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Azarr Kull looked down upon the field of battle. It was not much of a battle, these simple farmers or caravans providing little sport. Still, his forces swept any and all opposition before them like the tide of the sea itself. This battle was somewhat different, however. The Black Knife goblin tribe had its own warriors, of a sort. They rode in with their monstrous mounts, hurling spear and axe against the great Kull's army. It mattered little, in the end. All fell before the tide. Kull barks out a few nearly-unintelligible commands, sending out a new wave of his army. They hurl themselves recklessly into 'battle', contenting themselves with cutting down the fleeing and nearly helpless humans below. He smiles, an expression that is little more than the bearing of teeth, as the battle line collides with the enemy. They fall in moments, their blood staining the dry grass in this hot summer. With grandiose gestures and much ceremony, he points to an ornately dressed bugbear. The fine robes and fancy jewelry are soiled by the dirt and grime of the campaign. The bugbear bows and supplicates quite appropriately before his warlord. It is clear that he is being chosen for a very important task. It's a small task, in the grand scheme of things. He needs to merely destroy a town. The first of many. Red Hand of Doom is an awesome adventure. However, it seems to bear a terrible curse. There have been at least seven attempts to run it on the forums, and as far as I know all of them have collapsed before getting further than act two of five. Well, this time that's not going to happen. Because this time, there's money on the line. If you want in this game, you've got to be willing to ![]() While you will only be required to post once a week, I will be looking for more often than that. Finally, hanging out in #redhandofdoom is a plus. Recruitment Guidelines 6th level characters Age: Reason No Drakes, Giants, Rootwalkers, or Ogres. The bad guys are goblinoids so keep that in mind if you make a goblin. Standard 36 point buy Fast feats quality (2nd, 4th, 6th, etc) Miracles quality Sorcery quality Edit: Yes, assuming I get enough players to run this, I will be toxxing myself as well Piell fucked around with this message at Feb 28, 2013 around 02:45 |
| # ? Feb 19, 2013 15:33 |
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| # ? May 19, 2013 19:28 |
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I am intrigued! Will see how it looks in the morning.
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| # ? Feb 19, 2013 15:38 |
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I'm in it if you guys are. Background to come.![]() The goblin army didn't start that way. Azar Kull just organized them. But before that, they were wild, vicious things. The caravans weren't the first targets to be attacked. The larger and bolder tribes would occasionally attack a smaller town, killing or enslaving the inhabitants and burning their homes to the ground. Tanya was one of the ones dragged off in chains. She'd been out tending the fields; it would be time to harvest in a week's time or so. But those crops that didn't get turned to ash by the warg riders died on the vine. Tanya was not treated well. Between the beating, the little cuts or jabs with knives or other... indignities... she'd begun to lose herself. She could feel her soul shriveling up, just like the apples in the orchard when you left them until the cold season. Davos, the miller's son, he was the last of her companions to go. When the brute of a hobgoblin came in to their crude cell, he beat on the poor boy mercilessly. Tanya's last shred of compassion flared up as soon as she heard the wet gurgle from his throat. She knew Davos was dead and with that knowledge fueling her, she grabbed a splintered bone and stabbed her jailer again and again. The key was in his filthy pouch. To keep the others unaware until nightfall, she had to curl up in the bastard's arms. It wasn't the first time he'd passed out with her after he'd - No, that was someone else. Someone you lost a long time ago. Keep it in the past. The hobs have this coming. You have to seek vengeance for those who can't avenge themselves. If this new wyrmlord is the key to it all, then his head is your prize. pre:Name: Tanya Everfrost
Class: Soldier 6
Race: Human
Look: Dead eyes, short hair, scarred skin, lithe body.
Alignment: Neutral
Stats
Str: 16 (+3) 11 +1 Specialty
Dex: 12 (+1) 4
Con: 16 (+3) 8 +2 Talent
Int: 12 (+1) 2 +1 Level
Wis: 12 (+1) 4
Cha: 10 (+0) 2
Speed: 35'
Vitality: 90/90
Wounds: 16
BAB: +6
Def: 15 = 10 +4 Class +1 Dex
Init: +5 = +4 Class +1 Dex
Life: +2
Legend: +3
Action Dice: 4 (d6)
Languages: Common, Goblin
Interests
- Study: Farming
- Study: Smithing
- Study: Goblinoids
Fort: 6 = 3 +3 Con
Refl: 3 = 2 +1 Dex
Will: 6 = 5 +1 Will
Talent: Hardy
- +2 Con
- Base Speed 30'
- May spend and roll 2 action dice to boost Con-based skill checks
- Thick Hide 2: Considered to have DR 2. Does not stack with armor; only highest applies
- Unbreakable: Reduce all attribute impairment by 1, minimum 0.
Specialty: Fighter
- Bonus Feat: Armor Basics
- Extra Proficiency: +4 additional proficiencies or tricks
- Melee Combat Expert: Considered to have +2 Melee Combat feats for any ability based on
the number of those feats.
Class Features
- Soldier
- Core Ability: Accurate - When spending an action die to boost an attack check,
roll and add the results of 2 dice
- Fortunes of War I: DR 1 (2 during dramatic scenes)
- Armor Use I: Add +1 to defense while wearing armor, get 20% discount when purchasing armor.
- Weapon Specialist
- Certainty: Error range decreases by 2, minimum 0.
Proficiencies/Tricks
- Blunt 2
- Edged 2
- Bow 2
- Unarmed 1
- Forced Opening 1
- Relentless Attack 1
- Warding Strike 1
Skills
Athletics Str 12 = 9 +3 Str
Crafting Int 9 = 9 +0 Int
Haggle* Wis 10 = 9 +1 Wis
Notice Wis 10 = 9 +1 Wis
Ride* Dex 10 = 9 +1 Dex
*Origin skills
Feats
Spec - Armor Basics
Sld1 - Charging Basics
1st - All-Out Attack
2nd - Sword Basics
Sld3 - Greatsword Basics
4th - Greatsword Mastery
Sld5 - Greatsword Supremacy
6th - Rage Basics
Gear
Moderate Chainmail
Claymore
Longbow w/ 20 arrows
Backpack
Bedroll
Firesteel/Tinderbox
Hooded Lantern
Music Box (Mother's, taken from burned home)
50' Hemp Rope
Tent
Smith's Kit
Bandages
2 pints oil
Vicissitude fucked around with this message at Feb 20, 2013 around 01:13 |
| # ? Feb 19, 2013 18:47 |
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What happens if you try and post as often as possible, but the game falls apart because of others? Does the TOXX still claim your account? This sounds interesting, and unless something happens I cannot foresee I should be able to post more or less every day, certainly once a week. I would rather not lose my account though through things I cannot control.
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| # ? Feb 19, 2013 20:03 |
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What if we had an agreement of "people who don't post get NPC'd"? It seems like half the time what happens is that one person doesn't post, which grinds everything to a halt.
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| # ? Feb 19, 2013 21:46 |
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Found an alignment someone made for their home campaign that looks good, if it is alright I will likely use it. Never-Faltering Mikonatos, God of Heroes. Paths: Fortune, Heroism, Strength, Good Alignment Skills: Ride, Tactics, Acrobatics, Athletics Ritual Weapon: Long Sword Avatar: Human Paladin(Male) Opposed Alignments:
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| # ? Feb 19, 2013 22:21 |
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zachol posted:What if we had an agreement of "people who don't post get NPC'd"? COWARD
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| # ? Feb 19, 2013 23:10 |
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I'm not concerned about the toxx or whatever I just think "well this time we really mean it" probably isn't going to actually work. Have the GM (or a volunteer player) play them until they can be conveniently shuffled out. Oh also how about replacement players don't need to toxx, encourage new blood etc. e: By the way makin' a pyromancer or similar. e: "Demolitions Expert." That has to be a thing. zachol fucked around with this message at Feb 20, 2013 around 00:51 |
| # ? Feb 19, 2013 23:21 |
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Finally, my chance to play a Rune Knight.
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| # ? Feb 20, 2013 00:22 |
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Was wondering if the Tales of the Rascal species feat from the Sunchaser campaign was available. Would help with my luck build. I assume we start with 60 Reputation. 10 x Career Level.
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| # ? Feb 20, 2013 02:53 |
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Yeah. 60 Reputation and 600 Silver/Units of Currency.
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| # ? Feb 20, 2013 03:13 |
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Oh my god I forgot how ridiculous *craft games are. Oh jeez. Okay are we going to have downtime? I'm considering crafting/binding charms, is that just a straight-up bad idea?
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| # ? Feb 20, 2013 03:40 |
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From what I recall of the intro chapter of the module, there is a timeline. Not much time to stop and craft, but Piell might be playing it differently.
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| # ? Feb 20, 2013 04:35 |
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I fear no posting restriction, but I haven't played any of the *craft games since the original Spycraft. How does it related to D&D 3.5 and 4? Is the player or the character more important? Say I Toxx and I get bored with my character or they get splattered by a lucky kobold, am I SOL or would we just handwave a new one in and get back on with the game?
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| # ? Feb 20, 2013 09:08 |
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- snip -
zachol fucked around with this message at Mar 1, 2013 around 00:32 |
| # ? Feb 20, 2013 13:20 |
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zachol I think you are holding on to three prizes (1 holding, 2 magic items) but can only hold 2 prizes (renown 1 + 1 free). Honestly I am not sure a holding will be super useful in this campaign, either.
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| # ? Feb 20, 2013 20:24 |
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Ha, alright. The holding was more of a joke.
