The End is Nigh ~ Into the Planar Blue Yonder


Recruitment

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Ashe, how does Dodge give you +4? It's +1 as far as i've been working with it.

Grand Lodge

@Chyrone: a 14th Cha lets you cast 4th level spell. And 5th level spell are obtained at Bard level 13th (so quite enough time to find a cha+2 item)

Ashe has +3 dodge bonus from the Canny Defense ability (Gained from Kensai) and a +1 from the Dodge feat (total of +4, as dodge bonus to AC is the only bonus that stacks)


Working on the gear now.
Main crunch is done, posting it later today.


yep, Algar nailed it, the +3 from cany defense is only if I'm wielding my weapon though.

Algar I'm set on human, I want the dual tallent for Str and Dex bump.


I'm withdrawing interest. Good luck everyone!


LilWilly5 wrote:
OK so who wants to join up now? Looking for a Healer, magic user, and Fighter of some kind.

I'm interested, I would like to play a fighter.


SamuraiRuy wrote:


I'm interested, I would like to play a fighter.

Got a character made up?


Algar & Co.
Here's my bard, later going Shadow Dancer

Cassandra:

Cassandra
TN female Human
2 Bard/ 1 Fighter
--------------------
DEFENSE
--------------------
AC: 18,14,14
Hp 29 (2d8+1d10+3 FCB)
AC (+4armor,+3dex, +1 Feat)
Mwk Chain Shirt (AC+4) (ACP-1)
Mwk Buckler (+1AC)
--------------------

OFFENSE:
Melee:
Mwk. Warhammer +6 (1d8+3, x3)
Mwk. Scorpion Whip +6 (1d4+3)
Dagger +5(1d4+3, 18-20 x2)

Ranged:
+3 Composite Longbow +6(1d8+3, x3)
Arrows, common x20

--------------------
Initiative (+3)
--------------------
Save rolls: Fort: +6, Ref +6, Will +0
--------------------

STATISTICS
--------------------
Human: +2 stat of choice. Chosen: Wis
Str 16, Dex 16, Con 10, Int 13, Wis 5 (3+2), Cha 14
Base Atk +2, CMB +6; CMD 20

Feats: Combat Reflexes, Dodge, Mobility

Traits:
-Indomitable Faith (+1 to will saves)
-Resilient (+1 Fort saves)

Skillpoints Bard per level 8(6+1int+1racial)
Languages: Common, Elven.
Skills:
-Bluff 2 [+7]
-Climb 1 [+7]
-Craft (Arrow) 1 [+5]
-Diplomacy 2 [+7]
-Handle Animal 1 [+6]
-Intimidate 2 [+7]
-Perform (Dance) 2 [+7]
-Sense Motive 3 [+3]
-Spellcraft 2 [+6]
-Stealth 3 [+9]
-Use Magic Device 1 [+6]

str 6,6,4 =16
dex 6,6,4 =16
con 5,3,2 =10
int 5,5,3 =13
wis 1,1,1 = 5 (+2)
cha 6,6,2 =14

Gear:

Start Wealth 3200 (Fighter base: 5d6 +2, x100)

Mwk Buckler 155gp 5lbs (ACP-0)
Mwk chain shirt 250gp 25lbs (ACP -1)
Mwk Scorpion Whip +1 305gp 3lbs
Mwk. Warhammer +1 312gp 5lbs
Composite Longbow +2str 300gp 3lbs
2 Dagger 4gp 2lb
Arrows, common x20 2gp 2lbs
Wand of CLW 750gp
Backpack, common 2gp 2lbs
Scroll of Silent Image x1 25gp
Caltrops 3 packs
Cap of human guise 800gp
Sleeves of many garments 200gp 1lbs

16str=76 lbs light
current weight
48 lbs
current money spent 3105

Spells known:
Lvl 0 x5, at will:
Detect Magic, Light, Message, Resistance, Spark

Lvl 1 x2, 3 a/day:
CLW, Sleep [DC14]

Special Abilities:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities.

Bardic Performance:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
[Currently at 8 rounds/day]
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.


