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gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy


This will be a game of Iron Heroes, a gritty, low-magic d20 RPG.

Adventure Overview

The city of Thelport is experiencing terrible problems. Over the past few weeks the city’s sewers have been overflowing with seawater, and sewage has flooded the streets. The spread of disease has become a major problem, and the smell coming from the sewers is abominable. If this weren’t bad enough, all the water is beginning to transform the city into a swamp, causing buildings to sag as their foundations fall apart. The city’s officials are distressed, and people are calling on the local authorities to see that everything is fixed. It has been left to you to explore the ruins of the old wizards’ guild that appears to be the epicenter of the disturbances, and find out what is going on beneath the city.

Recruitment Overview

* I am looking for at least four players.

* We'll be playing through Discord's chat, with a bot handling the rolls and myself providing visual aids.

* I am usually online between the hours of 0400 to 1600 GMT, but I don't mind 24-hour cycles to let people post.

* The adventure we're playing through is based on a module, and is largely a straight dungeon crawl. If we get a good vibe going with the party and people are up for it, I am willing to make this a long-term game.

* If all of this interests you, please go ahead and make a post below! No need for a full character sheet, just give me a short character concept.

* For any other questions, also feel free to make a post, or reach me via PMs, or reach me at my Discord channel

* Recruitment will run until Wednesday, Feb-07-2018, 1500 GMT

Character Creation

1. Ability score generation: use the following array: 18, 16, 14, 14, 12, 10

2. Choose your Traits and Class, as normal. I may provide changes to classes that need help such as the Armiger or the Executioner, but I would not like to fill the page with these until I know what people would like to be playing.

3. I'd like to simplify skills: if your class has the skill group, then assume that you have the maximum number of ranks in all the skills in those groups, which would be 4 ranks at level 1. If your class does not have the skill group, then assume that you have half the maximum, which would be 2 ranks.

4. Choose feats. Reminder that in Iron Heroes, everyone starts with 2 feats standard, and they gain a new feat every even level.

quote:

For Mastery Feats, you still need the minimum Mastery in order to take it, but I will rule that you will automatically gain the Expanded Mastery effects without needing to select the feat again.

Example 1: an Armiger does not get Tactics Feat Mastery until level 3, so they cannot take the Combat Reflexes feat until level 3. If they do, then they gain the Mastery 1 benefit (extra opportunity attacks). Once the Armiger gets to level 5 and their Tactics Feat Mastery increases to 2, then they also automatically get the Mastery 2 benefit of Combat Reflexes (expend additional OAs to gain an attack bonus).

Example 2: an Armiger starts with Armor Feat Mastery of 2. They can immediately learn the Armor Mastery feat, and they immediately get both the Mastery 1 benefit (+1 to DR rolls for armor) and the Mastery 2 benefit (25% chance to negate critical hits). If they only learned the feat at level 10, then they'd immediately get all the benefits up to Mastery 6.

5. Take maximum hit points

6. Start with 125 GP to buy equipment with. Alternatively, use the starting package, and replace "5d4 GP" with a flat 12 GP

7. Try to not have the same first letter in your character names

gradenko_2000 fucked around with this message at 06:45 on Feb 4, 2018

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Ryuujin
Sep 26, 2007
Dragon God
I am thinking something along the lines of a big strong Berserker, with mighty thews who eventually will have weapons shattering off his bronzed skin. Not sure if I am going to try and work some Unarmed kind of thing, or go with Axes or something big.

Nephzinho
Jan 25, 2008





Sounds nice, have to go through the book for exact builds and whatnot but would love to play basically a final fantasy Dragoon (lance weapon master with a focus on vaulting and jumping around).

slydingdoor
Oct 26, 2010

Are you in or are you out?
Interest post! No idea what I want to play yet.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
In response to player feedback:

* Everyone gets to pick a single Knowledge skill that they will get max ranks in, among:

Arcana
Architecture
Dungeoneering
Geography
History
Local
Nature
Nobility and Royalty
Religion
The Planes

* The Skill Affinity general feat: instead of giving you +2 bonus to any two skills of your choice, it will instead allow you to choose two skills become max-ranked skills.

slydingdoor
Oct 26, 2010

Are you in or are you out?
The max skill rank house rule has baited me into deciding on a Thief.

Concept: Fallen housed noble who joined the circus to escape execution.
Ability Scores: +4 Cha +3 Dex +2 Str +2 Wis +1 Con +0 Int
Traits and Class: Powerful, Patrician (Tyrant), Thief
Skills: 6 ranks in Agility, Athletics, Robbery, Social, Stealth, Theatrics, Knowledge: Local. 3 ranks in everything else.
Feats: Overwhelming Presence 3 (Use first move action to gain +Cha to Defenses for the encounter, browbeat as a free action vs 1 opponent 1/opponent/encounter, Intimidate as move instead of standard), Gladiator 2 (spend tokens to heal from reserve, use +Cha instead of +Str to attack), Skill Focus Intimidate (trait)
HP: 11