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| # ? Feb 20, 2013 22:03 |
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This is what I have so far for my Luck Priest of the God of Heroes.pre:Alignment Never-Faltering Mikonatos, God of Heroes. Paths: Fortune, Heroism, Strength, Good Alignment Skills: Ride, Tactics, Acrobatics, Athletics Ritual Weapon: Long Sword Avatar: Human Paladin(Male) Opposed Alignments: ![]() Nickelonius "Nicky" Yonks Once the village of Redwood was a hub of heroic activity. A common stopping point for heroes going off on adventure. Far too often the city was wracked by financial ruin when heroes returned with a surplus of treasure, crippling the economy as prices on everything skyrocketed for generations. Far too often returning heroes, or failed heroes, led monsters to Redwood. The city would be sacked, and in ruin, again taking generations to recover. Eventually heroes were outlawed in Redwood. No one would serve any would be heroes, all shunning such upstarts. Nickelonius was born and raised in this village, in the years when heroes were shunned. He was apprenticed to a scribe and spent much of his time in the library. There he found secret records of the heroes of a bygone age. He was instantly entranced. He dreaded his dreary life, and imagined the wonders these heroes must have experienced. Through some luck he was eventually indoctrinated in a hidden cult. A Cult of Heroism, a group of villagers who missed the days of heroes, who longed for adventure and who secretly helped out would be heroes that passed through the village. For some time Nickelonius spent his free time with this group. Eventually his clear desire to live an adventure himself led to one of the members of the cult suggesting he head off to a larger city, to learn from the Priests of the God of Heroes. With help from the Cult of Heroism Nickelonius prepared for the journey, and in time went off on an adventure of his own. Finally he made it to the larger city, and with a bit of effort joined the clergy of the God of Heroism. He spent the next few years working his way up the ranks, until he was ready to go on adventures himself like the mighty heroes he admired. Unfortunately Nicky was thin and weak, not exactly hero material. Still when he learned of the Goblin raids he made his decision to go out and save the land. True he was not much of one for a fight, yet he had honed his own abilities that could help others. So he did some last minute study of Goblins, learning their language and general information, and went out to find a group of heroes that he could lend his luck to. pre:Name: Nickelonius “Nicky“ Yonks
Class: Sage 1 Priest 5
Race: Human
Looks:
Alignment: God of Heroes
Stats
STR 09 (-1) 03 -2 Talent
DEX 10 (+0) 02
CON 12 (+1) 04
INT 14 (+2) 08
WIS 16 (+3) 08 +2 Talent
CHA 16 (+3) 11 +1 Level
Speed: 30’
Vitality: 60/60
Wounds: 12/12
BAB: +3 (+3 melee Edged, +4 Bow)
Def: 17 = 10 +7 Class +0 Dex
Init: +2 = +2 Class +0 Dex
Lifestyle: +7 (+4 Base+3 Cha)
Legend: +5
Action Dice: 4 d6 Base + 7 d4 Fortunate
+3 d6 at start of Dramatic Scene, each teammate gets +1 d6 at start of Dramatic Scene
(gain +7 to result of roll, can roll my dice for others)
Reputation: 20 (60-30 Heroic Renown 1, -10 magic item of greater travel)
Renown: 1 Heroic - Swordmaster
Lifestyle:
Panache 5 Appearance +2 Income 50s
Prudence 2 Money Saved/Earned 25%
Languages: Common, Elven, Goblin
Interests
- Study: Heroes
- Study: Homeland
- Study: Goblins
- Study: History
Fort: 05 = 04 + 1 Con
Refl: 01 = 01 + 0 Dex
Will: 07 = 04 + 3 Wis
Talent: Savvy
- +2 Wis, -2 Str
- Base Speed 30ft
- Free Hint: Once per session, may request a Hint from the GM, if he refuses gain 1 bonus Action Dice
- Grace Under Pressure: Gain +2 bonus with any roll you boost with an action die.
- If I Recall…: Gain a +5 bonus with Knowledge checks
Specialty: Cultist
- Bonus Feat: Black Cat
- Chance Expert: Considered to have 2 additional Chance feats for any ability based on the number
- Devotee: gain 1 Alignment and a Study related to that Alignment
- No Pain: may ignore first fatigued or shaken condition he would gain each scene
- Terrifying Look: The Will Save DCs of stress damage he inflicts increase by 4.
Class Features
- Sage
- Class Skills: Crafting, Disguise, Haggle, Investigate, Medicine, Notice, Ride, Search, Sense Motive,
Tactics. (Impress, Intimidate, Resolve, Survival added +2 ranks in each) 6 skill points per level.
- Breadth of Experience: Choose 4 skills, they become sage class skills for me, and gain 2 ranks each
- Wise Counsel: So long as a teammate can see or hear me when they make an attack, skill check, save,
or damage roll, I may spend and roll 1 action die to boost their result. I always roll the die and
add my own action die modifiers; the teammate’s die type and modifiers are ignored.
- Priest
- Class Skills: Impress, Intimidate, Medicine, Notice, Resolve, Sense Motive,
Alignment Skills (Ride, Tactics, Acrobatics, Athletics). 6 skill points per level
- Caster: Each level in this class increases Casting Level by 1.
- Acolyte: Take 1st step on a path of my Alignment, gain Alignment’s Ritual weapon at no cost.
- Signs & Portents I: May contact higher power asking GM for a hint, up to starting action dice
number of times per adventure, if the GM refuses gain 1 bonus action dice.
- Path of the Devoted: take a step along any 1 of my Alingment’s paths
- Bonus Feat: gain a Chance or Style feat. Lady Luck’s Smile chosen.
- Path of the Devoted: take a step along any 1 of my Alignment’s paths
Paths:
- Fortune I: Gain Fortunate Feat
- Heroism I: +2 bonus Action Dice at the start of each Dramatic Scene.
- Fortune II: May activate a threat as a critical hit or success without spending an action die 3/session
- Fortune III: Gain a magic bonus with action die rolls equal to Fortune Step (3)
Proficiencies/Tricks
- Edged
- Edged Forte
- Bow
- Blunt
- Unarmed
- Bow Forte
Skills
Acrobatics Dex 00 = 0 + 0 Dex
Athletics Str -1 = 0 - 1 Str
Crafting Int 02 = 0 + 2 Int
Disguise Cha 03 = 0 + 3 Cha
Haggle* Wis 12 = 9 + 3 Wis
Impress Cha 12 = 9 + 3 Cha
Intimidate Wis 10 = 7 + 3 Wis
Investigate* Wis 12 = 9 + 3 Wis
Medicine Int 11 = 9 + 2 Int
Notice Wis 12 = 9 + 3 Wis
Resolve Con 03 = 2 + 1 Con
Ride Dex 00 = 0 + 0 Dex
Search Int 11 = 9 + 2 Int
Sense Motive Wis 07 = 4 + 3 Wis
Survival Wis 07 = 4 + 3 Wis
Tactics Int 11 = 9 + 2 Int
*Origin skills
Feats:
Spec - Black Cat (1/character/scene, up to Chance*/session, raise target‘s error ranges by 2 for the scene)
1st - Tales of the Rascal (Action Dice explode on a 1 in addition to highest result.)