Now I'm unfamiliar with the words of power so can you tell me what magic you two can do?


@Chyrone, I would dump Int. before Wis. You make up with it with versitle performance. I would have done something like this.

Str 13 (6,5,2)
Dex 18 (6,6,4) +2 racial
Con 10 (3,6,1)
Int 10 (5,4,1)
Wis 8 (5,1,2)
Cha 15 (6,6,3)

Human, you could still do Fighter 1/Bard 2 I would ask for DM approval for Flag Bearer, and Master Performer. Flag Bearer I think is inner sea guide, can't remember. Mater Performer is out of the Faction Guide.

If these are allowed your feats would be
Extra Performance 1st, Weapon Finess Human Bonus, Master Performer 3rd , Flag Bearer Fighter Bonus.

Now you provide a +1Moral Bonus to our group as long as we stay within 30' of the flag and your performance will provide a +2 Competence Bonus

Your attack with MW Rapier would be at +8 1d6+2 not performing and +10 1d6+4 when performing not to mention giving all of us a +3 to attack and damage.

Edit: Forgot to add, your AC would be the same now and you could still take dodge later, also you can take power attack and still stay ahead on attack and damage, and you can wield a buckler with this build as well.


LilWilly5 wrote:
Now I'm unfamiliar with the words of power so can you tell me what magic you two can do?

Not a lot right now. Aside from level 0 stuff I can only do a charm person equivalent and burning hands with cold damage. I will spread out over buff/debuff spells and utility stuff.


LilWilly5 wrote:
Now I'm unfamiliar with the words of power so can you tell me what magic you two can do?

Words of power is interesting, Not anything I would call my favorite at the moment but workable and will be interesting to try.

Eskul's best spells at the moment would be:

LvL2
====
Accelerate-

Spoiler:

The target of a wordspell with this effect word can take one additional move action each turn. This move action can come before, after, or between other actions, but not during a full-round action.

----------------------------------------------------------------------
(Changing Cone Spark to FlameJet Cone)
Flame Jet Cone -
Spoiler:

deals 1d4 points of fire damage. If the wordspell with this effect has only a single target, it requires a melee or ranged touch attack to hit and does not allow a saving throw.
MODIFIED BY - CONE
range: 10ft; A wordspell with this target word affects everything in a cone-shaped burst.

-----------------------------------------------------------------------
Lvl1
====
Burning Flash -
Spoiler:

his effect word deals 1d4 points of fire damage per caster level (maximum 5d4). If the wordspell with this effect word has only a single target, it requires a ranged touch attack to hit and does not allow a saving throw.

-----------------------------------------------------------------------
Shocking Arc -
Spoiler:

This effect word deals 1d4 points of electricity damage per caster level (maximum 5d4).

-----------------------------------------------------------------------
Lvl0
====
Various general cantrips that can be cast unlimited times per day:
Spoiler:

Detect Magic

Comprehend Written Languages

Lift - like mage hand but requires concentration to perform

Cramp - A spell that makes people run slower
Bleeding wounds - causes dying person to die faster (boosted lets you make people bleed.

=Various other cantrips=


==========================
Revised list of my Prepared Spells:
Spoiler:

Prepared Spells
---------------
Necromacny Arcane School
Level0: Bleeding Wounds
Level1: Spook
Level2: Boosted Bleeding Wounds

0lvl x5
-------
Spark
Sense Magic
Dechiper
Lift
Flame Jet

1lvl x5
-------
Shock Arc
Shock Arc
Burning Flash
Wrack
Friendship

2lvl x3
-------
Accellerate Selected
Accellerate Selected
FlameJet Cone

RPG Superstar Season 9 Top 32

Okay, fixed the feats to reflect DM's decision. Also now have equipment. I think Zoey is now complete. Just gotta check for errors one last time and finish writing up her story.

