Alchemist

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Interested as well.


. Dotting for Interest


GM Mowque wrote:

fbdaury wrote:
** spoiler omitted **...

Um, I like a good backstory as much as anyone, and a child from some Connac adventure is great but don't you think you are writing alot of the story I am trying to tell here?

Sorry to high-jack your story- just an idea, but does the basic character concept seem sound and workable for the type of game you wish to run?


GM:
This is just a rough idea for a character but let me know if you feel it is feasible. The character is an Aasimar Mesmerist and his bond to Connac was the reason for the band's dissolution in the first place.

When the Band of the Black Banner went against and defeated the Red Priest, he and his cult of followers were trying to complete a ritual that required the slaying of 1 Aasimar babies and the 12th was being killed even as they burst in on the ritual. Farnese took and protected the child while Connac himself killed the Red Priest, ending the ritual and the threat it posed to the world at large.

However, in the aftermath of the battle, both Farnese and Amanandar had misgivings about the child- its future was obscured from them in some way that made them both uneasy. However, Connac, childless and getting older saw in the beautiful boy child a new purpose for his life, and he declared that he would raise the child himself- make sure that no dark portents would come to pass surronding the child. And so Connac took the child, and in the aftermath of the disagreement, the Band of the Black Banner dissolved and went on their ways, Connac having been the heart of the group and the one that held them all together. Mestra, the Demon of Riddleport was tasked with hiding the Banner, a symbol of the Band's strength (and rumored to be an Artifact of some Power) where none would ever find it.

And the child, Antiac, grew strong and bright under his father's tutelage, eventually developing the powers of mesmerism and coming into his own racial abilities as well. Until the day that Antiac returned home from a journey to find his father dying, his last words to Antiac being to "Get the Band back together." And in that moment, Antiac had found his calling in life...

(Possible identity of Connac's salyer- the 12th child did not die, but was infused with great occult power through the ritual and spirited away to be raised by a follower of the Red Priest and biide his time until they day he would come into his own power. He will see his "brother" as a natural threat to his plans of course.)

Would this be a charcter you might be interested in having in your game?


Some interest here but I am drawing a blank at the moment for inspiration on a character I might want to draw up for this campaign, but we have until the 1st, right?


I was wondering based on my background for the character, if I should go ahead and stat her up or if she is not what you re looking for- the reason I ask is I just started one game and have a submission in review for another and don't want to take up your time if my submission is not to your flavor.


Fluff:
History: Working as a researcher for SHIELD was always a fairly routine job, until they went underground in the wake of the HYDRA revelation. But Dr. Nathan Owens took the good with the bad, going underground and staying loyal to the organization. After the further revelation of the Inhuman’s existence, Owen’s job got much more interesting, and when he was offered the chance to examine the chemical formula used by Dr. Calvin Johnson to enhance himself, he jumped at the chance. While the first generation of his research was used to produce the drug injection provided to Jeffrey Mace, the new Director of SHIELD to make him appear Inhuman, he kept working to perfect it and ended up adding in animal DNA and this worked to minimize the harmful side effects. In the end, his curiosity overcame his good sense and he tested the finalized compound on himself, activating a mutagenic effect within his body. Now his body produces a special super-adrenaline compound that he can mentally release into his bloodstream at will for short periods of time, enhancing his strength, speed, and stamina, as well as making his mindset far more bestial while under the effects.

In addition, now that he had the ‘key’ to unlocking human enhancement, he started to also create other extracts that could perform interesting changes on the human body. But the crowning achievement of his research are his mutagens- capable of even further enhancing his physical abilities while also unlocking savage natural weapons within himself. Using these combined breakthroughs, he started to hit the streets in a covert war on small-time criminals as a test of his abilities. His SHIELD superiors have now discovered his extra-curricular activities and are not pleased.


Ok- Got the crunch mostly done and working on the Fluff.

