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Sovereign Court

Fake Healer wrote:
*waits with baited breath*

Aw man, get some gum or altoids or something... peeyew!

Scarab Sages RPG Superstar 2009 Top 32

Callous Jack wrote:
Fake Healer wrote:
*waits with baited breath*
Aw man, get some gum or altoids or something... peeyew!

You sound like my wife. ;)

I am so keen to see what Shiny and Hugo make of Kepi. Different perspecives from different people are cool!


Dark Arioch wrote:
Hugo wrote:
You'll see very few muscles... So don't expect much. In these cases I favor good-looks over realism.
Yeah, that actually is why I was curious as it strikes me as a very difficult thing to do without losing some of the feminine aspects. I think your decision is a good one. Looked through my Frank Frazetta and Boris Vallejo art books and neither one of them added too much muscalature on their female subjects (matter a fact both liked a lot of curveyness). LOL, now i'll have to go look at some She-Hulk art to see what I think of it.

I was wondering about this too. She-Hulk sounds good though. ;)

Dark Archive

Adventure Path Charter Subscriber
Valkyrie Paine wrote:
She-Hulk sounds good though. ;)

Not bad....not bad at all....


She_Hulk.


More Holy symbols
Desna
Gorum
Nethys
Torag
Iomendae

I hope you like these!

I'm sorry that these Symbols have putted my schedule a bit behind...

The Exchange

Callous Jack wrote:
Fake Healer wrote:
*waits with baited breath*
Aw man, get some gum or altoids or something... peeyew!

Did I use the wrong homonym for 'baited'? I wasn't sure if I got it right. Please let me know if I did.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Fake Healer wrote:
Callous Jack wrote:
Fake Healer wrote:
*waits with baited breath*
Aw man, get some gum or altoids or something... peeyew!
Did I use the wrong homonym for 'baited'? I wasn't sure if I got it right. Please let me know if I did.

That should be "bated breath".

Scarab Sages

Hugo Solis wrote:

More Holy symbols

Desna
Gorum
Nethys
Torag
Iomendae

I hope you like these!

I'm sorry that these Symbols have putted my schedule a bit behind...

Those rawk!

The Exchange

Zaister wrote:
Fake Healer wrote:
Callous Jack wrote:
Fake Healer wrote:
*waits with baited breath*
Aw man, get some gum or altoids or something... peeyew!
Did I use the wrong homonym for 'baited'? I wasn't sure if I got it right. Please let me know if I did.
That should be "bated breath".

Cool. Guess I can spit out the fish heads and squid parts now.....

Thanks for the lesson.

Scarab Sages RPG Superstar 2009 Top 32

Fake Healer wrote:
Zaister wrote:
Fake Healer wrote:
Callous Jack wrote:
Fake Healer wrote:
*waits with baited breath*
Aw man, get some gum or altoids or something... peeyew!
Did I use the wrong homonym for 'baited'? I wasn't sure if I got it right. Please let me know if I did.
That should be "bated breath".

Cool. Guess I can spit out the fish heads and squid parts now.....

Thanks for the lesson.

Interesting... I appear to me under the same mis-worded fish shenannigans as you Fakey. Consider me well schooled.

Sovereign Court

You're lucky Hugo, I had it saved on my work computer (don't tell my boss)

the Alchemist

Spoiler:
The Alchemist

Abilities:
Intelligence is the primary ability for an alchemist since it gives him the skill points for craft (alchemy) and also affects his boom! ability. Dexterity is important for his ranged attacks with alchemical items. Con is important to increase the low hit points.

Alignment:
Alchemists come from all walks of life so long as they are dedicated to science, and can therefore they can be of any alignment.

