Pathfinder: Burnt Offerings [hewligan's game]

Friadoc

Explorer
hewligan said:
Friadoc:

Kael's character sheet is very well laid out and looks perfect. Just one thing: Your cart and equipment is now stored somewhere for a few coppers a night. That is fine, but there is no way that you can carry all that kit with you when we go adventuring, so I am going to assume that when walking about, you don't have the following with you:

firewood, cart, canvas, chest, 100ft of rope, your tent, and all 10 of your torches

If you do plan on carrying any of these items around with you when adventuring on short trips around and out of town let me know. If/when you have to travel further afield, we can discuss buying a mule or horse to drag your cart.

Exactly, part of the reason I killed of his previous horse in his background was to save money Out of Characterly and In Characterly give him a reason to be stuck in town for a bit.

I figured it'd be a nice roleplay opportunity, as well as give him a short term goal (to get a new horse, mule, pony, or what not).

He'll keep a torch in his pack, normally, but the cart is the main storage point, until he moves into a wagon, or what not. :D
 

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hewligan

First Post
Rhun - while you are welcome to use a Morningstar, the favoured weapon of Sarenrae is a Scimitar, so you may prefer to swap. If so, update things please. The Morningstar does 1d8 damage, the Scimitar 1d6, but in its favour it has a critical chance on 18-20. I am neutral on this, so go with what you prefer.
 


Fenris

Adventurer
Code:
[B]Name:[/B] Jovik Magnix  (Pathfinder version)
[B]Class:[/B] Rogue
[B]Race:[/B] Human (Chelaxian-Magnimar)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] CG
[B]Deity:[/B] Cayden Cailean and Desna

[B]Str:[/B] 12 +1 (04p.)     [B]Level:[/B] 7        [B]XP:[/B] 1250
[B]Dex:[/B] 18 +4 (08p.)     [B]BAB:[/B] +5         [B]HP:[/B] 45 (8+6d8+0+7)
[B]Con:[/B] 10 +0 (02p.)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 14 +2 (06p.)     [B]Speed:[/B] 30'      [B]CMB:[/B] +6
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +8        [B]CMD:[/B] 20
[B]Cha:[/B] 14 +2 (06p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +6    +1    +4    +X    +X    +1    22 (23 TWF)
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 17      [B]Vs Traps:[/B] 23

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +0   +2     +4 (+9 vs poison)
[B]Ref:[/B]                       5    +4   +2     +11 (+13 vs traps)
[B]Will:[/B]                      2    +0   +3     +5

[B]Weapon                  Attack   Damage     Critical[/B]
Sap                       +9     1d6+1*NL   20x2
Rapier                    +9     1d6+1      18-20x2
Shortbow                  +9     1d6+0      20x3
Dagger                    +10    1d4+1      19-20x2
Dagger (thrown)           +10    1d4+1      19-20x2
Goblin Hook               +11    1d4+1d6+2  19-20x2
Gulls Wing                +11    1d4+2      19-20x2
Two Weapon           +9/+4  1d4+1d6+2/1d4+2  19-20x2

[B]Languages:[/B] Common, Chelaxian, Varisian, Goblin, Giant

[B]Abilities:[/B] Sneak Attack +4d6, Trapfinding, Evasion, Trapsense +3, Uncanny Dodge, Rogue Talent 1, Rogue Talent 1 (took Feat), Rogue Talent 2 (took Feat)

[B]Feats:[/B] Country Born, Combat Expertise, Improved Feint, Weapon Finesse, Improved Initiative, Weapon Focus (Dagger), Two-Weapon Fighting, Two Weapon Defense

[B]Skill Points:[/B] 77       [B]Max Ranks:[/B] 7
[B]Skills                   Ranks  Mod  Misc  Class  Total[/B]
Acrobatics                 7    +4          +3      +14
Appraise                   4    +2          +3      +9
Bluff                      7    +2          +3      +11
Diplomacy                  7    +2          +3      +12
Disable Device             7    +2    +5    +3      +17
Kn: Dungeoneering          4    +2          +3      +9
Kn: Local                  6    +2          +3      +11
Linguistics                3    +2          +3      +8
Perception                 7    +0    +3*   +3      +10 (*+13 vs Traps)
Prof: Fisherman            1    +0          +3      +4
Sense Motive               5    +0          +3      +8
Sleight of Hand            6    +4          +3      +13
Stealth                    7    +4          +3      +14
Swim                       2    +1          +3      +6
Use Magical Device         4    +2          +3      +9        