Equipment
Armor: Leather armor (DR 1d2).
Weapons: Club (1d6 damage, ×2 critical), sling x100 bullets (1d4, ×2 critical), dagger x2 (1d4 damage, 19–20, ×2 critical) spiked gauntlet (1d4, ×2 critical), longspear (1d8, ×3 critical)
Gear: Backpack, bedroll, 50 feet of silk rope, grappling hook, torches (6), flint and steel, waterskin, thieves' tools, spade/shovel, hammer, 10x pitons, lanterns (bullseye and hooded) and x10 oil, x10 holy symbols, crowbar
9 gp, 81 sp, 90 cp

Finishing Touches
Name: Lucky
Look: always in disguise, Gene Parmesan-style. The stupider the better.
Adjectives: Clever, Driven, Worldly
CHARACTER QUESTIONNAIRE
1. You’ve just returned to civilization after a long expedition into the wilds. Where in town do you go first and why?
Straight to whoever will buy the loot. Get (rid of) it while it's hot, because you can't trust anyone.
2. You’re sitting in a bar with a few friends when someone armed with a knife bursts in. What do you do?
Tell them to drop it or die in the loudest scariest voice possible. Think like a pet dog that changes its bark when a stranger is at the door.
3. An ogre guards a door that you need to get through. How do you deal with the ogre?
Tell it to go take a bathroom break far away for as much time as we need, or die.
4. You have uncovered information that reveals that your sworn enemy is in town. He’s staying at an inn in a rough area. What do you do?
Find out why they're around, then remake the social landscape to screw them over to our advantage. Plant rumors, scare off any of their friends who don't believe them, then whatever opportunity the enemy is chasing, steal it.
5. What’s one thing about other people that never fails to annoy you?
Psychological reactance. People getting resistant to being told what to do when they think it encroaches on their "freedom," such that they need to be tricked or cajoled into doing the smart thing instead of the dumb thing just to prove a "point."

I'll calculate derived stats later.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Interested in being an Armiger. What kinds of improvements does the class need, since you mentioned it?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Vicissitude posted:

Interested in being an Armiger. What kinds of improvements does the class need, since you mentioned it?

* Your DR only needs to absorb 5 damage to earn 1 armor token, instead of 10

* If an attack misses you, but the natural roll is less than your passive Defense bonus, then you also earn an armor token. For example, a level 3 Armiger has a defense bonus of +2, and could be using a light shield for another +2 defense bonus. If they are attacked, and the result is a miss, and the natural roll is a 1, 2, or 3, then they earn 1 armor token. Note that an Armiger has a defense bonus of +0 at level, so this rule does not apply right away unless you use a shield.

* You can begin earning an armor pool at level 1, and you start with this armor ability:

quote:

Will of Steel: If an opponent hits you, you can increase your damage reduction against that attack by 1 point per armor token spent. You can spend a number of tokens on this ability up to your armiger level.

* Replace Armored Trap with this:

quote:

Armored Trap: When an opponent hits you in melee, you can spend 2 armor tokens to force them to lose any remaining actions until the end of your turn, This includes additional attacks from a full attack action, as well as the ability to make attacks of opportunity. A Will save (DC 10 + 1/2 your armiger level + your Constitution modifier + additional tokens spent) negates this effect. You can spend up to 10 additional tokens to increase the DC of the save.

* Combat Magnet no longer needs 2 tokens to activate - you only need to spend the 1 token to force attacks to be redirected to you

* Replace Draining Defense with this:

quote:

Draining Defense: Spend 1 armor token when an opponent attacks you in melee. Your opponent must make a Fortitude save (DC 10 + 1/2 your armiger level + your Constitution modifier + additional tokens spent) or be fatigued for 2d4 rounds. You can spend up to 10 additional tokens to increase the DC of the save. A fatigued creature cannot run or charge, and suffers a -2 penalty to Strength and Dexterity. You cannot use this ability to impose a condition worse than Fatigued upon a creature.

* Indomitable Wall of Iron does not have a minimum token cost in order to activate (this is official errata, but I'm writing it here for visibility)

* Iron-Sheathed Counterattack no longed requires that the opponent fail to beat your DR - they only need to hit you before you can activate the ability.

* Bonus Armor Feats can be used to acquire any other feat instead.

gradenko_2000 fucked around with this message at 04:28 on Feb 4, 2018

copperpauper
Oct 1, 2012

Flexible, Conductive, and Really, Really Poor.
I am also interested in the Iron Heroes. i'll look into my pdfs to what class i'm most interested in.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.


You wouldn't expect much of a need for a blacksmith in a city with its own wizards guild, but here we are. Magical assistance and enchantments cost a lot of gold. It's far easier to find someone who can put in a little elbow grease and get the job done at a fraction of the cost. Corrina's father learned the trade from his father, and so on for who knows how long. A sister and two brothers worked alongside her, though as the eldest and, let's face it, the largest of them all, Corrina was the one who worked the bellows for the forge, stoking the fires so her father could hammer out steel for anything a customer might need. Horseshoes, nails, fastenings and such were the most common, but the were the occasional commissions for city guard equipment. A notched blade in need of reforging or hammering out a buckled breastplate. Corrina watched and learned at his elbow. Joshua Benalish had no compunctions about passing his trade on to a daughter. She was the one most interested in the work, after all.

As she grew into the trade, Corrina began to work on projects for herself, too. A few small things here and there, but there came a time when she realized that she felt as if she couldn't much help the guard if she didn't know what it was like to wear the armor for herself. It took time and materials, which she could only scrape together after the real work was completed, but she soon began to fashion her own to wear. Content with her work, but feeling as if it was incomplete, it took another few months to round up enough to make a shield to go with it and a weapon to wield.

