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Goblin Squad Member. Organized Play Member. 49 posts (8,999 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 101 aliases.


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What to be, what to be ...


Gonna digest this for a bit ...never heard of the E6 ...could be interesting.


Second level, right? How should I handle the second level's hit points? Equipment?


Will do! One sorcerer comin up.


Hello, all! I hear you need an arcane caster? I'd be happy to oblige!


Name: Trap-R-JON-1
Gender: Male
Service Group: HPD & Mind Control (Singalong Agents)
Trap is filthy and reeks of alcohol. His hair and beard are disheveled.


Would any of these sites be helpful?

http://www.thekeep.org/~wombat/Paranoia/CharCreation.html

http://paranoia.polyatomic.org/

http://www.themetallian.com/metallian/rpgs/system/paranoia.html


Definitely in.


Nice! Dotting for now...gotta decide on a good concept.


Hahaha, fair point. Hillbilly trickster. He's shaping up on my bar napkin. Just gotta pick feats.


Statting up my skald. Got the basic concept. Human Kelid Urban Skald. Wondering if he could be a brother to the bloodrager or the investigator? Andy Griffith somewhere between Mayberry and a Face in the Crowd. Slow talking fast talker, good at riling up friends or messing with enemies. Buffer with face skills and OK at melee or ranged.


Not seeing any face type characters ...been wanting to roll up a big, blustery Skald. A sort of Kellid-Appalachian Manly Wade Wellman guy.


I've been dying to play this ...will come up with something today.


I went with water and underground for Jean Phillipe. Bourgeoisie from Galt, family trip into the Mwangi jungle via river went very, very wrong. Had to raise himself in the jungle and on the rivers, exploring caverns underground. He doesn't think northerners belong in such areas. He's basically me dealing with my feelings on gentrification writ unto a fantasy setting. I can write a more detailed fluff if you'd like, but you said this could be a one-off. I played a variation of this character in a game that stalled, but I'm excited to play this cantankerous, self-loathing a-hole again.


Poulain should be ready now. Equipment, stats I think are done.:
Jean-Phillipe Poulain
Male Human Ranger (Warden) 4/Fighter 1
N Medium Humanoid (Human)
Init +3 (+7 undergrund, +5 water) ; Perception: +10 (+14/+12)
--------------------
Defense
--------------------
AC 20 (17 ff, 14 touch)
hp 42
Fort +8, Ref +8, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
BAB+5
Melee: mwk Dueling Sword +9 (1d8)19/20
Melee: Quarterstaff +5 (1d8)
Ranged: "Mimi Kuishi" +1 Longbow +9 (+10 w'in 30ft) (1d8+1)x3
--------------------
Statistics
--------------------
Str 10, Dex 17 (10 pts, Level Four +1), Con 12 (Human +2), Int 10, Wis 16 (10 pts), Cha 10
Base Atk +5; CMB
Feats :
1. Precise Shot (Human Bonus)
2. Point Blank Shot (Level 1)
3. Aquatic Combatant (Fighter Bonus)
4. Weapon Finesse (Level 3)
5. Exotic Weapon Proficiency: Dueling Sword (Level 5)
6. Endurance (Ranger Bonus)
Traits: Seeker
Skills:
Climb 6 (0+1+3+2)
Craft Arrows 6 (0+3+3)
Knowledge (nature) 5 (0+2+3)
Linguistics 1 (0+1)
Perception 10 (3+5+1+1) (14 underground, 12 water)
Profession (Sailor) 11 (3+5+3)
Stealth 9 (3+5+1) (13 underground, 11 water)
Survival 11/13 to track (3+5+3) (15/17 underground, 13/15 water)
Swim 10 (0+5+3+2)

Languages: Common, Galt, Polyglot
--------------------
Spells and Special Abilities
--------------------

Master of Terrain (Ex): At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).TERRAINS: Underground +4, Water +2

Live in Comfort (Ex): At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the warden is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure. This ability replaces all combat style feats.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Terrain Bond (Ex): At 4th level, a warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the warden’s allies leave no trail and can’t be tracked. The warden can choose for the group to leave a trail, or even for specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond.

Ranger Spells a Day/DC

1: (1/day) DC 14

EQUIPMENT:
+1 Longbow "Mimi Kuishi"
Amulet of natural armor +1
Ring of deflection +1
Armored Coat +1
mwk dueling sword
Quarterstaff
wand of cure light wounds
cloak of resistance plus 1
mwk backpack
spelunker's kit
diver's kit
gear maintainance kit
survival kit
wand of air bubble
340 gp


He's a work in progress (no equipment, etc) but here's my submission otherwise.

