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Recruitment

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here is the game thread

Looking for more reliable players! You are stuck on Pandora! The world of Borderlands, go vault hunting with fellow adventurers!!!

Though the guns are mostly gone there are thousands of weapons to find!

We have a zen archer monk sorcerer, a Sexy Female Elf Monk / Pison, an awesome healer, and last but not least the tank... Our barbarian/fighter the kukri menace!

Yes that's right gestalt 2nd level, high powered sons of guns! We are looking for three players!


DM, do you think the group could take a paladin/oracle combination? Would lawful good disrupt the group's flow?

One 5d6 ⇒ (5, 3, 5, 1, 4) = 18 13
Two 5d6 ⇒ (1, 6, 5, 2, 1) = 15 13
Three 5d6 ⇒ (4, 6, 1, 6, 6) = 23 18
Four 5d6 ⇒ (2, 6, 6, 6, 5) = 25 18
Five 5d6 ⇒ (3, 1, 3, 5, 6) = 18 14
Six 5d6 ⇒ (2, 1, 1, 2, 6) = 12 10
Seven 5d6 ⇒ (5, 3, 5, 3, 1) = 17 13

I would probably go Str 18, Dex 13, Con 14, Int 13, Wis 13, Cha 18 before racial adjustments, if accepted.


Hm... I'm tempted, GM Wolf, I am. Let's see what the dice gods have to say...

5d6 ⇒ (2, 1, 4, 1, 2) = 10=8
5d6 ⇒ (2, 1, 3, 3, 6) = 15=12
5d6 ⇒ (1, 3, 3, 3, 6) = 16=12
5d6 ⇒ (4, 6, 4, 1, 5) = 20=15
5d6 ⇒ (6, 1, 6, 6, 3) = 22=18
5d6 ⇒ (3, 1, 4, 6, 4) = 18=14
5d6 ⇒ (6, 5, 1, 3, 5) = 20=16

So 18, 16, 15, 14, 12, 12. That's a decent set right there, I think I'll have to do something with it...

Seems that the group could use someone with a more... delicate touch. Disable traps, open doors, things of that nature. I'm thinking maybe a vivisectionist alchemist/trapper ranger approach?

The Exchange

Hello Gm Wolf
5d6 ⇒ (1, 4, 3, 5, 3) = 16=12
5d6 ⇒ (1, 6, 1, 4, 6) = 18=16
5d6 ⇒ (2, 1, 2, 4, 2) = 11=8
5d6 ⇒ (6, 6, 3, 6, 3) = 24=18
5d6 ⇒ (5, 5, 2, 5, 2) = 19=15
5d6 ⇒ (4, 3, 2, 2, 5) = 16=12
5d6 ⇒ (6, 3, 2, 4, 2) = 17=13

18,16,15,13,12,12

Edit: Looked through the recruitment.

Str 13, Dex 15, Con 12, Int 16, Wis 18, Cha 12

So an Artificer/Cleric. Also can I play using Gobo Horde's idea of a CL4P-TP's adding a few Rp of things.

CL4P-TP's:

CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.

Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.

Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there...
You will probably never see a Claptrap Cavalier.

Standard Racial Traits

Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.

Feat and Skill Racial Traits
_________________________________________________________
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.

Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.

Senses Racial Traits
_________________________________________________________
Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.

_________________________________________________________

Favoured Class Options
Alchemist Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue The rogue gains +1/6 of a new rogue talent.
Wizard Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

.

Race Points: CL4P-TP

Constructed: 2rp
Emotionless: -1rp
Small: 0rp
Normal movement: 0rp
Standard Abilities: 0rp +2 dex, +2 int, -2 str
Linguist: 1rp
Cornered Fury: 4rp
Master Tinker: 2rp
Darkvision: 2rp
Penalty to Jump: -1rp
Total: 9rp


Here is Gerald's Oradin. Depending on how much gold we get per level, I'd change the equipment. I've left the background blank as well, since I don't know much (anything) about The Borderlands. I'd bang out something if given the green light, once I know more about it.

