Mogmurch

Reckless Apprentice's page

Goblin Squad Member. Organized Play Member. 38 posts (696 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 7 aliases.


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Submission: Cole Lambert
Cerlic (Crusader archetype) of Gorum

Basically his story is he is a roaming warrior seeking glory in the name of Gorum.

Crunch:

Cole Lambert
Male human cleric (crusader) of Gorum 1 (Pathfinder RPG Ultimate Combat 40)
CG Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 14 (1d8+6)
Fort +4, Ref +2, Will +4; +2 trait bonus vs. charm and compulson
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
. . dagger +2 (1d4+2/19-20) or
. . mwk greatsword +4 (2d6+3/19-20)
Ranged javelin +2 (1d6+2)
Special Attacks channel positive energy 3/day (DC 10, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—strength surge (+1)
Cleric (Crusader) Spells Prepared (CL 1st; concentration +3)
. . 1st—enlarge person[D] (DC 13), magic weapon
. . 0 (at will)—guidance, vigor
. . D Domain spell; Domain Strength
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 15, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Dodge, Toughness, Weapon Focus (greatsword)
Traits battlefield disciple, birthmark
Skills Acrobatics -2 (-6 to jump), Bluff +1, Disable Device -3, Heal +2 (+4 to stabilize a dying creature), Stealth -1
Languages Common
Other Gear scale mail, dagger, dagger, javelin (5), mwk greatsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 82 gp
--------------------
Special Abilities
--------------------
Cleric (Crusader) Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Strength Surge (5/day) (Sp) Grant +1 to a melee attack or strength check.

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

In full disclosure I've GM'd the first book of Rise of the Runelords and like many games my group broke up before I got farther. I liked it so much I would love the opportunity to be on the player end.


GM Tempest wrote:


The problem with altering it that way is that you're robbing yourself of earning it later. I like the backstory idea, but I would probably recommend taking a different trait if you want to already have been freed. However, Shaleed's recent history with this story would probably connect well with another member of the party that is currently trying to earn their freedom. Either way, but I would recommend a change.

I see your point. I'll change it to the "Freed Slave" trait.

What about my question involving using my starting cash to craft Alchemist items before the campaign starts, is that concept allowed for characters?


My submission:

Shaleed Livefree
Halfling Alchemist

Summary:Shaleed was brought up in slavery in the poison manufacturing trade. He got better at alchemy than his master and escaped

Background:

Shaleed was raised only knowing he was a slave. He thought he could remember a family member a faint memory at best but that wasn’t reality he lived in youth. Shaleed was owned by one of the Scorpion Sting’s largest poison suppliers an Irit name Azel. Shaleed spent his earliest time cleaning the alchemical lab making sure all of the components where in order, cleaning up the notes and wiping off the work benches. Of all the servants of Azel, Shaleed was recognized as the most meticulous and might be able to actually able to mix the components. So Azel’s is lust for profits trained Shaleed in poison making and chained him to the floor in the lab barring a heavy door forcing him to labor to exhaustion making his wares.
Shaleed took to his new work as best as he could at first only producing the product required. As Shaleed worked he realized he could optimize his time, more efficiently combining products to make the stable poisons and other things too. Shaleed made acids, fireworks, sticky substances, and many more wonders. Shaleed was careful to keep his side projects a secret, at first in fear that Azel would be furious he was wasting his supplies and then out of concern that Azel would steal his new designs to profit himself. Eventually, Shaleed made the discovery that would get him out of is bondage: a bomb.
Shaleed worked for months after his bomb revelation consuming all the information that little lab could give him until the day for fleeing arrived. On that day Shaleed used a concentrated batch of acid to eat away his chains and a bag of bombs for the door. The noise brought Azel and his armed security to investigate all they found was a smoking room (curtiousy of a smoke stick) and hole in the floor where a halfling ought to have been. Being free and presumed dead Shaleed left that house and entered the lower city with all the “destroyed” supplies from the lab and free air in his lungs.

Stats:

Shaleed Livefree
Male halfling alchemist 1 (Pathfinder RPG Advanced Player's Guide 26)
NG Small humanoid (halfling)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2; +2 racial bonus vs. effects that cause the entangled condition, +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee dagger +1 (1d3/19-20)
Ranged bomb +3 (1d6+3 Fire) or
. . light crossbow +2 (1d6/19-20)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Alchemist Extracts Prepared (CL 1st; concentration +4)
. . 1st—endure elements, reduce person (DC 14)
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 12, Int 16, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 10 (12 vs. grapple)
Feats Brew Potion, Improved Initiative, Throw Anything
Traits artisan, earning your freedom
Skills Acrobatics +0 (-8 to jump), Appraise +7, Climb -1, Craft (alchemy) +9 (+10 to create alchemical items), Disable Device +0, Escape Artist +2, Knowledge (nature) +7, Perception +5, Survival +5, Use Magic Device +4; Racial Modifiers +2 Acrobatics, +2 Climb, +4 Escape Artist
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes), unfettered
Combat Gear foaming powder[UE]; Other Gear studded leather, crossbow bolts (10), dagger, light crossbow, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], soap, torch (10), trail rations (5), waterskin, 67 gp, 8 sp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unfettered +2 racial bonus vs. entangled, CMD vs. grapples, checks to escape a grapple.
--------------------

A couple questions:

I gave my character the trait "Earn Your Freedom" without making the character follow the story hook it gave. Is that alright as he is a slave who got himself free?

With my character being an Alchemist I wanted to outfit him with some alchemical items and they can burn though gold fast. Can I buy those items at half price and say he crafted them?


Dotting for interest


Submission:
Dunce Gilrook
Human Arcane Bloodline Sorcerer

I'm not that familiar with the forgotten realms so I made the background generic enough to work many places.

