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Ryuujin
Sep 26, 2007
Dragon God


Monsters. It is a word that fills the mind with a certain image, an image of that which is to be feared, not trusted, never understood. The common people of the world view many things as monsters, even each other at various times. But sometimes those who have been branded as monsters want something more of their life. Sometimes those called monster wish to gain acceptance, understanding, and respect. Some time ago a group of like minded monsters came together to seek some method of fulfilling this wish.

The group grew into a full organization with hierarchies and all. But they have yet to accomplish much in changing the image of monsters. Those higher up in the organization feel that the best way to gain acceptance is for some monsters to go out into the world and do good deeds, to become famous and well loved. Yet they also understand that those called monster may not be able to just go out in the world and start doing good without less than ideal reactions from the local populace. And so a ritual was formed that could give a small group of monsters an alternate form, a more humanoid form that would better let those monsters fit in when needed.

You are all monsters who either joined the organization, or are descended from monsters who joined the organization. You probably want coexistence with the more common humanoids, rather than constant fighting, but that is not a guarantee. You were part of the small group who underwent the ritual to give you an alternate humanoid form to allow you to infiltrate the local populace in an attempt to gain a good reputation for your group and the monsters of your organization. Your humanoid form is roughly the same size as most humanoids, and you had some control over how it looked, but the ritual was not perfect and there are still aspects of your true form apparent when one looks. The ritual may have temporarily reduced your strength and power as well.

The higher ups recently informed you that one known only as the Sybil has had a vision of a calamity that will happen soon. The calamity will further tarnish the name of monsters, and the leaders hope you can avoid their name being any further ruined. Also they are hoping that if you can avert the calamity you will gain fame, respect, and admiration. All the better to further their cause.

And so you have been sent to the coastal town of Sandpoint in Varista to attend the Swallowtail Festival at the Autumnal Equinox and do your best. You arrive in Sandpoint the day before the festival.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

So this game will be a hybrid of PbP, Discord, and Roll20. The adventure is a Pathfinder adventure, because I couldn't find any 3.5 adventures on Roll20 and I here good things about this adventure which should span levels 1 to 18. The intent is everyone will play Monsters using the Monster Classes on Oslecamo's Improved Monster Classes. As those are built with 3.5 in mind rather than Pathfinder there will be a few modifications.

If your monster class has Hide and/or Move Silently you get Stealth. Listen, Search, and/or Spot you get Perception. Balance, Jump, and/or Tumble you get Acrobatics. Decipher Script, Forgery, and/or Speak Language you get Linguistics. Open Lock is now part of Disable Device. Gather Information is now part of Diplomacy. Use Rope is now part of the CMB/CMD system.

Instead of getting x4 skill points at 1st level you get the normal amount and putting a point into a class skill gives you the +3 bonus class bonus.

You will all have the Deceivingly Innocent Form feat for free, ignoring prerequisites, to allow you to blend into groups of humanoids better when needed.

You can take up to two traits that seem reasonable. If you wish you can take the Savage Trait from that same page that has the Deceivingly Innocent Form. If you do take the Savage Trait then putting a skill point into Linguistics will get you 2 languages and the ability to read and write, or 4 languages but no ability to read and write. I would suggest picking up Common at least if you grab the Savage Trait.

Going with the Epic Fantasy 25 point buy for Pathfinder.

I plan on grabbing 4 to 5 players, who will be accompanied by a helper who will mostly be doing what the players want.

Discord Link

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Anias
Jun 3, 2010

It really is a lovely hat

Book Wyrm checking in (Tome Dragon, some kinda diviner+clouds)

Maybe pretending to be a fighter at level 1 since 'dragon' is a decent gig on it's own.

Anias fucked around with this message at 19:48 on Aug 1, 2020

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
This looks fun, I'm interested in trying out the Tarrasque for all the fun Godzilla shenanigens.

http://minmaxforum.com/index.php?topic=2604.0

8one6
May 20, 2012

When in doubt, err on the side of Awesome!

Count me interested. Looking at the classes now.

8one6 fucked around with this message at 10:15 on Aug 1, 2020

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Looking at things.

Piell fucked around with this message at 16:01 on Aug 1, 2020

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

Interested. Will look at classes later.

8one6
May 20, 2012

When in doubt, err on the side of Awesome!

Bastion, Awakened Iron Golem


code:
PATHFINDER Character Sheet
----------------------------------------------------------------------------
Name  : Bastion             | Race  : Iron Golem (Awak)| Height: 7'6"/6'3''
Player: 8one6               | Gender: Male             | Weight: 475 lbs/245 lbs
Update: 02/08/20            | Age   : 20               | Eyes  : neon blue (both forms)
Align : CG                  | Size  : med/med          | Hair  : na/blond
Deity : na                  | Speed : 20ft             | Hand  : right
----------------------------------------------------------------------------
       Ability    |   Temporary   | Class                 Level
     Score   Mod  |  Score   Mod  |  Iron Golem (Awakened)    1
STR   20      +5  |               |  
DEX   10      +0  |               |
CON   --      +0  |               |
INT   14      +2  |               |
WIS    10      +0  |               |Total Level: 1         Extra Feats: 1
CHA   13      +1  |               |XP  :        0         Next:   xxxxxx
----------------------------------------------------------------------------
        Total   Current   Subdual |         Total   Dex   Misc
HP    :   11       11             | Init  :   +0  =  0  +
----------------------------------------------------------------------------
          Total        Armr  Shld   Dex  Misc
Full AC :   18  =  10 +  0  +  0  +  0  + 8 Nat Armor
Touch   :   10  =  10 + xxx + xxx +  0  +
FlatFoot:   18  =  10 +     +     + xxx + 8 Nat Armor
----------------------------------------------------------------------------
Special Defenses
     Immunity to all mind-affecting effects (charms, compulsions, 
                phantasms, patterns, and morale effects)
     Immunity to poison, sleep effects, paralysis, stunning, 
                disease, death effects, and necromancy effects.
     Not subject to critical hits, nonlethal damage, ability damage, 
                ability drain, fatigue, exhaustion, or energy drain.
     Immunity to any effect that requires a Fortitude save (unless the 
                effect also works on objects, or is harmless).
     Not at risk of death from massive damage.
     Immunity to fire damage (healed for half result of fire damage)

Damage Reduction:
Spell Resistance:
----------------------------------------------------------------------------
SAVES                          Ability
            Bonus    Base   Mod  Magic
Fort (Con):   +0    =  0  +  -  +   0 +
Ref  (Dex):   +0    =  0  +  0  +   0 +
Will (Wis):   +0    =  0  +  0  +   0 +
----------------------------------------------------------------------------
Base    Total   Base   Str   Misc | Base    Total   Base   Dex   Misc
Melee :   +6  =   1  +  5  +      | Range :   +1  =   1  +  0  +
----------------------------------------------------------------------------
Combat  Total  Base  Str  Misc    | Mnvr  Total      Base   Str   Dex  Misc
Mnvr   : +6  =  1  +  5  +  0     | Def :  16  = 10 +  1  +  5  +  0  +  0
----------------------------------------------------------------------------

Weapon: slam attack         Weight: na lbs         Material: Iron
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +6  | 2d6+5  |    20/x2 |   -   |   B   |
two slam attacks dealing 2d6+Str mod damage each.
The Iron Golem may attack with both fists as a standard action whitout penalty.