I'd be happy to change anything requested. Thank you for the consideration.


5d6 ⇒ (2, 1, 2, 4, 3) = 12 = 9
5d6 ⇒ (2, 5, 5, 5, 1) = 18 = 15
5d6 ⇒ (2, 2, 2, 4, 3) = 13 = 9
5d6 ⇒ (2, 5, 5, 1, 6) = 19 = 16
5d6 ⇒ (6, 3, 1, 1, 2) = 13 = 11
5d6 ⇒ (5, 4, 3, 5, 5) = 22 = 15
5d6 ⇒ (2, 4, 2, 2, 5) = 15 = 11

16, 15, 15, 11, 11, 9 Meh.

Let's go for reroll with a detriment/curse

5d6 ⇒ (3, 6, 2, 5, 4) = 20 = 15
5d6 ⇒ (2, 4, 3, 2, 4) = 15 = 11
5d6 ⇒ (1, 5, 3, 1, 1) = 11 = 9
5d6 ⇒ (2, 4, 4, 3, 4) = 17 = 12
5d6 ⇒ (2, 5, 5, 4, 5) = 21 = 15
5d6 ⇒ (4, 4, 4, 2, 4) = 18 = 12
5d6 ⇒ (5, 4, 3, 3, 6) = 21 = 15

15, 15, 15, 12, 12, 11 Blah, too.


5d6 ⇒ (2, 5, 3, 4, 4) = 18=13
5d6 ⇒ (6, 6, 3, 1, 3) = 19=15
5d6 ⇒ (4, 6, 4, 4, 5) = 23=15
5d6 ⇒ (3, 3, 6, 6, 3) = 21=15
5d6 ⇒ (5, 5, 1, 1, 1) = 13=11
5d6 ⇒ (5, 2, 1, 1, 4) = 13=11
5d6 ⇒ (5, 6, 6, 3, 4) = 24=17

The Exchange

Sticking with Clap-trap but changing to Artificer/Gunslinger Mechanist third party archetype. Please tell me if this is ok.


5d6 ⇒ (3, 6, 2, 3, 6) = 20=15
5d6 ⇒ (3, 5, 6, 5, 6) = 25=17
5d6 ⇒ (6, 6, 5, 5, 6) = 28=18
5d6 ⇒ (3, 4, 4, 4, 2) = 17=12
5d6 ⇒ (4, 6, 2, 3, 5) = 20=15
5d6 ⇒ (4, 2, 1, 2, 2) = 11=10
5d6 ⇒ (2, 3, 3, 2, 3) = 13=9


5d6 ⇒ (5, 1, 1, 1, 3) = 11 = 9
5d6 ⇒ (6, 1, 3, 4, 2) = 16 = 13
5d6 ⇒ (1, 3, 2, 4, 3) = 13 = 10
5d6 ⇒ (5, 1, 4, 2, 5) = 17 = 14
5d6 ⇒ (1, 4, 4, 3, 1) = 13 = 11
5d6 ⇒ (3, 4, 6, 2, 1) = 16 = 13
5d6 ⇒ (3, 3, 2, 3, 5) = 16 = 11

That's pretty bad. Equivalent of a... 13 point buy :s Taking the reroll.

5d6 ⇒ (5, 2, 2, 2, 4) = 15 = 11
5d6 ⇒ (6, 1, 5, 1, 6) = 19 = 17
5d6 ⇒ (5, 6, 6, 2, 2) = 21 = 17
5d6 ⇒ (5, 4, 6, 3, 3) = 21 = 15
5d6 ⇒ (3, 1, 2, 3, 5) = 14 = 10
5d6 ⇒ (2, 2, 4, 5, 3) = 16 = 12
5d6 ⇒ (4, 5, 6, 1, 3) = 19 = 15

That's more like it! 17 Str, 15 Dex, 11 Con, 12 Int, 17 Wis, 15 Cha
I've never actually played gestalt before though, so is there an actual rules supplement for it or what? Does taking the better of the two apply to skills too?

