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HM's AP for PbP -(closed group, playtesting)

jackslate45

First Post
jackslate45

Trait and background both look good. Think we need to work on the why the orc tribe is gone, but not needed to know for a little bit. But something for your character to find out even if by accident.


HM
I have a few ideas, but none that really say "Ooooo PICK ME PICK ME!" Oh, and I also have Urdrak in the RG.

DW: ya, coding blocks are frustrating, as notepad does not space them evenly. I have notepad++ for programming reasons, and it lines it up nicely when working with the spoiler and code blocks

 

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HolyMan

Thy wounds are healed!
Great I am going to have your characters looked over the next couple days (I'm off TUE/WEDs) and might just get this started in a week.

HM
 

HolyMan

Thy wounds are healed!
[sblock=Urdrak "Beast" Thaneson ]
[sblock=Game Info]
Race:Half Orc
Class:Invulnerable Beast Totem Barbarian
Level: 1
Alignment:CN
Languages: Common, Orc
Deity:[/sblock]
[sblock=Abilities]
STR:18
DEX:14
CON:16
INT:8
WIS:12
CHA:10[/sblock]
[sblock=Combat]
HP: 15 = [1d12=12] + 3 (CON) + 0 (misc) + 0 (favored class) (+3 While Raging)
AC: 18 = 10 + 6 (armor) + 0 (shield) + 2 (DEX) + 0 (misc) (-2 While Raging)
AC Touch: 12 = 10 + 2 (DEX) + (misc)
AC Flatfooted: 16 = 10 + 6 (armor) + 0 (shield) + 0 (misc)
INIT: +4 = +2 (DEX) + 2 (Trait)
BAB: +1 = +1 (Barb)
CMB: +5 = +4 (STR) + 1 (BAB)
CMD: 17 = 10 + 4 (STR) + 2 (DEX) + 1 (BAB)
Fort: +5 = +2 (base) + 3 (CON) (+3 While Raging)
Reflex: +2 = +0 (base) + 0 (DEX) +2 for DEX
Will: +2 = +0 (base) + 1 (WIS) + 1 (Trait) (+2 While Raging)
Speed: 30' (40' Base, 30' Armored)
Damage Reduction:
Spell Resistance:
Spell Failure:[/sblock]
[sblock=Weapon Stats]
Throwing axe(melee): +5 = +1 (BAB) + 4 (STR)/ DMG = 1d6+4(S), CRIT 20x2
Throwing axe(range): +3 = +1 (BAB) + 2 (DEX)/ DMG = 1d6+4(S), CRIT 20x2, Range 10'

Bite(melee primary natural): +5 = +1 (BAB) + 4 (STR)/ DMG = 1d4+4(P), CRIT 20x2
Bite(melee primary natural): +7 = +1 (BAB) + 6 (STR)/ DMG = 1d4+6(P), CRIT 20x2 (Raging)
[/sblock]
[sblock=Racial Traits]
+2 to STR
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Toothy: Some Half-orcs’ vestigial tusks are massive and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces the orc ferocity racial trait.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc.
[/sblock]
[sblock=Class Features]
Fast Movement
Rage: 8 Rounds (4 + 3 Con + 1 FC bonus) +4 STR +6 CON +2 Will Saves -2 AC
Rage Powers: N/a[/sblock]
[sblock=Rage Powers]
...[/sblock]
[sblock=Feats & Traits]
1st lvl-Raging Vitality
3rd lvl-Power Attack

Traits:
a)Reactionary
b)Legacy of Sand (Needs Approval)Approved[/sblock]
[sblock=Skills]
Skill Ranks: 03 = [4 (class) - 01 (INT)] x 00 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 01
ACP: -5

