Swords, Sex and Sorcery (D20 casting call)

Great, good background, do you have an appearance/image or is it still under progress?
 
Mae Van Duran
Human Female Barbarian (Invulnerable Rager) 4
CN Medium Humanoid (human)
Init +5; Senses Perception +7
Age 22
Height 5'11"
Eyes Jade
Hair Red
Appearance
Mae 1
Mae 2
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 60 (4d12+12)
Fort +6, Ref +4, Will +1
DR 2/—, 4/lethal; Resist extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Sawtooth sabre +8 (1d8+6/19-20/x2) and
+1 Sawtooth sabre +8 (1d8+3/19-20/x2)

Chakram (5) +8 (1d8+5/x2)
Dagger +9 (1d4+5/19-20/x2)
Shortsword (2) +9 (1d6+5/19-20/x2)
Spiked gauntlet (2) +9 (1d4+5/x2)

Special Attacks rage (15 rounds/day), rage powers (hurling, lesser, reckless abandon [+/-2])
--------------------
Statistics
--------------------
Str 21, Dex 16, Con 14, Int 8, Wis 10, Cha 16

Base Atk +4; CMB +9; CMD 22

Feats Exotic Weapon Proficiency (Sawtooth sabre), Power Attack -2/+4, Two-weapon Fighting

Traits Berserker of the Society, Chance Savior

Skills Acrobatics +10 (+14 jump), Climb +12, Intimidate +10, Perception +7, Survival +5

Languages Common

SQ fast movement +10

Combat Gear Acolyte ale (5), Potion of bull's strength, and Potion of enlarge person

Other Gear Masterwork Hide shirt, +1 Sawtooth sabre, +1 Sawtooth sabre, Chakram (5), Dagger, Shortsword (2), Spiked gauntlet, Spiked gauntlet, Backpack, masterwork (9 @ 44.5 lbs), Bedroll, Belt pouch (8 @ 1 lbs), Blanket, winter, Climber's kit, Everburning torch, Flint and steel, Mug/tankard, Rope (3), Soap

Money 277 GP, 3 SP, 7 CP
--------------------
Special Abilities
--------------------
Berserker of the Society +3 rounds of Rage a day.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hurling, Lesser (Ex) Throw large objects while raging.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.

Background [TBA - Working on it]

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.

Unsurprisingly, no issues with your sheet, bar the lack of a background of course.

Code:
[b]Name:[/b] Lucius
[b]Age:[/b] 19
[b]Race:[/b] Human
[b]Gender:[/b] Male
[b]Class:[/b] Sorcerer (Infernal bloodline) 4
[b]Alignment:[/b] Chaotic Neutral

Strength 	9	 (-1)
Dexterity 	16	 (+3)
Constitution 	14	 (+2)
Intelligence 	14	 (+2)
Wisdom 	        12 	 (+1)
Charisma 	20	 (+5)

[b]Size:[/b] 	Medium
[b]Height:[/b] 6'0"

[b]Total Hit Points:[/b] 24 

[b]Speed:[/b] 30 Feet

[b]Armor Class:[/b] 
    Regular:      17   = 10 + 4 (Mithral chainshirt) 3 (Dex)
    Touch AC:     13   = 10 + 3 (Dex)
    Flat-footed:  14   = 10 + 4 (Mithral chainshirt)

[b]Saving Throws:[/b]
    Fortitude:		+ 4	= +1 (Base) +2(Con) +1 (Cloak of resistance)
    Reflex:		+ 5	= +1 (Base) +3 (Dex) + 1 (Cloak of resistance)
    Will:		+6	= +4 (Base) +1 (Wis) +1 (Cloak of resistance)

[b]Combat:[/b]
    Initiative modifier:      + 7     = +3 (Dex) + 4 (Improved initiative)
    Combat Maneuver Bonus:    +1     = +2 (BAB) -1 (str)
    Combat Maneuver Defense:  +14     = 10 +2 (Bab) -1 (Str) +3 (Dex)

Attack (Mace, light): +1 = +2 (BAB) – 1 (Str)
Damage (Mace, light): 1d6-1
Attack (Longbow mw): +6 = +2 (BAB) +3 (Dex) +1 (Masterwork)
Damage (Longbow) 1d8-1

[b]Languages:[/b]	
    Common, Infernal, Draconic

[b]Traits:[/b]
    Charming
Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

    Magical lineage
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.    

