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Lefty Human Rogue 13 STR 18 DEX 20 CON 16 INT 15 WIS 12 CHA 12 Stats: HP: 101 Initiative: +7 (+5 DEX, +2 trait) Speed: 30ft; Climb: 30ft BAB: +9/+4 CMB: +13; +2 to grappling CMD: 28, flat-footed CMD 23, +2 to grappling AC 24, FF 18, Touch 15 Fort +7, Ref +13, Will +5 +2 to saves vs. Sleep, Paralysis, or Stun Rogue Power: Sneak Attack 7d6 (14d6+42 when using a blundgeoning attack for subdual damage) Trapfinding; +27 to locate traps, +32 to disable traps Trap Sense: +4 to AC/Reflex vs traps Improved Evasion Improved Uncanny Dodge (never flat-footed or flanked, gets Dex to AC vs. invisible hits) Rogue Talent Offensive Defense: When sneak attack, add +(SA dice) to AC for 1 round Trap Spotter: Auto-Perception when within 10 feet of trap mechanism or trigger Ninja Trick: Wall Climber: i haz a climb speed Fast Getaway: After sneak attack or Sleight of Hand, can Withdraw as a move action. Improved Evasion Concussive Strike: On SA, damage target for 1 point each of INT, WIS, and CHA Feats: Sap Adept: When sneak attacking for bludgeoning/subdual, +2 damage per SA die Improved Unarmed Strike Combat Expertise Improved Feint Superior Unarmed Strike: Unarmed damage is based on HD, currently 1d8. Sap Master: When sneak attacking for bludgeoning/subdual, double SA dice rolled. Dragon Style: +2 to saves vs. Sleep, Paralysis, or Stun. Can Run/Charge/Withdraw over difficult terrain at no penalty. One unarmed strike per round gets 1.5x STR bonus (instead of 1x STR bonus) Skills: Acrobatics +23 Appraise +7 Bluff +17 Climb +23 Diplomacy +17 Disable Device +23 Disguise +5 Escape Artist +21 Intimidate +6 Linguistics +19 Perception +18 Sense Motive +9 Sleight of Hand +20 Stealth +20 Swim +8 UMD +15 Knowledge: Dungeoneering +8 Knowledge: Local +7 Armaments: Gloves/Unarmed Strike: does a base 1d8 damage, from feat. Gloves enchanted to +4 (which bypasses DR/silver, cold iron, or adamantine), with +1d6 force damage and +1d8 acid damage on a hit. Tactic: Dwarf Defender gives Total Defense as a free action after any crit or sneak attack. +19/+14 to hit; Base damage 1d8+10, crit 19-20 Spotting Rifle: +1 rifle, damage 1d8+1, range 80'. Can Sneak Attack at range. Ironbark Grenades x3: 1d8+2 damage in 10' burst, throw range 40' Dagger: plain ol' dagger. In a spring-loaded wrist sheath for quick-draws. Composite Shortbow, STR 16. 1d6+3 damage, quieter than a rifle. Other Equipment: Hands slot: Bonebreakers. +2 STR, +4 to break stuff, Daily Will DC 14 or -6 STR on hit Alternate Hands slot: Gloves of Reconnaissance Alternate Alternate Hands slot: Climbing Gloves. Nonmagical, +2 to climb checks. Ring: Ferocious Action Ring: Monkey's Swagger. +10 climb speed, +4 climb checks Shield Slot: What am I, not a rogue? Hat/Mask slot: Broad-rimmed waterskin hat. It keeps the rain off, shut up. Eyes slot: Technological Visor, +3 to Find/Disable traps. Neck slot: Bulletproof Amulet. +2 AC vs pew pew pew Shoulder's Slot: Hedge Wizard's Cloak, Divination class. Detect Magic at will, 1/day: Detect Secret Doors. 1/day: True Strike. Chest slot: +4 Chain Shirt of Brawling (grants unnamed +2 attack/damage to unarmed strikes) Belt slot: Clothes slot: Runner's Shirt. 1/day take an extra Move action. Feet slot: Cat boots. Minimal damage from falls, always land on feet. Pathfinder's Kit Dungeoneering Kit Deluxe Balance Pole MW Thieves Tools Crowbar Magnet Steel Mirror Soap Whistle Everburning Torch Soul Soap Silversheen x2 Traveler's Anytool Seer's Tea x2 Tanglefoot Bag x5 Alchemist's Fire x5 Acid x5 Air Crystals Alchemical Cement x5 Alchemical Glue x3 Alchemical Solvent x3 Impact Foam x2 Powder x5 Vermin Repellant x5 Water Purification Sponge, 10 uses Smelling Salts Potion of Cat's Grace Potion of CLW And a Handy Haversack to keep all this poo poo in 12822 gp Rtwo fucked around with this message at 07:11 on May 29, 2014 |
# ? Nov 2, 2013 15:31 |
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# ? Apr 24, 2024 11:34 |
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Okay, character sheet is double super actually updated. Currently I'm frowning at the way the Void subdomain's granting of planar binding spells interacts with cleric restrictions on alignment (ie can't summon up and bind some demons as a good cleric), but I think the best solution is to just ignore them. zachol fucked around with this message at 04:40 on Nov 3, 2013 |
# ? Nov 3, 2013 04:37 |
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hey guys my house is uninhabitable because sewage pipes broke and backed up and well long story short I'm not putting the game on hiatus so please check the thread once a day for updates but but well I may slow down for a bit!
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# ? Nov 11, 2013 02:28 |
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I guess that's the reason why this game is poop! Just kidding :<
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# ? Nov 11, 2013 02:32 |
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Ahahah, that's horrible.
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# ? Nov 11, 2013 07:48 |
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Please don't drown in poop water.
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# ? Nov 11, 2013 09:08 |
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We're back. Sorry it had to be another hiatus! Please promptly kick into gear as once you finish the meeting with Richard(which you have now, like it or not) any progress towards your goal of "Deal with Barnabus" will be a function of things you do in some sort of, dare I say, SANDBOX questing environment!