Hit die: d6

Starting Gold: 6d4 x 10 (150gp)

Class skills:
Appraise (int), Concentration (con), Craft (alchemy) (int), Craft (all skills taken individually) (int), Decipher Script (int), Disable Device (int), Gather Information (cha), Heal (wis), Knowledge (Arcana, Architecture & Engineering, and History) (int), Profession (wis), Search (int), Use Magic Device (cha)
Skill points at 1st level: (8+int modifier)x4
Skill points at each level: 8+int modifier

Level BAB Fort Ref Will Special
1 +0 +0 +2 +2 High Explosives +1, Tricks of the Trade
2 +1 +0 +3 +3 Boom! (d6, 10ft)
3 +2 +1 +3 +3 High Explosives +2, Bonus Feat
4 +3 +1 +4 +4 Dichotomous Brew
5 +3 +1 +4 +4 High Explosives +3
6 +4 +2 +5 +5 Bonus Feat, Boom! (d8, 20ft)
7 +5 +2 +5 +5 High Explosives +4
8 +6/+1 +2 +6 +6 Brew Anywhere
9 +6/+1 +3 +6 +6 High Explosives +5, Bonus Feat
10 +7/+2 +3 +7 +7 Alchemic Mastery, Boom! (d10, 30ft)
11 +8/+3 +3 +7 +7 High Explosives +6
12 +9/+4 +4 +8 +8 -
13 +9/+4 +4 +8 +8 High Explosives +7, Bonus Feat
14 +10/+5 +4 +9 +9 Explosive Resilience, Boom! (d12, 40ft)
15 +11/+6/+1 +5 +9 +9 High Explosives +8, Bonus Feat
16 +12/+7/+2 +5 +10 +10 Alchemic Supremacy
17 +12/+7/+2 +5 +10 +10 High Explosives +9
18 +13/+8/+3 +6 +11 +11 -
19 +14/+9+4 +6 +11 +11 High Explosives +10, Bonus Feat
20 +15/+10/+5 +6 +12 +12 Philosopher’s Stone

Special abilities:
Weapon and Armor Proficiencies: An alchemist is proficient in all simple weapons and the gnome calculus. Also an alchemist may choose splash weapons for the purposes of feats such as weapon specialization etc. An alchemist is proficient in light armor but not shields.

High Explosives: The power of your alchemical weapons is increased from your constant experimentation and intimate knowledge of alchemical substances. The save DCs of all alchemical items you brew increases by 1, as well as the damage caused by damaging items you brew (including splash damage). This bonus only applies to items you brew and not ones brewed by others, even if they mimic your procedures to the letter, the skill involved cannot be replicated by others. If you purchase standard alchemical items you can make a craft check as if repairing an item, if successful you can apply your high explosives bonus to the item. Improving purchased items this way takes one hour per item. The bonus from high explosives increases at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, & 19th.

Tricks of the Trade: You can brew alchemical items in half the time of someone who hasn’t dedicated their lives to the alchemical arts. Also you know secrets that allow you to cut the material costs in half. At 5th level you can now count your daily progression in silver pieces. At 11th level you count your daily progression in gold pieces.

Boom!: In times of extreme danger, an alchemist can call upon the memory of past accidents with explosive results. The player must have a damaging alchemical item (i.e. alchemist’s fire, acid, etc.) as a standard action the player creates a 10ft. radius burst centered on the alchemist. It deals damage equal to (1d6+int mod)/2 levels, with a reflex save equal to (10+class level+int mod). Half the damage will be fire, half will be the energy type of the item used. This ability destroys the item used. The alchemist gains a +4 bonus to his reflex save. At 6th level the damage increases to (1d8+int mod)/2 levels with a radius of 20ft. At 10th level the damage increases to (1d10+int mod)/2 levels with a radius of 30ft . At 14th level the damage increases to (1d12+int mod)/2 levels with a radius of 40ft.

Bonus Feat: At 3rd level choose between Grenadier or Skill Focus (Alchemy). At 6th, Shaped Splash or Mad Alchemist. At 9th, Tempting Fate or Precise Shot. At 13th, Better Lucky than Good or Far Shot. At 15th, Make Your Own Luck or Ranged Disarm (the alchemist may use splash weapons for this feat). At 18th, Survivor’s Luck or Ranged Weapon Mastery (Instead of piercing, bludgeoning, or slashing you choose splash as your weapon type and apply the bonus only to the direct target). An Alchemist need not have any of the prerequisites to select these feats.