Background:

Dunce (as his brothers Carrow and Tirus called him) wasn't his name it was Caros but since no one used it neither did he. Dunce was the most likeable guy on could meet and the women in the local tavern could attest, each one thinking his words poetry and his smile daring. The only problem was Dunce was born to a family line of studied keepers of arcane lore for which he did not have the knack or the desire. As Dunce came into the world his mother left it placing Dunce and his brothers under the sole care of Archmage Gilrook (Dad). The Archmage schooled his sons in the ancient lore of gods, the theory of spellcraft, and the wonders of alchemy.
By Dunce’s fifteenth year Carrow’s spellbook was growing ever larger and has alchemical experiments were wonders to behold. Tirus on the other hand had taught himself swordcraft and the art of war from that many books in the library of their father and even had mastered his spells in such a way to use his swords and spells together. Dunce’s complete magical repertoire included summoning the most basic prestidigitation to clean the floor. As much as he tried the knowledge would not stay with him and eventually time went on Dunce maintained the home while the other studied their craft.
Dunce was fine, he had ale and friends to keep him amused. Until the strangest thing happened when one time when he was drunk. A passing traveler had come to the tavern and had gotten into a disagreement about which woman wanted to sleep with him that night ( none of them did) and Dunce got in the way attempting to convince the man that he might find a mule to be a bedfellow but none of the women would have him. Dunce got punched, he had never been attacked like that before, and he seemed to instinctively hold up his hand and deliver a single missile of force into the man’s chest knocking him to the ground. Beyond his understanding he instinctively had done something he had seen his brothers do before.After sometime evaluating his skills Dunce realized he could replicate spells certain spells he had seen his family done by willing them into been. The magic didn’t seem of the same structure that his father had taught but he didn’t care. Dunce was finally like his family.
Unfortunately Dunce’s family didn’t see it that way. He wasn’t using skill, just unharnessed talent. His magic was considered lesser than theirs. While the family still tolerated each other the thick wall of uncomfort fill the Gilrook house. Eventually, Dunce felt he had to leave. He had thought that he want to be like his father and brothers but even when found his own magic they rejected it. Dunce found the next traders going somewhere interesting and booked passage to anywhere else and then he wished his friends and family goodbye and left.

Stats:

Dunce Gilrook
Male human sorcerer 6
CG Medium humanoid (human)
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 12 (+1 deflection, +1 natural)
hp 36 (6d6+18)
Fort +3, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
. . spear +3 (1d8/×3)
Ranged light crossbow +3 (1d8/19-20)
Sorcerer Spells Known (CL 6th; concentration +13)
. . 3rd (4/day)—deep slumber (DC 18)
. . 2nd (6/day)—invisibility, mirror image, scorching ray
. . 1st (8/day)—charm person (DC 16), ear-piercing scream[UM] (DC 16), feather fall, identify, magic missile
. . 0 (at will)—acid splash, dancing lights, detect magic, ghost sound (DC 15), jolt[UM], mage hand, prestidigitation
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 11, Dex 11, Con 13, Int 8, Wis 11, Cha 20
Base Atk +3; CMB +3; CMD 14
Feats Combat Casting, Eschew Materials, Persistent Spell[APG], Spell Penetration, Toughness
Traits desperate focus
Skills Bluff +14, Knowledge (arcana) +3, Knowledge (planes) +3, Spellcraft +6
Languages Common
SQ arcane bond (dagger), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (1/day)
Combat Gear scroll of mage armor; Other Gear crossbow bolts (15), dagger, light crossbow, spear, amulet of natural armor +1, handy haversack, headband of alluring charisma +2, ring of protection +1, ring of spell knowledge i (mage armor)[UE], backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 1,676 gp, 5 sp
--------------------
Special Abilities
--------------------
Arcane Bond (Dagger) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.

I have a GM interpretation question for how I was going to use an item. I have a Ring of Spell Knowledge. The description says that the spell stored can be "written, active or cast" version of the spell. Now does that mean I can keep scrolls around and read then over and over to reset the ring? Or are the scrolls used up? I'm thinking a written version could also be a spell book and I don't think that would be used up.

Hp Rolls:

HP: 1d6 ⇒ 1
HP: 1d6 ⇒ 2
HP: 1d6 ⇒ 3
HP: 1d6 ⇒ 2
HP: 1d6 ⇒ 4


What will downtime be like in the game?

I'm considering an idea which would have flavor of magic item crafting, would their be time for that?


choyakuyama wrote:

Hi

New to the site and interested.
General Question: where do I find the dice roller (assuming there is a specific one I need to use?

My character idea...Psion-Generalist from Waterdeep.

When you go to post in the message board below the posting box is a "How to format your text section" click "show" and it will expand for formatting options for posts. One of there options is "dice". This is what everyone has been using to roll their stats and HP.


This sounds interesting. I've only played a hand full of times in the forgotten realms it is a great world.

rolls:

Stat: 4d6 ⇒ (5, 3, 3, 2) = 13 drop 2 = 11
Stat: 4d6 ⇒ (2, 4, 1, 5) = 12 drop 1 = 11
Stat: 4d6 ⇒ (5, 3, 6, 6) = 20 drop 3 = 17
Stat: 4d6 ⇒ (2, 4, 1, 2) = 9 drop 1 = 8
Stat: 4d6 ⇒ (3, 5, 3, 2) = 13 drop 2 = 11
Stat: 4d6 ⇒ (1, 2, 4, 5) = 12 drop 1 = 11

Apparently 11's liked me

11,11,17,8,11,11

This will be interesting


My Submission: Toad Tongue
Goblin Occultist

Crunch:

Toad Tongue
Male goblin occultist 1 (Pathfinder RPG Bestiary 156, Pathfinder RPG Occult Adventures 46)
CN Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee rapier +3 (1d4+1/18-20)
Ranged light crossbow +3 (1d6/19-20)
Implement Schools
. . Necromancy (Brother's Finger Bone, 1 point) Resonant—necromantic focus; Focus—mind fear
. . Transmutation (Ancient Dagger with long-since faded enchantment, 2 points) Resonant—physical enhancement (strength); Focus—legacy weapon, size alteration
Occultist Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—inflict light wounds (DC 13), magic weapon
. . 0 (at will)—mage hand, touch of fatigue (DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 15, Int 15, Wis 11, Cha 7
Base Atk +0; CMB +0; CMD 12
Feats Weapon Finesse
Traits reckless, teacher's pet
Skills Acrobatics +3 (-1 to jump), Knowledge (arcana) +6, Knowledge (engineering) +6, Knowledge (history) +8, Knowledge (religion) +6, Ride +2, Stealth +10; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Dwarven, Goblin
SQ implements 2, mental focus (3/day)
Other Gear scale mail, light crossbow, rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 6 gp, 20 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Implements (Su) Gain a series of items which grant access to schools and powers.
Mental Focus (3/day) (Su) You have a pool of points that activate your focus powers.
Necromancy (Brother's Finger Bone) Implements that draw power from necromancy can control undead and harm the living.

Implements: Bone, coin, doll, drum, robe, skull.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Transmutation (Ancient Dagger with long-since faded enchantment) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
--------------------

Summary: Tongue Toad was a psychic sensitive goblin who Professor Petros cultivated into a functioning member of society.

