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Barbarian Lvl 7:
Alaric Urathorn
Male Human Invulnerable Rager 7
CG Medium Humanoid (Human)
Init +3 Senses perception +10
----------------
DEFENSE
----------------
AC 18 (+1 dex, +7 armor)
hp 89
Fort +10
Ref +3
Will +2
DR 3/-
----------------
OFFENSE
----------------
Spd 40 ft. (30 ft. in scale mail)
Melee +13
Hellion +15/+10 2d6+1d6+9
19-20/x2 Slashing

Bite +9/+4 1d2+6
x2 Piercing
Ranged +9
Mwk Short bow +9/+4 1d6
x3 Piercing
20 arrows
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 23
Dex 12
Con 18
Int 10
Wis 10
Cha 7
Base Atk +7/+2
CMB +13
CMD 24
Feats
power attack
furious focus
intimidating prowess
cornugon smash

Traits
reactionary
mother's teeth

Skills
Acrobatics +11
intimidate +14
Perception +10
Survival +10
Total Points: 28
Languages Common
Combat Equipment
+2 Scale mail
Hellion (+1 Flaming greatsword)
Mwk Short bow
20 arrows
Other Possessions
653 gp
8 sp
belt of physics might (str/con+2)
backpack
bedroll
signal horn
silk rope (50 ft.)
10 torches
4 days rations
flint and steel
----------------
SPECIAL ABILITIES
----------------
Dual talent
Fast movement
Rage 19 rounds/day
DR 3/-
Endure elements
Lesser beast totem
beast totem (+2)
lesser elemental rage


I currently have Alaric completed up to level 11.

Small note: At tenth level Alaric adopts the title "The Hellion" and replaces his old sword "Hellion" with Hellion's Wrath


This might cross with Donald's time patron witch but I would love to play test a teleportation wizard/fighter to Eldrich Knight with the dimensional feat tree. The idea would be to fight mostly melee with limited spell usage. I got the spec laid out on paper so I'll transfer it up to here when I have a chance.

RPG Superstar Season 9 Top 32

@Shadowtail, I'm going mostly for support (haste, light curing, lots of debufffing as that is the witch's specialty), so go for it!


Donald Robinson wrote:
@Shadowtail, I'm going mostly for support (haste, light curing, lots of debufffing as that is the witch's specialty), so go for it!

Ok, wasn't sure how the witch would work in combat. Just moved yesterday so lots of unpacking but I'll try to get my character up soon.


Sorry for being quite last few days, had a really long week due to being on-call for work and then school work deal with.

I have made progress om my cleric and hope to start posting the requested versions by the end of the week.

I have gone with a Human Cleric that is going to focus on healing and support. He will have the Healing (Restoration) & Protection (Defense) domains.

JDragon


@Joseph Bonkers please post the stat block for Sir Roderick for levels 4, 7, 13, and 17 as well.

@Shadowtail I think that sounds great!

@JDragon no worries, I don't think we're in any particular rush.

It looks like right now, Artemis Deacon the ranger is the only character that's completed, with others in progress. Keep up the good work!


Yup, I got him done for level 1 and part of 4 so far. I still got to do he rest :)


This is Donald. I'll be adding each level request as a spoiler tab on this alias. I have levels 1 and 4 finished. I'll update after I get some stuff in the lab finished. Hope to have 7 as well today and then 13 and 17 tomorrow. I'll update on here as things are finished.

Scarab Sages

This is Iron Killer. I had to fix some mistakes I made on her level 1, completed her levels 4 and 7, started 13. I will post them all when I finish 13 and 17.


Just for what it's worth, I have my archer up to level 9, and all the feats sorted out. But I've been hit by a sudden lack of free time in the last few days, so I haven't had a chance to work on it. Gear is by far the hardest part so far.