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
-03 =()Acrobatics          +02    +00   +0  +00   -5   DEX
[COLOR=Red][B]-01[/B][/COLOR]=  Appraise            -01    +00   +0  +00        INT
+00 =  Bluff               +00    +00   +0  +00        CHA
-01 =()Climb               +04    +00   +0  +00   -5   STR
-01 =()Craft:_____         -01    +00   +0  +00        INT
+00 =  Diplomacy           +00    +00   +0  +00        CHA
+00 =  Disguise            +00    +00   +0  +00        CHA
-03 =  Escape Artist       +02    +00   +0  +00   -5   DEX
-03 =  Fly                 +02    +00   +0  +00   -5   DEX
+na =()Handle Animal^      +00    +00   +0  +00        CHA
+01 =  Heal                +01    +00   +0  +00        WIS
+06 =()Intimidate          +00    +01   +3  +02        CHA
+na =()Know:Nature^        -01    +00   +0  +00        INT
+05 =()Perception          +01    +01   +3  +00        WIS
[B][COLOR=Red]+00[/COLOR][/B] =  Perform:_____       +00    +00   +0  +00        CHA
-03 =()Ride                +02    +00   +0  +00   -5   DEX
[COLOR=Red][B]+01[/B][/COLOR] =  Sense Motive        +01    +00   +0  +00        WIS
-03 =  Stealth             +02    +00   +0  +00   -5   DEX
+05 =()Survival            +01    +01   +3  +00        WIS
-01 =()Swim                +04    +00   +0  +00   -5   STR
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost   Weight
Throwing Axe                 08 gp    2 lb
Chainmail                   150 gp   40 lb
Belt Pouch                   01 gp   .5 lb
--Flint and Steel            01 gp    0 lb
--Rations x2                 01 gp    1 lb
--Waterskins[B][COLOR=Red]x2[/COLOR][/B]                2 gp    8 lb
[B][COLOR=Red]free outfit???[/COLOR][/B]
Total weight carried: 51.5 lbs
Treasure:17gp, sp, cp Gems:

Carrying Capacity:
light-100
medium-200
heavy-300[/sblock]
[sblock=Details]
Size:M
Gender:Male
Age: 19
Height: 6'1
Weight: 220
Hair Color: Bald, shaven as he is an outcast
Eye Color: Black
Skin Color: Tanned, from wondering the desert.
Appearance: Tall dark and Handsome? More to come.
Demeanor:[/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class: Barbarian
BAB: +1 to +2
Fort: +2 to +3
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:Rage Powers(Lesser Beast Totem), Invulnerability
HP: +13 = (1d12 - 2 = 10) + 3 [CON] + 15 (Old Total) = 28 (new total)
Skill Ranks: +06 = +04 (Class) - 1(INT) + 03 (Old Total) = 06 (new total)
Skills:perception, Survival, Intimidate
Favored Class Bonus:Extra Rage Round[/sblock] [/sblock]

[sblock=Gyrs Tado]
[sblock=Game Info]
Race: Half-Orc
Class: Ranger (Trapper)
Level: 1
Alignment: Chaotic Good
Languages: Orc, Common
Deity:None[/sblock]
[sblock=Abilities]
STR: 18 +4
DEX: 16 +3
CON: 12 +1
INT: 10 +0
WIS: 14 +2
CHA: 8 -1[/sblock]
[sblock=Combat]
HP: 11/11 = [1d10=10] + 1 (CON)
AC: 17 = 10 + 4 (armor) + 3 (DEX)
AC Touch: 13 = 10 + 3 (DEX)
AC Flatfooted: 15 = 10 + 5 (armor) Armor is +4 should be 14
INIT: +3 = +3 (DEX)
BAB: +1 = +1 (Ranger)
CMB: +5 = +4 (STR) + 1 (BAB)
CMD: 18 = 10 + 4 (STR) + 3 (DEX) + 1 (BAB)
Fort: +4 = +2 (base) + 1 (Con) +1 Trait (Resilient)
Reflex: +5 = +2 (base) + 3 (Dex)
Will: +2 = +0 (base) + 2 (Wis)
Speed: 20' ?? armor is light as well as load
Damage Reduction: N/A
Spell Resistance: N/A[/sblock]
[sblock=Weapon Stats]
Greatsword (melee): +5 = +1 (BAB) + 4 (STR)/ DMG = 2d6+6(S), CRIT 19-20x2
Shortbow (ranged): +4 = +1 (BAB) +3 (DEX) / DMG = 1d6(P), CRIT x3, range 60 ft.
[/sblock]
[sblock=Racial Traits]
* +2 ability of choice (Str)
* Darkvision
* Orc Blood (counts as human and orc for effects)
* Weapon Familiarity:
Proficient greataxe and falchion
any 'orc' weapon is martial
* Auto lang: Common and orc
* Bestial (replaces ferocity): +2 perception
* Scavenger (replaces intimidating):
+2 Appraise
+2 perception to find hidden objects (including traps / doors)
+2 perception determine if food is spoiled
+2 perception identify potion by taste[/sblock]
[sblock=Class Features]
* Favored enemy: Human
* Trapfinding (+1/2 ranger level to Perception v. traps and Disable Device)
* Simple & martial weapon proficiency
* Light & medium armor proficiency
* Shield proficiency (non-tower)
* Track (+1/2 ranger level to survival to track)
* Wild Empathy[/sblock]
[sblock=Feats & Traits]
1st lvl- Power Attack