@Ashe and Algar- So what's the verdict for last names? I'll go with Baristan for now because I'm not cool enough to be related to Kakashi :)

Zoey:

Zoey Baristan)
Half-elf Oracle of Life (Dual-Cursed: Haunted, Tongues)
CG Medium Humanoid (Human, Elf)
Init +5; Senses Perception +2 (racial)
Traits: Blessed Touch, Kin Guardian

------------------------
DEFENSE
------------------------
AC 17, touch 11, flat-footed 17 (+6 Armor, +1 Dex)
hp 27 (3d8+3Con)
Fort +2, Ref +2, Will +3

------------------------
OFFENSE
------------------------
Speed 30 ft
Melee Fauchard+6 1d10+4 18-20/x2
Melee PA Fauchard +5 1d10+7 18-20/x2
Ranged Sling +3 1d4+3 x2 50 ft
Ranged Javelin +3 1d6 +4 x2 30 ft

STATISTICS
Str 16, Dex 12, Con 12, Int 8, Wis10, Cha 16
Base Atk +2; CMB +5; CMD: 16

Feats: Exotic Weapon Fauchard (Free), Improved Initiative (1st level), Power Attack (3rd)

Skills: Diplomacy (3r) +9, Heal (3r) +6, Spellcraft (3r) +5

Languages: Common, Elven, Abyssal (Only allowed in battle)

Traits:
Blessed Touch- You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Kin Guardian: When you use the aid another action to give a member of your family a bonus to AC, increase the bonus by 2. This increase is a trait bonus (and therefore doesn't stack with increases granted by other family members using this trait). This trait has no effect when using the aid another action to increase a family member's next attack roll.

(Startin ggold= 2000)
Gear: Sling, 20 sling bullets, 4 Javelins, MW backpack, MW Fauchard, Breastplate, Quick Runner's Shirt, Chirurgeon's Kit[a leather pouch, a healer's kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist's kindness, antiplague, antitoxin, bloodblock, and soothe syrup.], Oracle's Kit (a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.]
Gold 22
Silver 8
Abilities:

Oracle Curse: Tongues (Abyssal)- Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Haunted (non-scaling)- Retrieving any stored item from your gear requires astandard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

Mystery- Life

Revelations:
Channel (Elven Favored Class Bonus adds +1.5 levels)- 1+Cha mod/day (4/day) as a cleric (level 4.5 current) 2d6+1trait
Life Link (Su): (3 creatures) As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Spells:
0 (5 words known+Free:Boost, Cone, Personal, Selected, + Curse: Mage Hand, Ghost Sound)- Decipher (effect), Force Block (effect), Sense magic (effect), Soothing Touch (effect), Distant (meta), Boost (meta), Cone (target), Personal (target), Selected (target), Mage Hand (curse), Ghost Sound (curse)
1 (3 words + Free: Line, Burst + Mystery spell)- Lesser Cure (effect) ,Fortify (effect), Simple (meta), Line (target), Burst (target), Ill Omen (mystery)


In fairness I'm not that cool either, We could still be family with diffent names. Our mother could of had me first with a Tien man and he could of been abusive or killed in a raid or something and then she married and elven man and you guys were born.


Ashe wrote:

If these are allowed your feats would be

Extra Performance 1st, Weapon Finess Human Bonus, Master Performer 3rd , Flag Bearer Fighter Bonus

1) I'm not wielding a rapier, i'm assuming you mean the Mwk Warhammer. ;)

2) I need those 3 feats for the Shadow Dancer Prestige Class. Since a bard doesn't get to pick up a feat/a level, these seemed important to me. Otherwise i'd become a plain bard, and i'm playing a plain bard in an S&S, likewise a PFS gnome bard for that matter.
3) If i'd go with your stat suggestion, which ain't shabby, i'd only switch the 2 with the 3 from Str & Cha

This woman would be a serious type. Not so much joking around as she would be serious and harassing.


LilWilly5 wrote:
Now I'm unfamiliar with the words of power so can you tell me what magic you two can do?

forget what I said earlier. For one thing I only chose spells for two levels, and for the other I just found a better bloodline and archetype combination to represent the flavor and story I am going for.