It wasn't until only this week that the family heard the call for aid in regard to the underground mystery. Between her familiarity with the gear she forged and the informal training Corrina had with with the off-duty guards, her father agreed, although a little reluctantly, to let her lend assistance to the city that's been so good to them.

pre:
Name: Corrina Benalish
NG Armiger 4
Age: 22

Glory Points: 2


STR: 16 (+3)
DEX: 14 (+2)
CON: 19 (+4) [+1 @ 4th]
INT: 10 ( 0)
WIS: 14 (+2)
CHA: 12 (+1)


HP:  56/56         Fort: +8
BD:   +3           Refl: +6
AC:  21/21         Will: +6
FF:  18/18

Initiative +2     Spot/Listen:  +4
30' speed

BAB: +4
 - Mw Waraxe  +10  1d10+5  20/x3 - Axe, Power, Slashing
 - Javelin  +6  30'  1d6+3  20/x2  - Piercing, Spear, Thrown
 - Shield Bash  +7  1d6+3  20/x2 - Piercing


Skills

Appraise            3 =  3  +0 Int
Balance             5 =  3  +2 Dex
Bluff               4 =  3  +1 Cha
Climb              10 =  7  +3 Str
Concentration       7 =  3  +4 Con
Craft
 - Master Armorer  11 =  7  +4 Con
Decipher Script     3 =  3  +0 Int
Disable Device      3 =  3  +0 Int
Disguise            4 =  3  +1 Cha
Diplomacy           4 =  3  +1 Cha
Escape Artist       5 =  3  +2 Dex
Forgery             3 =  3  +0 Int
Gather Info         4 =  3  +1 Cha
Handle Animal       4 =  3  +1 Cha
Heal                3 =  3  +0 Int
Hide                5 =  3  +2 Dex
Intimidate          4 =  3  +1 Cha
Jump               10 =  7  +3 Str
Listen              5 =  3  +2 Wis
Knowledge
 - History          7 =  7  +0 Int
Move Silently       5 =  3  +2 Dex
Open Lock           5 =  3  +2 Dex
Perform             4 =  3  +1 Cha
Ride                5 =  3  +2 Dex
Search              3 =  3  +0 Int
Sense Motive        5 =  3  +2 Wis
Sleight of Hand     5 =  3  +2 Dex
Speak Language      3 =  3  +0 Int
Spellcraft          3 =  3  +0 Int
Spot                5 =  3  +2 Wis
Survival            5 =  3  +2 Wis
Swim               10 =  7  +3 Str
Tumble              5 =  3  +2 Dex
Use Magic Device    4 =  3  +1 Cha
Use Rope            5 =  3  +2 Dex


Feats
 1st  - Armor Mastery 3
          - +2 DR
          - 25% chance to ignore precision damage or critical threats
 1st  - Shield Mastery 3
          - +2 Active Defense
          - +1 attack to enemy that hit shield
Arm2  - Juggernaut 3
             - +d6+2 on opposed Str checks for Bull Rush/Overrun attempts
             - May add +d6+2 to attack rolls on a charge instead of +2. Still take -2 to Defense
 2nd   - Axe Mastery 2
            - -2 to enemy DR rolls
            - Nonliving matter has -4 Hardness
 4th  - Weapon Focus [Power] (Waraxe) 2
            - +1 to hit/+2 Damage
 ***  - Improved Grapple
            - +5 Grapple checks
            - Do no provoke AoO for starting Grapple           

Class Abilities
 - Armor Pool - 14 tokens max
 - Armor Mastery - 1 category lighter
 - Tough as Nails - Carrying Capacity 21
 - Armor Ability
   - Wall of Steel
   - Combat Magnet
 - Uncanny Dodge

Traits
 - Resilient Toughness
 - Stout

Gear
 - Mw Waraxe               330
 - Mw Full Plate (D8+2)   1650
   - Mw Armor Spikes        75
 - H. Wood Shield            7
 - Shield Spikes            10
 - 5 Javelins                5
 - Mw Artisan's tool        55
 - Backpack                  2
 - Bedroll                   0.1
 - Crowbar                   2
 - Flint/steel               1
 - 10 days rations           5
 - 50' rope                  1
 - 5 torches                 0.05
 - Grapple Training       2000


Gold: 9931.85gp
HP 56/56
Armor Pool: 0/14

Vicissitude fucked around with this message at 04:52 on Dec 22, 2018

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
That looks good, Vicissitude. Thanks a lot.

