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

Jemal

Adventurer
pls post your characters on this thread not another site we have to navigate to. I do a lot of my browsing on phone and it is very picky about pdfs and such.

Now that there's several characters posted I'll start lookign them over to make sure they're good to go. Once I get 4 complete characters I'll start up with them and any further characters can join the Que of popsicle adventurers waiting to be thawed. :p


If there are any questions or if I've missed anything please speak up.
 

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Jemal

Adventurer
Badger, halfling rogue2
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.
A quick note regarding the Wild Shadow - there aren't going to be very many areas in the dungeon that will count as 'urban'. I do plan on having various terrains, but that one will probably be one of the least common (I don't currently have any urban areas planned, but may in the future), so if you wish to choose another trait feel free.

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
- 11 gp, 9 sp
You have no food. I did mention that I WILL be tracking food and water. There will be some opportunities to gain some in dungeon but starting with none is risky.


Looks good, ready to go unless you want to make any changes for either of these points.
 

JustinCase

the magical equivalent to the number zero
A quick note regarding the Wild Shadow - there aren't going to be very many areas in the dungeon that will count as 'urban'. I do plan on having various terrains, but that one will probably be one of the least common (I don't currently have any urban areas planned, but may in the future), so if you wish to choose another trait feel free.


You have no food. I did mention that I WILL be tracking food and water. There will be some opportunities to gain some in dungeon but starting with none is risky.


Looks good, ready to go unless you want to make any changes for either of these points.

I'll keep the trait. Didn't expect it to add much, but it feels right without being overpowered.

Could've sworn I brought food... I'll see what I can change about that. Thanks!
 

KahlessNestor

Adventurer
s6k2ux.jpg


Name: Vespernys Belsay
Race: Human
Class: Fighter 2
Alignment: Neutral
Deity: ?
Homeland: ?
Size: Medium
Gender: Female
Age: 17
Height: 5’8”
Weight: 160 lb
Hair: Red-blonde
Eyes: Green

STR 20 (+5)(17 pts; +2 racial)
DEX 13 (+1)(3 pts)
CON 14 (+2)(5 pts)
INT 10 (+0)
WIS 10 (+0)
CHA 10 (+0)

HP: 28 (2d10+4 Con+2 FC+3 Toughness)
INIT: 5 (1 Dex+4 Improved Initiative)
SPEED: 30/20

AC: 22 (10+8 Armor+3 Shield+1 Dex)
TCH: 11 (10+1 Dex)
FF: 21 (10+8 Armor+3 Shield)

FORT: 5 (3 Base+2 Con)
REF: 1 (0 Base+1 Dex)
WILL: 0 (0 Base+0 Wis)(+1 vs Fear)

BAB: 2
CMB: +7 (2 BAB+5 Str)
CMD: 18 (10+2 BAB+5 Str+1 Dex)

OFFENSE
Masterwork Longsword: +8; 1d8+5 (+7 2H) S 19-20/x2
Power Attack: +7; 1d8+7 (+10 2H)

Javelin: +3; 1d6+5 P x2

Dagger: +7; 1d4+5 P/S 19-20/x2
Thrown: +3 Range 10

SKILLS
Acrobatics -7 (1 Dex-8 ACP)
Appraise 0 (0 Int)
Bluff 0 (0 Cha)
*Climb 1 (5 Str+1 Rank+3 CS-8 ACP)
*Craft 0 (0 Int)
Diplomacy 0 (0 Cha)
Disable Device NT (1 Dex-8 ACP)
Disguise 0 (0 Cha)
Escape Artist -7 (1 Dex-8 ACP)
Fly -7 (1 Dex-8 ACP)
*Handle Animal NT (0 Wis)
Heal 0 (0 Wis)
*Intimidate 0 (0 Cha)
K. Arcana NT (0 Int)
*K. Dungeoneering NT (0 Int)
*K. Engineering NT (0 Int)
K. History NT (0 Int)
K. Local NT (0 Int)
K. Nature NT (0 Int)
K. Nobility NT (0 Int)
K. Planes NT (0 Int)
K. Religion NT (0 Int)
Linguistics NT (0 Int)
*Perception 6 (0 Wis+2 Ranks+3 CS+1 Trait)
Perform 0 (0 Cha)
*Profession NT (0 Wis)
*Ride -7 (1 Dex-8 ACP)
Sense Motive 0 (0 Wis)
Sleight of Hand NT (1 Dex-8 ACP)
Spellcraft NT (0 Int)
Stealth -7 (1 Dex-8 ACP)
*Survival 5 (0 Wis+2 Ranks+3 CS)
*Swim 1 (5 Str+1 Rank+3 CS-8 ACP)
Use Magic Device NT (0 Cha)