Scarab Sages

Here are the completed stats for the five levels requested:

Kalarra Level 1:
Kalarra
Tiefling Alchemist (Beastmorph) 1
CG Medium Outsider (native)
Init +5; Senses Darkvision 60ft, Perception +4
--------------------
Defense
--------------------
AC 17 (w/ mutagen 19, touch 13, flat-footed 14 (w/ mutagen 16) (+2 armor, +3 Dex, +2 (+4)natural armor)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Morningstar +1 (1d8+1/x2) and
2 claws +1 (1d4+1/x2) and
Unarmed strike +1 (1d3+1/x2)
Ranged Light crossbow +3 (1d8/x2)
Alchemist Spells Prepared (CL 1): Bomber’s Eye, Shield
Bombs-7/day (1d6+4/5 splash 5ft (DC14))
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 10, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Extra Bombs, Throw Anything, Armor of the Pit
Traits Reactionary, Mathematical Prodigy
Skills Appraise +8, Bluff +2, Craft (Alchemy) +8, Disable Device +7, Fly +6, Heal +4, Knowledge(Arcana) +8, Knowledge(Engineering) +8, Knowledge(Nature) +8, Perception +4, Profession(Trapper) +3, Slight of Hand +6, Spellcraft +8, Stealth +5, Survival +3, Use Magic Device +4
Languages Common, Infernal
Combat Gear Alchemist’s Kit, Leather Armor, Morningstar, Light Crossbow, Crossbow Bolts (10), 56 gp
--------------------
TRACKED RESOURCES
--------------------
Crossbow Bolts - 0/10
--------------------
Special Abilities
--------------------
Maw or Claw-Choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage.
Prehensile Tail-Tail can be used to retrieve small, stowed objects carried on their persons as a swift action.
Fiendish Resistance-Cold resistance 5, electricity resistance 5, and fire resistance 5.
Favored Class Bonus-+1/2 to bomb damage per level of Alchemist

Kalarra Level 4:
Kalarra
Tiefling Alchemist (Beastmorph) 4
CG Medium Outsider (native)
Init +9; Senses Darkvision 60ft, Perception +6
--------------------
Defense
--------------------
AC 18 (w/mutagen 20), touch 13, flat-footed 15 (w/mutagen 17) (+3 armor, +3 Dex, +2 (+4) natural armor)
hp 27 (4d8+4)
Fort +4, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Merciful Morningstar +6 (1d8+1d6+2/x2) and
2 claws +5 (1d4+2/x2) and
2 claws (w/ mutagen) +5 (1d6 +2/x2) and
Bite (w/ mutagen) +5 (1d6+2/x2) and
Unarmed strike +5 (1d3+2/x2)
Ranged Conserving Light crossbow +7 (1d8/x2)
Alchemist Spells Prepared (CL 1): Bomber’s Eye, Shield, Targeted Bomb Admixture, True Strike
(CL 2): Bear’s Endurance, Aid
Discoveries Feral mutagen, Spontaneous Healing
Bombs-10/day (2d6+6/8 splash 5ft (DC16))
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 18, Wis 10, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Extra Bombs, Throw Anything, Armor of the Pit, Improved Initiative
Traits Reactionary, Mathematical Prodigy
Skills Appraise +10, Bluff +2, Craft(Alchemy) +11, Disable Device +7, Fly +6, Heal +6, Knowledge(Arcana) +12, Knowledge(Engineering) +8, Knowledge(Nature) +12, Perception +6, Profession(Trapper) +5, Slight of Hand +6, Spellcraft +11, Stealth +5, Survival +3, Use Magic Device +7
Languages Common, Infernal
Combat Gear Alchemist’s Kit, MSW Studded Leather Armor, Merciful Morningstar, Conserving Light Crossbow, Crossbow Bolts (10), 1741 gp
--------------------
TRACKED RESOURCES
--------------------
Crossbow Bolts - 0/10
--------------------
Special Abilities
--------------------
Maw or Claw-Choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage.
Prehensile Tail-Tail can be used to retrieve small, stowed objects carried on their persons as a swift action.
Fiendish Resistance-Cold resistance 5, electricity resistance 5, and fire resistance 5.
Favored Class Bonus-+1/2 to bomb damage per level of Alchemist.
Poison Use-cannot accidentally poison themselves when applying poison to a weapon.
Beastform Mutagen-when using mutagen take on animalistic features and 1 ability listed in the alter self spell.

