| A_psychic_rat |
hero labs a a program you can use to make character sheets, it has loaded into it mostly all of the OGC content that paizo has made. mythweavers is a website that you can for public or private display make character sheets, some GMs like to use those
personally i just draw up the character sheets in my profile and be done with it. look at my alias's profiles and you can see what i mean
| Nohwear |
If I were to make a Shark Shaman, would it be possible to start with my shark animal companion?
| Bakutaku |
Basic Backstory I worked out (simple is sometimes good). Krate was has been dreaming of becoming a Pirate since a young age. Since he found out from his mother his father was a pirate to follow in his footsteps has been his dream. At the age of 18 he left his mother and caravan and headed on the trail of his father. After a long journey he arrived in the Shackles (subject to change since I couldn't find start town in the Player guide). With no real idea of who his father truly is Krate decided to become a strong and famous pirate in hopes his father will recognize him.
Character Sheet the 18 dex is from being human. If you have any questions let me know
Is the archtype
I can only play on Sundays though just a reminder when picking
| HighonHolyWater |
Would a gunslinger, specifically the Musketmaster archetype be ok to play? I would play a long range sniper that sits up high and can take out a couple enemies before the ships engage sort of thing.
| Jaarka |
ok and yes two normal plus one campaign traits. and if you join with your freind, This will be closed.
I'll message him and see about prepping characters tonight.
EDIT: He's interested. I'll have him sign up on the forums and post tonight. We're experienced Roll20 gamers too, so that should be simple.
| Harukajunko |
Harukajunko wrote:ok and yes two normal plus one campaign traits. and if you join with your freind, This will be closed.I'll message him and see about prepping characters tonight.
EDIT: He's interested. I'll have him sign up on the forums and post tonight. We're experienced Roll20 gamers too, so that should be simple.
Cool, I have one of my friends joining who has no experience what so ever, So this will be good.
| Harukajunko |
Will you be permitting all Paizo sources for character creation?
Specifically, I'm interested in creating a Fetchling Juju Oracle, as it just seems extremely fun and thematic to some of the tribal areas of the Shackles.
Yes, I will be allowing All source books and Fetchling is all good.
wealth: 5d6 ⇒ (1, 3, 5, 6, 4) = 19 x 10 = 190 gp.
Ok :O
| HighonHolyWater |
Sent you my skype name in a pm rather than post it here. Here is the character, a human gunslinger.
Thomer had come to the shackles to be free of his past life. His crazed parents had been fiend worshippers. They had even promised their own son as a sacrifice when he came of age. Luckily he had overheard them discussing it and making their plans for the ritual. He ran away that night without a penny in his pockets. Cheliax was run by tyrants and there was no help to be found for him there so he fled south and stowed aboard a ship headed for Absolom. He was found and would have been thrown overboard if not for the kindness of another adventurer. Thomer was to work off his passage for this stranger and they formed a bond just like father and son. They traveled together and often spoke of finding great hidden treasure somewhere. One day the man, who was already quite old caught a rare disease and passed away. It was found in his will for everything to go to Thomer as he had no other known living relatives. It was not much. Thomer set out for the shackles hoping to find the treasure they always dreamed about. He vowed that if he ever owned his own ship or island that he would name it after the old man. Fate is not so kind however and on his first night in port peril he thought he had caught a break in finding a clue to an old map but in reality it had been a scam and he was hauled off unconscious, a victim of the all too common press ganging that happened in these pirate infested parts.
Thomer Held
Human Gunslinger(Musket Master) 1
CN Medium Humanoid (Human)
Init +5; Perception +6
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DEFENSE
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AC 16, touch 13, flatfooted 13 (+3 dex, +3 armour)
HP[/b] 11 (1d10+1)
Fort +3, Ref +5, Will +3
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OFFENSE
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Speed 30 ft.
Melee Dagger +1 (1d4/19-20x2)
Ranged Musket +4[+5] (1d12[+1]/x4) [40ft. range increments]
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STATISTICS
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Str 10, Dex 17, Con 13, Int 12, Wis 14, Cha 8
Base Attack 1; CMB +0; CMD 14
Feats Gunsmithing, Rapid Reload(Muskets), Point Blank Shot, Precise Shot
Traits Reactionary, Ancient Explorer(history, polyglot), Indomitable Faith, Acrobat
Drawback Tainted Spirit
Favoured Class Gunslinger(1/4 grit point)
Skills(6 per level) *only shows class skills*
1 Acrobatics +8
0 Bluff -1
1 Climb +4
0 Craft +1
0 Handle Animal +2
0 Heal +2
0 Intimidate -1
1 Knowledge (engineering) +5
0 Knowledge (history) +2
0 Knowledge (local) +2
1 Perception +6
0 Profession +2
0 Ride +3
0 Sleight of Hand +3
0 Survival +2
1 Swim +4
Languages Common, Dwarven, Polyglot.
