Stargate: A new Adventure


Recruitment

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The old professor was dying.
The hole in his chest produced a sucking noise that made a sicking gurgle every time he breathed. His labored breaths filled the large cavern.
His face contorted, grimacing in pain.
You must carry on he gasped out at last. carry out my research into he coughed a wet cough, and instead of the cough coming from his mouth, large globs of blood and pink tissue expelled violently from his large wound. Into the stargate

everyone in the room looked up involuntarily at the large circular object resting against the wall on the far side of the room. the images of recent events passing through their minds.

the professor standing next to a large console, pressing buttons.

a large inner disc spinning and stopping at random locations upon the...the stargate the professor called it. Not random locations, random runes. they glowed with a fierce, hellfire light.

the large circular object, exploding to life with a large violent eruption of a strange, water-like, display of power. The eruption exploded from the inner circle out 20 feet, consuming your fellow partner Jazhean in its glory. When the eruption subsided, only the top of Jazheans boots and feet were to be found.

Marn debating with the professor about entering the strange watery liquid to see what would happen. the man was eternally brave, making a paladin look cowardly.

Marn disregards the professors warnings and sticks his head into the watery surface. His body is still for about a minute before he sticks his head back out.

marn discussing what he's found. ancient ruins, mountains, hills, trees, a large lake.

The professor and marn argue about next steps. The professor wants to study the stargate before authorizing a trip into the gate. Marn wants to take some of the others to scout the area.

The large blue pond of water suddenly dissapears without warning.

Everyone stares at each other and the gate as the inner circle of runes begins to spin on its own, the runes lighting up with that familiar redish glare.

the circle erupting with that violent water display.

As the water settles, a lone figure stepping through, wearing a strange wolf or fox headed helmet, carrying a long staff.

The professor steps forward and begins to greet the newcomer.

the newcomers staff suddenly splits apart at the end, the large shape cascading with yellow lightning. The end spits a large glob of something devestating at the professor, destroying the professors chest.

everyone rushing forward, drawing swords, casting spells, and a terrific fight ensues.

Marn takes a hit from the strange staff weapon as he closes in, his head exploding from the strange weapons ballistic dart.

The fight was fast and brutal, but the creature was finally brought down and killed, inflicting numereous injuries upon everyone.

The professor gasps a final breath, thrusting his satchel filled with his notes at you, the look in his eyes demanding that his final request be granted.

learn about the stargate.

*******

hey everyone, ive kicked the idea around about trying out a stargate themed adventure using the pathfinder setting. I think the premise has great potential for new adventures beyond the realm of Golarion.

character creation rules:

pathfinder 1st ed. (havent gotten the new pathfinder edition yet)

Core classes only (its been a while since ive played Pathfinder, so to keep it simple for me, lets stick with the basics)

Max HPs.

Core races Only (again, see above)

starting level: 5th

starting gold: 3000 gps

when making your PC, i ask that you link as much of your PC info as you can to the d20pfsrd website to make it easier for me to look things up.


Really like the idea. I have a few questions, though:

1 - What's/Where's the starting setting?
2 - How much Stargate knowledge, if any, is too much or too little? (I have a very basic amount, meaning I saw the movie once years ago.)
3 - I'm thinking of doing a conjurer, but would using the teleportation sub-school from the APG be ok?

Silver Crusade RPG Superstar 2014 Top 16

Core classes, core races, so I'm assuming Core Feats, no traits, etc? A straight up core only game?


Im open to all paizo feats, traits, and so on. Those are easy to look up and understand, whereas all the extra races and classes im still trying to fully grasp. I suffer from ptsd, so its difficult for me sometimes to get things. I know the core classes and races like the back of my hand, so theres little to no difficulty there. But all the new classes and races...it gets more difficult for me


Dotting


There's a style I want to play, but it requires a third party feat, it allows me to wield a spear like weapon (and only spear like weapons) as a one handed weapon. Would that be okay?


Also, how are we generating ability scores?


Quick question: can we use any archetypes for the core classes?