Languages: Common

FEATS
Weapons: Simple, Martial
Armor: Heavy, shields, tower shields
Toughness (+3 hp)
Improved Initiative (+4)
Power Attack (-1/+2)
Shield Focus (+1 AC)
Trait: Armor Expert (-1 ACP)
Trait: Seeker (+1 Perception and Perception as class skill)

SPECIAL ABILITIES
Favored Class: Fighter (2 hp)
Bravery: +1 Will save vs Fear

GEAR
Half plate 50
Heavy steel shield 15
Masterwork longsword 4
Javelin x5 10
Dagger 1
Backpack 2
Bedroll 5
Block and tackle 5
Crowbar 5
Flint and steel 0
Grappling hook 4
Hooded lantern 2
Oil x9 9
Rations x10 10
Silk rope 5
Waterskin 4
Alchemist’s fire 1

Total Weight 132

Light: 133
Medium: 266
Heavy: 400
Over head: 400
Off ground: 800
Push/Drag: 2000

Coin: 3 gp

 
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JustinCase

the magical equivalent to the number zero
You have no food. I did mention that I WILL be tracking food and water. There will be some opportunities to gain some in dungeon but starting with none is risky.

I added 10 days of trail rations. No idea why I forgot last time; I did add a waterskin, after all...

I'm ready to go now. :)
 




Shayuri

First Post
Murgle. Sorry I've been quiet here. My initial character concepts kind of fizzled as I worked on them. Reassessing now.

Maybe an Arcanist? They always seemed neat, but I never got to play with one...
 

Shayuri

First Post
And here's a WIP sheet for arcanist so I can work on it when I'm out and about. Feel free to comment, but bear in mind it has not even shown its final form!

Concept is control/support/utility at first. If survival happens, I'll migrate in some blasts later on as damage capability increases. With the Quick Study exploit, I can get a LOT of flexibility out of the character, as switching spells on the fly will be a definite possibility...and elves get extra reservoir points for exploits with their favored class bonus.

On the flip side...this character is fragile and will need a lot of carrying until I get more potent spells and gear. The payoff from this concept is definitely later on, which makes me wonder if I should pick a burlier character for the first couple of runs...

Blargh. This whole game's premise is messing with how I create characters. (^_^)

Elf Arcanist 2

Str 8 (-2)
Dex 16 (5)
Con 10 (2)
Int 18 (10)
Wis 10
Cha 16 (10)

BAB +1
HP: 11
AC: 13 (10 + 3 dex)
Init: +3
Fort: +0, Ref +3, Will +3

Elf Race Traits
+2 Dex, +2 Intelligence, -2 Con
Low Light Vision
Perfect: +1 Bluff, +1 Diplomacy, +2 save vs Transmutation effects (replaces Elven Immunity)
+2 Perception
+2 CL checks vs SR
+2 Spellcraft to ID items
Arcane Focus: +2 to Concentration checks (replaces Weapon Familiarity)
Favored Class: Arcanist (+lvl to Arcane Reservoir)

Arcanist Features
Cantrips
Arcane Reservoir 7/7
Consume Spells (mv action to gain 1 reservoir/lvl of spell slot expended, 1/day/chamod)
Arcanist Exploits
- Quick Study (Full round action to prepare a spell in place of a previously prepared spell) 1

Traits
- Witty Repartee +1 Bluff, Bluff is a class skill
- Trustworthy +1 Bluff to fool, +1 Diplomacy, Diplomacy is a class skill

Feats
1 Breadth of Experience (+2 all Knowledge and Profession; can make checks untrained)

Skills (12)
Bluff +10 (2 + 3 + 3 + 1 + 1) +1 to fool
Diplomacy +10 (2 + 3 + 3 + 1 + 1)
Knowledge (Arcane) +11 (2 + 4 + 3 + 2)
Knowledge (Nature) +10 (1 + 4 + 3 + 2)
Knowledge (untrained) +6
Perception +4 (2 + 2)
Linguistics +8 (1 + 4 + 3)
Spellcraft +9 (2 + 4 + 3) +2 to ID items

Spellcasting CL 2, Base DC 14)
Slots: 1 - 4/4

Prepared
0 - Acid Splash, Mage Hand, Dancing Lights, Detect Magic
1 - Shield, Color Spray

Spellbook
0 - All
1 - Protection from Evil, Shield, Magic Missile, Comprehend Languages, Color Spray, Magic Weapon,
Feather Fall, Charm Person, Burning Hands

Equipment
Money:1000gp

Weapon
Dagger
Light Crossbow

Armor
None

Gear
 

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