Pathfinder: Rise of the Runelords (OOC)

but then I will be out of a male and need a replacement. Yer killing me here man. Bustin mah balls.

*hugs you tight*

I don't think you need a replacement. 4 guys and 3 or 4 girls give you your desired quota of players, does it not?

But hey, now, if you find the party balance shifts the other way, and you really do need another guy, you know where to find me.

:kiss:
 
Since you did call any class, how would you work a gunslinger in? What level of gun tech are you going to use, as I know there's about three or four levels of gun tech.
 
It would be the following:

Emerging Guns: Firearms become more common. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline Gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.
 
Ladies and gents, a pleasure.

I'll be drummin' up a front-line Fighter this evening, I'll post him up once HKG gives me the green light.

Human Male Fighter, for anyone still in the creation stages and wandering where the holes are in the party. Looks like we've got a solid group of damage dealers, so I'll likely orient towards the sword-and-board defensive type.
 
Things that need clarification from GM:
I crafted a whole bunch of stuff, but all of those things were doable with a take 10 action, was this allowed?
I took two 3rd party spells that need approval, one is 'energy missile' which is literally magic missile but with any element other than force. the second is 'forcewave', which is a jedi force push type thing.




Wow. That is the most unique sorcerer I have ever seen. I'm not a big fan of them but I would really want to see this one in action at a table. Damn you Kitten. But excellent. As for the spells, they are fine. The energy one needs a ranged touch attack and the force wave is nice get the fuck away from me. So done and done. Looks good. As for using your feats for the item creation, that's fine. That's what they are there for.

So we got a ranged Ranger, a sorcerer, and a monk archer. Looking good so far. Hope we get some meat shields. :p


Takes a bad character to write a good character. And updated with a character picture now.
 
Code:
Name: Sachiel, or Featherface
Race: Falcon
Gender: male
Class: Familiar
Alignment: Chaotic neutral

Strength 	6	(-2)
Dexterity 	17	(+3)
Constitution 	11	(+0)
Intelligence 	8	(-1)
Wisdom 		14	(+2)
Charisma 	7	(-2)

Size: 		Tiny 

Total Hit Points: 8

Speed: 10ft, fly 60ft (average)

Armor Class: 18

    Touch AC: 15
    Flat-footed: 15

Initiative modifier:	+ 3	= +3 [dexterity]
Fortitude save:		+ 2	= +2 [base]
Reflex save:		+ 5	= +2 [base] +3 [dexterity]
Will save:		+ 7	= +5 [base] +2 [wisdom]
Attack (handheld):	+ 6	= +3 [base] +3 [dexterity]
Attack (missile):	+ 6	= +3 [base] +3 [dexterity]
Combat Maneuver Bonus:	+ 2	= +3 [base] -1 [strength]
Combat Maneuver Defense:+ 14	= 10 +3 [base] +3 [dexterity] -2 [strength]


Feats:
    Weapon Finesse


Skill Name	Key Ability	Skill Modifier	Ability Modifier	Ranks	Misc.Modifier
fly		 Cha		7 =		3			1	+3 [class skill]	
Perception	 Cha		14=		2			1	+3 [class skill] +3 [Racial]


Class Skills:
    improved evasion
    share spells
    empathic link
    Deliver touch spells
    Speak with master

Race Skills:
    Spell resistance 6
    Smite Good (Su)
    Resist Cold and Fire 5
    darkvision 60 ft.

Quick question for you dude. Since you are a sorcerer, how do you obtain a Familiar? I noted you took the "Improved Familiar" feat, but the feat does not allow you to obtain a Familiar when you normally wouldn't. You need to have the ability to take one first, and then when you replace your familiar, you can get a better one.

Also, your known spells, and the items you say you've crafted don't match up. I hate to have to nitpick a character, but I've had to rejig my character twice after spotting major errors. ^^;
 
He is arcane bloodline:

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

as for his items. How so?
 
I must have missed that particular point concerning his bloodline.