Background:

Toad Tongue was born your average goblin of the Dog Skull tribe living in swamps of Sinaria. He grew fighting his fellow cagemates for scraps of dead bird and possibly the ears he ripped off in the fight. When he reached old enough he was released from his cage and taught the ancient arts of horse and dog slaying. The horse and dog skull in the elder’s hovel marveled Toad Tongue not because they were the mighty prey that the elder had said but he ran his fingers over the animal skulls they echoed into his mind images. The first was of a nasty horse beast sinking into a bog its eyes wide with panic --which amused Toad Tongue. The other image was a dog being bitten by another dog and there was a circle of humans cheering the dogs on. Toad Tongue could feel the pain of the teeth into the throat of the dog as it died. Toad Tongue was not sure what to make of these image but they certainly were not the stories the elder had told.
As time went on Toad Tongue would go out the trash dumps in Karcau and scavenge for food. Occasionally a bone, shiny picture (locket), an old sword or something like that would fall into Toad Tongue’s possession each giving the picture like the old skull of the elder’s. Toad Tongue had no idea what to make of these images but collected the items. This was how life was for a goblin of the Dog Skull tribe was until the day it wasn’t.
One day the tribe was dead, humans killed them. Well except the goblin that was at the garbage dump. Toad Tongue came back with a dagger he had found to find a dead human in the center of the village with a sword drawn and everyone else he knew dead around him. So he did the only thing he thought reasonable he went over to the elder and attempted to take his crown. The crown was being tightly grasped by his hand so Toad Tongue began removing fingers. Only one finger was removed before he heard movement behind him. A human pursuit party chased poor Toad Tongue to the Vhatsuntide River where he lost his footing and fell in. Slowly the water filled his lungs and he went unconscious.
A deity must have been watching over Toad Tongue because he awoke very far from home in the Lake of Lias near the town of Ravengo. The only things from home left to the goblin were the elder’s finger and the dagger he had recovered from the dump, both instantly seemed to mean more to him than food ( and that’s odd for a goblin ). Stuffing his precious items into his rags Toad Tongue began to explore the new area he had been brought to. The trash dump of Ravengo began to serve as home and gathering point for Toad Tongue’s odd collecting obsession.
Unbeknownst to Toad Tongue someone began watching him and his collecting habit. Professor Petros Lorrimor he taken notice of the little goblin at first puzzled at his behavior and eventually beginning to understand the peculiarity of Toad Tongue. To finally confirm his hypothesis he found an old blanket that had been at a children’s hospital that had seen more children die in its embrace than memory recall and baited a trap. As expected, Toad Tongue was lured in and captured.
What Professor Petros found when he examined his catch was beyond belief. Using a combination of hand gestures and broken goblin Professor Petros discovered Toad Tongue had a large vocabulary and concepts of empathy and suffering unknown to any other goblin he had seen. The Professor was curious what this specimen could grow into and began a regiment of stimuli and instruction for Toad Tongue.
Toad Tongue began to learn. He wasn’t sure it was learning at first because he wasn’t being injured but eventually he knew things like how to talk to humans and tales of the past (history). Toad Tongue grew and began to understand the pictures in his head and how to focus his mind. He learned the certain objects like his finger and dagger could be used to make things happen outside of his mind. He left the Professor with his head open, to most things… (reading obviously didn’t steal the words from his head like the elder said and shiny bits of metal can be used to buy things; however, morality still confused Toad Tongue). Toad Tongue left Professor Petros changed. He was ready to explore the world and actually prepared to contribute to it.


Stat roll: 4d6 ⇒ (1, 4, 5, 6) = 16 drop 1 = 15
Stat roll: 4d6 ⇒ (6, 3, 1, 6) = 16 drop 1 = 15
Stat roll: 4d6 ⇒ (3, 3, 3, 5) = 14 drop 3 = 11
Stat roll: 4d6 ⇒ (6, 4, 4, 2) = 16 drop 2 = 14
Stat roll: 4d6 ⇒ (1, 1, 5, 3) = 10 drop 1 = 9
Stat roll: 4d6 ⇒ (3, 1, 6, 1) = 11 drop 1 = 10

rolling stats for interest, thinking an occultist trader


Kelder Wynde

stats:

Kelder Wynde
Male human (Chelaxian) fighter 1
LN Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 15 (1d10+5)
Fort +3, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+4/19-20) or
. . dagger +5 (1d4+4/19-20) or
. . light flail +5 (1d8+4)
Ranged shortbow +3 (1d6/×3)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 13, Wis 10, Cha 10
Base Atk +1; CMB +5 (+7 trip); CMD 17 (19 vs. trip)
Feats Combat Expertise, Improved Trip, Toughness
Traits battlefield disciple, - custom trait -
Skills Acrobatics -2 (-6 to jump), Climb +4, Heal +0 (+2 to stabilize a dying creature), Survival +4, Swim +4
Languages Common, Dwarven
SQ heart of the wilderness[APG]
Other Gear chain shirt, heavy steel shield, arrows (40), dagger, dagger, light flail, shortbow, backpack, bedroll, belt pouch, chalk (2), flint and steel, hemp rope (50 ft.), mess kit[UE], piton (7), pot, sack, soap, torch (10), trail rations (5), waterskin, 26 gp, 1 sp, 8 cp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Improved Trip You don't provoke attacks of opportunity when tripping.
--------------------

background:

Kelder was raised on a country farm in Chelax with his parents. By the age of 14 he had grown weary of tending to fields and lying about his age he signed up the with the regular army of Chelax. From that point on he grew in experience going boy to man, from Chelaxian soldier to mercenary. Eventually finding himself on the Molthuni front he finally lost his taste for battle. Kelder actually dreamed of farming again but it had been so long since he'd done it. After Kelder left the front he ran into a family from the outskirts of Phaendar who needed a farm hand. The sort of person who is not scared of dealing with a predator or two. Kelder took of the job thinking he could learn how to farm once again then maybe just maybe he would be able to make a life for himself away from the battlefield.

Refined my idea from the previous post so I thought I'd put him back up.


I need to think a little more on the background but here's a traditional human fighter: Kelder Wynde

Stats:

Kelder Wynde
Human (Chelaxian) fighter 1
LN Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 dodge, +2 shield)
hp 16 (1d10+6)
Fort +4, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
. . dagger +4 (1d4+3/19-20) or
. . longsword +4 (1d8+3/19-20)
Ranged shortbow +4 (1d6/×3)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 18
Feats Dodge, Mobility, Toughness
Traits battlefield disciple, - custom trait -
Skills Acrobatics -1 (-5 to jump), Heal +0 (+2 to stabilize a dying creature), Survival +4, Swim +3
Languages Common
SQ heart of the wilderness[APG]
Other Gear chain shirt, heavy steel shield, arrows (40), dagger, dagger, longsword, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 20 gp
--------------------
Special Abilities
--------------------
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.