Dichotomous Brew: At 4th level you have discovered the secret of combining two alchemical items into one. When creating a dichotomous brew the craft DC is equal to the DC of whichever item is higher plus half the DC of the other item. When the item is used both effects take place in full as if each item had been used individually. If it is a damaging effect only apply the high explosives damage bonus once. The cost of crafting this brew is the same as if you had brewed each individually, but the time it takes is equal to the time it takes to brew the item with the highest craft DC.

Brew Anywhere: At 8th level you become so skilled at brewing alchemical items you no longer take any negative modifiers for using improvised tools when crafting alchemical items. Also with a craft check equal to double the original craft DC you may make alchemical items without the material costs or even the proper materials, items made this way are standard issue items and do not get the high explosives bonus nor may you apply your alchemic mastery or supremacy to these.

Alchemical Mastery: At 10th level whenever you beat your Craft (alchemy) check by 10 or more you double all numeric effects of that item (except for saves and high explosives bonus). I.e. 1d6 becomes 2d6, four rounds becomes eight rounds etc. If you succeed on the check but do not beat it by 10 you craft the normal item.

Explosive Resilience: At 14th level an alchemist becomes so used to getting caught in explosions he develops a preternatural warning sense for getting out of the way. Treat an Alchemist as having Improved Evasion whenever dealing with a burst or explosion (i.e. fireball, dragons breath, boom etc.)

Alchemic Supremacy: At 16th level whenever you beat your Craft (alchemy) check by 15 or more you triple all numeric effects of that item (except for saves and high explosives bonus). If you succeed on the check but by less than 15 & 10 or more you have the effect doubled and if you succeed but by less than 10 you craft the normal item.

Philosopher’s Stone: You may now attempt a DC 55 Craft (alchemy) check. This craft requires a weeks time and rare material components values at 25,000gp once successful you have crafted a philosopher’s stone. A character with the stone may use it to brew the Elixer of Life with a DC 30 Craft (Alchemy) check using materials valued at 5,000gp. Consuming the Elixer is a standard action, once consumed the aging process halts and you become immune to all disease and illness for 100 years, whereupon you must consume another Elixer or resume aging at your normal pace and loose all immunities previously granted by the Elixer. The stone has a hardness 10 and 100 hp and is not consumed when crafting the Elixer.

I suppose if you want me to pathfinderize it I could think up abilities for the dead levels and create two optional trees for the progression to go, shouldn't be too hard.

Sorry it took me so long I've been on a little crusade to improve the paladin.

The chart may be difficult to read, if you can't figure it out I'll e-mail you the word doc


lastknightleft wrote:
You're lucky Hugo, I had it saved on my work computer (don't tell my boss)

Great! Thanks a lot. Pathfinderize it if you want to! It may go well in Alkenzar. This will help to draw your gnome.

*looks for Lastknightleft boss's email to tell on him*

Shadow Lodge

Hugo Solis wrote:


*looks for Lastknightleft boss's email to tell on him*

Ha!

Liberty's Edge

Here is my version of flash_cxxi's character, KemKepi.

Scarab Sages RPG Superstar 2009 Top 32

The Eldritch Mr. Shiny wrote:
Here is my version of flash_cxxi's character, KemKepi.

Will you think less of me if I giggle like a schoolgirl. =D

That's awesome Shiny!


The Eldritch Mr. Shiny wrote:
Here is my version of flash_cxxi's character, KemKepi.

Great piece MrShiny! Left you a note on it!


And the final 5:
Calistria
Lamashtu
Rovagug
Sarenrae
Urgathoa

I believe these are the nicest of all. After this I think I'll do more coloring projetcs.

The other five will that were left out will take a while, since they are not "necessary" for the Pathfinder wiki.

I hope you liked my take on the PF Holy Symbols!


Shiny, Hugo you both are amazing, Damn those are so dang good!


N'wah wrote:
seekerofshadowlight wrote:
Hey any chance I could get someone here to drawl an undead creature for me?
What kind of undead creature? My interest is piqued.