Anyway, thinkin' a Ninjuid (Ninja/Druid). As to race, well that's a bit trickier. Given that I'm meant to have some sort of detriment/curse a rat might be appropriate. Or one of the horrible alternate versions of some other race (midget, etc).


It's either the PHB, DMG2, or PHB2 for 3.5 that has the gestalt rules in it.

Quick summation :

Take highest BAB at each level.
Take Best of each type of save (Fort/Refelx/Will) at each level.
Take Best of Skills per Level (IE: Rogue/Fighter get's 8/level)
Take Higher Hit Die per Level

Combine all Weapon/Armor/Shield proficiencies (as if you multiclassed)
Combine all Class Skills (again, as if you multiclassed)
Combine all Class abilities for both classes at each level.

What you can't do :

Multiclass into Prestige classes


@ Walter - go artificer and a core class
Loup Blanc - trapper ranger/core
Gerald - Pasiune Rhade - LG, oracle paladin
Peanuts - Ninja/Druid

Honestly it depends on your background what you can get for equipment but it should be about 1,000 gp.

If you have any questions about the world, background story, etc. Please ask, then everyone can learn.

We are honestly missing a rogue(disable device), and damage (fighter and wizard).


DM:

Spoiler:
I see Rhade as being a dedicated damage dealer for the party. She can swing between melee damage using her strength and Smite Evil attacks, and ranged damage using her fire spells. I plan on taking more feats to strengthen her spells, but with a 20 Charisma, she will have plenty of spells, and Flame Oracles get several tasty damage dealing spells. She can also help with the party's face skills, when those are called for. Thanks again for the consideration.


Well, trapper rangers get disable device and trapfinding, so I'll have that. Maybe I'll pick up a rogue with an archetype that loses trapfinding and go from there. Still working things out.


The rules are from the Unearthed Arcana sourcebook, (3.5) and can be found here, on the SRD


Thanks dragon!

Please get me a blurp or a few paragraphs for your background stories, if you want help pm me.


I could do damage. I love doing damage.

Can we lift classes and feats from 3.5ed?

Is it true that prestige classes are banned entirely, or does it just apply the usual only "one at a time" rule?

Permission to make a monk//brawler(out of the Advanced Class Guide playtest)? I intend to make him a master of many styles on the monk side.


Profile is now complete with equipment and background.


Cheers for the info mdt and the link Dragon :)

@GM Wolf: Well Ninja is basically Rogue+ and my character will be focusing on melee combat over spellcasting. I shall come up with an altered version of a Rat (from Borderlands 2) for my race :)

@Dragon: Isn't Brawler already part Monk and therefore doesn't allow you to multiclass Monk?


You can bring what you want to my attention, and I will see if it is valid.

We are not doing the new playtest characters.

The prestige classes might be able to acquire later, but not at the moment.

Pasiune Rhade please work on your background a bit more give yourself some quirks and develop it more. We shall see who else meet requirements.


Another question--are we new arrivals, or would characters have been on Pandora for a bit? Just wondering for various ideas and such.


Either is possible, the old characters have had RL issues, now I have three new characters, but once more RL has shown up and it looks like we need more again. You may have just arrived on their drop pod or another way. Or you have been on Pandora for a few weeks up to years. Either way I have a way that you will all be coming in.

Truely your background story is more important than anything else to get in before the 3rd. On the fourth, you should have both your crunch and story done. I will be selecting our new additions at midnight on the fourth.


As long as Wolf is ok with it, us 'new old' characters can answer questions, and we can also help with some backgrounds I think. Again, as long as Wolf ok's it.


Wolf is fine with that, I am just surprised that no one has asked questions or PMed me yet.


1 person marked this as a favorite.

