Redbadge's Solo Skull and Shackles - Page 2




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  1. #11
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    ZEITGEIST

    ø Ignore Redbadge
    Half-Giant Racial Traits:

    +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom
    Giant Blood:
    Half-giants count as both human and humanoid (giant) for any effects related to race.
    Medium Size
    Powerful Build:
    The physical stature of half-giants lets them function in many ways as if they were one size category larger.
    Whenever a half-giant is subject to a size modifier or special size modifier for a CMB or CMD (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.
    A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab
    or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    Normal Speed
    Low-light Vision
    Imposing Figure:
    +2 to intimidate checks
    Languages: Common, Giant. Half-giants with high intelligence can also choose dwarven, goblin, orc, or ignan.

 

  • #12
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    ZEITGEIST

    ø Ignore Redbadge
    Go ahead and give the dwarf Saltbeard.
    Second trait for sorcerer: Charming
    Weapon for Barbarian: Large Harpoon (Exotic Weapon Proficiency)

    Also, make sure to buy a flask of alchemist's acid for the sorcerer to use as a focus for her acid splash.

    Here are the names you can add to the stat blocks:
    Dwarf Gunslinger: Elias, N
    Human Sorcerer: Marina, CN
    Half-giant Barbarian: Queepod, N

    Last edited by Redbadge; Monday, 23rd July, 2012 at 11:02 PM.

  • #13
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    I Defended The Walls!

    ø Ignore BudroThePious
    Level Two
    Jhiv Viratek
    Male Undine druid/rogue
    N medium outsider (native, aquatic [amphibious])
    Height: 6'2" Weight: 190 lbs Age: 72 years Hair: Deep Blue Skin: Blue Eyes: Blue
    Favored Class: druid/rogue Religion: Besmara Alignment: Neutral

    Strength: 11 (+0) [13 (3 points) - 2 (racial)]
    Dexterity: 18 (+4) [16 (10 points) + 2 (racial)]
    Constitution: 10 (+0) [10 (0 points)]
    Intelligence: 12 (+1) [12 (2 points)]
    Wisdom: 18 (+4) [16 (10 points) + 2 (racial)]
    Charisma: 14 (+2) [14 (5 points)]

    Initiative: +4 [+4 (dexterity)]
    Speed: 30 ft. [30 ft. (base racial)], Swim 30 ft. [30ft. (base racial)]
    Senses: Darkvision 60ft. (racial)Languages: Common (racial), Aquan (racial), Druidic (class), Polyglot (intelligence, regional)

    Hit Points: 13 [1d8 (max rogue HD) + 1d8 (half rounded up rouge HD) + 0 (constitution)] Hit Die: 2d8 (rogue)
    Armor Class:
    16 [10 (base) + 4 (dexterity) + 2 (leather)]
    Touch: 14 [10 (base)
    + 4 (dexterity)]
    Flat-footed: 12
    [10 (base) + 2 (leather)]

    Fortitude: +3 [+3 (class) + 0 (constitution)]
    Reflex:
    +7 [+3 (class) + 4 (dexterity)]
    Will: +7 [+3 (class) + 4 (wisdom)]

    Hero Points: 3 [max 3]

    Combat Maneuver Bonus: +1 [+1 (base attack bonus) + 0 (strength)]
    Combat Maneuver Defense: 15 [10 (base) +1 (BAB)
    + 0 (strength) + 4 (dexterity)]
    Base Attack Bonus: +1 [+1 (rogue 2)] Space: 5 ft. Reach:
    5 ft.

    Rapier: Critical 18-20 (x2); Piercing damage
    -Melee Attack: +5 [+1 (BAB) + 4 (dexterity)] Damage: 1d6 + 0
    [0 (strength)]
    Sap: Critical (x2); Bludgeoning damage
    -Melee Attack: +5 [+1 (BAB) + 4 (dexterity)] Damage: 1d6 + 0 [0 (strength)] (nonlethal)
    Dagger: Ranged 10/20/30/40/50 ft.; Critical 19-20 (x2); Piercing or slashing damage
    -Melee Attack: +5 [+1 (BAB) + 4 (dexterity)] Damage: 1d4 + 0 [0 (strength)]
    -Ranged Attack (10 ft.): +5 [+1 (BAB) + 4 (dexterity)] Damage: 1d4 + 0 [+0 (strength)]
    Shortbow: Ranged 60/120/180/240/300/360/420/480/540/600 ft.; Critical (x3); Piercing damage; Load (free action)
    -Ranged Attack (60 ft.): +5 [+1 (BAB) + 4 (dexterity)] Damage: 1d6


