DCC #7 The Secret of Smuggler's Cave - IC

HolyMan

Thy wounds are healed!
by: Chris Doyle

This is a game I am using to help learn more of the Pathfinder rules, much like my Forge of Fury game. Specifically mid level - spells and game play - with he addition of underwater combat which I believe might take place at least once.

Players for this:


Leif
Herobizkit
Scotley
Fenris
Mark Chance

This game will not have the normal RG thread as it is only a one shot and there is no need for another thread we will just use the first page of this one to find all info needed.

Please post up your character and I will give him a look over. And let you know if changes are need in the OOC.

HM

Link:
http://www.enworld.org/forum/talking-talk/304594-dcc-7-secret-smugglers-cove-full.html
 
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HolyMan

Thy wounds are healed!
NPCs, Maps, and Misc

[sblock=Character Gene]
- Starting Level: 5th
- Abilities: point buy (20 pts) - then agumented for race and lvl up
- Races: core only - one player may be allowed to play a merfolk based on concept and fluff
- Classes: core only - but depending on start date/release date of game/Ultimate Magic one player might be allowed to play a Magus
- Hit Points: Max at 1st lvl and Max -2 for lvls 2-5 (plus all modifiers of course)
- Feats & Traits: core/APG/AA only - may pick two traits
- Starting Wealth: 10,500gp - May spend no more than 4,000gp on any one item (exception: magic shield or armor - you may have one or the other at a cost of 4,000gp + mw value - to gain a +2 magical bonus)
- Equipment: core/APG/AA only - mounts will not be needed and will actually not be much help[/sblock]

[sblock=Fair Haven]
CG village
Corruption +0; Crime +1; Economy +0; Law +0; Lore +2; Society -1
Qualities pious, racial intolerant (dwarf, half-orc, human)
Danger +0
______________________________________
Demographics___________________________
Government Autocracy
Population
550 ( 420 elves, 90 half-elves, 31 halflings, 8 gnomes, 1 human)
Notable NPCs
- Alexi Morningsong (male elf Ari3, mayor)
- Breeze (female elf Alc3/Exp3, owner of alchemist shop)
- Chalonna (female gnome Clr4-Abadar, local priestess)
- Jeromy Montarose (male human Exp6, shipwright)
- Tal'lance Stipledown (male halfling Com3, head of the Fishers and Farmer's Guild)
- Warden Kisett(male elf Rng2, head of militia)
_______________________________________
Marketplace_____________________________
Base Value 250gp; Purchase Limit 1,250gp; Spellcasting 2nd level
Minor Items: 1d4 (unrolled as of yet)
Medium Items: 1d2 (unrolled as of yet)
Major Items: -- [/sblock]
 

Attachments

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HolyMan

Thy wounds are healed!
Experience

Well be doing XP as per the regular rules as this too is something I need to work on. I will be giving out XP after each completed encounter and once your character hits the next level he will be allowed to advance automatically.

Note: RP/Participation XP will be rewarded to the group every 6 months and will total 25% of the total needed to get to the next level. So if you play for two years you will level up - but I hope you do before that.

Starting XP: 10,500 - Progression: Fast
Needed for LvL 6: 15,000

Current XP: 11,020

Tracking:

Mama & Papa Scorpion CR 5 - 520xp each
 
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HolyMan

Thy wounds are healed!
The Loot List

placeholder for all treasure found - please keep in mind that this is a one shot and there will be no need to save an item for use later. So this will really be used for keeping track of what is used up and when.
 
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Scotley

Hero
Fëanáro Amandil


Basic Information
Race: Elf
Class: Ranger
Level: 5
Experience: 15,001
Alignment: CG
Languages: Common, Elven, Orc
Deity:
Abilities
STR: 14+2
DEX: 18 +4 (15+2 Racial+1 level)
CON: 12 +1 (14-2 Racial)
INT: 12 +2 (10+2 Racial)
WIS: 13 +1
CHA: 10 +0
Combat Statistics
(Max 1st level then Max-2) HP: 47

AC: 20 = [10 + DEX (04) + Armor (06) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
AC Touch: 14 = [10 + DEX (04) + Size (00) + Misc (00)]
AC Flatfooted: 16 = [10 + Armor (04) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
INIT: +06 = [DEX (04)+2 trait]
BAB: +05 = [Ranger (05)]
CMB: +07 = [BAB (05) + STR (+2) + Misc (00)]
CMD: 21 = [10 + BAB (05) + STR (+2) + DEX (+04) + Misc (00)]
Fortitude: +05 = [Ranger (04) + CON (01) + Misc (00)]
Reflex: +08= [Ranger (04) + DEX (04) + Misc (00)]
Will: +02 = [Ranger (01) + WIS (01) + Misc (00)]
Speed: 30'
Damage Reduction: 00/Any
Spell Resistance: 00
Weapon Statistics