[b]Flaws:[/b]
 Power-hungry
Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

[b]Feats:[/b]
Improved initiative
Craft wondrous item
Reach spell
Martial weapon proficiency (Longbow)

[b]Skills:[/b]         Ability    Ranks  Class  Misc
Bluff		+12/13 = +5 (Cha) + 4 + 3 (+1 charming)   
Diplomacy	+12/13 = +5 (Cha) + 4 + 3 (+1 charming)
Intimidate	+12 = +5 (Cha) + 4 +3
Knowledge (Arcana)	+9 = 2 (int) + 4 + 3
Spellcraft 	+ 9 = 2 (Int) + 4 + 3
Use magic device +12 = 5 (Cha) + 4 + 3

[b]Favored class points:[/b] 
    Hit points 		0
    Skill points 	4

[b]Sorcerer skills[/b]
Bloodline Arcana: +2 DC charm subschool spells (Bloodline)
Corrupting touch: cause a creature to become shaken with melee touch attack) (bloodline)
Cantrips
Eschew materials
Infernal resistances: Resist fire 5, +2 on saving throws against poison (Bloodline)
Bonus spell (bloodline)

[b]Spells[/b]
[b]Level 0[/b]
Detect magic
Read magic
Breeze
Light
Ghost sound
Prestidigitation
[b]Level 1[/b]
Charm person
Enlarge person
Color spray
Protection from good (bloodline bonus spell)
[b]Level 2[/b]
Invisibility

[b]Equipment[/b]
Ring of sustenance (2500 gp)
Mithral shirt (1100)
Cloak of resistance (1000 gp)
Masterwork Longbow (375)
20 Arrows (1 gp)
6 potions cure light wounds (300 gp)
1 potion of invisibility (300 gp)
1 potion of cure light wounds actually containing acid (10 gp)
Everburning torch (110 gp)
Outfit, explorers
Outfit, Courtiers with jewelry (80 gp)
Signet ring (5 gp)
Wax (1 gp)
Skeleton key (85 gp)
Sorcerer kit (8 gp)
Medium tent (15 gp)
Money (110 gp)

Background (1.0 might get adjusted in near future)


Looks:



I think this should be it, although I have more experience with D&D sheets than with pathfinder sheets so I will recheck it a couple of times before the adventure starts. I am hoping 'enlarge person' in a SRP doesn't have to be a full person all the time but can be limited to body parts? :devil:

Looks good, though could you designate what spell gets the bonus from your trait in there somewhere?

Code:
[b]Name:[/b] Calare Long
[b]Age:[/b] 22
[b]Race:[/b] Kitsune
[b]Gender:[/b] Female
[b]Class:[/b] Rogue 4
[b]Alignment:[/b] Neutral Evil

Strength 	10	 (0)
Dexterity 	19	 (+4)
Constitution 	15	 (+2)
Intelligence 	12	 (+1)
Wisdom 		13    (+1)
Charisma 	16	 (+3)

[b]Size:[/b] 	Medium
[b]Height:[/b] 6'0"

[b]Total Hit Points:[/b] 44 

[b]Speed:[/b] 30 Feet 

[b]Armor Class:[/b] 
    Regular:     19   = 10 + +4 (Dex) + 5 (Mithril shirt)
    Touch AC:     14   = 10 +4 (Dex)
    Flat-footed:  15   = 10 + 5 (Mithril shirt)

[b]Saving Throws:[/b]
    Fortitude:		+ 3	= +1 (Base) +2(Con) 
    Reflex:		+ 8	= +4 (Base) +4 (Dex)
    Will:		+2	= +1 (Base) +1 (Wis)

[b]Combat:[/b]
    Initiative modifier:      + 4     = +4 (Dex) 
    Combat Maneuver Bonus:    +3     = +3(BAB) + 0(Str)
    Combat Maneuver Defense:  +17     = 10 +3 (BAB) +4 (Dex)

    Attack (handheld):         +3     = +3 (BAB) 
   Attack (missile):         + 7     = +3 (BAB) +4 (Dex) 
   

[b]Languages:[/b]	
    Common, Sylvan, Elvan

[b]Feats:[/b]
Magical Tail ( 1 rank )
You grow an extra tail that represents your growing magical powers.
Prerequisite: Kitsune.
Benefit: You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.


[b]Skills:[/b]                        Ability    Ranks  Class  Misc
Acrobatics Dex 10 = 4 + 4 + 2
Bluff Cha 6 = 3 + 3
Climb Str 2 = 0 + 2
Craft Int 3 = 1 + 2
Intimidate Cha 7 = 3 + 4
Diplomacy Cha 7 = 3 + 4
Knowledge (Dungoneering ) Int 3 = 1 + 2
Knowledge (local) Int 2 = 1 + 1
Linguistics Int 3 = 1 + 2
Perception Wis 5 = 1 + 4
Perform Wis 3 = 1 + 2
Perfession() Wis 1 = 1 + 0
Sleight of Hand Dex 8 = 4 + 4
Stealth Dex 6 = 4 + 2
Swim Str 2 = 0 + 2
Use Magic Device Cha 5 = 3 + 2
[b]Favored class points:[/b] 
    Hit points 	12
    Skill points 	9

[b]Rogue Skills:[/b]
Uncanny Dodge
Sneak Attack +2d6
Trap Sense +1
Evasion
Trap Finding
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Slow Reactions* (Ex): Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.
  