Stats:
Dr. Nathan P. Owens (Codename: Owl)
Male Human Gestalt- Alchemist (Beastmorph)/Unchained Barbarian
NG Medium Humanoid
Init +3; Senses Perception +9
------------------------------
DEFENSE
------------------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 22
Fort +5 (+7 poisons), Ref +6, Will +2
------------------------------
OFFENSE
------------------------------
Speed 45 ft. (55ft. while raging)
Melee
+2 (+ Current Str modifier) Claw (2) Attacks (1d6 + Current Str modifier)
+2 (+ Current Str modifier) Bite Attack (1d8 + Current Str modifier)
+2 Melee Weapon – Damage by Weapon type

Ranged
+6 Bombs (1d6+1) 3/3 (DC 12 Refelex save for half)
------------------------------
STATISTICS
------------------------------
Str 12, Dex 16, Con 14, Int 13, Wis 14, Cha 12
Base Atk +2; CMB 3; CMD 15

Boons:
Physical Perfection I and Physical Perfection II (Gains the Endurance feat for free, adds +5ft. to base landspeed, and treats Str ability as +2 for skills based on it plus for breaking objects and carrying capacity, adds +2 to Dex ability for skills as well.)

Feats
Acrobatics (+2 bonus to all Acrobatics and Fly skill checks)
Alertness (+2 bonus to all Perception and Sense Motive Skill checks)
Brew Potion (Can create potions for any level or lower formulae he knows that can normally be made into potions, does not need to meet prerequisites.)
Endurance (Gains +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.)
Throw Anything (Does not suffer the normal -4 penalty for throwing improvised weapons and when using splash weapons, he is +1 to both the attack and damage rolls and splash damage is always the minimum damage for that splash weapon’s direct hit.)

Skills: (Adventuring)
Acrobatics [+11] Climb [+6] Fly [+10] Intimidate [+5/+7] Knowledge (Arcana) [+5] Knowledge (Nature) [+5] Perception [+9] Sense Motive [+4] Survival [+6] Techcraft [+5] Use Magic Device [+5]
(Background)
Craft (Alchemy) [+9] Profession (SHIELD Researcher) [+8]

Languages English

Special:
Extracts (He can mix up to 3 magic-like concoctions per day at this time. It takes 1 minute to mix one from scratch so he will often mix them in advance if he knows what he thinks he will need in advance. Currently he knows the following extract formulae: Cure Light Wounds [1d8+2], Expeditious Retreat [+30ft. to landspeed for 2 minutes], Jump [+10 to all Acrobatics checks made to perform high jumps or long jumps for 2 minutes], and Keen Senses [Gains +2 competence bonus on Perception checks and Low Light Vision for 2 minutes].)
Mutagen (He can brew an elixir of mutagenic chemicals that allows him to enhance one of his Physical ability scores by +4 while also providing a +2 Natural Armor bonus to AC at the cost of also incurring a -2 penalty to one Mental ability for the same duration. The mutagen takes one hour to brew, only one can be brewed at a time, and the effects, once drank, last for 20 minutes. He has also learned to further enhance his mutagen to have a feral effect- for the duration of the mutagen, he gains two claw and one bite attacks, all at full attack bonus. The claw attacks each do 1d6 plus Str modifier and the bite does 1d8 plus Str modifier. He also gains a +2 competence bonus to Intimidate checks in this form. Anyone other than another alchemist that imbibes his Mutagen must make a DC 12 Fort save or be Nauseated for 1 hour- they will never gain the effects of the Mutagen, even if they make their save.)
Raging (8 Rounds per day he can rage- these need not all be at one time. During a rage, he is +2 to melee attack and damage rolls, thrown weapon damage rolls, and Will saving throws, but is -2 to AC for duration. He also gains +4 temporary Hit Points while raging and these are not replenished when he enters a new rage if at least 1 minute has not passed since the last rage ended. Entering or ending a rage is a free action and he is fatigued for 1 minute at the end of any duration period of raging. He cannot enter a rage while fatigued or exhausted. During his rage, he is also faster, gaining an additional 10ft. to his base landspeed during the period of the rage.)


GM-JZ wrote:
fbdaury wrote:

Dotting for interest- have my concept mostly worked up (similar classes to Saaahaa but very different concept) and I have a few questions:

*Are Unchained classes allowed, specifically the Unchained Barbarian?
*Are you allowing Traits?
*Are using Background Skills?

Thanks in advance for any answers!

I have no problem with unchained classes.

I have not used traits, but some of the boons are kind of like traits.

Yes we can use background skills, although the new skills such as profession driver, techcraft etc are not background skills.

Thank you- now I can finish up my character concept.


Dotting for interest- have my concept mostly worked up (similar classes to Saaahaa but very different concept) and I have a few questions:
*Are Unchained classes allowed, specifically the Unchained Barbarian?
*Are you allowing Traits?
*Are using Background Skills?

