Pathfinder 1E Gaming w/Jemal: The Dungeon Crawl (Recruiting/Set-up)


log in or register to remove this ad

JustinCase

the magical equivalent to the number zero
Hitpoints: full, average or rolls?

Also, I'm curious what the others are planning on playing. I keep changing my mind about what to play, myself.
 

Shayuri

First Post
I haven't decided yet either...I'm feeling something shapeshifty? But it's been awhile since I did pathfinder. I will need to spend some time grazing.

Alright! Post-graze edit.

I am going to make three characters who fill roughly a similar party role, in case of untimely demises.

A changeling witch. A human ectoplasmic sorcerer. A vishkanya serpentine sorcerer.

The theme is control spells and some party support.
 
Last edited:

Jemal

Adventurer
HP: Each die is Max minus 1.

Shayuri: I'm going to say no to Vishkanya, sorry.

*EDIT: Added a race restriction to opening post: No advanced / RP costing races.
 
Last edited:

Shayuri

First Post
Doop, well, glad I had more than one idea. :)

Though on reading the Vishkanya, I'm unsure why they're considered as high value as they are. They only have one thing which is their poison ability, which seems very limited to me.

Could we perhaps adjust the racial template to bring it into a more acceptable line?
 
Last edited:

Darksfear

First Post
Exodias
[sblock] Urban Barbarian (Barbarian) 1, Ninja 1
Race: Human
Gender: Female

Str: 18
Dex: 14
Con: 13
Int: 12
Wis: 10
Cha: 14

BAB: +1
Fort: 2/+3
Ref: 2/+4
Will: 0/+0

AC: 16 (Base 10 + 4 Armor + 2 Dex)
HP: 22
Initiative: +2
Speed: 30ft

Feats: Power Attack, Extra Rage

Skills: Diplomacy: 2/+7, Bluff 2/+7, Survival 1/+6, Disable Device: 2/+9, Perception: 2/+5, Stealth: 2/+5, Linguistics: 2/+6, Profession (Assassin) 1/+4

Character Traits: Hard to Kill, Caravan Guard

Racial Traits: Heart of the Wilderness

Class Features: Poison Use, Sneak Attack 1d6, Rage 11/day, Crowd Control

Favored Class Bonus (Ninja): 1 HP

Gear: 1,000gp/106 lbs
MW Cold Iron Greatsword: 400gp/8 lbs
Chain Shirt: 100gp/25 lbs
Sleeves of Many Garments: 200gp/1 lbs
Masterworked Thieves Tools: 100gp/2 lbs
Katana: 50gp/6 lbs
Bandolier x2: 1gp/-
Bullseye Lamp: 12gp/3 lbs
Oil (x10): 1/10 lbs
100ft Silk Rope: 20gp/10 lbs
Masterworked Backpack: 50gp/4 lbs
Grappling Hook: 1gp/4 lbs
Heavy Wooden Shield: 7gp/10 lbs

Waterskin x2: 2gp/8 lbs
Wandermeal x10: .1gp/5 lbs
Trail Rations x2: 2gp/2 lbs
Shovel: 2gp/8 lbs
45.9gp

Carrying Capacity:
Light: 116lbs
Medium: 233lbs
Heavy/Over Head: 350lbs
Lift: 700lbs
Push: 1,750lbs

Attacks:
Masterwork Greatsword: +5 2d6+9
w/ Rage: +7 2d6+12 [/sblock]
 
Last edited:

JustinCase

the magical equivalent to the number zero
I'm thinking rogue, ranged. Elf or halfling.

Will stick to core rulebook because I own only that. Will look for traits on the srd.
 

JustinCase

the magical equivalent to the number zero
Badger, halfling rogue2

If there was a defining moment in the life of the halfling known only as Badger, it was when he met a group of adventurers who had saved the orphanage from an infestation of kobolds. Amidst the proud, sturdy but boastful warriors and mages, there was one who stayed quiet and out of the spotlight - the halfing hero Peregrin Shadowfox Applebucket. A halfling was part of this amazing group!