So sorry I missed this.

It's called A Graveborn Legionnaire
Here is the common Appearance: Graveborn Legionnaire’s Appear as well preserved Mummified versions of who they were in life.There skin is often grey and there eyes are pits of green fire. There armor dark, pitted and caked in grave dirt that never washes away or falls from there bodies .They smell of fresh dirt and seem to chill the very air around them. There weapons often radiate malice, and are dull and marked with fiendish symbolizes

Full stats here if ya like

Spoiler:

The origins of the Graveborn Legionnaire are shrouded in the secrets of the past. His name, the nation he fought for and even the wars he raged are like sands in the wind, details changed with each telling .The rest of the story changes little and there in lays the truth of the tale.

War leader Jeg’rel was a fearless man, who put his nation’s needs above all. He would kill, maim and lay villages to ruin all on the needs of his nation.. To him his nation was above any one man. Then came a time of the Great War, towns and cities whole regions laid to red ruin. Time and again he led his men to battle throwing away lives for his nations need.
He meet his end at the height of the war and his body lay in a mass grave. His soul stood in line for judgment, and there is where the fiends found him. Oh the devils painted a bleak and dark future for his nation. A future of servitude and slavery of how he failed his nation at its hour of need. They should him a way of half truths and deceptions. And to the damnation of his soul and countless others he believed them.

Soon after his dead hand climbed from his grave mound and eat of the grave dirt sealing his fate. Deep in the fires of hell the devils danced with glee as their legionnaire summoned his horde and begin his unholy crusade

Appearance: Graveborn Legionnaire’s Appear as well preserved Mummified versions of who they were in life.There skin is often grey and there eyes are pits of green fire. There armor dark, pitted and caked in grave dirt that never washes away or falls from there bodies .They smell of fresh dirt and seem to chill the very air around them. There weapons often radiate malice, and are dull and marked with fiendish symbolizes

Graveborn Legionnaire often go dormant for decades of even centuries only to be called back for a battle or war. Bringing a Graveborn Legionnaire back to awareness can be done in several ways. Speaking its true name at its grave site or in it’s place of rest. A battle within 2 miles per HD of its resting place may also wake a resting Graveborn Legionnaire. And lastly a grave danger to the thing it gave it’s soul to protect will almost always waken a Graveborn Legionnaire.

Graveborn Legionnaire is a template that can be added to any evil
Humanoid creature of 8th level or higher (referred to hereafter as the character). The character’s type changes to undead. It uses all the character’s statistics and special abilities except as noted here.
HitDice: All the character’s Hit Dice (current and future) become d12s.
Speed: Same as the character.
AC: The Graveborn Legionnaire has +5 natural armor, or the character’s natural armor, whichever is better. They wear what ever armor they did in life
Attacks: Graveborn Legionnaire usually fights with martial weapons. This weapon is a corrupted version of one they used in life [see below], but if disarmed they will use a touch attack.
Damage: The Graveborn Legionnaire has several attacks at his disposal
* touch of the grave : This touch attack uses chilling cold to deal damage equal to 1d8 + the Graveborn Legionnaire ‘s Charisma bonus to living creatures. Each successful touch attack also deals 1 point of strength damage. A Will save (DC 10 + 1/2 Graveborn Legionnaire’s HD + Graveborn Legionnaire‘s Charisma modifier) reduces the damage by half and negates the Strength damage. Characters with natural attacks can use their
natural weaponry or use the touch attack, as they prefer.
*Corruptions blade: The Graveborn Legionnaire’s most fearsome attack is that which they carried in life. Soon after there death the Graveborn Legionnaire’s weapon takes on a new sinister quality’s The weapon counts as unholy and wounding further more any one struck with such a vile weapon may be infected with an unholy corrupting disease. Target must make a fortitude save [of DC 10 + 1/2 Graveborn Legionnaire’s HD + Graveborn Legionnaire‘s Charisma modifier] or lose 1d6 Con per day until a remove despise spell is cast. Any one who dies from such a wound is doomed to rise as a zombie in 1d6 days under the Graveborn Legionnaire’s control.