    Skill Ranks: 20 [(8 (rogue) + 1 (intelligence) + 0 (racial)) x 02 (level) + 2 (favored class)]
    Max Ranks: 2 (level) Armor Check Penalty: -0 [-0 (leather)]

    Acrobatics: +11 [+2 (ranks) + 4 (dexterity)
    + 3 (class) + -0 (ACP) + 2 (Sea Legs)] (Dexterity, ACP, class skill)
    Appraise:
    +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, class skill, untrained)
    Bluff: +7 [+2 (ranks) + 2 (charisma) + 3 (class)] (Charisma, class skill)
    Climb: +7 [+2 (ranks) + 0 (strength) + 3 (class) + -0 (ACP) + 2 (Sea Legs)] (Strength, ACP, class skill)
    Craft ( ): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, class skill, untrained)
    Diplomacy: +7 [+2 (ranks) + 2 (charisma) + 3 (class)] (Charisma, class skill)
    Disable Device: +4 [+0 (ranks) + 4 (dexterity) + -0 (ACP)] (Dexterity, trained only, ACP, class skill, untrained)
    Disguise: +2 [+0 (ranks) + 2 (charisma)] (Charisma, class skill, untrained)
    Escape Artist: +4 [+0 (ranks) + 4 (dexterity) + -0 (ACP)] (Dexterity, ACP, class skill, untrained)
    Fly: +4 [+0 (ranks) + 4 (dexterity) + -0 (ACP)] (Dexterity, ACP, class skill, untrained)
    Handle Animal: +2 [+0 (ranks) + 2 (charisma)] (Charisma, trained only, class skill, untrained)
    Heal: +4 [+0 (ranks) + 4 (wisdom)] (Wisdom, class skill, untrained)
    Intimidate: +2 [+0 (ranks) + 2 (charisma)] (Charisma, class skill, untrained)
    Knowledge (Arcana): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, untrained)
    Knowledge (Dungeoneering): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, class skill, untrained)
    Knowledge (Engineering): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only)
    Knowledge (Geography): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, class skill, untrained)
    Knowledge (History): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, untrained)
    Knowledge (Local): +5 [+1 (ranks) + 1 (intelligence) + 3 (class)] (Intelligence, trained only, class skill)
    Knowledge (Nature): +3 [+0 (ranks) + 1 (intelligence) + 2 (Nature Sense)] (Intelligence, trained only, class skill, untrained)
    Knowledge (Nobility): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, untrained)
    Knowledge (Planes): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, untrained)
    Knowledge (Religion): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, untrained)
    Linguistics: +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, class skill, untrained)
    Perception: +10 [+2 (ranks) + 4 (wisdom) + 3 (class) + 1 (trait [Besmara's Blessing])] (Wisdom, class skill)
    Perform ( ): +2 [+0 (ranks) + 2 (charisma)] (Charisma, class skill, untrained)
    Profession (Sailor): +10 [+2 (ranks) + 4 (wisdom) + 3 (class) + 1 (trait [Besmara's Blessing])] (Wisdom, trained only, class skill)
    Ride: +4 [+0 (ranks) + 4 (dexterity) + -0 (ACP)] (Dexterity, ACP, class skill, untrained)
    Sense Motive: +8 [+1 (ranks) + 4 (wisdom) + 3 (class)] (Wisdom, class skill)
    Sleight of Hand: +8 [+1 (ranks) + 4 (dexterity) + 3 (class) + -0 (ACP)] (Dexterity, trained only, ACP, class skill)
    Spellcraft: +5 [+1 (ranks) + 1 (intelligence) + 3 (class)] (Intelligence, trained only, class skill)
    Stealth: +9 [+2 (ranks) + 4 (dexterity) + 3 (class) + -0 (ACP)] (Dexterity, ACP, class skill)
    Survival: +10 [+1 (ranks) + 4 (wisdom) + 3 (class) + 2 (Nature Sense)] (Wisdom, class skill)
    Swim: +15 [+1 (ranks) + 0 (strength) + 3 (class) + -0 (ACP) + 8 (racial) + 2 (Sea Legs) + 1 (trait [Shackles Seafarer])] (Strength, ACP, class skill)
    Use Magic Device: +2 [+0 (ranks) + 2 (charisma)] (Charisma, trained only, class skill, untrained)