    

[b]Kitsune Traits:[/b]
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.    

[b]Equipment:[/b]

Hammock
Tent, small
Fishing tackle
Compass
Rope, silk (50 ft.)
String (50 ft.)
Hook, grappling, common
Kit, grooming
Kit, rogue's
Mithril Shirt +1
Bag of Holding I
Ioun Torch
Short bow
Quiver
Rapier
Arrows, common (40)

[b]Gold:[/b] 1100g

http://www.freeimagehosting.net/3lzk8

Better, but with three problems.
You still have one feat remaining, Personally I suggest weapon finesse.
Your racial traits should include the following:
- Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
- Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
- Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

And finally you have the two background traits still unselected. Might I suggest Reactionary (+2 initiative) and Indomitable Faith (+1 to will saves)

Apart from that its all good, and I like the backstory. Though I do have one minor optimizing suggestion, drop your con by one and raise your dex by 1, odd numbers are largely useless in this game and dex strikes me as your king stat.

Hey no problems, I will just post my character sheet here along with the background, looks and personality so it will be easily changed when you get back. ;)

Oh and I changed his alignment, I felt Chaotic Neutral fit him better. And added another outfit for 20g.

Code:
Name: Kerloch Ashbringer
Age: 18
Race: Kobold
Gender: Male
Class: Alchemist
Alignment: Chaotic Neutral 

Strength 	10	(0)
Dexterity 	13	(1)
Constitution 	12	(1)
Intelligence 	18	(4)
Wisdom 		14	(2)
Charisma 	12	(1)

Size: 		Small
Height: 	3'2"

Total Hit Points: 36

Speed: 30

Armor Class: 16

    Touch AC: 16
    Flat-footed: 13 

Initiative modifier:	+ 1	= +1[Dex]
Fortitude save:		+ 5	= 4[Base]+1[Fort]
Reflex save:		+ 5	= 4[Base]+1[Ref]
Will save:		 +3	= 1[Base]+2[Will]
Attack (handheld):	+ 4	= 3[Base]+1 [Dex] +1[Size]
Attack (missile):	+ 4	= 3[Base]+1 [Dex] +1[Size]
Combat Maneuver Bonus:	+ 2	= 3[Base]-1[Size]+0[Str]
Combat Maneuver Defense:  + 10	= 10[Base] -1[Size]+0[Str]+1[Dex]

Languages:	
    Draconic
    Dwarven
    Undercommon
    Common
    Gnome

Traits:
    Improvisational Equipment
    Firebug

Flaws:
    -

Feats:
    Draconic Aspect (Black Scales: /5 Acid Resistance)
    Draconic Glide

Skill Name	Key Ability	Skill Modifier	Ability Modifier	Ranks	Misc.Modifier
Disable Device	 Dex		5 =		+1			+4	x
Appraise 	Cha 		3 = 		+1			+2	x
Craft (Trap) 	 Int 		8 = 		+4			+2	+2
Craft (Alchemy)  Int 		8 = 		+4			+4 	x
Stealth 	 Dex 		5 = 		+1			x	+4
Perception 	 Wis 		6 = 		+2			+2	+2
Heal  		 Wis 		4 = 		+2			+2	x
Sleight of H.Dex 		4 = 		+1			+3	x
Survival 	 Wis 		6 = 		+2			+4 	x
Spellcraft 	 Int 		4 = 		+4			x	x
Fly    		 Dex 		3 = 		+1			+2	x
Profession(Miner)Wis 		4 = 		+2			x	+2
Use Magic Device Cha 		4 =		1			+3 	x
Knowledge(Arcana)Int		6 =		+4			+2	x
Knowledge(Nature)Int		8 =		+4			+4	x
32/32 (Is is that 36 cause I tried the generator and it got my max skill points to 36 not 32 like I did)

Favored class points: (Alchemist)
    Hit points 	0
    Skill points:	0
    Bombs: 	4 (1/2 bombs for each point if I am not wrong)

Class Skills:
    (Su)Alchemy
    (Su)Bomb 2d6
    (Ex)Brew potion
    (Su)Mutagen
    (Ex)Throw anything
    (Su)Discovery
    (Ex)Poison Resistance
    (Ex)Poison Use
    (Ex)Swift Alchemy

Race Skills:
    
    Ability Score Racial Traits: Kobolds are fast but weak. They gain +2 Dexterity, –4 Strength, and –2 Constitution.
    Type: Kobolds are humanoids with the reptilian subtype.
    Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
   
Defense Racial Traits

    Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus.