I really don't know much about Stargate, but given that we're playing people from Golarion, would it be acceptable to learn about Stargate as we go? Pretty much just going in blind.

Second question, how do you feel about Unchained classes? They're fairly similar to the core classes, just a bit more intuitive and refined.


Yttras wrote:
Also, how are we generating ability scores?

I knew inwas forgetting something.

Roll 4d6, keep the highest. Reroll 1s.


About my third party feat, Is it okay?


RIZZENMAGNUS wrote:
Yttras wrote:
Also, how are we generating ability scores?

I knew inwas forgetting something.

Roll 4d6, keep the highest. Reroll 1s.

Could of done point-buy, would of been faster and fair to those that have horrible luck.


4d6 ⇒ (1, 1, 3, 1) = 6 5
4d6 ⇒ (6, 6, 6, 1) = 19 18
4d6 ⇒ (4, 3, 4, 2) = 13 12
4d6 ⇒ (5, 5, 1, 4) = 15 14
4d6 ⇒ (4, 3, 3, 1) = 11 10
4d6 ⇒ (6, 3, 1, 1) = 11 10

Well...those are something...


Simeon wrote:

4d6 5

4d6 18
4d6 12
4d6 14
4d6 10
4d6 10

Well...those are something...

Don't forget to reroll those ones.

Silver Crusade RPG Superstar 2014 Top 16

Roll 1: 4d6 ⇒ (5, 2, 2, 5) = 14 12
Roll 1: 5d6 ⇒ (2, 5, 1, 5, 4) = 17 14
Roll 1: 5d6 ⇒ (5, 3, 3, 1, 4) = 16 12
Roll 1: 4d6 ⇒ (3, 2, 2, 3) = 10 8
Roll 1: 7d6 ⇒ (2, 1, 1, 6, 2, 1, 5) = 18 13
Roll 1: 4d6 ⇒ (2, 5, 3, 6) = 16 14

That's a 15 point buy I believe.


Wilhim wrote:
About my third party feat, Is it okay?

What feat? Got a link?


RHMG Animator wrote:
RIZZENMAGNUS wrote:
Yttras wrote:
Also, how are we generating ability scores?

I knew inwas forgetting something.

Roll 4d6, keep the highest. Reroll 1s.

Could of done point-buy, would of been faster and fair to those that have horrible luck.

Luck be a fickle mistress, guiding these fair rolls on there mortal coil.


r1: 4d6 ⇒ (1, 6, 2, 6) = 15
r2: 4d6 ⇒ (3, 6, 3, 2) = 14
r3: 4d6 ⇒ (1, 3, 4, 5) = 13
r4: 4d6 ⇒ (5, 5, 1, 6) = 17
r5: 4d6 ⇒ (1, 5, 4, 6) = 16
r6: 4d6 ⇒ (2, 3, 1, 5) = 11

r1: 1d6 + 12 ⇒ (6) + 12 = 18
r2: 12 = 12
r3: 1d6 + 9 ⇒ (4) + 9 = 13
r4: 1d6 + 11 ⇒ (4) + 11 = 15
r5: 1d6 + 11 ⇒ (5) + 11 = 16
r6: 1d6 + 8 ⇒ (2) + 8 = 10

18,12,13,15,16,10

Silver Crusade RPG Superstar 2014 Top 16

RHMG Animator wrote:

[dice=r1]4d6

[dice=r2]4d6
[dice=r3]4d6
[dice=r4]4d6
[dice=r5]4d6
[dice=r6]4d6

[dice=r1]1d6 + 12
[dice=r2]12
[dice=r3]1d6 + 9
[dice=r4]1d6 + 11
[dice=r5]1d6 + 11
[dice=r6]1d6 + 8

18,12,13,15,16,10

That's a 39 point buy! You're going to want to play those, hahaha.


R1: 4d6 ⇒ (2, 2, 4, 6) = 14 14
R2: 4d6 ⇒ (2, 2, 3, 6) = 13 13
R3: 4d6 ⇒ (6, 6, 5, 5) = 22 22
R4: 4d6 ⇒ (4, 6, 3, 6) = 19 19
R5: 4d6 ⇒ (3, 3, 1, 4) = 11 12
R6: 4d6 ⇒ (1, 3, 5, 6) = 15 20

R5: 1d6 ⇒ 2
R6: 1d6 ⇒ 6

That will work.