    Traits: Besmara's Blessing, Abendego Spellpiercer, Shackles Seafarer
    Feats: Weapon Finesse (level 1), Sea Legs (rogue [pirate])
    Weapon Proficiencies: Druid (club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear), Rogue (simple weapons, hand crossbow, rapier, sap, shortbow, short sword)
    Armor Proficiencies: Druid (padded armor, leather armor, or hide armor, wooden shields), Rogue (light armor)
    Undine Features: Undine (all included in statistics), Alternate Racial Traits (Amphibious, Hydrated Vitality)
    Druid Features: Hit Die, Class Skills, Skill Ranks, Weapon and Armor Proficiency, Nature Bond, Nature Sense (Weather Domain), Orisons, Wild Empathy
    , Spells, Archetype (Storm Druid), Windwalker
    Rogue Features:
    Hit Die, Class Skills, Skill Ranks, Weapon and Armor Proficiency, Sneak Attack
    +1d6, Archetype (Pirate), Swinging Reposition

    Druid Spells Known: All
    Meditation Time:
    1 hour before dawn
    Spells Per Day

    1st-Level Druid Spells:
    4 per day (Prepared spells, Domain spell [Obscuring Mist]) Save DC: 15 [10 (base) + 1 (spell level) + 4 (wisdom)]
    0th-Level Druid Spells: At-will (4 Prepared Orisons) Save DC: 14 [10 (base) + 0 (spell level) + 4 (wisdom)]
    Caster Level Check: +2 [+2 (druid level)] Concentration Check: +8 [+2 (druid level) + 4 (wisdom) + 2 trait (Abendego Spellpiercer)]

    Storm Burst (SP): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two druid levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability 7 times per day (3 [base] + 4 [wisdom]).

    Starting Wealth: 240 gp (max, 4d6 x 10 gp)
    Equipment
    Explorer's Outfit (10 gp (free), 8 lbs)
    Leather Armor (10 gp, 15 lbs, +2 armor, +6 max dex, -0 ACP, 10% arcane spell failure, speed 30 ft.)
    Darkwood Buckler (203 gp, 2.5 lbs, +1 armor, -0 ACP, 5% arcane spell failure)
    Rapier (20 gp, 2 lb, 1d6 damage, critical 18-20/x2, piercing)
    Sap (1 gp, 2 lb, 1d6 damage, critical x2, bludgeoning, nonlethal)
    Dagger (2 gp, 1 lb, 1d4 damage, range 10 ft., critical 19-20/x2, piercing or slashing)
    Shortbow (30 gp, 2 lbs, 1d6 damage, range 60 ft., critical x3, piercing)
    20 Arrows (1 gp, 3 lbs)
    Belt Pouch (1 gp, 0.5 lbs)
    Backpack, Masterwork (50 gp, 2 lbs)
    Small Steel Mirror (10 gp, 0.5 lbs)
    Fishhook (1 sp, - lbs)
    Tools, Thieves' (30 gp, 1 lbs)
    String/Twine (1 cp, 0.5 lbs)
    Sprig of Holly (divine focus) (-,-)
    Mineral Prism (divine focus) (-,-)

    Tanglefoot Bag (50 gp, 4 lbs)
    2 Tindertwig (2 gp, -)
    Coins: 209 gp, 20 sp, 9 cp (4.5 lb) Gems and Other Wealth: None Equipment Value: 420.11 gp Total Wealth: 631.2 gp
    Total Weight: 44.0 lbs Light Load: 0-43 lbs [11 (strength), Masterwork Backpack]
    Medium Load: 44-86 lbs Heavy Load: 87-130 lbs
    Overhead Lift: 130 lbs [max x 1]
    Ground Lift: 260 lbs [max x 2] Push or Drag: 650 lbs [max x 5]

  • #14
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    I Defended The Walls!