Jean Phillipe Poulain, Warden Ranger 4, Fighter 1. Expert guide to aquatic and underground areas.:
Jean-Phillipe Poulain
Male Human Ranger (Warden) 4/Fighter 1
N Medium Humanoid (Human)
Init +3 (+7 undergrund, +5 water) ; Perception: +10 (+14/+12)
--------------------
Defense
--------------------
AC
hp 42
Fort +7, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
BAB+5
Melee:
--------------------
Statistics
--------------------
Str 10, Dex 17 (10 pts, Level Four +1), Con 12 (Human +2), Int 10, Wis 16 (10 pts), Cha 10
Base Atk +5; CMB
Feats :
1. Precise Shot
2. Point Blank Shot
3. Aquatic Combatant
4. Weapon Finesse
5. Exotic Weapon Proficiency: Dueling Sword
6. Endurance
Traits: Seeker
Skills:
Climb 4 (0+1+3)
Craft Arrows 6 (0+3+3)
Knowledge (nature) 7 (0+4+3)
Perception 10 (3+5+1+1) (14 underground, 12 water)
Profession (Sailor) 11 (3+5+3)
Stealth 9 (3+5+1) (13 underground, 11 water)
Survival 11/13 to track (3+5+3) (15/17 underground, 13/15 water)
Swim 10 (0+5+3+2)

Languages: Common, Galt
--------------------
Spells and Special Abilities
--------------------

Master of Terrain (Ex): At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).TERRAINS: Underground +4, Water +2

Live in Comfort (Ex): At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the warden is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure. This ability replaces all combat style feats.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Terrain Bond (Ex): At 4th level, a warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the warden’s allies leave no trail and can’t be tracked. The warden can choose for the group to leave a trail, or even for specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond.

Ranger Spells a Day/DC

1: (1/day) DC 14

EQUIPMENT:


HP rolls Level 3: 1d10 ⇒ 3
Level 4: 1d10 ⇒ 3
Level 5: 1d10 ⇒ 6


Kalim here ...I'll Stat something up in the next day or so. Got a few ideas already ...


background:
Everything dies. Men die, elves die, gods die. Sombral Madilinthir knew that better than many. His father had taught him hunting from an early age. Everything dies. Something as simple as a bow and arrow could snuff out a life. Sombral was intrigued at first, but the simple game of tracking and killing grew dull. He wanted to know about magic. Magic prolonged life, but never mastered it. Everything dies. After his father was killed in an unfortunate hunting accident, Sombral found it far easier to convince his grieving mother that he should go off to study magic.

And so he did. For a time. Some sort of incident ended with his prompt departure from organized education. The old fools in charge were scared and delusional. Sombral decided independent study was more for him. He traveled, learning what he could, but the blasted fools in charge of all these so called countries and empires either did not understand his work, or wanted it for themselves. Clearly, more independence was necessary. Perhaps an uncharted land with no clear system of government ...shapeable by more enlightened minds ...abundant space but plenty of chances for ...research ...

Got the crunch on paper, will make an avatar ASAP ...this takes longer on my phone ...


Some sort of necromancer ...always wanted to try that. And it could be interesting in building a kingdom.


I'm on this like white on rice.


Haven't statted him up yet, but will today.


Perhaps he knows my Lucky Drunk priest ...


Definitely interested. I'm thinking a healer of some sort ...the new Gods book has really inspired me. Going to my goddaughters' baby sister's bday but can roll one up later.


Heh. With warden ranger he would be even more ninja in the snow ...and auto tens and twentied for survival and tracking ...


Holy s$+&. Magic item boner! Must! Find! Desktop!


Did I miss us leveling?


Thanks!


So where's the pre-selection rp ...I'm having a case of the dumbs.


I loooooove good rp ...interparty interactions like a group of real people ...some folks get along better than others, and that's part of the challenge. I enjoy a good fight, especially when there is some narrative or emotional drive. Random encounters can get boring. Post wise, I like good voice and style and that difficult balance of volume ...enough so it's not trading one-liners, but not so much that someone's prose annoys with excess.

A question: how do people feel about ...how to put this ...naturalistic adult language. While a cussing paladin makes no sense, my natural inclination is that a boozy sneak might not talk like said paladin. I know there are autocensors here and it doesn't bug me. However, I don't want to offend anyone.


Arthiien might join up, depending on his experiences as a Tear. He's glad to have a purpose, he's glad to help this city, and he's glad the organization is multicultural, so to speak. He's not too keen on the masks, formality, and lack of partying ...but his experiences might bring him closer to agreement there.


I really dig this idea. Scary identical masks! Our foes won't know who can do what!


Arthiien Elenren crunch:
Male Elf Ninja 1
CN Medium Humanoid (Elf)
Init +3 ; Perception +5
--------------------
Defense
--------------------
AC 15
hp 10
Fort +1, Ref +6, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Longsword +0 (1d8)
Ranged: Longbow +3 (4 w/in 30') (1d8)
Ranged: Dagger +3 (4 w/in 30') (1d6)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 16, Wis 8, Cha 14
Base Atk ; CMB 0; CMD 13
Feats : Point Blank Shot
Traits: Axe to Grind (+1 damage if only no one else threatens target), Gregarious (reroll diplomacy 1/day), Classically Schooled (+1 Spellcraft)
Drawback: Hedonistic
Skills:
Acrobatics 7 (3+1+3), Bluff 6 (2+1+3), Diplomacy 6 (2+1+3), Disable Device 7 (3+1+3), Disguise 6 (2+1+3), Escape Artist 7 (3+1+3), Intimidate 6 (2+1+3), Knowledge (local) 7 (3+1+3), Perception 5 (-1+1+3+2), Sleight of Hand 7 (3+1+3), Spellcraft 8 (10 to i.d. magic items) (3+1+3+1), Stealth 7 (3+1+3)