And to reiterate a couple of earlier questions:
1. Are you comfortable with people using the unchained versions of the core classes? (rogue straight power-up, monk power-up when archetypes are not used, barbarian temporary stat increases vs temporary hp/attack modifiers)
2. Are you comfortable with people using archetypes for core classes (several high technology specific, or just different play style specific)


Shaft and Shield


Wilhim wrote:
Simeon wrote:

4d6 5

4d6 18
4d6 12
4d6 14
4d6 10
4d6 10

Well...those are something...

Don't forget to reroll those ones.

You're right!

5 + 1d6 ⇒ 5 + (4) = 9
10 + 1d6 ⇒ 10 + (6) = 16
10 + 1d6 ⇒ 10 + (4) = 14

So my stats would be
8
18
12
14
15
13
I can work with that quite a bit more.


Simeon wrote:
Wilhim wrote:
Simeon wrote:

4d6 5

4d6 18
4d6 12
4d6 14
4d6 10
4d6 10

Well...those are something...

Don't forget to reroll those ones.

You're right!

5+1d6
10+1d6
10+1d6

So my stats would be
8
18
12
14
15
13
I can work with that quite a bit more.

Ummm. You have three 1s in that first stat alone. And seven total to reroll,


14d6 ⇒ (3, 1, 2, 1) = 7 rerolls
24d6 ⇒ (6, 2, 5, 4) = 17 15
34d6 ⇒ (3, 6, 6, 4) = 19 16
44d6 ⇒ (3, 2, 4, 6) = 15 13
54d6 ⇒ (2, 2, 5, 5) = 14 12
64d6 ⇒ (6, 2, 4, 1) = 13 rerolls

12d6 + 2 + 3 ⇒ (2, 3) + 2 + 3 = 10 8
61d6 + 2 + 4 + 6 ⇒ (6) + 2 + 4 + 6 = 18 16

Hmmm, 30 pts. I can work with that.


I took it as rerolling one of them. Any case, they seem like solid stats.


Let's see what the dice have in store...

4d6 ⇒ (5, 2, 4, 5) = 16 = 14
4d6 ⇒ (2, 6, 6, 2) = 16 = 14
4d6 ⇒ (2, 5, 6, 2) = 15 = 13
7d6 ⇒ (1, 1, 3, 6, 1, 6, 4) = 22 = 16
5d6 ⇒ (6, 2, 1, 6, 2) = 17 = 14
4d6 ⇒ (2, 6, 4, 5) = 17 = 15

Great spread, especially for a MAD class. Time to put together a concept.


snapzilla22 wrote:

1. Are you comfortable with people using the unchained versions of the core classes? (rogue straight power-up, monk power-up when archetypes are not used, barbarian temporary stat increases vs temporary hp/attack modifiers)

2. Are you comfortable with people using archetypes for core classes (several high technology specific, or just different play style specific)

want to know this, too.

R1: 4d6 ⇒ (6, 6, 6, 1) = 19 18
R2: 4d6 ⇒ (5, 5, 5, 2) = 17 15
R3: 4d6 ⇒ (6, 1, 3, 2) = 12 11
R4: 4d6 ⇒ (3, 6, 2, 3) = 14 12
R5: 4d6 ⇒ (2, 6, 5, 6) = 19 17
R6: 4d6 ⇒ (6, 5, 5, 6) = 22 17

reroll R3 1d6 ⇒ 2 no change

holy shit.


Rolling stats now. As for the subschool teleportation, its just a swapping out of acid dart for a minor dimension door effect. If it's not cool, that's fine, just thought that it would be fitting for a research assistant for a portal researcher.