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# ? Nov 21, 2013 15:28 |
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Jeffry
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# ? Dec 18, 2013 07:48 |
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Thadius Nightsbane is one of the last surviving members of the Hunters of the Night, an order founded around 750 years ago to kill the undead and other denizens of the night who pray on mortals. According to the order's legends the founding members were two dhamphir, dissatisfied with conduct of their parents, turned against them and recruited others for their fight. Thadius is merely the latest in a long line said to have been descended from them. The order itself was host to many races and professions, counting among its members wizards and rogues, priests and warriors. It wasn't picky on who could join, save that they were willing to undergo training and take oaths. The majority of the members were people who had suffered in one form or another at the hands of the undead or other monsters. The minority were clans who dedicated themselves to the hunt. Control of the order always resided in these small clans. The order claimed no official saint or ties to a particular god, but Saint Cuthbert was a favorite. At the time Thadius was in the order, having been born into it, the order was in decline. Rising industrialization gave new haven to vampires, making the hunter's job harder. Casusality rates went up. Recruitment was down. And the countryside was even thicker with other monsters, fleeing the growing cities. Nobility that had graciously funded the order was slowly being replaced with businessmen and tycoons who cared not for the order's cause. Still it carried on as it ever had, as there were always more threats. But then the Mind Flayer war came. The order's HQ was located in the mountains of northern Draunt, and was initially safe despite being near the border. Around year three of the war though the Mind Flayers made a push and the order had to make a fighting retreat, sealing up their most powerful weapons in a vault. After that the order became involved in the war itself, until year five of the war, when the border had been pushed back past their HQ. The order of the Hunters of the Night end came when they tried to reclaim it. Tired after so much fighting, happy to have secured their HQ, they had let their guard down. Powerful vampires had forged alliances with monsters and others of their kind, then attacked as the weakened order as they tried to enter. Some were already waiting inside, the rest flanked the outside. The order was nearly overrun because the vampires had managed to get their hands on illithid technology that somehow shielded themselves from the sun, allowing an attack during the day. Only their poor handling of the devices, or possibly their malfunctioning, allowed some members to survive and defeat the attack as the devices failed soon after the attack began. Only twelve members survive the attack. After a conference, it was decided they would rejoin the war as mercenaries to raise funds to rebuild. By the end of the war only five members were alive and without much to show for it. They were Rodger, Thadius's uncle, and the current head of the order. Rodger is an extensively scarred human warrior with a prosthetic silver jaw after his real one was bitten off by a massive troll. Valeria and Waldo, twin dwarven sorcerers with demonic blood and ties, fighting fire with fire. Esmerelda, an elven femme fatale assassin, who specializes in infiltrating cults or seducing targets. She suffered horribly at the hands of a cult and was saved at the last minute by the order, but not before being roasted in the sacrificial fire. Burns cover her arms and chest, and she always wears long elbow length gloves. And Thadius. Currently the order has contracted with the Society. In exchange for their expertise and being sent on missions, the Society has agreed through the dwarves council to fund the order as a side branch. The surviving members were reluctant but its the best offer they were likely to get so they accepted. Currently Rodger is back at the orders HQ with a batch of recruits he is training, numbering forty-five. Valeria and Waldo, inseparable, have been tasked with guarding the dwarves council and making sure the city is free of vampires and malevolent undead. Esmerelda is on some secret mission, of which no one but Rodger knows of. With everyone else occupied Thadius is the one sent out to take care of the things that bump in the night. The only help he gets is from his great uncle Hector, an old priest of Pelor who suffers from some form of dementia. Thadius himself is a troubled man. He used to a confident well liked boy who was shaping up to be the cream of the current crop of hunters, but the devastation of the order has changed that. Years of fighting in the war and having his friend and family die around him has left him a different man. Now he's narcissistic, hiding his pain and sorrow behind a mask of indifference and being a bit jerk. When the situation is dire he pulls out of it and concentrates on the matter at hand but still can't help himself from making snide remarks, bragging, taunting his foes, and showboating. Thadius wields an ancient scorpion whip known as the 'Lamentation'. It was part of the cache of weapons the order had left behind when they originally fled their HQ. After they are decimated the survivors had gone through the vault for what they could salvage. The whip, along with a shortsword and a star knife, were in a long flat chest Thadius found in a hidden room behind a statue of one of the founders, who was in fact equipped with all those weapons. When he opened it, the weapons seemed to whisper incoherently to him. As he reached in the whip lashed out and started strangling him. Struggle as he might, he could not remove it and blacked out. When he woke, he found himself outside the hidden room, the shortsword and star knife in front of him, and the whip wrapped around his arm in a