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Looking like probably a Contemplative of Ashok possibly an Oracle of some type. Or maybe something that gets Form of the X or X Shape/Body spells. Not entirely sure yet.
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# ¿ Oct 7, 2013 01:00 |
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# ¿ Apr 27, 2024 22:13 |
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Rigg Rigg’s people are a vicious and violent lot, prone to cruel pranks and random violence. At one point Rigg himself was much the same. But Rigg had a longer view, and though he liked to take part in such vicious pranks, he soon realized that even his chaotic people needed someone to reign them in if they were to survive. Rigg began to try and control the antics of his people, trying to channel their manic frenzy in proper channels. Then the End Times began and this ideal became all the more important. Rigg scrambled to find a way to save his people, though far too often they proved counterproductive for such things. Still Rigg had already begun trying to reign then in before this and so he had measures in place. Yet he was coming to the end of his rope on how to save his people, there was only so much fleeing that could be done, when he received a message from a mysterious benefactor. He was reluctant to trust some unknown source, but he had run out of options, so he took the most disciplined of his people, the ones most likely to be able to interact with others in ways beyond just vicious pranks and murder, and headed to the meeting place. He was surprised to see a Mind Flayer, but the monster seemed to be genuine. pre:Rigg Quickling (CR 3, 4 HD) N Strength 10 -2 08 (-1) Dexterity 16 +14 30 (+10) Constitution 14 +2 16 (+3) Intelligence 16 +4 20 (+5) Wisdom 10 +4 14 (+2) Charisma 10 +4 14 (+2) HP ??/?? [8+??+??+??+??+5 (Con)] (4d6+12) BAB +02 Init +12 CMB +0 CMD 21 AC 23 = 10 + 10 Dex +1 Natural +1 Size +1 Armor Touch 21 Flat Footed 13 Fort: 05 = 1 Base +3 Con +1 cloak Refl: 15 = 4 Base +10 Dex +1 cloak Will: 07 = 4 Base +2 Wis +1 cloak Attacks Scimitar +1 +14 melee (1d4+11/18-20 (+1d6 sneak attack)) Speed: 120 feet Feats 1st - Mobility (bonus) 1st - Spring Attack (bonus) 1st - Weapon Proficiency Scimitar (from Heirloom Weapon) 1st - Weapon Finesse - use Dex for attack w/ light weapon, elven curve blade, rapier, whip or spiked chain 3rd - Dervish Dance (use Dex for attack and damage with Scimitars, treat scimitar as a one handed piercing weapon for all feats and class abilities that require such a weapon (such as duelist’s precise strike ability) Skills Total = Ranks + Stat + Misc ----- ----- ---- ---- Acrobatics +17 = 04 +10 Dex +3 (+36 for Jumping) Bluff +07 = 03 + 2 Cha +3 Climb +06 = 04 - 1 Str +3 Craft +05 = 00 + 5 Int Diplomacy +08 = 03 + 2 Cha +3 Disguise +07 = 02 + 2 Cha +3 Escape Artist +15 = 02 +10 Dex +3 Fly +10 = 00 +10 Dex Know. Geog. +10 = 02 + 5 Int +3 Know. Local +10 = 02 + 5 Int +3 Know. Nature +10 = 02 + 5 Int +3 Perception +09 = 04 + 2 Wis +3 Perform +07 = 02 + 2 Cha +3 Sense Motive +07 = 02 + 2 Wis +3 Sleight of Hand +15 = 02 +10 Dex +3 Stealth +21 = 04 +10 Dex +3+4 Swim -02 = 02 - 1 Str U. Magic Device +13 = 04 + 2 Cha +3 Languages: Aklo, Common, Sylvan, 5 more Traits - Heirloom Weapon - gain proficiency in Scimitars. - Reactionary - +2 trait bonus on Initiative checks Racial Traits: - Senses: low-light vision - Evasion - Uncanny Dodge - Speed 120 ft. - DR 5/Cold Iron - Natural Invisibility (Su): invisible while motionless, become visible when take an action other than a free action, remaining visible for 1 round. - Supernatural Speed (Su): Blurs, except when invisible, granting it concealment (20% miss chance), this also grants the evasion and uncanny dodge abilities. - Slow susceptibility: when succumb to a slow effect lose Supernatural Speed and sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends. - Poison Use - Spell-Like Abilities (CL 6; Concentration +8): 1/day: dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13) - Languages: Aklo, Common, Sylvan Class Features Gear: Bracers of Armor +1 1000 gp Scimitar +1 2015 gp Scimitar heirloom 15 gp Cloak of Resistance +1 1000 gp Heavy wagon 100 gp 4 Oxen 60 gp 420 Trail Rations 210 gp 42 Waterskin 42 gp Barrel of Fresh Water 2 gp 20 bedrolls 2 gp Remaining Gold: 1554 Ryuujin fucked around with this message at 11:16 on Oct 14, 2013 |
# ¿ Oct 10, 2013 21:09 |
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Switched out the Contemplative of Ashok and replaced it with a Quickling, hopefully going Duelist eventually. Might still need to add some more equipment for the followers.
