Shalelu Andosana

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Organized Play Member. 259 posts (1,190 including aliases). 2 reviews. No lists. No wishlists. 17 Organized Play characters. 12 aliases.


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Anyone have any updates?


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I hope so! I'm excited about this idea!


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I think star finder in its skill area has them. Look using the SRD its like on the right side of the screen if you look under each skill, it has the old pathfinder names there. Like Ride goes to...survival in starfinder


Working on background, but so far....Cataniela Maria Cortez Enaz, or Cattie as her friends call her, was a comms major and shared a few classes with Alex. She had a slight crush on him, but it was more due to how outgoing he was compared to her. They did have a shared passion of hiking, given how she was a normal beat cop in the streets of New York, so any chance she got to go out to the mountains and explore some new hiking trail with Alex was a highlight of her week, when she was able to get away from the city and go. Being a hiking companion m

She is fluent in both Spanish and English, and learned Italian to help out on the job somewhat. She is your basic modern cop, along with the dark humor and tattoos that come with the job. While she seems serious to outsiders, her friends from college and professional life know it is due to her being a more quiet person. She spends most of her time split between reading some trashy romance novels, and outdoors hiking, as she grew up in the city. She had missed the Grand Canyon trip which she b@%**ed about a little, but it was due to work more than anything. So that helps out I can connect to wanderer82 a bit, maybe Cattie and your character shared some classes as well? I'm thinking I was a later friend met in college, and the shared interest of the outdoors kept us close. Even hiked together sometimes on weekends.


I believe this seems interesting. I even have a character in mind somewhat. Let us see if the stats match up.

set 1:
3d6 ⇒ (4, 2, 5) = 11
3d6 ⇒ (3, 1, 6) = 10
3d6 ⇒ (1, 1, 3) = 5
3d6 ⇒ (3, 4, 1) = 8
3d6 ⇒ (5, 5, 1) = 11

rerolls for dice roll 2 1d6 ⇒ 5
roll 3 2d6 ⇒ (1, 2) = 3
roll 4 1d6 ⇒ 2
roll 5 1d6 ⇒ 1

Reroll for the roll 3 1d6 ⇒ 4
reroll for the roll 5 1d6 ⇒ 1

Reroll for the roll 5 1d6 ⇒ 6

I think this is 18, 15, 17, 13, 14, 17. Imma see if a second set of rolls is better....

[spoiler= Set 2]
3d6 ⇒ (3, 1, 1) = 5
3d6 ⇒ (4, 2, 5) = 11
3d6 ⇒ (2, 2, 5) = 9
3d6 ⇒ (2, 4, 1) = 7
3d6 ⇒ (5, 6, 1) = 12
[/spoilers]

[spoiler= set 3]
3d6 ⇒ (5, 3, 3) = 11
3d6 ⇒ (1, 5, 1) = 7
3d6 ⇒ (1, 2, 2) = 5
3d6 ⇒ (4, 1, 3) = 8
3d6 ⇒ (4, 4, 2) = 10

[spoiler= set 4]
3d6 ⇒ (4, 3, 4) = 11
3d6 ⇒ (2, 4, 5) = 11
3d6 ⇒ (3, 5, 4) = 12
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (1, 4, 3) = 8

1d6 ⇒ 4
1d6 ⇒ 6

Set 4 seems to be 18, 14, 15, 15, 16, 16... maybe one more to see if better, but set 4 looks best.