Kalarra Level 7:
Kalarra
Tiefling Alchemist (Beastmorph) 7
CG Medium Outsider (native)
Init +9; Senses Darkvision 60ft, Perception +8
--------------------
Defense
--------------------
AC 18 (w/mutagen 20), touch 13, flat-footed 15 (w/mutagen 17) (+3 armor, +3 Dex, +2 (+4) natural armor), spell resistance 13
hp 47 (7d8+7)
Fort +5, Ref +8, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 Flaming Burst Morningstar +9 (1d8+1d6 fire+2/x2+1d10 fire) and
2 claws +7 (1d4+2/x2) and
2 claws (w/ mutagen) +7 (1d6 +2/x2) and
Bite (w/ mutagen) +7 (1d6+2/x2) and
Unarmed strike +7 (1d3+2/x2)
Ranged +2 Shocking Burst Light crossbow +10 (1d8+1d6 electric/x2+1d10 electric)
Alchemist Spells Prepared (CL 1): Bomber’s Eye, Shield, Targeted Bomb Admixture, True Strike, Cure Light Wounds
(CL 2): Bear’s Endurance, Aid, Cure Moderate Wounds, Fire Sneeze
(CL 3) Cure Serious Wounds, Thorn Body
Discoveries Feral mutagen, Spontaneous Healing, Preserve Organs
Bombs-13/day (4d6+7/11 splash 5ft (DC17))
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 18, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 20
Feats Extra Bombs, Throw Anything, Armor of the Pit, Improved Initiative, Godless Healing, Iron Will
Traits Reactionary, Mathematical Prodigy
Skills Appraise +10, Bluff +2, Craft(Alchemy) +14, Disable Device +9, Fly +6, Heal +9, Knowledge(Arcana) +15, Knowledge(Engineering) +8, Knowledge(Nature) +14, Perception +8, Profession(Trapper) +5, Slight of Hand +6, Spellcraft +14, Stealth +5, Survival +5, Use Magic Device +10
Languages Common, Infernal
Combat Gear Alchemist’s Kit, +2 Spell Resistance 13 Studded Leather Armor, +2 Flaming Burst Morningstar, +2 Shocking Burst Light Crossbow, Screaming Bolts (10), Crossbow Bolts (10), 721 gp
--------------------
TRACKED RESOURCES
--------------------
Screaming Bolts – 0/10
Crossbow Bolts - 0/10
--------------------
Special Abilities
--------------------
Maw or Claw-Choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage.
Prehensile Tail-Tail can be used to retrieve small, stowed objects carried on their persons as a swift action.
Fiendish Resistance-Cold resistance 5, electricity resistance 5, and fire resistance 5.
Favored Class Bonus-+1/2 to bomb damage per level of Alchemist.
Poison Use-cannot accidentally poison themselves when applying poison to a weapon.
Beastform Mutagen-when using mutagen take on animalistic features and 1 ability listed in the alter self spell.
Improved Beast Mutagen-gain 2 of the abilities listed in the beast shape I spell.