helix. Confused, he tried to enter the hidden room again but could not. Giving up, he gathered the weapons and left. On his way out he was startled to see around his neck in a mirror an extremely life like tattoo of the whip's serrated blades winding around. pre:HP 96/96, AC 27 Resist positive/negative energy 10 25% chance to resist negative levels BAB +13/+8/+3 CMB +20(+24 Trip) CMD +35 (37 vs.Trip) Fort +12 Ref +15 Will +9 +2 against affects with recurring saves. +19/+14/+9 Lamentation (1d4+8,+1d6 fire 20/x2) +19/+14/+9 Headtaker (1d6+8, 18-20/x2) pre:Lamentation HP 36/36, AC 21 BAB +5 CMB +14(+20 Grapple) CMD +25(+27 Grapple) Fort +8 Ref +8 Will +3 Bite 1d3+8, grab Special: Constrict 1d4+8 pre:Thadius Nightbane Human Blacksnake Ranger 13 Chaotic Good Strength 10 10 (+0) Dexterity 16 +2+3+4 25 (+7) Constitution 14 14 (+2) Intelligence 13 13 (+1) Wisdom 10 10 (+0) Charisma 12 12 (+1) HP 96 BAB +13/+8/+3 Init +9 CMD 35 (10 + 13 BAB + 0 Str + 7 Dex + 0 size + 5 Deflection) 37 vs Trip CMB +20 (13 BAB + 7 Dex + 0 size) +24 Trip AC 27 = 10 + 7 Dex +1 (Dodge) +4 (Armor) +5 (Deflection) Fort: 12 = 8 Base +2 Con +2 resistance Refl: 15 = 8 Base +5 Dex +2 resistance Will: 09 = 4 Base +0 Wis +2 bonus +1 trait +2 resistance Attacks Melee +19/+14/+9 Ranged +19/+14/+9 Speed: 40 feet (30base +10 (Enhancement)) Feats Human 0: Iron Will (+2 Will) Level 1: Dodge Ranger 2: Two Weapon Fighting Level 3: Mobility Ranger 3: Endurance Level 5: Agile Maneuvers Ranger 6: Quick Draw Level 7: Spring Attack Level 9: Improved Trip Ranger 9: Evasion Ranger 10: Improved Two Weapon Fighting Level 11: Greater Trip Level 13: Greater Two Weapon Fighting Blacksnake: Weapon Finesse Blacksnake: Combat Expertise Blacksnake: Combat Reflexes Blacksnake: Whirldwind Attack Blacksnake Lash Talents Snap (Ex): Threaten 5ft with whip, increases to 10 feet at level 6, increases to 15 feet at level 12 Swing Line (Ex): As a standard action, can lash the end of his whip to any appropriate anchor point within range. As part of a move action, he can then move the length of the whip without any checks. Favored Enemy: +6 Bluff, Knowledge, Perception, Sense Motive, Survival and +6 Attack/Damage against Undead +2 Bluff, Knowledge, Perception, Sense Motive, Survival and +2 Attack/Damage against Monstrous Humanoid +2 Bluff, Knowledge, Perception, Sense Motive, Survival and +2 Attack/Damage against Humanoid (Giant) Favored Terrain: +4 initiative, Know.Geography, Perception, Stealth, Survival in Urban terrain +4 initiative, Know.Geography, Perception, Stealth, Survival in Underground terrain +2 initiative, Know.Geography, Perception, Stealth, Survival in Mountain terrain Skills 77/89 Total = Ranks + Stat + Misc ----- ----- ---- ---- Acrobatics +20 = 10 + 7 Dex + 3 (Jump) +25 Bluff +11 = 10 + 1 Cha Climb +10 = 7 + 0 Str + 3 Intimidate +17 = 13 + 1 Cha + 3 Linguistics +04 = 3 + 1 Int Know. Dung +10 = 6 + 1 Int + 3 Know. Geography +10 = 6 + 1 Int + 3 Know. Nature +10 = 6 + 1 Int + 3 Perception +16 = 13 + 0 Wis + 3 Stealth +23 = 13 + 7 Dex + 3 Survival +05 = 2 + 0 Wis + 3 Languages: Common, Dwarven, Elven, Necril, Undercommon Traits Reactionary: +2 to init Indomitable Mind: +1 to Will Gear: Gold: 615 Lamentation An ancient scorpion whip Thadius found in the vaults of beneath the HQ of his order. When he first reached for it it strangled him until he passed out. When he woke up it had coiled around his arm and left a lifelike tattoo of itself around his neck. This ancient weapon seems to have been made to kill the undead, dealing extra damage to such foes and sporting silversheen serrated blades at its tip. Its presence tends to set people on edge after a while, though they're not sure why. At times it seems like the whip is whispering something just outside of his hearing range. When not in use it coils around his arm in a helix. Special: Normally only 15ft long, Lamentation can extend up to 25ft for the purpose of a single attack/manuever, or for any other purpose requiring its length. (+1 Flaming Undead Bane Silversheen Scorpion Whip. 1d4+1, +1d6 fire, undead bane, 20/x2) 16,750gp Starstruck Starstruck is a living steel starknife Thadius found along with Lamentation. Its free of artwork but shines quite brightly under the light. It's powerful enchantment allows Thadius to pin foes to the material plane itself when it strikes them. Another useful benefit is it can be affixed by itself, allowing it to hold things open such as doors or something over head. With a mental call it teleports itself back into Thadius's hand. Special: When it makes contact with a foe (in melee or thrown) Starstruck can affix the foe to the material plane. The foe cannot move unless they break the weapon or succeed a DC20 Strength check to remove themselves from it. (+1 Called Boom Anchoring Living Steel Starknife HP35, Hardness 15 1d4+1, +1d12 force 20/x3, 20ft throwing) 10,500gp Headtaker Headtaker is a silversheen shortsword Thadius found along with Lamentation. This bright blade holds a magically sharp edge and lives up well to its name. Artfully worked on the sides of the blade are effigies of the means to kill a vampire. Staking through the heart. Cutting off the head. Burning the remains. There can be no doubt as to this weapons purpose after noting these and its silver appearance. (+1 Keen Silversheen Shortsword 1d6+1, 17-20/x2) 6,750gp +1 Deathless Darkleaf Studded Leather 4,775gp (4ac, +7 Dex bonus. Resist 10 Positive/Negative energy. 25% chance to ignore negative levels) Belt of Incredible Dexterity +4 16,000gp (+4 Dex) Symbol of Sanguine Protection 17,500gp (Blood becomes holy water. 4d6 positive energy damage when blood drained. Blood drainer gains nothing from attack. Sickened for 1d4 round if they fail a DC 16 Will save) Deathwatch Eyes 2,000gp (Know whether those you see within 30ft are healthy, near death, dead, undead, or neither alive or dead) Cloak of Resistance +2 4,000gp (+2 Resistance) Ring of Protection +1 2,000gp (+1 Deflection) Ring of Protection +5. 