MW Trident: Attack: +08 = [BAB (05) + Ability (02) + MW (01)]
Damage: 1d8+2, Crit: 18+/x2
Dagger: Attack: +07(+09 thrown) = [BAB (05) + Ability (02[04thrown]) + Misc (00) + Magic (00)]
Damage: 1d4+1, Crit: 19/x2, Special: Range 10ft, +1d6+1 when Flanking
+1 Mighty Composite Longbow: Attack: +10 {or +8/+8 rapid shot}= [BAB (05) + Ability (04) + Misc (00) + Magic (01)] Damage: 1d8+3, Crit: 20/x3, Special: Range 110ft


Racial Features Elf
• +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
• Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Elves have a base speed of 30 feet.
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
• Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
• Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity racial Traits.
• Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
• Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Class Features
Ranger
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. +4 Humanoid, Aquatic (1st) +2 Outsider, Evil (2nd)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
A ranger gains Endurance as a bonus feat at 3rd level.
At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Water Above and Below the surface.
The Hunter’s Bond: Form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. (See Animal Choices)
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3. Wolf

Spells (caster level 2)
1st Level
[sblock=Aspect of the Falcon]
School transmutation (polymorph); Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, DF

EFFECT

Range personal
Targets you
Duration 1 minute/level

DESCRIPTION

You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.

This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.
[/sblock]

[sblock=Gravity Bow]

School transmutation; Level ranger 1, sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range personal
Targets you
Duration 1 minute/level (D)

DESCRIPTION

Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size. [/sblock]


Feats (1st, 2nd Combat Style, 3rd and Ranger bonus, 5th, 6th Combat Style[pending] )
Point-Blank Shot (Combat) (1st)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat) (Combat Style)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Shot (Combat) (3rd)
You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Endurance (ranger bonus)
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.


Deadly Aim (Combat) (5th)
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Pending: Far Shot (Combat) (6th Combat Style)
You are more accurate at longer ranges.
Prerequisites: Point Blank Shot
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.

Pending: Manyshot (Combat)
You can fire multiple arrows at a single target.
Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

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.
Log Roller (forest)
The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing.
Benefit: You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.

Skills
Skill Points: 35 = [Base (6) + INT (01)(Level)] (Ranger) x5

Code:
Skills           Total Rank  CS Ability ACP   Misc
Acrobatics        10    5     0    4    -0    +1 (Trait)
Climb             06    1     3    2    -0    +0
Craft (bowyer)    05    1     3    1          +0
Handle Animal     04    1     3    0           0
Heal              05    1     3    1          +0
Intimidate        00    0     0    0    +0     0
Know(Dungeon)     05    1     3    1          +0
Know(Geography)   05    1     3    1          +0
Know(Nature)      05    1     3    1          +0
Perception        11    5     3    1          +2(Racial)
Perform           00    0     0    0    -0    +0
Prof.(sailor)     05    1     3    1    -0    +0
Ride              04    0     0    4    -0    +0
Sense Motive      03    2     0    1          +0
Spellcraft        05    1     3    1          +0
Stealth           12    5     3    4    -0    +0
Survival          09    5     3    1          +2(Follow Tracks) 
Swim              13    4     3    2    -0    +4(Racial)


Equipment Cost Weight
Explorer's Outfit 00 lb
+2 Mithral Chainshirt 5010 gp 12 lb
Backpack, MW 05 gp 02 lb
Bedroll 01 sp 05 lb
Blanket, winter 02 sp 03 lb
Waterskin 01 sp 04 lb
Rationx2 01 1p 02 lb
Kit Climbers 8 gp 05 lb
Kit Mapmakers 1 gp 02 lb
Whetstone 1 sp
Sunrod 3 gp 01 lb x4
Belt Pouch
+1 Mighty (14 str) Composite Longbow 2600 gp 04 lb
Dagger 02 gp 01 lb x3

Total Weight:

[sblock=Animal Companion]


Wolf


N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural {feat})
hp 19 (3d8+6)
Fort +5, Ref +5, Will +2

OFFENSE

Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)

STATISTICS

Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception), Improved Natural Armor
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking), Swim +2; Racial Modifiers +4 Survival when tracking by scent
Tricks: attack, come, defend, down, fetch, heel, seek, and track

Link (Ex)

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).