2nd - Blessed (Take 1st step along one of my Paths (Heroism)
For I - Fortunate (at beginning of each session gain Chance* d4 action dice)
Pri4 - Lady Luck’s Smile (Action Dice explode on highest and second highest rolls)
4th - Fortune Favors the Bold (when roll Action Die gain +2 to result)
6th - Living on the Edge (At the start of Each Dramatic scene, self and allies each get 1 Action Dice)
*Chance = 7 (number of Chance feats +2)
Gear:
Backpack (+2 str for carrying capacity) 75s 3 lbs
Purse 5s 1 lb/25 coins
Blanket/Bedroll (Cold Resistance 4) 20s 3 lbs
Canteen/Waterskin 5s ½ lb 5 lbs when full
Grooming Case (+1 to Appearance) 1s 2 lbs
Doctor’s Bag (Medicine checks) 20s 2 lbs
Balm (1/day heal vitality at 2x normal rate, 3 uses) 12s 1 lb
Bandages (negates bleeding condition, 10 uses) 3s ½ lb
Ointment (1/day re-roll failed save vs disease, 3 uses) 15s ¼ lb
Salve (1/day heal wounds at 2x normal rate, 3 uses) 12s 1 lb
Smelling Salts (wakes 1 target, 3 uses) 5s ¼ lb
Tonic (1/day 1 immediate save vs. poison, 3 uses) 10s ¼ lb
Long Bow (19-20 threat, 40’x6 range, AP 2) 60s 3 lbs
Standard Arrows (30, 1d6 lethal AP 2, poisonous) 10s 1/10 lb
Padded Armor of Travel (Greater Travel +7MPH)
Stake: 347s
Ryuujin fucked around with this message at Feb 28, 2013 around 04:10 |
| # ? Feb 21, 2013 03:51 |
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Ulagan - Daghuci of the Endless Plains![]() ![]() Token: http://bouquetofflowers.net/img/UlaganToken.png Ulagan is a daghuci of the northern horse nomads. The daghuci move from band to band, carrying news, keeping an eye out for trouble on the plains, and chanting the daghun to entertain and educate the people. Ulagan learned bits and pieces of the trading tongue from a merchant who came north of the Giantshield to trade metal goods for bows and horses. He was intrigued by descriptions of life in the warm, tree-covered lands to the south. When a bit of trouble arose over a married woman, Ulagan decided it would be an excellent time to expand his horizons and see the south for himself. (Someone should have told him she was married!) He sent word to his family and set off. The ruins of Rhest were only moderately intriguing and appeared dangerous, so Ulagan continued on and found himself in Brindol. An unusual sight in the land of farmers and merchants, Ulagan was escorted by the guard to Lord Jarmaath. After a few conversational difficulties, Ulagan convinced the noble he meant no harm. Ulagan stayed a while in Brindol, vastly improving his command of the local language and attempting to earn some coin as an entertainer. Unfortunately, few in Brindol seemed to appreciate the droning daghun and Ulagan's funds disappeared rapidly. A stable master (to whom Ulagan owed quite a bit of money) suggested Ulagan might try his hand as a caravan guard. This seemed like an excellent idea, so he signed on immediately. After a few mostly uneventful circuits of the Vale, Ulagan had earned enough to pay off his debts in Brindol. Returning from the Hammerfist Holds to Brindol alone, he came across a group of goblins attacking the coach of the lord of Dauth. Ulagan's arrival was enough to turn the tide in favor of the lord's guards. The lord of Duath was grateful for this assistance and gave Ulagan both a small reward and a letter to carry to Lord Jarmaath, discussing the growing goblin menace and commending Ulagan's bravery. Ulagan reached Brindol with no further incident and has just delivered the letter to Lord Jarmaath's majordomo. pre:Name: Ulagan Race/Talent: Cunning Human Specialty: Ranger Class: Scout 4/Soldier 1/Beastmaster 1 Movement: 25 = 30 base - 5 armor Vitality: 69 Wounds: 12 Starting Dice: 4 Die Type: d6 Legend: 3 Reputation: 0 Renown: Heroic Renown 2 Appearance: 0 Lifestyle:1 Panache: 1 Prudence: Money Saved/Earned: 15% Attributes STR: 14+1 15 DEX: 14+2 16 CON: 12 12 INT: 14 14 WIS: 12 12 CHA: 12-2 10 Modified by Cunning, Level 4 Skills Origin Skills: Search, Tactics Class Skills: 1-4: Acrobatics, Athletics, Blend, Medicine, Notice, Resolve, Ride, Sneak, Survival, Tactics 5:Athletics, Crafting, Intimidate, Notice, Resolve, Search, Survival, Tactics 6: Acrobatics, Athletics, Impress, Intimidate, Medicine, Notice, Ride, Sense Motive, Sneak, Survival 1-4: Points: 63 Max Rank: 7 5: Points: 7 Max Rank: 8 6: Points: 9 Max Rank: 9 Total Ranks Misc Blend 7 7 +5 gear desert, +4 gear plains/forest Crafting (Carpentry) 4 2 Medicine 10 8 Notice 12 9 +2 feat Resolve 9 8 Ride 12 9 Search 11 9 Sneak 14 9 +2 feat Survival 10 9 +4 gear plains/forest Tactics 11 9 Combat INITIATIVE: +11 = +8 (Class) +3 (Dex) BAB: +5 Unarmed: +7 [ +5 (BAB) +2 (Str)] Melee: +7 [ +5 (BAB) +2 (Str)] Ranged: +8 [ +5 (BAB) +3 (Dex)] Attack To-Hit Damage Threat Const Notes Katana +8 1d10+2 19-20 Hard 3 Cavalry, keen 4, poisonous Lance +8 1d8+2 19-20 Hard 2 AP 4, cavalry, massive, reach +1, poisonous Sup Dw Daikyu +9 1d6+1 19-20 Hard 3 AP 4, cavalry, poison, range 40x6, +5 dmg saves w/Barbed arrow +9 1d6+1 19-20 - AP 2, bleed, poisonous FORT: +7 [ +6(Base) +1 (Con)] REF: +8 [ +5(Base) +3(Dex)] WILL: +4 [ +3(Base) +1(Wis)] +2 gear bonus to saves while in plains/forest, +2 vs. environmental Defense: 19 [10 +4(Class) +3(Dex) +2(Rough Living)] Damage Reduction: 3 [Armor] Proficiencies and Advanced Actions/Tricks (6+bonus) Edged Weapons (Forte) Bows (Forte) CHEAP SHOT (bonus) Attack Trick: The character attempts to exploit an opponent’s obvious weakness. He chooses 1 of the opponent’s attributes or the opponent’s Speed and makes his attack check, suffering a –4 penalty. With a hit, the opponent suffers a –2 penalty with all attack and skill checks using the chosen attribute, or a –10 ft. penalty to his Speed, until the end of the scene. With a miss, the character becomes flat-footed. Each combatant may suffer from only 1 successful Cheap Shot per scene. SALT THE WOUND Attack Trick (Forte): The character uses an opponent’s injuries against him. When he attacks an opponent who has the bleeding condition, he inflicts an additional 1d6 damage. DAUNTING SHOT Ranged Attack Trick (Forte): The character’s shots upset the target’s courage. With a hit, in addition to suffering normal damage, the target suffers a –2 morale penalty with attacks targeting the character. This effect lasts until the target successfully attacks the character. Interests(4) Languages: Northern tribal, Common, Goblin Study: Northern tribal culture, Daghun (the droning songs of a daghuci), Animal husbandry Race HUMAN - CUNNING • Attributes: +2 Dexterity, –2 Charisma • Base Speed: 30 ft. • Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5. • Cheap Shot: You gain the Cheap Shot trick (see page 221). • Sharp Mind: You gain 1 additional skill point per level. • Tenacious Spirit: You gain 1 additional vitality per level. Class SOLDIER • Fight On: At Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Basic, Melee, Ranged, or Unarmed Combat feat or 2 additional proficiencies. SCOUT • Trailblazer: Your presence ensures that everyone survives even the most hostile environments. Once per scene as a free action, you may temporarily grant your teammates 1 of your Terrain feats until the end of the scene. • Stalker: At Level 1, each time you fail a Survival or Tactics check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result. • Rough Living: Your time in the wild has toughened you. At Level 2, you gain a +2 bonus to Defense, as well as with saves prompted by the environment. • Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Ranged Combat or Terrain feat. • Sneak Attack: At Level 4, you gain an additional die of sneak attack damage. BEASTMASTER • Beast Kin: You share a deep and intuitive bond with animals. When you spend an action die to boost your Animal Partner’s checks, you roll and add the results of 2 dice (e.g. at Career Level 6, 1d6 ecomes 2d6). • Exotic Partner I: You have a knack for taming exceptional and exotic beasts. At Level 1, a single Animal Partner’s maximum XP value increases by 10. Also, your exotic partner may have the Beast, Horror, Ooze, Plant, and Undead Types. Specialty RANGER • Bonus Feat: Battlefield Trickery • Animal Empathy: The Dispositions of non-adversary animals increase by 5. • Camouflage: Choose a terrain: aquatic, arctic, caverns/ mountains, desert, forest/jungle, indoors/settled, plains, or swamp. You gain a +5 gear bonus with Blend checks while in that terrain. • Favored Foes: Choose 2 Types: animal, beast, construct, elemental, fey, folk, horror, ooze, outsider, plant, spirit, or undead. Your threat range increases by 2 when attacking and making Notice, Sense Motive, and Survival checks targeting standard characters of the chosen Types. You may choose an additional Type at Career Levels 6, 11, and 16. Feats BATTLEFIELD TRICKERY [Terrain] (Ranger Specialty Bonus) Benefit: When you successfully Ambush one or more characters, you may choose a number of them up to the number of Terrain feats you have. Each target chosen suffers the effects of a successful Cheap Shot trick (no attack is made and no damage is rolled). ANIMAL PARTNER [Terrain] (Level 1) Benefit: You control an animal NPC with an XP value no greater than 50 + 5 × the permanent Terrain feats you have. You may choose your partner from the Bestiary (see page 253) or build an original NPC with GM approval. Your partner may not possess temporary feats. Your partner is a special character with a Threat Level equal to your Career Level minus 4 (minimum 1). It gains no action dice but you may spend your action dice on its behalf. Your partner may not control additional characters. If your partner dies or is dismissed, you lose Reputation equal to your Career Level (he’s replaced in the following adventure). BOW BASICS [Ranged] (Soldier 1 Bonus) Benefit: When you wield a bow it gains AP 2 and you gain a stance: Deadshot (Stance): You gain a +2 bonus with ranged weapon attacks and damage. You may not move while in this stance (though you may still take 5-ft. Bonus Steps as normal). PATHFINDER BASICS - PLAINS & FOREST [Terrain] (Level 2, Level 