Weapon: xxxxxx         Weight: x lbs         Material:
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Range | +xx | xdx+x  | xx-20/x2 |   -   |   x   |

Armor: xxxxxx           Weight: xx lbs         Material:
 AC  MaxDex Pen. SplFail Speed  Special
 +x |  +x  | -x |  xx%  | xxft | None

Armor: xxxxxx           Weight: xx lbs         Material:
 AC  MaxDex Pen. SplFail Speed  Special
 +x |  --  | -x |  xx%  | xxft | None

--------------------------------------------------------------------------
RACE ABILITIES/FEATURES
Iron Body: # No Constitution score.
           # Low-light vision.
           # Darkvision out to 60 feet.
           # Immunity to all mind-affecting effects (charms, compulsions, 
                phantasms, patterns, and morale effects).
           # Immunity to poison, sleep effects, paralysis, stunning, 
                disease, death effects, and necromancy effects.
           # Cannot heal damage on their own, but often can be repaired by 
                certain spells. The DM may also allow the construct to be 
                repaired with the use of the right skills with the right tools. 
                A construct with the fast healing special quality still benefits 
                from this quality.
           # Not subject to critical hits, nonlethal damage, ability damage, 
                ability drain, fatigue, exhaustion, or energy drain.
           # Immunity to any effect that requires a Fortitude save (unless the 
                effect also works on objects, or is harmless).
           # Not at risk of death from massive damage. Immediately destroyed 
                when reduced to 0 hit points or less.
           # Since it was never alive, a construct cannot be raised or 
                resurrected except for limited wish, wish and miracle. The 1st 
                makes the construct lose a level, the other two don't.
           # However, it can be "repaired" if destroyed by spending 24 hours 
                of work and 500 GP of materials, wich make it lose a level.

             Iron golem is a medium sized construct with base speed 20 feet. 
             It has two slam attacks dealing 2d6+Str mod damage each. 
                The Iron Golem may attack with both fists as a standard action 
                whitout penalty.

             It also gains a bonus to its Nat armor equal to 3+Str modifier. 
                Whenever it grows a size category, its natural armor increases 
                by an extra +1.

             Finally it gains +1 HP per HD. This bonus retroatively increases 
                by +1 for every 5 HD of the Iron Golem.



--------------------------------------------------------------------------
CLASS ABILITIES/FEATURES
Fire Forged: The metal body of an iron golem perfectly conducts heat, not 
                only being impervious to it but actually correcting failures 
                and cracks on its body. If the Iron Golem would be dealt 
                fire damage, it instead recover lost HP equal to half the fire 
                damage that it would receive.

Mobile 
Fortress:    Iron Golems were designed as powerful guardians, and their 
                bodies are crafted in such a way to protect those close 
                to them. Allies adjacent to the Iron Golem gain a bonus to 
                their AC and Reflex saves equal to half the Nat armor bonus 
                of the Iron Golem. (+4)
             This also allows the Iron Golem to use Str instead of Dex for 
                Acrobatics checks, and Str instead of Cha for Intimidate checks.

--------------------------------------------------------------------------
SPECIAL OTHER ABILITIES

--------------------------------------------------------------------------
Skills and Languages
Iron Golem 1: 4 (2+2 int)

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.
* denotes a skill changed by Mobile Fortress

[c] Acrobatics *       : +5     0 ranks + 5 Str + 0 class + 0 misc - 0 armor
[ ] Appraise           : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Bluff              : +1     0 ranks + 1 Cha + 0 class + 0 misc
[c] Climb              : +9     1 ranks + 5 Str + 3 class + 0 misc - 0 armor
[c] Craft:             : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Diplomacy          : +1     0 ranks + 1 Cha + 0 class + 0 misc
[ ] Disable Device ^   : +0     0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Disguise           : +1     0 ranks + 1 Cha + 0 class + 0 misc
[ ] Escape Artist      : +0     0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Fly                : +0     0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Handle Animal ^    : +1     0 ranks + 1 Cha + 0 class + 0 misc
[ ] Heal               : +0     0 ranks + 0 Wis + 0 class + 0 misc
[c] Intimidate *       : +9     1 ranks + 5 Str + 3 class + 0 misc
[ ] Know: Arcana ^     : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Dungeon ^    : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Engineer ^   : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Geography ^  : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: History ^    : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Local ^      : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Nature ^     : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Planes ^     : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Religion ^   : +2     0 ranks + 2 Int + 0 class + 0 misc
[c] Linguistics ^      : +6     1 ranks + 2 Int + 3 class + 0 misc
[c] Perception         : +4     1 ranks + 0 Wis + 3 class + 0 misc
[ ] Perform:           : +1     0 ranks + 1 Cha + 0 class + 0 misc
[c] Profession: ^      : +0     0 ranks + 0 Wis + 0 class + 0 misc
[ ] Ride               : +0     0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Sense Motive       : +0     0 ranks + 0 Wis + 0 class + 0 misc
[ ] Sleight of Hand ^  : +0     0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Spellcraft ^       : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Stealth            : +2     0 ranks + 2 Dex + 0 class + 0 misc - 0 armor
[ ] Survival           : +0     0 ranks + 0 Wis + 0 class + 0 misc
[c] Swim               : +5     0 ranks + 5 Str + 0 class + 0 misc - 0 armor
[ ] Use Magic Device ^ : +1     0 ranks + 1 Cha + 0 class + 0 misc

Languages : Common, Celestial, Infernal, Draconic, Undercommon, Goblin,
----------------------------------------------------------------------------
Traits and Feats

Trait #1 : Vandal - +2 bonus on Strength checks to break objects, and when 
                    damaging an object with a weapon, natural weapon, or 
                    unarmed attack, you ignore 2 points of its hardness. 
Trait #2 : Muscle of the Society - You gain a +2 trait bonus on Strength 
                    checks made to break doors and lift portcullises, and you 
                    treat your Strength score as 2 higher for the purpose of 
                    determining your carrying capacity.

Campaign Feat : Deceivingly Innocent Form[Monstruous]
                     Mostly humanoid form
Level 1 Feat  : Cosmopolitan
                     speak and read two additional languages, add 2 Int, Wis,
                     or Cha Skills to Class Skills (Linguistics, Perception)

--------------------------------------------------------------------------

MONEY:  6c, 3s, 5g
----------------------------------------------------------------------------
GEAR (Weight):



TOTAL WEIGHT:
----------------------------------------------------------------------------
LOAD:  Light   Medium (-3) Heavy/Max (-6)  Lift (x 2)  Push/Drag (x 5)
       173 lb    346 lb       520 lb        1,040 lb       2,6000 lb
----------------------------------------------------------------------------
MAGIC ITEMS - SLOTS
ARMOR:

BELTS:

BODY:

CHEST:

EYES:

FEET:

HANDS:

HEAD:

HEADBAND:

NECK:

RING(S) (up to two):

SHIELD:

SHOULDERS:

WRIST:
----------------------------------------------------------------------------
MAGIC ITEMS - UNSLOTED

----------------------------------------------------------------------------
DESCRIPTION
A massive Iron Golem, plated in bronze, and glowing with arcane energy.
A huge, square-jawed human who's eyes glow with the same energy that animates his iron form.
Bastion is not subtle but he is dedicated.
----------------------------------------------------------------------------
BACKGROUND
Bastion was created twenty years ago as part of the organization's stronghold defense. Over time he awakened to a concept of self and volunteered for the mission the group is currently tasked with.