[B]Equipment:               Cost  Weight[/B]
Mithril Chain shirt +2
Explorers outfit 
Sap                           1 gp     
Leather armor            10gp   15lb
MW Thieves Tools
Thieves Tools            30gp   1lb
Backpack                  2gp    1 lb
Hemp rope 50'             1gp    5 lb
Shortbow                 30gp     2lb
20 arrows                 1gp      3 lbs
Rapier                     20gp   2lb
3 daggers                 6gp    3 lbs
3 Sunrods                 6gp   3lbs
Grandfather's dagger, +1 Silver bladed Frost Dagger "Goblin Hook"
Erylrium's dagger +1 Returning dagger "Gulls Wing"
Necklace [providing gentle repose to corpses, a false life to wearers when invoked (so extra HP for a period), and permanent +1 bonus to saving throws. We also know it operates as a key to open the cell of the trapped demon.]
Cloak of resistance +1
Belt of Many Defenses (+1 to AC, +5 to save versus any poison attack/effect)
[B]Total Weight:[/B]35lb      [B]Money:[/B] 400gp 

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                43    86   130   130   650

[B]Age:[/B] 18
[B]Height:[/B] 5'8"
[B]Weight:[/B] 160lb
[B]Eyes:[/B] Gray
[B]Hair:[/B] Black
[B]Skin:[/B] Fair
[sblock=Jovik 3.5]
Code:
[B]Name:[/B] Jovik Magnix
[B]Class:[/B] Rogue
[B]Race:[/B] Human (Chelaxian-Magnimar)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] CG
[B]Deity:[/B] Cayden Cailean and Desna

[B]Str:[/B] 12 +1 (04p.)     [B]Level:[/B] 6        [B]XP:[/B] 1250
[B]Dex:[/B] 18 +4 (08p.)     [B]BAB:[/B] +4         [B]HP:[/B]  [COLOR=Red][/COLOR] 26 (6d6+0)
[B]Con:[/B] 10 +0 (02p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 14 +2 (06p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +8        [B]Spell Save:[/B] +X
[B]Cha:[/B] 14 +2 (06p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +6    +X    +4    +X    +X    +1    21
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 17

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +0   +2     +4 (+9 vs poison)
[B]Ref:[/B]                       5    +4   +2     +11
[B]Will:[/B]                       2    +0    +3    +5

[B]Weapon                  Attack   Damage     Critical[/B]
Rapier                    +8     1d6+1      18-20x2
Shortbow                  +8      1d6+0     20x3
Dagger                    +8       1d4+1    19-20x2
Dagger (thrown)         +8      1d4+1   19-20x2
Goblin Hook                +9     1d4+1d6+2    19-20x2
Gulls Wing                 +9     1d4+2    19-20/x2

[B]Languages:[/B] Common, Chelaxian, Varisian

[B]Abilities:[/B] Sneak Attack +3d6, Trapfinding, Evasion, Trapsense +2, Uncanny Dodge

[B]Feats:[/B] Country Born, Combat Expertise, Improved Feint, Weapon Finesse, Improved Initiative,

[B]Skill Points:[/B] 99       [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                    3    +2          +5
Bluff                       9    +2          +11
Diplomacy                   2    +2    +2   +6
Disable Device              8    +2   +2    +12
Gather Information          4    +2          +6
Hide                        7    +4          +11
Jump                       5    +1    +2    +8
Kn: Local                   4    +2          +6
Listen                      8    +0          +8
Move Silently               7    +4          +11
Open Lock                   8    +4    +2   +14
Prof: Fisherman             1    +0          +1
Search                      6    +2          +8
Sense Motive                3    +0          +3
Sleight of Hand             2    +4   +2    +8
Spot                        8    +0          +8
Swim                        2    +1          +3
Tumble                      9    +4    +2    +15
Use Magical Device      2    +2          +4        

[B]Equipment:               Cost  Weight[/B]
Mithril Chain shirt +2
Explorers outfit      
Leather armor            10gp   15lb
MW Thieves Tools
Thieves Tools            30gp   1lb
Backpack                  2gp    1 lb
Hemp rope 50'             1gp    5 lb
Shortbow                 30gp     2lb
20 arrows                 1gp      3 lbs
Rapier                     20gp   2lb
3 daggers                 6gp    3 lbs
3 Sunrods                 6gp   3lbs
Grandfather's dagger, +1 Silver bladed Frost Dagger "Goblin Hook"
Erylrium's dagger +1 Returning dagger "Gulls Wing"
Necklace [providing gentle repose to corpses, a false life to wearers when invoked (so extra HP for a period), and permanent +1 bonus to saving throws. We also know it operates as a key to open the cell of the trapped demon.]
Cloak of resistance +1
Belt of Many Defenses (+1 to AC, +5 to save versus any poison attack/effect)
[B]Total Weight:[/B]35lb      [B]Money:[/B] 10gp 