Traits:
a) Poverty-Stricken (+1 Survival checks)
b) Resilient (+1 Fort saves)[/sblock]
[sblock=Skills]
Skill Ranks: 07 = [6 (class) + 00 (INT)] x 01 (LvL) + 00 (misc) + 01 (Favored Class)
Max Ranks: 1
ACP: -2

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+01 =  Acrobatics          +03    +00   +0  +00   -2   DEX
+02 =  Appraise            +00    +00   +0  +02        INT
-01 =  Bluff               -01    +00   +0  +00        CHA
+01 =  Bluff (favored enemy)
+02 =()Climb               +04    +00   +0  +00   -2   STR
+00 =()Craft:_____         +00    +00   +0  +00        INT
-01 =  Diplomacy           -01    +00   +0  +00        CHA
+08 =()Disable Device^     +03    +01   +3  +03   -2   DEX
-01 =  Disguise            -01    +00   +0  +00        CHA
+01 =  Escape Artist       +03    +00   +0  +00   -2   DEX
+01 =  Fly                 +03    +00   +0  +00   -2   DEX
+03 =()Handle Animal^      -01    +01   +3  +00        CHA
[COLOR=Red][B]+02[/B][/COLOR] =()Heal                [B][COLOR=Red]+02[/COLOR][/B]    +00   +0  +00        WIS
-01 =()Intimidate          -01    +00   +0  +00        CHA
+na =  Know:Arcana^        +00    +00   +0  +00        INT
+04 =()Know:Dungeoneering^ +00    +01   +3  +00        INT
+na =  Know:Engineering^   +00    +00   +0  +00        INT
+na =()Know:Geography^     +00    +00   +0  +00        INT
+na =  Know:History^       +00    +00   +0  +00        INT
+na =  Know:Local^         +00    +00   +0  +00        INT
+04 =()Know:Nature^        +00    +01   +3  +00        INT
+na =  Know:Nobility^      +00    +00   +0  +00        INT
+na =  Know:Planes^        +00    +00   +0  +00        INT
+na =  Know:Religion^      +00    +00   +0  +00        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
+08 =()Perception          +02    +01   +3  +02        WIS
+10 =()Perception (hidden objects (doors), spoiled food, favored enemy, identify potion by taste)
+11 =()Perception (vs. traps)
-01 =  Perform:_____       -01    +00   +0  +00        CHA
+na =()Profession^:_____   +00    +00   +0  +00        WIS
+01 =()Ride                +03    +00   +0  +00   -2   DEX
+02 =  Sense Motive        +02    +00   +0  +00        WIS
+04 =  Sense Motive (favored enemy)
+na =  Sleight of Hand^    +03    +00   +0  +00   -2   DEX
+na =()Spellcraft^         +00    +00   +0  +00        INT
+05 =()Stealth             +03    +01   +3  +00   -2   DEX
+07 =()Survival            +02    +01   +3  +01        WIS
+08 =()Survival (find / follow tracks)
+10 =()Survival (track favored enemy)
+02 =()Swim                +04    +00   +0  +00   -2   STR
+na =  Use Magic Device^   -01    +00   +0  +00        CHA
Misc modifiers:
* +1/2 ranger level (min 1) on Disable Device and Survival checks to find / follow tracks
* +2 Disable Device: MW theives' tools
* +1 Survival (Poverty Stricken trait)
* +2 Perception (Bestial racial trait)
* +2 favored enemy bonus, as noted above
Scavenger racial trait:
* +2 Appraise
* +2 Perception to find hidden objects (including traps / doors)
* +2 perception determine if food is spoiled
* +2 perception identify potion by taste[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
--Carried / worn--