Special Attacks:
Fear Aura (Su): Graveborn Legionnaire’s are shrouded in a dreadful aura of death and evil. Creatures of less than 8HD within 30 feet of a Graveborn Legionnaire’s must succeed at aWill save (DC 10 +
1/2 Graveborn Legionnaire’s HD + Graveborn Legionnaire’s Charisma modifier)
or be affected as though by a fear spell cast by a sorcerer of the Graveborn Legionnaire’s level.
Command Undead[su] : A Graveborn Legionnaire can command a number of undead equal to three times its levels in Hit Dice of followers. This functions just as the spell Command undead except in the number of HD controlled
Channel Negative energy[su]: A Graveborn Legionnaire may channel energy as a cleric of ½ it’s total Hit Dice.
Spells: A Graveborn Legionnaire can cast any spells it could while alive, unless alignment restrictions prohibit the casting of a particular spell.

Special Qualities: A Graveborn Legionnaire all the character’s special qualities and gains those described below.
Unhallowed fortitude: A grave born Legionnaire adds his cha modifier to His fortitude saves as well as his HD
Damage Reduction (Su): A Graveborn Legionnaire undead body is tough, fueled by fiendish power giving the creature damage reduction 15/magic
Immunities (Ex): Graveborn Legionnaires are immune to cold, electricity, and polymorph in addition to those immunities possessed by undead (see below).
Spell Resistance (Su): A Graveborn Legionnaire gains spell resistance 20 +1 per character’s level beyond 10th.
Summon Mount (Su): A Graveborn Legionnaire has the ability to summon a mount, typically a nightmare, though it may be of any other species normally used as a mount. [add fiendish template]The mount may have no more Hit Dice than half the Graveborn Legionnaire s levels. If the mount is lost or killed, the Graveborn Legionnaire may summon another one after a year and a day.
Unholy Arua (Ex): A Graveborn Legionnaire is not affected by positive energy and there for can not be turned. Also because of its close ties to some fiendish master it gains a +4 unholy bonuses on all saves. Further more any place that a Graveborn Legionnaire stays at for more then a year and a day becomes unhallowed as the spell
Dust to dust: Any time a Graveborn Legionnaire is brought to zero Hit Points it falls to dust and falls to the ground. However the Graveborn Legionnaire is not destroyed and the dust moves though the earth at a rate of 60 feet per round until it comes to either is last resting place or a grave yard.. Once at a resting place the Graveborn Legionnaire regains 1 hp per day until it regains awareness at full Hit points
Futer more a Graveborn Legionnaire may go to dust anytime it wills and often rests for years or decades like this leaving it’s undead horde to guard it’s grave site.
The only way know to kill a Graveborn Legionnaire for good is to dig it up as its regenerating. Then cast bless on its bones and hallow upon it’s grave only then can the Graveborn Legionnaire’s soul rest.[ A Graveborn Legionnaire will awaked in 1d6 rounds if anyone attacks it’s followers of digs at it’s grave

Undead Traits: A Graveborn Legionnaire is immune to mindaffecting effects, poison,
sleep, paralysis, stunning, disease, death effects, necromantic effects, and any
effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A Graveborn Legionnaire cannot be raised, and resurrection
works only if it is willing. The creature has darkvision (60-foot range).
Saves: As character +4[for unholy arua]
Abilities: A Graveborn Legionnaire gains +4 to Strength, Wisdom and Charisma. Being undead, it has no Constitution score.
Skills: Same as character.
Feats: Same as character
Climate/ Terrain: Any land and underground.
Organization: Solitary or troupe (see command undead, above).
Challenge Rating:+4
Treasure: Double standard.
Alignment: Same as character (always evil).
Advancement: Graveborn Legionnaire continue to advance in level as per their original class

I had a few in my head, An elven ranger with a bow, and a Celtic knight with chain and a falutta.

