Scott DeWar's hiomebrew: hangin out at Dave's place

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
opening info on the twisted mind of David

starting level: 3
system: pathfinder
location: harbor town
starting gold: 3000 gp
exp advancement: fast [3,300 xp start]

sources:
core + limited APG [Cavalier, Magus, Oracle, Witch; Spell sources: non area specific, non 3pp]
Most of what is from on line d20 ogc is accepted. If it is not core, and you are not sure...ask.

addm:
2 traits, non area specific, non 3pp

as of now here is what i have heard:

Leif : in
Scottly : in
Jkason : regretfully out
Mleibrok : in
GlassEye : regretfully probably out
Mowgly : regretfully probably out
Helfdan : in
Herobizcit : in
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
reserved for special information




Cold fog rolls in at night, same as any night. Warm sea water from the south mixes with the cold air flowing from the north. Usually a signal to pack the merchant booth and go home.

Tonight seemed different, like bone cold different. People looked afraid; packing hurriedly to get home or their rooms at the Inns. The next morning, People were slow to get their wares displayed, The fog still lingering so. Bad news travels fast, the saying goes, this being no exception: four bodies were dug up out of the town graveyard and the priest in charge of the temple next to it was found attacked and near death!

The mayor has called for help! What brave souls will come to the town's aid!?
 
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Scotley

Hero
Draft

Still need to put in some background and detail stuff as well as select spells.

Faernos Y'Landrothiel – Navigator of the Travelers Star
Basic Information
Race: Elf
Class: Wizard (Conjuration Specialist, Teleportation Focus)/ Rogue
Level: 5/1
Experience: 0
Alignment: NG
Languages: Common, Elven, Celestial, Draconic, Sylvan, Infernal
Deity:
Abilities
STR: 13 +1 (03 pts)
DEX: 16 +3 (05 pts) +2 Racial+2 Enhancement
CON: 11 +0 (03 pts) -2 Racial
INT: 18 +4 (07 pts) +2 Racial +1 Level +2 Enhancement
WIS: 10 +0 (00 pts)
CHA: 12 +1 (02 pts)
Combat Statistics
(Max then Max -2) HP: 33 = [8 + CON (0)] (Rogue)]x1+ [6-2 + CON (0) + FC (1)] (Wizard)]x5

AC: 18 = [10 + DEX (03) + Armor (05) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
AC Touch: 13 = [10 + DEX (03) + Size (00) + Misc (00)]
AC Flatfooted: 15 = [10 + Armor (05) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
INIT: +09 = [DEX (03)+4 feat+2 trait]
BAB: +03 = [Wizard (2.5)] + [Rogue (0.75)]
CMB: +04 = [BAB (03) + STR (+1) + Misc (00)]
CMD: 17 = [10 + BAB (03) + STR (+1) + DEX (+03) + Misc (00)]
Fortitude: +02 = [Wizard/Rogue (02) + CON (00) + Misc (00)]
Reflex: +07= [Wizard/Rogue (04) + DEX (03) + Misc (00)]
Will: +05 = [Wizard (05) + WIS (00) + Misc (00)]
Speed: 30'
Damage Reduction: 00/Any
Spell Resistance: 00
Weapon Statistics
MW Rapier: Attack: +07 = [BAB (03) + Ability (03) + MW (01) ]
Damage: 1d6+1, Crit: 18+/x2, Special: +1d6+1 when Flanking
Sap: Attack: +06 = [BAB (03) + Ability (03) + Misc (00) + Magic (00)]
Damage: 1d6+1, Crit: 20/x2, Special: Range 10ft, +1d6+1 when Flanking
Club: Attack: +06 = [BAB (03) + Ability (03) + Misc (00) + Magic (00)]
Damage: 1d6+1, Crit: 20/x2, Special: Range 10ft, +1d6+1 when Flanking
Dagger: Attack: +06 = [BAB (03) + Ability (03) + Misc (00) + Magic (00)]
Damage: 1d4+1, Crit: 19/x2, Special: Range 10ft, +1d6+1 when Flanking
Longbow: Attack: +06 = [BAB (03) + Ability (03) + Misc (00) + Magic (01MW)]
Damage: 1d8, Crit: 20/x3, Special: Range 100ft

Racial Features Elf
Ability Adjustments: +2 (Dex), +2 (Int), -2 (Con)
Size: M
Speed: 30'
Favored Class: Wizard
Low Light Vision: Gain Low Light Vision
Elven Immunities: Immune Magic Sleep effects, +2 to Saves vs. Enchantment effects
Elven Magic: +2 vs SR, +2 Spellcraft to ID Magic Properties
Keen Senses: +2 Perception
Weapon Familiarity: Gain proficiency with longbows, longswords, rapiers, and
shortbows, and treat any weapon with the word “elven” in
its name as a martial weapon.
Class Features
Wizard
Armor/Weapons: Club, Crossbow (Heavy), Crossbow (Light), Dagger, Longbow,
Longsword, Quarterstaff, Rapier, Shortbow, Spells (Ray),
Spells (Touch)
Spell Focus: Gain Spell Focus(Conjuration) as bonus Feat
Arcane School: Conjuration Specialization, Opposition schools are Abjuration
and Necromancy
Arcane Bond: Bat Familiar