Roll 1: 4d6 ⇒ (5, 5, 1, 2) = 13 15
Roll 2: 4d6 ⇒ (2, 2, 5, 3) = 12 10
Roll 3: 4d6 ⇒ (3, 3, 5, 2) = 13 11
Roll 4: 4d6 ⇒ (3, 1, 2, 4) = 10 11
Roll 5: 4d6 ⇒ (4, 5, 3, 3) = 15 12
Roll 6: 4d6 ⇒ (3, 2, 3, 3) = 11 9

reroll for roll 1: 1d6 ⇒ 5
reroll for roll 4: 1d6 ⇒ 3

Workable.


Man, I love me some Stargate. Win or lose the PbP recruitment lottery, at least this will be a solid excuse for a rewatch of SG-1.

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

Reroll Set 2: 1d6 ⇒ 5

Rerolls Set 4: 2d6 ⇒ (2, 6) = 8

Putting it together:

12
13
13
15
14
17

Decent spread, works for whatever. Awaiting the response RE: Unchained classes; an Unchained Monk could be fun.

Wilhim wrote:
There's a style I want to play, but it requires a third party feat, it allows me to wield a spear like weapon (and only spear like weapons) as a one handed weapon. Would that be okay?

There's actually a 1st party way to do this: Weapon trick (Polearm). Also comes with some other nifty but dubiously useful abilities for free.


Storm Dragon wrote:
Wilhim wrote:
There's a style I want to play, but it requires a third party feat, it allows me to wield a spear like weapon (and only spear like weapons) as a one handed weapon. Would that be okay?
There's actually a 1st party way to do this: Weapon trick (Polearm). Also comes with some other nifty but dubiously useful abilities for free.

Actually it doesn't. The idea wasn't just wielding the spear one handed, it was threatening the ever square around the character which requires a second close up weapon with the offhand. It's based on a picture I really liked. Thanks for trying though.


-will we be using Background Skills?

-with 3000 gp being very low. Should we equip our characters for ready-to-leave, or is this for personal special gear? In the latter case I assume that our employer provides all necessary survival and travel gear?!

Silver Crusade

roll 1: 4d6 ⇒ (6, 4, 1, 6) = 17 = 16
roll 2: 4d6 ⇒ (4, 6, 6, 6) = 22 = 18
roll 3: 4d6 ⇒ (6, 5, 3, 1) = 15 = 14
roll 4: 4d6 ⇒ (3, 6, 5, 6) = 20 = 17
roll 5: 4d6 ⇒ (3, 5, 5, 1) = 14 = 13
roll 6: 4d6 ⇒ (2, 5, 6, 4) = 17 = 15

roll 1: 1d6 ⇒ 2
roll 3: 1d6 ⇒ 1
roll 5: 1d6 ⇒ 3

So yeah 18, 17, 16, 15, 14, 13

I think i'll make a Dwarven druid - Saurian Shaman Archetype, with a Velociraptor Animal companion.


Let's see what rolls I have. See what I could make with those.

4d6 ⇒ (2, 4, 2, 4) = 12
4d6 ⇒ (2, 1, 1, 2) = 6
4d6 ⇒ (1, 4, 4, 5) = 14
4d6 ⇒ (1, 5, 5, 3) = 14
4d6 ⇒ (2, 6, 6, 1) = 15
4d6 ⇒ (5, 5, 2, 6) = 18

reroll 2: 2d6 ⇒ (2, 3) = 5
reroll 3: 1d6 ⇒ 5
reroll 4: 1d6 ⇒ 6
reroll 5: 1d6 ⇒ 5

Ok that should make the following:
Stat 1: 10
Stat 2: 7
Stat 3: 14
Stat 4: 16
Stat 5: 17
Stat 6: 16

I can work with this. Was thinking about an engineer of sorts as well before, maybe a dwarven ranger that makes crossbows and arbalests. (Something needs to be able to pierce that battle armour)
Dwarven Cleric (Forgemaster) might also work.


Ok, let's see some rolls.