MinutePirateBug
Mar 4, 2013

code:
Name: Lapin Bezkaun
Harrier Level 4
Age: ?? Young-Adult  

STR: 18 (+4)
DEX: 18 (+4)
CON: 14 (+2)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 8 (-1)


HP: 38/38  Fort: +6
Reserve Pool: 38/38
BDB:   +4     Refl: +8
AC: 18(19 w/ shield bonus 2-handed 21 w/dodge 25 against aoo)      Will: +6
FF:  10

Initiative +4     Spot/Listen: +5
30' speed(40' in combat)

BAB: +4
  
Skill Ranks
 - Know: Nature +7
 - Agility      +6
 - Athletics    +6
	Skill			Modifier Ranks   Stats   Misc
	-----			-------- -----   -----   ----
Academia
	Appraise		+4	4	+0
	Concentration		+6	4	+2
	Decipher Script		+4	4	+0
	Heal			+6	4	+2
	Knowledge (all)		+4	4	-0
	Knowledge (Nature)	+7	7	-0
Agility
	Balance			+13	7	+4      +2 synergy from 5 ranks in tumble
	Escape Artist		+13	7	+4     
	Tumble			+17	7	+4      +4 bonus from harrier 2x dex bonus +2 bonus from synergy for 5 ranks in jump           
Athletics
	Climb			+11	7	+4
	Jump			+13(17)	7	+4      +4 in combat only bonus for enhanced speed +2 synergy for 5 ranks in tumble
	Swim			+11	7	+4
Mysticism
	Concentration		+6	4	+2
	Decipher Script		+4	4	-0
	Spellcraft		+4	4	-0
	Use Magic Device	+3	4	-1	
Perception
	Listen			+6	4	+2
	Search			+4	4	+0
	Sense Motive		+6	4	+2
	Spot			+6	4	+2
Robbery
	Disable Device		+4	4	-0
	Forgery			+4	4	-0
	Open Lock		+8	4	+4
	Sleight of Hand		+8	4	+4
Social
	Bluff			+3	4	-1
	Diplomacy		+3	4	-1
	Gather Information	+3	4	-1
	Intimidate		+2	4	-2
Stealth
	Hide			+8	4	+4
	Move Silently		+8	4	+4
Theatrics
	Bluff			+2	4	-2
	Disguise		+2	4	-2
	Perform			+2	4	-2
	Sleight of Hand		+8	4	+4
Wilderness Lore
	Handle Animal		+3	4	-1
	Ride			+8	4	+4
	Survival		+6	4	+2
	Use Rope		+8(10)	4	+4       +2 synergy bonus from rank 5 escape artist only when attempting to bind someone
Ungrouped
	Craft			+4	4	-0
	Profession		+6	4	+2

Feats
Level Obtained
 1st  - Dodge 2 (+2 active defense) must declare on one target
 1st  - Two-weapons fighting 2 (-2 penalty main -6 penalty offhand, when using two weapons), +1 shield defense while wielding two peaons or double weapon
2nd General feat - exotic weapon mastery twin-blade
Special -Improved Grapple +1 to all Grapple checks for every +4 BAB
4th Improved critical [Finesse]  2 - Doubles threat range of weapon, +4 to confirm critical hits

Class Abilities
 - Combat Speed (+2 square/10 ft movement in combat)
 - Combat Mobility (+4 bonus defense against attack of opportunity, can move full speed when using tumble skill gain double dex bonus during tumble checks)
 - Mobile Assault When you use a move action to move and then a standard action to attack, you gain a bonus to your attack equal to the number of squares you moved. This bonus lasts until the start of your next action.)

Traits
 - Strong (+2 str, -2 int, -2 cha)
 - Bloodthirsty (+1 damage, will & fort saves, for every kill up to str modifier)

Gear
Carry weight light load- 100 lbs medium 101-200 lbs, heavy 201-300
Weapons: Scimitar (1d6 damage, 18-20(15-20), x2 critical 4 lbs), javelins (10) (1d6 damage, x2 critical) (8)2 lbs per, dagger (1d4 damage 19-20(17-20) x2 critical) 1 lbs, 
Two-bladed sword (1d8/1d8 19-20(17-20), x2 critical (sword, double, finesse, slashing) masterwork +1 attack) 10 lbs-  [Total attack bonus +9, total damage bonus +8] 
Bone club +2 attack vs undead (1d6 damage) 3 lbs

Backpack 2 lbs, bedroll 5 lbs, 50 ft of silk rope, 5 lbs torches (6) (6)1 lbs per, flint and steel waterskin, Leather armor 1d2 15 lbs
3x alchemist fire flask (3.75)1-1/4 lbs per, 3x alchemist frost flask (3.75)1-1/4 lbs per, 3x acid flask 3.75(lbs), 3 flash powder 3 lbs, 3 smoke bomb 3 lbs, 3 thunderstones 3 lbs

Total weight: 93.25 lbs


Gold: 12087 -1316 = 10771 gold left bought - 6 javelins, 8 alchemist fire, 8 alchemist frost, 9 flash powder, 9 smoke bombs, 9 flash powder, 9 thunderstones, 6 acid flasks

MinutePirateBug fucked around with this message at 23:21 on Aug 4, 2019

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
That looks good, MinutePirateBug

slydingdoor
Oct 26, 2010

Are you in or are you out?

quote:

Concept: Fallen housed noble who joined the circus to escape execution.
Name: Seren D'pity
Thief
Age: ??

STR: 14 (+2)
CON: 12 (+1)
DEX: 16 (+3)
INT: 10 ( 0)
WIS: 14 (+2)
CHA: 18 (+4)


HP: 11/11 Fort: +2
BD: +1 Refl: +4
AC: 14/18 Will: +3
FF: 10

Initiative +3 Spot/Listen: +5
30' speed

BAB: +0
Melee: +4
Ranged: +4

Skills
6 ranks in Agility, Athletics, Robbery, Social, Stealth, Theatrics, Knowledge: Local. 3 ranks in everything else.