The young Badger decided then and there he would be an adventurer himself. Of course, being a poor orphan in a cold big city this was no easy task. However, the small man trained tirelessly between the jobs he did for the local crime organization Iron Order, working on his stealth, his lockpicking skills, his sleight of hand. He was a halfling with a Goal.

So when some mysterious organisation called out for would-be adventurers, the ink did not even have time to dry...

[sblock]
STR 8 (-1) (-2 racial)
DEX 20 (+5) (+2 racial)
CON 12 (+1)
INT 14 (+2)
WIS 11 (+0)
CHA 12 (+1) (+2 racial)

Fort 2 (+0 base, +1 con, +1 halfling luck)
Ref 9 (+3 base, +5 dex, +1 halfling luck)
Will 1 (+0 base, +0 wis, +1 halfling luck)

AC 19 (+3 armor, +5 dex, +1 size)
Initiative +5
Hit Dice 2d8+2
HP 16

BAB +1
Attack (masterwork rapier): melee +1 (1d4-1 piercing, 18-20/x2)
Attack (masterwork shortbow): ranged +7 (1d4-1 piercing, x3, range 60 feet) (+8 within 30 feet, point blank shot)
Attack (dagger): melee +1 (1d3-1 piercing/slashing, 19-20/x2), ranged +8 (range 10 feet; point blank shot)
Attack (sap): melee +1 (1d4-1 bludgeoning, nonlethal)

CMB: -1 (BAB +1, strength -1, size -1)
CMD: 14 (BAB +1, strength -1, dex +5, size -1)

Favored class:
Rogue (gains 1 skill point per level in Rogue)

Languages: common, halfling, elven, goblin

Halfling racial features:
- Abilities: dexterity +2, charisma +2, strength -2
- Small size: +1 size bonus to AC, +1 size bonus on attack rolls, -1 penalty on CMB and CMD, +4 size bonus on Stealth
- Slow speed: 20 feet base speed
- Fearless: +2 racial bonus on saving throws against fear
- Halfling Luck: +1 racial bonus on saving throws
- Keen Senses: +2 racial bonus on Perception
- Sure-Footed: +2 racial bonus on Acrobatics and Climb
- Weapon Familiarity: proficient with slings, treat weapons with the word "halfling" in its name as martial weapons
- Languages: automatic languages common and halfling; bonus language options are dwarven, elven, gnome, goblin

Rogue class features:
- Weapon and armor proficiency: all simple weapons, hand crossbow, rapier, sap, shortbow, short sword. Light armor, no shields.
- Sneak Attack 1d6: Extra damage when target is denied dexterity bonus; ranged within 30 feet.
- Trapfinding: Adds 1/2 level to Perception checks made to locate traps and to Disable Device checks. Can use Disable Device to disarm magic traps.
- Evasion: When making successful Reflex save against attack that normally deals half damage on save, take no damage instead.
- Rogue Talents: Gain talents at every even level.

Feats:
- Point Blank Shot (+1 attack and damage on ranged targets within 30 feet)

Skills:
(8+int) plus 1 per level in favored class = 22 skill points
- Acrobatics +12 (2 ranks, +3 class skill, +2 racial)
- Bluff +6 (2 ranks, +3 class skill)
- Climb +6 (2 ranks, +3 class skill, +2 racial)
- Disable Device +10 (2 ranks, +3 class skill)
- Escape Artist +10 (2 ranks, +3 class skill)
- Knowledge (dungeoneering) +7 (2 ranks, +3 class skill)
- Knowledge (local) +7 (2 ranks, +3 class skill)
- Perception +7 (2 ranks, +3 class skill, +2 racial)
- Sleight Of Hand +11 (2 ranks, +3 class skill, +1 trait)
- Stealth +14 (2 ranks, +3 class skill, +4 size)
- Use Magic Device +6 (2 ranks, +3 class skill)

Traits:
- Wild Shadow (urban): Can attempt Stealth checks in chosen terrain (urban) in normal light without having cover or being invisible.
- Child Of The Streets: Gain +1 trait bonus on Sleight Of Hand, and Sleight Of Hand is always a class skill.