----------------------------------------------------------------------------


Sources
http://minmaxforum.com/index.php?topic=1500.0 (iron golem class)
http://minmaxforum.com/index.php?topic=526.msg2541#msg2541 (Innocent Form feat)
https://www.d20pfsrd.com/traits/combat-traits/vandal-combat/
https://www.d20pfsrd.com/traits/combat-traits/muscle-of-the-society/
https://www.d20pfsrd.com/feats/general-feats/cosmopolitan

Edit 8/12: paid 12g for rooms.
Edit 8/11/20: added gear from roll20 (because I'm not typing all of that out.)
Edit 8/6/20: adjusted stats and skills to match what I changed them to in roll20 and added the two languages I forgot I get from having a high Int.

8one6 fucked around with this message at 23:03 on Aug 12, 2020

Jade Mage
Jan 4, 2013

This is Canada. It snows nine months of the year, and hails the other three.

I'm interested, looking at the Pixie class.

Jade Mage
Jan 4, 2013

This is Canada. It snows nine months of the year, and hails the other three.

Ignea Parsleygust, Pixie


"There's more to fey then luring children into the woods! Though, that does happen sometimes."

Ignea recognizes her kind is prone to petty mischief at best, and violent acts of ironic drama at it's worse, but as a pixie she felt it her duty to make up for the failings of the more wild fey... Or at least that's part of the reason she accepted this job. She also has always wanted to learn what she calls "real" magic, magic that comes from skill or is personalized to you, rather than the stuff all pixies can do. She's dangerously fascinated with magical artifacts and hopes they can help her find her magic, and she figures humanoids don't tend to have much natural magic to them, so mixing herself in with them is the best first step to finding her magic.

Unlike what she expects a lot of the other monsters would need, she needed her Innocent Form to actually be larger than she is. As a pixie she stands a mere two feet two inches, barely reaching the knees of an average human, she has fluffy white wings similar to a moth but she hasn't bothered to learn how to use their magic to fly, constantly getting distracted by trying to find her own magic. Her eyes are a bright yellow, and her mouth has a few overly sharp teeth like several types of fairy, what a few of her fellows mockingly call "baby eaters". Her long blonde hair falls to her upper thighs and regularly swirls around her in the breeze. Despite her small stature, her proportions and facial structure look more like a lithe adult than a child.

Her Innocent Form is much the same, but taller and more childish. She stands at around three and a half feet tall, and looks more like a young elf than she would as a pixie, more round features and a child's body shape. She prefers to not pretend to be a child (children are dumb and gullible) unless she's trying to trick someone or get something. Her ears are still pointed, and her hair still falling to her hips if not braided, but her teeth are blunter and more normal looking. The things that give her away to people who look closely are her uncomfortably yellow eyes and her wings. Her wings are slightly more flexible so she usually folds them down and tries to pass them off as a fluffy cape, but if someone pays too much attention they'll see the "cape" doesn't actually attach to anything.


(Intending to follow the Bardic route for Pixies, all support, all the time)
code:
PATHFINDER Character Sheet
----------------------------------------------------------------------------
Name  : Ignea Parsleygust	| Race  : Pixie		| Height: 2'2"/3'6"
Player: Jade Mage		| Gender: Female	| Weight: 10 lbs/29 lbs
Update: 02/08/20		| Age   : ~20		| Eyes  : Bright Yellow (both forms)
Align : CG			| Size  : Small		| Hair  : Blonde
Deity : N/A			| Speed : 20ft		| Hand  : right
----------------------------------------------------------------------------
       Ability    |   Temporary   | Class                 Level
     Score   Mod  |  Score   Mod  |  Pixie    1
STR   6       -2  |               |  
DEX   14      +2  |               |
CON   8       -1  |               |
INT   12      +1  |               |
WIS   12      +1  |               |Total Level: 1         Extra Feats: 1
CHA   20      +5  |               |XP  :        0         Next:   xxxxxx
----------------------------------------------------------------------------
        Total   Current   Subdual |         Total   Dex   Misc
HP    :   9        9              | Init  :   +2  =  2  +
----------------------------------------------------------------------------
          Total        Armr  Shld   Dex  Misc
Full AC :   13  =  10 +  0  +  0  +  2  + 1
Touch   :   13  =  10 +  0  +  0  +  2  + 1
FlatFoot:   11  =  10 +     +     + xxx + 1
----------------------------------------------------------------------------
Special Defenses: +1 trait bonus on saving throws against illusion effects.
Damage Reduction:
Spell Resistance:
----------------------------------------------------------------------------
SAVES                          Ability
            Bonus    Base   Mod  Magic
Fort (Con):   -1    =  0  + -1  +   0 +
Ref  (Dex):   +4    =  2  +  2  +   0 +
Will (Wis):   +3    =  2  +  1  +   0 +
----------------------------------------------------------------------------
Base    Total   Base   Str   Misc 	| Base    Total   Base   Dex   Misc
Melee :   -1  =   0  + -2  + 1(size)	| Range :   +3  =   0  +  2  + 1(size)
----------------------------------------------------------------------------
Combat  Total  Base  Str  Misc    | Mnvr  Total      Base   Str   Dex  Misc
Mnvr   : -3  =  0  + -2  + -1     | Def :  9  = 10 +  0  + -2  +  2  + -1(size)
----------------------------------------------------------------------------

Weapon: Light Crossbow Weight: 2 lbs         Material: Steel?
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Range | +3  | 1d6+0  | 19-20/x2 | 80ft |   P   |

Weapon: Dagger         Weight: .5 lbs         Material: Steel?
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee| -1  | 1d3-1  | 19-20/x2 | 10ft  |  P/S  |

Armor: xxxxxx           Weight: xx lbs         Material:
 AC  MaxDex Pen. SplFail Speed  Special
 +x |  +x  | -x |  xx%  | xxft | None

Armor: xxxxxx           Weight: xx lbs         Material:
 AC  MaxDex Pen. SplFail Speed  Special
 +x |  --  | -x |  xx%  | xxft | None

--------------------------------------------------------------------------
RACE ABILITIES/FEATURES
Pixie Body: A pixie loses all other racial bonus and gains fey traits 
		(basically low light vision). It is a small sized fey with base speed of 20 feet.



--------------------------------------------------------------------------
CLASS ABILITIES/FEATURES
Pixie Initiate: A pixie becomes adept at casting several spell-like abilities. At level one, a pixie can 
		cast the following SLA's. All SLA save DCs are equal to 10+1/2HD+Cha mod.

		Charm Person 1/day per HD. (Upgraded to Charm Monster at 7 HD)
		Entangle 1/day per HD.
		Sleep 1/day per HD.
		Reduce or Enlarge Person 1/day per HD. (Self only)

		A pixie's sleep SLA is unique, in that it does not have a HD cap. Instead, it can affect 
		a number of HD equal to the pixie's HD, plus her Cha modifier. In addition, as a full round 
		action, a pixie may fire one sleep arrow from a bow. This sleep arrow uses up one of her 
		daily uses of the sleep SLA, but if it hits, it deals no damage and instead it inflicts the  Sleep 
		on the target and the save DC is raised by half of the pixie's HD, and ignores any immunities 
		to it (but oponents with such immunities gain a +5 bonus on their saves).

Fey Senses: At first level, a pixie gains a racial bonus to all Listen, Spot, and Search checks equal to her Pixie level+1/2 other HD.

Ability Changes: A pixie gains Cha +2 at level 1, and +1 at levels 3 and 5, Int +1 at levels 2 and 4,  Dex +2 at level 1, and +1 at 
		levels 3 and 5, and Str -2 at level one.