    ø Ignore BudroThePious
    Current Status (Level Two)
    Jhiv Viratek (Male undine druid/rogue 2)
    N medium outsider (native, aquatic [amphibious])
    Str 11 Dex 18 Con 10 Int 12 Wis 18 Cha 14

    Key Skills Acrobatics +11, Bluff +7, Climb +7, Diplomacy +7, Escape Artist +4, Heal +4, Intimidate +2,
    Knowledge (Any) +1, Knowledge (Local) +5, Knowledge (Nature) +3, Perception +10, Profession (Sailor) +10, Sense Motive +8, Sleight of Hand +8, Stealth +9, Survival +10, Swim +15

    Init +4 Spd 30 ft., Swim 30 ft. Senses Darkvision 60 ft. (normal light); Perception +10
    AC 17, touch 14, FF 13 HP 13/13 Temp HP 0
    Fort +3 Ref +7 Will +7 CMB +1 CMD 15
    Hero Points 3/3
    Infamy 2/8
    Disrepute 1/8

    Melee Attack Unarmed Strike +5 (1d3/x2) [nonlethal]
    Melee Attack Footlocker Key +1 (1d4/x2)

    Currently Wielding Nothing (Hands Free)
    Current Armor None (Explorer's Outfit)
    Stowed on Person (Sheaths, Straps, Pockets, etc.) [9 gp, 20 sp, 9 cp], Coin Purse (200 gp), Sprig of Holly, Mineral Prism, Footlocker Key
    Stowed in Packs (Backpacks, Belt Pouches, Saddle Bags, etc.) Belt Pouch (Nothing)
    Stored (Footlockers, etc.) Leather Armor, Darkwood Buckler, Rapier, Sap, Dagger, Shortbow, Arrows (20), Backpack (Masterwork), Mirror (Small Steel), Fishhook, Thieves' Tools, Twine (50 ft.), Tanglefoot Bag, Tindertwig (2)
    Current Encumbrance 13 lbs (light load) Medium Load 39 lbs Heavy Load 77 lbs Max 115 lbs

    Active Abilities
    1st-Level Spells:
    2/2 (Cure Light Wounds/Obscuring Mist), 1/1 (Remove Sickness/Obscuring Mist), 1/1 (Obscuring Mist)
    Cantrips: ~/~
    (Create Water, Light, Purify Food and Drink, Mending)
    Spell-like Abilities: 7/7 Storm Burst
    Combat Options: Charge (full round action), Sneak Attack (+1d6)
    Combat Maneuvers: Bull Rush, Dirty Trick, Disarm (Weapon Finesse), Drag, Grapple, Overrun, Reposition, Steal, Sunder
    (Weapon Finesse), Trip (Weapon Finesse)

    Defensive Abilities
    Resistances:
    Cold Resistance 5 (racial)

    Situational Modifiers
    Shackles Seafarer
    +1 trait bonus on Knowledge (Nature) and Knowledge (Geography) checks while on the ocean
    Hydrated Vitality Fast Healing 2 for 1 round anytime submerged completely within a body of natural water. Stagnant, poisoned, or trapped water does not activate this ability. Can heal up to 4 HP per day with this ability.
    Wormwood Reputation +2 bonus on all checks to influence crew-members of this ship (Bluff, Diplomacy, Intimidate, Perform). This circumstance bonus stacks with other bonuses.
    Windwalker
    penalties from natural or magical wind effects are treated as one step less severe

    Current Effects and Conditions:
    Last edited by BudroThePious; Sunday, 19th August, 2012 at 05:18 AM.

  • #15
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    I Defended The Walls!