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# ¿ Oct 14, 2013 11:17 |
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If you do rerecruit I am still interested in playing as the Quickling, or reuploading the Contemplative Alchemist or something.
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# ¿ Aug 23, 2014 05:56 |
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Z'gell Long, long, long ago Z'gell's people were much like other humanoids. Well they were considerably more intelligent than most, but for the most part they were like other humanoids. And then they found a great secret within themselves. They sought greater intelligence, they unlocked the secrets of the mind. They focused solely on the mental realm, and their bodies atrophied. Their minds, and brains, expanded. They evolved. They mutated. Many centuries had passed and Z'gell's people were physically nothing like they once were. They then looked like floating brainsacs above an atrophied body something like the cross between an insect and a fetus. They were already quite hard to look at. And then the world fell apart. Things kept going wrong all across the world, people began to turn on each other. And Z'gell's people were decried for being "mutants" for being unnatural and monstrous. Basically they were hated for being different and ugly. They were hunted down and exterminated. Z'gell is the last of his kind, a mutant that barely survived the purges. Captured, and spared, he found himself locked away in a mighy prison, held in place by a force cage that blocked anything he could bring against it. Locked up for thousands of years he waited, and atrophied, his skin began to rot. Already disturbing from his racial mutation he became all the more hideous as he took to looking like a giant brainsac atop an atrophied and now rotting looking cross between an insect and a fetus. pre:Z’gell Contemplative (CR 2, 4 HD) Alchemist 1/Oracle 1 Neutral Strength 10 -4 06 (-2) Dexterity 10 +2 12 (+1) Constitution 14 -2 12 (+1) Intelligence 16 +14 30 (+10) Wisdom 10 +6 16 (+3) Charisma 16 +10 26 (+8) (+1 level) HP 28/28 [8+14+6 (Con)] (4d10+1d8+1d8+6) BAB +04 Init +1 CMB +2 CMD 14 AC 18 = 10 + 8 Cha Touch 18 Flat Footed 10 Fort: 02 = 1 Base +1 Con Refl: 12 = 4 Base +8 Cha Will: 11 = 8 Base +3 Wis Attacks Claw +2 melee (1d4-2) Speed: 5 feet, 30 feet fly (perfect) Feats 1st - Cosmopolitan (gain 2 languages, make 2 Int/Wis/Cha skills class skills: Dungeoneering and Religion) 1st - Brew Potion (bonus) 1st - Throw Anything (bonus) 3rd - Point Blank Shot 5th - Master Alchemist Skills Total = Ranks + Stat + Misc ----- ----- ---- ---- Climb +02 = 01 - 2 St +3 Craft Alchemy +19 = 06 + 10 Int +3(+2 for alchemical items) Disable Device +10 = 06 + 1 Dex +3 Diplomacy +12 = 05 + 8 Cha +3-4 Fly +18 = 06 + 1 Dex +3+8 Heal +11 = 05 + 3 Wis +3 Intimidate +16 = 05 + 8 Cha +3 Know. Arcana +21 = 05 + 10 Int +3+3 Know. Dung. +15 = 02 + 10 Int +3 Know. Engine. +14 = 01 + 10 Int +3 Know. Geogra. +15 = 02 + 10 Int +3 Know. History +16 = 02 + 10 Int +1+3 Know. Local +15 = 02 + 10 Int +3 Know. Nature +18 = 05 + 10 Int +3 Know. Nobility +15 = 02 + 10 Int +3 Know. Planes +15 = 01 + 10 Int +3+1 Know. Religion +14 = 01 + 10 Int +3 Perception +11 = 05 + 3 Wis +3 Profession +06 = 00 + 3 Wis +3 Ride +05 = 01 + 1 Dex +3 Sense Motive +11 = 01 + 3 Wis +3 Sleight of Hand +05 = 01 + 1 Dex +3 Spellcraft +19 = 06 + 10 Int +3 Stealth +09 = 05 + 1 Dex +3 Survival +07 = 01 + 3 Wis +3 Swim +02 = 01 - 2 Str +3 U. Magic Device +13 = 06 + 8 Cha +3-4 Languages: Telepathy 100 ft., Tongues, Planar Trade Common, Giant, Qualith, Minotaur, Tsochar, Draconic, 6 more that can be written. Traits - Gifted Adept - Magic Missile gets +1 CL (Now CL 5 and 3 missiles) - Scholar of the Great Beyond - +1 trait bonus on Knowledges: history and planes, one is a class skill Racial Traits: - Senses: Blindsight 60 ft., Darkvision 60 ft., Detect Magic - Immune: mind-affecting effects - Speed 5 ft., Fly 30 ft. Perfect - Claw dealing 1d4 - Spell-Like Abilities (CL 4; Concentration +12): Constant: Detect Magic, Mage Hand, Read Thoughts, Tongues At Will: Daze (DC 18), Detect Thoughts (DC 20), Ghost Sound (DC 18), Magic Missile 3/day: Telekinesis (DC 23) - Languages: Telepathy 100 ft., Tongues Class Features Alchemist (gain 1st level at 3rd) - Mind Chemist - Gain proficiency in simple weapons and bombs, and light armor - Alchemy: Can create alchemical items, gain level as competence bonus to such craft rolls, can create extracts and mutagens. - Extracts: Know 12 1st level formulae. 1+3 1st level extracts per day. - Bomb: 1d6+10 fire damage to target on a hit, splash damage of 11. Can use 11/day. - Brew Potion: Get brew potion as a bonus feat and can brew potions of any formulae he knows up to 3rd level. It must be one that can be made into a potion. - Cognation: Increase one mental stat by +4 alchemical bonus, and +2 natural armor bonus, take a -2 penalty to one physical stat opposite the mental stat. Int/Str, Wis/Dex, Cha/Con. Takes 1 hour to brew and lasts 10 min/level. - Throw Anything: Gain the Throw Anything feat, add Int mod to damage done with splash weapons, including any splash damage. Already included in bomb class feature. Oracle - Gain proficiency in simple weapons, light armor, medium armor and shields but not tower shields. - Spells: Cast spells from the Cleric list. Spells known 4 0th level and 2 st level. Add all Cure spells to spells known at levels when I can cast them. Can cast 3+2 1st level spells per day. - Mystery: Lore – Add Appraise, Spellcraft and all Knowledge skills to class skill list. - Oracle's Curse: Wasting – take a -4 penalty on Cha based skill checks except for Intimidate. Gain a +4 competence bonus to saves vs disease. - Orisons: - Revelation: - Sidestep Secret – Add Cha instead of Dex to AC and Reflex. Known Formulae: 1st - Ant Haul, Bomber’s Eye, Comprehend Languages, Crafter’s Fortune, Cure Light Wounds, Endure Elements, Enlarge Person, Targeted Bomb Admixture, Polypurpose Panacea, Reduce Person, Shield, True Strike, Spells Known: 0th - Create Water, Enhanced Diplomacy, Purify Food and Drink, Stabilize 1st - Cure Light Wounds, Entropic Shield, Shield of Faith Gear: Alchemy Kit 5 lbs 25 gp Formulae Book Ring of Protection +1 2000 gp Ring of Sustenance 2500 gp 3475 gp remaining Ryuujin fucked around with this message at 04:56 on Sep 13, 2014 |
# ¿ Sep 9, 2014 06:38 |