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                43    86   130   130   650

[B]Age:[/B] 18
[B]Height:[/B] 5'8"
[B]Weight:[/B] 160lb
[B]Eyes:[/B] Gray
[B]Hair:[/B] Black
[B]Skin:[/B] Fair
[/sblock]
Appearance: Jovik is a young lad, ready for his apprenticeship. He has all the boundless energy of young of none of the wisdom of age it seems. The bright twinkle in his eye is constantly finding new things, new adventures, new challenges. He has the robust look of a fisherman, despite his small frame. He wears a simple tunic and breeches usually. A long rapier dangles from his hip on occasion. Unless he sees Sheriff Hemlock of course, whereupon the rapier seems to disapear, somwhere with the assorted daggers he keeps hidden on him.

Background:

Jovik was a mischievious lad, the son of a local fisherman Kylic Magnix. Jovik would have grown up a fisherman like his father, but an inquisitive nature and a lack of respect for the rules lead to a very different life. The local gossip mongers used to wonder wether this stout refugee family of obvious Magnimar ancestry didn't have some Varisian in them. As Jovik grew and his antics grew with him, those same gossips even speculated that Jovik was a Sczarni changleing, switched at birth, such mischief did he cause. Those youthful antics have put him within sight of the town guard. Not that they have caught him, but they're watching him. Jovik liked to test the rules, whatever they were and whoever's they were. He did things on impulse mostly. Small things really, mostly to entertain himself, to see if he could do something. And Jovik was always trying something. Nothing held his attention long, he wanted to be done and moving on to the next thing. So fishing was an exceptional torture to Jovik. At 18 Jovik now needs to be apprenticed or otherwise employed. The thought of being a fisherman is repugnent to him, and his older brothers can carry on that tradition. And the rigid life of an apprentice is too restrictive for a free spirit like Jovik. So Jovik has decided to find his own path in the world, one of adventure and wealth.
 
Last edited:

hewligan

First Post
Fenris - where are you getting Jovis' +2 attack on dagger from?

Also, I am guessing you plan to use improved feint + backstab a lot? Quite a useful build.

Character otherwise looks fine.
 

Fenris

Adventurer
hewligan said:
Fenris - where are you getting Jovis' +2 attack on dagger from?

Also, I am guessing you plan to use improved feint + backstab a lot? Quite a useful build.

Character otherwise looks fine.


From typing late at night :D I fixed it.

I had a hard time picking Jovik's direction. I decided to try to the feint route to try it out. Even though that menat trying to squeeze yet another skill (Tumble) out of my meager skill points.
 

Friadoc

Explorer
2nd-level Increases


BAB +1
HP +3
Will +1
Wis +1
0-level spell Acid Splash added
Craft (alchemy) +1
Search +1
 
Last edited:

hewligan

First Post
Leveling up information:

Hit points: Please use the following approach:

As for hit points: I don't like rolling, rewards some and punishes others rather randomly. My preferred approach is to take full at first level, and then rounded down half + 1 at other levels (also known as the half but round up method), so your hit points would be like this:

1d4 = 3
1d6 = 4
1d8 = 5
1d10 = 6
1d12 = 7

Remember to add you constitution bonus, if any.

Also please remember that at levels 2, 4, 6, etc. you also get to raise an attribute by 1.
 
Last edited:

Friadoc

Explorer
3rd-level increases for Kael and Mal, below, have been applied to my sheet, above.

3rd-level Increases

Fort +1
Ref +1
HP +4
An additional 1st-level spell per day
An additional 1st-level known spell - Alarm was selected
FEAT - Brew Potion
Spent 3 SP on the following:
+1 Spot
+1 Listen
+1 Spellcraft


Increases to Mal
+1 Natural Armor
+1 to Int score
Can now deliver touch spells
 

Friadoc

Explorer
4th Level adjustments for Kael and Mal.

BAB +1
Will +1
Wis +1
HP +4
+1 1st level spell per day
+3 2nd level spells per day (gains access to 2nd level spells)
+1 0-level spell known
+1 2nd level spell known
+3 Skill Points (+1 to knowledge arcana, spellcraft, and spot)

Spells added:

0-level - Light
2nd level - Scorching Ray

Exchange 1st level Alarm for 1st Level Identify, per allowance of 4th level.
 

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