So now my power word selection looks something like this
Fog Bank - similar to obscuring mist, justm ore flexible in its application since I have meta words.
Glide - a spell that allows the target to glide through the air (at 80 feet horizontally and 20 feet vertically downwards each round)
Friendship - the wordspell equivalent to charm person
And as bloodline spell I have Enlarge Person (bloodline spells are simply the regular spells even for wordcasters)

I will still focus around buff/debuff and utility spells at later levels.


If someone need a melee for a group, any feedback would be welcome:

Slobad Ironbelly

Spoiler:

Init: +2
--------------------
Defense
--------------------
HP: 39
AC: 20 T:12 FF:18
CMD: 19
Fort: +5
Reflex: +3
Will: +2
--------------------
Offense
--------------------
BAB: +3
CMB: +7
Melee Greatsword +11 (2d6+6 19-20/x2)
--------------------
Statistics
--------------------
Str 18(+4), Dex 14(+2), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 8(-1)
Speed: 30ft
Languages: Common, Orc
--------------------
Feats
--------------------
Power Attack
Weapon Focus(Greatsword)
Cleave
Intimidating Prowess
--------------------
Traits and Drawbacks
--------------------
Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
--------------------
Skills
--------------------
Climb +5
Intimidate +9
Knowledge (dungeoneering) +4
Perception +2
Survival +4
--------------------
Gear
--------------------
Gold: 191g
Greatsword MWK 350g
Chainmail+1 MWK 1300g
Wand of cure light wounds 750g
Fighter's kit 9g
Bracers of Protection +1 1000g
--------------------
Special Abilities
--------------------
Bravery +1

Armor Training 1

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon

Grand Lodge

@Ash/ Works for me. Now who wants to write the common background ? (we would each add our on character stuff in it)? / I will stick with my current build. We would be all relative with Ashe holding a sword that is a conduit to a elven demi plain where the souls of the elven people are awaiting and our cleric is looking for some lost love :)

Grand Lodge

Here is my Char without the equipment

STEHPHEN BARISTAN
Urban Barbarian 1/ Rage chemist Alchemist 2
Medium Half-elf / Humanoid (Half-elf)
Init +3; Senses Perception +9, Low-light Vision, Keen Senses,
==DEFENSE==
AC 13, touch 13, flat-footed 10 (+3 dex)
hp 30 (2d8+1d12)
Fort +5, Ref +6, Will +3
Defensive Abilities Elven Immunities (PFCR 24), Dual Minded (PFAPG 17)
==OFFENSE==
Spd 30 ft/x4
Melee Glaive-Guisarme +6 (1d10+6) 20/x3 brace, reach, see text
Special Attacks Bomb [4] (PFAPG 26)
==STATISTICS==
Str 19, Dex 16, Con 10, Int 14, Wis 12, Cha 3
BAB +2, CMB +6, CMD +19
Feats Arcane Strike (PFCR 118), Armor Proficiency (LIGHT) (PFCR 118), Brew Potion (PFCR 119), Extra Discovery (PFAPG 160), Shield Proficiency (PFCR 133), Throw Anything (PFCR 135)
Skills Acrobatics +9, Craft (alchemy) +8, Disable Device +10, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (nature) +6, Perception +9, Stealth +6, Survival +6
SU Alchemy (PFAPG 26), Extracts (PFAPG 26), Discovery (PFAPG26), Mutagen (PFAPG 26)
MC Rage Mutagen (PFUC 25)
Traits Accelerated Drinker (Combat) (PFCo: CEoD 18 - 19), Trap finder (PFAPG 332)
Languages Abyssal, Common, Draconic, Elven, Infernal


SamuraiRuy wrote:

If someone need a melee for a group, any feedback would be welcome:

Slobad Ironbelly
** spoiler omitted **...

Nice setup!

Want to team with me and find two more people?

Also did you factor in adventuring equipment as well? I'm looking at the left over 191g you have and thinking you could grab a backpack and some rations/waterskins at the very least. I not sure what DM Avian Aloft means when they talk about gold not being usable in the begining so you might want to try to squeeze every last piece of equipment you can from those 191 gold pieces leftover.


Updated and added a backstory (up to the point where she joins a group).

