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  1. #11
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    Minor Trickster (Lvl 4)

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    Quote Originally Posted by hewligan
    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.
    Robert N. Emerson (Editor-in-Chief Adventure Quarterly)

 

  • #12
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    Acolyte (Lvl 2)

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    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.

  • #13
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    New threads are up. First game post will follow tomorrow!

    Character Thread (this one)
    OOC Thread
    Game (IC) Thread

    The OCC thread is a new one. The recruitment thread is now effectively dead!

  • #14
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    Code:
    Name: Jovik Magnix  (Pathfinder version)
    Class: Rogue
    Race: Human (Chelaxian-Magnimar)
    Size: Medium
    Gender: Male
    Alignment: CG
    Deity: Cayden Cailean and Desna
    
    Str: 12 +1 (04p.)     Level: 7        XP: 1250
    Dex: 18 +4 (08p.)     BAB: +5         HP: 45 (8+6d8+0+7)
    Con: 10 +0 (02p.)     Grapple: +5     Dmg Red: XX/XXXX
    Int: 14 +2 (06p.)     Speed: 30'      CMB: +6
    Wis: 10 +0 (02p.)     Init: +8        CMD: 20
    Cha: 14 +2 (06p.)     ACP: -0         Spell Fail: XX%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +6    +1    +4    +X    +X    +1    22 (23 TWF)
    Touch: 15              Flatfooted: 17      Vs Traps: 23
    
                             Base   Mod  Misc  Total
    Fort:                      2    +0   +2     +4 (+9 vs poison)
    Ref:                       5    +4   +2     +11 (+13 vs traps)
    Will:                      2    +0   +3     +5
    
    Weapon                  Attack   Damage     Critical
    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
    
    Languages: Common, Chelaxian, Varisian, Goblin, Giant
    
    Abilities: Sneak Attack +4d6, Trapfinding, Evasion, Trapsense +3, Uncanny Dodge, Rogue Talent 1, Rogue Talent 1 (took Feat), Rogue Talent 2 (took Feat)
    
    Feats: Country Born, Combat Expertise, Improved Feint, Weapon Finesse, Improved Initiative, Weapon Focus (Dagger), Two-Weapon Fighting, Two Weapon Defense
    
    Skill Points: 77       Max Ranks: 7
    Skills                   Ranks  Mod  Misc  Class  Total
    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        
    
    Equipment:               Cost  Weight
    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)
    Total Weight:35lb      Money: 400gp 
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                43    86   130   130   650
    
    Age: 18
    Height: 5'8"
    Weight: 160lb
    Eyes: Gray
    Hair: Black
    Skin: Fair
    Jovik 3.5

    Code:
    Name: Jovik Magnix
    Class: Rogue
    Race: Human (Chelaxian-Magnimar)
    Size: Medium
    Gender: Male
    Alignment: CG
    Deity: Cayden Cailean and Desna
    
    Str: 12 +1 (04p.)     Level: 6        XP: 1250
    Dex: 18 +4 (08p.)     BAB: +4         HP:   26 (6d6+0)
    Con: 10 +0 (02p.)     Grapple: +4     Dmg Red: XX/XXXX
    Int: 14 +2 (06p.)     Speed: 30'      Spell Res: XX
    Wis: 10 +0 (02p.)     Init: +8        Spell Save: +X
    Cha: 14 +2 (06p.)     ACP: -0         Spell Fail: XX%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +6    +X    +4    +X    +X    +1    21
    Touch: 15              Flatfooted: 17
    
                             Base   Mod  Misc  Total
    Fort:                      2    +0   +2     +4 (+9 vs poison)
    Ref:                       5    +4   +2     +11
    Will:                       2    +0    +3    +5
    
    Weapon                  Attack   Damage     Critical
    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
    
    Languages: Common, Chelaxian, Varisian
    
    Abilities: Sneak Attack +3d6, Trapfinding, Evasion, Trapsense +2, Uncanny Dodge
    
    Feats: Country Born, Combat Expertise, Improved Feint, Weapon Finesse, Improved Initiative,
    
    Skill Points: 99       Max Ranks: 9/4.5
    Skills                   Ranks  Mod  Misc  Total
    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        
    
    Equipment:               Cost  Weight
    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)
    Total Weight:35lb      Money: 10gp 
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                43    86   130   130   650
    
    Age: 18
    Height: 5'8"
    Weight: 160lb
    Eyes: Gray
    Hair: Black
    Skin: Fair

    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 by Fenris; Wednesday, 9th December, 2009 at 05:42 PM.

  • #15
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    Acolyte (Lvl 2)

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    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.

  • #16
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    Cutpurse (Lvl 5)

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    Quote Originally Posted by hewligan
    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 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.

  • #17
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    Minor Trickster (Lvl 4)

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    2nd-level Increases


    BAB +1
    HP +3
    Will +1
    Wis +1
    0-level spell Acid Splash added
    Craft (alchemy) +1
    Search +1
    Last edited by Friadoc; Saturday, 29th December, 2007 at 03:29 PM.
    Robert N. Emerson (Editor-in-Chief Adventure Quarterly)

  • #18
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    Acolyte (Lvl 2)

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    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 by hewligan; Saturday, 29th December, 2007 at 04:04 PM.

  • #19
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    Minor Trickster (Lvl 4)

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    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
    Robert N. Emerson (Editor-in-Chief Adventure Quarterly)

  • #20
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    Minor Trickster (Lvl 4)

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    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.
    Robert N. Emerson (Editor-in-Chief Adventure Quarterly)

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