50,000gp (+5 Deflection) Ring of Feather Falling 2,200gp (Constant Feather Fall) Amulet of Natural Armor +1 2,000gp (+1 Natural Armor) Headband of Deathless Devotion 6,400gp (+2 Morale Bonus to stabilize and effects with recurring saves) Boots of Striding and Springing 5,500gp (+10 enhancement speed, +5 competence bonus to Acrobatics for jumps) Wrist Sheath, Spring Loaded x2 10gp (Swift action to get stored item) Blood Reservoir of Physical Prowess 2,000gp (Take 4 Con damage to gain 4 charges, takes one minute. Can spend charges to restore ability damage, or gain bonus to physical attribute for one round equal to x2 charges spent. Attatched to Lamentation.) Masterwork Cold Iron Blade Boots 350gp Cold Iron Dagger x2 8gp Holy Symbol, Silver 25gp Wooden Stakes x6 Handy Haversack 2,000gp Elixer of hiding x4 1,000gp potion of cure light wounds x6 300gp alchemist's fire x5 100gp traveler's any-tool 270gp ioun torch 75gp dagger 2gp bedroll 1sp blanket 1sp compass 10gp tinderbox 1sp mess kit 1sp tent, medium 15gp trail rations x10 5gp pre:Boom Blast Shards x1 Calryn's blood smithing died with him, but there's a lot of residual fire magic left over in things meant to explode this ferociously. Holding your breath and cracking open Calryn's second Spiked Big Kaboom Bomb, you can use the enchanted power to temper weapons! Weapon Enchant, Consumable Increases Weapon Enchantment by +1. Attacks deal +1d12 Force Damage. Crits deal additional +2d6+Weapon Enchant Mod bonus. Overwrites any other Elemental Damage bonuses on Weapon. pre:Lamentation This ancient whip has a mind of its own. While it will assist Thadius in combat in any way it can, outside of it is different. It will sometimes act on his subconscious urges and Thadius might not even be aware its left him to do so. HP: 36 AC 21 (Dex +3, Dodge +1, Natural Armor +7) Speed: 20ft, Climb 20ft, Swim 20ft Size: Large Str 26 Dex 17 Con 17 Int 1 Wis 12 Cha 2 Reflex +8 Fort +8 Will +3 Bite: 1d3+8, grab Special: Constrict (1d4+8) BAB +5 Melee Attack +13 CMB +14 CMB +25 (10 + 5 + 8str +3dex -1size) Stealth: +10 Feats: Improved Unarmed Strike Improved Grapple Combat Reflexes Dodge Quornes fucked around with this message at 04:24 on Jun 12, 2014 |
# ? Dec 19, 2013 08:45 |
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Simo Belmo knew that this was the work of GOD drat MINDFLAYERS
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# ? Dec 19, 2013 16:40 |
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Oh poo poo better keep that whip away from Hecate!
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# ? Dec 19, 2013 16:47 |
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Prepare for punishment, slayers of Jeffry!
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# ? Dec 19, 2013 17:46 |
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As the terror of Christmas approaches I want to remind everybody that if you are gonna be absent warn us in advance. If you're in a combat or just wanna be a sport, you can also give me a rough "AI" of what your character would do and I can run them for you for a bit. Shoot with X until run out, then use Y. If engaged in melee, do Z. And I'll favor having them survive/run from bad situations because I wouldn't want to kill somebody while I'm roboting them.
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# ? Dec 21, 2013 03:17 |
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A week later i learn about defensive casting... Jeffry would of easily held out until help arrived if I had known this.
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# ? Dec 25, 2013 07:44 |
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pre:Marisa Naga Machinist Fighter 1 / Machinesmith 12 (machinesmith favored) Neutral History: Marisa was born in the slums of Underrock, old half-finished tunnels in the coldest part of the city. Poor and uneducated, she spent her adolescent years scrapping with other street urchins and running with a street gang to keep herself fed and her family taken care of. The Tunnel Snakes weren't much of a gang when she joined - a few kids led by whoever was tough enough to bully everyone else around. In a few short months, she'd seized control of the gang and worked on consolidating power in the streets. The Tunnel Snakes did well for a while. They controlled a large chunk of the streets and through their control of the slums and lower class areas of underrock, they collected a great deal of protection money. Unfortunately, they also gained the ire of the other gangs and the attention of the local authorities. The Tunnel Snakes were sold out to the Underrock magistrate, and most - Marisa included - were caught. Sentenced to a corrective facility for young women, Marisa's punishment came in the form of education and rehabilitation. Most of the lessons inflicted on her didn't stick - she hadn't much use for etiquette, housekeeping, or literature. But she felt right, working with her hands and learning the sciences of industry that were powering Underrock. She took to machinery better than she did to crime. She spent six years inside, learning the Ins and Outs of machining. While she was at it, she rebuilt the Tunnel Snakes on the inside. Soon enough, Marisa and her cohorts weren't expected to attend their other lessons, having found enough pliable guards and administrators to let them have free reign of the labs and facilities throughout. Despite the alarming amount of illicit drugs and illegal weapons now floating throughout the facility thanks to the effort of the Tunnel Snakes, Marisa and most of her gang were "graduated" early on the pretense of "good behavior". It was no secret what the Snakes were doing on the inside, but Underrock was in the midst of a technological renniasance, and bright, motivated individuals were badly needed regardless of their backgrounds. The Tunnel Snakes were forced into legitimacy. Marisa's gang was split up out of necessity, spread throughout the various think- tanks, research firms, corporations and government agencies in Underrock. She made sure to keep tabs on everyone, but busy as she was with her own work and research into Mobius energy, she hardly had time to go back to crime. When