Feat and Skill Racial Traits

    Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
    Scavenger(Bonus): Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Senses Racial Traits

    Darkvision: Kobolds can see perfectly in the dark up to 60 feet.

Weakness Racial Traits

    Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.

Discoveries:
    (Ex) Tentacle (It grows from his groin area and he has it reaching out through his sleeves or trousers when not warping it around his waist or when he's openly using it for alchemy or combat.)
    Explosive Missile (Make explosive missiles)

Alchemy Formulas
Lv1
Enlarge Person
Reduce Person
Ant Haul
Lv2
Spider Climb

Equipment:
    Magic +1 Morningstar 		(-2000g)
    Leaf Armor (AC +3) 		(-500g)
    Blow Gun 				(-2g)
    Darts (Blowgun) x1000 		(-50g)
    Hammock x3 				(-3sp)
    Bedroll x2			 	(-2sp)
    Blanket 					(-5sp)
    Chair, Folding 			(-1g)
    Compass 				(-10g)
    Map 					(-50g)
    Horn Signal 				(-1g) 
    Star Charts 				(-200g)
    Gecko, Riding (C. Trained)	(-400g)
    Animal Feed x100 			(-5g)
    Saddle Exotic (Riding) 		(-30g)
    Wagon Light 				(-50g)
    Tent Medium 				(-15g)
    Trap Bear x10 			(-20g)
    Fishing Net x2 + x10 Hooks 	(-9g)
    Backpack Masterwork 		(-50g)
    Trail Rations x10 			(-1g)
    100ft Silk Rope 			(-20g)
    Alchemist's Lab (Portable) 	(0g)
    Bomb Launcher x50 		(-500g)
    Tar Bomb x10 			(-150g)
    Hip Flask 				(-3g)
    Oil (Anointed) x8 			(-100g)
    Oil (Lamp) x10 			(-1g)
    Explorser's Outfit 			(-10g)
    Swarmsuit 				(-20g)
    Oil Cardice x2 			(-100g)
    Waterskin 				(-1g)
    Barrel  					(-2g)
    Basket x5 				(-2g)
    Dilettante's Outfit			(-20g)

Gold:	6000-4439=1561







IMG: (It's actually supposed to be black scales not red but use your imagination.) http://th05.deviantart.net/fs71/PRE...half_blood_dragon_by_werewolfgene-d482k26.jpg

I originally considered this image but it didn't have the wings nor did it feel like it really fit his character. http://us-p.vclart.net/vcl/Artists/Jace/fb.jpg


One thing that bothers me though, I want to use Smoked Goggles to negate my light sensitivity but the goggles doesn't have that rule. I heard about Sundark Goggles but they aren't on the site you posted so what would you suggest? (When you get back I mean)

Not sure why it said 36 skill points, was it putting your favored class point there maybe? It should be 32 anyway.

Sundark goggles are a 3.5 item, from races of the dragon if I believe correctly, and made by kobolds funnily enough. They cost 10gp, grant a +1 against gaze attacks, a -1 to perception rolls and negate the light sensitivity penalty, at least thats how I'll be running them anyway, I'm too lazy to go find a copy of the book so meh.

And the racial traits stuff I posted earlier wasn't a single choice thing, you get the lot of it, so congrats, your character is marginally better than you thought.

Oo, this looks like an immense amount of fun! Are you guys already full, or might you have one more spot open? :) I've played a ton of tabletop RPGs, D&D and otherwise, and doing it SRP style sounds pretty much like the best idea ever!

If you're full, that's okay, I'll just be watching from the sidelines then~

We're open, but after you I'll be closing applications for the foreseeable future.