ECOLOGY

Environment cold or temperate forests

Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf's wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller.
[/sblock]
 
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Herobizkit

Adventurer
Jadinir Ajal

Chaotic Good Half-Elf Male Bard 3/Barbarian 2

Age: 24, Height: 5' 9", Weight: 185lb, Hair: gray Eyes: Blue

STR 18 (15 +2 race +1 level), DEX 16, CON: 14, INT: 10, WIS: 7, CHA: 12
Languages: Common, Elven

AC & SAVES
HP: 50
AC: 19 (10 + 5 [+1 mithral shirt] + 1 [ring of protection] + 3 [Dex]); Touch 14, Flat Footed: 16

Fort +7, Ref +7, Will +2 [+1 incl. for +1 cloak of resistance]

COMBAT
Initiative: +3
BAB +4; CMB +8; CMD +11
Movement 40'

All weapons have +1 damage due to Arcane Strike

+1 heavy flail (Melee/2h/B): +9 (1d10+8, 19-20/x2)

kukri, pair (Melee/Light/1h/S): +8 (1d4+5, 18-20/x2)

Whip (Melee): +8 (1d3+5/x2; Range 15; trip, disarm +2, reach; non-lethal, armor negates damage)

C. Longbow (Ranged): +7 (1d8+4/x3; Range 110')

FEATS
Arcane Strike, Power Attack, +1; Medium Armor Proficiency (Shield Proficiency, Light Armor Proficiency). Proficient with all simple and martial weapons plus whip.

TRAITS
Magical Knack/Bard (+2 caster level), Dirty Fighter (+1 damage when flanking)

SKILLS [ACP 0]
Acrobatics +11 (Rank 5 + Class 3 + Dex 3)
Stealth +11 (Rank 5 + Class 3 + Dex 3)
Swim +12 (Rank 1 + Class 3 + Str 4 + race 4)
Perform (Sing) +9 (Rank 5 + Class 3 + Cha 1)
Perform (Wind instrument) +9, (Rank 5 + Class 3 + Cha 1)
Use Magic Device +12 (Rank 5 + Class 3 + Cha 1 + Skill Focus 3)

Spells Known (6/4); Spells/Day (3)
0 (DC 11): know direction, light, mending, message, resistance, summon instrument
1 (DC 12): alarm, expeditious retreat, grease, vanish

EQUIPMENT
[2100] +1 mithral shirt [+5 AC, +6 max Dex, ACP 0%, ASF 10%, wt 12.5 lbs]
[2000] +1 ring of protection
[2200] ring of feather falling
[1000] +1 cloak of resistance
[0315] mw heavy flail
[0750] wand of jump
[0750] wand of cure light wounds
[0500] c. longbow, +4 Str

pair of kukri [16 gp]; whip [1 gp]; explorer's outfit, backpack, bedroll, crowbar, 3 pieces of chalk, flint and steel, belt pouch, sack, waterskin
[sblock=Racial Traits]


  • +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-elves have a base speed of 30 feet.
  • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
  • Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the half-elf’s adaptability and multitalented racial Traits.
  • Bard Favored Class Alternative: Add 1 to the half-elf’s total number of bardic performance rounds per day. (+3 total)
  • Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

[/sblock][sblock=Class Abilities]


  • Bardic knowledge: can use Knowledge skills untrained, +1 to all Knowledge checks
  • Bardic performance: 12 (4 + 1 [Cha] + 3 [Fav class alt] + 4 [2/level]) rounds per day
  • Cantrips: 6 known
  • Countersong: + Perform (sing) to saving throws vs sonic or language-dependent magical attack
  • Distraction: + Perform (dance) to saving throws vs illusion (pattern or figment) magical attack
  • Fascinate: one target, Wil 12; target watches, -4 to skills requiring reaction checks
  • Inspire competence: +2 skill checks
  • Inspire courage +1: +1 hit/dmg, +1 save vs charm and fear
  • Versatile performance: can use Perform (Sing) for Bluff, Sense Motive and (Wind) for Diplomacy, Handle Animal
  • Well-Versed: +4 bonus on saving throws vs bardic performance, sonic, and language-dependent effects
  • Favored Class Alternative - Bard: Each time the half-elf would earn a hit point or skill point for advancing her favored Bard class, she instead adds 1 to her total number of bardic performance rounds per day.
  • Fast Movement: +10 movement rate
  • Rage: 6 (4 + Con) rounds/day; +4 Str/Con, +2 Wil, -2 AC; cannot use Cha, Dex, Int-based skills except Acrobatics, Fly, Intimidate, Ride; fatigued (-2 Str/Dex, cannot run or charge) for 2x rounds of rage at end
  • Rage Power - Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
  • Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized.