Thanks in advance for any answers!


Thank you for the answer- I can work with that...
Focus: Wisdom
Foible: Strength
Now let's see what we get...
1d10+7: 1d10 + 7 ⇒ (1) + 7 = 8
1d10+7: 1d10 + 7 ⇒ (10) + 7 = 17
1d10+7: 1d10 + 7 ⇒ (10) + 7 = 17
1d10+7: 1d10 + 7 ⇒ (7) + 7 = 14


Dotting for interest, have a concept in mind but just need to be sure of one thing- with the Caribbean-inspired setting and the piracy, does this also mean that slavery is a common element of society?


Sorry- instead of editing my previous post I should have just asked these questions on their own:
Also, some more weapon/gear questions:
*Would a Bowie Knife be considered a Dagger or a Short Sword?
*Instead of a straight sap, would sap gloves be available at that time, for a less obvious method of sapping a target?
*Can leather armor be worked into an otherwise normal-looking (albeit flashy) gambler's suit?
*Is a heavy Studded Leather Duster appropriate as Studded Leather Armor?

Sorry to be a pest but I'm going for theme here based on the times.


GM DeathbySuburbs wrote:
Jesse Heinig wrote:

Currently working on Winona Concord, part-Lakota gambler who is looking to strike out and win some money in the lawless west, preferably from rich, drunk gold prospectors. Winona is a mesmerist, though she finds it instinctive - to her way of thinking she doesn't "cast psychic spells," she simply happens to be very good and lucky with certain tricks, really good at reading tells, and excellent at persuading people.

Question about firearms: You said firearms are everywhere, does this modify the cost? Otherwise just getting a revolver costs 4,000 gp and is out of reach for all of these characters.

A gun cost anywhere from $12-$20 in 1870, So let's say 200 gp for revolver, 300 for rifle and 10 gp for ammo, unless you get it free with class.

So 10 GP for 30 rounds then? And what about silver bullets, what would be the cost for them?

Also, some more weapon/gear questions:
*Would a Bowie Knife be considered a Dagger or a Short Sword?
*Instead of a straight sap, would sap gloves be available at that time, for a less obvious method of sapping a target?
*Can leather armor be worked into an otherwise normal-looking (albeit flashy) gambler's suit?
*Is a heavy Studded Leather Duster appropriate as Studded Leather Armor?

Sorry to be a pest but I'm going for theme here based on the times.


Razon Hammerfist- Half Orc Monk

Background:

Before becoming an adventurer, she was a simple monk who studied the martial arts as a way of controlling and overcoming the bestial rage she grew up with, a rsult of her orcish heritage.

She seeks the Eye of Amrion because of the rumors that she has heard of its properties (see Rumor).

She despises the anger and bestial nature within herself and strives every day to overcome it.

Sample Dialogue:

"I feel your rage, and I know it myself brother, but everyday that we fight that rage is another day in which we control and shape our world as we see fit."

"Violence may solve many problems, but it should never be the first course of action in resolving a dispute."

"If there is no other way to resolve our differences then I guess the only thing left to say is... Boot to the Head!"

Rumor:

Razon has heard that the Eye of Amrion was a holy item that granted serenity to all those that came in contact with it- she seeks it to cure herself of her inner turmoil due to her savage orcish nature.


Stats:

Albrecht "Professor" Hutton (Changed from Hauptmann when he arrived at Ellis Island)
Human Rogue (Sharper) 2nd
NG Medium Humanoid
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10
hp 12
Fort +0, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Deft Hands, Martial Proficiency: Firearms
Traits Deft Dodger, Suspicious
Skills Acrobatics +3, Appraise +5, Artistry (Literature) +5, Bluff +8, Climb +1, Diplomacy +7, Disable Device +9, Disguise +2, Escape Artist +3, Intimidate +6, Knowledge (History) +5, Knowledge (Local) +5, Linguistics +5, Lore (Shakespeare's Writing) +5, Perception +6, Perform (Sing) +6, Sense Motive +7, Sleight of Hand +11, Stealth +8, Use Magic Device +7
Languages English, French, German, Latin, Russian, and Spanish.
Sticky Fingers (Replaces Rogue Talent)- Receives Improved Steal
as Bonus feat.
Gear To be filled out later
--------------------
Special Abilities
--------------------
Scam Artist- A Sharper gets 1/2 their level added to all Bluff and Sleight of Hand skill checks.
Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

I will add gear and adjust AC and attacks accordingly then.