Languages: Elven, Common, Orc, Goblin, Draconic
--------------------
Racial Traits
--------------------
Standard Racial Traits
• Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
• Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Elves are Humanoids with the elf subtype.
• Base Speed: Elves have a base speed of 30 feet.
• Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
• Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
• Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraftskill checks made to identify the properties of magic items.
Offense Racial Traits
• Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
• Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

--------------------
Spells and Special Abilities
--------------------
Poison Use
At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Sneak Attack
If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has aDexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

EQUIPMENT:

longbow
arrows
hanbo
longsword
Lamellar cuirass
mwk thieves tools
6 daggers


OK. After going back and forth I now know I'll be submitting a Elf Ninja with the intent on multiclassing with Witch. His family is a remnant of an ancient elven order that combined arcane devotion with stealth and trickery (just from recent reading, I'm excited to think that the order may be in parts extra-terrestrial or extra-dimensional, not that my unnamed-so-far fellow would know). Except, growing up, he thought it was b.s. to devote his life to some external force, so he never ended up learning that part. After a drunken brawl in Magnimar, he was taken into custody. At first the Tears was just a way to get more freedom, but he found having a purpose suited him well; especially a purpose not so ethnocentric as his father's ideas. In fact, this might just be enough to convince him to form a pact and study the arcane side of his heritage as well.

As for RP, I see him as slightly curmudgeonly, but very open-minded. He tends to use more human customs and vernacular from the past few decades drinking with them, and mistrusts fellow elves unless they show themselves more open-minded than his father. Other races he goes out of his way to like, a sort of rebellion against his pops. I see him as CN on his way to CG, hopefully, but there are always surprises.

He'd drink with Korrith any time. Freia sounds like his type of humanoid, too. Off to stat him up!


I'll write the idea up in a bit. Off to teach!


I've got an idea I'd love to play for this ...an Elvish Ninja/Wizard ...from an ancient order of "troubleshooters" ...perhaps disenchanted with the ethnocentrism of the elves these days ...he's "gone native."


Hey. I tried this before but the thread wasn't working correctly. You can see who figured it out here: http://paizo.com/threads/v5748p75hohqj/recruiting

Anyway, Ruprecht Redwine is the man with the plan, he's been sending me designs and they look great. So, this is a recruitment/interest thread for a VERY rules-light TOS Star Trek pbp ...an exercise in group storytelling more than a randomized encounter. The Captain will serve as GM, setting up stories and subplots for other characters to develop and go wild with. Now, let's see if this gets more attention when the thread actually, you know, works.


About to type up my NG anti-undead necromancer ...he's been interesting to build.


Always wanted to try Ravenloft. Think I'll try a magic user this time.


Do small humans get a racial bonus to hide?


Yeah, loving this idea. Got ideas already.


Don't forget, if you all play bards, you can be a band. Tour the world, do fey dust off succubi's backs, etc.


Stats 6d6 ⇒ (2, 5, 4, 4, 2, 4) = 21
6d6 ⇒ (6, 1, 3, 2, 3, 6) = 21
6d6 ⇒ (4, 4, 1, 4, 1, 2) = 16
6d6 ⇒ (5, 3, 1, 3, 3, 1) = 16
6d6 ⇒ (4, 2, 5, 6, 3, 4) = 24
6d6 ⇒ (5, 5, 1, 6, 4, 2) = 23
Race1d38 ⇒ 21
Class1d22 ⇒ 3
Cash money5d100 ⇒ (88, 98, 54, 87, 84) = 411

Here goes nothing.


Going with 88000, if I'm mistaken, let me know.


What starting wealth would we use? I have an NG cleric of Inori that might even have good backstory with the martial artist you have ...he's a grappler, buffer, and healer. All I need know is the equipment and he's beauty.


New but avid poster with lots of experience in PBPs. On vacay another day or so in Nantucket, but will brainstorm ideas on beach and write up later. Would love to play a healer or a ranged fella. Sounds great.


Typing this up away from home, will fill in the blanks as I go. "Digger" Chandler, male human rogue (charlatan). He is a devout follower of The Drunken God (as he's interpreted Him) and wants to be a master, uh, storyteller.


38, for what it's worth.


1. I, Joe, want to play in another pbp please. The 'please' is never optional!
2. I typically post 3 to 10 times a day.
3. I currently play in 4 amount of pbp games.
4. Some adventures I'm interested in are; I'm running Skull and Shackles IRL, so I'd rather not do that one, and I'm far along playing Legacy of Fire. I like the path, but the player knowledge would be tough to play around.
5. I've played a LOT of bluff-y characters. It suits me. But my most recent characters are nothing like that. I've never played a cleric or priest, and would love to try that, or, hell, any of the newer twists or classes. I just want to play.
6. I would be willing to fill any role.
7. I'm a public school teacher on vacation (with lots of time on my hands), who loves writing and creating stories collaboratively, and going deep into role-play.