[spoiler= set 5]
3d6 ⇒ (2, 1, 6) = 9
3d6 ⇒ (4, 1, 4) = 9
3d6 ⇒ (5, 1, 3) = 9
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (2, 4, 4) = 10

[spoiler= set 6]
3d6 ⇒ (1, 5, 1) = 7
3d6 ⇒ (4, 4, 2) = 10
3d6 ⇒ (2, 4, 2) = 8
3d6 ⇒ (2, 5, 4) = 11
3d6 ⇒ (6, 1, 6) = 13

[spoiler= set 7]
3d6 ⇒ (6, 4, 5) = 15
3d6 ⇒ (2, 3, 5) = 10
3d6 ⇒ (5, 6, 3) = 14
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (3, 3, 1) = 7

1d6 ⇒ 1
1d6 ⇒ 5
1d6 ⇒ 6

set 7 is 18, 17, 14, 17, 17, 14
[spoiler= set 8]
3d6 ⇒ (5, 3, 2) = 10
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (1, 1, 1) = 3
3d6 ⇒ (1, 1, 3) = 5
3d6 ⇒ (5, 1, 5) = 11

[spoiler= set 9]
3d6 ⇒ (6, 2, 2) = 10
3d6 ⇒ (4, 5, 2) = 11
3d6 ⇒ (4, 2, 1) = 7
3d6 ⇒ (6, 6, 4) = 16
3d6 ⇒ (4, 1, 3) = 8

[spoiler= set 10]
3d6 ⇒ (3, 6, 3) = 12
3d6 ⇒ (5, 5, 6) = 16
3d6 ⇒ (3, 3, 4) = 10
3d6 ⇒ (2, 5, 5) = 12
3d6 ⇒ (5, 3, 3) = 11

[spoiler= set 11]
3d6 ⇒ (2, 1, 4) = 7
3d6 ⇒ (4, 2, 5) = 11
3d6 ⇒ (2, 3, 2) = 7
3d6 ⇒ (3, 5, 2) = 10
3d6 ⇒ (5, 5, 2) = 12

[spoiler= set 12]
3d6 ⇒ (5, 5, 4) = 14
3d6 ⇒ (5, 1, 2) = 8
3d6 ⇒ (1, 1, 6) = 8
3d6 ⇒ (4, 1, 2) = 7
3d6 ⇒ (5, 5, 2) = 12

[spoiler= set 13]
3d6 ⇒ (1, 4, 4) = 9
3d6 ⇒ (2, 4, 1) = 7
3d6 ⇒ (5, 2, 3) = 10
3d6 ⇒ (5, 6, 6) = 17
3d6 ⇒ (1, 6, 4) = 11

[spoiler= set 14]
3d6 ⇒ (3, 4, 1) = 8
3d6 ⇒ (1, 6, 6) = 13
3d6 ⇒ (2, 2, 2) = 6
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (3, 5, 1) = 9

[spoiler= set 15]
3d6 ⇒ (6, 2, 4) = 12
3d6 ⇒ (2, 5, 5) = 12
3d6 ⇒ (2, 2, 6) = 10
3d6 ⇒ (1, 5, 3) = 9
3d6 ⇒ (6, 3, 3) = 12

[spoiler= set 16]
3d6 ⇒ (4, 2, 3) = 9
3d6 ⇒ (3, 2, 3) = 8
3d6 ⇒ (6, 5, 2) = 13
3d6 ⇒ (2, 5, 5) = 12
3d6 ⇒ (4, 5, 5) = 14

[spoiler= set 17]
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (1, 2, 3) = 6
3d6 ⇒ (6, 5, 4) = 15
3d6 ⇒ (3, 2, 6) = 11
3d6 ⇒ (5, 6, 6) = 17

[spoiler= set 18]
3d6 ⇒ (2, 2, 2) = 6
3d6 ⇒ (6, 5, 1) = 12
3d6 ⇒ (5, 3, 1) = 9
3d6 ⇒ (4, 4, 1) = 9
3d6 ⇒ (5, 6, 4) = 15

[spoiler= set 19]
3d6 ⇒ (3, 1, 1) = 5
3d6 ⇒ (1, 1, 3) = 5
3d6 ⇒ (5, 6, 4) = 15
3d6 ⇒ (4, 4, 6) = 14
3d6 ⇒ (1, 4, 5) = 10