Nymiset

Suli Oracle 4
N Medium Outsider (native)
Init +4; Senses oracle's curses (clouded vision), darkvision 30 ft., low-light vision; Perception -1
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+4 armor, +3 shield, +5 Dex)
hp 27 (4d8+4)
Fort +2, Ref +6, Will +5
Resist acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +4 (1d4+5/x2) and
. . +1 Morningstar +9 (1d8+6/x2)
Oracle Spells Known (CL 4):
2 (4/day) Calm Emotions (DC 17), Cure Moderate Wounds, Tongues
1 (8/day) Divine Favor, Bless, Cure Light Wounds, Identify, Command (DC 16)
0 (at will) Virtue, Stabilize, Purify Food and Drink (DC 15), Detect Magic, Mending, Create Water
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 13, Int 10, Wis 8, Cha 20
Base Atk +3; CMB +8; CMD 20
Feats Iron Will, Power Attack -1/+2
Traits Dangerously Curious, Reactionary
Skills Acrobatics +1, Climb +4, Diplomacy +14, Escape Artist +1, Fly +1, Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Ride +1, Sense Motive +1, Spellcraft +7, Stealth +1, Swim +4, Use Magic Device +13; Racial Modifiers +2 Diplomacy, +2 Sense Motive, revelations (lore keeper, sidestep secret)
Languages Auran, Common
SQ elemental assault (1d6, 4 rounds) (1/day), mysteries (lore)
Combat Gear Wand of cure light wounds; Other Gear +1 Studded leather armor, +1 Heavy steel shield, +1 Morningstar, 597 GP
--------------------
Special Abilities
--------------------
Clouded Vision You cannot see beyond 30'
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (30 feet) You can see in the dark (black and white vision only).
Elemental Assault (1d6, 4 rounds) (1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

BackgroundNymiset was born in one of the greatest temples of Nethys, on a bluff high over the Sphinx River. She was immediately recognized as the offspring of the genie, and her milky white eyes were the cause for much consideration by the priests and priestesses. When it became apparent that she was able to see in some way, she was recognized as blessed by the God, and was raised to be a defender of the temple.

As a child and an adolescent, she trained relentlessly, growing stronger and wielding weapons more powerfully, while at the same time, learning to use her magical powers to strengthen herself and her allies, and to better understand the world around her. Her vision proved problematic outside of the temple, but in the close quarters inside, she was as effective as any of the other guards, as well as being unaffected by darkness.

She believed that she would live out her life in the temple before the airship expedition was declared. Then the high priestess summoned her, and ordered her to travel to the launch site and join the expedition, that the God would be represented in this new world. Nymiset had no idea that the high priestess was envious of her youth and beauty, and simply wanted her out of the way, but she accepted the mission as the honor it was presented as.

Im not sure how you arrived at your AC score, you have +5 dex listed but only a dex of 14 (+2). On the plus side, you should have 36 health, not 27. Apart from that it all looks good, an interesting build too.

Oh, and love the character picture.
 
Im not sure how you arrived at your AC score, you have +5 dex listed but only a dex of 14 (+2). On the plus side, you should have 36 health, not 27. Apart from that it all looks good, an interesting build too.

Oh, and love the character picture.
Thanks KoD :)

Her AC is actually correct. The Sidestep Secret revelation (which is very well hidden on this stat block) allows her to use her CHA bonus in place of DEX for AC and Reflex saves, but Hero Lab still calls it a DEX bonus, silly buggers.

The hit points are a nice bonus. I am so used to playing max at 1st and 1/2 at all following that I just did it on autopilot. Thanks.
 
Reposting Character sheet, this time with image, goggles, kobold weapons and extra bonuses in proper positions. :D

Oh and Mouthwatering, awesome picture mreoow. :catgrin:


Code:
Name: Kerloch Ashbringer
Age: 18
Race: Kobold
Gender: Male
Class: Alchemist
Alignment: Chaotic Neutral 

Strength 	10	(0)
Dexterity 	13	(1)
Constitution 	12	(1)
Intelligence 	18	(4)
Wisdom 		14	(2)
Charisma 	12	(1)

Size: 		Small
Height: 	3'2"

Total Hit Points: 36

Speed: 30

Armor Class: 16

    Touch AC: 16
    Flat-footed: 13 

Initiative modifier:	+ 1	= +1[Dex]
Fortitude save:		+ 5	= 4[Base]+1[Fort]
Reflex save:		+ 5	= 4[Base]+1[Ref]
Will save:		 +3	= 1[Base]+2[Will]
Attack (handheld):	+ 4	= 3[Base]+1 [Dex] +1[Size]
Attack (missile):	+ 4	= 3[Base]+1 [Dex] +1[Size]
Combat Maneuver Bonus:	+ 2	= 3[Base]-1[Size]+0[Str]
Combat Maneuver Defense:  + 10	= 10[Base] -1[Size]+0[Str]+1[Dex]

[B]Languages:	[/B]
    Draconic
    Dwarven
    Undercommon
    Common
    Gnome

[B]Traits:[/B]
    Improvisational Equipment
    Firebug

[B]Flaws:[/B]
    -

[B]Feats:[/B]
    Draconic Aspect (Black Scales: /5 Acid Resistance)
    Draconic Glide