3 Appraise
11 Balance
10 Bluff
8 Climb
4 Concentration
3 Craft
3 Decipher Script
12 Diplomacy
6 Disable Device
10 Disguise (12 to act in character)
9 Escape Artist
6 Forgery
12 Gather Information
7 Handle Animal
5 Heal
9 Hide
15 Intimidate
10 Jump
3 Knowledge (6 local)
5 Listen
9 Move Silently
9 Open Lock
10 Perform
5 Profession
6 Ride
3 Search
5 Sense Motive
11 Sleight Of Hand
1 Speak Language
3 Spellcraft
5 Spot
5 Survival
8 Swim
11 Tumble
7 Use Magic Device
6 Use Rope (8 to bind)

Feats
-Overwhelming Presence 3 (Use first move action to gain +Cha to Defenses for the encounter, browbeat as a free action vs 1 opponent
1/opponent/encounter, Intimidate as move instead of standard),
-Gladiator 2 (spend tokens to heal from reserve, use +Cha instead of +Str to attack),
-Skill Focus Intimidate (trait)

Class Abilities
-Alias
-Skill Expertise
-Sneak attack 1d6

Traits
-Powerful
-Patrician (Tyrant)

Equipment
Armor: Leather armor (DR 1d2).
Weapons: Club (1d6 damage, ×2 critical), sling x100 bullets (1d4, ×2 critical), dagger x2 (1d4 damage, 19–20, ×2 critical) spiked gauntlet (1d4, ×2 critical), longspear (1d8, ×3 critical)
Gear: Backpack, bedroll, 50 feet of silk rope, grappling hook, torches (6), flint and steel, waterskin, thieves' tools, spade/shovel, hammer, 10x pitons, lanterns (bullseye and hooded) and x10 oil, x10 holy symbols, crowbar
9 gp, 81 sp, 90 cp

slydingdoor fucked around with this message at 05:50 on Feb 16, 2018

Ryuujin
Sep 26, 2007
Dragon God
pre:
    Name: Magnuth Oswell
    Class: Berserker 1/Weapon Master 3
    Traits: Mighty Build (can use large weapons), Strong (+2 Str, -2 Int, -2 Cha)
    Height: 6'6”
    Weight: 254 lbs
    Hair: Brown
    Eyes: Green

    Ability Score:	
    ---------------------		
    Str:	21 (+5)		HP:  	54/54	R.HP:	54/54
    Dex:	14 (+2)		DR:	1d4+1	Def.:	15 (10+3+2)
    Con:	16 (+3)		Fort: 	7 (4+3)	Speed:	30	
    Int:	08 (-1)		Ref:	6 (4+2)	Init:	+2
    Wis:	14 (+2)		Will:	6 (4+2)	Fury	0/11
    Cha:	10 (+0)		BAB:	4	W.Pool	0/12

Attacks	
	Large Greataxe	+10	3d6+9  (+11 3d6+11 BS) 20/x3
	Large Maul	+9	3d6+7  (+9 3d6+9 BS) 20/x3


    Skills:
	Skill			Modifier Ranks   Stats   Misc
	-----			-------- -----   -----   ----
Academia
	Appraise		+2	3	-1
	Concentration		+6	3	+3
	Decipher Script		+2	3	-1
	Heal			+5	3	+2
	Knowledge (all)		+2	3	-1
	Knowledge (Nature)	+6	7	-1
Agility
	Balance			+5	3	+2
	Escape Artist		+5	3	+2
	Tumble			+5	3	+2
Athletics
	Climb			+12	7	+5
	Jump			+12	7	+5
	Swim			+12	7	+5
Mysticism
	Concentration		+6	3	+3
	Decipher Script		+2	3	-1
	Spellcraft		+2	3	-1
	Use Magic Device	+3	3	+0	
Perception
	Listen			+5	3	+2
	Search			+2	3	-1
	Sense Motive		+5	3	+2
	Spot			+5	3	+2
Robbery
	Disable Device		+2	3	-1
	Forgery			+2	3	-1
	Open Lock		+5	3	+2
	Sleight of Hand		+5	3	+2
Social
	Bluff			+3	3	+0
	Diplomacy		+3	3	+0
	Gather Information	+3	3	+0
	Intimidate		+3	3	+0
Stealth
	Hide			+5	3	+2
	Move Silently		+5	3	+2
Theatrics
	Bluff			+3	3	+0
	Disguise		+3	3	+0
	Perform			+3	3	+0
	Sleight of Hand		+5	3	+2
Wilderness Lore
	Handle Animal		+3	3	+0
	Ride			+5	3	+2
	Survival		+5	3	+2
	Use Rope		+5	3	+2
Ungrouped
	Craft			+2	3	-1
	Profession		+5	3	+2

    Feats:
	Cleave (can make a free attack after dropping an enemy, +2 bonus to cleave rolls)
	Weapon Focus Great Axe (+1 attack, +2 damage, with great axes)
	Armor Mastery (+1 to my DR, 25% chance to negate crit/sneak attack)
	Axe Mastery (ignore 2 DR, ignore 4 Hardness, range 10 throw on axes)