So anyone still looking for a utility sorcerer to join their group? Stats in the profile (click my name or avatar)


@Arrahska- You can team up with me if you want. Only skimmed through your backstory but ill read more when i get a better chance.

@SamuraiRuy- Your welcome also if you want to join.

Still looking for any kind of healer.


Ralwind Winterbreath wrote:
SamuraiRuy wrote:

If someone need a melee for a group, any feedback would be welcome:

Slobad Ironbelly
** spoiler omitted **...

Nice setup!

Want to team with me and find two more people?

Also did you factor in adventuring equipment as well? I'm looking at the left over 191g you have and thinking you could grab a backpack and some rations/waterskins at the very least. I not sure what DM Avian Aloft means when they talk about gold not being usable in the begining so you might want to try to squeeze every last piece of equipment you can from those 191 gold pieces leftover.

Yes, I would like to team up :)

I put a Fighter's kit, it should contain a rations and waterskin, but I suppose I could buy more. Maybe some alchemist's fire, throwing axes and stuff like that too.

Grand Lodge

OK, got more gear and fixed a mistake...

Patros:

Patros Randallas CR 1
XP
Male Teifling Rogue 1
CG Medium Humanoid(outsider)
Init +9; Senses Darkvision 60'; Perception +7

Defense

AC 19; Touch 15; Flat-Footed 14; (+4 armor, +5 Dex)
HP 24(3d8)
Fort +2; Ref +8(+9 traps); Will +2
Defensive Abilities na; DR na; Immune na;
Resist cold 5, fire 5, electrical 5; SR na

Offense

Speed 30
Space 5ft; Reach 5ft

Melee
+8 Mwk rapier 1-6/18-20 x2
+8 Mwk shortsword 1-6/19-20 x2
+7 dagger 1-4/19-20 x2

Ranged
+7 shortbow 1-6/x3
+7 dagger 1-4/19-20 x2

Special Attacks
Sneak attack +2d6

Spell-Like Abilities
(CL 3) Darkness 1x/day

Statistics

Str 10, Dex 20, Con 10, Int 12, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD +17 ( vs. trip)

Feats
Weapon Finesse, Improved Initiative

Rogue Talents
Bleeding critical

Skills
Stealth +13
Disable Device +11(+12 traps)
Use Magic Device +6
Survival +8
Perception +7(+8 traps)
Climb +6
Craft(traps) +7
Escape Artist +11
Slieight of hand +11
Acrobatics +11

Racial Modifiers
+2 Int, +2 Dex, -2 Cha

Languages
Common, Infernal, Sylvan

SQ
Trapfinding, evasion, Trapsense +1, rogue talent,
sneak attack

Racial traits
Darkvision 60', skilled, fiendish resistance,
spell-like ability, prehensile tail

Poverty stricken, Resilient

Combat Gear
Mithral shirt
Mwk buckler
mwk rapier
mwk shortsword
8 daggers
shortbow(80)
6 potions cure light wounds

Other Gear
mwk backpack
flint+steel
waterskin
bedroll
50" silk rope
Mwk thieves' tools
belt pouch
100' twine
4 chalk
4 candles
inkpen
inkvial
ink
mapcase
5 paper
8 rations
5 fishhooks
2 bags caltrops
Ioun torch
traveler's anytool
climber's kit
bell
2 bandolier
sack
compass
small mirror

gp 5
sp 3


@LilWilly5
Alright, I'm in :)

I would normally say we don't need a healer, but seeing as how we don't know what sort of place we will end up in, we might not be able to get magic items to heal up with. Also with the max hit points at every level, a lot of damage will be dealt before any given combat is over.

-------------------

So for all those still looking to join a team, this is what it currently looks like from what i could gather:

1) Ashe (Ryuke, kensai magus), Donald (Zoey, oracle of life), Algar (Stehphen, barbarian/rage chemist), [open]

2) LilWilly5 (ninja), Threeshades (Arrahska, tattooed sorcerer), SamuraiRuy (Slobad, fighter), [open]

3) [empty]

4) [empty]

Unassigned players:
Grimdog73 (Patros, rogue)
Ralwind Winterbreath (Eskul, Necromancer)
Juan Adriel (Adam, Skirmisher Ranger)
Chyrone (Yvette, Lore Warden fighter)
Sedoriku (Bard?)
Litany of Curses (?)
Joshua Hirtz (?)