    ø Ignore BudroThePious
    Male Dwarf Gunslinger 2
    Current Status
    Elias (Male Dwarf Gunslinger 2)
    N medium humanoid (dwarf)
    Str 12
    Dex 18 Con 12 Int 12 Wis 14 Cha 10

    Key Skills Acrobatics +8, Bluff +0, Climb +5, Diplomacy +0, Escape Artist +3, Handle Animal +0, Heal +2, Intimidate +0,
    Knowledge (Any) +1, Knowledge (Engineering) +6, Perception +7, Profession (Sailor) +8, Sense Motive +2, Stealth +3, Survival +2, Swim +5

    Init +6 Spd 20 ft. Senses Darkvision 60 ft. (normal light); Perception +6
    AC 18, touch 15, FF 13 HP 17/17 Temp HP 0
    Fort +4 Ref +7 Will +2 CMB +3 CMD 15

    Melee Attack Cutlass +3 (1d6 + 1/18-20)
    Melee Attack Dagger +3 (1d4 + 1/19-20)
    Ranged Attack Dagger (10 ft.) +6 (1d4 + 1/19-20)
    Ranged Attack Blunderbuss (10 ft.) +6 (1d8/x2) [Spread]
    -Bullets: 10/10
    -Pellets: 10/10

    Currently Wielding None (Hands Free)
    Current Armor Studded Leather, Explorer's Outfit
    Stowed on Person (Sheaths, straps, pockets, etc.) Blunderbuss, Cutlass, Dagger, Buckler, 10 Bullets, 10 Pellets, Powder Horn, Backpack (Masterwork), Belt Pouch
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Belt Pouch ([5 pp, 5 gp, 0 sp, 0 cp]), Backpack (Gunsmith's Kit)
    Current Encumbrance 52.5 lbs (medium load) Medium Load 51 lbs Heavy Load 100 lbs Max 150 lbs

    Active Abilities
    Combat Options:
    Charge (full round action), Spread Shot, Deeds (Grit 2/2)
    Combat Maneuvers: Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, Trip

    Situational Modifiers
    Saltbeard +2 on Profession (Sailor) and Survival checks while at sea, +1 racial bonus on attack rolls and +2 dodge bonus to AC against creatures with the acquatic or water subtype, +2 racial bonus on Appraise
    checks made to determine the price of non-magical goods found in or under the water.

    Current Effects and Conditions: Medium Encumbrance, Flat Footed
    He uses the buckler in combat but it does not provide armor bonuses when he uses the blunderbuss. It isn't factored in right now.
    Ranks in: Acrobatics, Climb, Knowledge (Engineering), Perception, Profession (Sailor), Swim.
    Traits: Reactionary, Buccaneer's Blood
    Feat: Rapid Reload (Blunderbuss)
    120/175 gold used
    Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
    Level 2 changes: +1 BAB, HP, Saves, Skills, Nimble +1
    Last edited by BudroThePious; Sunday, 19th August, 2012 at 01:48 AM.

  • #16
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    I Defended The Walls!

    ø Ignore BudroThePious
    Male Half-Giant Barbarian 2
    Current Status
    Queepod (Male half-giant barbarian 2)
    N medium humanoid (human, giant)
    Str 20
    Dex 13 Con 16 Int 12 Wis 10 Cha 10

    Key Skills Acrobatics +5, Bluff +0, Climb +9, Diplomacy +0, Escape Artist +0, Handle Animal +0, Heal +0, Intimidate +7,
    Knowledge (Any) +1, Perception +0, Profession (Sailor) +2, Sense Motive +0, Stealth +0, Survival +0, Swim +9

    Init +3 Spd 30 ft. Senses Low Light vision (normal light); Perception +0
    AC 14, touch 11, FF 13 HP 25/25 Temp HP 0
    Fort +6 Ref +1 Will +0 CMB +7 CMD 18

    Melee Attack Large Greataxe +7 (3d6+7/x3)
    Melee Attack Large Throwing Axe +7 (1d8+5/x3)
    Melee Attack Dagger +7 (1d4+5/19-20)
    Melee Attack Large Brass Knuckles +7 (1d4+5)
    Ranged Attack Dagger (10 ft.) +3 (1d4+5/19-20)
    Ranged Attack Large Throwing Axe (10 ft.) +3 (1d8+5/x3)