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


With the need for front line people, I'm thinking a human fighter who is a veteran from the Molthuni Front attempting to live the quiet life as a farm hand in Phaendar.

starting gold: 5d6 ⇒ (3, 3, 4, 6, 4) = 20


I was interested in the flake, he's your basic researcher which fell into the "real world" I thought a little like Butters from Dresden.

Eugene ‘Tin Man’ Caldwell

The Flake
Name: Eugene ‘Tin Man’ Caldwell
Playbook: The Flake
Charm +1
Cool -1
Sharp +2
Tough +1
Weird 0
Luck _ _ _ _ _ _ _
Harm _ _ _ | _ _ _ _
Experience _ _ _ _ _
Moves:
Connected the Dots (At the beginning of each mystery,
if you look for the wider patterns that current
events might be part of, roll +Sharp. On a 10+ hold
3, and on a 7-9 hold 1. Spend your hold during the
mystery to ask the Keeper any one of the following
questions:
• Is this person connected to current events more
than they are saying?
• When and where will the next critical event
occur?
• What does the monster want from this person?
• Is this connected to previous mysteries we have
investigated?
• How does this mystery connect to the bigger
picture?)
See, It All Fits Together (You can use Sharp instead of Charm when you manipulate someone. )
Net Friends (You know a lot of people on the Internet.
When you contact a net friend to help you with
a mystery, roll +Charm. On a 10+, they’re available
and helpful—they can fix something, break a code,
hack a computer, or get you some special information.
On a 7-9, they’re prepared to help, but it’s either
going to take some time or you’re going to have to do
part of it yourself. On a miss, you burn some bridges.)
Gear:
9mm (2-harm close loud)
Garrote (3-harm intimate)
Butterfly knife/folding knife (1-harm hand)
Look: Man; Focused Eyes; Comfortable Clothes

Backstory:
I’m 25 and far too well informed. I grew up the pasty white bullied kid but a normal childhood. It got better when I made it to college and fell in love with Cross Fit and Anthropology. I started my Blog “The Iron Man” to capture my interests in great workouts and new discoveries in the prevailing research on the cultures ranging from the Aztec the the Huns.
As fate would have it, I’m too good at my job. When you start looking at so many cultures, you start to find commonalities in their legends. For instance you have a fire breathing lizard in Chinese legend and Nordic poems next thing you know you find bizarre claw marks at Viking dig you are working in Denmark and the next thing you know you are being chased out of a cave by something that could only be described as a dragon, that’s where the Cross Fit saved my life. You have a few more run ins with wisps in the woods of Ireland, water demon signs in Japan and don’t get me started on what Big Foot probably is.
Turns out if you write enough of this stuff on you blog people start questioning your sanity you’ll be told you are wearing your ‘tin foil hat’ which eventually lead to me calling my blog “The Tin Man”. They can all for go to hell I knew the truth and they didn’t. It wasn’t all bad slowly my blog started getting some really great workouts --after all I could add a workout using ghosts to chase you-- and after all the deniers say their piece and leave your site you start attracting people who actually believe and contribute to the truth.
Sometimes people need a guy who can find the truth and tend to contact me on the web. When I can advise I do. When it’s interesting enough I join in. It’s a curse to be too well informed but it’s a wild ride.


Dot.
this sounds fun, make a scooby gang and go slay monsters. Perfect


My submission for this is

Cruu of the Uzok

Story:
Cruu lead a standard life for an orc halfling in the Uzok tribe. Until his eighth year when the old shaman cast his bones before the great bonfire and selected Cruu to come with him and learn his secrets. The shaman took Cruu deep into the woods and taught his about medicine the land and his people. For next eight years Cruu learned from the old Orc until he grew too weak teach and eventually nature took him from Cruu. I was time for Cruu to return to the tribe, however when he returned all he found was a burned husk of the camp. Corpses and ash were all the remained of the once strong village. Depressed Cruu wandered until he found surroundings that matched his feelings deep in the swamps far from the last place he knew as home. In complete sorrow even the hags of the swamp took pity on him and showed him their secrets of the swamp. Cruu was content to stay hidden from the world indefinitely until the world changed no one could miss the movements of the dragons. Maybe these stirrings would give him answers about his people. He set out no longer the noble shaman his people wanted him to be but the weird witch doctor that his sorrow had shaped him to be.

Crunch:

Cruu of the Uzok
Male half-orc druid 2/warlock 2
Medium humanoid, chaotic neutral
--------------------
Armor Class 15 (studded leather, shield)
Hit Points 27 (4d8+4)
Speed 30 ft.
--------------------
STR 10 (+0), DEX 13 (+1), CON 13 (+1), INT 10 (+0), WIS 15 (+2), CHA 14 (+2)
--------------------
Saving Throws Int +2, Wis +4
Skills Arcana +2, Intimidation +4, Medicine +4, Religion +2, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Druidic, Orc, Sylvan

Actions
--------------------

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+1 piercing damage.

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 slashing damage.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
--------------------

Equipment Dagger, Scimitar, shield, studded leather, backpack, bedroll, bird bones, blanket, case, map or scroll, chalk, clothes, common, druidic focus (totem), healer's kit, herbalism kit, mess kit, poisoner's kit, pouch, rations (10), rope, hempen (50 feet), tinderbox, torch (10), waterskin, 92 gp, 4 sp, 9 cp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

Hermit Background:

Background: Hermit

Personality Trait
Oblivious - I have no understanding of social expectations or etiquette.
Philosophical - I love sharing my ideas about a grand philosophical theory that I am working on.

Ideal
Power - Mystical or magical power can be sought through paths of solitude and contemplation.

Bond
Enlightenment - Within my seclusion I was seeking enlightenment that still eludes me.

Flaw
Harbor - Isolation and meditation failed to stop the dark bloodthirsty thoughts that I harbor.

Life of Seclusion
Retreated - I experienced a life-altering event after which I retreated from society.


doting this


DM Greg wrote:

@reckless.

It was "pay" of course.
No worries at all about the crunch (may i suggest some UMD instead of deceipher script. WE have lots of time to go trough it.
(I am on vacation until june 12 and so the game is paused for the next scène. Therefore it Will give us time to do some rôle play during next week)

I'll to it your background in the next few days

Well I need the decipher script to get into the arcane trickster Prestige Class (I think) at 7th (which is the only reason I took it) and since I have wizard levels I should have access to all the wizard/sorcerer spells, but I'll consider the UMD for the divine stuff.