    Class Abilities
 - Fury Pool - 11 tokens max
 - Berserker DR - 1d4
 - Berserk Ability - Berserk Strength - Spend 2 Fury tokens for +2 Str, +2 Con, for 2+new con mod rounds,
                  can spend 1 more Fury Token at any time to extend the duration 2 rounds.  1/encounter.
 - Berserk Ability - Primal Howl - All enemies within 60ft must make a Will save DC (10+1/2 my Berserker
                  level + my Str Mod (5( 6 with Berserk Strength)) + Tokens Spent)  On a failed save any 
                  creature with fewer HD than me is Frightened, those with same or more HD than me
                  is instead Shaken.  Either effect lasts 2+my Con mod Rounds.  Minimum 2 Fury Tokens
                  to use as a Standard Action.  Minimum 6 tokens to use as a Move Action.  Minimum of
                  10 tokens to use a Free Action.
 - Favored Weapon - Use the special favored base attack bonus when using Greataxe.
 - Weapon Pool - Can designate a single opponent as the target of my weapon pool.  When I attack
		   that opponent with my favored weapon, I earn 1 weapon token each time my attack hits.
		   I get this token even if the target's armor absorbs all the damage I inflict.  I can change
		   my target once per round as a free action but lose any tokens I have built up against
		   the original target.  I cannot hold more than weapon master level +10 tokens.
 - Weapon Style - Mighty Blow - After rolling damage, I may spend 3 weapon tokens to reroll
		   all the damage dice used for the attack, including damage represented as
		   bonus dice.  I use the higher of the two damage results.
 - Weapon Style - Critical Strike - Before rolling attack I may spend up to 5 weapon tokens as part of a
		   standard action to make one attack at my best BaB and if this attack hits treat the die result
		   as 1 higher per token spent than the actual roll when determining whether I score a critical
		   threat.  Resolve the threat as normal, without the benefit of this ability.

Gear
 - Large Greataxe            40
 - Large Maul                16
 - 5 Javelins                5
 - Backpack                  2
 - Bedroll                   0.1
 - Crowbar                   2
 - Flint/steel               1
 - 10 days rations           5
 - 50' rope                  1
 - 5 torches                 0.05


Gold: 552.85gp

Ryuujin fucked around with this message at 04:08 on Dec 21, 2018

Nephzinho
Jan 25, 2008





quote:

Name: Kanaan Marantz
Class: Weapon Master l.3
Age: 35

HP: 46
STR: 19 (+4)
DEX: 16 (+3)
CON: 16 (+3)
INT: 10 (0)
WIS: 12 (+1)
CHA: 14 (+2)

Traits:
Dexterous
Dexterous

Maxed Skills:
Climb l.4
Jump l.4
Swim l.4
(Knowledge) Geography l.4

Areas of Study:
Primary, Power
Secondary, Finesse

Feats:
Weapon Focus (Lance) l.3
Hafted Weapon Mastery l.3
Mounted Combat l.3
Combat Reflexes l.2

Special Abilities:
Favored Weapon (Lance)
Weapon Pool [13] (Lance)
Weapon Style [Weapon Agility]
Weapon Style [Critical Strike]

Armor:
Chain Mail +1 (1d5)

Weapons:
Lance +1 (Spear; charger, piercing, reach)
Lance (Spear; charger, piercing, reach)
Javelin x3 (Spear, thrown; piercing)

Gear:
Backpack, bedroll, 50 feet of hempen rope, torches (6), flint and steel, waterskin, grappling hook
Amulet of Strength

Best friend:
Sebastian (Guard dog; attack, defend, guard, down)
Anteglue (Warhorse, saddle pack, saddle riding, saddlebags x2)

Monies:
11,930 gold, 98 silver

Base Attack: 1d20+11
Base Damage: 1d8+11

Nephzinho fucked around with this message at 19:52 on Dec 21, 2018

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
A change to Berserkers, per discussion with Ryuujin:

* The Berserker also gains 5 Fury tokens whenever an enemy is dropped to 0 or fewer hit points in their presence, not just allies.
* The Berserker gains 1 Fury token whenever they successfully hit an enemy

I'm also acknowledging character sheets from Ryuujin and Nephzinho.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
For my own reference:

Opportunity attacks are triggered if the character moves more than 25% of their speed, rounded down.

For 6 squares movement, this is if the target moves more than 1 square
For 8 squares movement, this is if the target moves more than 2 squares

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
The group is able to scavenge the chitinous plates from the armored rat into a [Rodent Reinforcement Stitching]. If you use this item, use the maximum value for your DR rolls for the rest of the encounter. You can use this item in reaction to a hit that's about to land.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
The [Glass Punch Dagger] will shatter as soon as you use it, but it will guarantee that all your attacks within this turn will hit (and any critical hits will confirm).

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
The chest you found contains:

* A Bone Club, that gives you +2 to attack rolls when fighting undead
* A potion of paralyzing liquid - causes 1 round of paralysis to anyone who drinks or comes in contact with the liquid

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Keepalive post

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Updated my stats for level 2. Only my Athletics skill group increased, but so did my BAB and BDB. Took Axe Mastery and Juggernaut for my feats.

Ryuujin
Sep 26, 2007
Dragon God
Updated my stats for level 2. HP doubled to 30. Same on the Athletics skill group. Well my changes really look like Vicissitude's except I only got one feat so no Juggernaut for me.

