Perla takes her time to aim again, and then shots two arrows after the first arrow. Shadow would roll trying to put the fire out then go back to biting at the enemy To hit: 1d20 + 17 ⇒ (13) + 17 = 30
well with that, I will present a Shaman half orc, Jerta, who focus on seeing things others can't, while she helps to heal others. Crunchy for Jerta: Jerta Kilamo Female half-orc shaman 4 (Pathfinder RPG Advanced Class Guide 35) NG Medium humanoid (human, orc) Init +8; Senses darkvision 60 ft.; Perception +17 -------------------- Defense -------------------- AC 19, touch 13, flat-footed 17 (+6 armor, +1 deflection, +2 Dex) hp 28 (4d8+8) Fort +3, Ref +4, Will +8 Defensive Abilities orc ferocity -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee longspear +4 (1d8+1/×3) Ranged orc hornbow +5 (2d6+1/×3) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks channel positive energy 3/day (DC 15, 2d6), hexes (chant, fortune[APG]) Shaman Spells Prepared (CL 4th; concentration +7) . . 2nd—augury, bull's strength, cure moderate wounds; lesser restoration[S] . . 1st—cure light wounds, goodberry, magic weapon, obscuring mist; detect undead[S] . . 0 (at will)—create water, detect magic, guidance, stabilize . . S spirit magic spell; Spirit Life -------------------- Statistics -------------------- Str 12, Dex 14, Con 12, Int 12, Wis 16, Cha 14 Base Atk +3; CMB +5; CMD 17 (15 vs. dirty trick) Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Power Attack, Selective Channeling, Skill Focus (Perception) Traits dangerously curious, reactionary, student of faith Skills Acrobatics -2 (-6 to jump), Diplomacy +9, Heal +7, Intimidate +4, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (nobility) +2, Linguistics +5, Perception +17, Ride +2, Sense Motive +5, Spellcraft +7, Stealth -1, Survival +7, Swim -2, Use Magic Device +10; Racial Modifiers +2 Intimidate Languages Common, Elven, Giant, Orc, Shoanti, Thassilonian, Undercommon SQ finesse weapon attack attribute, naive, orc blood, spirit animal (greensting scorpion named Arcane Familiar) Other Gear breastplate, longspear, orc hornbow (+1 Str), cloak of resistance +1, eyes of the eagle, ring of protection +1, 65 gp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Chant (Su) As a move action, extend the duration of other hexes by 1 rd. 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. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd. Naive -2 to AC vs. improvised weapons. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Selective Channeling Exclude targets from the area of your Channel Energy. Shaman Channel Positive Energy 2d6 (3/day, DC 15) (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. Spirit Animal (spirit animal (greensting scorpion named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
crunchy crunchy:
Marha Suntouch Female human (Shoanti) wizard (runesage) 4 (Pathfinder RPG Adventurer's Guide 58) NG Medium humanoid (human) Init +9; Senses Perception +4 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 22 (4d6+4) Fort +2, Ref +5, Will +5 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +1 (1d4-1/19-20) or . . quarterstaff +1 (1d6-1) Ranged +1 light crossbow +4 (1d8+1/19-20) Special Attacks hand of the apprentice (7/day) Wizard (Runesage) Spells Prepared (CL 4th; concentration +8) . . 2nd—acid arrow, invisibility, knock . . 1st—burning disarm (DC 15), burning hands (DC 15), comprehend languages, ear-piercing scream[UM] (DC 15) . . 0 (at will)—detect magic, mage hand, prestidigitation, ray of frost -------------------- Statistics -------------------- Str 8, Dex 16, Con 10, Int 19, Wis 10, Cha 12 Base Atk +2; CMB +5; CMD 14 Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Improved Initiative, Power Attack, Precise Shot, Scribe Scroll, Spell Penetration Traits pragmatic activator, reactionary, scholar of the ancients Skills Acrobatics +4, Appraise +8, Climb +0, Diplomacy +2, Disable Device +4, Fly +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +4, Ride +4, Spellcraft +8, Stealth +5, Use Magic Device +5 Languages Common, Draconic, Elven, Ignan, Polyglot, Shoanti, Thassilonian, Undercommon, Varisian SQ arcane bond (object), finesse weapon attack attribute, fire in the blood[ARG], mostly human, runic focus, self-doubting Combat Gear wand of enlarge person; Other Gear light crossbow, dagger, quarterstaff, backpack, flint and steel, ink, inkpen, soap, spell component pouch, thieves' tools, waterskin, wizard starting spellbook, 336 gp, 7 sp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Finesse Weapon Attack Attribute Finesse weapons use on attack rolls. Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage. Hand of the Apprentice (7/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns. Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native). Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Runic Focus (Su) Create stone that provides specialization in Thassilonian school of magic. Self-Doubting (????) -2 penalty to particular Will saves & skill checks after failing it that day. -------------------- A young Mwangi woman, she came to Sandpoint to study magic based on ancient runes that were scattered around her home village back in the jungle. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Marha Suntouch is a Mwangi runesage, at least to her knowledge. Part of her is drawn to the magical nature that they have, but another part of her craves the forbidden knowledge they have, because as the daughter of a witch doctor, she was going to know magic one way or another. This led to her leaving the homeland of her people, seeking out the knowledge of runes and others.