Greatsword...................50gp...8lb
Shortbow.....................30gp...2lb
Arrows (x20)..................1gp...3lb

Chain Shirt..................100gp...25lb

Backpack......................2gp...2lb
Explorer's Outfit............--.....--
Belt pouch....................1gp...1/2 lb
Signal Whistle................8sp...--

--In Backpack--
Flint and Steel...............1gp...--
Rope, Hempen (50ft)...........1gp...10lb
MW Thieves' tools...........100gp...2lb
Waterskin.....................1gp...4lb


Total weight carried: 56.5 lbs
Treasure: 12gp, 2sp,

Carrying Capacity:
light- 100
medium- 200
heavy- 300[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 17
Height: 5'10"
Weight: 210
Hair Color: Black/yellow
Eye Color: Yellow
Skin Color: Mottled gray
Appearance: Beyond the obvious signs of orcish heritage for his kind, Gyrs has oversized ears, the slightest suggestion of a muzzle, and animalistic patterning in his hair and skin, making him also evocative of a hyena or cheetah.
Demeanor:Gyrs wants to do good by his family, but his appearance has made him wary of interaction, especially with humans, whom he's found to be most insensitive to him. He tends to either be quiet or gruff, the latter having less to do with attitude problems than with his own general lack of social graces.[/sblock]
[sblock=Background]The Tados never had what one would call a good life. They were grifters, moving from town to town, eking out an existence from the land, whether that land was desert, oasis, or back alley. Father had few marketable skills, always convinced his ill-conceived inventions would be the Next Big Thing. Mother finally took it upon herself to force them to settle, in a hovel on the outskirts of town, where she used her orc brawn to earn a modest salary loading and unloading caravans.

Gyrs learned as much from the pack of strays that accumulated around the small family as he did from his parents. But learn he did, to rely on skill and inborn talents together. When he was old enough, he began hiring himself out as a tracker, combining the orcish gifts he inherited from his mother, the mechanical skills he learned helping father piece together his junk-inventions, and his own personal experience in doing whatever it took to survive.

Despite the family history, Gyrs managed to do fairly well for himself. No one would call him rich, but he's managed to accumulate enough wealth to properly equip himself to begin adventuring, where he hopes to earn even more, to finally let his mother rest and his father tinker in obscurity without having to pick garbage piles for supplies.[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class: Ranger (trapper)
BAB: +1 to +2
Fort: +4 to +5
Ref: +5 to +6
Will: +2 to +2
Feat: n/a
Class Features: Combat Style Feat (Archery: Rapid Shot)
HP: +9 = (1d10 - 2 = 8) + 1 [CON] +1 FC + 11 (Old Total) = 21 (new total)
Skill Ranks: +6 = +6 (Class) + 0 (misc) + 7 (Old Total) = 13 (new total)
Skills: +1 each Disable Device, Handle Animal, Know (Nature OR Dungeoneering), Perception, Stealth, Survival
Favored Class Bonus: +1 HP[/sblock] [/sblock]

[sblock=Arsa of the Stingheart Tribe]
[sblock=Game Info]
Race: Halfling (Outrider Alternate Racial Trait)
Class: Desert Druid (Druid – Desert Archetype)
Level: 1
Alignment: Neutral
Languages: Common, Halfling
Deity: Chelicera[/sblock]
[sblock=Abilities]
STR: 14 (10 points -2 racial)
DEX: 14 (2 points +2 racial)
CON: 14 (5 points)
INT: 10 (0 points)
WIS: 16 (10 points)
CHA: 10 (-2 points +2 racial)
[/sblock]
[sblock=Combat]
HP: 10 = [1d8=8] + 2 (CON) + 0 (misc) + 0 (favored class)
AC: 19 = 10 + 4 (armor) + 2 (shield) + 2 (DEX) + 1 (misc)
AC Touch: 13 = 10 + 2 (DEX) + 1 (misc)
AC Flatfooted: 17 = 10 + 4 (armor) + 2 (shield) + 1 (misc)
INIT: +4 = +2 (DEX) + 2 (misc)
BAB: +0 = +0 (list class)
CMB: +2 = +2 (STR) + 0 (BAB) -1 (size) total should be +1
CMD: 14 = 10 + 2 (STR) + 2 (DEX) + 0 (BAB) -1 (size) total should be 13
Fort: +5 = +2 (base) + 2 (CON) + 1 (racial)
Reflex: +3 = +0 (base) + 2 (DEX) + 1 (racial)
Will: +6 = +2 (base) + 3 (WILL) + 1 (racial)
Speed: 15 ft (20 ft. base)
Damage Reduction: 0
Spell Resistance: 0
Spell Failure: 0[/sblock]
[sblock=Weapon Stats]
Shortspear(melee): +3 = +0 (BAB) +2 (STR) +1 (size)/1d4+2 (P), Crit x2
Shortspear(range): +3 = +0 (BAB) +2 (DEX) +1 (size)/1d4+2 (P), Crit x2, Range 20'
Scimitar(melee): +3 = +0 (BAB) +2 (STR) +1 (size)/1d4+2 (S), Crit 18-20x2

