Gandalfs evil game IC

Walking Dad

First Post
OOC:
I actually like the concept of the game, but I think we should try a re-start if only 2 original players remain. We didn't gotten that far and I would like to try another character concept (Dhampyr Sorcerer with the Undead (Sanguine) bloodline.
 

log in or register to remove this ad


Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
OOC:
I actually like the concept of the game, but I think we should try a re-start if only 2 original players remain. We hadn't gotten that far and I would like to try another character concept (Dhampyr Sorcerer with the Undead (Sanguine) bloodline.

that's fine with me, OK with you, Scott?

I would like a re-start as well, just giveme a moment to think about what to re-adjust. I am still thinking rogue, but not the city focused one i had at the start.

he was totally built for an in city game and not one that had to scram at the first trouble. I saw him as a liability in the wilds.

Let me think a bit.
 




Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
ok. I am guessing that will be a new recruiting thread too?

sorry, must have been in a hurry or something.

work in progress

Antwon Ecks
Code:
Str 15 +2 3 pts  hd:10d6 + 20
Dex 19 +4 7 pts  HP: 60
Con 14 +2 2 pts  00000 00000 00000 00000 00000 00000
Int 14 +2 5 pts  00000 00000 00000 00000 00000 00000
Wis 13 +1 3 pts
Cha 14 +2 5 pts

+2 dex (race)
+1 dex (lv 4)
+1 dex (lv 8)
+2 str/con: belt 

Carrieing Capacity:
[B] light     med         heavy [/B]
 <66 lbs. 67–133 lbs. 134–200 lbs.

[b]Combat[/b]
Initiative +8
BAB: +7/+2  CMB: +9/+4 CMD:  23/18
Sneak attack +5d6

[b]Weapon         Att     Dam   Crit      Range  Type   notes[/b]
Dagger         +12/+7  1d4+3 19–20/×2  10 ft.  P/S   +1 on AOO; +1 magic, Returns
Rapier         +14/+9  1d6+5 18–20/×2  -—       P    +1 on AOO; +3 magic
Shortbow(Comp) +12/+6  1d6     ×3      70 ft.   P    +1d6 flaming

possible modifiers: 
Bleeding Attack* (bleed 5/ round)

                             max
Armor       bonus magic dex  dex  ACP  move   weight
Chain shirt   +4   +3   +4   +6   –0   30 ft. 12 lbs.
mithral, +3

Base: 21
touch:17
FF: 17

possible modifiers:
Feat: Combat Expertise (cl 1) Trade attack bonus for AC bonus
Feat: Uncanny dodge- never FF except with feint
Feat: Improved Uncanny Dodge-never flanked
rogue talent: Crippling strike- -2 Str with sneak att


Saves: Base Abil  Misc Total  notes
Fort    +3   +2    +2   +7   +2 cloak
Refl    +7   +4    +2  +13   (+16 VS traps [trap sense +3]) +2 cloak
Will    +3   +1    +2   +6   +2 cloak
 [b]  [/b]

 [b]Feats, traits and Skills:[/b]
TRAITS
Fencer-
   *You trained long hours as a youth with blades, either taking lessons in
   the genteel art of fencing from tutors paid for by your parents or by 
   being taken under the wing of a disenfranchised fencer who may have 
   turned to a life of crime. 
   *You gain a +1 trait bonus on attacks of opportunity made with daggers, 
   swords, and similar bladed weapons. 

Augmented Disguise-
   *You are especially good at disguising yourself when you have props
   available.
   *You gain a +2 trait bonus on Disguise checks when wearing a wig,
   false beard, or similar large prop, or if you are wearing a special 
   costume or eye-catching bauble that reinforces your disguise.

FEATS:
Deft Hands (race) +2 Disable device/slight of hands
Combat Expertise (cl 1) Trade attack bonus for AC bonus
Bleeding Attack*  (rogue talent 2) sneak attack dice for bleed damage
Evasion (Rogue 2)
Improved Feint (cl 3) Feint with no AOO
Weapon Finesse  (rogue talent 4) att with dex insted of str
Uncanny dodge (rogue 4)
Improved Initiative (cl 5) +4 to Initiative
Fast stealth (rogue talent 6)
2 Weapon fighting (cl 7)
Combat Trick: Blind fight (rogue talent 8)
Improved uncanny dodge (rogue 8)
2 weapon defense (cl 9)
Combat Trick: Greater Feint (rogue talent 10)
Crippling Strike*  (Adv. talent)
*Denotes the feat is usable as part of sneak attack

Skills:
Per level: 8 (class) + 1 (race) + 1 (Fav class) +2 (Int) = 12  (120 total)

