously more details to fill in in the background, but given these would be related to other characters this skeleton is probably enough for now. The Background Relic:
Hmm Shadow Beast aspect now has me either leaning back towards Druid or looking into if Ranger gets much Beast related stuff anymore. |