Skill Name	Key Ability	Skill Modifier	Ability Modifier	Ranks	Misc.Modifier
Disable Device	 Dex		5 =		+1			+4	x
Appraise 	Cha 		3 = 		+1			+2	x
Craft (Trap) 	 Int 		8 = 		+4			+2	+2
Craft (Alchemy)  Int 		8 = 		+4			+4 	x
Stealth 	 Dex 		5 = 		+1			x	+4
Perception 	 Wis 		6(5) = 		+2			+2	+2(-1goggles)
Heal  		 Wis 		4 = 		+2			+2	x
Sleight of H.	Dex 		4 = 		+1			+3	x
Survival 	 Wis 		6 = 		+2			+4 	x
Spellcraft 	 Int 		4 = 		+4			x	x
Fly    		 Dex 		3 = 		+1			+2	x
Profession(Miner)Wis 		4 = 		+2			x	+2
Use Magic Device Cha 		4 =		1			+3 	x
Knowledge(Arcana)Int		6 =		+4			+2	x
Knowledge(Nature)Int		8 =		+4			+4	x

[B](32/32)[/B]

[B]Favored class points:[/B] (Alchemist)
    Hit points 	0
    Skill points:	0
    Bombs: 	4 (1/2 bombs for each point if I am not wrong)
[B]
Class Skills:[/B]
    (Su)Alchemy
    (Su)Bomb 2d6
    (Ex)Brew potion
    (Su)Mutagen
    (Ex)Throw anything
    (Su)Discovery
    (Ex)Poison Resistance
    (Ex)Poison Use
    (Ex)Swift Alchemy

[B]Race Skills:[/B]
    
    Ability Score Racial Traits: Kobolds are fast but weak. They gain +2 Dexterity, –4 Strength, and –2 Constitution.

    Type: Kobolds are humanoids with the reptilian subtype.

    Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
   
[B]Defense Racial Traits[/B]

    Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus.

[B]Feat and Skill Racial Traits[/B]

    Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.

    Scavenger(Bonus): Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

     Weapon Familiarity: Kobolds are proficient with all forms of Picks, and any weapon with the word 'kobold' in its name.

     Hatred: Kobolds gain a +1 bonus to attack rolls against Gnomes.
[B]
Senses Racial Traits[/B]

    Darkvision: Kobolds can see perfectly in the dark up to 60 feet.

[B]Weakness Racial Traits[/B]

    Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.
[B]
Discoveries:[/B]

    (Ex) Tentacle (It grows from his groin area and he has it reaching out through his sleeves or trousers when not warping it around his waist or when he's openly using it for alchemy or combat.)

    Explosive Missile (Make explosive missiles)

A[B]lchemy Formulas[/B]
Lv1
Enlarge Person
Reduce Person
Ant Haul
Lv2
Spider Climb

[B]Equipment:[/B]
    Magic +1 Morningstar 		(-2000g)
    Leaf Armor (AC +3) 			(-500g)
    Blow Gun 				(-2g)
    Darts (Blowgun) x1000 		(-50g)
    Hammock x3 				(-3sp)
    Bedroll x2			 	(-2sp)
    Blanket 				(-5sp)
    Chair, Folding 			(-1g)
    Compass 				(-10g)
    Map 				(-50g)
    Horn Signal 			(-1g) 
    Star Charts 			(-200g)
    Gecko, Riding (C. Trained)		(-400g)
    Animal Feed x100 			(-5g)
    Saddle Exotic (Riding) 		(-30g)
    Wagon Light 			(-50g)
    Tent Medium 			(-15g)
    Trap Bear x10 			(-20g)
    Fishing Net x2 + x10 Hooks 		(-9g)
    Backpack Masterwork 		(-50g)
    Trail Rations x10 			(-1g)
    100ft Silk Rope 			(-20g)
    Alchemist's Lab (Portable) 		(0g)
    Bomb Launcher x50 			(-500g)
    Tar Bomb x10 			(-150g)
    Hip Flask 				(-3g)
    Oil (Anointed) x8 			(-100g)
    Oil (Lamp) x10 			(-1g)
    Explorser's Outfit 			(-10g)
    Swarmsuit 				(-20g)
    Oil Cardice x2 			(-100g)
    Waterskin 				(-1g)
    Barrel  				(-2g)
    Basket x5 				(-2g)
    Dilettante's Outfit			(-20g)
    [B]Kobold Tail Attachments[/B]
    -Sweeper				(-7g)
    -Spiked 				(-3g)
    -Long Lash				(-3g)
    -Razored				(-15g)
    -Sundark Goggles			(-10g)
Gold:	6000-4477=1523

Background: Kerloch Ashbringer has been an unique character for his kind. While most Kobolds find the surface world to be weird and frightening, and sometimes darn scornful with the bright sun, has Kerloch always been fascinated by the surface world. He was born of a mighty Kobold Clan called the Scorchscales, their leader, a half-dragon kobold by the name of Havash, had brought them much territory from the goblinoids and orcs within the underground caverns of their swamp home.