Kalarra Level 13:
Kalarra
Tiefling Alchemist (Beastmorph) 13
CG Medium Outsider (native)
Init +9; Senses Darkvision 60ft, Perception +14
--------------------
Defense
--------------------
AC 18 (w/mutagen 22), touch 13, flat-footed 15 (w/mutagen 19) (+3 armor, +3 Dex, +2 (+6) natural armor), spell resistance 17
hp 83 (13d8+13)
Fort +8, Ref +11, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 Dancing Flaming Burst Morningstar +16, +11 (1d8+1d6 fire+2/x2+1d10 fire) and
2 claws +11, +6 (1d4+2/x2) and
2 claws (w/ mutagen) +11, +6 (1d6 +2/x2) and
Bite (w/ mutagen) +11, +6 (1d6+2/x2) and
Unarmed strike +11, +6 (1d3+2/x2)
Ranged +5 Speed Shocking Burst Light crossbow +17, +12 (1d8+1d6 electric/x2+1d10 electric)
Alchemist Spells Prepared (CL 1): Bomber’s Eye, Shield, Targeted Bomb Admixture, True Strike, Cure Light Wounds, Crafter’s Fortune, Illusion of Calm
(CL 2): Bear’s Endurance, Aid, Cure Moderate Wounds, Fire Sneeze, Elemental Touch, False Life
(CL 3) Cure Serious Wounds, Thorn Body, Orchid’s Drop, Draconic Reservoir, Countless Eyes
(CL 4) Greater False Life, Cure Critical Wounds, Fluid Form, Arcane Eye
(CL 5) Nightmare, Planar Adaptation
Discoveries Feral mutagen, Spontaneous Healing, Preserve Organs, Greater Mutagen, Mummification, Infuse Mutagen
Bombs-20/day (7d6+11/18 splash 5ft (DC31))
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 20, Wis 10, Cha 10
Base Atk +9, +4; CMB +11; CMD 24
Feats Extra Bombs, Throw Anything, Armor of the Pit, Improved Initiative, Godless Healing, Iron Will, Ricochet Splash Weapon, Point-Blank Shot, Quick Draw
Traits Reactionary, Mathematical Prodigy
Skills Appraise +11, Bluff +2, Craft(Alchemy) +21, Disable Device +9, Fly +11, Heal +15, Knowledge(Arcana) +22, Knowledge(Engineering) +9, Knowledge(Nature) +21, Perception +14, Profession(Trapper) +8, Slight of Hand +6, Spellcraft +21, Stealth +5, Survival +5, Use Magic Device +16
Languages Common, Infernal
Combat Gear Alchemist’s Kit, +4 Spell Resistance 17 Studded Leather Armor, +5 Dancing Flaming Burst Morningstar, +5 Speed Shocking Burst Light Crossbow, Screaming Bolts (10), Crossbow Bolts (10), 1221 gp
--------------------
TRACKED RESOURCES
--------------------
Screaming Bolts – 0/10
Crossbow Bolts - 0/10
--------------------
Special Abilities
--------------------
Maw or Claw-Choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage.
Prehensile Tail-Tail can be used to retrieve small, stowed objects carried on their persons as a swift action.
Fiendish Resistance-Cold resistance 5, electricity resistance 5, and fire resistance 5.
Favored Class Bonus-+1/2 to bomb damage per level of Alchemist.
Poison Use-cannot accidentally poison themselves when applying poison to a weapon.
Beastform Mutagen-when using mutagen take on animalistic features and 1 ability listed in the alter self spell.
Improved Beastform Mutagen-gain 2 of the abilities listed in the beast shape I spell.
Greater Beastform Mutagen-gain 3 of the abilities listed in the beast shape II spell.