--------------------------------------------------------------------------
OTHER SPECIAL ABILITIES

--------------------------------------------------------------------------
SPELLS AND SPELL LIKE ABILITIES
(SLA) Charm Person 1/day, DC 15
(SLA) Entangle 1/day, DC 15
(SLA) Reduce Person or Enlarge Person (Self Only) 1/day
(SLA) Sleep* 1/day, DC 15, 6 total HD of targets

*See Pixie Initiate for more info
--------------------------------------------------------------------------
Skills and Languages
Pixie 1: 7 (6+1 int)

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

[c] Acrobatics         : +2     0 ranks + 2 Dex + 0 class + 0 misc - 0 armor
[ ] Appraise           : +1     0 ranks + 1 Int + 0 class + 0 misc
[c] Bluff              : +9     1 ranks + 5 Cha + 3 class + 0 misc
[ ] Climb              : -2     0 ranks + -2 Str+ 0 class + 0 misc - 0 armor
[ ] Craft:             : +1     0 ranks + 1 Int + 0 class + 0 misc
[c] Diplomacy          : +9     1 ranks + 5 Cha + 3 class + 0 misc
[ ] Disable Device ^   : +2     0 ranks + 2 Dex + 0 class + 0 misc - 0 armor
[ ] Disguise           : +5     0 ranks + 5 Cha + 0 class + 0 misc
[c] Escape Artist      : +2     0 ranks + 2 Dex + 0 class + 0 misc - 0 armor
[c] Fly                : +2     0 ranks + 2 Dex + 0 class + 2 size - 0 armor
[ ] Handle Animal ^    : +2     0 ranks + 5 Cha + 0 class + 0 misc
[ ] Heal               : +1     0 ranks +  1 Wis + 0 class + 0 misc
[ ] Intimidate         : +5     0 ranks + 5 Cha + 0 class + 0 misc
[ ] Know: Arcana ^     : +1     0 ranks + 1 Int + 0 class + 0 misc
[ ] Know: Dungeon ^    : +1     0 ranks + 1 Int + 0 class + 0 misc
[ ] Know: Engineer ^   : +1     0 ranks + 1 Int + 0 class + 0 misc
[ ] Know: Geography ^  : +1     0 ranks + 1 Int + 0 class + 0 misc
[ ] Know: History ^    : +1     0 ranks + 1 Int + 0 class + 0 misc
[ ] Know: Local ^      : +1     0 ranks + 1 Int + 0 class + 0 misc
[ ] Know: Nature ^     : +1     0 ranks + 1 Int + 0 class + 0 misc
[ ] Know: Planes ^     : +1     0 ranks + 1 Int + 0 class + 0 misc
[ ] Know: Religion ^   : +1     0 ranks + 1 Int + 0 class + 0 misc
[ ] Linguistics ^      : +1     0 ranks + 1 Int + 0 class + 0 misc
[c] Perception         : +6     1 ranks +  1 Wis + 3 class + 1 misc
[c] Perform (Riddles)  : +9     1 ranks + 5 Cha + 3 class + 0 misc
[ ] Profession: ^      : +1     0 ranks +  1 Wis + 0 class + 0 misc
[ ] Ride               : +2     0 ranks + 2 Dex + 0 class + 0 misc - 0 armor
[c] Sense Motive       : +6     1 ranks +  1 Wis + 3 class + 1 misc
[c] Sleight of Hand ^  : +2     0 ranks + 2 Dex + 0 class + 0 misc - 0 armor
[ ] Spellcraft ^       : +1     0 ranks + 1 Int + 0 class + 0 misc
[c] Stealth            : +10     1 ranks + 2 Dex + 3 class + 4 size - 0 armor
[ ] Survival           : +1     0 ranks +  1 Wis + 0 class + 0 misc
[ ] Swim               : -2     0 ranks + -2 Str+ 0 class + 0 misc - 0 armor
[c] Use Magic Device ^ : +10     1 ranks + 5 Cha + 3 class + 1 misc

Languages : Common, Sylvan
----------------------------------------------------------------------------
Traits and Feats

Trait #1 : Dangerously Curious - You gain a +1 bonus on Use Magic Device checks, 
			and Use Magic Device is always a class skill for you. 
Trait #2 : Hardly a Fool - You gain a +1 trait bonus on Sense Motive checks and a 
			+1 trait bonus on saving throws against illusion effects.

Campaign Feat : Deceivingly Innocent Form[Monstruous]
			Slightly taller humanoid that resembles an elf child. Mostly the same in appearance, but the wings are 
			more flexible and she tries to pass them off as a fun accessory, they still twitch or move if she's surprised.
Level 1 Feat  : Toughness
			+3 HP, +1 HP for every HD beyond 3.

--------------------------------------------------------------------------

MONEY: 61g
----------------------------------------------------------------------------
GEAR (Weight):
Light Crossbow (Small) 2lbs
20 Bolts (Small) 1 lbs
Dagger (Small) 1 lb

TOTAL WEIGHT: 4lbs
----------------------------------------------------------------------------
LOAD:  Light   Medium (-3) Heavy/Max (-6)  Lift (x 2)  Push/Drag (x 5)
        20 lb     40 lb        60 lb         120 lb         300  lb
----------------------------------------------------------------------------
MAGIC ITEMS - SLOTS
ARMOR:

BELTS:

BODY:

CHEST:

EYES:

FEET:

HANDS:

HEAD:

HEADBAND:

NECK:

RING(S) (up to two):

SHIELD:

SHOULDERS:

WRIST:
----------------------------------------------------------------------------
MAGIC ITEMS - UNSLOTED

----------------------------------------------------------------------------
DESCRIPTION
A curious two foot tall pixie with fluffy white moth-like wings and bright yellow eyes.

A curious three and a half foot tall (elf?) child with fluffy white wings she folds down 
behind her like a fluffy cape. Her eyes are still oddly yellow.

Ignea is as excitable as both of her forms look, but cannier than you'd expect of 
a pixie or what looks like a young child. More interested in learning than being safe.
----------------------------------------------------------------------------
BACKGROUND
She wasn't really counting, but Ignea imagines she's a couple of decades old. She wants to be a good ambassador for
the fey folk so she can learn "real" magic.

----------------------------------------------------------------------------
Sources
http://minmaxforum.com/index.php?topic=2215.0 (Pixie class)
http://minmaxforum.com/index.php?topic=526.msg2541#msg2541 (Innocent Form feat)
https://www.d20pfsrd.com/traits/magic-traits/dangerously-curious/
https://www.d20pfsrd.com/traits/social-traits/hardly-a-fool-social/
https://www.d20pfsrd.com/feats/general-feats/toughness/

Jade Mage fucked around with this message at 01:05 on Aug 5, 2020

Ryuujin
Sep 26, 2007
Dragon God
Well as a few people have begun posting characters I guess I should show you your companion who will be aiding you in the ways they are capable of on your journey.


Om

Not much is known about Om, and they aren't talking about themselves. Especially in their natural form where speech is impossible. You are unclear on where Om came from, or how old they are. All you know is that Om seems to have underwent the same ritual you did, and was greatly weakened in the process, and that your leaders suggested taking Om with you as the Sybil believes Om may be of some help on your mission.