[/sblock]
[sblock=Racial Traits]
+2 Dex, +2 Cha, -2 Str
Small size, slow speed
Fearless: +2 racial bonus on saves against fear. Stacks with Halfling Luck.
Halfling Luck: +1 racial bonus all saving throws.
Outrider: +2 racial bonus on Handle Animal and Ride checks. Replaces Sure-Footed.
Weapon Familiarity: proficient with slings, treat any weapon with “Halfling” in name as martial[/sblock]
[sblock=Class Features]
Nature Bond – Animal Companion (Scorpion)
Spontaneous Casting: can sacrifice any prepared spell to cast Summon Nature’s Ally of the same spell level.
Nature Sense: +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: +1 Diplomacy for animals. -3 for magical beasts.[/sblock]
[sblock=Feats & Traits]
1st lvl-Mounted Combat
3rd lvl-

Traits:
a) Reactionary: +2 Trait bonus on Initiative checks.
b) Focused Mind: +2 Trait bonus on concentration checks.[/sblock]
[sblock=Skills]
Skill Ranks: 05 = [4 (class) + 00 (INT)] x 00 (LvL) + 00 (misc) + 01 (Favored Class)
Max Ranks: 01
ACP: -5

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
-03 =()Climb               +02    +00   +0  +00   -5   STR
+00 =()Craft:_____         +00    +00   +0  +00        INT
-03 =()Fly                 +02    +00   +0  +00   -5   DEX
+06 =()Handle Animal^      +00    +01   +3  +02        CHA
[B][COLOR=Red]+03[/COLOR][/B] =()Heal                +03    +00   +0  +00        WIS
+na =()Know:Geography^     +00    +00   +0  +00        INT
+04 =()Know:Nature^        +00    +01   +3  +00        INT
+07 =()Perception          +03    +01   +3  +00        WIS
+na =()Profession^:_____   +03    +00   +0  +00        WIS
+03 =()Ride                +02    +01   +3  +02   -5   DEX
+na =()Spellcraft^         +00    +00   +0  +00        INT
+07 =()Survival            +03    +01   +3  +00        WIS
-03 =()Swim                +02    +00   +0  +00   -5   STR
[/sblock]
[sblock=Spellcasting]
Spellcasting (Druid CL 1, DC 13+lvl)
Regularly Prepared Spells:
0 (3)- Create Water, Light, Purify Food and Drink
1 (2)- Cure Light Wounds, Entangle[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost      Weight
Hide Armor                    15 GP  12.5 lbs
Heavy Wooden Shield            7 GP     5 lbs
Shortspear                     1 GP   1.5 lbs
Scimitar                      15 GP     2 lbs
Hot Weather Outfit             8 GP     2 lbs
[B][COLOR=Red]-your free outfit?? cost free weight 0lb[/COLOR][/B]
Holly and Mistletoe            0 GP     0 lbs
Holy Symbol (Chelicera)        1 GP     0 lbs
Spell Component Pouch          5 GP    .5 lbs
[COLOR=Red][B]still weighs 2 lb even for a small caster[/B][/COLOR]
Tattoo                        20 GP     ---
Backpack                       2 GP    .5 lbs
Trail Rations (2)              1 GP    .5 lbs

(On Mount)
Exotic Riding Saddle          30 GP    30 lbs
Saddlebags                     4 GP     8 lbs
Trail Rations (8)              4 GP     2 lbs
 