an opportunity came up to move to Geareg as a researcher, her achievements and... "unique" demeanor made her a natural choice for the job. Marisa was officially put "On Loan" to the dwarves twelve years ago, and while either her or the government of Underrock could end her residency at any time, neither seems to have any inlination to do so. Her criminal record barred many doors for her in Underrock, but in Geareg, the Dwarves don't seem to trust anyone who has never caused any trouble. The Dwarves have a love of fighting and drinking that would appeal to any resident of the lower tunnels, and despite her substantial differences, she had made a good home for herself in the city of Dwarves. Description: http://i.imgur.com/ru7XhmZ.jpg Marisa is a Naga, a humanoid with the lower body of a snake. She is covered in tan scales with spots of brown mottling, with a pretty face by human standards, despite distinctly reptillian facial features. Her hair is long, but kept up in a bun, and usually dyed whatever color fits her fancy at a given time. Her natural hair color is a ~!mystery!~ In her casual clothes, Marisa dresses for comfort, wearing a tank top and her Tunnel Snakes jacket. She has never been one for ornamenting her tail despite the current fashions in Underrock. She wears fingerless gloves, "because they're cool" When dressed for battle, she wears a suit of sleek mithral barding, carefully crafted and fitted to protect her without limiting her mobility. The back of the armor is emblazoned with the Tunnel Snakes logo and motto, "Tunnel Snakes Rule" STR 18 / +4 / BAB 10/5 - MAB 19/14 CON 14 / +2 / Fortitude +15 / HP 98/98 DEX 12 / +1 / Reflex +12 / AC 26 INT 20 / +5 / Bonus Prototypes: 2/1/1/1/1 WIS 10 / +0 / Willpower +8 CHA 16 / +3 HP rolls (10, 5, 8, 2, 6, 6, 5, 6, 7, 5, 4, 5, 2) - +12 favored Class Skills all get +3 [A'int got time for no non-class skills] [STR] Climb - Rank 5 / Total 12 CLS+3 - STR+4 - LUK+1 - ACP-1 [DEX] Ride - Rank 14 / Total 18 CLS+3 - DEX+1 - LUK+1 - ACP-1 [INT] Craft (Armorsmithing) - Rank 8 / Total 25 CLS+9 - INT+5 - LUK+1 - CRC+2 Craft (Machinesmithing) - Rank 8 / Total 25 CLS+9 - INT+5 - LUK+1 - CRC+2 Craft (Weaponsmithing) - Rank 8 / Total 25 CLS+9 - INT+5 - LUK+1 - CRC+2 Knowledge (Arcana) - Rank 6 / Total 15 CLS+3 - INT+5 - LUK+1 Knowledge (Engineering) - Rank 10 / Total19 CLS+3 - INT+5 - LUK+1 [CHA] Bluff - Rank 14 / Total 18 CHA+3 - LUK+1 Diplomacy - Rank 14 / Total 18 CHA+3 - LUK+1 Intimidate - Rank 14 / Total 21 CLS+3 - CHA+3 - LUK+1 Use Magic Device - Rank 14 / Total 21 CLS+3 - CHA+3 - LUK+1 Traits Armor Expert -1 to armor check penalties Inspiring Rush 1/day - +1 trait bonus to attack and damage rolls on charge, allies who charge also get bonus Racial Features http://www.giantitp.com/forums/showthread.php?t=138802 +2 Dex / + 2 Cha / -2 Wis Medium creature 30ft move speed Natural Climber - Take 10 on climb checks, climb speed 30ft Low-Light Vision - See twice as far as humans in poor illumination Keen Senses - +2 to Perception Bite - 1d4+str natural attack, inject venom 1/hr Poison (DC10+half HD+CON) - freq 1/round for CON rds, 1d2 Wis damage, 1 save Immune to own poison, +2 saves vs poison Weapon proficiency with shortspears, longspears, spears, javs, halberds Languages: Common, Draconic, Dwarven, Elven, Undercommon Class Features Greatwork Black Mamba - Naga Steamcycle An odd example of Naga's technological variance from Geareg, steamcycles are currently all the rage in Underrock. While the dwarves favor armed and armored constructs for combat, and enclosed carriages for transport, the Naga favor mobility and speed, and to be unencumbered by walls of metal. Steamcycles contain a variety of different means of locomotion and holding their rider and passengers, ranging from sidecars to bowls. Outfitted with technology stolen from an eccentric talking dog, Black Mamba's frame is now expandable on the fly. Compacting down to it's original profile as a street bike, and expanding to it's powerful, mean profile as a war machine, Black Mamba's third major revision is a pinnacle among steamcycles. Size Large Speed 50ft AC 23 (9 natural armor, 4 dex) Attack (Slam) 2d6+5 damage (1d8+4 if medium) STR 21 / DEX 19 / CON -- / INT -- / WIS 10 / CHA 01 HP 88 (10, 9, 9, 3, 3, 9, 1, 10, 3 +30) - 9HD (78 hp if medium) BAB +9/+4 / Saves F3 - R5 - W3 (MAB 14/9 - 2d6+5) (13/9 - 1d8+4 if medium) DR 5/Adamantine Shared Combat Tricks: Spirited Charge, Weapon Focus, Power Attack Crafter 1/2 Machinesmith class level to craft checks Prototypes Craft prototypes that can cast spells Repair 6d6 Fix broken items on touch. Repair xd6 points of damage 3+int/day. Crafting Expertise Craft wondrous item bonus feat. Use machinesmith levels to craft items. Trapfinding half level to Per checks to locate traps and disable dev. checks. Disable magical traps. Machinist Trick - Repair Flesh Use Repair on living creatures to recover their HP, at 50% efficiency Machinist Trick - Mobius Detonator Detonate Black Mamba's mobius core to destroy it, and do Clvl-d8 damage in a 20ft radius. Machinist Trick - Combat Trick Bonus combat feat. Machinist Trick - Combat Trick Bonus combat feat. Machinist Trick - Combat Trick Bonus combat feat. Machinist Trick - Combat Trick Bonus combat feat. Axiom - Lose any prototype of 3rd level or high to cast Dispel Magic Feats Mounted Combat (http://www.d20pfsrd.com/feats/combat-feats/mounted-combat-combat---final) Ride-by Attack (http://www.d20pfsrd.com/feats/combat-feats/ride-by-attack-combat---final) Spirited Charge (http://www.d20pfsrd.com/feats/combat-feats/spirited-charge-combat---final) Power Attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final) Trample (http://www.d20pfsrd.com/feats/combat-feats/trample-combat---final) Improved Overrun (http://www.d20pfsrd.com/feats/combat-feats/improved-overrun-combat---final) Charge Through (http://www.d20pfsrd.com/feats/combat-feats/charge-through-combat) Weapon Focus: Lance Wheeling Charge (http://www.d20pfsrd.com/feats/combat-feats/wheeling-charge-combat-local) Mounted Onslaught (http://www.d20pfsrd.com/feats/combat-feats/mounted-onslaught-combat-local) Furious