Taking on a form that looks mostly human, with hair and loose clothes of impossibly dark black, eyes and mouth holes into never ending darkness, allows om to manipulate things like many of you have taken for granted and even to be able to speak. Though Om does not speak with any confidence or experience. It is clear that speaking does not come naturally to them. Om will help you as they can, defending themselves and yourselves in combat, but otherwise mostly seems content to follow you around unless you ask them to do something, at which point they will do what they can to help out.

pre:
Name:		Om
Race:		Umbral Blot
Levels:		Umbral Blot 1
Age:		Unknown
Height:	5’
Weight:	0 lbs
Hair:		N/A
Eyes:		N/A

Strength 	10(+0)	10
Dexterity 	18(+4)	16 +1 +1 
Constitution 	--(--)	08
Intelligence 	14(+2)	14
Wisdom  	10(+0)	10
Charisma 	18(+4)	16 +1 +1

HP: 15 (10+5)

Speed: 60 (50+10) ft flight (altitude 5’)  

Armor Class: 21 = 10 +4 [dex] +4+1 [NA] +2 armor
      Touch AC: 14
      Flat-footed: 17

Initiative modifier:	+4	= 4 [dexterity]
Fortitude save:		+0	= 0 [base] +0 [constitution] 
Reflex save:		+4	= 0 [base] +4 [dexterity] 
Will save:		+0	= 0 [base] +0 [wisdom] 

Disintegrating Touch:	+4 2d6 (DC 16 for half damage)

Languages:	Common, Thassilonian

Traits:		Savage

Feats:
      Lvl 1:  Deceivingly Innocent Form (bonus)
      Lvl 1:  Ability Focus Disintegrating Touch


Skills2+int mod (+2) +2 Savage
Appraise	Int	2	= 0+2
Disguise	Cha	4	= 0+4
Fly		Dex	8	= 1+4+3
Intimidate	Cha	4	= 0+4
Know (Thass.)	Int	2	= 1+2+3
Linguistics	Int	5	= 1+2+3
Move Silently	Dex	4	= 0+4
Perception	Wis	4	= 1+0+3
Sense Motive	Wis	1	= 0+1
Stealth		Dex	8	= 1+4+3
Survival	Wis	1	= 0+1

Umbral Blot:
    * Blot Body: An Umbral Blot loses all other racial bonuses and becomes a construct, with all of its 
penalties and disadvantages, except for the extra HP:
# No Constitution score.
# Low-light vision.
# Darkvision out to 60 feet.
# Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
# Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow 
the construct to be repaired with the use of the right skills with the right tools. A construct with the fast 
healing special quality still benefits from this quality.
# Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
# Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
# Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. 
The 1st makes the construct lose a level, the other two don't.
#However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, which make 
it lose a level.

The Umbral Blot is a medium sized construct shaped like a sphere, with flight speed 50 feet, but for now can't 
hover more than 5 feet above ground.

It also gains a bonus to its Nat armor equal to 1+Cha modifier. Finally it gains +1 HP per HD at 5 HD. This bonus 
increases to +2 at 10 HD, +3 at 15 HD, +4 at 20 HD, and so on.

The Umbral Blot cannot speak or perform fine manipulation. Such actions were not deemed a necessary ability 
for their purpose as finely crafted assassins of the ancient gods. If it disintegrates  a piece of magic equipment 
other than a weapon, it can absorb their essence and count as if wearing it (armor enchancements benefit its 
natural armor), although the Umbral Blot counts as having normal humanoid body slots for this. As a 1-hour process 
it can transfer the magic essence of a magic item it has absorbed into an adjacent appropriate piece of mundane 
equipment of the same kind as the original magic item (magic boot property only towards mundane boots for example), 
in which case the Umbral Blot no longer benefits from it. This does not allow the Umbral Blot to combine magic 
properties. For example, if it had already had absorbed a pair of magic gloves, it could not absorb another hands-slot 
item before getting rid of the previous gloves bonus. If the Umbral Blot is destroyed, any magic properties it had absorbed 
are automatically transferred to the nearest mundane items of the appropriate kind.

    * Elder Protocols: Umbral Blots may resemble a sphere of annihilation, but they've actually
	been created before by ancient technology by the gods of yore, and it's the spheres of
	annihilation that are crude copies. All of the abilities of the Umbral Blot are 
	Extraordinary effects, even those that replicate spells. In addition the Umbral Blot can 
	disguise itself as a sphere of annihilation with a racial bonus equal to 10+HD, fooling 
	even abilities that would point out it's a creature unless the observer succeeds on a Spot 
	check against this disguise check.

However at start the Umbral Blot is also vulnerable to the will of smart creatures. A character’s ability to gain control of the 
Umbral Blot (or to keep controlling one) is based on the result of a control check against DC 10+HD+Cha mod (a move action). 
A control check is 1d20 + HD + character Int modifier. If the check succeeds, the character can move the Umbral Blot and 
make it perform an attack with Disintegrating touch as a free action.

Control of the Umbral Blot can be established from as far away as 40 feet (the character need not approach too closely). 
Once control is established, it must be maintained by continuing to make control checks (same DC as the start) each round. 
For as long as a character maintains control (does not fail a check) in subsequent rounds, he can control the sphere from a 
distance of 40 feet + 10 feet per HD. The sphere’s speed in a round is 10 feet +5 feet for every 5 points by which the character’s 
control check result in that round exceeded the DC. Anyone with an Amulet of the Sphere dobles their HD and Int bonus for 
purposes of trying to control the Umbral Blot.

If two or more creatures vie for control of a sphere of annihilation, the rolls are opposed.

Should a gate spell be cast upon the Umbral Blot, there is a 50% chance (01-50 on d%) that the spell destroys it, a 35% chance 
(51-85) that the spell does nothing, and a 15% chance (86-100) that a gap is torn in the spatial fabric, catapulting everything 
within a 180-foot radius into another plane. If a rod of cancellation touches the Umbral Blot, they negate each other in a 
tremendous explosion if the Umbral Blot fails a Will save with DC 20. Everything within a 60-foot radius takes 2d6×10 points of 
damage unless the Umbral Blot succeeds on its save. Dispel magic and mage’s disjunction have no effect on the Umbral Blot.

    * Lesser Disintegrating Touch: At first level the Umbral Blot's mechanism is still not fully 
	operational and its abilities are still limited. It has a “natural” melee (that may never be 
	turned into a ranged attack or have its reach increased, even if the Umbral Blot increases 
	in size) touch attack that deals 1d6 untyped damage per HD, plus another 1d6 per Umbral 
	Blot level, that ignores all DR and hardness and can affect even ethereal and incorporeal 
	creatures. A Fort save with DC 10+1/2 HD+Cha mod halves this damage. A character or 
	object that has been disintegrated by an Umbral Blot disappears completely, leaving 
	behind not even dust to mark its passing. Lesser disintegrating touch can also be used to 
	end Force effects. The Umbral Blot can use Disintegrating Touch to make Aoos and extra 
	attacks if under an Haste effect or similar, however it's not an actual natural attack or 
	manufactured weapon and thus it can't be boosted by feats such as Weapon Focus or 
	Improved Natural Attack.

Whenever the Umbral Blot is hit by a weapon or natural attack, as an Immediate action can use Disintegrating Touch on it, 
hitting it automatically (in case of a natural weapon, the attacker directly takes the damage). The Umbral Blot still takes damage.

Finally the Umbral Blot can use contain its Disintegrating power in order to write in any solid surface, allowing it to communicate 
with others.

Equipment:
  
       Money: 0gp

Savage Trait Bonuses:


+2 skill points per level
1+⅓ level enhancement bonus to Dex and Cha
1+¼ level enhancement bonus to natural armor
+⅓ level resistance bonus to saves
+1/4th level enhancement bonus to weapon attack rolls and damage rolls.
8 hours of rest will fully heal their HP and remove any and all diseases/poisons/ability damage/curse/ability drain they are suffering 
from.  However they must eat ten times the usual amount of food for a creature of their size even if they normally don’t need to eat.