R1: 4d6 ⇒ (5, 6, 3, 1) = 15
R1: 4d6 ⇒ (6, 2, 3, 1) = 12
R1: 4d6 ⇒ (2, 2, 5, 6) = 15
R1: 4d6 ⇒ (2, 2, 5, 6) = 15
R1: 4d6 ⇒ (4, 2, 6, 2) = 14
R1: 4d6 ⇒ (1, 5, 4, 6) = 16

rerolls: 3d6 ⇒ (3, 2, 6) = 11

Final tally:
14, 11, 13, 13, 12, 17

I'll think it over. So many odd numbers XD


Here's the info for my character, conjurer Rhys Olowynn.

Stat Block:
Rhys Olowynn
Elf Conjurer 5
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +5

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 30 (5d6)
Fort +1, Ref +2, Will +4; +2 vs. enchantments
Immune sleep

OFFENSE

Speed 30 ft.
Melee dagger +1 (1d4-1)
Ranged longbow +3 (1d8-1)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)

7/day— [acid dart (1d6+2 acid)?]

Conjurer Spells Prepared (CL 5th; concentration +9)
3rd— fireball (DC 17), summon monster III
2nd— acid arrow, glitterdust (DC 17), extended mage armor, scorching ray
1st— comprehend languages,feather fall, grease (DC 16), snowball (DC 16), summon monster I
0th (at will)— acid splash, arcane mark, detect magic, mage hand

Opposition Schools enchantment, necromancy

STATISTICS

Str 9, Dex 13, Con 10, Int 18, Wis 11, Cha 10
Base Atk +2; CMB +1; CMD 12
Feats Craft Wand, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration)
Skills Diplomacy +3, Fly +5, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (Nature) +8, Knowledge (Planes) +12, Lingustics +8, Perception +5, Spellcraft +12 (+14 to identify magic items)
Languages Aklo, Celestial, Common, Draconic, Elven, Sylvan
SQ arcane bond (thrush), elven magic, [shift (10 ft, 7/day)?] summoner's charm (2 rounds), weapon familiarity
Combat Gear dagger, longbow, quiver of 20 arrows, scroll of glitterdust, scroll of summon monster I, scroll of summon monster III, wand of feather fall (50 charges), wand of magic missile (50 charges); Other Gear bedroll, campfire bead, canteen, ink vial, inkpen, journal, masterwork backpack, sleeves of many garments, spell component pouch, spellbook, traveller's outfit, waterproof bag, 872 gp, 3 sp

Spellbook:
1st Level - disguise self, feather fall, grease, comprehend languages, mage armor, magic missile, snowball (using the conjuration version), summon monster I
2nd Level - acid arrow, fox's cunning, glitterdust, scorching ray
3rd Level - fireball, summon monster III

Familiar info:
Yuel
N Diminutive animal
Init +2; Senses low-light vision; Perception +9

DEFENSE

AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size)
hp 15 (5d6)
Fort +0, Ref +4, Will +6

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Alertness, Skill Focus (Perception)
Skills Fly +13, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +0, Knowledge (Geography) +0, Knowledge (Nature) +0, Knowledge (Planes) +3, Lingustics +0, Perception +9 (+11 near master), Spellcraft +4
SQ deliver touch spells, empathic link, improved evasion, share spells, speak with master

Background info and Notes:
Since I don't know too much about where on Golarion we are, I'll just say that Rhys is a research assistant to "The Professor".

As for the subschool question, I've included both the base arcane school power (acid dart, under spell-like abilities), and the one that teleportation would replace it with (shift, under SQ). I mostly want the subschool for flavor reasons, but if it's not cool, that's totally fine.


Might as well roll

Epic Bad Rolls 32 dice no sixes:

Roll 1: 4d6 ⇒ (3, 1, 3, 2) = 9
Roll 2: 4d6 ⇒ (1, 4, 2, 4) = 11
Roll 3: 4d6 ⇒ (3, 3, 4, 3) = 13
Roll 4: 4d6 ⇒ (5, 4, 1, 1) = 11
Roll 5: 4d6 ⇒ (1, 4, 3, 1) = 9
Roll 6: 4d6 ⇒ (3, 3, 1, 4) = 11

RR 1: 1d6 ⇒ 5 = 11
RR 2: 2d6 ⇒ (5, 2) = 7 = 13
RR 4: 2d6 ⇒ (3, 5) = 8 = 14
RR 5: 2d6 ⇒ (1, 2) = 3 = RR 5.2: 1d6 ⇒ 3
RR 6: 1d6 ⇒ 2 = 10

Stat - 1 = 11
Stat - 2 = 13
Stat - 3 = 12
Stat - 4 = 14
Stat - 5 = 10
Stat - 6 = 10

The dice seem to not want me around.