4) Benefit: Choose a terrain, gaining the following benefits. Also, you may always act during surprise rounds and your Travel Speed increases by 2 MPH while in this terrain. • Forest/Jungle: You gain a +2 bonus with Sneak checks. • Plains: You gain a +2 bonus with Notice checks. PATHFINDER MASTERY [Terrain] (Scout Level 3 Bonus) Benefit: When in one of your Pathfinder terrains, you gain a +4 gear bonus with Blend and Survival checks, and a +2 gear bonus with saves. NIGHT FIGHTING [Terrain] (Level 6) Benefit: Unless deafened, you ignore the blinded condition when targeting any character within 20 ft. You also gain darkvision I. Animal Partner Gegune (Large Beast Walker — 90 XP, Threat Level III): Str 20, Dex 14, Con 16, Int 10, Wis 12, Cha 10; SZ L (1×2, Reach 1); Spd 60 ft. ground; Init IV; Atk V; Def V; Res V; Health VI; Comp IV; Qualities:Charge Attack, Damage Reduction I, Fearless I, Improved Stability, Regeneration I, Shapeshifting II, Tough I, Veteran I Attacks/Weapons: Kick III (dmg 2d8+5 lethal; threat 19–20), Trample I (dmg d12+5 lethal; threat 20; Medium and smaller only, Fort (DC equal to damage) or become sprawled) Init: +5 Defense: 15 DR: 1 Vitality: 90 Wounds: 24 Reflex: +5 Fortitude: +6 Will: +4 Skills: 2+attribute Attacks: +8 to hit Swift Gegune (Large Beast Walker — 90 XP, Threat Level III): Str 18, Dex 12, Con 16, Int 10, Wis 10, Cha 10; SZ L (1×2, Reach 1); Spd 100 ft. ground; Init V; Atk IV; Def IV; Res IV; Health VI; Comp II; Skills: Athletics VII Qualities:Always Ready, Condition Immunity (Fatigue), Fearless I, Improved Stability, Regeneration I, Shapeshifting II, Superior Runner I, Superior Traveler I, Tough I, Veteran I Attacks/Weapons: Kick I (dmg 1d8+4 lethal; threat 20), Trample I (dmg 1d12+4 lethal; threat 20; Medium and smaller only, Fort (DC equal to damage) or become sprawled) Init: +4 Defense: 13 DR: 1 Vitality: 90 Wounds: 24 Reflex: +3 Fortitude: +6 Will: +2 Skills: 2+attribute, Athletics +15 Attacks: +7 to hit Nightmare Gegune (Large Horror Walker — 90 XP, Threat Level III): Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 10; SZ L (2×3, Reach 2); Spd 30 ft. ground; Init I; Atk V; Def V; Res V; Health VI; Comp I; Qualities:Achilles Heel (Cold), Damage Defiance (Fire), Damage Reduction II, Fearless I, Fearsome, Improved Stability, Regeneration I, Shapeshifting II, Tough I, Veteran I Attacks/Weapons: Kick III (dmg 2d8+5 fire; threat 19-20), Trample I (dmg d12+5 lethal; threat 20; Medium and smaller only, Fort (DC equal to damage) or become sprawled) Init: +3 Defense: 15 DR: 2 Vitality: 90 Wounds: 24 Reflex: +5 Fortitude: +10 Will: +4 Skills: 1+attribute Attacks: +8 to hit Special: -3 Will for all who see, natural animals refuse to attack unless trained or attacked, threat ranges against -2, half damage from sneak attacks Gear Lance 10lbs 025s Katana 04lbs 080s Superior Dwarf Daikyu 03lbs 320s Moderate Pech Studded Leather 20lbs 150s Carpenter’s Kit 10lbs 015s Doctor’s Bag 02lbs 020s Metal Shield 08lbs 020s Canteen/Waterskin 05.5lbs 005s Map, average 00.1lbs 005s Standard Arrows (30) 03lbs 010s Barbed Arrows (20) 02lbs 010s Animal Feed (7) 20lbs 005s Rations (7) 05lbs 005s Stake: 0s Bouquet fucked around with this message at Feb 21, 2013 around 23:22 |
| # ? Feb 21, 2013 07:16 |
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Wait a minute... I know that archer! You can't fool me, Bouquet!
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| # ? Feb 21, 2013 11:00 |
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He actually ended up pretty different than the ranger/bard gestalt of the first time around. But the important parts (annoying grammar, fabulous mustachios, a horse who fights better than he does) will remain. Also Zachol and/or any other casters, I'd like to put in a vote for adding Goodberry to your spell lists. The Survival skill is a good option for stationary downtime in the wilderness, but when we're travelling we don't want to spend 4 hours a day on foraging.
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| # ? Feb 21, 2013 19:30 |
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Ser Janna Thrace IV![]() Eldest daughters are supposed to marry and settle down and raise families and continue lineages. Janna Thrace saw that life and decided it could go suck eggs. At first, she had to disguise herself as a man to join the field of battle, leaving her worried parents frantically hiring mercenaries to bring back their wayward daughter. This stopped about the time they found her standing in the officer's tent, arguing vigorously about whether an enemy action was a feint or a charge. Frustrated with the cowardice of her superiors, she wrangled the mercenaries and her squad into forming a counter-offensive, shattering what was clearly not a feint and turning the tide of battle. After that her parents rather left her alone, focusing their attention on their more traditional younger daughter, Delila. Janna served with distinction through several wars, eventually being knighted for rallying a faltering squad of rookies and bringing them to bear in time to relieve General Ankou Deigun. The fact that she was already technically a Baroness-in-waiting wasn't really the point. Unfortunately, becoming a proper knight of Mycenae meant that she was once again directly subject to politics- and her parents managed to lean hard enough on the king that she was ordered to lay down arms and "deal with her holdings." Which she promptly forswore, in a ceremony that hadn't been used in several hundred years (after all, who would willingly give up their holdings?) Now penniless but free, Janna headed for the Wild Marches, in hopes of finding a challenge and leading any pursuers into ravines. Instead, she found a rowdy band of minotaurs, who thought to make sport with this squishy human. She was, however, rather pleased that they didn't much care which gender she was. Preying on their prideful and courageous natures, she challenged their leader to join her in a suicidal run toward a ravine. The first to turn away would forever be branded a coward in the eyes of the minotaurs- and to refuse the challenge was even more cowardly. The minotaur chieftain and the maiden knight charged the crevasse at full tilt, and in the end, neither turned away. The other minotaurs found them both clinging to a ledge and laughing together at their good fortune. Since then, Rang Garren has been her constant companion through good and bad. The minotaur tribe taught her the trick to raising the strange lizard-creatures they used as mounts- obviously, she had to find a somewhat smaller one than they preferred but the technique was sound. When she eventually returned home to formally renounce ties with her family, the snarling creature mauled more than a few incautious knights. Trombe is very protective of his mommy. After finally shedding that last obligation, Ser Janna went on the road in search of trouble. A huge band of goblins sounds like just the sort of trouble she wants... pre:Name: Ser Janna Thrace IV Race/Talent: Gifted Human Specialty: Lord Class: Captain 6 Movement: 35 = 30 base + 5 charging basics Vitality: 54 Wounds: 10 Starting Dice: 4 Die Type: d6 Legend: 5 Reputation: 0 Renown: Noble Rank 3 Appearance: 2 Lifestyle:6 Panache: 5 Income: 50s Prudence: 1 Money Saved/Earned: 20% Attributes STR: 15+1 16 +3 DEX: 11 11 +0 CON: 12-2 10 +0 INT: 14 14 +2 WIS: 12 12 +1 CHA: 13+2+1 16 +3 Modified by Gifted, Level 4, Allure Skills Origin Skills: Search, Bluff, Investigate Class Skills: Athletics, Impress, Intimidate, Medicine, Notice, Resolve, Ride, Sense Motive, Tactics 1-6: Points: 72 Max Rank: 9 Total Ranks Misc Athletics 12 9 Bluff 12 9 Impress 12 9 Intimidate 14 9 +2 feat Notice 8 7 Resolve 9 9 Ride 6 6 Search 9 7 Sense Motive 8 7 Tactics 13 9 +2 feat Combat INITIATIVE: +4 = +4 (Class) BAB: +4 Unarmed: +7 [ +4 (BAB) +3 (Str)] Melee: +7 [ +4 (BAB) +3 (Str)] Ranged: +4 [ +4 (BAB) +0 (Dex)] Attack To-Hit Damage Threat Const Notes Boar Spear +8 1d8+3 19-20 Hard 3 Guard +1, Reach +1, +2 Impress FORT: +3 [ +3(Base) +0 (Con)] REF: +2 [ +2(Base) +0(Dex)] WILL: +6 [ +5(Base) +1(Wis)] Defense: 12 [10 +2(Class)] Damage Reduction: 4 [Armor] Proficiencies and Advanced Actions/Tricks (2) Edged Weapons (Forte) Interests(1/4) Languages: Mycenae, Common Study: Mycenae culture, Warfare Alignment: Race HUMAN GIFTED You’ve found your calling... and mastered it. • Attributes: +2 to any 1 attribute, –2 to any 1 attribute • Base Speed: 30 ft. • Basic Skill Mastery: You gain the Basic Skill Mastery feat (see page 98). • Limited Proficiencies: You begin with play with 2 fewer proficiencies (minimum 0). • Origin Skill: Choose 1 additional Origin skill. • Sharp Mind: You gain 1 additional skill point per level Class CAPTAIN •Cadre: Your leadership inspires your team to excellence. Once per scene as a free action, you may temporarily grant your teammates 1 of your Basic Combat feats until the end of the scene. •Right-Hand Man: At Level 1, you gain the Personal Lieutenant feat (see page 108). Your Basic Combat feats count as Style feats when determining your lieutenant’s XP value. •Master and Commander I: You’ve proven your worth on the front line and in the seat of command. At Level 2, you gain 1 additional Terrain feat and your maximum Tactics rank increases to your Career Level + 6. •Battle Planning I: At Level 3, you gain 2 of the following battle plans. You may begin each combat with 1 battle plan already in effect and may enact a new one as a full action. Each plan’s benefits last until the end of the current combat or until you enact a different battle plan. A battle plan grants you and each teammate who can see or hear you a +2 morale bonus with the following rolls and values. •Take Command: At Level 4, you may choose 1 specific mount or vehicle at the start of each adventure. It gains a +1 bonus to Defense and Damage saves and you gain the same bonus with Ride checks to control it, as well as Crafting or Medicine checks to repair or heal it. You may choose a new mount