    Currently Wielding None (Hands Free)
    Current Armor Studded Leather, Explorer's Outfit
    Stowed on Person (Sheaths, straps, pockets, etc.) Large Greataxe, Large Throwing Axe, Large Throwing Axe, Dagger, Large Brass Knuckles, Belt Pouch, Backpack
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Belt Pouch ([3 gp, 0 sp, 0 cp]), Backpack (Nothing)
    Current Encumbrance 65.5 lbs (light load) Medium Load 168 lbs Heavy Load 534 lbs Max 800 lbs

    Active Abilities
    Combat Options:
    Charge (full round action), Power Attack (standard action), Rage (free action), Strength Surge (immediate action)
    Combat Maneuvers: Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, Trip

    Situational Modifiers
    Marine Terror
    can hold his breath for a number of rounds equal to four times his Constitution score, can move normally though squares of standing water or bog that is 1 foot deep, it does not cost extra movement to traverse these terrains, ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water.
    Eye of the Storm ignores any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment, and any penalties weather applies on Perception checks are halved.

    Current Effects and Conditions: Flat Footed
    Ranks in Acrobatics, Climb, Intimidate, Profession (Sailor) [non-class], Swim
    Feat: Power Attack
    Traits: Reactionary, Dockside Brawler
    Level 2 changes: +1 BAB, HP, Saves, Skills, Rage Power, Eye of the Storm
    Last edited by BudroThePious; Sunday, 19th August, 2012 at 02:10 AM.

  • #17
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    I Defended The Walls!

    ø Ignore BudroThePious
    Human Sorcerer 2 (Aquatic)
    Current Status
    Marina (Female human sorcerer 2)
    CN medium humanoid (human)
    Str 11 Dex 16 Con 12 Int 12 Wis 10 Cha 18

    Key Skills Acrobatics +3, Bluff +9, Climb +0, Diplomacy +4, Escape Artist +3, Knowledge (Arcana) +6, Perception +0, Profession (Sailor) +5, Spellcraft +6, Stealth +3, Swim +5

    Init +3 Spd 30 ft. Senses Normal Vision (normal light); Perception +0
    AC 13, touch 13, FF 10 HP 12/12 Temp HP 0
    Fort +1 Ref +3 Will +3 CMB +1 CMD 11

    Melee Attack Quarterstaff +1 (1d6/20)
    Melee Attack Dagger +1 (1d4/19-20)
    Ranged Attack Dagger (10ft.) +4 (1d4/19-20)

    Currently Wielding Nothing
    Current Armor Nothing (Explorer's Outfit)
    Stowed on Person (Sheaths, straps, pockets, etc.) Quarterstaff, Dagger, Backpack, Belt Pouch, [5 pp, 5 gp, 0 sp, 0 cp]
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Belt Pouch (Acid [Flask]), Backpack (None)
    Current Encumbrance 16.5 lbs (light load) Medium Load 38 lbs Heavy Load 76 lbs Max 115 lbs

    Active Abilities
    1st-Level Spells: 5/5 (Mage Armor, Summon Monster 1)
    Cantrips: ~/~ (Acid Plash, Drench, Detect Magic, Read Magic, Light)
    Spell-like Abilities: 7/7 Dehydrating Touch

    Situational Modifiers
    Charming +1 trait bonus on Bluff and Diplomacy on a character that is (or could be) sexually attracted to her, +1 trait bonus to the save DC of any language-dependent spell she casts on such characters or creatures.
    Augment Summoning summoned creatures gain a +4 enhancement bonus to Strength and Constitution.

    Current Effects and Conditions:
    Ranks in Bluff, Knowledge (Arcana), Profession (Sailor), Spellcraft, Swim
    Feats: Spell Focus (Conjuration), Augment Summoning
    Traits: Abendego Spellpiercer, Charming
    Her primary attack at this level will probably be the acid splash spell. The flask will give her a +1 to damage
    Level 2 changes: +1 BAB, HP, Saves, Skills, Read Magic learned, +1 1st lvl spell per day
    Last edited by BudroThePious; Sunday, 19th August, 2012 at 02:43 AM.

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      By HolyMan in forum Talking the Talk
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      Last Post: Wednesday, 21st September, 2011, 09:31 PM

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