[B]                        Ranks Abil CS Misc Total Notes[/B]
[b]Acrobatics (Dex) [/b]        +10   +4  +3   0  +17
[b]Appraise (Int) [/b]           +5   +2  +3   0  +10
[b]Bluff (Cha) [/b]              +5   +2  +3   0  +10 see: Imp. Feint
[b]Climb (Str) [/b]             +10   +2  +3   +2  +17 +2 climber's kit
[b]Craft traps (Int) [/b]        +5   +2  +3   0  +10
[b]Craft clothing (Int) [/b]     +5   +2  +3   +1  +11 +2 mwk tools
[b]Diplomacy (Cha) [/b]          +3   +2  +3   0   +8
[b]Disable Device (Dex) [/b]    +10   +4  +3  +11 +28 +5 (class); +4 Deft hands; +2 mwk tools
[b]Disguise (Cha) [/b]           +3   +2  +3  +12 +20 +2 (see traits); +10 Hat
[b]Escape Artist (Dex) [/b]      +4   +4  +3   0  +11
[b]Knowledge 
   (dungeoneering) (Int) [/b] +5   +2  +3   0  +10
[b]Knowledge (local) (Int) [/b]  +5   +2  +3   0   +10
[b]Linguistics (Int) [/b]        +5   +2  +3   0  +10
[b]Perception (Wis) [/b]        +10   +1  +3  (+5) +14 (+19) +5 det. traps(class)
[b]Profession 
   (merchant) (Wis) [/b]      +5   +1  +3   0  +9
[b]Sense Motive (Wis) [/b]       +5   +1  +3   0  +9
[b]Sleight of Hand (Dex) [/b]    +5   +4  +3   +2  +14 +2 deft hands 
[b]Stealth (Dex) [/b]           +10   +4  +3   0  +17
[b]Swim (Str) [/b]               +5   +2  +3   0  +10
[b]Use Magic Device (Cha) [/b]   +5   +2  +3   0  +10

Equipment                   cost           weight
Armor +3                   9,000.00 Gp    10.0 Lb w
   Glamored                2,700.00 Gp
   Mithral shirt           1,100.00 Gp
Rapier +3                 18,315.00 Gp     2.0 Lb w
Dagger  Returning          8,302.00 Gp     1.0 Lb w
Short bow, Flaming         8,375.00 Gp     2.0 Lb eq
Efficient Quiver           1,800.00 Gp     2.0 Lb w
   normal arrows X 30          1.50 Gp     4.5 Lb eq
   -Armor piercing X 20       20.00 Gp     3.0 Lb eq
   -arrow, adamentine X 10   600.00 Gp     1.5 Lb eq
Hat of disguise            1,800.00 Gp     --- Lb w
Handy Haversack            2,000.00 Gp     5.0 Lb w
Cloak of resistance +2     4,000.00 Gp     1.0 Lb w
Belt of physical might +2 10,000.00 Gp     1.0 Lb w Con and str
Lantern, bulls eye            12.00 Gp     3.0 Lb hh c
Oil X 10                       1.00 Gp    10.0 Lb. hh l x5; hh r x5
Sun rod  X 2                  20.00 Gp    10.0 Lb hh c
Winter blanket  X 1            0.50 Gp     3.0 Lb hh c
Map case                       1.00 Gp     0.5 Lb hh l
   Paper X 50                 20.00 Gp     --- Lb
   Ink pen                        0.10 Gp     --- hh l
   Ink                            8.00 Gp     --- hh l
Pouch, belt                    1.00 Gp     0.5 Lb w
Artisan's tools,
   Masterwork (tailor)        55.00 Gp     5.0 Lb hh r
Wine, bottle, V. fine X 2    100.00 Gp     3.0 Lb hh c
Rope, silk X 50 ft            10.00 Gp     5.0 Lb hh c
Smoke stick  X 2              40.00 Gp     1.0 Lb hh c
Thieve’s tools Mwk.          100.00 Gp     2.0 Lb **
Artisan's outfit (Tailor)      1.00 Gp     4.0 Lb at shop
About town clothing           50.00 Gp    10.0 Lb (made by self) w 
Perfume                       50.00 Gp     --- Lb hh l

hh r = handy haversack right 10.0 lb total
hh l = handy haversack left 5.5 lb total
hh c = handy haversack center 25.0 lb total
w = wearing  21.5 lb total
eq = efficient quiver weight n/a
** These items are  secreted upon his person and require a daily 
   slight of hand, at the very least, to determine his ability to hide them.

shb 1 =  safe house backpack 1
Back pack                     2.00 Gp     2.0 lb (holds 1ft ^3 or about 60 lbs)
Traveler’s outfit             2.00 Gp     5.0 Lb
Smoke stick  X 4             80.00 Gp     2.0 Lb
Rope, silk X 100 ft          20.00 Gp    10.0 Lb
Caltrops X 5                  5.00 Gp    10.0 Lb
Winter blanket  X 1           0.50 Gp     3.0 Lb
Sun rod  X 4                  8.00 Gp     4.0 Lb
Pouch, belt                   1.00 Gp     0.5 Lb
rations X 4                   2.00 Gp     4.0 lb
Thieve’s tools Mwk.         100.00 Gp     2.0 Lb

shb 2 = safe house back pack 2
Back pack                     2.00 Gp     2.0 lb (holds 1ft ^3 or about 60 lbs)
Explorer’s outfit            10.00 Gp     8.0 Lb 
Climber’s Kit                80.00 Gp     5.0 Lb 
Smoke stick  X 4             80.00 Gp     2.0 Lb
Rope, silk X 50 ft           10.00 Gp     5.0 Lb 
Caltrops X 5                  5.00 Gp    10.0 Lb
Crowbar                       2.00 Gp     5.0 Lb 
Sun rod  X 4                  8.00 Gp     4.0 Lb
Pouch, belt                   1.00 Gp     0.5 Lb
rations X 4                   2.00 Gp     4.0 lb
Thieve’s tools Mwk.         100.00 Gp     2.0 Lb

Budget:           62,000 Gp
Apx spent:      59,003.1

[sblock= special items]
hat of disguise
This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.
*disguise self spell:
You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamour gets a Will save to recognize it as an illusion.