Rogue
Armor/Weapons: All Simple Weapons, hand crossbow, rapier, sap, shortbow and short sword. Light armor.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Feats
Arcane Armor Training: Reduce Spell failure by 10%
Improved Initiative (Level 1): +4 Initiative
Weapon Finesse: Use Dex adjustment rather than Str. To attack with light weapons.
Traits
Warrior of Old (Race): As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on Initiative checks.
Magical Knack (Magic): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Skills
Skill Points: 44 = [Base (2) + INT (05)/Level] (Wizard) x5 [Base (8) + INT (5)/Level] Rogue x1

Skills Total Rank CS Ability ACP Misc
Acrobatics 08 2 3 3 -0 +0
Appraise 08 1 3 5 +0
Bluff 05 1 3 1 +0
Climb 01 0 0 1 -0 +0
Craft (trapmaking) 08 1 3 5 +0
Diplomacy 05 1 3 1 +0
Disable Device 12 6 3 3 0 +1(trapfinding)
Disguise 01 0 0 1 +0
Escape Artist 03 0 0 3 -0 +0
Fly 07 1 3 3 -0 +0
Heal 00 0 0 0 +0
Intimidate 01 0 0 1 +0
Knowledge (Arcana) 13 6 3 5 +0
Knowledge (Engineering) 08 1 3 5 +0
Knowledge (Geography) 10 3 3 5 +0
Knowledge (Nature) 08 1 3 5 +0
Knowledge (Planes) 08 1 3 5 +0
Knowledge (Religion) 08 1 3 5 +0
Linguistics 09 2 3 5 +0
Perception 11 6 3 0 +2(Racial) +1 (trapfinding) +2(alertness with familiar)
Ride 03 0 0 3 -0 +0
Sense Motive 00 0 0 0 +0
Sleight of Hand 07 1 3 3 0
Spellcraft 12 4 3 5 +2(IDing Magical Properties)
Stealth 03 0 0 3 -0 +0
Survival 00 0 0 0 +0
Swim 01 0 0 1 -0 +0
Spell Lists (Known)
0 Level
Acid Splash
Detect Magic
Detect Poison
Read Magic
Daze Dancing Lights
Flare
Light
Ray of Frost
Spark
Ghost Sound
Mage Hand
Mending
Message
Open/Close
Arcane Mark
Prestidigitation

1 Level
Protection From Evil
Grease
Mage Armor
Comprehend Languages
Identify
Magic Missile
Silent Image

Spell Lists (Prepared)
0 Level
Detect Magic
Read Magic
Light

1 Level
Magic Missile
Grease

Teleportation Specialization
Shift(SU): Swift Action, Teleport 5' as Dimension Door. Does not provoke AoO. 7x/day
Summoner's Charm: Conjuration(Summoning) Spells last 1 round longer (1/2 Wizard level)
Equipment
Equipment Cost Weight
Explorer's Outfit 00 lb
+1 Mithral Chainshirt 2100 gp 12 lb
Spell Component Pouch 05 gp 02 lb
Backpack 02 gp 02 lb
Spellbook 15 gp 03 lb
Waterskin 01 sp 04 lb
Ink 08 gp 00 lb
Inkpen 01 gp 00 lb
Rationx2 01 gp 02 lb


Total Weight: 11 lb





Light Medium Heavy
Max Weight: 0-50 51-100 101-150
Finances
PP: 00
GP: 95
SP: 09
CP: 00

Gems/Jewelry/Other:
0000
Details
Size:M
Gender:M
Age:150
Height:6'2"
Weight:130 lbs
Hair Color:blond
Eye Color:blue
Skin Color:tan
Appearance:

Demeanor:

Background:
 

Leif

Adventurer
Place holder for Leif's character: Darthan - Human mercenary fighter [Bastard Sword specialist and Light Crossbowman -- not necessarily so any longer] -- he is also addicted to games of chance and will bet on basically anything.
 
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Leif

Adventurer
Place holder for Leif's character: Darthan - Human mercenary fighter [Bastard Sword specialist and Light Crossbowman] -- he is also addicted to games of chance and will bet on basically anything.
Whatever I said about a character for the new game, I'd really just as soon ise the idea of Darthan from the game that never got off the ground.
 

Herobizkit

Adventurer
[MENTION=49929]Scott DeWar[/MENTION] Would you consider allowing Magus into the possible character selections? I've been wanting to try one.

If not, I'd like to know a little more about the setting before I choose a character. :)
 


Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
magus. hrmm. tell me more why.

setting wise I am thinking of a small harbor town

level wise, start at 3?
 


Herobizkit

Adventurer
Small Harbor town, eh? That helps a lot.

Magus was a neat idea because of being able to briefly enchant a weapon along with being a mage which I thought suited a Dwarf Wizard to a t. But I think I'm starting to gravitiate towards Halfling Sorcerer. Now that I know it's a harbor town, I may theme him in a nautical manner.
 
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