Just observe the required spells that each item needs, and compare it to his list of known spells.
To craft a magic item for half cost, he needs to be able to either pay for the spell on a daily basis, or be able to cast it himself.
 
Handy Haversack requires secret chest
Cauldron of brewing not listed in the item list (custom craft, please explain)
boots of levitation requires levitate
Longcoat or resistance +2 requires resistance
goggles of darksight not listed in the item list (custom craft, please explain)
Violin of sounding Requires ghost sound.
 
he could have bought scrolls, which are just as easy to use in item creation. Kitten is tricky like that.
 
I just wish for the means that he used to create the item to be known. Because, without knowing the required spells, it costs him more than just 1/2 to make the magic item. Scrolls, spells services, etc, are not cheap.
 
It's not that game changing, since it's thread based. At a table I might make a stink but as of right now I'll say meh.
 
Handy Haversack requires secret chest
Cauldron of brewing not listed in the item list (custom craft, please explain)
boots of levitation requires levitate
Longcoat or resistance +2 requires resistance
goggles of darksight not listed in the item list (custom craft, please explain)
Violin of sounding Requires ghost sound.


Cauldron of brewing is on the SRD, came from the advanced playes guide if I recall correctly. Goggles of darksight are exactly what they sound like, darksight as constant on wearer as a wonderous item.

And for the purposes of creating a magic items (excluding potions and spell trigger/completion items such as wands) you dont actualy need the listed spell, or any other prerequisite (excluding needed feats) to craft an item, however each prerequisite you lack increases the DC by 5. To memory the highest DC item I made was 12, 5(base)+2(spell level)+5(lack of prerequisite), meaning the required roll is a 4 with my mods.

Knowledge is power, power is fun.
 
Any room left for this?
Would love to find a spot in this adventure.

I'd have to roll a character, but that shouldn't take too very long.
Possibly an Elf (or tiefling, if they are allowed) Magus or an Oracle.
 
Any room left for this?
Would love to find a spot in this adventure.

I'd have to roll a character, but that shouldn't take too very long.
Possibly an Elf (or tiefling, if they are allowed) Magus or an Oracle.

I don't know if Tieflings have a green light, but if you do play one they recently updated the SRD with a bunch of Tiefling specific traits, don't know if any of them are good though.
 
I don't know if Tieflings have a green light, but if you do play one they recently updated the SRD with a bunch of Tiefling specific traits, don't know if any of them are good though.

I'm going to guess that anything from the SRD means ... anything from the SRD. And there they are. And it's not such a big change to play a different race.
 
I rarely doubt KoD, so which is why I said meh. :p

As for more, we are looking for more lovely ladies. An elf or tiefling is fine, most everyone thus far as been human so go wild.
 
http://www.ipad2wallpaper.net/wp-content/Wallpapers/1/Fantasy_Warrior_Women38.jpg
Name: Eliana
Female Human Oracle 6
CG Medium Humanoid (Human)
Init +1; Senses: Perception +7

--------------------
DEFENSE
--------------------

AC 13, touch 11, flat-footed 12

hp 54 (6d8+6)

Fort +5, Ref +5, Will +8

--------------------
OFFENSE
--------------------

Speed 30 ft.

Melee

Morning Star +4 (1d8/20/x2)

--------------------
STATISTICS
--------------------

Str 10, Dex 12, Con 13, Int 14, Wis 12, Cha 20/24

Base Atk +4; CMB +5; CMD 15

Feats
Simple Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (not tower shield)
Extra Revelation x2
Craft Wonderous Item
Spell Focus (Conjuration)

Traits
Starchild, Birthmark

Skills

Craft (Sculptures) +7
Diplomacy +14
Fly +6
Heal +8
Knowledge(arcana) +9
Knowledge (History, Planes, Religion) +8
Perception +7
Profession (Diviner) +8
Sense Motive +8
Spellcraft +7
Survival +6