Kalarra Level 17:
Kalarra
Tiefling Alchemist (Beastmorph) 17
CG Medium Outsider (native)
Init +9; Senses Darkvision 60ft, Perception +18
--------------------
Defense
--------------------
AC 18 (w/mutagen 24), touch 13, flat-footed 15 (w/mutagen 21) (+3 armor, +3 Dex, +2 (+8) natural armor), spell resistance 17
hp 107 (17d8+17)
Fort +10, Ref +13, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 Dancing Brilliant Energy Flaming Burst Morningstar +19, +14, +9 (1d8+1d6 fire+2/x2+1d10 fire) and
2 claws +14, +9, +4 (1d4+2/x2) and
2 claws (w/ mutagen) +14, +9, +4 (1d6 +2/x2) and
Bite (w/ mutagen) +14, +9, +4 (1d6+2/x2) and
Unarmed strike +14, +9, +4 (1d3+2/x2)
Ranged +5 Brilliant Energy Speed Shocking Burst Heavy crossbow +20, +15, +10 (1d10+1d6 electric/x2+1d10 electric)
Alchemist Spells Prepared (CL 1): Bomber’s Eye, Shield, Targeted Bomb Admixture, True Strike, Cure Light Wounds, Crafter’s Fortune, Illusion of Calm
(CL 2): Bear’s Endurance, Aid, Cure Moderate Wounds, Fire Sneeze, Elemental Touch, False Life
(CL 3) Cure Serious Wounds, Thorn Body, Orchid’s Drop, Draconic Reservoir, Countless Eyes, Lightning Bomb Admixture
(CL 4) Greater False Life, Cure Critical Wounds, Fluid Form, Arcane Eye, Detonate
(CL 5) Nightmare, Planar Adaptation, Ancestral Memory, Monstrous Physique III, Resurgent Transformation
(CL 6) Form of the Dragon I, Transformation
Discoveries Feral mutagen, Spontaneous Healing, Preserve Organs, Greater Mutagen, Mummification, Infuse Mutagen, Wings, Grand Mutagen
Bombs-20/day (7d6+11/18 splash 5ft (DC31))
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 10, Int 20, Wis 10, Cha 10
Base Atk +12, +7, +2; CMB +14; CMD 27
Feats Extra Bombs, Throw Anything, Armor of the Pit, Improved Initiative, Godless Healing, Iron Will, Ricochet Splash Weapon, Point-Blank Shot, Quick Draw
Traits Reactionary, Mathematical Prodigy
Skills Appraise +11, Bluff +2, Craft(Alchemy) +21, Disable Device +9, Fly +11, Heal +15, Knowledge(Arcana) +22, Knowledge(Engineering) +9, Knowledge(Nature) +21, Perception +14, Profession(Trapper) +8, Slight of Hand +6, Spellcraft +21, Stealth +5, Survival +5, Use Magic Device +16
Languages Common, Infernal
Combat Gear Alchemist’s Kit, +5 Spell Resistance 19 Studded Leather Armor, +5 Dancing Brilliant Energy Flaming Burst Morningstar, +5 Brilliant Energy Speed Shocking Burst Heavy Crossbow, Screaming Bolts (80), 1517 gp
--------------------
TRACKED RESOURCES
--------------------
Screaming Bolts – 0/80
--------------------
Special Abilities
--------------------
Maw or Claw-Choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage.
Prehensile Tail-Tail can be used to retrieve small, stowed objects carried on their persons as a swift action.
Fiendish Resistance-Cold resistance 5, electricity resistance 5, and fire resistance 5.
Favored Class Bonus-+1/2 to bomb damage per level of Alchemist.
Poison Use-cannot accidentally poison themselves when applying poison to a weapon.
Beastform Mutagen-when using mutagen take on animalistic features and 1 ability listed in the alter self spell.
Improved Beastform Mutagen-gain 2 of the abilities listed in the beast shape I spell.
Greater Beastform Mutagen-gain 3 of the abilities listed in the beast shape II spell.
Grand Beastform Mutagen-gain 4 of tha abilities listed in the beast shape III spell.

They have also been posted on her profile.

Scarab Sages

Found some minor mistake so I edited them on her profile, but it would be more of a pain then it's worth to repost it here.


Great work from everybody so far! I'm going to be in New York until Tuesday, but when I get back I'd like to get going. We'll be doing a 1st-level playtest to start, so it would be GREAT if we had 8 players ready with a 1st-level character by next Wednesday. That way, I can test the 8 or 9 encounters that I'd like to run. Right now, I count 6 first levels, so if there are people who haven't had time to start, just go for a level 1 character to start!


I haven't had a lot of time lately, I will try to finish Alaric sometime before next week.
How many people are you looking for per playtest?


I have 1st level set, i will link it tomorrow when i get home.


I'm not completely familiar with PFS rules but I believe level 1 is set. Let me know if anything looks off.

Teskin Level 1


Hey all, sorry to do this but for the time being I am going need to bow out of this event.

It looks like I have a cross country move to plan, pack for and accomplish in the next three weeks. Should be fun.

So for now I will drop my claim on the Cleric as to not hold things up and see what is available once I have completed the move.

This sounds like a fun concept and a great way to test out adventures and build concepts.

Thanks

JDragon


Sorry to hear that Jdragon :(
Hope you enjoy your new location 8D

Also, just dotting, to let you know I am still here :)

Scarab Sages

Shadowtail24 wrote:

I'm not completely familiar with PFS rules but I believe level 1 is set. Let me know if anything looks off.