I would be submitting for a half orc skald or bard, depending on if allowed, fully in the one class. She would be the descendant of Ulfen parents, gone south due to tales of warmer climates and warmer treasure lanes than where she hails from. With a focus on supporting the party through song and tales, and some knowledge of the tall tales people. She is seeking her own name among the tales, perhaps not as the starring role, but still mentioned none the less. Someone has to record the adventure's in the first place after all. Things can change around to meet the needs of the party also, so just let me know.
The cruncy crunch!:
Laaeto Stumbleton
Female halfling oracle 1 (Pathfinder RPG Advanced Player's Guide 42) NG Small humanoid (halfling) Init +9; Senses Perception +4 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 11 (1d8+3) Fort +4, Ref +4, Will +4; +2 vs. fear -------------------- Offense -------------------- Speed 20 ft. Oracle Spells Known (CL 1st; concentration +5) . . 1st (4/day)—barbed chains[HA] (DC 15), burning disarm (DC 15), cure light wounds . . 0 (at will)—guidance, purify food and drink (DC 14), read magic, stabilize . . Mystery Life -------------------- Statistics -------------------- Str 9, Dex 16, Con 15, Int 12, Wis 12, Cha 18 Base Atk +0; CMB -2; CMD 11 Feats Improved Initiative Traits dangerously curious, life of toil, reactionary Skills Acrobatics +5 (+1 to jump), Climb +1, Diplomacy +8, Heal +5, Knowledge (geography) +2, Knowledge (history) +5, Perception +4, Sense Motive +5, Use Magic Device +9; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception Languages Common, Elven, Gnome, Halfling SQ oracle's curse (tongues), revelation (enhanced cures), self-doubting Other Gear 90 gp -------------------- Special Abilities -------------------- Enhanced Cures (+1 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level. Fearless +2 bonus to save vs. fear (stacks with halfling luck). Self-Doubting (????) -2 penalty to particular Will saves & skill checks after failing it that day. Tongues (-Choose-) You can only understand and speak one language in combat. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
So four halflings and a human walk into a bar. The Human grunts, the halflings walk under it
I have experiences with several people here, and so I trust this process! I will roll for the stats. STAT: 4d6 ⇒ (5, 3, 3, 4) = 15
I think my stats are pretty okay, with a 12, 14, 11, 16, 12, and 15. I think a Tiefling Oracle may fit in. I have read some of the Gorean books, I remember SL for those who understand, and have played with the GM before. Like I said I trust this process, and hope it goes well because the premise is interesting to me.
Delta Arena wrote:
not to harm any feelings, maybe send to only those or name who made in the game. And we all had to learn somewhere, nothing to be embarrassed of. It takes learning mistakes to get gud as the kids say
All this sounds fun, and given I've played or am currently playing with some of these names, I feel good about jumping in as well as a player. I like 2e combat, but I also like 1e, so I have no strong preference for either really. I do agree 2e is deadlier though, so it may work out for rotating cast. The only issue I do see is if the cast doesn't level properly, we may have like a few level 20s and a bunch 1s. Though I do enjoy that anime about the dungeon... is it wrong to pick up girls in a dungeon I believe its called. I'm in for it.
Archpaladin Zousha wrote:
I would like to put it for a tiefling rogue, one that didn't make the cut with some of the other people present. If that's okay since the character wasn't picked. I'm interested in how the new aps run, since they moved away from complete AP paths really
EltonJ wrote:
I am looking into doing a healing wilder, but I can not figure out how they heal really? Is it just the surge for 3 hp and that is all? Otherwise I have some of what I want to do
Wandering Wastrel wrote:
You have me listed twice. Besides going for knack, I have some questions about what everyone is thinking like, for our goals as a group? I mean clearly the standard getting a good character death/ending, but what else? Do we decide that now or do we keep that sorta secret?
Chyrone wrote:
I did, but it isn't shown under traits for some reason? I took Naive, meaning improvised weapons get a bonus.. or rather I take a negative on ac to them.