Well , While I'm waiting for an answer I might as well roll, after all, the rolls can be for any character.

4d6 ⇒ (1, 1, 1, 1) = 4 16

4d6 ⇒ (2, 3, 6, 4) = 15 13

4d6 ⇒ (4, 6, 1, 3) = 14 16

4d6 ⇒ (5, 1, 5, 2) = 13 14

4d6 ⇒ (1, 5, 4, 3) = 13 12

4d6 ⇒ (6, 4, 5, 4) = 19 15

reroll 1: 4d6 ⇒ (5, 6, 3, 5) = 19

reroll 3: 1d6 ⇒ 5

reroll 4: 1d6 ⇒ 4

reroll 5: 1d6 ⇒ 1

reroll 5 take 2: 1d6 ⇒ 3


This does sound interesting, not sure what to make though.

Would the Advanced Armor and Weapon Training options for Fighters be available? What about Combat Stamina and the various archetypes?

As for the 1-handed spear thing, I thing Shield Brace is the closest you get when not looking at the weapon trick.


snapzilla22 wrote:


And to reiterate a couple of earlier questions:
1. Are you comfortable with people using the unchained versions of the core classes? (rogue straight power-up, monk power-up when archetypes are not used, barbarian temporary stat increases vs temporary hp/attack modifiers)
2. Are you comfortable with people using archetypes for core classes (several high technology specific, or just different play style specific)

1) no. Just straight core.

2) im comfy with players using archetypes.

I re-examined the starting gold for PCs at 5th level. Yeah i was way way off with my memory.
max starting gold of 11000

Yttras: lets just keep it simple for right now.

No background skills for now. Ill look into this in a bit

Cuan: no


dotting. Looks interesting. When is your deadline? Did I miss seeing it? Thanks.


Ellioti wrote:


[dice=R1]4d6 18
[dice=R2]4d6 15
[dice=R3]4d6 11
[dice=R4]4d6 12
[dice=R5]4d6 17
[dice=R6]4d6 17

Hi, this Ellioti's alias and submission. Feel free to look at the profile and note if anything is unclear. I linked some stuff, but I don't actually have anything rare or weird.

Just your normal sword and boards bard archaeologist.


Set1: 4d6 ⇒ (2, 2, 5, 2) = 11
Set2: 4d6 ⇒ (2, 3, 2, 5) = 12
Set3: 4d6 ⇒ (1, 3, 5, 2) = 11 ReRoll 1s: 1d6 ⇒ 4
Set4: 4d6 ⇒ (3, 2, 6, 6) = 17
Set5: 4d6 ⇒ (6, 5, 4, 4) = 19
Set6: 4d6 ⇒ (5, 5, 4, 6) = 20

Okay so that makes 16, 15, 15, 12, 10, 9.


Alright guess I'm gonna give up on getting an answer out of the GM for my feat. So, guess I'll make something else. This would honestly be a great game for one of my favorite wizard concepts, a linguist,


Wilhim wrote:
Alright guess I'm gonna give up on getting an answer out of the GM for my feat. So, guess I'll make something else. This would honestly be a great game for one of my favorite wizard concepts, a linguist,

Sorry. ive been busy and couldnt give proper thought to this request until now.

Yeah you can use it. Just make sure to highlight it on your character sheet.


Ashe wrote:
dotting. Looks interesting. When is your deadline? Did I miss seeing it? Thanks.

No. You didnt miss anything. Inever posted a deadline.

Ill keep this open til monday. ill pick PCs and make the first post then that day as well


Update for you, Rizzen.