Total weight carried: 24.5 lbs -[COLOR=Red][B] have it at 24lb after corrections[/B][/COLOR]
Treasure: 7 gp, sp, cp Gems:

Carrying Capacity:
light- 0-43
medium- 44-87
heavy- 88-130 [/sblock]
[sblock=Details]
Size: Small
Gender: Male
Age: 28
Height: 3’2”
Weight: 35 lbs
Hair Color: light sandy brown
Eye Color: green
Skin Color: dark tan
Appearance: Arsa is unremarkable for a desert Halfling, at first glance. He wears the comfortable and common light-colored desert robes, with the addition of a stylized scorpion mask. The body of the little creature covers his forehead while each arm and pincer curves out and around his eye until it comes to rest on his cheek. The tail is pulled back over his head. His green eyes peer out from behind the grim facial cover, always with a distinct air of uncaring. His sandy brown hair is kept short and he has not facial hair of any sort. A tattoo of a scorpion’s tail runs up his neck, with the stinger inked into his chin. A pincer tattoo adorns the back of each hand. If one were to remove Arsa’s robes, they would see the rest of the tattoo – a large scorpion covering his chest with the aforementioned limbs leading to his endpoints.
Demeanor: Arsa Stingheart is generally terse. He is a fairly reasonable person (for a worshipper of Chelicera), but his cold speech and lack of tact can make him seem a far more cruel individual than he is. It doesn’t help that he mainly sees people as either useful to his survival or as threats to it. Shades of grey has little meaning to him.[/sblock]
[sblock=Background]
Arsa’s life up to now has been fairly average for his people. The only unusual thing in his youth was his choice to follow the druidic path of Chelicera, and even that is reasonably common among the Halfling tribes. He endured the three stings of the rite and Chelicera saw fit to send one of her arachnid children to be his ally. Since then, Arsa and Tox (the name of the scorpion) have learned the ways of the Stinging Queen and served the Stingheart Tribe. But Chelicera called him away… and her call led him to the city.
[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class: Druid 2
BAB: +0 to +1
Fort: +2 to +3
Ref: +0 to +0
Will: +2 to +3
Feat: none
Class Features:
HP: +8 = (1d8 - 2 = 6) + 2 [CON] + 10 (Old Total) = 18 (new total)
Skill Ranks: +05 = +04 (Class) + 1 (misc) + 5 (Old Total) = 10 (new total)
Skills:
Favored Class Bonus: Skill Point (already factored into above info)[/sblock]
[sblock=Animal Companion Tox]
Code:
Medium Vermin – Giant Scorpion
Init +1; Senses: Darkvision; Tremorsense 30 ft; 

--------------------
DEFENSE
--------------------
AC 12 AC (T) 11 AC (FF) 11 (+1 DEX, +1 Natural)
HP 9 (1d8+1 CON)
Fort +4, Ref +4, Will +0

--------------------
OFFENSE
--------------------
Speed 40 ft.
Attacks: Melee 2 Claws +2[B][COLOR=Red](+1?) [/COLOR][/B]for 1d4 damage plus Grab and sting -3[B][COLOR=Red](-4?)[/COLOR][/B] for 1d4 plus poison [B][COLOR=Red](frequency 1 round (6) , effect 1 STR dmg, cure 1 save, CON-based DC)[/COLOR][/B]
Space 5 ft.; Reach 5 ft.

--------------------
STATISTICS
--------------------
Str 11, Dex 12, Con 12, Int -, Wis 10, Cha 2
BAB +1; CMB +1; CMD 12 (23 vs. Trip)[B][COLOR=Red]says +12 vs trips should this be 24?[/COLOR][/B]
Mindless
--------------------
SPECIAL ABILITIES
--------------------
Darkvision 60 ft.
Link: 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: 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 (vermin).