[spoiler= set 20]
3d6 ⇒ (2, 4, 6) = 12
3d6 ⇒ (4, 2, 4) = 10
3d6 ⇒ (2, 1, 3) = 6
3d6 ⇒ (1, 1, 6) = 8
3d6 ⇒ (5, 4, 2) = 11

[spoiler= set 21]
3d6 ⇒ (6, 1, 5) = 12
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (6, 4, 2) = 12
3d6 ⇒ (6, 3, 6) = 15

1d6 ⇒ 6
2d6 ⇒ (6, 6) = 12
1d6 ⇒ 2

this one is 18, 18, 18, 14, 16, and 18. We have a winner with 21
[spoiler= set 22]
3d6 ⇒ (4, 3, 4) = 11
3d6 ⇒ (5, 3, 6) = 14
3d6 ⇒ (1, 4, 2) = 7
3d6 ⇒ (2, 1, 2) = 5
3d6 ⇒ (1, 3, 3) = 7

[spoiler= set 23]
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (1, 6, 6) = 13
3d6 ⇒ (2, 6, 6) = 14
3d6 ⇒ (3, 3, 3) = 9
3d6 ⇒ (6, 6, 5) = 17

[spoiler= set 24]
3d6 ⇒ (2, 3, 2) = 7
3d6 ⇒ (2, 6, 2) = 10
3d6 ⇒ (4, 1, 6) = 11
3d6 ⇒ (1, 5, 6) = 12
3d6 ⇒ (4, 3, 5) = 12

[spoiler= set 25]
3d6 ⇒ (3, 5, 5) = 13
3d6 ⇒ (2, 6, 1) = 9
3d6 ⇒ (6, 5, 6) = 17
3d6 ⇒ (6, 5, 4) = 15
3d6 ⇒ (1, 2, 2) = 5

18, 18, 18, 14, 16, and 18 from set 21 with the drops added in so set 21 is the final set Im picking, and Im going Warrior, like as a cop. I can work on the background and stuff later, i got my rolls


For sure interested. Got a nice cop combo id liked to try.


Ill join on the discord. Helps us get to know each other


When do you want us to come in an have the character post? Ill be at home in about an hour. I don't wanna jump the gun


Prrtty sure as well


what is thac0?


So i take it we are all good to post here, are we also using discord to help update each other an stuff? Its generally faster. That said, im gonna need some help on making the proper character sheet. And do i need a kit? What comes on a dwarf?


Dm i just need the kit right?


So as Im building a fighter, because what better than the dwarven drunken fighter from the hills, and so the stat lines are

str 16
con 16 (plus 1 included)
int 12 picking common, hill dwarf, and goblin
dex 12
chr 11 (minus 1 included)
wis 14
infrared vision

Class fighter

and i dunno what else I need to tell or show, i only have like 1 game years ago of AD&D


wonderful so imma roll for my stats then!
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12

2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 4) + 6 = 13

I'll take set 1, and start building the character now


So your just going with those four or is it still open?


Sebe how many are you looking foe? Cuz im always up for more gaming


Imma dot this so i can think further an make a character. High interest in it


Ive played it, and love the lady of pain. Its great and id love to play again help if able!!! Its pretty rules easy homebrewable i find, so pretty much pick your system an rules and then just do your story


Appearance of Antonio Forezena:
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcR3dXafwnMoPtnN6m3k_js xmyPXH4ZLCzZRtQDsTan3y4qmOthM

Antonio is a stout dwarf for his kind, but has a ready song and drink ready for companions. He always seems to lose his shirt in battle, and has a few scars on his forearms from his various scraps and battles.

And now for a quick question, who all took chance encounter? We could connect our characters a bit from the mysterious woman.