Rogue Talents:
- Bleeding Attack: Target takes 1 additional damage on each round for each die of sneak attack, until DC 15 Heal check is made or any effect that heals hit points.

Equipment:
starting gold: 1000 gp
- masterwork studded leather
- masterwork shortbow
- arrows x100
- masterwork rapier
- dagger x2
- sap
- masterwork thieves' tools
- backpack
- bedroll
- waterskin
- potion of cure light wounds
- rations x10
- 6 gp, 9 sp

[/sblock]
 
Last edited:

Darksfear

First Post
hmmm.... If Justin wants to play the rogue, I don't want to step on his toes too much. I'll switch my focus more to the barbarian side. Though I'm still planning on taking 2 levels in ninja. Here is a revised character for inspection. I plan on taking the 2 levels of Ninja to follow up and then devote the rest of my levels to barbarian... should we live that long. Btw, do you have a backstory to give us so we can write our characters in accordance or is this just a standard pathfinder setting?

[sblock]
Exodias
Ninja 1, Urban Bloodrager/Id Rager (Bloodrager) 1
Race: Human
Gender: Female


Str: 18
Dex: 14
Con: 12
Int: 13
Wis: 10
Cha: 14


BAB: +1
Fort: 2/+4
Ref: 2/+4
Will: 0/+0 (+2 While raging)


CMB: +6 (+7 While Raging)
CMD: 17 (18 While Raging)


AC: 18 (Base 10 + 6 Armor + 2 Dex)
HP: 20
Initiative: +2
Speed: 30ft


Feats: Power Attack, Extra Rage (Bloodrager), Skill Focus (Diplomacy), Iron Will (when raging)


Skills: Diplomacy: 2/+10, Bluff 2/+7, Survival 1/+6, Perception: 2/+5, Linguistics: 2/+6, Profession (Assassin) 1/+4, Stealth 2/+7, Disable Device 2/+9


Character Traits: Hard to Kill, Child of Nature


Racial Traits: Heart of the Wilderness


Class Features: Controlled Bloodrage 12/day, Fast Movement, Atavistic Avatar (Dedication), Iron Will, Dutiful Strike, Sneak Attack 1d6, Poison Use


Favored Class Bonus (Bloodrager): 1 HP


Gear: 1,000gp/95 lbs
MW Cold Iron Greatsword: 400gp/8 lbs
Breastplate: 200gp/30 lbs
Sleeves of Many Garments: 200gp/1 lbs
Masterworked Thieves Tools: 100gp/2lbs
Bandolier x2: 1gp/-
Bullseye Lamp: 12gp/3 lbs
Oil (x10): 1gp/10 lbs
100ft Silk Rope: 20gp/10 lbs
Masterworked Backpack: 50gp/4 lbs
Grappling Hook: 1gp/4 lbs
Waterskin x2: 2gp/8 lbs
Wandermeal x10: .1gp/5 lbs
Trail Rations x2: 2gp/2 lbs
Shovel: 2gp/8 lbs
8.9gp


Carrying Capacity:
Light: 116lbs
Medium: 233lbs
Heavy/Over Head: 350lbs
Lift: 700lbs
Push: 1,750lbs


Attacks:
Masterwork Greatsword: +5 2d6+9 + 1d6 sneak attack
w/ Rage: +7 2d6+12 + 1d6 sneak attack
Counterattack: +9 3d6+12 + 1d6 sneak attack
[/sblock]
 
Last edited:

JustinCase

the magical equivalent to the number zero
By all means, don't let me refrain you from playing what you want!

I could switch classes, although personally I don't think some overlap is bad at all.
 

Remove ads

Top