Current characters are :

Velden Lansell Zen Archer Monk/Empyreal Sorcerer
Ida Oracle/Vitalist
Aannra Blake Monk/Psion
Bishnu Shrestha Barbarian/Fighter

We really need a sneaky rogue type for sure. Beyond that, an additional healer would be nice, but not necessary. An actual wizard or magus might be good too, Velden's kind of focused on being an archer with mystic sorcery, so not a blasty type. More of a selfish self-buffer type. We could also use another front liner to give Bishy some breathing space (hence the suggestion for Magus). Alternately, a psionic class could be useful (like a cryptic for the rogue type slot). Or a Cryptic/Rogue might be insanely over the top. :)


Helping out GM Wolf here.

Current Applicants

Completed Submission

Gerald - Pasiune Rhade - Rakshasa Spawn Tiefling Oracle/Paladin

Notice of Intent
Loup Blanc - ???? - Vivisectionist Alchemist/Trapper Ranger
Walter Lindie - ???? - Clap-Trap Artificer/Gunslinger Mechanist
Jubal Breakbottle - ???? - ????
Eminem80 - ???? - ????
The Dragon - ???? - ????
Peanuts - ???? - Ninja/Druid

Phase 2

Once a character is completed (crunch complete, and background at least started), they can move on to Phase 2. What is Phase 2 you ask? I'm glad you asked (down in front!).

This is just to let the current players get a feel for the new applicants and their characters. It also helps the applicants get a good idea of their character and hammer out their backgrounds and personalities.

Phase 2 will consist of a cantina on The Pandora Pride, the space station orbiting Pandora. The submitted PCs will be hanging out in the Cantina, waiting for their shuttle to the surface, chatting, drinking, watching holographic dancers, whatever.

This will give the PCs and GM a feel for how you post and how your character will interact with them. As new characters are submitted, they'll be brought into the cantina as well.

Wolf asked me to go ahead and get Phase 2 started, since I've done it before in one of my own games. It worked a little too well (as some of you can vouch for, since I see a couple of familiar names). It's an approach I plan on using from now on when I recruit for games (although that won't happen very often!).

When you are in phase 2, please put [ooc]PHASE 2[ooc] (but with the correct closing OOC not the broken one I just did) at the very top of your post to make it easier to see the phase 2 RP instead of the recruitment stuff.


PHASE 2

The Pandora's Pride is something of a misnomer. Oh, it was a work of beauty when it was built... 380 years ago. Not that it's been orbiting Pandora that long. No, one of the myriad of companies (short of digging through the old offline archives, nobody can be sure which one) that have owned rights (to exploit) Pandora over the years bought it from a salvage yard, had it fixed up, and towed it through subspace out here and dumped it in orbit.

It leaks, requiring regular air resupply runs, and several sections of the old station are closed off. But the Alliance Military maintains a post aboard, meaning there's plenty of marines on station to keep the peace (as long as they aren't the ones breaking it). There aren't many ships making port regularly, so the station itself doesn't bother keeping the waiting lounges in any sort of repair. This results in most people waiting for ships or shuttles to wait in the cantina on the lounge deck. With a simple neon sign reading "JOE' CANT" or "JOE'S ANT" or "JOE'S CAN NA" depending on which letters are working at any given time, the place is a dive. But it has alcohol, freshly microwaved meals, and holographic nude dancers of any species you happen to prefer in every booth.

Joe, an overweight Strix with his wings missing, hangs out behind the bar with a dirty apron that reads "KISS THE @#$*$#*&$ COOK!". A frizzy headed halfling woman who looks like a former beauty contest winner who was chewed up and spit out by the universe (several times) is the only waitress.

As Pasiune Rhade enters the dinky little spot of hades, the waitress looks up from her fashion magazine. "Yo, take any booth ya want toots. The ones with no lights on the table are busted. So you can't order from those." She pops her bubblegum and goes back to reading. Joe pays no attention as he tries to chat up a human hooker sitting at the bar drinking a (free) soda and waiting for some males to come in who have money.

Pasiune Rhade is provisionally cleared for Phase 2.


Note from Aannra for possible players:

Hi, just wishing all who apply good luck.
DMwolfy and Mdt have a grip on this.
A trap finder is a must for us, right now we are dropping rocks on traps hehe
Second healer and/or fight would be cool as well
Mage type as well would be nice.