Background:

Antonio was a much younger dwarf when he started to first roam and travel, barely past his 60's. This was not completely strange, for he always had a song or a story for the younger dwarves, and the lorekeepers of his home clan enjoyed talking and teaching him about their glorious past battles and wars, both won and lost. However, this all came from a very strange event in his childhood. A hooded woman saved him from a cult that he swore breached the lines, but hearing how his father told the story, it was Antonio who had ventured pasted the picket line and into the enemy camp. How he got so far from his father and their group is still a mystery, and shortly after his father was called home again, for Torag needed that paladin back home. This stories of the war and his own experience are what led him back to Kenabres, looking for that woman who might be an old woman now, to thank her for her actions, and to pick up in Torag's name where his father left off, even if he himself never did hear the call of Torag.

Backstory and appearance for you, and if picked and others picked have the chance encounter I wouldnt mind working or stories a bit tighter, if the age is possible.

On the night of Armasse, he was telling stories and drinking in a local tavern. After the attack, he tried his best to save what he could, and surely his song was heard all around, bolstering enough that along with some other crusaders, he was able to make safe for now a building partially destroyed. He helped heal and fight off a good many lesser demons.


That works for me.


here ya go, character all stated out for ya

Antonio Forezena:

Antonio Forezena
Male dwarf fighter 3/skald 3/gestalt 3 (Pathfinder RPG Advanced Class Guide 49)
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +8 (+10 to notice unusual stonework)
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 36 (3d10+6)
Fort +4, Ref +1, Will +3 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 dwarven giant-sticker +7 (2d6+4/×3) or
. . dwarven maulaxe +5 (1d6+2/×3)
Ranged composite longbow +3 (1d8+2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 dwarven giant-sticker)
Special Attacks hatred, rage power (lesser celestial blood[ACG]), raging song 10 rounds/day (inspired rage, song of marching)
Skald Spells Known (CL 3rd; concentration +6)
. . 1st (4/day)—biting words, comprehend languages, cure light wounds, ear-piercing scream[UM] (DC 14)
. . 0 (at will)—detect fiendish presence, detect magic, know direction, light, message, read magic
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Alertness, Ancestral Weapon Mastery, Scribe Scroll, Shield Brace, Shield Focus, Weapon Focus (dwarven giant-sticker)
Traits armor expert, chance encounter
Skills Acrobatics +0 (-4 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Bluff +7, Intimidate +8, Linguistics +4, Perception +8 (+10 to notice unusual stonework), Perform (oratory) +9, Sense Motive +9, Spellcraft +5, Survival +5, Use Magic Device +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Elven
SQ armor training 1, bardic knowledge +1, versatile performance (oratory)
Other Gear banded mail, tower shield, +1 dwarven giant-sticker, composite longbow (+2 Str), dwarven maulaxe, 70 gp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Celestial Blood, Lesser (Su) When raging, your melee atks. are good-aligned and do +1d6 dmg vs. evil outsiders.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Raging Song (standard action, 10 rounds/day) (Su) Song can inspire allies in a variety of ways.
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Versatile Performance (Oratory) +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


The weapon abilities are changeable right? So dont worry about them if they can be changed. the veils I like are brawler, gravekeeper, the fallen, and the watcher


Im good with it man if you are,and Im ready to start if your good with everything DM


So do i start with him as an int weapon or do i still have to sorta adventure to find it/him?


That sounds awesome. Im excited for this, while not having much dark suns knowledge, it seems great


I will do a skald fighter if accepted. I will have more tonight for you


I rolled the stats, and called it even. I almost did point buy but ehhh, I may change to point buy, but I liked the rolls. I took weapon finesse since its one of those free feats that the feat system we are using does, so I added it to give the bonus so I didnt have to remember it. I like polearm dancer though, so I will switch out improved init for it


To make sure im looking at it right, as a free action on my turn we use all your movement and stuff, and i could still attack again, or make spells ready right?


Dotting for now, lemme think on this


Reading briefly on armorist it looks awesome, and would totally fit the theme with you


I like that though, the weapon an wielder will not always agree.