Stat Block:
Rhys Olowynn
Elf Conjurer 5
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +5

DEFENSE

AC 12, touch 12, flat-footed 11 (+1 Dex)
hp 30 (5d6)
Fort +1, Ref +2, Will +4; +2 vs. enchantments
Immune sleep

OFFENSE

Speed 30 ft.
Melee dagger +1 (1d4-1)
Ranged longbow +3 (1d8-1)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)

7/day— acid dart (1d6+2 acid)

Conjurer Spells Prepared (CL 5th; concentration +9)
3rd— fireball (DC 18), summon monster III
2nd— acid arrow, glitterdust (DC 18), extended mage armor, scorching ray
1st— comprehend languages,feather fall, grease (DC 17), snowball (DC 17), summon monster I
0th (at will)— acid splash, arcane mark, detect magic, mage hand

Opposition Schools enchantment, necromancy

STATISTICS

Str 9, Dex 13, Con 10, Int 20, Wis 11, Cha 10
Base Atk +2; CMB +1; CMD 12
Feats Craft Wand, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration)
Skills Appraise +9 (1 rank), Diplomacy +3, Fly +7 (1 rank), Knowledge (Arcana) +13 (5 ranks), Knowledge (Dungeoneering) +9 (1 rank), Knowledge (Geography) +13 (5 ranks), Knowledge (Nature) +9 (1 rank), Knowledge (Planes) +13 (5 ranks), Lingustics +9 (1 rank), Perception +7 (5 ranks), Spellcraft +13 (+15 to identify magic items, 5 ranks)
Languages Aklo, Celestial, Common, Draconic, Elven, Sylvan
SQ arcane bond (thrush), elven magic, summoner's charm (2 rounds), weapon familiarity
Combat Gear dagger, longbow, quiver of 20 arrows, ring of protection +1, scroll of glitterdust, scroll of summon monster I, scroll of summon monster III, wand of feather fall (50 charges), wand of magic missile (50 charges); Other Gear bedroll, campfire bead, canteen, handy haversack, headband of vast intelligence +2 (Perception), ink vial, inkpen, journal, sleeves of many garments, spell component pouch, spellbook, traveller's outfit, 922 gp, 8 sp

Spellbook:
1st Level - disguise self, feather fall, grease, comprehend languages, mage armor, magic missile, snowball (using the conjuration version), summon monster I
2nd Level - acid arrow, fox's cunning, glitterdust, scorching ray
3rd Level - fireball, summon monster III

Familiar info:
Yuel
N Diminutive animal
Init +2; Senses low-light vision; Perception +9

DEFENSE

AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size)
hp 15 (5d6)
Fort +0, Ref +4, Will +6

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Alertness, Skill Focus (Perception)
Skills Fly +13, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +0, Knowledge (Geography) +0, Knowledge (Nature) +0, Knowledge (Planes) +3, Lingustics +0, Perception +9 (+11 near master), Spellcraft +4
SQ deliver touch spells, empathic link, improved evasion, share spells, speak with master

Background info and Update Notes:
Rhys is a research assistant to "The Professor".

Updates:
Removed shift from SQ
Added a handy haversack, a headband of int +2 that gives ranks in Perception, and a ring of protection +1 to item list (8000 gp in total, exactly equal to the additional gold I had to work with)
removed masterwork backpack (50 gp) and waterproof bag (5sp) from item list and changed the current gp amount from 872 gp, 3 sp to 922 gp, 8 sp
updated skill ranks based on the headband (skill ranks also now listed in Statistics section of the stat block


RIZZENMAGNUS wrote:
Ashe wrote:
dotting. Looks interesting. When is your deadline? Did I miss seeing it? Thanks.

No. You didnt miss anything. Inever posted a deadline.

Ill keep this open til monday. ill pick PCs and make the first post then that day as well

Too late, now I'm putting forth Wizard Daniel, Despite him having nothing to do with the original impetus of the character.


I may put forward a Barbarian, a Savage Technologist in particular.

They're focused around dual wielding a melee weapon and firearms.

Is that cool? Not sure how "woah, technology is weird" you want us to be.


Can I use the lore skill from background skills system? It fits better than profession linguist for my character concept.

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