Unless someone else lost interest there are still three open seats for players to join.


Chyrone wrote:
Algar wrote:

@Chyrone:

i would probably do: the first colum and gor with 16 str and 14 Cha

Ok.

I wouldn't be able to learn higher than lvl 4 spells as a bard though. Unless we find items that raise Cha.

By the time you are able to cast 6th level spells you will have had 4 attribute increases, so you could even start with CHA 12 and still be able to cast any spell level when it comes available.

Grand Lodge

Team 1 will most likely add Chyron to its roaster.


I'll tweak to the suggestion Ashe did, but with 14 str and 14 cha.
Poor cha is less worse than a big penalty to will saves.
Equipment will pretty much stay the same.

Tweaked, you've seen most of it already:

Cassandra
TN female Human
2 Bard/ 1 Fighter
--------------------
DEFENSE
--------------------
AC: 19,14,15
Hp 29 (2d8+1d10+3 FCB)
AC (+4armor,+4dex, +1 Feat)
Mwk Chain Shirt (AC+4)
Mwk Buckler (+1AC)
Total ACP -1
--------------------
OFFENSE:
Melee:
Mwk. Warhammer +5 (1d8+2, x3)
Mwk. Scorpion Whip +5 (1d4+2)
Dagger +4(1d4+2, 18-20 x2)

Ranged:
+2 Composite Longbow +6(1d8+2, x3)
Arrows, common x20
--------------------
Initiative (+4)
--------------------
Save rolls: Fort: +3, Ref +7, Will +3
--------------------

STATISTICS
--------------------
Human: +2 stat of choice. Chosen: Wis
Str 14, Dex 18 (16+2), Con 10, Int 10, Wis 8, Cha 14
Base Atk +2, CMB +4; CMD 18

Feats: Combat Reflexes (Extra AoO equal to Dex mod), Dodge +1AC, Mobility (+4 to AC vs AoO leaving/entering threatened square)

Traits:
-Indomitable Faith (+1 to will saves)
-Resilient (+1 Fort saves)

Skillpoints Bard per level 7(6+1racial)
Languages: Common, Elven.
Skills:
-Bluff 2 [+7]
-Climb 1 [+6]
-Craft (Arrow) 1 [+4]
-Diplomacy 2 [+7]
-Intimidate 1 [+6]
-Perform (Dance) 2 [+7]
-Sense Motive 2 [+4]
-Spellcraft 2 [+5]
-Stealth 3 [+10]
-Use Magic Device 1 [+6]

str 6,5,3 =14
dex 6,6,4 =18 (+2 racial)
con 6,3,1 =10
int 5,4,1 =10
wis 5,2,1 = 8
cha 6,6,2 =14

Gear:

Start Wealth 3200 (Fighter base: 5d6 +2, x100)

Mwk Buckler 155gp 5lbs (ACP-0)
Mwk chain shirt 250gp 25lbs (ACP -1)
Mwk Scorpion Whip +1 305gp 3lbs
Mwk. Warhammer +1 312gp 5lbs
Composite Longbow +2str 300gp 3lbs
2 Dagger 4gp 2lb
Arrows, common x20 2gp 2lbs
Wand of CLW 750gp
Backpack, common 2gp 2lbs
Scroll of Silent Image x1 25gp
Caltrops 3 packs
Cap of human guise 800gp
Sleeves of many garments 200gp 1lbs

14str=58 lbs light
current weight
48 lbs
Current money spent 3105
Current money left: 95

Spells known:
Lvl 0 x5, at will:
Detect Magic, Light, Message, Resistance, Spark

Lvl 1 x2, 3 a/day:
CLW, Sleep [DC14]

Special Abilities:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities.

Bardic Performance:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
[Currently at 8 rounds/day]
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

I'll add bio bit later. It was a common bio i understand.