Ten Minute Background:

Albrecht "Professor" Hutton (Hauptmann)
5 Facts:
1. Born and educated in Germany, he came to America to escape an unfortunate murder charge after killing a minor noble's son for cheating in a game of cards.
2. His father was a University Professor and up until he discovered cards and the 'rowdy' lifestyle it was thought that he too would go into academics.
3. Due to his education and upbringing, he still acts refined and civilized, even when he's cheating at cards or nicking a man\s pocket watch.
4. He has only ever loved one woman and she died giving birth to his stillborn younger brother when he was 7.
5. Decided to head out West because of the allure of the wide open spaces, the thrill of untamed (less-tamed?) territory, and of course all the money to be made fleecing marks out there.

2 Goals
1. Albrecht seeks to make his fortune so that he can then settle down to a sedate life of comfort.
2. Wants to be a writer- seeks to pen the 'Great American Novel'.

2 Secrets
1. Secretly a romantic who feels that he cannot survive in this new world unless he appears to be much harder and crueler than he is.
2. He is being pursued by a bounty hunter sent by the father of the man he killed back in Germany.

3 People
1. "Tookie"- his sometimes partner in his criminal and gambling enterprises.
2. Eden Armitage- heiress to a steel fortune and the only woman to not only refuse his charms but also beat him at cards (it would be fair to say she'll be the second woman he ever loves).
3. Dennis 'Deadstare' Dawson- the bounty hunter that has been sent after him, he would have killed Albreacht already but there is a HUGE bonus for bringing him back to his employer's men in New York alive.

3 Memories
1. The last time he ever saw his mother, as she was being wheeled into a hospital to give birth to his brother.
2. The first hand of cards he ever won, and he's been hooked since.
3. The fight that started with an argument over cheating at cards and that ended with him shooting a young noble between the eyes.

Still working out all the details of the character but will post once done.


GM DeathbySuburbs wrote:

That is what RAW states, but I have a hard time with this a bit. Anyone can fire a gun, but proficiency is something gained from experience. I personally feel that any character or real life person should not be accurate without spending some time in practice. I would say that if there is no investment in feat or class feature, then they should take a penalty on ranged attacks with guns. This is probably how I will play it. Hopefully, this was along your line of questioning and I didn't totally miss the boat about what you were asking.

Ok- this is what I was wondering, if a feat needed to be allocated to the proficiency. My short synopsis is this- a human rogue (sharper), he is a Gambler and proficient with firearms- I'm thinking along the lines of a Doc Halliday type.


Working out a concept for a character and just wanted to make sure- with Guns Everywhere, firearms are classed as simple weapons, correct?


So, at this point you have completely closed down for new players? Just came back to the site after a while away and was looking to dive back into online game and love the Eberron setting- I guess I will just need to keep an eye open in case you open up recruitment again.


Working on build, hopefully done soon.


To Modify my original idea, what if the changeling starts Rogue, with Wild Talent feat, and then can learn psion levels as he/she progresses?


Good luck heroes- keep the world safe!


Reckless wrote:
fbdaury wrote:
Better than the original graduation designs of the New Mutants' costumes (which they designed themselves) or... pretty much all of Kitty Pryde's self-desgned costumes until she became Shadowcat.

QFT

Although, I was always fond of this.

I too was fond of that particular Sprite costume.


Male Herbivorous Meatsack Epic Level Pain in the Backside
baldwin the merciful wrote:
Are you in the islands?

Naw- Nova Scotia, be glad I'm not in Newfoundland or the or the extra 1/2 hour might really mess with your head :)


Cool- let me think something up, should have something rough in next day or two- gotta start packing for a move so it might take a little time.


Yeah- like I said I'm not a fan of how the composite plating/warforged body feats were done- inconsistency on top of it doesn't help. Either give the +8 AC and DR 2/adamantine without being able to wear armor (Original ECS) or the reduced version from the wiki site but with the ability to wear armor. But that is just my opinion so, YMMV.


GM Mason wrote:
fbdaury wrote:
I was thinking of a Changeling character and because of their natural affinity towards psionics (due to their doppelganger ancestry) and their natural bent towards trickery that some sort of mind-warping character class might be interesting, possibly mixed with some rogue levels as the character advances.
It sounds like a cool concept. Would you use the psionic stuff here?