Focus (http://www.d20pfsrd.com/feats/combat-feats/furious-focus-combat) Prototypes Prepared 1st level - 7/day Grease Obscuring Mist Empty slot x4 2nd level - 5/day Blade Drones x2 Bull's Strength x3 Empty Slot 3rd level - 4/day Stinking Cloud x2 Keen Edge x1 Empty Slot x2 4th level - 2/day Air Walk x1 Dimensional Anchor x2 Cluster Bomb x1 Prototypes Known 1st Level Expeditious Retreat (http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat) Feather Fall (http://www.d20pfsrd.com/magic/all-spells/f/feather-fall) Floating Disk (http://www.d20pfsrd.com/magic/all-spells/f/floating-disk) Hold Portal (http://www.d20pfsrd.com/magic/all-spells/h/hold-portal) Grease (http://www.d20pfsrd.com/magic/all-spells/g/grease) Magnify Vision (http://www.d20pfsrd.com/magic/3rd-party-spells/louis-porter-jr-design/magnify-vision) Obscuring Mist (http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist) Shield (http://www.d20pfsrd.com/magic/all-spells/s/shield) Spike Trap (http://forums.somethingawful.com/showthread.php?threadid=3530618&userid=0&perpage=40&pagenumber=32#post416250763) 2nd Level - Blade Drone (http://www.d20pfsrd.com/magic/3rd-party-spells/louis-porter-jr-design/blade-drone) Bull's Strength (http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength) Levitate (http://www.d20pfsrd.com/magic/all-spells/l/levitate) 3rd Level - Stinking Cloud (http://www.d20pfsrd.com/magic/all-spells/s/stinking-cloud) Water Walk (http://www.d20pfsrd.com/magic/all-spells/w/water-walk) Keen Edge (http://www.d20pfsrd.com/magic/all-spells/k/keen-edge) 4th Level - Air Walk (http://www.d20pfsrd.com/magic/all-spells/a/air-walk) Cluster Bomb (http://www.d20pfsrd.com/magic/3rd-party-spells/louis-porter-jr-design/cluster-bomb) Dimensional Anchor (http://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor) Solid Fog (http://www.d20pfsrd.com/magic/all-spells/s/solid-fog) Secure Shelter (http://www.d20pfsrd.com/magic/all-spells/s/secure-shelter) Equipment Power Lance (http://i.imgur.com/7zjc715.png) - 2100 GP 1d8 x3 damage, 10lbs, P(or B), Reach This steel lance has a retraction mechanism powered on a small steam motor. When the motor is engaged, the lance's end retracts. Originally designed to make the weapons more portable, Marisa has reinforced the engine's components to prevent decalibration when the weapon's compacted form is used as a bludgeoning weapon. Retraction mechanism (lance becomes a bludgeoning weapon w/o reach) Magic Weapon / +4 Enhancement Bonus +1d8 Acid Damage Battle Harness Initial trials in the fevered dream of powering a man's muscles with steam led to horrible straining and unpleasant pulling of those muscles. Transferring the energy to magitech pistons and letting the user call upon that power at a natural pace achieved satisfactory results with only three tennis elbows and a charlie horse. It confers amazing benefits within a breast-plate, a marked improvement over the original full plate + engine on back prototype. +3 Armor, +6 Base AC, +5 Max Dex, -2 Armor Check Penalty, 30% Arcane Failure Chance +5 ft(1 Tile) Move Speed, +2 Str, +2 Dex, +2 Con, Additional +5 to Bull Rush/Breaking Down Doors. 1/Day: Destroy a single terrain tile(becomes Difficult Train or Special(DM Judgement)) Range 5 throw debris at Base Attack + Strength Mod + Armor Enhancement(+3) at Enemy's AC 3d6+3+Str Mod Damage, Reflex Save DC 18 Half Counts as Machinesmith made for any Machinesmith class features. Animated Mithral Steel Shield +4 This is a simple shield Marisa bought and has not had time to customize yet. Animated (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/animated) +4 Enhancement Bonus +2 Shield Bonus No ACP Tunnel Snakes jacket This is a leather jacket emblazoned with the logo of an underrock street gang. The logo is a snake preparing to strike. It is surrounded by the text, "TUNNEL SNAKES RULE". The logo has recently been touched up and the leather's been oiled. It's time to get serious! +3 Resistance bonus to all saving throws Tunnel Snake Headband This bright red headband has the Tunnel Snakes logo embossed on the front. This isn't the kind of headband you wear to a sneaking mission! +4 to Intelligence +clvl ranks to Diplomacy, Bluff (11) Shades Marisa's steely gaze is only made more intimidating by her badass shades. The legendary stare of the striking snake has forced more than a few confessions out of people dodging their protection payments, and the odd sticky-fingered snakes. +5 competence bonus to Sense Motive checks Twice/day - Zone of Truth (http://www.d20pfsrd.com/magic/all-spells/z/zone-of-truth) Belt of Hard Work +4 CMB to Overrun and Bull Rushes and +4 STR to any check made against Terrain The Stern Rebuttal +3 Mace, 1d8 20/x2 Damage. Special: open fire on up to two targets adjacent to one another including one in front/one behind. Range 20ft, Touch AC, DEX based attack roll. Deals 1d12+3 damage to both targets, reload standard action. 20/x3 Critical The Net Gain Gun 2/day Standard Action (free draw), fire a ranged (20ft) Grapple that targets CMD (1d20+4+int) and Immobilized a target, rendering them grappled. Net HP is 10 and is automatically hit by attacks. Nets have to be replaced. Once somebody is netted they can be grappled again (standard action at +4) into a Pin and then Tied Up as another standard action. Chip Off the Old Block Luckstone! +1 to Saves, Skills and Ability Checks. Found lodged in Marisa's scales after a night of arm wrasslin'. Steamcycle Saddlebags Potion of Cure Light Wounds x2 - 100gp Sunrod x19 - 40gp Trail Rations x20 - 10gp Hammock - 1sp Silk Rope, 50ft - 10gp Masterwork Weaponsmithing tools (+2 Weaponsmithing) - 55gp Masterwork Armorsmithing tools (+2 Armorsmithing) - 55gp Masterwork Toolbox (+2 Machining) - 55gp 12715 Gold Mirthless fucked around with this message at 00:21 on May 25, 2014 |
# ? Jan 17, 2014 06:01 |
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I have a respec for Hecate in mind since a while ago, but Doom told me to wait until it made sense IC. Probably because it'd make her the team healer now that Jeffry is dead.