Chyrone wrote:
Are you saying we can not spearhead flanders? What about Sherman rolling onto Swords? :) look, my stat block I swore I posted: Coraline Sealen
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Azure_Zero wrote:
I did it in herolab and didn't post it. That's why I was thinking I had posted it
Azure_Zero wrote:
There really isn't anything left to do with it outside of making the alias. I thought I had posted her stats somewhere
Looking over the Amazon listing because I wanted the hardcover but don't wanna wait 11 days for it... Either a key or a knack. Kiss looks cool but it's off limits and I'm not sure how I'd play it anyways lol How well connected are we to each other, like we are all trying to make ourselves better and our group of is there to be a little cut throating amongst ourselves?
I have experince with Blade in the dark, and some of the other systems it host. I would think perhaps a young noblewoman who is certainly given to showing scandals... but does she really? Who really is her lover, or is it someone different each week, as she is seen with both men and women. Others say she does arcane evil arts... who knows? All anyone knows is she is part of House Bastien. Tho Lovell would work perhaps. So color me interested!
Critzible wrote:
So would that be like https://forgottenrealms.fandom.com/wiki/Waukeen ?
Critzible wrote:
Does Collette do anything with her father's businesses like know much about them or talk about them? I see she publishes with them, is it under her name? I think my character would be a bookworm given under the water it is quite hard to have them, and since she came to train she sneaks to read every chance she can
Grandpa Gobbs wrote:
If selected together, is there any way perhaps a young tiefling would have made her way here with Gramps? I love the back story, and having traveled her from Chelix and the first person she met was this old crotchety goblin by "beating" the truth: his door, I think is a good tie in. Resa isn't from the area, and Gramps knows his way around somewhat. politely knocking on
I think for my character ties I'm coming back after being gone for a while, having been a recluse growing up due to other kids not really playing with the nearly blind demon child. My God may infact be figuring out who and why my parents left me in care of the local church, who I am now a cleric of. Perhaps rumors of them being adventures who died near by or left me as a sacrifice. What church/deity is in this area?
Evindyl wrote:
I will! I was looking at doing it with like a wolf as a companion, getting that flanking bonus. A snake may be better tho
Evindyl wrote:
So all elves are best? I like it! I hopefully will show you that even us none elven folks can be good and capable!
TechoWrath wrote:
A Ranger tiefling follower of Desna. I have backstory somewhat done, but since some of that is guided by where in the story y'all are I have not much. https://pathbuilder2e.com/launch.html?build=694482
About Nicodemus d'VryeDefensive Stats
Offensive Stats
Spells per Day:
Spoiler:
Abilities
Spellbook:
Spoiler:
0-level: All Cantrips
1st-level: [i]Color Spray, Grease, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Shield Consumables: Spoiler:
Equipment: Spoiler:
Masterwork Bastard Sword, Masterwork Studded Leather Armor, Dagger, House Vrye Signet Ring, Potion of Cure Light Wounds (2), Noble's Outfit, Spellbook (small leather-bound book, embossed with family's coat of arms and kept in a water-tight inner coat pocket), Ink, Parchment (5 sheets), Inkpen, Scarf with hidden pockets, Greatcoat, small ruby worth 250g, 25g Background: Spoiler:
The sion of a house formerly of the Chelaxian aristocracy, Nicodemus has fallen far from the position within the nobility and Chelaxian navy which he held not so very long ago.
Long discontent with the status of the House of Vrye and the direction of the Empire's politics, his father had become embroiled in a plot against another noble house, unaware that he was being manipulated, used as a pawn by his co-conspirators. When their plot was discovered, the Vrye family was the one to take the fall. Stripped of title and property, Nicodemus' father and younger brother were executed as traitors, a fate that he himself avoided only due to a lack of involvement and the protection of his commander. Instead the young nobleman was stripped of title and commission and exiled to the colony of Sargrava. Nicodemus however, would not allow his destiny and birthright as the Vrye patriarch be so easily undone. He jumped ship before reaching Sargrava and fled into the Shackles, stripped of everything that he had known and betrayed by the nation to which he'd once sworn allegiance. A bitter determination still burned within his soul though. Nicodemus had always known that it was destiny to lead the House of Vrye, and if he had to rebuild it outside of the Empire, then so be it. Description: Spoiler:
A tall man of stately, minimalist elegance, Nicodemus comports himself with pride, confidence, and a fierce determination that burns in his granite-grey eyes. His features are classical Chelaxian; angular and aristocratic with dark hair and a pale complexion. [spoiler] |