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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. 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 |
# ? Jan 30, 2018 14:35 |
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# ? Apr 26, 2024 08:49 |
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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.
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# ? Jan 30, 2018 19:11 |
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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).
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# ? Jan 30, 2018 20:27 |
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Interest post! No idea what I want to play yet.
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# ? Jan 30, 2018 20:46 |
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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.
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# ? Jan 31, 2018 05:55 |
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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.
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# ? Feb 3, 2018 03:24 |
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Interested in being an Armiger. What kinds of improvements does the class need, since you mentioned it?
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# ? Feb 3, 2018 03:47 |
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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 |
# ? Feb 3, 2018 09:15 |
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I am also interested in the Iron Heroes. i'll look into my pdfs to what class i'm most interested in.
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# ? Feb 4, 2018 03:42 |
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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 Armor Pool: 0/14 Vicissitude fucked around with this message at 04:52 on Dec 22, 2018 |
# ? Feb 4, 2018 05:45 |
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That looks good, Vicissitude. Thanks a lot.
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# ? Feb 4, 2018 06:44 |
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code:
MinutePirateBug fucked around with this message at 23:21 on Aug 4, 2019 |
# ? Feb 4, 2018 07:50 |
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That looks good, MinutePirateBug
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# ? Feb 4, 2018 07:59 |
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quote:Concept: Fallen housed noble who joined the circus to escape execution. slydingdoor fucked around with this message at 05:50 on Feb 16, 2018 |
# ? Feb 6, 2018 05:50 |
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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 |
# ? Feb 6, 2018 09:15 |
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quote:Name: Kanaan Marantz Nephzinho fucked around with this message at 19:52 on Dec 21, 2018 |
# ? Feb 6, 2018 23:37 |
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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.
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# ? Feb 7, 2018 08:24 |
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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
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# ? Feb 11, 2018 04:12 |
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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.
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# ? Feb 13, 2018 10:19 |
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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).
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# ? Feb 16, 2018 04:57 |
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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
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# ? Feb 16, 2018 06:06 |
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Keepalive post
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# ? Mar 16, 2018 15:03 |
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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.
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# ? Apr 1, 2018 04:06 |
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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 |
# ? Apr 1, 2018 04:14 |
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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).
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# ? Apr 1, 2018 15:26 |
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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.
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# ? Apr 1, 2018 19:23 |
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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.
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# ? Apr 3, 2018 05:24 |
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Keepalive post
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# ? May 5, 2018 10:53 |
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Keepalive post
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# ? Jul 27, 2018 14:10 |
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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.
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# ? Aug 1, 2018 14:02 |
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Keepalive post
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# ? Sep 17, 2018 14:49 |
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Keepalive post
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# ? Oct 13, 2018 17:06 |
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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 |
# ? Dec 14, 2018 14:19 |
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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 |
# ? Dec 21, 2018 05:13 |
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keepalive post
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# ? Feb 4, 2019 05:02 |
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keepalive post
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# ? May 7, 2019 10:38 |
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keepalive post
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# ? Aug 3, 2019 16:15 |
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# ? Apr 26, 2024 08:49 |
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Well, you can tell by the way I use my walk
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# ? Aug 4, 2019 22:42 |