His tribe was strong and held its ground against most enemies, but Kerloch found the tribe to be very dull and even when young he spent most of his time reading and experimenting when other kobolds would play, train or go hunting. One day he got lucky and found a book on alchemy nobody in the tribe wanted as loot from a group of adventurers looking to kill the tribe, which they failed to do.

As he was well educated, for a kobold, he managed to read the book rather well and found himself fascinated by the formulas and mixtures of the tome. Just a week later he tried his first mixture and managed to create his first potion, it hadn't been a very big success as it had only made him glow green but hey even how minor it was something. After that he begun with vigour to experiment with formulas and bombs, it ended up with a lot of explosions, mutated kobolds, among them himself, and a very, very angry chieftain.

He was punished with cleaning up the mess he caused but it did nothing to deter his already eager mind from furthering his experiments. When he turned fourteen he decided to out of the blue leave the tribe for the surface, he had no clue why but he just felt a sudden need to leave for something far greater then a job as a trap maker.

He travelled to the surface with his tame giant lizard Frofro and began to journey the swamp. Of course as things have it a lone kobold riding on a giant lizard, in later years pulling a wagon, does cause some attention. He found himself attacked several times by adventurers, patrols, monsters and even other kobolds. But somehow his bombs always took care of them before it became too much of a worry. So he kept moving and though he was an adult he was never really one for mating, well he used to be that way.

He travelled through a deep elven forest, it had been about a year past his leave from the village and he had grown a lot stronger and cunning from those any months of travelling, exploring and fighting. He had even learned that to cause no attacks upon himself he had to dress up as a human, it felt a bit silly at first but when nobody attacked him for a month, well not humans or adventurers at least, he felt that it was at least useful and he even got a taste for fashion, cue shopping sprees hehe.

Anyhow, when he travelled through the forest he stumbled upon a group of ogres attacking a group of elven women, he hadn't really been interested in the fighting but he thought that the elves might be able to reward him if he saved them, ogres weren't known for keeping coin. So he threw a couple of bombs and beat an ogre to death with a neat morning star he found and the elves rewarded him. Though it had not been a reward he had excepted was he never the less very happy for the rewarding sex of a group of elven women taking his virginity.

Now a few years later he's an experienced explorer and traveller, he's even done a few odd job quests here and there but never as a group or a real adventure. He had grown more confident and self-assured of himself and felt that now was the time to preform a real quest, a real adventure. He just had to find a group willing to accept his charming kobold self among their rank.

Appearance: Kerloch is around 3'2" tall, he has a well portioned body that is lean and flexible. His hide is as black as charcoal and his eyes are pure green, he has a pair of horns sticking out of his skull, giving him a draconic appearance. Upon his chest area there are a collection of green coloured scars in the shape of claw and bite marks. He has a tentacle that gows out of his groin area that he hides beneath his clothings, or as a sash. But he uses the tentacle as an extra limb, giving him more hands for experiments potion makings and so on. His tentacle, when used, is most of the time slithered out from his sleeves or collar. As it is a tentacle it can be transfigured by his will to be used for mating, earning him the nickname Kerloch Twinrod by some female circles.

He wears a collection of exotic travellers outfits and dilettante clothings as it shows him to be a civilized kobold when amongst the surface races but also lets him be seen as an experienced traveller amongst his own kind.

IMG: (It's actually supposed to be black scales not red but use your imagination.)
http://th05.deviantart.net/fs71/PRE/f/2011/239/f/d/deekin_the_half_blood_dragon_by_werewolfgene-d482k26.jpg

Personality: Kerloch is a curious and eager person, he loves a good journey, new food, new people, new experiments and he also loves sex. He has a lot of eccentric behaviours that makes him a bit of an oddball, though for some reasons females find his behaviours adorable or cute sometimes. Inventive and imaginative he loves to experiment on alchemy and trapmaking to create new kinds of creations.

He once even tried to create a trap based weapon, ended up with a lot of bruises from the trap springing itself off the handle when he struck the straw dummy but he considered it a success with the fact that the dummy's head got bitten off by the bear trap he had attacked ot said handle, but the prototype needed more work. He isn't one to back away from a fight but he prefers to keep his distance if needed and he has no quarrel in playing dirty if needed.
 
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Looks good, though could you designate what spell gets the bonus from your trait in there somewhere?

I think it will be 'charm person', but I left it out because I am not fully sure about it yet. I will decide and list it as soon as possible :)
 
Yeah it is the tiny bonuses you got to separate into different location that can be both frustrating and fun. :D
 
We're open, but after you I'll be closing applications for the foreseeable future.

Thanksies!! I'm working on getting my character together as soon as possible, should be later tonight I hope! I might have some dumb questions though since I'm not that familiar with Pathfinder. I've played some D&D but mostly some other RPGs.