EDIT: Well changed my mind. Instead of going Berserker 2 I grabbed a level of Weapon Master. HP nearly doubled to 28. Athletics skill group went up. Dropped Axe Master for Armor Master instead as that is an option by taking Weapon Master. Will probably grab Axe Master at the next chance unless my Armor Mastery is 2 by that point.

Ryuujin fucked around with this message at 05:06 on Apr 1, 2018

Nephzinho
Jan 25, 2008





Kanaan's HP and base attack bonus have increased. All of that sitting back at reach has improved his Combat Reflexes, giving +3 opportunity attacks per round (which can be expended against a single target for +2 attack per extra attack).

slydingdoor
Oct 26, 2010

Are you in or are you out?
Retrained my traits into perform instead of intimidate. I'll still be making browbeat checks and stuff but things might have a snowball's chance in hell of resisting them now.

slydingdoor posted:

Concept: Fallen housed noble who joined the circus to escape execution.
Name: Seren D'pity
Thief 2
Age: ??

STR: 14 (+2)
CON: 12 (+1)
DEX: 16 (+3)
INT: 10 ( 0)
WIS: 14 (+2)
CHA: 18 (+4)


HP: 18/18 Fort: +3
BD: +2 Refl: +5
AC: 15/19 Will: +4
FF: 10

Initiative +3 Spot/Listen: +5
30' speed

BAB: +1
Melee: +5
Ranged: +5

Skills
9 ranks in Perform (sing). 7 ranks in Agility, Athletics, Robbery, Social, Stealth, Theatrics, Knowledge: Local. 3 ranks in everything else.

3 Appraise
12 Balance
11 Bluff
9 Climb
4 Concentration
3 Craft
3 Decipher Script
13 Diplomacy
7 Disable Device
11 Disguise (13 to act in character)
10 Escape Artist
7 Forgery
13 Gather Information
7 Handle Animal
5 Heal
10 Hide
13 Intimidate
11 Jump
3 Knowledge (6 local)
5 Listen
10 Move Silently
10 Open Lock
20 Perform
5 Profession
6 Ride
3 Search
5 Sense Motive
12 Sleight Of Hand
1 Speak Language
3 Spellcraft
5 Spot
5 Survival
8 Swim
12 Tumble
7 Use Magic Device
6 Use Rope (8 to bind)

Feats
-Overwhelming Presence 3 (Use first move action to gain +Cha to Defenses for the encounter, browbeat as a free action vs 1 opponent
1/opponent/encounter, Intimidate as move instead of standard),
-Gladiator 2 (spend tokens to heal from reserve, use +Cha instead of +Str to attack),
-Skill Focus Perform (trait)

Class Abilities
-Alias
-Skill Expertise
-Sneak attack 1d6

Traits
-Skillfull (perform)
-Patrician (Tyrant)

Equipment
Armor: Leather armor (DR 1d2).
Weapons: Club (1d6 damage, ×2 critical), sling x97 bullets (1d4, ×2 critical), dagger x2 (1d4 damage, 19–20, ×2 critical) spiked gauntlet (1d4, ×2 critical), longspear (1d8, ×3 critical)
Gear: Backpack, bedroll, 50 feet of silk rope, grappling hook, torches (6), flint and steel, waterskin, thieves' tools, spade/shovel, hammer, 10x pitons, lanterns (bullseye and hooded) and x10 oil, x10 holy symbols, crowbar
9 gp, 81 sp, 90 cp

MinutePirateBug
Mar 4, 2013
Okay, sorry about the delay, just put a level in harrier and modified my character sheet. Bought a masterwork double bladed sword 100 g 300 g for master work. Leather armor 10 g. Acid (flask) 3x total 30gp. Alchemist's fire (flask) 2x total 40gp. Alchemist frost (flask) 1x total 20gp.

Total spent 500 gp.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Keepalive post

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Keepalive post

Nephzinho
Jan 25, 2008





Only material changes to Kanaan on this level are more HP so I hopefully don't spend an entire adventure near death, and I can expend my multiple AOO's on a single enemy to ensure I get the hit. Looking at spending gold, may just top up my javelins and javelins.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Keepalive post

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Keepalive post

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Congratulations! You've survived the Tower of Bad Light, and have accomplished your mission.

The party heads back to town, squid entrails and box of diamond dust in tow, and your patron is extremely pleased, to say the least.

* You level up to level 4

* earn 5,000 GP as payment for the job
* earn another 30,000 GP from the diamond dust
* earn another 3,000 GP from the various squid curiousities you were able to salvage from the body
* that's 48,000 GP total, or 12,000 GP per person if you split it evenly four ways

* Kanaan and Lapin both gain the Improved Grapple feat, and they also get a +1 to all Grapple checks for every +4 BAB they have (I believe that means the first +1 would kick in as you hit level 4 in your respective classes)

* Corrina and Magnuth can also learn this feat, and that special Grapple bonus, for the price of 2,000 GP

Post in the thread once you've done your level-ups, and tell me about the cool new things you've gained.