From d20 PFSRD:
Ammunition (Bow): Arrows, Armor Piercing
Fan Content

This is fan-created
content or a fan conversion.
See here for more details.

Armor piercing arrows have long, narrow, metal points instead of the broader heads commonly used with most arrows. This far smaller impact area of the arrow allows it to penetrate armor with ease.

Benefit: Armor-piercing arrows gain a +1 bonus to attacks rolls against targets that have an armor or natural armor bonus

[/sblock]

[sblock=History and background]

Antwan

He never looked for his alternate life, it looked for him.

chapter one
It started when his mother and father were murdered by the guard for not paying the guards for their take of the tailor shop. His mother was skilled in weaving and dying and would work all the time to build the business. Father worked the customers and the final product. Antwan was the apprentice in at he shop. He was expected to take over the shop when his folks retired or died, just not when he was 17 years of age. By then he had learned the trade fully and was an integral part of the shops staff, having a specialty in being a haberdasher, where mother was skilled in the ladies clothing and father was skilled in both.

The family had built a reputation of skill in their work and had customers of both high born and low born. The guards on the street were known for finding such businesses and shaking them down. They just thought father made more then he did. It was one of those arguments where you just know that it is best to not be around and a quick look from father convinced him to go and stay that way for a bit.

Antwan did just that, except that he had a secret which was of getting to the top of the building across the street. It was just this perch that he used to watch the drama unfold before his eyes. The argument, and then a fake arrest. His folks were gutted right there in the middle of the street, their blood streaming down the street. The guards sent in an arrest report that they were harboring fugitives and they themselves resisted arrest. Antwan knew better.

chapter two
He met a stranger soon after that helped the young lad to re-open the store, he claimed to have heard of the plight from one of the regular customers and had a few ideas on how to deal with the dirty guard. He taught him how to watch with out being watched, and many other skills of questionable use . . . uses that could be acts of revenge! It was the revenge that the dark side of Antwan was brought out with.

over time he learned the art and craft of the life of a dodger and the martial skills of a fencer, all the while he fueled his hatred with the envisionment of his mother and father getting murdered and dishonored. The stranger who taught him was a good teacher and took him under his wing as he too had run afoul in the past with the city guard. His tool, young Antwan, a worthy student. The young lad applied his abilities and skills to confounding the very guards who framed his family, watching and patiently planning his next moves. instead of overtly acting and murdering their families, he would plot and counter plot so as to bring dishonor to each family member, one by one. If given the opportunity to directly dishonor the individual guards, though, he would refrain. preferring they remain feeling alone and defaced, so much as like a helpless statue in a city square that has had its visage crapped on by so many pigeons.

chapter three
Now days after much of this ado of revenge, he has been working to build his reputation up. As of late, he had lost his adventuring gear while exploring some long forgotten labyrinth, heavily strewn with traps. he eventually was able to find a body that had failed to find a particular trap and was left with his belongings still in tact. Antwan has been gettng to know the contents of the haversack and quiver.

he has also been using his business to be a contact point for those seeking a 'specialist' and as a go to man for those in need of certain skills. He then shows up at the designated location under the disguise of someone new using a hat of disguise that he had crafted.

this is now where we start . . .

A group that he frequently "does business with" was mentioned by some welldress individuals in passing. That piqued his intres and so he followed them. the walked pretty directly to a building that looked to be either an office or a residence. After a time of careful watching he managed to break into the building and fiound out that it was the headquartes of a group of ner do wells adventuring people like himself, except they were calling them selvs the shining light of Pelor. yuch. He carefull searched all about and found papers that proved what he had heard: His friends were being sought with a bounty on their heads. Great. Not the publicity he sought.
[/sblock]


[sblock=Human Racial Traits]
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]

[sblock=Class Features]
The following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short bow, and short sword. They are proficient with light armor, but not with shields.

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 her 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.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Combat Trick: A rogue that selects this talent gains a bonus combat feat (see Feats).

Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Ledge Walker (Ex) : This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.

Minor Magic (Sp ): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.

Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5- foot step while crawling.

Slow Reactions* (Ex): Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.

Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex):A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

Crippling Strike* (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent before choosing dispelling attack.

Improved Evasion (Ex): This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.[/sblock]
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
looking at things, i am possibly thinking eldrich knight with transformerer specialty.

maybe

need to reverse engineers a few things first. not too hard.
 


Remove ads

Top