--------------------
Tricks (1+1 Bonus)
--------------------
Attack, Come
Need to do carrying capacity/speed when mounted for Tox. Notice they take away the climb speed for when a scorpion is a companion, but says nothing about it when they are a familiar. Hmmm going to look into all this.[/sblock] [/sblock]


[sblock=Sandwalker, Elven witch]
[sblock=Game Info]Race: Elf
Class: Witch
Level: 1
Alignment: Neutral
Languages: Celestial, Common, Draconic, Elven, Gnoll, Sylvan
Deity: Nature[/sblock]
[sblock=Abilities]
STR: 12
DEX: 13
CON: 10
INT: 18
WIS: 14
CHA: 14[/sblock]
[sblock=Combat]
HP: 06 = [1d6=6] + 0 (CON) + 0 (misc) + 0 (favored class)

AC: 11 = 10 + 0 (armor) + 0 (shield) + 1 (DEX) + 0 (misc)
AC Touch: 11 = 10 + 1 (DEX) + 0 (misc)
AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield) + 0 (misc)

INIT: +1 = +1 (DEX) + 0 (misc)

BAB: +0 = +0 (desert druid)??witch??
CMB: +1 = +1 (STR) + 0 (BAB)
CMD: 12 = 10 + 1 (STR) + 1 (DEX) + 0 (BAB)

Fort: +0 = +0 (base) + 0 (CON)
Reflex: +1 = +0 (base) + 1 (DEX)
Will: +4 = +2 (base) + 2 (WILL)
**Immune to magic sleep, +2 vs enchantment; +4 vs heat effects; +1 vs fire effects
**+4 on Fort saves and Con checks to avoid fatigue, exhaustion, or ill effects from running.

Speed: 30 ft
Damage Reduction:
Spell Resistance:
Spell Failure:[/sblock]
[sblock=Weapon Stats]
Longbow(ranged): +1 = +0 (BAB) + 1 (DEX)/DMG = 1d8(P), CRIT x3, Range 100' 20 arrows
Longspear(melee): +1 = +0 (BAB) + 1 (STR)/ DMG = 1d8+1(S), CRIT x3
Morningstar(melee): +1 = +0 (BAB) + 1 (STR)/ DMG = 1d8+1(B&P), CRIT x2
Dagger(melee): +1 = +0 (BAB) + 1 (STR)/ DMG = 1d4+1(P/S), CRIT 19-20/x2
Dagger(ranged): +1 = +0 (BAB) + 1 (DEX)/DMG = 1d4+1(P/S), CRIT 19-20/x2 Range 10'
[/sblock]
[sblock=Racial Traits]Low-Light Vision
Desert Runner
Elven Immunities
Keen Senses
Elven Weapon Familarity[/sblock]
[sblock=Class Features]
Simple Weapons Proficiency
Spellcasting
Hex (DC 14) - Charm (30'; Improve attitude by one step for 1 minute as if Diplomacy skill successfully used)
Familiar - Thrush (wisdom spirit)[/sblock]
[sblock=Feats & Traits]1st lvl-Breadth of Experience

Traits:
a)Desert Child: +4 to resist heat effects, +1 to resist fire effects; the first thing the spirit of wisdom taught Sandwalker was how to survive the desert
b)Well Spoken: +1 Diplomacy, Diplomacy is class skill; the second thing the spirit of wisdom taught Sandwalker was how to survive amongst those who dwell in the desert[/sblock]
[sblock=Skills]Skill Ranks: 07 = [2 (class) + 04 (INT)] x 01 (LvL) + 00 (misc) + 01 (Favored Class)
Max Ranks: 01
ACP: -0

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+01 =  Acrobatics          +01    +00   +0  +00   -0   DEX
+04 =  Appraise            +04    +00   +0  +00        INT
+02 =  Bluff               +02    +00   +0  +00        CHA
+00 =  Climb               +00    +00   +0  +00   -0   STR
+04 =  ()Craft:_____       +04    +00   +0  +00        INT
+10 =  ()Diplomacy         +02    +01   +3  +04        CHA
+na =  Disable Device^     +01    +00   +0  +00   -0   DEX
+02 =  Disguise            +02    +00   +0  +00        CHA
+01 =  Escape Artist       +01    +00   +0  +00   -0   DEX
+01 =  ()Fly               +01    +00   +0  +00   -0   DEX
+na =  Handle Animal^      +02    +00   +0  +00        CHA
+02 =  ()Heal              +02    +00   +0  +00        WIS
+02 =  Intimidate          +02    +00   +0  +00        CHA
+10 =  ()Know:Arcana       +04    +01   +3  +02        INT
+10 =  ()Know:History      +04    +01   +3  +02        INT
+07 =  Know:Local          +04    +01   +0  +02        INT
+06 =  ()Know:Nature       +04    +00   +0  +02        INT
+10 =  ()Know:Planes       +04    +01   +3  +02        INT
+06 =  Know:untrained      +04    +00   +0  +02        INT
+na =  Linguistics^        +04    +00   +0  +00        INT
+06 =  Perception          +02    +00   +0  +04        WIS
+02 =  Perform:_____       +02    +00   +0  +00        CHA
+04 =  ()Prof:untrained    +02    +00   +0  +02        WIS
+01 =  Ride                +01    +00   +0  +00   -0   DEX
+04 =  Sense Motive        +02    +00   +0  +02        WIS
+na =  Sleight of Hand^    +01    +00   +0  +00   -0   DEX
+08 =  ()Spellcraft^       +04    +01   +3  +00        INT
+01 =  Stealth             +01    +00   +0  +00   -0   DEX
+02 =  Survival            +02    +00   +0  +00        WIS
+00 =  Swim                +00    +00   +0  +00   -0   STR
+06 =  ()Use Magic Device^ +02    +01   +3  +00        CHA
[/sblock]
[sblock=Spellcasting]Level, #/day, DC
0, 3, 14
1, 2(1+1), 15