Also, I'm sensitive to the fact that maybe you won't have much to spend your gold on, so if you feel that, and/or if you have ideas for what you'd like to have/get/buy, let me know.

gradenko_2000 fucked around with this message at 15:06 on Dec 14, 2018

Ryuujin
Sep 26, 2007
Dragon God
Stats using the array in first post. Feats following guideline in first post instead of 1 at 1st and 1 every 3 levels. Not much to look at at this level, but at level 5 can turn into a small form and gets a second set of attacks that will do similar piddly damage. Not sure what feats to take as only have 1 Mastery starting out, get the 2nd at 5th level but also natural attacks don't count as Finesse or Power until 10th level so grabbing those wouldn't help before then.

pre:
    Name: Zax
    Class: Spirit Servant 4
    Traits: Prodigy (Wall of Steel), Prodigy (Armor Mastery)
    Height: 6”
    Weight: 10 lbs
    Hair: N/A
    Eyes: Red

    Ability Score:	
    ---------------------		
    Str:	17 (+3)		HP:  	29/36	R.HP:	36/36
    Dex:	16 (+3)		DR:	1d4+2	Def.:	17 (10+2+3+2)
    Con:	16 (+3)		Fort: 	7 (4+3)	Speed:	20, 60 Fly (average)	
    Int:	12 (+1)		Ref:	7 (4+3)	Init:	+3
    Wis:	14 (+2)		Will:	6 (4+2)	
    Cha:	10 (+0)		BAB:	4	

Attacks	
	Bite		+9	1d3+3   20/x2
	Unarmed	+9	1d2+3+2	20/x2

    Skills:
	Skill			Modifier Ranks   Stats   Misc
	-----			-------- -----   -----   ----
Academia
	Appraise		+4	3	+1
	Concentration		+6	3	+3
	Decipher Script		+4	3	+1
	Heal			+5	3	+2
	Knowledge (all)		+4	3	+1
	Knowledge (Nature)	+4	3	+1
Agility
	Balance			+6	3	+3
	Escape Artist		+6	3	+3
	Tumble			+6	3	+3
Athletics
	Climb			+6	3	+3
	Jump			+6	3	+3
	Swim			+6	3	+3
Mysticism
	Concentration		+10	7	+3
	Decipher Script		+8	7	+1
	Spellcraft		+8	7	+1
	Use Magic Device	+3	7	+0	
Perception
	Listen			+5	3	+2
	Search			+4	3	+1
	Sense Motive		+5	3	+2
	Spot			+5	3	+2
Robbery
	Disable Device		+4	3	+1
	Forgery			+4	3	+1
	Open Lock		+6	3	+3
	Sleight of Hand		+6	3	+3
Social
	Bluff			+3	3	+0
	Diplomacy		+3	3	+0
	Gather Information	+3	3	+0
	Intimidate		+3	3	+0
Stealth
	Hide			+18	7	+3	+8 (size)
	Move Silently		+10	7	+3
Theatrics
	Bluff			+3	3	+0
	Disguise		+3	3	+0
	Perform			+3	3	+0
	Sleight of Hand		+5	3	+3
Wilderness Lore
	Handle Animal		+3	3	+0
	Ride			+6	3	+3
	Survival		+5	3	+2
	Use Rope		+6	3	+3
Ungrouped
	Craft			+4	3	+1
	Profession		+5	3	+2

    Feats:
	Armor Mastery (+2 to my DR, 25% chance to negate crit/sneak attack)
	Wall of Steel (Weapon hitting me takes my DR in damage, can use Shield 
	to increase DR, .)
	Juggernaut (Add DR to Str check when making bull rush and overrun attacks.)
	Unarmed Combat (Power) (Always considered armed, +2 damage to unarmed)


    Race Abilities
- Ability Scores:  -2 Str, +2 Dex, Outsider, Tiny)
- Type:  Outsider
- Size (Tiny):  +2 size bonus to Defense, +2 size bonus to Attack Rolls, +8 size bonus on Hide
	checks, but lifting and carrying capacity are half those of a Medium character.  Despite
	my tiny size my reach is 5 ft and I do not need to enter another creature's square to attack it.
- Base Speed:  20', Fly 60' (average maneuverability)
- Darkvision:  Can see in the dark up to 60'.  Darkvision is black and white but is otherwise like 
	normal sight, and can function just fine with no light at all.
- Primary Attack:  Bite that deals 1d3 points of damage.
- Languages:  Common, Draconic, Sylvan.

    Class Abilities
- Armor Mastery 2
- Power Mastery 1
- Other Mastery 0
 - Alter Form (appearance) - Can change physical appearance as a standard action at any time.
	New appearance can be that of any creature of my current size category, and can be 
	maintained as long as desired.  These changes in appearance have no effect on my
	abilities.  Can adopt the form of a toad and still be able to fly for instance.  Make a 
	disguise check if attempting to impersonate a specific type of creature such as a cat
	or raven, this check is opposed by an observer's Spot check.  Observers who win the
	opposed check notice something odd or unnatural about the creature they are viewing.
 - Telepathic Link
 - Natural Armor - +2
 - Damage Reduction 1d4/Magic


Gear

Gold: ??gp

Ryuujin fucked around with this message at 08:01 on Feb 22, 2019

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
keepalive post

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
keepalive post

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
keepalive post

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MinutePirateBug
Mar 4, 2013
Well, you can tell by the way I use my walk

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