Ancient Skills:

Cunning:  +1 Insight bonus to Charisma and Dexterity
Fast Healer:  Gain Fast Healing 1.
Stout:  Gain damage reduction 5/magic.
Speed:  gain a +10 ft insight bonus to your speed.
Tough:  Gain 5 hit points
Unnatural Armor:  Gain a +2 armor bonus.

Ryuujin fucked around with this message at 08:46 on Aug 3, 2020

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Lagarto, Tarrasque


Tarrasque are not born, they are made.

Lagarto was formed by a radical anti-divine cult trying to create a weapon to kill the gods. What emerged from their rituals was tiny and malformed, a small lizard that struggled to survive its first hours. It might not have survived at all if it were not for the timely intervention of a group of heroic adventurers looking to save some kidnapped villagers who had been killed in the ritual to summon it. Once the cultists had been killed or captured, the group had to decide what to do with the small abomination. Compassion ultimately swayed them and it was given into the care of their oldest member, a powerful elven mage named Iredriel. She took the creature to study in her sanctum, letting it survive and thrive. She named it 'Lagarto', an Elven name for a kind of small lizard that ate voraciously.

As it grew it gained in intelligence as well, learning quickly. Iredriel began to teach it as she would a child. She used a powerful magic to let it temporarily take a more humanoid form to interact with others and its social skills grew by leaps and bounds. Now it is 15 years later and Lagarto longs to see more of the world, to leave home and become a hero like the mother it idolizes. So stealing away in the middle of the night, it aims to do just that.

In its normal form, Lagarto looks like an overgrown lizard with a large carapace and red scales. Its voice is shockingly deep and gutteral. Still it is only about 4' tall and has piercing red eyes. In its disguised form it looks like an androgynous elven youth of about the same height with the same red eyes and what seems to be a scaly red rash covering most of its skin.

code:
PATHFINDER Character Sheet
----------------------------------------------------------------------------
Name  : Lagarto          	| Race  : Tarrasque	| Height: 4'
Player: Zore		        | Gender: N/A		| Weight: 35lb
Update: 02/08/20		| Age   : 15		| Eyes  : Red
Align : NG			| Size  : Small		| Hair  : N/A
Deity : N/A			| Speed : 40ft		| Hand  : right
----------------------------------------------------------------------------
       Ability    |   Temporary   | Class                 Level
     Score   Mod  |  Score   Mod  |  Tarrasque    1
STR   17      +3  |               |  
DEX   12      +1  |               |
CON   17      +3  |               |
INT   14      +2  |               |
WIS   8       -1  |               |Total Level: 1         Extra Feats: 1
CHA   10      +0  |               |XP  :        0         Next:   xxxxxx
----------------------------------------------------------------------------
        Total   Current   Subdual |         Total   Dex   Misc
HP    :   15       15              | Init  :   +1  = 1  +
----------------------------------------------------------------------------
          Total        Armr  Shld   Dex  Misc
Full AC :   17  =  10 +  0  +  1  +  5  + 1
Touch   :   12  =  10 +  0  +  1  +  0 + 1
FlatFoot:   16  =  10 +     + 5    + xxx + 1
----------------------------------------------------------------------------
Special Defenses
Damage Reduction:
Spell Resistance:
----------------------------------------------------------------------------
SAVES                          Ability
            Bonus    Base   Mod  Magic
Fort (Con):   +5    =  2  +  3  +   0 +
Ref  (Dex):   +1    =  0  +  1  +   0 +
Will (Wis):   +1    =  2  +  -1  +   0 +
----------------------------------------------------------------------------
Base    Total   Base   Str   Misc 	| Base    Total   Base   Dex   Misc
Melee :   +5  =   1 + 3  + 1(size)	| Range :   +3  =   1 +  1  + 1(size)
----------------------------------------------------------------------------
Combat  Total  Base  Str  Misc    | Mnvr  Total      Base   Str   Dex  Misc
Mnvr   : +3  =  1 + 3  + -1         | Def :  14  = 10 +  0  + 3  +  1  + -1(size)
----------------------------------------------------------------------------

Weapon: Bite Weight: N/A     Material: N/A
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +5  | 1d8+4  | 19-20/x2 | 5ft |   P   |


Armor: xxxxxx           Weight: xx lbs         Material:
 AC  MaxDex Pen. SplFail Speed  Special
 +x |  +x  | -x |  xx%  | xxft | None

Armor: xxxxxx           Weight: xx lbs         Material:
 AC  MaxDex Pen. SplFail Speed  Special
 +x |  --  | -x |  xx%  | xxft | None

--------------------------------------------------------------------------
RACE ABILITIES/FEATURES
Ancient body: The Tarrasque loses all other racial traits and becomes a medium sized magical beast with all the related traits(basically darkivision 
	60 foot and low light vision). It has a base speed of 40 foot and a natural bite attack dealing 1d10+1.5 str modifier damage, and the scent 			 
	ability. It has claws and tail although they're too weak to do anything for now. It is incapable of fine manipulation but it can talk in a guttural 
 	deep primal voice. It automatically knows the common language and one extra language of it's choice for each point of Int bonus.

	It also gains a bonus to natural armor equal to his Con modifier+2. Whenever the Tarrasque grows in size it's natural armor grows by an extra 		  	
	+1. Unless otherwise noticed all of the Tarrasque abilities are Ex abilities, even those that replicate spells.

Scent
Darkvision 60
Low Light Vision

--------------------------------------------------------------------------
CLASS ABILITIES/FEATURES
 Assimilation:The tarrasque is an avatar of doom, not only destroying everything in his wake but growing stronger as he does so.

	As a full-round action the tarrasque may eat an unattended piece of magic equipment, in which case it is destroyed and it's essence 	
	assimilated into the tarrasque's body. This essence then forms special scales on the surface of the body of the tarrasque corresponding to the
	 item slot of the original item granting the magic bonus of the assimilated item (if any). Magic weapons absorbed transfer their magic
	 enchantments to a natural weapon of the tarrasque's choice (use the natural weapon basic stats). Enchantments that only work on ranged
	 attacks don't benefit the tarrasque.  Armor and shield bonuses apply to the tarrasque's natural armor. Charged items keep their old number o
	 charges and can be used the normal number of times as long as the activation method was simple like a command word.  As usual,
	equipment bonus of the same type don't stack and the tarrasque can't have two assimilated items corresponding to the same body slot.

	Basically, this ability allows the tarrasque to use equipment but keeping a monster look. The magic scales have all the vulnerabilities of normal 
	magic items except that pulling them off demands winning a Str check against the tarrasque.

	The tarrasque may remove his own magic scales without harm, at which point he loses their bonus and the scales crystallize into exotic gems
	 that are worth as much as the original magic item.

Brutal Grab:As the srd Improved Grab ability, applied to the Tarrasque's bite attack, except it may attempt to grapple creatures of any size.

Ability score increase: the tarrasque gains +1 Str and +1 Con at every level, for a total of +20 Str and +20 Con at 20th level.