or vehicle during an adventure by spending 1 day practicing with a new one. •Allure: A great leader must also command respect and trust. At Levels 5, 9, 13, and 17, your Charisma score rises by 1. •Art of War: At Level 6, you gain 1 temporary Basic Combat feat at the start of each adventure until the adventure’s end. Specialty LORD You’re a paragon of your people, a genuine champion who leads from the front in times of strife. • Bonus Feat: Animal Partner (special) • Noble Blood: You may purchase Noble Renown for 20 Reputation per rank (see page 187). • Practiced Tactics: If you spend an action die to boost a Tactics check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them. • Stand Together: You gain a +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your Species. Feats BASIC SKILL MASTERY Your ability starts where the ‘experts’ leave off. Benefit: Choose one of the following pairs. You gain a +2 insight bonus and a threat range of 19–20 with those skills. Officer: Intimidate & Tactics ANIMAL PARTNER He followed you home and now he’s going to keep you. Perquisites: Player character only Benefit: You control an animal NPC with an XP value no greater than 50 + 5 × the permanent Terrain feats you have. You may choose your partner from the Bestiary (see page 253) or build an original NPC with GM approval. Your partner may not possess temporary feats. Your partner is a special character with a Threat Level equal to your Career Level minus 4 (minimum 1). It gains no action dice but you may spend your action dice on its behalf. Your partner may not control additional characters. If your partner dies or is dismissed, you lose Reputation equal to your Career Level (he’s replaced in the following adventure). Special: You may not gain this feat as a temporary feat. PERSONAL LIEUTENANT Someone’s always got your back. Perquisites: Player character only Benefit: You control a non-animal NPC with an XP value no greater than 50 + 5 × the permanent Style feats you have. You may choose your lieutenant from the Rogues Gallery or Bestiary (see pages 244 and 253) or build an original NPC with GM approval. Your lieutenant may not possess temporary feats. Your lieutenant is a special character with a Threat Level equal to your Career Level minus 4 (minimum 1). He gains no action dice but you may spend your action dice on his behalf. Your lieutenant may not control additional characters. If your lieutenant dies or is dismissed, you lose Reputation equal to your Career Level (he’s replaced in the following adventure). Special: You may not gain this feat as a temporary feat. ARMOR BASICS You’re quite comfortable in armor. Benefits: While you wear armor, its Defense penalty drops by 1, its ACP drops by 1, and its Speed penalty drops by 5 ft. (in all cases, minimum 0). CHARGING BASICS You sometimes hurl yourself into the enemy, unleashing devastating fury. Benefit: Your Speed increases by 5 ft. and you gain a trick. Charge (Run Trick): You may make 1 free attack at any point during your movement (ignoring adjacency for that attack only). You may use this ability a number of times per combat equal to your starting action dice. CONTEMPT You haven’t the time for lesser foes! Benefit: Once per round, you may make a free attack against a standard character. You may use this ability a number of times per combat equal to your starting action dice. SPEAR BASICS You like to keep one hand free for more important things — like mocking your opponent. Prerequisites: Edged forte Benefit: When you wield a 1-handed spear its Reach increases by 1 and when you wield a 2-handed spear its gains bleed. Also, you gain a stance. Monkey’s Grip (Stance): You may wield a single 2-handed melee weapon with one hand. Lieutenant Rang Garren, Minotaur (Large Folk Walker — 65 XP): Str 16, Dex 10, Con 12, Int 7, Wis 10, Cha 8; SZ L (2×2, Reach 2); Spd 30 ft. ground; Init II; Atk VIII; Def III; Res VII; Health V; Comp I; Skills: Notice III, Survival III; Veteran Qualities: Always ready, condition immunity (flat-footed), feat (Berserker Basics, Charging Basics, Charging Mastery), fearless I, ferocity, improved sense (scent), natural spell (Orient Self), Attacks/Weapons: Large broad axe (dmg 2d6+3 lethal; threat 19–20; qualities: AP 2, massive), Gore III (dmg 2d8+3 lethal; threat 19–20; upgrades: bleed) Riding Raptor Trombe (Large Animal Walker — 51 XP): Str 12, Dex 14, Con 10, Int 3, Wis 12, Cha 8; SZ L (1×2, Reach 1); Spd 50 ft. ground (Run 250 ft.); Init II; Atk IV; Def IV; Res IV; Health V; Veteran II; Comp —; Skills: Acrobatics IV, Athletics IV, Notice II; Qualities: Feat (Pathfinder Basics (plains)), superior runner I, superior traveler I, tricky (Cheap Shot) Attacks/Weapons: Bite II (dmg 1d10+1 lethal; threat 17–20; upgrades: bleed), Claw I (dmg 1d8+1 lethal; threat 20) Treasure: 1T Gear Superior Elf Boar Spear 012bs 160s Metal Shield 008bs 020s Moderate Hardened Leather 032bs 250s Standard 013bs 040s Canteen/Waterskin 05.5lbs 005s Map, average 00.1lbs 040s Rations (7) 005lbs 005s Stake: 130s K Prime fucked around with this message at Feb 21, 2013 around 22:52 |
| # ? Feb 21, 2013 19:47 |
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Rimtar is the youngest son of the Createurge clan. Dwarven inheritance rules being what they are, he will be lucky to get anything from his family. This has, as intended, lead to him seeking to make his own name and fortune in the world. To some dwarves, this means working in the forges or the mines, or fighting gloriously in the armed forces. Rimtar began his search for glory in the Darkechoes, a guerilla musketeer unit that delved into abandoned holds to clear the way for new settlers. However, he found himself more taken with the ruined holds themselves than the monsters inhabiting them, and afterm ustering out began seeking out the glories of the past in the Elsir Vale, delving into ruined dwarven keeps from a millenium ago and occasionally coming out with some trinket the beasts and raiders missed. The rumors of goblinoids on the march naturally reached Rimtar's ears, and he was quick to join the group heading west to investigate. After all, he had been planning to search the Wyrmsmokes soon, and while the general dwarven response to trouble is to hide in a hole until it goes away, Rimtar doesn't have that luxury. He still hasn't found the big find out there, and tribal goblinoids wouldn't know historical significance if it bit them. --- Uthmikiton Thuset Talin, "Shakehalls the Fury of Drumming" This is a silver left gauntlet. All craftsdwarfship is of the highest quality. It is encircled with bands of amethyst and adorned with hanging rings of silver. On the item is an image of a demon and a dwarf in obsidian. The demon is making a plaintive gesture. The dwarf is laughing. Shakehalls is the greatest find Rimtar has made. While exploring a half-collapsed and mostly-occupied dwarven ruin in the Giantshield Mountains, Rimtar stumbled quite literally on what had been a delivery chute from the kitchens down to the dining hall, but was now more akin to a pit trap. Landing in a rubble-choked corner of the dining hall, Rimtar could hear the voices of the current occupants on the other side of the rubble. The shaft was too broad and smooth to climb back up, and digging his way through the rubble would result in far too much attention from the hostile inhabitants. The glint of silver under the rubble drew his attention, and he rapidly unearthed a glorious dwarven gauntlet and the remains of an engraved display pedestal. The pedestal revealed the provenance of the artifact: Crafted by a simple cheesemaker in the throes of religious ecstasy, it stood testament to the glory of Vûz, dwarven god of gems and stone. Imbued with a fraction of his divine power, it could shake the very earth and bestow the strength of stone. A single punch blasted away the rubble trapping Rimtar and struck incredible fear into the enemies on the other side. pre:Name: Rimtar Dobarbakust Class: Scout 4/Deadeye 2 Race: Dwarf Look: Braided beard, silver accoutrements, smell of gunsmoke. Interests: Language: Dwarven, Study: Dwarves, Language: Common, Study: Cheese, Study: Archeology, Study: Economics Stats Str: 14 (+2) 8 Dex: 16 (+3) 18 -2 race, +1 level Con: 14 (+2) 2 +4 race Int: 12 (+1) 4 Wis: 11 (+0) 2 +1 spec Cha: 10 (+0) 2 Vitality: 66/66 Wounds: 14/14 BAB: +5 Def: 18 Init: +11 Lifestyle: +3 Legend: +2 Fort: +8 = 6 +2 Con Refl: +7 = 4 +3 Dex Will: +2 = 2 +0 Wis +2 vs poison and environment Race: Dwarf - +4 Con, -2 Dex - Base Speed 20' - Darkvision I: Ignore effects of faint/dim light. - Enlightened Crafting: Max Crafting bonus is Career Level + 5. - Improved Stability: Count as Large for carrying capacity, Trample attacks, and resisting Bull Rush/Trip while standing on ground. - Iron Gut: +2 insight vs. poison - Restricted Actions: Kick attacks, Jump and Swim checks are considered untrained. - Thick Hide 2: Considered to have DR 2. Does not stack with armor; only highest applies. Specialty: Musketeer - Bonus Feat: Bullseye - Attribute Training: +1 Dex/Wis (Wis) - Black Powder Proficiency - Called Shot - Commissioned: Purchase Military Renown at 20 Rep/rank. - Heroism: +1 attack/skill rolls during Dramatic scenes Class Features - Scout - Core Ability: Trailblazer: 1/scene, grant teammates Terrain feat until end of scene. - Stalker: Never fail Survival or Tactics check if DC is 24 or lower, barring errors. - Rough Living +2: +2 Defense and to environmental saves. - Sneak Attack I - Deadeye - Core Ability: Right Between The Eyes: When spending action die to increase damage of a black powder or bow weapon, roll twice and add both dice. - Farsight I: Bonus Ranged Combat feat, bow & black powder ranges increase 25%. - Surprise Shot: Bow and black powder attacks against flat-footed opponents increase threat range by 1. Proficiencies/Tricks - Edged 2 - Hurled 2 - Black Powder 2 - Called Shot: -3 attack per level of armor on target, ignore DR. - Mix-Up (Disarm): +3 on check to disarm if I haven't disarmed in 3 rounds. Skills Acrobatics Dex +10 = 7 +3 Dex Athletics Str +11 = 9 +2 Str Crafting* Int +12 = 11 +1 Int - Cooking, Chemistry Investigate* Wis +5 = 5 +0 Wis Resolve Con +11 = 9 +2 Con Sneak Dex +12 = 9 +3 Dex Survival Wis +9 = 9 +0 Wis Tactics Int +5 = 4 +1 Int *Origin skills Feats (Quick Draw, Expert Disarm, TWF) Spec - Bullseye [Ranged]: Up to -4 on attack and skill checks, equal bonus to ranged damage. If any attacks miss, become flat-footed. 