Teskin Level 1

I was looking at your stats and shouldn't your Init be +11. +3 Dex, +2 Flee Footed, +2 Warrior of Old, and +4 Familiar: Greensting Scorpion.


Correct, looks like i forgot to add the trait or racial feat bonus. thanks for the note.


Well, I haven't had a chance to finish advancing him above level 9, but here's the 1st, 4th, and 7th level versions of my archer:

Alathar Briarfell, level 1:
Alathar Briarfell
Elf Fighter (Archer) 1
CG Medium Humanoid (elf)
Init +6; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +1 shield, +4 Dex)
hp 10 (1d10)
Fort +1, Ref +4, Will +0; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Longbow +5 (1d8/x3)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 8, Int 14, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 18
Feats Point Blank Shot, Precise Shot, Run (Fleet-Footed)
Traits Anatomist, Hunter's Eye (Longbow)
Skills Acrobatics +2 (+6 to jump with a running start), Climb +1, Escape Artist +2, Fly +2, Knowledge (dungeoneering) +6, Perception +1, Ride +2, Stealth +3, Survival +4, Swim +1; Racial Modifiers silent hunter
Languages Common, Elven, Sylvan, Varisian
Other Gear Studded leather armor, Buckler, Longbow, 45 GP
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm critical hits.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hunter's Eye (Longbow) You do not suffer a penalty for the second range increment when using a longbow or shortbow.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).

Alathar Briarfell, level 4:

Alathar Briarfell #4
Elf Fighter (Archer) 4
CG Medium Humanoid (elf)
Init +6; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +1 shield, +4 Dex)
hp 28 (4d10)
Fort +3, Ref +5, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 Composite longbow (Str +3) +10 (1d8+6/x3)
--------------------
Statistics
--------------------
Str 17, Dex 18, Con 8, Int 14, Wis 10, Cha 8
Base Atk +4; CMB +7; CMD 21
Feats Point Blank Shot, Precise Shot, Rapid Shot, Run (Fleet-Footed), Weapon Focus (Longbow), Weapon Specialization (Longbow)
Traits Anatomist, Hunter's Eye (Longbow)
Skills Acrobatics +3 (+7 to jump with a running start), Climb +2, Escape Artist +3, Fly +3, Knowledge (dungeoneering) +9, Perception +5, Ride +3, Stealth +7, Survival +7, Swim +2; Racial Modifiers silent hunter
Languages Common, Elven, Sylvan, Varisian
SQ trick shots (trick shot: disarm)
Other Gear Masterwork Chain shirt, Masterwork Buckler, +1 Composite longbow (Str +3), Efficient quiver (empty), 1095 GP
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm critical hits.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hunter's Eye (Longbow) You do not suffer a penalty for the second range increment when using a longbow or shortbow.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.

Alathar Briarfell, level 7:

Alathar Briarfell #7
Elf Fighter (Archer) 7
CG Medium Humanoid (elf)
Init +7; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+4 armor, +2 shield, +5 Dex)
hp 46 (7d10)
Fort +5, Ref +8, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 Seeking Composite longbow (Str +3) +16/+11 (1d8+7/x3)
--------------------
Statistics
--------------------
Str 17, Dex 20, Con 8, Int 14, Wis 10, Cha 8
Base Atk +7; CMB +10 (+12 Disarming); CMD 25 (27 vs. Disarm)
Feats Combat Expertise +/-2, Improved Disarm, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Run (Fleet-Footed), Weapon Focus (Longbow), Weapon Specialization (Longbow)
Traits Anatomist, Hunter's Eye (Longbow)
Skills Acrobatics +5 (+9 to jump with a running start), Knowledge (dungeoneering) +12, Perception +9, Stealth +12, Survival +10; Racial Modifiers silent hunter
Languages Common, Elven, Sylvan, Varisian
SQ trick shots (trick shot: disarm, trick shot: sunder)
Other Gear Mithral Chain shirt, +1 Buckler, +1 Seeking Composite longbow (Str +3), Belt of incredible dexterity +2, Bracers of archery, lesser, Cloak of resistance +1, Efficient quiver (empty), 745 GP
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm critical hits.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hunter's Eye (Longbow) You do not suffer a penalty for the second range increment when using a longbow or shortbow.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
Trick Shot: Sunder Sunder with a bow at 30' and -4 CMB.