--------------------------------------------------------------------------
OTHER SPECIAL ABILITIES

--------------------------------------------------------------------------
SPELLS AND SPELL LIKE ABILITIES


--------------------------------------------------------------------------
Skills and Languages
Tarrasque 1: 4 (2+2 int)


Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

[c] Acrobatics         : +5     1 ranks + 1 Dex + 3 class + 0 misc - 0 armor
[c] Appraise           : +6     1 ranks + 2 Int + 3 class + 0 misc
[c] Bluff              : +3     0 ranks + 0 Cha + 3 class + 0 misc
[ ] Climb              : 3     0 ranks + 3 Str+ 0 class + 0 misc - 0 armor
[ ] Craft:             : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Diplomacy          : +0     0 ranks + 0 Cha + 0 class + 0 misc
[ ] Disable Device ^   : +1    0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Disguise           : +0     0 ranks + 0 Cha + 0 class + 0 misc
[ ] Escape Artist      : +1     0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Fly                : +1     0 ranks + 1 Dex + 0 class + 0 size - 0 armor
[ ] Handle Animal ^    : +0     0 ranks + 0 Cha + 0 class + 0 misc
[ ] Heal               : -1     0 ranks +  -1 Wis + 0 class + 0 misc
[c] Intimidate         : +4     1 ranks + 0 Cha + 3 class + 0 misc
[c] Know: Arcana ^     : +5     0 ranks + 2 Int + 3class + 0 misc
[c] Know: Dungeon ^    : +5     0 ranks + 2 Int + 3 class + 0 misc
[c] Know: Engineer ^   : +5    0 ranks + 2 Int + 3 class + 0 misc
[c] Know: Geography ^  : +5     0 ranks + 2 Int + 3 class + 0 misc
[c] Know: History ^    : +5     0 ranks + 2 Int + 3 class + 0 misc
[c] Know: Local ^      : +5     0 ranks + 2 Int + 3 class + 0 misc
[c] Know: Nature ^     : +5     0 ranks + 2 Int + 3 class + 0 misc
[c] Know: Planes ^     : +6     1 ranks + 2 Int + 3 class + 0 misc
[c] Know: Religion ^   : +6     1 ranks + 2 Int + 3 class + 0 misc
[ ] Linguistics ^      : +2     0 ranks + 2 Int + 0 class + 0 misc
[c] Perception         : +2     0 ranks +  -1 Wis + 3 class + 0 misc
[ ] Perform  		 : +0     0 ranks + 0 Cha + 0 class + 0 misc
[ ] Profession: ^      : -1     0 ranks +  -1 Wis + 0 class + 0 misc
[ ] Ride               : +1     0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Sense Motive       : -1     0 ranks +  -1 Wis + 0 class + 1 misc
[ ] Sleight of Hand ^  : +1     0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Spellcraft ^       : +2     0 ranks + 2 Int + 0 class + 0 misc
[ ] Stealth            : +2     0 ranks + 1 Dex + 0 class + 1 size - 0 armor
[ ] Survival           : -1     0 ranks +  -1 Wis + 0 class + 0 misc
[ ] Swim               : +3     0 ranks + 3 Str+ 0 class + 0 misc - 0 armor
[ ] Use Magic Device ^ : +0     0 ranks + 0 Cha + 0 class + 0 misc

Languages : Common, Elvish, Abyssal
----------------------------------------------------------------------------
Traits and Feats

Trait #1 : Precocious Genius- Start at size S instead of M
Trait #2 : Hard to Kill-When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit 	
		point total instead of your full negative hit point total.

Campaign Feat : Deceivingly Innocent Form[Monstrous]
			
Level 1 Feat  : Throw Anything- No penalty on improvised throwing weapons

--------------------------------------------------------------------------

MONEY: 100g
----------------------------------------------------------------------------
GEAR (Weight):

TOTAL WEIGHT:
----------------------------------------------------------------------------
LOAD:  Light   Medium (-3) Heavy/Max (-6)  Lift (x 2)  Push/Drag (x 5)
        20 lb     40 lb        60 lb         120 lb         300  lb
----------------------------------------------------------------------------
MAGIC ITEMS - SLOTS
ARMOR:

BELTS:

BODY:

CHEST:

EYES:

FEET:

HANDS:

HEAD:

HEADBAND:

NECK:

RING(S) (up to two):

SHIELD:

SHOULDERS:

WRIST:
----------------------------------------------------------------------------
MAGIC ITEMS - UNSLOTED

----------------------------------------------------------------------------
DESCRIPTION
----------------------------------------------------------------------------
BACKGROUND

----------------------------------------------------------------------------
Sources

http://minmaxforum.com/index.php?topic=2604.0
http://minmaxforum.com/index.php?topic=526.0
https://www.d20pfsrd.com/feats/combat-feats/throw-anything-combat/

Zore fucked around with this message at 19:19 on Aug 5, 2020

OldMidgetWillow
Aug 12, 2004
perhaps after dinner i will order some more monuments and tall, phallic structures be built in my honor
Pulque the Saguaro Sentinel

It’s an honest living, out in the Grey; nothing for miles, just wide open vistas and blistering-hot sunlight. Plenty of time to wander, to ponder, to dance like no one is watching. Perhaps once every few months some unfortunate poacher would try to capture a rare bird or an interplanar mining conglomerate would try to set up shop and have to be mercilessly punctured, but those were merely interludes to give more meaning to the peacefulness of the desolate environs.

And so it was for long decades, until a somewhat wilted Treant approached him about an ‘exciting, momentous mission of great import’ the higher-ups thought he would be perfect for. That was news to Pulque, because he didn’t even know he had higher-ups--or, indeed, that anyone knew he was even there. After all, most of the entities who ever learned he was not a cactus quickly found themselves on the wrong end of several spines. Apparently one of his ancestors was part of an organization...

When Pulque heard the details of his mission, he was eager with anticipation; perhaps he was well-suited after all. He was not much one for conformity, for marching to the beat of any drum but his own (however ill-timed it was), but he had ruminated for years about the role of ‘non-traditional sapients’--and wasn’t that the crux of it? He did not begrudge the poacher their instincts to kill and steal and exploit, and they in turn should not begrudge his instincts to pulp them into delicious fertilizer. Respect and acceptance come from mutual understanding, and this in turn flows from authenticity.

Pulque’s alternate form is of a very, very green orc, hairless but with far too many piercings. A close eye would note that many of these are not actually made of metal, or indeed separate from his body, but close inspection is not the norm as he has barely been convinced to wear a loincloth and is obviously rather unwashed. It turns out that to a plant, the smells of dirt and fertilizer are quite pleasant.

pre:
Name: Pulque
Race:		Saguaro Sentinel
Levels:		Saguaro Sentinel 1
Age:		57
Height:	6’2
Weight:	120 lbs
Hair:		N/A
Eyes:		Black beads

Strength 	19(+4)	16 +1 +1 +1
Dexterity 	14(+2)	14 
Constitution 	18(+4)	16 +1 +1 
Intelligence 	10(+0)	10
Wisdom  	12(+1)	12
Charisma 	08(-1)	08

HP: 17 (8+4+5)

Speed: 30 (20 + 10) ft 

Armor Class: 19 = 10 +2 [dex]+4 [NA] +1 [Savage] +2 [Savage AS]
      Touch AC: 12
      Flat-footed: 17

Initiative modifier:	+2	= 2 [dexterity]
Fortitude save:		+6	= 2 [base] +4 [constitution] 
Reflex save:		+2	= 0 [base] +2 [dexterity] 
Will save:		+0	= 0 [base] +1 [wisdom] 

Slam(x2):	+4 1d6+4
Thrown Spine: +2 1d3+4, 40ft

Languages:	Common, Sylvan

Traits:		Savage, Eager Performer [dance]

Feats:
      Lvl 1:  Deceivingly Innocent Form (bonus)
      Lvl 1:  Combat Reflexes


Skills2+int mod (+0) +2 Savage +1 Favored Class
Disguise	Cha	3	= 1-1+3 [+3 if disguised as cactus]
Linguistics	Int	1	= 1+0
Perception	Wis	5	= 1+1+3
Perform[dance]	Cha	4	= 1-1+3+1[trait]
Survival	Wis	5	= 1+1+3



Saguaro Sentinel:
Saguaro Body: The Saguaro Sentinel loses all other racial bonuses, and gains plant 
traits and the extraplanar subtype. It is a medium plant with a base speed of 20 feet 
and two natural Slam attacks doing 1d6+Str mod.  
It also gains a natural armor bonus equal to its Con bonus.