Equipment Explorer's Outfit, Dagger(2gp), Ioun Torch(75gp), Hide Shirt(20gp), Musket, Gunslinger's kit(26gp), Black Powder Dose x10(10gp), Bullets x10(1gp), Masterwork Artisan's Tools(55gp)
Current encumberance
Money 1gp
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SPECIAL ABILITIES
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Weapon and Armour Proficiency Gunslingers are proficient with all simple and martial weapons, and with two-handed firearms. They are proficient with all light armor.
Gunsmith At 1st level, a musket master must take a musket when she chooses a battered firearm at 1st level. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Rapid Reloader At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
| Jaarka |
Alright, here's my work-up for Rinva the Juju Oracle.
Female fetchling oracle 1 ( Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race
Guide 108)
CN Medium outsider (native)
Init +2; Senses darkvision 60 ft., low-light vision; Perception -1
—————
Defense
—————
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +1
Defensive Abilities shadow blending; Resist cold 5, electricity 5
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Offense
—————
Speed 30 ft.
Melee quarterstaff +1 (1d6+1)
Ranged sling +2 (1d4+1)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—disguise self
Oracle Spells Known (CL 1st; concentration +4)
1st (4/day)— inflict light wounds (DC 14), obscuring mist , summon monster I
0 (at will)— create water , detect magic , enhanced diplomacy , read magic
Mystery Juju
—————
Statistics
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Str 12, Dex 15, Con 12, Int 12, Wis 9, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Command Undead, Spell Focus (conjuration)
Traits dangerously curious, ship aptitude, touched by the sea
Skills Bluff +7, Diplomacy +7, Knowledge (planes) +5, Profession (sailor) +4, Stealth +4, Swim +6; Racial
Modifiers +2 Stealth
Languages Aquan, Common, Polyglot
SQ oracle's curse (tongues), revelation (undead servitude)
Other Gear leather armor, quarterstaff, sling, 140 gp
—————
Special Abilities
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Command Undead (6/day) Channel energy can take control of undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total
concealment.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Tongues (Aquan) You can only understand and speak one language in combat.
Touched by the Sea Underwater attack penalties are lessened by 1.
Raised among the populace, she noticed early that she was touched by the spirits. Constantly dreaming of death and rebirth, speaking in strange languages as she thrashed, her mother began to teach her the ways of her ancestors: the Wendifa spirit-touched. As her connection grew and her powers began to manifest, she was given a vision of sailing with pirates across the Shackles. She signed up for a ship and began learning the ways of the sailor.
Enthralled by the sea and life on-board ships, she seeks her destiny by coming full-circle: returning to where she first arrived into the world. Looking for adventure and attempting to decipher her visions, she finds herself stepping onto the docks of a new town called Port Peril....
| Akamaz |
Character sheet for Marek Sundown, Tiefling Siege Mage
Male tiefling wizard (siege mage) 1 ( Pathfinder RPG Advanced Race Guide 168, Pathfinder RPG Ultimate
Combat 74)
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +2 —————
Defense —————
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +0, Ref +1, Will +3
Resist cold 5, electricity 5, fire 5 —————
Offense —————
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +1 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +2)
1/day—darkness
Wizard (Siege Mage) Spells Prepared (CL 1st; concentration +4)
1st—color spray (DC 14), detect magic
Opposition Schools Conjuration, Enchantment, Necromancy —————
Statistics —————
Str 10, Dex 12, Con 11, Int 16, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials, Siege Engineer UC
Traits eye for plunder, eyes and ears of the city, mathematical prodigy
Skills Appraise +8, Bluff +3, Diplomacy +2, Perception +2, Profession (siege engineer) +5, Spellcraft +7,
Stealth +3, Swim +1; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Orc
SQ empower siege engine, siege engine bond
Other Gear dagger, light crossbow, courtier's outfit, 83 gp —————
Special Abilities —————
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empower Siege Engine (Su) Sacrifice a spell to increase attack/targeting roll and damage of next
bonded siege engine attack.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Siege Engine Bond (3/day) (Su) Bond with siege engine within 30 ft. to aim and fire without a crew.
Siege Engineer You are considered proficient with all siege weapons
background to follow