Alright, looks like we're about ready to go (though I will of course leave recruitment open, since we could always use more people. Tell your friends!). Since we only have seven characters right now, I was wondering if Kalarra would be willing to run in both playtests? If not, I'll ask someone else, but having an alchemist in both would work best for the type of groups I'm trying to set up.

Right now, I'm thinking a combat-heavy group and a casting-heavy group for this first playtest, which would be:

Group 1
Artemis Deacon
Alaric Urathorn
Sir Rodrick the Knight
Kalarra

Group 2
Jade, The Ever Weary
Teskin
Alathar Briarfell
Kalarra

If this seems acceptable to everyone, we'll get things going later tonight!

Liberty's Edge

Works for me, I'll get an alias created tonight.


Same. If we continue that premise Teskin is going to shift from caster to melee by level 3.


These groups are not meant to be balanced, that's why we're playtesting. Nor are they permanent—they are only for this one. It is a low-level adventure, and I want to see how a combat-focused one does, and how a caster-focused one does.


Sounds good to me :)
I will make sure to go over my guy again and make sure he is accurate and ready to go :)


Sounds good, i'm all ready.


Teskin is ready.

Scarab Sages

I'm fine with her playing both games, I'm just ready to get this thing started.


Okay, here's my ranger.


For group 1 (Artemis Deacon, Alaric Urathorn, Sir Rodrick the Knight, Kalarra), the link to the first playtest is here.

For group 2 (Jade, The Ever Weary, Teskin, Alathar Briarfell, Kalarra), the link to the first playtest is here.


sorry, was busy yesterday. I'll check in right now


bump/still waiting for Alathar in our game


Hola, if there's a spot open, I'd like to submit a character.

Mal'ach Sarx,LN Aasimar (Peri-blooded) Magus 7/Hellknight Signifier 10/Eldritch Knight 3

Stats: (after racial modifiers): Str 10, Dex 16, Con 14, Int 16, Wis 10, Cha 12

Feats: 1-Weapon Focus (Scimitar), 3-Weapon Finesse, 5-Dervish Dance, Angelic Blood, 7-Arcane Armor Training, 9-Angelic Flesh (Brazen), 11-Angelic Wings, 13-Metallic Wings, 15-Burning Spell/Elemental Spell (Undecided), 17-Empower Spell/Elemental Focus/Spell Focus/Spell Penetration (Undecided), 18-Death From Above, 19-Maximize Spell/Elemental Focus/Spell Focus/Spell Penetration

This is all I got so far, will post skills, traits, and equipment soon as I get the time.

Also: Aasimars can give up their spell like ability to get an ability from their variant ability table. Do you want me to actually roll to determine what I get, or can I pick myself?


Correction. Level one feat is Weapon Finesse, and level three feat is Weapon Focus (Scimitar). Not the other way around.


Sounds great! You'll need to stat him up from levels 1-20, and post a stat block for levels 1, 4, 7, 13, and 17.

For the variant ability, you can pick yourself.


I apologize for my lies, I just got accepted into another one right before this, and that put me at my limit of creative ability (three different campaigns =P).


Just spotted this. Are you still taking apps?


Sorry, I somehow managed to hide this thread. I probably clicked on the wrong link when browsing on my phone. Just realized I'd never heard what the first scenario was, so I went looking.

I'll go post in my thread now. Sorry about that. :(


Yes, TarkXT, definitely still taking apps. Let me know what you're thinking.

@Bobson no worries, it happens. I've been playing your character, but you can pick him up.


Natural weapon based summoner being used for a proof of concept (and seeing the silliness that can be pulled with the class). Interested in seeing it work from level 1 to late levels. Have three races in mind that I have to choose from (pitborn tiefling, catfolk, or tengu).

If all of this clicks as okay wiht you I'll start putting up sheets.


Go for it TarkXT.

Scarab Sages

If this is how your going to run your guild, start games and then leave for months on end, I not going to waste my time on it you can count Kalarra out of your games because I'm done.

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