[/sblock]

Starting Wealth: 10,500 - May spend no more than 4,000gp on any one item (exception: magic shield or armor - you may have one or the other at a cost of 4,000 gp + mw value - to gain a +2 magical bonus)

Carrying Capacity:
Light: 0-100
Medium: 101-200
Heavy: 201-300

EXPERIENCE POINTS
 
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Leif

Adventurer
Caramir Thistledown

Elf L5 Urban Druid, N/G
[sblock=Stat Point Buy Data]2pts S12; 5 pts D14+2(race)=16; 3 pts C13-2(race)=11; 1 pt I 11+2(race)=13; 7 pts W15+1(level 4)=16; 2 pts C12[/sblock]
XP: 10,520

Final Ability Scores
S 12 +1
D 16 +3
C 11 +0
I 13 +1
W 16 +3
C 12 +1

HP=8+6+6+6+6=32
AC: 23 [10+6(armor)+2(shield)+1(amulet)+1(feat)+3(dex)]
FF: 19 T: 15
Init: +5 [+3 dex, +2 trait bonus]

BAB=+3
+1 Longsword, Att = +5, for 1-8+2 hp damage
Sickle, Att = +4, for 1-6+1 hp damage -- spec att = trip

CMB=+6
CMD=17

FEATS [3]
Dodge [+1AC]
Combat Expertise [trade Att bonus for AC bonus]
Agile Maneuvers [use dex in place of str for CMB]

SKILLS [5 points/level = 25]
Handle Animal [4 ranks, +1 Cha, +5]
Knowledge, Nature [4 ranks, +1 Int, +1 trait +6]
Ride [2 ranks, +3 Dex, +5]
Sense Motive [5 ranks, +3 Wis, +8]
Survival [10 ranks, +3 Wis, +13]

EQUIPMENT
+2 Magical Hide Armor [4,165 gp] [+6 AC]
Heavy Wooden Shield [7 gp] [+2 AC]
Amulet of Natural Armor +1 (2,000 gp)
Brooch of Shielding [1,500 gp] [absorbs 101 hp damage from magic missiles]
+1 Magical Longsword [2,315 gp]
Sickle [1d6 dam, special: trip attack]
Backpack [2gp]
Belt Pouch [1gp]
Everburning Torch [110gp]
Trail Rations, 8 days [4 gp]
Light Horse [combat trained, 110 gp]
Riding Saddle [30gp]
Saddle Bags [4gp]
50' Silk Rope [10gp]
Ink, 5 vials [40gp]
Inkpens, 20 [2gp]
Paper, 50 sheets [20gp]
25 Goodberries
[164gp left to spend]

TRAITS:
Devotee of the Green: +1 trait bonus on Knowledge (geography) and (nature) checks
Warrior of Old: [racial/elf trait] +2 trait bonus to initiative checks [total +5 on init. checks!]

SPELLS PREPARED
L0[4]: Flare, Guidance, Detect Magic, Resistance
L1[4]: Cure Light Wounds, Cure Light Wounds, Etangle, Jump
L2[3]: Bull's Strength, Resist Energy, Restoration - Lesser
L3[2]: Cure Moderate Wounds, Protection From Energy

[sblock=Character Generation info from DM HolyMan]
- Starting Level: 5th
- Abilities: point buy (20 pts) - then agumented for race and lvl up
- Races: core only - one player may be allowed to play a merfolk based on concept and fluff
- Classes: core only - but depending on start date/release date of game/Ultimate Magic one player might be allowed to play a Magus
- Hit Points: Max at 1st lvl and Max -2 for lvls 2-5 (plus all modifiers of course)
- Feats & Traits: core/APG/AA only - may pick two traits
- Starting Wealth: 10,500gp - May spend no more than 4,000gp on any one item (exception: magic shield or armor - you may have one or the other at a cost of 4,000gp + mw value - to gain a +2 magical bonus)
- Equipment: core/APG/AA only - mounts will not be needed and will actually not be much help
[/sblock]
 