But if you wish to drawl this then anything would do. I know it's not a whole lot to go on but if ya wish feel free to Reimagen it as you see fit.


This is an apology post for the female commission guys... Sorry for the delay!

Damn I'm quite late on the female commissions...

Advertising: Check the finel 5 holy symbols abode!


Hugo Solis wrote:

This is an apology post for the female commission guys... Sorry for the delay!

Damn I'm quite late on the female commissions...

Anticipation is part of the fun. ;)

Dark Archive

Adventure Path Charter Subscriber
Hugo wrote:

This is an apology post for the female commission guys... Sorry for the delay!

Damn I'm quite late on the female commissions...

No problem! As long as you keep all this other juicy stuff coming in the interim I hardly notice the time passing :)

Spoiler:
(ok, ok, that's a total lie! Where is she?! I want to see her! ........<takes deep breath > no, no really take your time <twitch> <twitch>.........) <grin>


Hugo Solis wrote:

This is an apology post for the female commission guys... Sorry for the delay!

Damn I'm quite late on the female commissions...

Advertising: Check the finel 5 holy symbols abode!

Easy, my friend. We'll all wait a little longer. We need time to consult the French chef for a good recipe for frog if you don't get to work soon, after all ;)


I am ready for zhe action!
Oui oui!


*gets back to drawing as fast as possible...*

Shadow Lodge

Hey Mr. Shiny can you do my profile pic?

Dark Archive

Adventure Path Charter Subscriber
Le French Chef! wrote:

I am ready for zhe action!

Oui oui!

Ummmmmm.......Hugo.....you do realize that is a serving fork your holding, right?

Sovereign Court

I have Dravite almost done. I anticipate his arrival...tonight...maybe.
I sketched him out last night but some of the details need to be cleaned up.


Dark Arioch wrote:
Ummmmmm.......Hugo.....you do realize that is a serving fork your holding, right?

Actually is a beating stick to keep chefs and frogleg fans away...

*Waves stick menacingly*

Looking forward to see CJack's drawing! Yay!

Is it me or the drawings and request get lost quite easy in this thread? I think a summary update is in short order.


I am not afraid of your leetle cocktail steeck!


Le French Chef! wrote:
I am not afraid of your leetle cocktail steeck!

Lets see what you think of it when I shuv it up your a..... nevermind ;P

Note: Hazhi, your character its halfway done, it looks quite cool! my firt Srt 9 guy!

PS: Imagine if I SHAKE the cocktail stick after the shuving! 8°

Sovereign Court

Dravite Schorl.
Dravite Schorl and friend.

Updated Heraguv.
It's not the kama style but I couldn't seem to nail that down, at least it doesn't look like a warhammer anymore.

Liberty's Edge

Callous Jack wrote:

Dravite Schorl.

Dravite Schorl and friend.

Updated Heraguv.
It's not the kama style but I couldn't seem to nail that down, at least it doesn't look like a warhammer anymore.

Those are wonderful, Jack. I really can't say enough good about your half-orc. You've managed to convey such a great expression on his face and in his eyes. It's impressive.


That's it, I hereby nominate this as...

Best Thread Evar

Shadow Lodge

hmm.... no reply.


Hey Hugo when you get time or boredom strikes, since you drew Sachiko's head how about the rest of her body and ancestral/demonic aura here is some inspiration:
Inspiration for Sachiko's body!.
wink wink!!

The Exchange

Callous Jack wrote:

Dravite Schorl.

Dravite Schorl and friend.

Updated Heraguv.
It's not the kama style but I couldn't seem to nail that down, at least it doesn't look like a warhammer anymore.

Very nice! One thing though, the Ogre Hook is a 2-handed weapon so he couldn't do TWFing with it, although he favors it. I love the little details like the mountains on the back of the handplate and the beard holder and I love his friend, Crag the mule!


Callous Jack wrote:

Dravite Schorl.

Dravite Schorl and friend.

Updated Heraguv.
It's not the kama style but I couldn't seem to nail that down, at least it doesn't look like a warhammer anymore.