I need to re-give my character stats again, I had it pointed out that my numbers for my stats may have been wrong... I doubled checked the calculator and they were WAY off.... (12 pts over)

sorry about any confusion that caused and yet another copy of the stats.

stats:

ERDWIN RYNWILL CR 6
Male Half-Elf Rogue 3 Wizard 3
CG Medium Humanoid
Init +3; Senses Low-Light Vision; Listen +7, Spot +11
Languages Celestial, Common, Draconic, Dwarven, Elven
---------------------
AC 19, touch 13, flat-footed 16
. . (+3 Dex, +5 armor)
hp 44 (3d6+3d4+18)
Fort +5, Ref +9, Will +5
---------------------
Speed 30ft.
Melee weapon Rapier +6 (1d6) and
. . Unarmed Strike +6 (1d3)
Ranged weapon Shortbow +6 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +3
Atk Options Sneak Attack +2d6
Combat Gear +1 Mithral Chain Shirt, Arrows, Rapier, Shortbow
Wizard Spells Prepared (CL 3, +3 melee touch, +6 ranged touch):
2 (DC 14, 2/day) - Mirror Image, Scorching Ray
1 (DC 13, 3/day) - Magic Missile, Reduce Person, Ray of Flame
0 (DC 12, 4/day) - Detect Magic, Mage Hand, Prestidigitation, Ray of Frost
---------------------
Abilities Str 10 Dex 16 Con 16 Int 14 Wis 12 Cha 10
SQ +2 to Reflex saves while familiar is within 1 mile., +2 to saves vs Enchantments, Combat Casting, Deliver Touch Spells Through Familiar (Su), Empathic Link (Su), Racial Skill Bonus, Share Spells, Subtype - Elf, Trap Sense +1 (Ex), Trapfinding, Type - Humanoid
Feats Armor Proficiency (Light), Combat Casting, Rogue Weapon Proficiencies, Scribe Scroll, Simple Weapon Proficiency - All, Toughness, Weapon Finesse, Wizard Weapon Proficiencies
Skills Balance +9, Concentration +6, Decipher Script +9, Diplomacy +4, Disable Device +9, Escape Artist +10, Gather Information +2, Knowledge: Arcana +9, Listen +7, Move Silently +10, Search +7, Sense Motive +9, Spellcraft +6, Spot +11
Possessions combat gear plus Amulet of Natural Armor +1, Artisan's Outfit (Free), Backpack (22 @ 26.5 lbs), Bedroll, Chalk, 1 piece, Flint and steel, Money, Piton, Potion of Cure Light Wounds, Pouch, belt (1 @ 3.62 lbs), Rations, trail (per day), Spell component pouch, Spellbook, wizard's (blank), Sunrod, Waterskin
---------------------
+2 to Reflex saves while familiar is within 1 mile. This ability is active when your familiar is within one mile.
+2 to saves vs Enchantments +2 save bonus vs Enchantments.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) Take no damage on a successful Reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus You gain a bonus to some skills (already counted).
Share Spells Spells cast on you can also affect your familiar, if it's within 5 feet.
Sneak Attack +2d6 Deal extra damage when your target is flat-footed or flanked by you.
Subtype - Elf Subtype for a set of humanoids who share a common origin and language.
Trap Sense +1 (Ex) You gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from multiple classes stack.
Trapfinding You can find and disarm traps with a DC > 20.
Type - Humanoid Unless otherwise noted humanoids have these features.

--------------------

DUDEN CR 1/4
Male Animal, Weasel (Animal, Weasel +1)
TN Tiny Humanoid
Init +2; Senses Low-Light Vision, Scent (Ex); Listen +6, Spot +10
Languages
---------------------
AC 16, touch 14, flat-footed 14
. . (+2 size, +2 Dex)
hp 22 (1d8)
Fort +2, Ref +6, Will +5
---------------------
Speed 20ft.Climbing (20 feet)
Melee weapon Bite (Animal, Weasel) +7 (1d3-4) and
. . Unarmed Strike +7 (1-4)
Space 2.5 ft.; Reach 0 ft.
Base Atk +5; Grp -9

Combat Gear (none)
---------------------
Abilities Str 3 Dex 15 Con 10 Int 10 Wis 12 Cha 5
SQ Attach (Ex), Improved Evasion (Ex), Racial Skill Bonus, Type - Animal
Feats Agile, Weapon Finesse
Skills Balance +18, Climb +10, Concentration +3, Decipher Script +7, Disable Device +7, Escape Artist +11, Hide +11, Jump -10, Listen +6, Move Silently +13, Search +4, Sense Motive +9, Spellcraft +2, Spot +10
Possessions combat gear plus Money
---------------------
Attach (Ex) If you hit with a bite, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus You gain a bonus to some skills (already counted).
Scent (Ex) Detect creatures within 15+ ft & follow tracks by sense of smell.
Type - Animal Unless otherwise noted animals have these features.


DM Greg wrote:

@reckless:

Per the phb you Get two free spell each time you level. The other you have to play for.

pay or play?

if pay I know you can buy spells in many worlds and with starting gold that's frequently what wizards would have bought over their adventuring.

if play I guess I can understand wanting to roleplay acquisition of all spells and I'll adjust my spell book accordingly.


Given the rules I present Glyph the Transmuter with proficiencies in wisdom and intelligence.

I added spells per level, but as I wasn't sure what the gold we would have per level, so I only added spells that a wizard would gain under standard leveling.

Is there gold we would have additional liberty to spend on the characters or would I be "given" additional spells assuming the characters adventures would have found spellbooks to gain spells from?

Stats:

Glyph
Male rock gnome wizard 3
Medium humanoid, lawful good

--------------------
Armor Class 12
Hit Points 20 (3d6+6)
Speed 25 ft.
--------------------
STR 10 (+0), DEX 15 (+2), CON 14 (+2), INT 17 (+3), WIS 10 (+0), CHA 8 (-1)
--------------------
Saving Throws Int +5 (Advantage vs. magic), Wis +2 (Advantage vs. magic)
Skills Arcana +5, History +5, Insight +2, Investigation +5
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic, Dwarvish, Gnomish

Actions
--------------------

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
--------------------

Abilities,
--------------------
Arcane Recovery, Artificer's Lore, Darkvision 60, Gnome Cunning, Library Access, Minor Alchemy, Tinker, Transmutation Savant

Spells
--------------------
Spellbook
1st Detect Magic, Expeditious Retreat, False Life, Feather Fall, Floating Disk, Identify, Mage Armor, Magic Missle, Sleep
2nd Knock, Spider Climb

Cantrips
Fire Bolt, Message, Prestidigitation

Background:

Glyph (Symn Gulip Harny)
Glyph, was smart among his people. Some, He, might say the smartest. Glyph love crafting and has made everything from water pumps to machines of war. Glyph also loved the academic strategy of war the moving the piece around the board to win victory. Problem is Glyphs family would give him "problems" to solve a machines to build, then sell them to mercenary groups and rebel armies.