Well yes, but that's why I was asking- the Dreamscarred Press Psionics rules are still 3PP aren't they?


I was thinking of a Changeling character and because of their natural affinity towards psionics (due to their doppelganger ancestry) and their natural bent towards trickery that some sort of mind-warping character class might be interesting, possibly mixed with some rogue levels as the character advances.


So, with no 3PP, then I guess psionics are right out?


Better than the original graduation designs of the New Mutants' costumes (which they designed themselves) or... pretty much all of Kitty Pryde's self-desgned costumes until she became Shadowcat.


"Glory or Insanity Await?" :)


I made my own conversion over of some of the stuff for Eberron and I went the same with Warforged as was done with the Half Orcs- instead of two +2s and a -2, I just gave the character choice of +2 to any one ability, to reflect how there were different types of 'Forged built for different purposes.


In Eberron for 3.5, Warforged could not wear armor at all as default due to the Composite Plating of their body- allowing them to do so for the PFRPG is only one of the conversion points I disagree with.


I am happy either way- I Like the modern Arcana idea but was just throwing out ideas for possible characters for different types of games...


No problem on the time thing Silver- right there with you, might be getting my meds changed but they need to run me for an EKP first and I'm waiting on news of that...


When super heroes was still on the option wall I had an idea for a character that would for all intents and purposes seem like your average wired up slicer/street samurai, but with a twist.

The twist- no actual cyberware! His body had mutated the otherwise functionless appendix in his body to produce worm-like organic 'wires' that could move to through the human body to various sites to provide enhanced reflexes or strength, sensory upgrades, etc.- all naturally. What's even crazier? By releasing these creatures out from his mouth and then putting them into others, he could enhance them as well, for 1-2 hours before the worms would die out- the ones in his body were maintained and/or replaced as need be by his mutated appendix.

I guess the same thing could be done as a GELF character or he could have an experimental genetically engineered appendix replacement.


A more Fleshed-out version of my above idea:

White Point:

Daniel "White Point" Jackson-Yashida
On August 9th, 1945, Amiko Yashida looked to the skies above her home outside Nagasaki, Japan and the blast of brilliant white light was the last thing that she ever saw.

Although she was 7 months pregnant at the time, not only was Amiko herself miraculously unharmed by the radiation, her child was also born perfectly healthy as well. Feared and hated by those around her who had suffered from radiation sickness, cancers, birth defects and other maladies due to the after-effects of the atomic bombing, Amiko found salvation in an unlikely source. Sergeant Alex Jackson was the man that had shot her husband in combat, but as he watched the light pass from the eyes of Kiyomi Yashida, Jackson promised the man that he would make sure the man's wife and child were looked after, and he kept his promise.

The two married and Jackson took his wife and adopted son with him when he was rotated back stateside. Although by no means superhuman, young Jiro Jackson-Yashida was always healthy- never sick, never broke a bone, in excellent physical condition, etc. Becoming a soldier like his adopted father, Jiro eventually married himself and on August 9th, 1971 his wife Dana gave birth to their first child, a son Daniel (named after his maternal grandfather) and Daniel too seemed to be perfectly healthy, until he got sick a week before his 13th birthday. He broke out in what appeared to be full-blown radiation poisoning and nearly died, but after two weeks of touch and go fighting for his life, Daniel's sickness broke and he was perfectly healthy again. The doctors could not explain it, nor could they explain what happened next.

Daniel began to exhibit the ability to open a microscopic white hole, drawing mass through it from an unknown source, allowing him to increase his mass to superhuman levels, granting him great strength and resistance to harm. Unfortunately, this ability has two drawbacks- he cannot control how long he can maintain the mass- normally anywhere between two minute up to a maximum current duration of twenty minutes; and because white holes can only release matter into our universe (the reverse of a black hole), he cannot shunt his mass harmlessly back where it comes from. Instead, when he can no longer maintain his excess mass, Daniel's body converts the mass into pure energy and it is released from his body in an uncontrolled explosion around him.