Languages

Common
Elvish
Dwarvish
Infernal
Celestial

Class Abilities

Curse: Tongues (Ex)
Spells
Mystery: Heavens
Revelations

Revelations:
Awesome Display (Su): Creatures affected by your illusion (pattern) spells are treated as if total HD is equal to its number of HD less your Charisma Mod (if positive).
Coat of Many Stars (Su): Conjure a coat of stars. +4 armor bonus. At 7th, 11th, 15th and 19th levels, the bonus increases by 2. At 13th level, gain DR 5/slashing. Usable for 1 hour/oracle level per day.
Guiding Star (Su): Whenever under the open sky at night, you can determine exact location. When night sky is visible, add Charisma to all Wisdom checks. 1/night, cast one spell modified with Extend Spell, Silent Spell, Still Spell, or Empower Spell without increasing level or casting time.
Lure of the Heavens (Su): Your feet barely touch the ground. At 1st level, you leave no tracks. At 5th, you can hover 6" above the ground or liquid surface. At 10th, you can fly as per the spell for a number of minutes equal to your oracle level.

Spells

Concentration: +13

Per Day:
0-level: Infinite
1-level: 8
2-level: 7
3-level: 5


0-level (DC 17)
Bleed
Create Water
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Water
Resistance
Read Magic

1-level (DC 18)
Color Spray
Cure Light Wounds
Shield of Faith
Endure Elements
Detect Evil
Doom
Comprehend Languages

2-level (DC 19)
Hypnotic Pattern
Eagle's Splendor
Owl's Wisdom
Spiritual Weapon

3-level (DC 20)
Daylight
Cure Serious Wounds

Combat Gear

Headband of Alluring Charisma +4
Cloak of Resistance +2
Ring of Sustenance
Mithral Heavy Shield

Support Gear
Healer's Kit
Spell Component Pouch
Tools, Masterwork
Backpack
Silk Rope
Bedroll
Case, map
Ink, Inkpen, parchment x10

Gold: 2249
Weight: 23.5 lbs
 
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Looks all good to me. Just got a few more I'm waiting on and we'll get the IC thread going and we can all start the orgy...er...adventure.
 
Here is my character! All thanks to HotKittygirl who did the number crunching as I am a total newb to Pathfinder.

Lilia Fireblood (Liliana Ketani Ignissen)

Appearance: http://www.hentai-foundry.com/pic-124193.html

Background: Born as the second child and only daughter of a Duke, Liliana grew up in noble prosperity. Her family had gained power over their lands several centuries ago; their founders overthrowing the former ruler with magical powers. There were many rumors and tales of depraved deeds performed by all of the family members with dark and vile entities in exchange for these powers. Whispers among their fellow nobles spoke of a dark taint in their blood.

Liliana thought the stories just that. If her father forbade her from the arcane studies she found so interesting, it didn't really mean anything. She was always passionate and fiery; her energies soon directed elsewhere.

Everything changed for her the day of her eighteenth birthday. Traveling from her school to her father's court, her caravan was attacked by a band of raiding humanoids. To show their dominance over the humans, and their intention to raid further, the monsters took the captive noblewoman to the nearest town and after forcing the residents from their homes, raped her in the town square. To her own horror, her body betrayed her and she felt depraved pleasure as she was taken and used. She came as the third emptied himself into her; crying out in pleasure and fear for help. Fire answered her call and flames burst from her hands to engulf the monster stepping up to assault her. She rose, shaking, nude and used and unleashed her fire upon her stunned captors. Her father's soldiers arrived at that time, rescuing her and driving the monsters back although their leader was never killed or captured.

Liliana was rescued but not saved. Rumors spread over their lands and beyond them of her enjoyment of the monsters, some even claiming she'd invited them into the Duke's lands, or that her plan was to place her half-monster child on her father's throne with her dark powers. To quiet the rumors and appease his noble neighbors, Liliana's father exiled her and cast her out.