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# ? Jan 17, 2014 06:17 |
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Ooo, was hoping for some quick wondrous items to shore up the numbers. With the crafting discount, Belt of Str +2 for 2k and Ring of Protection +1 1k for starters. Doom, would you allow augmenting the ring of jumping with +1 deflection for 1,500 gp (+50%)? Would also add natural armor +1 to the amulet (which I think would increase the total price to 3,500 and be 1,250 for crafting?). Also, maybe add the Boots of Speed property to the Walkers for 9,000 gp? Or... less, depending on the price of their current property. Depending on all that, possibly 13,750 gp of stuff. e: Napkin math pegs the Walkers at around 22k. Even with the distance limitation, probably still more than 12k for Speed. So yeah, 13,750 gp, assuming the +50% stacking is kosher. If a second property always takes the +50% (instead of bumping out lower priced properties) then 14k total. zachol fucked around with this message at 06:32 on Jan 17, 2014 |
# ? Jan 17, 2014 06:26 |
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Hmm I have 32k gold I should probably use it at some point.
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# ? Jan 17, 2014 06:48 |
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Yeah I have 30k gold. Jesus christ how does buying stuff/having stuff crafted work in this game Oh and by the way I can craft wands of any of my level 4 or lower spells for half price so hit me up if you want a wand! e: Also scrolls of any spell I know, and also I think I can make wands from scrolls if I don't have the spell? We did the other day in a 3.5 game, I don't know if it's the same rule here. Hashtag Yoloswag fucked around with this message at 10:37 on Jan 17, 2014 |
# ? Jan 17, 2014 10:06 |
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On the SRD wiki, magic items should all show the crafted price on the bottom of their entry. If you can't cast the spell it requires but you meet the spell level requirement, you can buy a spell scroll to cast the spell or pay a wizard to cast the spell for you. Crafting magic items costs no XP and about half as much gold, so if one of us has the feats and the ability to cast the spells there's no reason not to do it.zachol posted:Ooo, was hoping for some quick wondrous items to shore up the numbers. Provided Doom okays these Marisa should be able to make these the next time we're together unless Doom wants to retcon it. I'm gonna need arcane scrolls of all of those spells though, so make sure you factor the cost there as well. You don't have to have a specific intensity of a spell, so you only need to buy the base scroll of that level. The cost is pretty negligible but it's there. I can do Belt of Str+2 without a scroll and possibly the ring of protection or the ring of deflection depending on what spells those need. The Machinesmith list is kind of limited.
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# ? Jan 17, 2014 13:12 |
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Mirthless posted:On the SRD wiki, magic items should all show the crafted price on the bottom of their entry. If you can't cast the spell it requires but you meet the spell level requirement, you can buy a spell scroll to cast the spell or pay a wizard to cast the spell for you. Crafting magic items costs no XP and about half as much gold, so if one of us has the feats and the ability to cast the spells there's no reason not to do it. Oh okay, looks like Hecate can make wondrous items so if it's okay with Doomykins, these are my upgrades/crafts/purchases: Scroll of barkskin - 50gp (I guess I'll get this from a friendly neighborhood alchemist, assuming there is one in Geareg/City Below) +1 cloak of resistance -> +3 - 4000gp +1 amulet of natural protection -> +3 - 8000gp Wand of admonishing ray (11th level) - 16500gp Total: 28550gp
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# ? Jan 17, 2014 14:19 |
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Belt of Str - 2k craft + Bull's Strength 150g Deflection +1 - 1.5k craft + CL 3 + Shield of Faith 25g Nat Armor +1 - 1.25k craft + CL 3 + Barkskin 150g Speed - 9k craft + Haste 375g Can't you just skip the prerequisites by adding +5 to the Craft DC? They would generally be fairly low. Boots of Speed would be 5+10+5 or DC 20, deflection and natural armor at DC 15 or 20 depending on whether Marisa has a caster level, everything else equal or lower, and I assume you can take 10?
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# ? Jan 17, 2014 22:22 |
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I can automatically cast any spell on the Machinesmith list, I shouldn't need to decipher spells (and I should be able to do it automatically with my skill level where it is) and I should automatically pass ability score replication, so the difficulty then arises at casting from the scroll. Helpfully, the DC is to cast from the scroll, not to execute the spell I cast, so I should be able to continually try to cast from the same scroll. Provided a 1 never comes up it shouldn't be a problem, and if a 1 comes up the scroll's still there, it just fizzles and I can't read from the scroll again. Assume I automatically pass any craft DCs, because my bonus to craft skills (even ones I'm not trained in) is loving bonkers. My DC to emulate a non-arcane spell is 20. I pass that on a 3 or better. My DC to emulate a scroll is 20+caster level of spell. For a level 1 spell that should be 4 or better. For a level 11 spell, it should be 14 or better. If you want to reroll for that over and over again you can, it doesn't cost anything to re-cast from the scroll and it only costs time if I get a 1 on the roll. The scrolls do have to be exhausted in the creation, because I have to cast the spell in the first place to create the item. I can't create anything that has a caster level requirement of 11 or higher though, so make sure your items are all correctly configured guys.
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# ? Jan 17, 2014 23:02 |
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Huh, weird. Usually someone crafting an item can just ignore a prerequisite by adding +5 to the final Spellcraft or Craft DC (which is usually just 5 plus the item's CL), but I guess machinesmiths can't do that?