How's our party looking? I was thinking of going for that elven bard... I think I heard someone mention they're particularly fuckable, or something ;)
 
Thanks KoD :)

Her AC is actually correct. The Sidestep Secret revelation (which is very well hidden on this stat block) allows her to use her CHA bonus in place of DEX for AC and Reflex saves, but Hero Lab still calls it a DEX bonus, silly buggers.

The hit points are a nice bonus. I am so used to playing max at 1st and 1/2 at all following that I just did it on autopilot. Thanks.

Yeah, I figured that a deviation that notable wasn't a mistake, that's why I like doing all the character creation in my head, avoids formatting problems like that.

Ooh looks interesting ^^ But will just watch

I hope we can prove entertaining.

Updated with some background. Good to go now I think.

I like, kinda makes me want to do fame rolls based on backstory content.

I think it will be 'charm person', but I left it out because I am not fully sure about it yet. I will decide and list it as soon as possible :)

Cool, just mark it down somewhere before play starts.

Thanksies!! I'm working on getting my character together as soon as possible, should be later tonight I hope! I might have some dumb questions though since I'm not that familiar with Pathfinder. I've played some D&D but mostly some other RPGs.

How's our party looking? I was thinking of going for that elven bard... I think I heard someone mention they're particularly fuckable, or something ;)

I will be making a current character summery in the first post as soon as I finish this post, but yes, elven bard is a particularly fuckable combination in my humble opinion.

Edited once more. Ready to start whenever everyone else is.

Looks good to me.

Damn.
Must be faster next time.

Well I'll keep you on the shortlist for future applicants if you would like.
 
Sounds good to me. Who couldn't stand some fame?

And I agree, my last catfolk bard was particularly fuckable. I love a good bard. Muwhaha.
 
:chuckles: Bards can make things interesting. And hopefully we can actually get into an adventure on this run though. We didn't really get past the tavern last time.
 
It' not as bad as when the time I was in an adventure as a Lizardfolk Monk, the group was meant to take on an evil necromancer in a tower. We ended up getting shit drunk, except for my lizardfolk character who had poison resistance, and of course the others end up in jail and I need to bail them out. Which escalate into a prison outbreak, a revelation of corrupt politicians and in the end we usurped the ruler of the kingdom as he was a big douche, we never even got close to the tower, in fact we got further and further away from it. The DM stated in an epilogue notice that the necromancer decided to go on a vacation and never returned, felt a bit anticlimactic with how the story had been built up but it sure was fun though.
 
Those are usually the best (if not the most memorable) games. Those and the ones where the dice were decidedly against you. Had a friend who ran off by himself and was sleeping out in the open and had a giant sneak up on him. Yes a giant, sneaking. It happens. With the penalties for being asleep all he needed to do was roll a 2 or higher on his perception check to notice the 'sneaking' giant. He rolled a 1.
 
Ha! That's the same equality as the time the gnome of the group I mentioned before tried to out drink the dwarf of the group, the first shoot was just mead, honeyed alcohol, the DC for that drink is 2 in difficulty, he rolled a 1 and ended up unconscious by the first sip.
 
That actually sounds like the last game we played here with KoD.

My afore mentioned catfolk bard got a few drinks in her. 2 if I remember. She a pathetic fort save and was smashed by the second one. She almost started a riot in the bar with her racy dancing. It was pretty sweet.
 
Hehe yeah those things are pretty good. During the same campaign, the gnome had gone down to the floor from one sip, was the elven wizard next, he sipped four beers before he rolled a 1, he didn't go unconscious, instead he started to preform a lap dance on a table with four half orcs sitting on it, male just so you know, while tearing off his clothes, he ended up with about five hundred gold coins stuffed down his underpants by men and women while the dwarf and the last member of the group, a human cleric, began a tavern brawl over whose god was the mightiest and it kind of snowballed from there while my lizardfolk was sipping wine and flirting with a buxom bartender into a nice little playing in the haystack. So in the end of that night did every other member but mine a hangover, I got laid, we were five hundred coins richer and I paid around 50 gold for bailing them out of the town guard jail.

Taverns are both the most fun and the most boring places in the role-playing games cause sometimes it takes up more time then intended and sometimes it is a freaking circus hehehe.
 
With the proper motivation it can be great. After said riot was calmed down by others the bard was taken upstairs by the druid and the rogue (female and male respectively) and have a great 3-way.

I think that was the only sex scene before it tanked unfortunately.
 
That near riot was the product of highly improbable rolls, seriously, that mob was rolling will saves like a champion.
 
yeah you were tops that day. No one else could come close. Good times...good times..
 
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