I got life as a shaman so i have a channel. Imma read armorist later


To add to the mythic paths im thinking guardian. It fits. This all can change, but im forming a more and more solid idea of the character. Edgar how do you feel about a female weapon holder? Would your character be open or say slightly hostile? Like halfway through the battle we start arguing over the best approach is a funny idea to me


Im good with the spear and shield, as for the mythic i hadnt decided, and i can change out my feat for some teamwork ones, that way we get even more bonuses. Are we thinking perhaps reach though? That would give even more if one of the rogues have assualt leader


I did somewhat build for tripping currently, so something that would help trip people would work. Hard to avoid the bear claws when ya got tripped


Here is Ehawee, Elven shaman.

Spoiler:

Ehawee
Elf bloodrager 5/shaman 5/gestalt 5 (Pathfinder RPG Advanced Class Guide 15, 35, Pathfinder RPG Mythic Adventures)
CG Medium humanoid (elf, mythic)
Init +7; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
Vig 63 (5d10) Wnd 32 (Threshold 16)
Fort +7, Ref +4, Will +9; +2 vs. enchantments, +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 5/epic; Immune sleep
--------------------
Offense
--------------------
Speed 40 ft.
Melee elven branched spear +10 (1d8+6/×3)
Ranged longbow +8 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with elven branched spear)
Special Attacks blood casting, bloodrage (15 rounds/day), channel positive energy 3/day (DC 14, 3d6), hexes (misfortune[APG], slumber[APG]), mythic power (1/day, surge +1d6)
Bloodrager Spells Known (CL 5th; concentration +7)
. . 1st (2/day)—burning hands (DC 13), ear-piercing scream[UM] (DC 13), true strike
. . Bloodline Shadow
Shaman Spells Prepared (CL 5th; concentration +10)
. . 3rd—create food and water, cure serious wounds; neutralize poison[S]
. . 2nd—augury, cure moderate wounds (2); lesser restoration[S] or spiritual weapon[S]
. . 1st—bless, coward's cowl, cure light wounds (2); detect undead[S] or unseen servant[S]
. . 0 (at will)—create water, detect magic, know direction, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit Ancestors
--------------------
Statistics
--------------------
Str 18, Dex 17, Con 16, Int 17, Wis 20, Cha 15
Base Atk +5; CMB +8 (+10 trip); CMD 22 (24 vs. trip)
Feats Accursed Hex[M], Agile Maneuvers, Combat Expertise, Deadly Aim, Eschew Materials, Improved Initiative, Improved Trip, Point-Blank Shot, Precise Shot, Two-weapon Fighting, Weapon Finesse[M], Weapon Focus (elven branched spear), Weapon Trick (polearms)
Traits accelerated drinker, born free
Skills Acrobatics +7 (+11 to jump), Bluff +4, Diplomacy +10, Handle Animal +10, Heal +11, Knowledge (arcana) +9, Knowledge (nature) +11, Perception +15, Ride +8, Sense Motive +6, Sleight of Hand +8, Spellcraft +8 (+10 to identify magic item properties), Survival +13, Use Magic Device +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Dwarven, Elven, Halfling, Orc
SQ ancestor's council, elven magic, fast movement, shades of rage, shadow vision, spirit animal
Other Gear elven branched spear, longbow, 905 gp
--------------------
Special Abilities
--------------------
Accursed Hex [Mythic] When using Accursed Hex, foe must roll second save twice and take lower result.
Agile Maneuvers Use DEX instead of STR for CMB
Ancestor's Council (5/day) (Su) As a standard action, grant ally within 30 ft. +2 to attack/save/ability/skill check made before next turn.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (15 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Uncanny Dodge (Lv >= 9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Shades of Rage (Su) While raging, lower light level in 30 ft by 1 step.
Shadow Vision (Su) While raging, visual acuity in darkness improves.
Shaman Channel Positive Energy 3d6 (3/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (5 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal If spirit animal is slain, cannot use spirit magic or prepare new spells.
Surge (1d6) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Alright. I'm looking at life and ancestors as the shaman background, so that works.


So elf no work? What would?