Okay updated:
So for all those still looking to join a team, this is what it currently looks like from what i could gather:

1) Ashe (Ryuke, kensai magus), Donald (Zoey, oracle of life), Algar (Stehphen, barbarian/rage chemist), Chyrone (Cassandra, bard/fighter)

2) LilWilly5 (ninja), Threeshades (Arrahska, tattooed sorcerer), SamuraiRuy (Slobad, fighter), [open]

3) [empty]

4) [empty]

Unassigned players:
Grimdog73 (Patros, rogue)
Ralwind Winterbreath (Eskul, Necromancer)
Juan Adriel (Adam, Skirmisher Ranger)
Sedoriku (Bard?)
Litany of Curses (?)
Joshua Hirtz (?)

Unless someone else lost interest there are still three open seats for players to join.

-------------------------------------

I'm wondering whether I should take the Wanderlust trait, giving me +10 land speed for overland travel calculation and saving that Fleet feat for something else instead. So i would be speed 15, and 25 for overland travel.

Also I am the only one who made an alias for their character so far. Am I doing something wrong?


Grimdog73 (Patros, rogue)
Ralwind Winterbreath (Eskul, Necromancer)
Juan Adriel (Adam, Skirmisher Ranger)

Could make another team.

And we will be lacking healers


SamuraiRuy wrote:


Yes, I would like to team up :)

I put a Fighter's kit, it should contain a rations and waterskin, but I suppose I could buy more. Maybe some alchemist's fire, throwing axes and stuff like that too.

Awesome! Any idea what you wanted for other team mates? Maybe we should look for a healer?

Or, [I'm a bit confused here] did you decide otherwise[as Arrahska Simik summarized the teams]? No big deal just trying to figure out the roster.

@LilWill5
Are you ignoring me on purpose or am I being oversensitive? Any time I've mentioned teaming up with you, you've never replied.


Ralwind Winterbreath wrote:


@LilWill5
Are you ignoring me on purpose or am I being oversensitive? Any time I've mentioned teaming up with you, you've never replied.

Ah, I'm sorry if you think that but I've been posting on a 3ds for the past couple of post and looking back it looks like my earlier post got eaten. No insult to you it's just that I'd prefer a spontaneous caster in my party.

@Arrahska- Glad to have you aboard.

We still need some kind of healer and probably a fighter.

Grand Lodge

sounds like a good fit for me too....I'm in. Just have to not get hit with no healer....lol.


Ah yes it seems there has been a rearrangement, so Ralwind, Ruy and Grimdog are one team now?


I really didn't choose, just saw the arrangement but I'm fine with both teams, we just need to work on the backgrounds.

Maybe a group of 6 with no healer?


LilWilly5 wrote:


Ah, I'm sorry if you think that but I've been posting on a 3ds for the past couple of post and looking back it looks like my earlier post got eaten. No insult to you it's just that I'd prefer a spontaneous caster in my party.

No insult taken! Posts get eaten and the like. Was only confused about it and thinking I managed to piss you off in a way which i was oblivious to. Thanks for clearing that up!

grimdog73 wrote:

sounds like a good fit for me too....I'm in. Just have to not get hit with no healer....lol.

I think we'll make a great team!

I'm pretty sure I've got no way of healing people magically because ->wizard, but I'll check over the words of power and see if there is something I missed!

I'm not opposed to tweaking Eskul a bit to provide healing. At the very least I can take skill ranks in healing and switch up my equipment a bit.

Arrahska Simik wrote:
Ah yes it seems there has been a rearrangement, so Ralwind, Ruy and Grimdog are one team now?

As far as I know the only set deal at this point is that Grimdog73 and I are on a team.

I would be happy to have SamuraiRuy on the team but it's up to them to choose what they want to do!


No matter how we arrange the teams if we can't find healers


Looks like anyone who decides to play a healer could easily find a team.

Grand Lodge

@ DM well team one is Ready (and i think team two is almost done also)


I don't mind playing a healer, the problem is that I don't understand words of power, and I've read it over and over (maybe I'm just dumb)


I might be willing to make a healer. How much time do I have?


