EndlessForms |
This is a tier 1-5 PFS scenario. You must have a legal PFS character with a PFS number to apply.
I currently have three players (wizard/ninja 2, monk 3, and inquisitor 1). I'm looking for at least one more player but can take up to three more. The first people to respond with PFS-legal characters and stats in their profile or a link to their character sheet will be accepted.
The game will get going as soon as I have enough players.
Thanks everyone!
Aelfward Bloodyhanded |
I'm very interested. I've never played in a play by post before but have been wanting to for a while now. I'm about to head out and will be away from the net for five or six hours but here's my Hero labs stat block for Aelfward, 2nd level Fighter(Lore Warden)/2nd level Rouge(Rake):
Aelfward Bloodyhanded
Male Human (Shoanti) Fighter (Lore Warden) 2/Rogue (Rake) 2
NG Medium humanoid (human)
Init +6; Senses Perception +6
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 34 (2d10+2d8+8)
Fort +5, Ref +8, Will +0
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee cestus +7 (1d4+4/19-20) and
cestus +7 (1d4+4/19-20) and
masterwork cold iron glaive +8 (1d10+6/x3) and
masterwork silver heavy flail +8 (1d10+6/19-20)
Ranged darkwood composite longbow +8 (1d8+3/x3)
Special Attacks bravado's blade, sneak attack +1d6
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Statistics
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Str 18, Dex 18, Con 12, Int 16, Wis 8, Cha 7
Base Atk +3; CMB +8 (+10 trip); CMD 21 (23 vs. trip)
Feats Additional Traits, Combat Expertise, Combat Reflexes, Improved Trip, Toughness
Traits bred for war (shoanti), clever wordplay, illuminator, reactionary
Skills Acrobatics +11, Climb +8, Diplomacy +12, Disable Device +11, Escape Artist +8, Intimidate +3, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +10, Perception +6, Ride +8, Sleight of Hand +8, Stealth +11, Swim +8; Racial Modifiers rogue talents (charmer [1/day])
Languages Common, Draconic, Dwarven, Elven, Hallit, Shoanti, Skald, Sylvan, Tien
Combat Gear Potion of cure light wounds (2), Potion of cure moderate wounds (2), Potion of protection from evil (2), Potion of shield of faith +2 (2), Wand of cure light wounds, Alchemist's fire (2), Antiplague (2), Caltrops, Holy water (2), Smoke pellet (2), Smokestick, Soothe syrup (2), Tanglefoot bag, Weapon blanch (ghost salt), Weapon blanch (silver) (4); Other Gear +1 Mithral Chain shirt, Cestus, Cestus, Cold Iron Arrow, durable (50), Darkwood Composite longbow (Str +3), Masterwork Cold Iron Glaive, Masterwork Silver Heavy flail, Cloak of resistance +1, Handy haversack (34 @ 39.5 lbs), Bedroll, Belt pouch (10 @ 0 lbs), Blanket, Candle, Chalk, Earplugs, Fishhook (2), Flint and steel, Grappling arrow, Grappling hook, Mug/tankard, Powder, Sewing needle, Signal whistle, Silk rope (2), String or twine, Thieves' tools, masterwork, Thread (50 ft.), Tindertwig (2), Waterskin, Whetstone, 315 GP, 7 SP, 8 CP
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Special Abilities
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Bravado's Blade (Ex) On sneak attack, forgo damage dice for free Intimidate with +5 bonus/dice reduced.
Caravan (empty) (Diplomacy) Can use the chosen skill to make Day Job rolls.
Charmer (1/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Illuminator You speak unusually well when you are filled with the light of Sarenrae. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Improved Trip You don't provoke attacks of opportunity when tripping.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
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