A plant creature possesses the following traits:
Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, 
patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Proficient with its natural weapons only.
Not proficient with armor.
Plants breathe and eat, but do not sleep.

Thorns: The body of a saguaro sentinel is covered with long, cruel thorns. 
These thorns tear at any creature that touches it, dealing 1d3 points of piercing damage. 
Creatures striking a saguaro sentinel with natural attacks, touch attacks or unarmed 
strikes are subject to this damage, but creatures striking with melee weapons are not. 
A creature that is pushed into or falls onto a plant also takes damage from its thorns, 
including grapple/bullrush checks and similar. 
Whenever the Saguaro Sentinel grows in size, thorn damage increases accordingly.

The Saguaro Sentinel can also use its own thorns as thrown weapons with a range increment of 40 feet.

Tough Flesh: The flesh of a saguaro sentinel is tough and retains water in the harshest of conditions.
It does not take extra damage from dehydration spells and effects (including horrid wilting) as plants 
normally do.

Like a Cactus: The Saguaro Sentinel gains a racial bonus equal to 3+HD to disguise itself as a 
regular saguaro plant.

Ability Bonuses: The Saguaro Sentinel gains a +1 bonus to Strength



Equipment:
  
       Money: 0gp

Savage Trait Bonuses:


+2 skill points per level
1+⅓ level enhancement bonus to Str and Con
1+¼ level enhancement bonus to natural armor
+⅓ level resistance bonus to saves
+1/4th level enhancement bonus to weapon attack rolls and damage rolls.
8 hours of rest will fully heal their HP and remove any and all diseases/poisons/ability damage/curse/ability 
drain they are suffering from.  However they must eat ten times the usual amount of food for a creature of 
their size even if they normally don’t need to eat.

Ancient Skills:

Cunning:  +1 Insight bonus to Strength and Constitution
Fast Healer:  Gain Fast Healing 1.
Stout:  Gain damage reduction 5/magic.
Speed:  gain a +10 ft insight bonus to your speed.
Tough:  Gain 5 hit points
Unnatural Armor:  Gain a +2 armor bonus.
http://minmaxforum.com/index.php?topic=9266.0

OldMidgetWillow fucked around with this message at 19:23 on Aug 5, 2020

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Natural Form

Deceivingly Innocent form, as halfling


Duvash is very, very tired of people thinking she's a pixie, or a sprite, or even a grig (seriously, a loving grig! They have goddamn cricket legs what are you even saying are you BLIND). She is adventuring so that she can bring attention to the proud and noble and only somewhat violent race of sylphs. (Also there was a slight disagreement with a group of giants that lived nearby but honestly they're the assholes). And maybe she's slightly bored.

pre:
Name: 	Duvash
Race:	Sylph
Levels:	Sylph 1
Height:	3'
Weight:	30 lbs
Hair:		Red
Eyes:		Orange
Alignment: 	Neutral Good

Strength 	8 (-1)	7 +1
Dexterity 	19 (+1)	16 +2 +1
Constitution 	14(+2)	14 -2 +1+1
Intelligence 	12(+1)	12
Wisdom  	12(+1)	12
Charisma 	20(+5)	16 +2 +1+1

HP: 13 (6class+2con+5tough)

Speed: 30 ft, fly 30 (perfect)

Armor Class: 18 = 10 +4 [dex] +1 [Savage] +2 [Unnatural Armor] +1 [size]
      Touch AC: 15
      Flat-footed: 14

Initiative modifier:	+6	= 4 [dexterity] +2 [Reactionary]
Fortitude save:		+2	= 0 [base] +2 [constitution] 
Reflex save:		+4	= 0 [base] +4 [dexterity] 
Will save:		+3	= 2 [base] +1 [wisdom] 
Melee:			+0 = 0 [BAB] -1 [strength] +1 [size]
Ranged:			+5 = 0 [BAB] +4 [dexterity] +1 [size]
CMB:			-2 = 0 [BAB] -1 [strength] -1 [size]
CMD:			12 = 10 +0 [BAB] -1 [strength] +4 [dexterity] -1 [size]

Languages:	Common, Auran, Giant

Traits:		Savage, Reactionary

Feats:
      Lvl 1:  Deceivingly Innocent Form (bonus)
      Lvl 1:  Eschew Materials


Skills 6+int mod (+1) +2 Savage+1 Favored Class=8
Bluff			Cha	9	= 1	+5	+3
Diplomacy		Cha	9	= 1	+5	+3
Escape Artist	Dex		8	= 1	+4	+3
Fly				Dex		14	= 0	+4		+2[small]+8[perfect]
Linguistics		Int		2	= 1	+1
Know (Arcana)	Int		5	= 1	+1	+3
Know (Nature)	Int		5	= 1	+1	+3
Know (Planes)	Int		5	= 1	+1	+3
Perception		Wis		5	= 1	+1	+3
Stealth			Dex		12	= 1	+4	+3	+4[small]

Spells per day: 4 1st
Spells Known: 4 0th, 2 1st
0th: Acid Splash, Detect Magic, Prestidigitation, Spark
1st: Sleep, Ear-Piercing Scream

Sylph
Sylph Body: The Sylph loses all of her previous racial traits and instead gains outsider traits (basically darkvision 60 feet). She is a small sized
outsider with base and flight speed of 30 feet with perfect maneuverability, but for now she lacks the skill to be able to attack or cast spells while not 
standing in a solid surface.

Elemental Blood: The Sylph gains spell slots and spells known as if she was a sorceror of her Sylph level, but at each level up she must learn at
least one spell with the [Air], [Earth], [Fire] or [Water] subtype. If she retrains those spells, she must swap them for another spell of that subtype. If she 
multiclasses as a sorceror, the casting stacks, but the limitation on spell learning remains.

Ability Score Increase: At first level the Sylph gains +2 Dex,  -2 Con, +2 Cha

Favored Class Bonus: +1 skill point

Savage
+2 skill points per level
1+⅓ level enhancement bonus to Cha and Con
1+¼ level enhancement bonus to natural armor
+⅓ level resistance bonus to saves
+1/4th level enhancement bonus to weapon attack rolls and damage rolls.
8 hours of rest will fully heal their HP and remove any and all diseases/poisons/ability damage/curse/ability 
drain they are suffering from.  However they must eat ten times the usual amount of food for a creature of 
their size even if they normally don’t need to eat.

Ancient Skills
I -  Cunning: You gain +1 insight bonus to Charisma and Dexterity.
I - Fast Healer: You gain Fast Healing 1
I -  Might: You gain a +1 insight bonus to Strength and Constitution.
I - Stout: You gain damage reduction 5/magic. This stacks with any other damage reduction you may have that requires magical weapons to bypass.
I - Tough: You gain 5 hit points.
I - Unnatural Armor: You gain a +2 armor bonus.

Piell fucked around with this message at 13:34 on Aug 16, 2020

Ryuujin
Sep 26, 2007
Dragon God
Looking like we have a pretty good selection. So unless someone else posts interest soon I will probably be closing recruit within a day or two, or when the last couple sheets for those who have already expressed interest are done.

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Ryuujin
Sep 26, 2007
Dragon God
Cast
Bastion
Duvash
Gentle of Aratta
Ignea Parsleygust
Lagarto
Pulque
and accompanied by Om

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