SamuraiRuy wrote:
No matter how we arrange the teams if we can't find healers

I tweaked Eskul's equipment load out and skills/profession to be a non-magical healer. As far as I can tell wizwards cannot cast healing nor life spells. If I could take ranks in Wizard and Witch I could but I have no idea how you would multiclass wizard/witch.

Zelit wrote:
I might be willing to make a healer. How much time do I have?

No clue, I would say plenty of time but DM Avian Aloft hasn't said a set start time that I can remember. I would say go for it because both the forming teams are going to need a healer. If you got a character posted tonight I would be impressed, and I doubt that DM Avian Aloft is going to start us off on the US Holiday.

What did you have in mind?


I have been working on a fighter crunch and have experience with healers, I just do not want to play another healer (or spellcaster for that matter.) But if people feel healers are more important (than say a fighter) setting one up shouldn't take too long. Maybe multiclass the fighter? Hmmmm.


Zelit wrote:
I might be willing to make a healer. How much time do I have?

Since we don't even have the 16 players yet, that are needed for the 4 teams, i would say you have a good bit of time.

Sedoriku wrote:
I have been working on a fighter crunch and have experience with healers, I just do not want to play another healer (or spellcaster for that matter.) But if people feel healers are more important (than say a fighter) setting one up shouldn't take too long. Maybe multiclass the fighter? Hmmmm.

No I wouldn't want to make anyone play something they don't want. I think we'd be better off without a healing character than with one, that is not what the player wanted to play.


if Sedoriku makes a fighter, then both teams will only need healers :) (and I could play my fighter hehe)


I'll have a healer made by tomorrow. Probably, an oracle of life.


if you submit a healer, then another group will be completed.


But which? So far Arrahska is the only confirmed member of my party that I know of who else is joining?


Ok, I'll join you


Well, after looking around a little I found that dipping a level into cleric could add some nice buffs to the character. (Self casting Enlarge Person, and having it as an supernatural ability for a total of 14 rounds a day? Yes please.)Still incomplete as I need to jot down and formalize the ideas of why he is who he is, finalize less expensive gear, and decide if it is a better or worse idea to take the archetype divine strategist (losing a domain but getting rid of my completely useless channeling...) Oh and find or develop a name...
Any and all ideas, comments, and questions appreciated.

Character sheet:
Male human
Fighter (Tower Shield specialist) 2, Cleric 1
NG Medium humanoid (human)
Init +2; Senses: Perception +2
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 22 (+0 Dex, +4 Shield, +7 armor, +1 enhancement)
hp 33 (2d10+1d8+5)
Fort +7, Ref +3 (+4 vs. Burst spells and effects), Will +4
--------------------
Offense
--------------------
Speed 20 ft. (With Armor)
Melee +6 (1d8+4 Long sword or Warhammer )
Ranged +5 (1d6 Longbow)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 4
Base Atk +2; CMB +6; CMD 18
Feats: Sheild focus, Missile shield, Combat reflexes, Stand still or Saving shield, Weapon Focus (Long sword).
Skills (12, Per level: 2+1 Int +1 Skilled): Craft (Weapons, armor, bows): +5, Knowledge (Dungeoneering, Engineering): +5, Knowledge (Nature): +5, Perception: +2, Survival (2 ranks): +6, Intimidate: +1, Sense motive: +5.
Traits: Devotee of the Green, Armor Expert
Languages: Common, Elven
--------------------
Possessions
--------------------
Of 3,300
+1 MWK Banded Mail (1,400)
MWK Longsword (315)
MWK Warhammer (312)
MWK Trident (315)
MWK Composite Longbow +1 Strength rating (500)
Sleeves of many garments (200)
(300 Gp left to spend)
--------------------
Racial Abilities
--------------------
Bonus feat
Skilled
--------------------
Class Abilities
--------------------
Bonus Feats
Burst Barrier: At 2nd level, a tower shield specialist can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery.
Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Spells
Orisons
Domains:Seasons, Growth
Seasons: Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Growth: Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spontaneous casting
Channel: Because of Charisma MOOT :P
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