Lilia, as she now calls herself, has traveled away from her home since then. She has embraced her sorcerous heritage and used her training in diplomacy and social skills with her appearance to serve as a negotiator and infiltrator with a few groups of adventurers. She has also become a devout follower of Calistria, praying to the goddess of lust and vengeance often. She seems to revel in lowness of her life at times; more than once earning money or favors on her back or on her knees.

Currently, Lilia is working at the best brothel in Sandpoint as one of their highest rate (and thus rarely employed) girls and as an occasional enforcer for the owner of the establishment.


Female Human Sorcerer 6
CN Medium Humanoid (Human)
Init +7; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 deflection)
hp 42 (6d6+6)
Fort +4, Ref +6, Will +6
Resist fire 10
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +3 (1d3/20/x2)
Special Attacks Elemental Ray (9/day)
Sorcerer Spells Known (CL 6, +3 melee touch, +6 ranged touch):
3 (4/day) Lightning Bolt (DC 19)
2 (7/day) Web (DC 18), Scorching Ray, Frost Fall (DC 18)
1 (8/day) Magic Missile, Shield (DC 17), Burning Hands (DC 19), Feather Fall (DC 17), Icicle Dagger
0 (at will) Ray of Frost, Mage Hand, Detect Magic, Prestidigitation (DC 16), Light, Arcane Mark, Spark (DC 16)
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 20/22
Base Atk +3; CMB +3; CMD 18
Feats Combat Casting, Elemental Focus: Fire, Eschew Materials, Greater Elemental Focus: Fire, Improved Initiative
Traits Charming, Noble Born - Orlovsky: Diplomacy
Skills Appraise +5, Bluff +15, Diplomacy +13, Intimidate +12, Knowledge (Planes) +4, Spellcraft +9
Languages Common
SQ Elemental: Fire
Combat Gear +1 Silken ceremonial armor; Other Gear Bag of Holding I (29 @ 21.5 lbs), Bedroll, Candle (5), Case, map or scroll (empty), Cloak of Resistance, +1, Elemental Gem, Fire, Flint and steel, Headband of Alluring Charisma, +2, Ink (1 oz. vial, black) (3), Inkpen, Jewelry, Journal, Mirror, small steel, Noble's outfit, Perfume, common (10), Pocket Watch, Pouch, belt (empty), Ring of Protection, +1, Signet ring, Soap, Bar (50 uses), Wand of Infernal Healing, Waterskin
--------------------
TRACKED RESOURCES
--------------------
Elemental Ray (9/day) (Sp) - 0/9
Wand of Infernal Healing - 0/50
--------------------
SPECIAL ABILITIES
--------------------
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Elemental Focus: Fire +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (9/day) (Sp) Ranged touch attack deals 1d6+3 Fire damage.
Elemental: Fire You may change any energy spell to use [Fire] energy.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Elemental Focus: Fire +1 DC to spells that deal damage of the chosen energy.


Spells

Level 0 - unlimited - Arcane Mark, Detect Magic, Light, Mage Hand, Prestidigitation, Ray of Frost, Spark

Level 1 8/day - Burning hands (DC 19), Feather Fall, Icicle Dagger, Magic Missile, Shield

Level 2 7/day - Frost Fall (DC20), Scorching Ray

Level 3 4/day - Web, Lighting Bolt (DC 21)
 
Very nice! And I like the picture. Love that artist. :p

Well it is looking good. We should have an odd group but that should be fun.
 
Looking at the classes we already have, Oracle and Magus both seem pretty redundant.
So say hello to Sai Ling: Shady Character.

Background
For hundreds of years, the Ling family served the Lords of Tian Xia as spies, assassins and smugglers. All knew that the Ling operated in the shadows, but few suspected quite how literally that was so. No one can say exactly when the clan first began to use the Plane of Shadow, but it was one of the best kept secrets for generations, until the clan split a hundred and fifty years ago. The part that remained on the material plane continued in their traditional businesses, while the secondary branch operated permanent strongholds in the shadow plane. The families remained close partners, existing parallel to one another, but as distinct and divided as the planes they called home.