Glyph saw the devastation that his solutions were creating. His reaction was a strange feeling of shame with the things he made. Unable to cope with the abuse of his knowledge Glyph locked himself away in the library seeking knowledge without more moral ramifications to weigh on his conscious.

Gylph spent years studying soon discovering the wondering of Alchemy taking on the mantle of a transmuter. With new power and some research curiosity about what alchemy can hold for the world at large. Glyph sets out agent from the library. He will be no ones agent. He will be all about the research and solving problems that build a brighter future for people.


I present for consideration Arden Moonshade

Crunch:

Arden Moonshade
Male wood elf monk 3
Medium humanoid, lawful neutral

--------------------
Armor Class 15
Hit Points 24 (3d8+6)
Speed 45 ft.
--------------------
STR 10 (+0), DEX 16 (+3), CON 15 (+2), INT 10 (+0), WIS 15 (+2), CHA 8 (-1)
--------------------
Saving Throws Str +2, Dex +5
Skills Acrobatics +5, Deception +1, Insight +4, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Undercommon

Actions
--------------------

Dart. X10 Ranged Weapon Attack: +5 to hit, range 20 ft./60 ft., one target.
Hit: 1d4+3 piercing damage.

Dart. Ranged Weapon Attack: +5 to hit, range 20 ft./60 ft., one target.
Hit: 1d4+3 piercing damage.

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d6+3 bludgeoning damage or 1d8+3 bludgeoning damage if used with two hands to make a melee attack.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 1d4+3 bludgeoning damage.
--------------------

Abilities
--------------------


  • MartialArts
  • Unarmored Defense
  • Ki
  • Unarmored Movement
  • Deflect Missles
  • Shadow Arts


Background:

The Moonshade Wood Elves were more than just protectors of the forest, they were shapers of destiny or so they thought.

Arden was born a monk into the Moonshade clan sworn to protect their forest from all outside forces. Including taking care of those whom they considered potential threats. Arden had stolen for the clan and killed for the clan and he did it out of duty it was who he was and what he was meant for.

A local hamlet leader decided to start harvesting wood from the forest. The man was poor he had nothing but his village and his family. Arden was sent to send a message. Arden killed the very young son of this leader, the fear and the boy's eyes and the anguish that tore through the father and the town over this innocent lose tore into Arden. Arden watched as the father withered and died of sorrow his wife soon following and the hamlet slowing withered to nothing with the loss of the only true leader in a generation. Arden was changed.

Arden does not know what he is except he's no ones pawn and that everyone deserves the right to find a way to live with out forces manipulating the world crushing the spirit to keep on living.


Updated the HP as recommended, I was wondering I was adding spells to the spell book as per rules of needing to pay for each spell and the cost of paying a wizard to read his book. Is that how you handle building a spell list?

Updated HP Crunch:

ERDWIN RYNWILL CR 6
Male Half-Elf Rogue 3 Wizard 3
CG Medium Humanoid
Init +3; Senses Low-Light Vision; Listen +7, Spot +12
Languages Celestial, Common, Draconic, Dwarven, Elven
---------------------
AC 19, touch 13, flat-footed 16
. . (+3 Dex, +5 armor)
hp 44 (3d6+3d4+18)
Fort +5, Ref +9, Will +6
---------------------
Speed 30ft.
Melee weapon Rapier +6 (1d6+1) and
. . Unarmed Strike +6 (1d3+1)
Ranged weapon Shortbow +6 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
Atk Options Sneak Attack +2d6
Combat Gear +1 Mithral Chain Shirt, Arrows, Rapier, Shortbow
Wizard Spells Prepared (CL 3, +4 melee touch, +6 ranged touch):
2 (DC 15, 2/day) - Mirror Image, Scorching Ray
1 (DC 14, 3/day) - Magic Missile, Reduce Person, Ray of Flame
0 (DC 13, 4/day) - Detect Magic, Mage Hand, Prestidigitation, Ray of Frost
---------------------
Abilities Str 12 Dex 17 Con 16 Int 16 Wis 14 Cha 12
SQ +2 to Reflex saves while familiar is within 1 mile., +2 to saves vs Enchantments, Combat Casting, Deliver Touch Spells Through Familiar (Su), Empathic Link (Su), Racial Skill Bonus, Share Spells, Subtype - Elf, Trap Sense +1 (Ex), Trapfinding, Type - Humanoid
Feats Armor Proficiency (Light), Combat Casting, Rogue Weapon Proficiencies, Scribe Scroll, Simple Weapon Proficiency - All, Toughness, Weapon Finesse, Wizard Weapon Proficiencies
Skills Balance +7, Bluff +10, Concentration +8, Decipher Script +9, Diplomacy +7, Disable Device +12, Escape Artist +9, Gather Information +3, Intimidate +3, Knowledge: Arcana +9, Listen +7, Move Silently +10, Search +8, Sense Motive +10, Spellcraft +9, Spot +12
Possessions combat gear plus Amulet of Natural Armor +1, Artisan's Outfit (Free), Backpack (22 @ 26.5 lbs), Bedroll, Chalk, 1 piece, Flint and steel, Money, Piton, Potion of Cure Light Wounds, Pouch, belt (1 @ 3.62 lbs), Rations, trail (per day), Spell component pouch, Spellbook, wizard's (blank), Sunrod, Waterskin
---------------------
+2 to Reflex saves while familiar is within 1 mile. This ability is active when your familiar is within one mile.
+2 to saves vs Enchantments +2 save bonus vs Enchantments.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) Take no damage on a successful Reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus You gain a bonus to some skills (already counted).
Share Spells Spells cast on you can also affect your familiar, if it's within 5 feet.
Sneak Attack +2d6 Deal extra damage when your target is flat-footed or flanked by you.
Subtype - Elf Subtype for a set of humanoids who share a common origin and language.
Trap Sense +1 (Ex) You gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from multiple classes stack.
Trapfinding You can find and disarm traps with a DC > 20.
Type - Humanoid Unless otherwise noted humanoids have these features.