To see what can be done, PC wise, have a read of our ad the old players backgrounds may help.

More than any thing is the idea of the PC that counts over Crunch monkeying. GMwolf is cool on letting you get things just as you want in wont of PC idea.

But note, self control here guys, keep in mind a level playing field power levels wise, with all players in game etc.

Saying all that, have fun and over to you :)


Wow. I really, really with I had the time to dedicate to tossing a submission into this game. A Kensai / cryptic would be fantastic here.

Fun-looking game, and the characters look interested. Good gaming all.

(just a bit of encouragement from me, I guess)


I've come down with a nasty bug, so my posts will be limited for a day or so, I'd imagine. I'll try to add more to the history this evening, if possible.


5d6 ⇒ (5, 2, 3, 6, 5) = 21= 16
5d6 ⇒ (4, 3, 3, 6, 1) = 17= 13
5d6 ⇒ (5, 3, 4, 2, 5) = 19= 14
5d6 ⇒ (5, 6, 5, 2, 1) = 19= 16
5d6 ⇒ (3, 2, 4, 2, 4) = 15= 11
5d6 ⇒ (3, 5, 2, 5, 5) = 20= 15
5d6 ⇒ (6, 1, 1, 3, 2) = 13= 11

Hmmm... Decent array, I'll come up with something soon since I currently owe MDT a batch of NPCs in another game.


Alright, this'll be the alias I'm using for the game. Crunch is in the profile, but I just got back from visiting family, so give me some time to get background and personality in total order (I have fair ideas for both already) and then I'll post it and begin Phase 2 (if allowed).


By the way, I'm thinking a Rogue/Aegis. It gives me some interesting tactical options.


If you take a psionic class understand that your character will not act or back off in combat if I have to DMPC/bot your character. Also you need to come up with a good reason why you have those powers.


In that case, I will withdraw. Sorry but I unless I am playing some role integral to the plot or something has come up in RL, I do not like letting the DM have explicitly more power over my character's action than me.

Good luck though.


People only get botted if they are not posting regularly such as in a combat. Not like it happens if you are actually playing.


I have to apologize, I completely misread the previous statement and only fully parsed the meaning on my way to work. I have been kicking myself the entire time over my hasty response.


Grinkins:
Grinkins are a strange hybrid creature of a sentient fungus infesting an organic host and controlling it like a puppeteer. The process of creating a Grinkin is usually only accomplished on smaller, humanoid forms, as well as some plants; the host usually does not survive. Stories tell however of great Grinkin heroes that have been able to bond to enormous creatures and bring great strength to their 'community', or even some whose hosts are said to survive and coexist in a symbiotic relationship.

RP Build:
Type: Plant (10)
Size: Small (0)
Speed: Normal (0)
Racial Language: Plantspeech (fungi)

Ability Scores: Standaard (0)
+2 Con, -2 Wis, +2 Cha
Grinkins are tough and jovial and generally get along well with others (assuming they are ignorant of the Grinkin's origins). They tend to be impulsive however...

Claws (2)
Fertile Soil (2)
Natural Armor (2)
Improved Natural Armor (1)
Treespeech (2)
Unnatural (1)

Grinkin Glem:
Grinkin Druid (Treesinger) 2/Ninja 2
CN Small plant
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 natural)
hp 17 (2d8+4)
Fort +4, Ref +5, Will +5
Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2x claws +4 (1d3+3/×2)
Special Attacks ki attack speed, sneak attack +1d6
Druid (Treesinger) Spells Prepared (CL 2nd; concentration +4):
1st (3/day)—magic fang, entangle (DC 13), cure light wounds
0 (at will)—stabilize, create water, guidance, light
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 13, Int 12, Wis 15, Cha 17
Base Atk +1; CMB +3; CMD 15
Feats Bludgeoner
Skills Acrobatics +7, Appraise +5, Bluff +7, Climb +7, Disable Device +9, Escape Artist +6, Knowledge (dungeoneering) +2, Knowledge (nature) +7, Perception +7, Perform (comedy) +7, Sleight of Hand +6, Stealth +11, Survival +8, Swim +7; Racial Modifiers camouflage, ki jump (running start)
Languages Common, Druidic, Sylvan, Treant
SQ green empathy, ki movement, ki pool, ki stealth, ninja tricks (trap spotter), plant bonds (animal companion, crawling vine), poison use, spontaneous casting, treespeech, woodland stride
Other Gear Thieves' tools, masterwork, 900 GP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Camouflage (Favored Terrain [Forest]) (Ex) +4 bonus to Stealth when in chosen terrain type.
Green Empathy +5 (Ex) Improve the attitude of an plant, as if using Diplomacy.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Treespeech (Ex) Can talk with plants as though under continual speak with plants spell.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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 Publishing, LLC®, and are used under license.