Sai was born to the shadow Ling, and she grew up bathed in the powerful negative energy. Her father was captain of a ship that carried cargo between the Ling strongholds in the material plane, foiling every effort of the governments to blockade their enemies, or control trade. Sai made her first voyage with him when she was a child, but there was never any doubt that she was exceptional, even among as exceptional a people as the shadow smugglers.

She might have lived her whole life on the seas, in that dark realm, if her family had not been betrayed by their material counterparts. One was captured, tortured, and confessed to the secrets of the clan. The wizards of Minkai planned an ambush, pulling the entire ship and all her crew through a giant gate into the material plane and bombarding them with magic bindings and attacks, while the navy's finest warship approached. The ship was sunk, the crew massacred, and Sai herself only survived by making herself invisible and stowing away on the Minkai's ship while her family and friends were put to the sword. She slipped off the ship when it first came into a harbor, and attempted to contact the material branch of the Ling clan. She was attacked, and fled.

For seven years, she has been working her way west, working as a sailor, as a dancer, as a courtesan for those with a taste for her exotic, pale grey flesh. During that time she has been hunted by the Ling, who wished to exterminate their shadowy counterparts in order to control the smuggling. She has honed the skills that she took for granted, speed and silence, making the shadows her allies in this strange land of brilliant color and harsh light.

The last ship she sailed on landed in Sandpoint. She was paid for her services, but the captain asked her not to return for their next voyage. She did not ask why. Few sailors are comfortable with her on board, seeing her affinity for darkness as evil and magical, though to her in is as moral and natural as breathing. She has taken a room at one of the town's inns, wondering if now she has gone far enough to escape the reach of the Ling clan. It has been a long time since she has had a place to call home.


Sai Ling
Female Fetchling Ninja 6
N Medium Humanoid
Init +10; Senses Perception +10 (Darkvision 60')
Move 30'
--------------------
DEFENSE
--------------------

AC 20, touch 17, flat-footed 15

hp 60 (6d8+12)

Fort +4, Ref+11, Will +5

--------------------
OFFENSE
--------------------

Melee
+1 Wakizashi +10 (1d6+2, 18-20x2)
or
+1 Wakizashi +8/+8 (1d6+2, 18-20x2)

Ranged
MW Shortbow +10

--------------------
STATISTICS
--------------------

Str 12, Dex 20, Con 12, Int 12, Wis 12, Cha 17

Base Atk +4; CMB +5; CMD 20

Feats
Two Weapon Fighting, Weapon Finesse, Improved Initiative

Traits

Indomitable Faith, Reactionary

Skills

Acrobatics +14, Appraise +4 Bluff +12, Climb +5, Disguise +7 Diplomacy +7, Disable Device +14, Escape Artist +14, Knowledge: Planes +4, Perception +10, Perform (Dance) +7, Profession (Sailor) +5, Sense Motive +7 Sleight of Hand +10, Stealth +16, Swim + 5, Use Magic Device +12

Languages

Common, Draconic

SQ



Combat Gear

+2 Studded Leather Armor
2x +1 Wakizashi
MW shortbow
Belt of Dexterity+2
Cloak of Resistance+1

1 potion of lesser restoration
1 oil of darkness
6 potions cure light wounds

Backpack (50' Silk Rope, Grappling Arrow, 5 Water Skins (empty), 5 Days Rations, 5x Rare Perfume, Disguise Kit, Climbers Kit, Shaving Kit, Soap, Bedroll)
Pocketed Scarf
Adventurer's Sash (MW Thieves Tools, Small Mirror, Compass, 5x Alchemists Fire)
She has 109 gp in cash, and 600 in various pieces of jewelry that she typically keeps hidden, though she loves the warm look of gold against her grey skin.

--------------------
TRACKED RESOURCES
--------------------

Ki Pool (Su) - 6

--------------------
SPECIAL ABILITIES

Poison Use

At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack +3d6

If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Fast Stealth (Ex):

A ninja with this trick can move at full speed using the Stealth skill without penalty.