Professor Xavier had known Daniel's grandfather from his own time serving in the army, and agreed to admit his grandson into the school based not only on that fact but Xavier's fascination with Daniel's power- the professor has theorized that with practice Daniel might either learn to bleed off his excess mass as controlled blasts of energy or possible develop an ability to generate microscopic black holes as well- allowing him to not o9nly shunt his own excess mass back out of our universe peacefully but possibly even reduce his own personal mass to the point of achieving a desolidified state. But at this time both possibilities are simply conjecture on Xavier's part.

Appearance: Daniel is a fit and reasonably attractive 13 year old of 1/2 Japanese descent. When he employs his power and his mass increases, both his features and clothing become solid white so bright as to almost be blinding (think Sunspot's solar form in reverse). At the moment of his mass release, this white expands outward in a brilliant blast of explosive white energy in all directions around him.


Vancouver would be perfect- small major Metropolis, coastal, weather matches the cyberpunk genre, William Gibson lives there, and many shows and movies that would be good inspiration are (or were) filmed there.


I had an idea for a character but did not know what system to try it out in- young character (13 or 14) that discovers the ability to open a hole to another dimension and draw mass from that dimension, causing an increase in the character's density.

The catch? There are two: Currently the character can only maintain the added density for up to 20 minutes (2d10 minutes); and cannot shunt the mass back into the dimension it was drawn from. Due to the conservation of matter, when this mass is expelled from the character, it's in the form of a violent release of energy (read: explosion) that the character cannot stop or control.

Eventually Xavier might be able to train the teen to either shunt the additional mass back into the other dimension and possibly even the starting mass as well, to make for a more normal mass controller, or teach the teen to do "controlled bleeds" of additional mass- blasts or explosive attacks of energy that also decrease the character's mass in a controlled way.


Well, if it's a super-heroey Modern Arcana, I've had this idea kicking around in my head for literally decades about a character with high personal resistance to magic effects and the ability to manifest a 'spell-sword', a blade of energy that can 'cut-through' (ie. dispel) magical effects/spells, harms creatures of magical/supernatural nature, and does nothing against normal creatures/items.


Sounds like a neat possible game, will start thinking something up.


I would be interested in Modern Arcana, Redux.


baldwin the merciful wrote:
** spoiler omitted **

I am fine with the daily posting- most of the games I have been in drove me nuts due to a lack of posting- I want to be involved with a consistent, fast-paced game.


Since it was mentioned that all Pathfinder was available, I went with a Gunslinger bodyguard with the Mark of Sentinel but who was not a member of House Deneith due to the fact that he was a bastard and has no idea who his father is. After his mother's death he also walk away from her family as well, a minor noble family from Karrnath, so now he just goes by the single name Kaern. If Gunslinger is not viable Nightflier, would this backstory work for a fighter (possibly Tactician) or possibly even a rogue, with some careful planning?

PS: Cheers Tenro! Good luck!


Zakmakiv Siraski wrote:

I have the printed Eberron Campaign Setting (3.5 when it came out), but now looking for the PDF version to use when I travel around the globe. Paizo does not seem to have the Wizards of the Coast products PDFs any more. Anyone know where I could buy the PDF?

I wish publishers keep PDFs of discontinued products for purchase still.

Drive Thru now has all WoTC pre-now available again, try there.


I had Looked at the Dodo in the S&S Player's guide but it wasn't quite what I wanted... I was originally thinking a sea gull that he could have poop on targets to distract them... what?


I was hoping to find an interesting bird for a companion but I think instead I'll just take the Weather Domain for my Aquatic Druid.


Here's my Crunch so far, still working out the fluff and equipment and some of the other crunch...

Crunch:

Sath Saltblood
Strength 12 (2) [+1]
Dexterity 14 (2) [+2]
Constitution 11 (1) [+0]
Intelligence 14 (3) [+2]
Wisdom 16 (10)[+3]
Charisma 12 (2) [+1]

(Stats: Point Buy costs are shown- Dex was raised +2 as Racial and Int was raised by 1 for 4th level.)