Alright, and what about it being an elf? I feel that is the most obvious choice for a tribes person. And I'm pretty good on feeling the bloodrager shamen mix


Alright... What is the naming convention for your tribes?


I work from herolab mostly, any advice or do you use like a xml file?


pfshsfhsshshfshhsf 1700 post challenge accepted. I'm working on the character sheet now, but I'm good with the shaman part. the second part is the gesalt class. Bloodrager fits, but so does barbarian. Or fighter. And you get the mythic on top of the 5 levels correct?


Im cool with that, as that sorta fits the idea. And playing a shaman, that gives a better flow to having an int weapon, since it could be like my totem or something.


Im not opposed. Im a big fan of spear an polearm uses, and i mean, the dragon lance from ff12 was awesome. Its why i enjoy the idea of like a native healer sorta.


Mark me as interested, ill make a character later once home. I feel a shaman bloodrager make work, or a shaman druid, possibly a shaman brawler


I believe some type of elven shaman would fit well with this group. I can get stats an more later tonight


Torstein Magnuson
Human expert 1
NG Medium humanoid (human)
Init +8; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d8+3)
Fort +3, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+4/19-20) or
. . spear +4 (1d8+6/×3)
Ranged light crossbow +3 (1d8/19-20)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 17, Int 16, Wis 15, Cha 20
Base Atk +0; CMB +3; CMD 17
Feats Agile Maneuvers, Improved Initiative, Lightning Reflexes, Weapon Finesse
Traits accelerated drinker, arcane temper, bound by honor
Skills Acrobatics +5, Appraise +1, Bluff +9, Climb +0, Diplomacy +9, Disguise +3, Escape Artist -1, Fly -1, Heal +0, Intimidate +6, Perception +6, Perform (oratory) +9, Perform (percussion instruments) +9, Ride -1, Sense Motive +0, Stealth +5, Survival +6, Swim +6
Languages Common, Dwarven, Elven, Orc
SQ meticulous
Other Gear lamellar (leather) armor[UC], dagger, light crossbow, spear, 161 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Meticulous -2 on all untrained skill checks

Here is the stats and the techinical for my character. I'm going skald


Looking at it i believe I did my stats wrong, as I forgot to add 6 to them. dropping and adding would make my stats
16
16
17
18
15
18 as the set 18 stat. That seems right. So ill keep those rolls, and make that skald.
Torstein Magnuson is apprenticed to the Scarred Bear tribe, in efforts between one of the small villages and the tribes to keep their traditions alive and well. He is studying to become a great fighter, but even better Skald, or what the Scarred bears call a storyteller. He sets out with his mentor, Bruisten, traveling the different villages and visiting the different tribes, all in an effort to keep the information moving and the stories alive. He has had some contact with everyone, enough to know he is a good natured young man, but perhaps a bit too joking when he should be more serious. However, it meant he got along with most everyone, and people around his age would find him at the least bearable, but the elder warriors he trained with worry a bit about his temper when provoked.


3d6 ⇒ (2, 1, 4) = 7
3d6 ⇒ (1, 6, 3) = 10
3d6 ⇒ (6, 5, 4) = 15
3d6 ⇒ (6, 6, 4) = 16
3d6 ⇒ (6, 3, 1) = 10

Rerolling from 1, 2 and 5
3d6 ⇒ (6, 4, 3) = 13

so
12
13
15
16
and
12. I may work with this.


This is just off the top of my head, but I am thinking someone along the likes of perhaps a Shield Champion human, perhaps a dwarf, who is an apprentice for a weapon maker who tinkers with steam additions to weapons. Jakson Clark is a daring person, setting his sights on perhaps becoming the greatest master shield crafter he can. He one day hopes that his shields will lead his village to bigger and greater things, perhaps even growing into a city state themselves.

Other idea is a skald who is a lorekeeper. He has studied with the elders of the village, and sings of the deeds of the forebearers while they defend against bandits or while a storm is savaging the town.

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