Ok im traveling this weekend Ill work on this and get back to you. Thanks for the HP suggestion


Im putting together a way of shadow monk wood elf. Sort of tortured soul seeking redemption for the orders he followed by his former masters.

I vote horde of the dragon queen. My second vote is for starhd


Dot. I need to think on this.


1)Rock Gnome Transmutation wizard

2)after cloistering himself work on how things, he decides he has done all he can from the workshop and ventures out knowing there's so much more to learn

3) I have very limited exposure to the classic adventures so I'm sure you will all pick a great one.


Here's the crunch.

Crunch:

ERDWIN RYNWILL CR 6
Male Half-Elf Rogue 3 Wizard 3
CG Medium Humanoid
Init +3; Senses Low-Light Vision; Listen +12, Spot +12
Languages Celestial, Common, Draconic, Dwarven, Elven, Infernal
---------------------
AC 19, touch 13, flat-footed 16
. . (+3 Dex, +5 armor)
hp 29 (3d6+3d4+6)
Fort +3, Ref +9, Will +6
---------------------
Speed 30ft.
Melee weapon Rapier +6 (1d6+1) and
. . Unarmed Strike +6 (1d3+1)
Ranged weapon Shortbow +6 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
Atk Options Sneak Attack +2d6
Combat Gear +1 Mithral Chain Shirt, Arrows, Rapier, Shortbow
Wizard Spells Prepared (CL 3, +4 melee touch, +6 ranged touch):
2 (DC 16, 2/day) - Mirror Image, Scorching Ray
1 (DC 15, 3/day) - Magic Missile, Reduce Person, Ray of Flame
0 (DC 14, 4/day) - Detect Magic, Mage Hand, Prestidigitation, Ray of Frost
---------------------
Abilities Str 12 Dex 16 Con 12 Int 18 Wis 14 Cha 14
SQ +2 to Reflex saves while familiar is within 1 mile., +2 to saves vs Enchantments, Combat Casting, Deliver Touch Spells Through Familiar (Su), Empathic Link (Su), Eschew Materials, Racial Skill Bonus, Share Spells, Subtype - Elf, Trap Sense +1 (Ex), Trapfinding, Type - Humanoid
Feats Armor Proficiency (Light), Combat Casting, Eschew Materials, Rogue Weapon Proficiencies, Scribe Scroll, Simple Weapon Proficiency - All, Weapon Finesse, Wizard Weapon Proficiencies
Skills Balance +12, Bluff +11, Concentration +10, Diplomacy +8, Disable Device +13, Gather Information +4, Intimidate +4, Listen +12, Move Silently +12, Search +14, Sense Motive +11, Spellcraft +13, Spot +12
Possessions combat gear plus Amulet of Natural Armor +1, Artisan's Outfit (Free), Backpack (22 @ 26.5 lbs), Bedroll, Chalk, 1 piece, Flint and steel, Money, Piton, Potion of Cure Light Wounds, Pouch, belt (1 @ 3.72 lbs), Rations, trail (per day), Spellbook, wizard's (blank), Sunrod, Waterskin
---------------------
+2 to Reflex saves while familiar is within 1 mile. This ability is active when your familiar is within one mile.
+2 to saves vs Enchantments +2 save bonus vs Enchantments.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Evasion (Ex) Take no damage on a successful Reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus You gain a bonus to some skills (already counted).
Share Spells Spells cast on you can also affect your familiar, if it's within 5 feet.
Sneak Attack +2d6 Deal extra damage when your target is flat-footed or flanked by you.
Subtype - Elf Subtype for a set of humanoids who share a common origin and language.
Trap Sense +1 (Ex) You gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from multiple classes stack.
Trapfinding You can find and disarm traps with a DC > 20.
Type - Humanoid Unless otherwise noted humanoids have these features.

--------------------

DUDEN CR 1/4
Male Animal, Weasel (Animal, Weasel +1)
TN Tiny Humanoid
Init +2; Senses Low-Light Vision, Scent (Ex); Listen +10, Spot +10
Languages
---------------------
AC 16, touch 14, flat-footed 14
. . (+2 size, +2 Dex)
hp 14 (1d8)
Fort +2, Ref +6, Will +5
---------------------
Speed 20ft.Climbing (20 feet)
Melee weapon Bite (Animal, Weasel) +7 (1d3-4) and
. . Unarmed Strike +7 (1-4)
Space 2.5 ft.; Reach 0 ft.
Base Atk +5; Grp -9

Combat Gear (none)
---------------------
Abilities Str 3 Dex 15 Con 10 Int 10 Wis 12 Cha 5
SQ Attach (Ex), Improved Evasion (Ex), Racial Skill Bonus, Type - Animal
Feats Agile, Weapon Finesse
Skills Balance +21, Bluff +6, Climb +10, Concentration +9, Disable Device +9, Escape Artist +4, Hide +11, Jump -10, Listen +10, Move Silently +15, Search +9, Sense Motive +10, Spellcraft +9, Spot +10
Possessions combat gear plus Money
---------------------
Attach (Ex) If you hit with a bite, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus You gain a bonus to some skills (already counted).
Scent (Ex) Detect creatures within 15+ ft & follow tracks by sense of smell.
Type - Animal Unless otherwise noted animals have these features.

That point buy was supposed to be very epic, to counter the true reality of permanent death right? I don't remember having stats like this when last I remember playing 3.5.

I totally understand the wanting a prankster instead of a hardened criminal. I think I can work with that.


This sounds interesting.

I haven't played 3.5 in awhile but after looking at your party makeup I was thinking of some kind of Half-Elf Arcane Trickster.

Would a deep story need to be created for a character or would this more likely to be an NPC from this village which would have initial story hook?

I would need time to stat the character out but I was thinking this would be the villages good-for-nothing guy (thief,charlatan, etc.) who they want to ether exile or imprison, then along comes the party and now the village has someone to pawn this guy off on.


Classic TSR all the way.

I don't care how good WotC has gotten, I don't know if a modern 5e story could top a story that has made it to the level of a classic.


Chase Strumhold Wild Magic Sorcerer and entertainer.
Giving the Crunch again with point buy

Crunch:

Chase Strumhold
Male human sorcerer 1
Medium humanoid, neutral good

--------------------
Armor Class 12
Hit Points 9 (1d6+3)
Speed 30 ft.
--------------------
STR 9 (-1), DEX 14 (+2), CON 16 (+3), INT 12 (+1), WIS 10 (+0), CHA 16 (+3)
--------------------
Saving Throws Con +5, Cha +5
Skills Acrobatics +4, Arcana +3, Performance +5, Persuasion +5
Senses passive Perception 10
Languages Common, Dwarvish

Actions
--------------------

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1d6-1 bludgeoning damage or 1d8-1 bludgeoning damage if used with two hands to make a melee attack.

Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
--------------------
The lyre was always Chase passion. Until war consumed his land. His fiery passion can be felt in his songs and his in the searing bolts released from his hands.


My character's back story updated.

I hope we get some more interest your setting sounds fun.

Story:

Grunval Dugenhal was supposed to be like any other Dwarf. He lived under the Velm mountains loved stone and could not fit in.

Grunval had no talent mining or metal working, he would always be the first top pass out when drinking with the other dwarves. The only thing he seemed to be able to do right was stoke the forge for his father to craft. The constant pushing of the bellow gave Grunval such joy. When his mind was focused he found he could stoke the fire with his mind alone.

Grunval's father and mother Hargst and Marny love their son but just wanted him to fit in. The freedom of the air they would never understand.

Until one day the pressure of his parents and the ridicule of the other dwarves constant laughter at his attempts at "proper dwarven persutes" forced Grunval to seek his fortune outside the moutain.

Little did Grunval know what was ahead or that for his parents knew he needed to be outside in the air and nagged him the whole way there.

Grunval had such a hard time being a dwarf, he wanted nothing to do l with the brewing on Snake Isle, but upon hearing the Starestone Trading Company seeking brave souls to cross the sea. This sounded the the perfect way to Grunval to leave it all behind and find himself.

Secret
From his father's forge Grunval heard rumor that the production of weapons and armor would never keep up the the demands of Drotsk's growing army.

Deathly Afraid
Grunval is deathly afraid earthquakes. When Grunval was a boy the mountain shook an section of the ceiling gave way almost crush the young dwarf.

Hate with a Passion:
Grunval hates goblins with a passion. Those worthless smelly verimin would crawl into the mountain tunnels, stealing food and even a baby (if they could get their hands on one) to feed themselves. Grunval would see these horrors on his patrols with the volunteer watch.

Loves
Grunval loves mushrooms. He has no idea why be he hasn't met a 'shroom he doesn't like.

Good and Bad Terms
Grunval is on good terms with his parents... its just everyone else who thinks he's less than the dwarf he ought to be.

Organization.
The Velm Mountain smithing guild. Grunval being the son of the top artisan knows it's members well and even though people would typically turn their noses up to him, Grunval was best man to have breathing into your forge.

Grunval doesn't know that when he was a baby a fire consumed his nursery. No one speaks of it because Grunval lost 2 sisters and a brother he never knew he had.
Odd thing though the fire consumed so much of room, but when it got to the little Grunval baby it was snuffed out as if all the air vanished for a moment from the room.


Thanks for pointing out the Map. I saw the history and the notes on the churches and factions but missed the link at the top.


I'm interested. I started working on the character my Dwarf areokineticist. Never fit in at home under the mountain and really wants to set set out for sea.

Crunch:

Grunval Dugenhal
Male dwarf aerokineticist 1 (Pathfinder RPG Occult Adventures 10)
LG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d8+5)
Fort +6, Ref +5, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6)
Special Attacks hatred, kinetic blast
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—extended range
. . Blasts—air blast (1d6+5)
. . Utility—basic aerokinesis
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Statistics
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Str 10, Dex 14, Con 19, Int 12, Wis 12, Cha 8
Base Atk +0.75; CMB +0; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Combat Casting
Traits grounded, reactionary
Skills Acrobatics +3 (-1 to jump, +5 on balance-related checks), Appraise +2 (+4 to assess nonmagical metals or gemstones), Fly +3, Knowledge (nature) +5, Perception +5 (+7 to notice unusual stonework), Profession (engineer) +5, Stealth +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ burn (1 point/round, max 7), doubt, gather power
Other Gear chain shirt, dagger, quarterstaff, backpack, belt pouch, blanket[APG], box of fishing tackle (2 lb), chalk (2), fishing pole, simple (1 lb), piton (7), torch (10), trail rations (5), waterskin, 38 gp, 7 sp, 8 cp
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Special Abilities
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Air Blast (Sp) Level 0; Burn 0
Burn 1/round (1 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Combat Casting +4 to Concentration checks to cast while on the defensive.
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.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
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.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
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Full Story (So Far):

Grunval Dugenhal was supposed to be like any other Dwarf. He lived under the mountains loved stone and could not fit in.

Grunval had no talent mining or metal working, he would always be the first top pass out when drinking with the other dwarves, and there was something about that surface breeze that exillerated his soul.

Grunval's father and mother Hargst and Marny love their son but just wanted him to fit in. The freedom of the air they would never understand.

Until one day the pressure of his parents and the ridicule of the other dwarves constant laughter at his attempts at "proper dwarven persutes" forced Grunval to seek his fortune outside the moutain. Perhaps at Sea.

Little did Grunval know what was ahead or that for his parents knew he needed to be outside in the air and nagged him the whole way there.

I think I just need to know more about your world to get faction associates or just which mountain he comes from?


I present Chase Strumhold Wild Magic Sorcerer and entertainer.

I wasn't sure how we were going to handle starting cash, so I just went with the quick build options 5e provides.

Full Stats:

Chase Strumhold
Male human sorcerer 1
Medium humanoid, neutral good

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Armor Class 12
Hit Points 8 (1d6+2)
Speed 30 ft.
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STR 11 (+0), DEX 14 (+2), CON 15 (+2), INT 9 (-1), WIS 13 (+1), CHA 16 (+3)
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Saving Throws Con +4, Cha +5
Skills Acrobatics +4, Arcana +1, Performance +5, Persuasion +5
Senses passive Perception 11
Languages Common, Dwarvish

Actions
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Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1d6 bludgeoning damage or 1d8 bludgeoning damage if used with two hands to make a melee attack.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
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The lyre was always Chase passion. Until war consumed his land. His firery passion can be felt in his songs and his in the searing bolts released from his hands.


5e is a good system and war is what it's good for. Count me as interested!


That sounds awesome! Have our own Greek tragedy! .. I mean adventure!

I've always been fascinated by Greek mythology, who needs magic when you have the blessing and curses of the self-indulgent gods!

So the characters would most likely me demi-gods or oracles etc...?


I've played some 5e and I think it's a fun system. I'm playing Princes of the Apocalypse with a group now and it's intriguing. So a WoTC published adventure should be great.

I think I'd like anything but Princes.