1st - Quick Draw [Basic] 2nd - Two-Weapon Fighting [Basic] Sco3 - Pathfinder Basics (Caverns/Mountains) [Terrain] 4th - Expert Disarm [Basic] Ddy1 - Firearms Master (Sidearms) [Ranged]: +1d4 damage with category 6th - Combat Focus [Basic]: 4/scene, double attribute bonus for attack, damage, or save. Gear Panache: 1 Prudence: 2 Coin in hand: 0 Stake: 182 silver 2 Bayonetted Dueling Pistols: 163s, 4 lb. - 4d4 lethal, 18-20, 30 ft. x3. - Load 7, unreliable, spike (1d6+1d4+2) - T/1h, Hard 2, 30M, 2 lbs. ea. Powder & Shot (40): 40s, 1 lb. Bomb (3): 90s, 6 lb. - 3d6 explosive, 20, 10 ft. x3. - Blast 1, inaccurate - D/1h, Hard 1, 15W, 2 lb. ea. Concussion Bomb (3): 30s, 6 lb. - 3d6 bang, -, 10 ft. x3. - Blast 1, inaccurate - D/1h, Hard 1, 20W, 2 lb. ea. Flash Bomb (3): 25s, 1 lb. - 3d6 flash, -, 15 ft. x3. - Blast 1 - D/1h, Hard 1, 15D, 1 lb./3. Bandolier: 20s, 1 lb. - -2 load for black powder Backpack: 10s, 3 lb. - +2 Str for carrying capacity Shovel: 5s, 5 lb. - +4 Str for clearing rubble, improvised fighting pick Pipe: 5s - +2 to Relax Chemist's Kit: 20s, 10 lb. Cook's Kit: 10s, 10 lb. Military Renown 2 (Powderhorn): 40 R Uthmikiton Thuset Talin - Greater Essence: NPC Quality: Fearsome (3/scene half, opponents who can see&hear me take 1d6 stress + Will 20 or frightened): 15 R - Lesser Charm: 1/scene full, casts Brawn I, Mass (CL 6): 5 R Dareon fucked around with this message at Mar 5, 2013 around 07:03 |
| # ? Feb 21, 2013 23:46 |
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Ready and willing to conquer the Red Hand as soon as I get back home tomorrow with a Lionheart Martial Artist. Out of curiosity, are any materials restricted? What about stuff made by craft freelancers on the game's wiki?
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| # ? Feb 24, 2013 17:21 |
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I have never played Fantasy Craft before and I don't know what The Red Hand of Doom is. But I think that a Toxxed PBP is a fantastic idea, and if the fact that I'm going to have to pick the rules up mid-stream isn't a problem, I'll go ahead and submit a character.
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| # ? Feb 24, 2013 19:35 |
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I am seriously contemplating this. Just need to actually look at Fantasycraft.
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| # ? Feb 24, 2013 19:58 |
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The Wyzard (edit and Cardinal!) jump in to #redhandofdoom on synirc and we can help you through character creation. If you've played any d20 game like D&D 3.x you should be fine. There are definitely some fiddly bits up front that it is nice to have a guide for, though.
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| # ? Feb 24, 2013 19:59 |
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Cardinal Ximenez posted:I am seriously contemplating this. Just need to actually look at Fantasycraft. I know your name from somewhere. Where do I know you from? Are you hooked into Autarch, maybe? EDIT: No, wait. Stars Without Number, right? The Wyzard fucked around with this message at Feb 25, 2013 around 14:51 |
| # ? Feb 24, 2013 20:11 |
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Also Piell neglected to include the campaign background in the op: Setting: The setting of the adventure is a thinly populated human frontier known as Elsir Vale and the surrounding wilderlands. The vale stretches almost 250 miles east to west and averages about 70 miles north to south. Several small mountain ranges and dense forests form the vale’s borders. The scattered human towns and villages of the area grew up along the Dawn Way, an important east-west trade road linking the heavily settled lands that lie northwest across the Endless Plains with the exotic kingdoms and goods of the coastal lands lying to the southeast. Much of the Dawn Way was built by an ancient dwarf-kingdom that spanned the Wyrmsmoke and Giantshield Mountains more than a thousand years ago. While the dwarves are long gone, their roads, bridges, and cisterns remain in use to this day. After the dwarf realm passed, the presence of various monsters and raiders kept traffic along the Dawn Way light for many years; few caravans dared the long and dangerous trek. Few humans lived in Elsir Vale during those years – only scattered settlements of druidic folk who left behind little more than grassy barrows and stone circles on the hilltops. About five hundred years ago, the nearby city of Rhest came to control the vale and a large swath of land north of the Giantshields as well. Soldiers from Rhest secured the roads all the way to Dennovar and beyond, creating a safe passage for trade. More and more traders traveled the Dawn Way, and the kingdom of Rhestilor grew wealthy on the tariffs exacted from the passing merchants. Under the kingdom’s shield, the towns along the Dawn Way – Brindol, Talar, Terrelton, and the rest – grew up from tiny hamlets of lonely soldiers’ posts to flourishing human settlements. The kingdom of Rhestilor eventually collapsed under civil strife, monstrous incursions, and magical blights. Almost two hundred years ago, the city of Rhest was burned by a savage horde out of the Wyrmsmoke Mountains. Although the warriors of Rhestilor killed many of the goblins and their kind, the city was abandoned and the already weakened kingdom broken. The locks and canals surrounding Rhest fell into disrepair, and the Blackfens swallowed the ruined city. In the years since the kingdom’s fall, the towns of Elsir Vale have come to look after themselves. Most of the local lords, such as Jarmaath of Brindol, still hold titles derived from the old kingdom of Rhestilor. While everybody knows that the kings of Rhestilor are long dead, no new realm has arisen in the vale. Brindol: One of the largest settlements in the vale, Brindol is a prosperous farming community and caravan stopover located along the Dawn Way on the south bank of the Elsir River. Orchards of apple and pear trees follow the river’s winding shores, while broad grain fields and farmlands surround the town for miles in all directions. Brindol is the home of Lord Kerden Jarmaath, and his small keep and the city walls are the only fortifications of note this side of Dennovar. ![]() Introductory spoiler free map Lately, Lord Jarmaath of Brindol has heard rumors from travelers that the goblins and hobgoblin tribes have banded together under a charismatic dragonborn warlord. He has hired a group of adventurers to investigate, and pointed them towards Drellin's Ferry, the small town where the Dawn Way road crosses the Elsir River. There, they can hopefully find more information and investigate the threat. Bouquet fucked around with this message at Feb 24, 2013 around 20:58 |
| # ? Feb 24, 2013 20:22 |
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Lookin' to make a mage! I'll try and get a sheet up by tomorrow. Edit: ha ha, emphasis on 'try', but another writing project kept me until the wee hours. Tomorrow, then. Which I guess is today? Today. Alien Rope Burn fucked around with this message at Feb 27, 2013 around 07:18 |
| # ? Feb 25, 2013 21:31 |
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Fasdar, here's a skeleton for vaguely recreating Thaladin in Fantasycraft: Species: Elf Specialty: Sorcerer Level 1: Soldier Level 2-4: Mage Level 5-6: Rune Knight Feats Bison Nation [Specialty Bonus] Favored Gear (Claymore) [Level 1] Charging Basics [Soldier 1 Bonus] Bison Noble [Level 2] Charging Mastery [Level 4] Armor Basics [Level 6] Gear Moderate Hardened Leather Armor 250s Superior Armor Piercing Claymore 225s Some other stuff 125s Maybe make the claymore a magic item with Threat Range or Casting Level Bonus or Spell Point Bonus?
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| # ? Feb 27, 2013 06:55 |
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Just want to point out that there's no point to taking Soldier at first level for a Rune Knight. The Favored Item feat (or whatever it's called) gives the exact same benefit as the Soldier's Unique Level 1 ability, only just with your special weapon that the Rune Knight requires. You're better off taking Mage first so at least you have the Spell Point regeneration option.
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| # ? Feb 27, 2013 14:06 |
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Good point Krysmphoenix. I also figured out for Ulagan that taking an alignment that includes Path of Beasts and the Blessed feat is a tiny bit better than just taking Animal Partner. And I may even try to switch over to scout 1/priest 4/beastmaster 1 so that next level I can get Path of Beasts IV and have my horse be threat level = career level.
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| # ? Feb 27, 2013 20:08 |
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Is it okay to take the Draconic Heritage species feat from Sorcerer? I ask this since Drakes are restricted, and they seem to be in the same area code conceptually.
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| # ? Feb 27, 2013 20:28 |
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I don't know for certain, but the commonality between all the banned species is that they're large, so I'd imagine it's okay. But the ogre isn't banned, so I'm not quite sure. Any word on the availability on material from the Adventure Companion, or some of the Call to Arms material that hasn't been compiled (like Mist Dancer, or the more recent releases like the Crusader or Inquisitor)?