Shadow Clone (Su):

The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.

Vanishing Trick (Su):

As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

No Trace (Ex)

At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Uncanny Dodge (Ex)

Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Light Steps (Ex)

At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Senses: darkvision (60 feet), low-light vision.
Racial Skill Bonuses: +2 racial bonus on Knowledge (planes) and Stealth checks.
Shadow Blending: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Resistance(s): cold, electricity resistance 5.
Spell-Like Abilities: disguise self (any humanoid creature) 1/day. When a fetchling reaches 9th level in any combination of classes, it gains shadow walk (self only) usable 1/day, and at 13th level, it gains plane shift (self only, to the Plane of Shadow or the Material Plane only) usable 1/day. A fetchling’s caster level is equal to its total Hit Dice.

http://th03.deviantart.net/fs70/PRE/i/2012/090/7/7/mysterious_ninja_girl_by_c_r_0_s_s-d4uhpnc.jpg
 
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Hot. And a fetchling, haha. I can't wait to see the background it will be interesting. But so far so good!

So we got a ranger, 2 sorcerers, a oracle, a monk, a ninja, and a fighter should be upcoming soon. That's sitting at 7 so I think it's a good place to call it. I am working on the IC thread and will get something going up soon.

For anyone who wants to plan out anything the game is starting in the city of Sandpoint, which is currently celebrating the Swallowtail Festival as the bless the recently finished church. Any questions lemme know, any ideas for your characters on where they want to start also let me know. You don't have to be just walking into town when the game starts. Sylnaeve, for example, is working at the local brothel. So ask here or send me a PM whichever you want to.
 
Picture

Character Sheet :

Kalinthor (Kal) Serpenthelm
Height: 6'6" Weight: 240
Age:25
Physical Description: Coming soon.

Background: Coming soon.

Male Human Fighter 6
CN Medium Humanoid (Human)
Init +4 ; Senses Perception +6

--------------------
DEFENSE
--------------------


AC 28, Touch 12, Flat-footed 26
HP 90 (6d10 +30)
Fort +9, Ref +5, Will +5

--------------------
OFFENSE
--------------------


Spd 20 (30 unarmored) ft.
Melee
Keen Longsword +13/+8 (1d8+8/17-20/X2)
Ranged
Special Attacks
Power Attack (-2 to hit, +4 Damage) - Keen Longsword +11/+6 (1d8+12/17-20/X2)

--------------------
STATISTICS
--------------------

Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 12
Base Atk +6/+1; CMB +11; CMD 23
Feats
Dazzling Display, Dodge, Iron Will, Power Attack, Shield Focus, Toughness, Weapon Focus - Longsword, Weapon Specialization - Longsword
Traits
Reactionary, Bully
Skills
Climb +9, Handle Animal +6, Intimidate +11, Perception +6, Ride +8, Swim +9
(Intimidate + 1 Bully)
Languages
Common
SQ
Bravery; Armor Training; Weapon Training
Combat Gear
Keen Longsword, +2 Full Plate, +1 Heavy Steel Shield, Belt of Giant Strength, Cloak of Resistance +1, Potion of Cure Medium Wounds X3

Equipment
Heavy Warhorse
Masterwork Studded Leather Barding
Saddle, Military
Saddlebags
Climbers Kit
Tent, medium
Bedroll
Everburning Torch
Waterskin
Rations, Trail x7
Rations, Animal Feed X7

Gold on Person - 313
--------------------
TRACKED RESOURCES
--------------------
--------------------
SPECIAL ABILITIES
--------------------

Bravery - +2 Will save vs. Fear

Armor Training - Reduce armor check penalty by 1, +1 max Dex bonus of Armor worn

Weapon Training - +1 Att, +1 Dam while wielding Large Blades.


Mount:
Heavy Warhorse
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 18, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural, +3 barding)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Skills Perception +8
SQ Combat Training - An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
 
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