Proper background to come, but Grem is basically a happy-go-lucky (albeit creepy) little plant/fungus hybrid whose goal is to bring the wonders of the Grinkins to pandora and basically try and cover the place with fetid fungusy swamps.

Or something like that anyway. He thinks he's on a mission from god whatever it is he's up to.

Dark Archive

Is there room for one more application? If there is...

5d6 ⇒ (6, 2, 3, 5, 5) = 21
5d6 ⇒ (2, 3, 1, 6, 2) = 14
5d6 ⇒ (5, 1, 1, 4, 6) = 17
5d6 ⇒ (1, 2, 2, 3, 4) = 12
5d6 ⇒ (2, 1, 6, 6, 2) = 17
5d6 ⇒ (6, 6, 3, 6, 4) = 25
5d6 ⇒ (2, 6, 1, 4, 2) = 15

Dark Archive

Okay, I'm thinking something along the lines of Paladin/Magus crunch-wise. Probably some variant of catfolk race, or perhaps tiefling or asimar with bestial features. This character would be more Lawful than Good - if allowed, LN - and he will come from a strong martial tradition, perhaps something like a cross between Vulcans and Klingons.

Also, what source material is allowed? Do you allow 3pp products? If I go with Magus, I'd like to be able to use two-handed weapons, so I'd like to use feats from the Might of the Magus by Kobold Press.

If this sound ok, I'll proceed with crunching the character.


Ptolmaeus Arvenus don't worry about it, we understand misreading something.

Give me a link to what resources you are speaking of Nightflier. Though being LN would make it hard on the paladin class, I would suggest another class.

It looks like we don't have anyone for Phase 2, then....


Not yet anyway. Our only Phase 2 person thus far is out sick. :( Blech, I hate flu.

The Exchange

Hello as much fun as being clap trap would be I have more work coming up and will have to pull out of this recruitment so I can focus on my current games.


How quickly are you trying to get folks chosen?


I was hoping to pick by midnight tomorrow, but since others are not fulfilling this yet, or at least giving me any feedback I could move it back to January 5th, midnight, Pacific time.


Yeah, I think the flu season and holidays combined have knocked out a lot of people. I think moving it back would be best, we only have one, maybe two, completed submissions.


Ptolmaeus, I think you'd be fine with submitting the character you discussed, if you want back in. I don't think Wolf is upset about the premature repudiation from before. :)

Dark Archive

This is the feat I'd like to use:

Greatweapon Spell Combat (Combat)

You can use spell combat with a two-handed weapon.
Prerequisite: Str 15, Spell Combat
Benefit: You may use Spell Combat while wielding a
two-handed weapon but suffer an additional -1 penalty on
all attack rolls for a total of -3.
Special: A bladebound magus with this feat may select
a two-handed slashing weapon for their black blade.
Commentary – Fans of a certain albino fantasy character
should not be made to come so close yet remain so far
away from emulating their anti-hero of choice. I think the
attack penalty and cost of this feat about makes up for the
extra damage potential you get with a two hander. I was
somewhat concerned about reach weapons, as that gives
the magus an easy out for AOOs from spell casting, but
with enlarge person at level 1 and good use of the 5-ft step
rules they can already avoid these issues much of the time.

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