Wow CJack! This one's really really coooool! Love the pose and the expression. His frined also turned out aweome! My favorite so far!


Larcifer wrote:

Hey Hugo when you get time or boredom strikes, since you drew Sachiko's head how about the rest of her body and ancestral/demonic aura here is some inspiration:

Inspiration for Sachiko's body!.
wink wink!!

Well...lemme see because the agenda its quite full and I'm alredy quite delayed...can't promise nothing! :)

Sovereign Court

Fake Healer wrote:


Very nice! One thing though, the Ogre Hook is a 2-handed weapon so he couldn't do TWFing with it, although he favors it. I love the little details like the mountains on the back of the handplate and the beard holder and I love his friend, Crag the mule!

You know, I actually thought that was the case (but I didn't know) so I ended up putting a bigger version of it slung across his back in the Crag pic. Glad you like it!

Liberty's Edge

I know I've already had a commission done (muchos gracias to CJack), but I would like to request another as a favor.

Two members of my campaign (a husband and wife) are on hiatus from my group because the wife's father has terminal cancer.

I would really love to give them a joint character sketch of their current characters as a gift to cheer them up.

If someone would be willing to draw them, I'd be grateful.

Marcus' character:

Vox, hobgoblin druid

tall, sturdy, but not supermuscular
currently wearing hide armor made from a black dragon (Ilthane)
He is also wearing a spiked gauntlet made from dragon hide with dragon teeth as the spikes (also Ilthane)
*including a huge, dead python (his former animal companion) at his feat would be a humor bonus*

Maggie's Character:

Rath, dwarf barbarian (male)

Bald, with a bushy red beard, a permanent scowl.
Skin of his face looks like a badly-peeling sunburn (long story)
wearing breastpleate and wielding a flaming greatsword

Thanks in advance to any takers.

Sovereign Court

Thank you for the kind words everyone.

Sovereign Court

Cuchulainn wrote:
stuff

I'm dwarfed out at the moment but I may try my hand at Vox.

Sovereign Court

Callous Jack wrote:

Dravite Schorl.

Dravite Schorl and friend.

Updated Heraguv.
It's not the kama style but I couldn't seem to nail that down, at least it doesn't look like a warhammer anymore.

You won't think less of me if I squeel like a schoolgirl will you. Oh well who cares.

EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
thank you thank you thank you thank you thank you thank you thank you.

Sovereign Court

lastknightleft wrote:

You won't think less of me if I squeel like a schoolgirl will you. Oh well who cares.

EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
thank you thank you thank you thank you thank you thank you thank you.

I gather that you like it.

;-)

Sovereign Court

Callous Jack wrote:
lastknightleft wrote:

You won't think less of me if I squeel like a schoolgirl will you. Oh well who cares.

EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
thank you thank you thank you thank you thank you thank you thank you.

I gather that you like it.

;-)

What gives you that impression? I thought it was aweful.


Callous Jack wrote:
Cuchulainn wrote:
stuff
I'm dwarfed out at the moment but I may try my hand at Vox.

Hey CJack, why don't you make a rough sketch of both characters(50% of the work or less) and I do the rest (corrections, "ink" and details)? I'll like to pitch in in this commission and maybe in this way is easier for both of us and we can give this couple a tiny cheer (sort of).

What do you say?


Mactaka, Good News! I'll post Hazhi TODAY in around 2-4 pm!... I tried my best to finish it in the morning but couldn't... I'm posting this so you can check in later in the noon to see a skinny-rough cleric of Pharasma.

My first full-cleric, Yay!

Sovereign Court

Hugo Solis wrote:
Callous Jack wrote:
Cuchulainn wrote:
stuff
I'm dwarfed out at the moment but I may try my hand at Vox.

Hey CJack, why don't you make a rough sketch of both characters(50% of the work or less) and I do the rest (corrections, "ink" and details)? I'll like to pitch in in this commission and maybe in this way is easier for both of us and we can give this couple a tiny cheer (sort of).

What do you say?

Hey aren't you supposed to be working on some ladies *cracks whip* :)

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