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Mark Chance

Boingy! Boingy!
Iago Heddwyn Pedr Botolph



[sblock=Iago Heddwyn Pedr Botolph]
Male gnome cleric 3/rogue 2 (favored class rogue); XP +520
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +12 (+13 to locate traps)

DEFENSE
AC 19, touch 13, flat-footed 17 (+5 armor, +1 Dex, +1 Dodge, +1 size, +1 shield); N.B. Lose armor bonus when mistmail activated.
hp 45 (5d8+5)
Fort +5, Ref +6, Will +6
Defensive Abilities evasion, magical linguist, sudden shift (5/day)

OFFENSE
Speed 20 ft.
Melee masterwork bastard sword +6 (1d8+1/19-20)
Ranged masterwork bastard sword +7 (1d8+1/19-20, 30 ft. range)
Special Attacks channel energy 2d6 (7/day), hand of the acolyte (5/day), sneak attack +1d6
Spell-Like Abilities (CL 5th):
1/day - arcane mark, comprehend languages, message, read magic
Spells per Day 4/3+1/2+1
Spells Prepared (CL 3rd):
2nd - bear's endurance, mirror image*, remove paralysis
1st - bless, disguise self*, magic weapon, shield of faith
Oth - detect magic, light, mage hand, stabilize
* Domain spell. Domains Deception, Magic

STATISTICS
Str 12, Dex 13, Con 13, Int 14, Wis 14, Cha 15
Base Atk +3; CMB +3; CMD 14
Feats Dodge, Extra Channel, Mobility
Traits Collector (+2 Disable Device), Two-World Magic (mage hand)
Skills (Ranks) Bluff +6 (1), Craft (weaponsmithing) +10 (5), Disable Device +14* (+16* related to glyphs, symbols, scrolls, and other magical writings) (5), Escape Artist +5* (2), Knowledge (engineering) +6 (3), Knowledge (local) +10 (3), Perception +12 (+13 to locate traps) (5), Sense Motive +6 (1), Stealth +9* (2), Use Magic Device +10 (+12 related to glyphs, symbols, scrolls, and other magical writings) (5); N.B. Knowledge (engineering) is not a class skill.
Racial Modifiers +1 Disable Device, +1 Knowledge (engineering), +2 Knowledge (local), +2 Perception; *Armor Check Penalty -1
Languages Common, Draconic, Dwarven, Gnome, Sylvan
SQ aura, orisons, spontaneous casting, trapfinding (+1), trap spotter

SPECIAL ABILITIES
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. Iago's bonus applies to Knowledge (local).

Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day - arcane mark, comprehend languages, message, read magic.

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted.

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Gear arcane scroll (darkvision x2, levitate, protection from arrows), arcane scroll (invisibility x4), cloak of resistance +1, collection, darkwood holy symbol, handy haversack, mistmail, masterwork bastard sword, masterwork small wooden shield, masterwork thieves' tools, muleback cords, necklace of fireballs (Type 1), wand of cure light wounds (50 charges)

Remaining Wealth: 200 gp & 7 sp

Weight carried: 27.5 lbs. (light load)
[/sblock]

[sblock=Crafting a Bastard Sword]
Crafting MW Component for Bastard Sword
DC 20; Cost 3000 sp; Raw Materials Total Cost 1500 sp

Check 1: 1d20+10=20 = 400/1000 sp progress.
Check 2: 1d20+10=14 = failure; pay 500 sp.
Check 3: 1d20+10=24 = 880/1000 sp progress
Check 4: 1d20+10=20 - 1280/1000 sp progress; MW component complete!

Crafting Bastard Sword
DC 18; Cost 350 sp; Raw Materials Cost 117 sp + 59 sp + 59 sp + 59 sp

Check 1: 1d20+10=11 = failure; pay 59 sp.
Check 2: 1d20+10=12 = failure; pay 59 sp.
Check 3: 1d20+10=13 = failure; pay 59 sp.
Check 4: 1d20+10=15 = no progress.
Check 5: 1d20+10=16 = no progress.
Check 6: 1d20+10=14 = no progress.
Check 7: 1d20+10=12 = failure; pay 59 sp.
Checks 8-10: 1d20+10=22, 1d20+10=24, 1d20+10=19 = three successes; 396/350 sp with check 8.

Results: masterwork bastard sword; cost 1,853 sp
[/sblock]
 
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