Class: Aquatic Druid / Expert
Level: 4th Level / 1st Level
Hit Points: 33

Saves:
Fortitude +4
Reflex +3
Will +9

Basic Attack Bonus: +4 (+5 melee / +6 ranged or scimitar)
Combat Maneuver Bonus: +5
Combat Maneuver Defense: 17
Armor Class-
flat-footed-
touch-

Race: Half Elf
Medium Sized / 30ft. Base landspeed / Low-Light Vision / Elf Blood / Elven Immunities: Immune to magic Sleep effects and +2 vs. enchantment spells/effects. / Adaptability / Keen Senses / Languages: Common, Elven; Druidic (Class, restricted)

Class Abilities:
Weapon and Armor Proficiencies- All simple weapons, plus scimitar, and scythe, plus all natural attacks; light armor, medium armor (no metal armor), and any wooden (non-tower) shield.
Aquatic Adaptation- +2 Initiative, Knowledge (Geography), Perception, Stealth, Survival, and Swim skills while in Aquatic terrain and cannot be tracked through such terrain.
Nature Sense- +2 to Knowledge (Nature) and Survival checks.
Natural Swimmer- She has a natural Swim Speed of 15ft. Does not need to make skill checks for movement at swim speed, can take 10 on swim rolls even while distracted/endangered, +8 Swim for special action/avoid hazard, and can use the run action while swimming in a straight line.
Resist Ocean’s Fury- +4 to save vs. all spells of the water type or the Ex/Su abilities of creatures with the aquatic or water subtype.
Wild Empathy- Can only be used on creatures with swim speed or the aquatic/water subtype but can use this ability of all creatures of this type- even those with Int 1 or 2 or mindless creatures.

Feats:
Athletic- +2 to Climb and +2 Swim skill.
Skill Focus- +3 to Climb skill.
Weapon Focus- +1 to hit with scimitars.

Skills:
Acrobatics +2 (+2) (+3) [+7]
Appraise +1 (+2) (+3) [+6]
Climb +3 (+1) (+3) (+3) [+10]
Diplomacy +1 (+1) (+3) [+5]
Fly +1 (+2) (+3) [+6]
Handle Animal +4 (+1) (+3) [+8]
Heal +3 (+3) (+3) [+8]
Knowledge (Geography) +3 (+2) (+3) [+8]
Knowledge (History) +1 (+2) (+3) [+6]
Knowledge (Nature) +2 (+2) (+3) (+2) [+9]
Linguistics +1 (+2) (+3) [+6]
Perception +4 (+3) (+3) (+2) [+12]
Profession (Sailor) +4 (+3) (+3) [+10]
Sense Motive (+3) (+3) (+1) [+7]
Sleight of Hand +1 (+2) (+3) [+6]
Swim +5 (+1) (+3) (+2) (+1) / (+8) [+12] / [+20]
Survival +3 (+3) (+3) (+2) [+11]

Traits-
Suspicious- +1 to Sense Motive checks and added to class skill list.
Touched by the Sea- +1 to swim checks and penalties on attack rolls underwater are lessened by 1.

(Skills: I always break it down- ranks added, stat bonus, Class Skill bonus {if the 3rd number is not 3 then it is not class skill}and then any trait/feat/class ability bonuses.)

Rolls for 2/3/4 Hit Points:
Druid 2: 1d8 ⇒ 6
Druid 3: 1d8 ⇒ 8
Druid 4: 1d8 ⇒ 3

Is it ok so far or are there any necessary changes?


Crunch:

Name: Kaern
Str 14 [+2]
Dex 17 [+3]
Con 11 [+0]
Wis 17 [+3]
Cha 12 [+1]
(added the +2 Human racial bonus to his Wisdom score, all rolls in earlier post)

Race: Human
Class: Gunslinger
Level: 1st

BAB:+1 (+3 Melee and +4 Ranged)
CMB:+3
CMD:16

AC:
touch:
flat-footed:

Feats:
Gunsmithing (bonus)
Least Dragonmark- Sentinel (Shield Other 1/day), +2 Sense Motive
Point Blank Shot- +1 hit and damage rolls with ranged attacks to 30ft.

Class Abilities:
Grit- Starts with 3, max of 3 at one time.
Deeds- All level 1 deeds.

Traits:
Bastard- +1 Sense Motive rolls and added to class skill list.
World Traveller- +1 Diplomacy and added to class skill list.

Skills:
Acrobatics +1(+3)(+3) [+7]
Bluff +1(+1)(+3) [+5]
Diplomacy +1(+1)(+3)(+1) [+6]
Knowledge(Local) +1(+2)(+3) [+6]
Perception +1(+3)(+3) [+7]
Prof(Bodyguard) +1(+3)(+3) [+7]
Sense Motive +1(+3)(+3)(+2)(+1) [+10]

(Still working on equipment, starting firearm, etc.)

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