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Ryuujin
Sep 26, 2007
Dragon God
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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Ryuujin
Sep 26, 2007
Dragon God

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

Ryuujin
Sep 26, 2007
Dragon God
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.

Ryuujin
Sep 26, 2007
Dragon God
If you do rerecruit I am still interested in playing as the Quickling, or reuploading the Contemplative Alchemist or something.

Ryuujin
Sep 26, 2007
Dragon God

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

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