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# ? Jan 17, 2014 23:19 |
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zachol posted:Ooo, was hoping for some quick wondrous items to shore up the numbers. Everything but the Ring of Jumping is OK. Ring of Jumping is a take it or leave it item since the bonus is so magnificent. Hashtag Yoloswag posted:Oh okay, looks like Hecate can make wondrous items so if it's okay with Doomykins, these are my upgrades/crafts/purchases: approved
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# ? Jan 17, 2014 23:50 |
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Hmm, alright. I'm assuming the negative energy resistance property is a static cost, and that my armor is still just +1? If so, bump that up to +2 for 1,500 gp (which shouldn't require any prerequisites). If Marisa already has Bull's Strength then the total should be 14,275 gp. Might as well give the Haste scroll to Tinsy to add to her spellbook, right? If this is all happening during downtime anyway, she should be able to collab for the final result. Doom, could I have a slotless deflection charge for x2 cost (4,000 gp for +1, 2,000 to create)? Alternatively, do I still have two ring slots?
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# ? Jan 18, 2014 00:06 |
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zachol posted:Huh, weird. Usually someone crafting an item can just ignore a prerequisite by adding +5 to the final Spellcraft or Craft DC (which is usually just 5 plus the item's CL), but I guess machinesmiths can't do that? quote:Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites. HOLY poo poo WHAT OH MY GOD PATHFINDER HOW ARE YOU THIS GOOD?????????? If anyone doesn't understand this like I didn't understand this: Literally anyone can craft magic items without either the spell scroll or spellcasting ability at all just by loving rolling 5 higher on the craft check. So yeah guys factoring spell scrolls nevermind Oh Wow I was so wrong. Ok this changes everything. I should be able to soft pass anything you could relate to the categories of armor and weapons (but I don't have the magic item creation feats for armor/weapons yet, they're now on the priority list) which would include armor and weapon-like wondrous items I would think. Likewise with mechanical wondrous items. For normal craft checks of any type, my "soft" check for Crafting would be 15. (17 with tools) so a 10 would be 25-27. Crafting pretty much anything should be relatively trivial for Marisa. Mirthless fucked around with this message at 02:35 on Jan 18, 2014 |
# ? Jan 18, 2014 02:29 |
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Well other than the feat of course. 13,750 gp in that case. Also jeez Doom way to be a jerk to Hecate. Ugh. e: Don't you get CMA&A as a bonus feat? zachol fucked around with this message at 02:48 on Jan 18, 2014 |
# ? Jan 18, 2014 02:32 |
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I can't loving wait until we kill that guy Phous is such an rear end in a top hat. edit: Oh holy loving poo poo you're right. I can craft magic weapons and armor too, apparently! ...And golems in 4 levels. Hell. loving. Yes. Mirthless fucked around with this message at 02:54 on Jan 18, 2014 |
# ? Jan 18, 2014 02:36 |
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I only bought the barkskin scroll because Hecate could fail the check without it. (God how is her spellcraft so low)
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# ? Jan 18, 2014 03:07 |
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zachol posted:Also jeez Doom way to be a jerk to Hecate. Ugh. Mirthless posted:I can't loving wait until we kill that guy I know right? BTW, respecced Hecate so she becomes a HEALING NECROMANCER. She also has 20k to spend, anyone has any ideas?
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# ? Jan 18, 2014 03:08 |
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How about a Talisman of Soul Eating? The Ring of Curing is a little underwhelming but also a possibility. Otherwise I'm not finding anything that will easily work to augment healing.
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# ? Jan 18, 2014 03:18 |
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zachol posted:How about a Talisman of Soul Eating? The Ring of Curing is a little underwhelming but also a possibility. Otherwise I'm not finding anything that will easily work to augment healing. Eating souls sounds a bit too evil for someone turning into a GOODY TWO SHOES!!! But Ring of Curing actually looks cool, will take a look at other stuff later too. Maybe for when Hecate has downtime, she can make her own Wondrous Items after all.
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# ? Jan 18, 2014 03:31 |
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The only things I can make that are really supporty are wands of grease/protection from evil/mage armor/remove curse. e: I guess with a scroll or something I could make a wand of cure light wounds too, those are always useful.
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# ? Jan 18, 2014 03:31 |
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Oh yeah, when I get a real body for Ostarian, I could equip him with the leftover armor and weapons that the fighty guys have so we have an extra melee bruiser. He has a bunch of feats and will gain Fast Healing on Level 12 so he could totally work!
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# ? Jan 18, 2014 03:36 |
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You could try white necromancer if that looks appealing. http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/white-necromancer
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# ? Jan 18, 2014 04:35 |
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Quornes posted:You could try white necromancer if that looks appealing. I... Already did. That's what my respec was about. But yeah, think I'll just make a Headband of Alluring Charisma for myself for 18k.
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# ? Jan 18, 2014 04:48 |
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Well so much for my reading comprehension.
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# ? Jan 18, 2014 05:45 |
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Hey I'm also swapping Nonlethal Spell for Merciful Spell because apparently it does the exact same thing but without being limited to a single damage type. Oh and also a reminder for Marisa, I think you have the magic psion gel or whatever so you should get that appraised probably (or I can do it next time we're all together). Hashtag Yoloswag fucked around with this message at 08:40 on Jan 18, 2014 |
# ? Jan 18, 2014 08:30 |
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# ? Apr 24, 2024 11:34 |
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Hashtag Yoloswag posted:Hey I'm also swapping Nonlethal Spell for Merciful Spell because apparently it does the exact same thing but without being limited to a single damage type. That's what my entire sub-plot is all about! I'm off with a group of NPC mooks to do something with the psiplasm. I had pitched a plan to the group but nobody seemed interested so I have decided to take the plan up myself. We will be together in spirit. Or alternatively when our two groups meet up in the middle of both of them reaching the absolute disaster boiling point. I'm betting it's gonna be the latter.
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# ? Jan 18, 2014 12:18 |