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| # ? Feb 27, 2013 20:48 |
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I assume Adventurer's Companion is okay. I was green lit a species feat from one of the settings in it.
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| # ? Feb 27, 2013 21:06 |
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Alternate Ulagan build The Way of the Nomad alignment Skills: Blend, Notice, Ride, Survival Paths: Beasts, Spirits, Travel, Wilderness Ritual Weapon: Daikyu Avatar: Air Elemental V Opposing Alignments: City and/or farming gods pre:Name: Ulagan
Race/Talent: Cunning Human
Specialty: Adventurer
Class: Scout 1/Priest 4/Beastmaster 1
Movement: 25 = 30 base - 5 armor
Vitality: 66
Wounds: 12
Starting Dice: 5
Die Type: d6
Legend: 6
Reputation: 1
Renown: Heroic Renown 2
Appearance: +1
Lifestyle: 2
Panache: 2
Prudence: 0
Money Saved/Earned: 15%
Attributes
STR: 14+1 15
DEX: 14+2 16
CON: 12 12
INT: 14 14
WIS: 12 12
CHA: 12-2 10
Modified by Cunning, Level 4
Skills
Origin Skills: Resolve, Search, Tactics
Class Skills: 1: Acrobatics, Athletics, Blend, Medicine, Notice, Resolve, Ride, Sneak, Survival, Tactics
2-5: Blend, Impress, Intimidate, Medicine, Notice, Resolve, Ride, Sense Motive, Survival
6: Acrobatics, Athletics, Impress, Intimidate, Medicine, Notice, Ride, Sense Motive, Sneak, Survival
1: Points: 36 Max Rank: 4
2-5: Points: 36 Max Rank: 8
6: Points: 9 Max Rank: 9
Total Ranks Misc
Blend 8 8
Medicine 11 9
Notice 12 9 +2 feat
Resolve 9 8
Ride 12 9
Search 11 9
Sense Motive 5 4
Sneak 12 7 +2 feat
Survival 10 9
Tactics 11 9
Combat
INITIATIVE: +8 = +5 (Class) +3 (Dex)
BAB: +4
Unarmed: +6 [ +4 (BAB) +2 (Str)]
Melee: +6 [ +4 (BAB) +2 (Str)]
Ranged: +7 [ +4 (BAB) +3 (Dex)]
Attack To-Hit Damage Threat Const Notes
Katana +7 1d10+2 19-20 Hard 3 Cavalry, keen 4, poisonous
Lance +7 1d8+2 19-20 Hard 2 AP 4, cavalry, massive, reach +1, poisonous
Daikyu +8 1d6 19-20 Hard 3 AP 2, cavalry, poison, range 40x6, +5 dmg saves
w/Barbed arrow +8 1d6 19-20 - Bleed, poisonous
FORT: +6 [ +5(Base) +1 (Con)]
REF: +7 [ +4(Base) +3(Dex)]
WILL: +3 [ +2(Base) +1(Wis)]
Defense: 19 [10 +6(Class) +3(Dex)]
Damage Reduction: 3 [Armor]
Proficiencies and Advanced Actions/Tricks (6+bonus)
Edged Weapons (Forte)
Bows (Forte)
CHEAP SHOT (bonus)
Attack Trick: The character attempts to exploit an opponent’s
obvious weakness. He chooses 1 of the opponent’s attributes or
the opponent’s Speed and makes his attack check, suffering a –4
penalty. With a hit, the opponent suffers a –2 penalty with all
attack and skill checks using the chosen attribute, or a –10 ft.
penalty to his Speed, until the end of the scene. With a miss, the
character becomes flat-footed. Each combatant may suffer from
only 1 successful Cheap Shot per scene.
SALT THE WOUND
Attack Trick (Forte): The character uses an opponent’s
injuries against him. When he attacks an opponent who has the
bleeding condition, he inflicts an additional 1d6 damage.
DAUNTING SHOT
Ranged Attack Trick (Forte): The character’s shots upset
the target’s courage. With a hit, in addition to suffering normal
damage, the target suffers a –2 morale penalty with attacks
targeting the character. This effect lasts until the target successfully
attacks the character.
Interests(4)
Languages: Common, Goblin
Study: Northern tribal culture, Daghun (the droning songs of a daghuci), Animal husbandry
Alignment: The Way of the Nomad
Race
HUMAN - CUNNING
• Attributes: +2 Dexterity, –2 Charisma
• Base Speed: 30 ft.
• Charming: Once per session, you may improve the
Disposition of any 1 non-adversary NPC by 5.
• Cheap Shot: You gain the Cheap Shot trick (see page 221).
• Sharp Mind: You gain 1 additional skill point per level.
• Tenacious Spirit: You gain 1 additional vitality per level.
Class
SCOUT
• Trailblazer: Your presence ensures that everyone survives
even the most hostile environments. Once per scene as a free
action, you may temporarily grant your teammates 1 of your
Terrain feats until the end of the scene.
• Stalker: At Level 1, each time you fail a Survival or Tactics
check and don’t suffer an error, you still succeed as long as
the check DC (or your opponent’s check result) is equal to or
less than your Class Level + 20. If several grades of success are
possible, you achieve only the lowest possible positive result.
PRIEST
• Acolyte: At Level 1, you take the first Step along any 1 of
your Alignment’s Paths and gain your Alignment’s ritual weapon
at no cost. This weapon may not be sold and when it’s lost or
destroyed it’s replaced at no cost at the end of the next Downtime
lasting 1 day or more.
• Signs & Portents I: You may contact higher powers for
guidance in times of need. At Level 2, as a 1-minute action,
you may request a hint from the GM. If he refuses, you gain 1
bonus action die. You may use this ability a number of times per
adventure equal to your starting action dice.
• Path of the Devoted: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and
19, you take a Step along any 1 of your Alignment’s Paths.
• Bonus Feat: At Levels 4, 8, 12, 16, and 20, you gain 1
additional Chance or Style feat.
BEASTMASTER
• Beast Kin: You share a deep and intuitive bond with animals.
When you spend an action die to boost your Animal Partner’s
checks, you roll and add the results of 2 dice (e.g. at Career Level
6, 1d6 ecomes 2d6).
• Exotic Partner I: You have a knack for taming exceptional
and exotic beasts. At Level 1, a single Animal Partner’s maximum
XP value increases by 10. Also, your exotic partner may have
the Beast, Horror, Ooze, Plant, and Undead Types.
Specialty
ADVENTURER
• Bonus Feat: Adventurer’s Luck
• Glory-Bound: You may purchase Heroic Renown for 20
Reputation per rank (see page 187).
• More than Luck: You gain 1 additional starting action die.
• Origin Skill: Choose 1 additional Origin skill.
Feats
ADVENTURER’S LUCK [Chance] (Specialty Bonus)
Benefit: Each time your party rolls for treasure you may roll
twice, keeping both results. This benefit only applies once per
Treasure roll, no matter how many characters possess this feat.
BLESSED [Spellcasting] (Level 1)
Benefit: You take the first Step along one of your Paths. You
may cast spells granted by this Step with a Casting Level of 1.
ANIMAL PARTNER [Terrain] (Path of Beasts I Bonus)
Benefit: You control an animal NPC with an XP value no
greater than 50 + 5 × the permanent Terrain feats you have. You
may choose your partner from the Bestiary (see page 253) or
build an original NPC with GM approval. Your partner may not
possess temporary feats.
Your partner is a special character with a Threat Level equal
to your Career Level minus 4 (minimum 1). It gains no action
dice but you may spend your action dice on its behalf. Your
partner may not control additional characters.
If your partner dies or is dismissed, you lose Reputation
equal to your Career Level (he’s replaced in the following
adventure).
PATHFINDER BASICS - PLAINS & FOREST [Terrain] (Level 2, Level 4)
Benefit: Choose a terrain, gaining the following benefits.
Also, you may always act during surprise rounds and your Travel
Speed increases by 2 MPH while in this terrain.
• Forest/Jungle: You gain a +2 bonus with Sneak checks.
• Plains: You gain a +2 bonus with Notice checks.
HERO OF THE PEOPLE [Style] (Priest 4 bonus)
Benefit: Your Legend increases by 2. Also, the Reputation
cost of Heroic favors you purchase drops by an amount equal to
your Heroic Renown (minimum 1).
NIGHT FIGHTING [Terrain] (Level 6)
Benefit: Unless deafened, you ignore the blinded condition
when targeting any character within 20 ft. You also gain
darkvision I.
Paths
Path of Beasts IV
Beasts I: You gain the Animal Partner feat.
Beasts II: You may cast Hold Animal and Nature’s Ally I
once per scene.
Beasts III: You may Turn animals a number of times per
combat equal to your Beasts Step.
Beasts IV: All your Animal Partners’ Threat Levels are equal
to your Career Level.
Animal Partner
Gegune (Large Beast Walker — 80 XP, Threat Level VI): Str 20,
Dex 14, Con 16, Int 10, Wis 12, Cha 10; SZ L (1×2, Reach 1); Spd
50 ft. ground; Init IV; Atk V; Def IV; Res IV; Health V; Comp III;
Qualities:Charge Attack, Damage Reduction I, Fearless I,
Improved Stability, Regeneration I, Shapeshifting II, Tough I
Attacks/Weapons: Kick III (dmg 2d8+5 lethal; threat 19–20),
Trample I (dmg d12+5 lethal; threat 20; Medium and smaller
only, Fort (DC equal to damage) or become sprawled)
Init: +7 Defense: 16 DR: 1 Vitality: 150 Wounds: 24
Reflex: +6 Fortitude: +7 Will: +5 Skills: 3+attribute
Attacks: +11 to hit
Swift Gegune (Large Beast Walker — 80 XP, Threat Level VI): Str 18,
Dex 12, Con 16, Int 10, Wis 10, Cha 10; SZ L (1×2, Reach 1); Spd
100 ft. ground; Init IV; Atk III; Def III; Res III; Health V; Comp II;
Skills: Athletics VII
Qualities:Always Ready, Condition Immunity (Fatigue), Fearless I,
Improved Stability, Regeneration I, Shapeshifting II, Superior Runner I,
Superior Traveler I, Tough I
Attacks/Weapons: Kick I (dmg 1d8+4 lethal; threat 20),
Trample I (dmg 1d12+4 lethal; threat 20; Medium and smaller
only, Fort (DC equal to damage) or become sprawled)
Init: +7 Defense: 14 DR: 1 Vitality: 150 Wounds: 24
Reflex: +4 Fortitude: +7 Will: +3 Skills: 2+attribute, Athletics +18
Attacks: +8 to hit
Nightmare Gegune (Large Beast Horror Walker — 80 XP, Threat Level VI): Str 20,
Dex 14, Con 16, Int 10, Wis 10, Cha 10; SZ L (2×3, Reach 2); Spd
30 ft. ground; Init I; Atk V; Def IV; Res V; Health V; Comp I;
Qualities:Achilles Heel (Cold), Damage Defiance (Fire),
Damage Reduction I, Fearless I, Fearsome,
Improved Stability, Regeneration I, Shapeshifting II, Tough I
Attacks/Weapons: Kick III (dmg 2d8+5 fire; threat 19-20),
Trample I (dmg d12+5 lethal; threat 20; Medium and smaller
only, Fort (DC equal to damage) or become sprawled)
Init: +4 Defense: 16 DR: 1 Vitality: 150 Wounds: 24
Reflex: +2 Fortitude: +12 Will: +6 Skills: 2+attribute
Attacks: +11 to hit Special: -3 Will for all who see, natural animals
refuse to attack unless trained or attacked, threat ranges against -2,
half damage from sneak attacks
Pegasus Gegune (Large Beast Flyer/Walker — 80 XP): TL: 6
Str: 20/+5; Dex: 14/+2; Con: 16/+3; Int: 10/+0; Wis: 10/+0; Cha: 10/+0;
Init: +7=5+2(dex) Melee: +10=5+5(str) Fort: +7=4+3(con)
Health: +10=5+3(con)+2(size) ~ 150/24 Ranged: +7=5+2(dex) Ref: +6=4+2(dex)
Def: 16=10+5+2(dex)-1(size) Comp: None Will: +4=4+0(wis)
Size: Large (1×2); Reach: 1; Speed: 100 ft. flight, 50 ft. ground;
Skills: Acrobatics V (Dex) +13 = 11+2
Qualities: fearless I, feat (Agile Flyer), regeneration 1, shapeshifter II, tough I.
Attacks: Kick I [1d8/20]
Seahorse Gegune (Large Beast Swimmer — 80 XP): TL: 6
Str: 20/+5; Dex: 14/+2; Con: 16/+3; Int: 10/+0; Wis: 12/+1; Cha: 10/+0;
Init: +7=5+2(dex) Melee: +10=5+5(str) Fort: +7=4+3(con)
Health: +10=5+3(con)+2(size) ~ 150/24 Ranged: +7=5+2(dex) Ref: +6=4+2(dex)
Def: 16=10+5+2(dex)-1(size) Comp: +2 Will: +5=4+1(wis)
Size: Large (1×2); Reach: 1; Speed: 60 ft. swim;
Qualities: aquatic II, damage reduction 1, fearless I, regeneration 1, shapeshifter II, tough I.
Attacks: Bite III [2d10/17-20] (bleed)
Megagegune (Huge Beast Walker — 80 XP): TL: 6
Str: 20/+5; Dex: 10/+0; Con: 16/+3; Int: 10/+0; Wis: 10/+0; Cha: 10/+0;
Init: +2=2+0(dex) Melee: +11=6+5(str) Fort: +8=5+3(con)
Health: +12=5+3(con)+4(size) ~ 150/32 Ranged: +6=6+0(dex) Ref: +5=5+0(dex)
Def: 14=10+6+0(dex)-2(size) Comp: None Will: +5=5+0(wis)
Size: Huge (3×4); Reach: 2; Speed: 60 ft. ground;
Qualities: damage reduction 1, fearless I, improved stability, regeneration 1, shapeshifter II, tough I.
Attacks: Trample V [3d12/18-20], Kick III [2d10/19-20]
Minigegune (Medium Beast Walker — 80 XP): TL: 6
Str: 16/+3; Dex: 14/+2; Con: 16/+3; Int: 10/+0; Wis: 12/+1; Cha: 10/+0;
Init: +8=6+2(dex) Melee: +9=6+3(str) Fort: +8=5+3(con)
Health: +8=5+3(con) ~ 150/16 Ranged: +8=6+2(dex) Ref: +7=5+2(dex)
Def: 18=10+6+2(dex) Comp: +5 Will: +6=5+1(wis)
Size: Medium (1×1); Reach: 1; Speed: 40 ft. ground;
Qualities: damage reduction 1, fearless I, improved stability, regeneration 1, shapeshifter II, superior runner I, superior traveler I, tough I.
Attacks: Kick III [2d6/19-20]
Microgegune (Small Beast Walker — 80 XP): TL: 6
Str: 16/+3; Dex: 16/+3; Con: 16/+3; Int: 10/+0; Wis: 12/+1; Cha: 10/+0;
Init: +11=8+3(dex) Melee: +7=4+3(str) Fort: +10=7+3(con)
Health: +6=5+3(con)-2(size) ~ 150/11 Ranged: +7=4+3(dex) Ref: +10=7+3(dex)
Def: 23=10+9+3(dex)+1(size) Comp: +5 Will: +8=7+1(wis)
Size: Small (1×1); Reach: 1; Speed: 40 ft. ground;
Qualities: fearless I, improved stability, regeneration 1, shapeshifter II, superior runner I, tough I.
Attacks: Kick I [1d4/20]
Magic Items
19 rep - Item Level 8 Armor has Priest Class Enhancement Greater Essence,
Concealing Countryside II Spell Effect Lesser Charm
Gear
Bleed Keen Lance 12.5lbs 050s
Bleed Katana 05lbs 120s
Moderate Pech Studded Leather 20lbs 150s
Doctor’s Bag 02lbs 020s
Metal Shield 08lbs 020s
Canteen/Waterskin 05.5lbs 005s
Map, average 00.1lbs 005s
Standard Arrows (30) 03lbs 010s
Barbed Arrows (20) 02lbs 010s
Animal Feed (7) 20lbs 005s
Rations (7) 05lbs 005s
Grooming Case 02lbs 008s
Stake: 222sBouquet fucked around with this message at Feb 28, 2013 around 08:53 |
| # ? Feb 27, 2013 23:05 |
|
Adventurer's Companion is fine No ogres (missed that one) Draconic Heritage is fine, Draconic Legacy is not I don't have all the Call to Arms stuff, so you'd need to include all the info when you post your character.
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| # ? Feb 28, 2013 02:49 |
|
Insert Chocobo Knight Background Here.pre:Name: ???
Strong Dragoon, Lancer 6
Movement: 30 ft
Vitality: 84
Wounds: 14
Starting Dice: 4
Die Type: d6
Legend: 2
Reputation: 2
Renown: Military Renown 3 (Corporal)
Appearance: +1
Lifestyle: 7
Panache: 5
Prudence: 2
Money Saved/Earned: 40%, 20s
Attributes
STR: 14+3 17
DEX: 14 14
CON: 14 14
INT: 12 12
WIS: 12 12
CHA: 14 14
Modified by Strong, Level 4
Skills
Origin Skills: Prestidigitation
Class Skills: 1: Athletics, Impress, Intimidate,
Notice, Resolve, Ride, Tactics
6: Points: 45 Max Rank: 9
Total Ranks Misc
Athletics 3 0
Impress 9 7
Intimidate 10 9
Notice 1 0
Resolve 13 11
Ride* 10 9
Survival 1 0
Tactics* 10 9
Prestidigitation 10 9
*Ride and Tactics are Paired Skills (Dragoon)
Combat
INITIATIVE: +7 = +6 (Class) +1 (Dex)
BAB: +6
Unarmed: +9 [ +6 (BAB) +3 (Str)]
Melee: +9 [ +6 (BAB) +3 (Str)]
Ranged: +7 [ +6 (BAB) +1 (Dex)]
Attack To-Hit Damage Threat Const Notes
Long Sword +10 1d12+3 20
Short Sword +10 1d8+3 19-20 Keen 4
Halbred +10 1d10+3 19-20 AP 4, Reach +1
Battle Axe +10 1d10+3 19-20 AP 2, Trip
Duel Pistol (2) +8 3d4 18-20 Load Krysmphoenix fucked around with this message at Feb 28, 2013 around 06:05 |
| # ? Feb 28, 2013 06:01 |
|
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| # ? May 19, 2013 19:28 |
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Can anyone give me the skinny on how to deal stress damage? I get a bonus from Sorcerer when I deal stress damage and provoke a save, but I'm having trouble figuring out exactly how to synergise with that. Are there spells that deal Stress?
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| # ? Feb 28, 2013 14:49 |




If you want in this game, you've got to be willing to 