*Prepared
Cantrips: Bleed, Dancing Lights*, Daze, Detect Magic*, Detect Poison, Guidance*, Light, Mending, Message, Putrefy Food & Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st level: comprehend languages, cure light wounds, ear piercing scream*, enlarge person, mage armor*, ray of enfeeblement, reduce person
[/sblock]
[sblock=Frodo, thrush familiar]Diminutive animal
Init +2; Senses low-light vision; Perception +5

Defense
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 Natural Armor)
hp 3 (1 HD)
Fort +0 = 0 (Base) + 0 (Con)
Ref +4 = 2 (Base) + 2 (Dex)
Will +4 = 2 (Base) + 2 (Wis)

Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.

Statistics
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills
Fly +12 = 2 (Dex) + 1 (ranks) + 3 (csb) + 6 (size)
Perception +5 = 2 (Wis) + 3 (Feat)
I believe the familiar knows all the skills you do (if I'm reading it correctly). So any skill Sandwalker has a rank in Frodo does as well but uses his own stats and misc modifiers.

Grant master Alertness when within arms reach
Improved Evasion
Share Spells
Empathic Link
Speak Sylvan[/sblock]
[sblock=Equipment]
Code:
Equipment                                          Cost      Weight
Weapons                                      92     gp     25     lb
[B][COLOR=Red]have weapons at 91 gp and 22lbs (did you want 40 arrows?)[/COLOR][/B]
Hot Weather Outfit                                         (8     lb)
Spell Component Pouch                    5     gp       2     lb
Waterskin                                      1     gp       4     lb

Masterwork Backpack                     50     gp       4     lb
*Bedroll, Blanket, & Hammock            0.4  gp       9     lb
*Waterskin                                    1     gp       4     lb
*50' Silk Rope                               10     gp       5     lb
*Rations (5)                                  2.5   gp       5     lb
*Sunrod                                       2      gp       1     lb

Leather Scroll Case (built into belt)    1     gp        0.5  lb
*

Belt Pouches (2)                            2      gp        1     lb
*Rations (2)                                  1      gp        2     lb
*Flint & Steel                                1      gp        
*Chalk (10)                                  0.1    gp
*Signal Whistle                             0.8    gp

Total weight carried: 57.5 [B][COLOR=Red]have you at 59.5 lb and a medium load[/COLOR][/B]
Treasure: 6 gp, 0 sp, 0 cp Gems:
have leftover gp at 11gp and 2sp plz check my math
Carrying Capacity:
light- 43/58
medium- 86/116
heavy- 130/175[/sblock]
[sblock=Details]Size: Medium
Gender: Male
Age: 159
Height: 5' 7"
Weight: 103 lb
Hair Color: dusty brown
Eye Color: golden brown
Skin Color: tanned
Appearance: small, lithe, and well tanned, he wears basic clothing and gear, with the only notable thing being a big floppy hat tied around his neck
Demeanor: calm, patient, stoic with a streak of pure violence; similar to the desert, tough and silent except for when really, really stormy[/sblock]
[sblock=Background]Known to those who live in the desert simply as Sandwalker, he has been wandering the desert for the last century and a half sharing his wisdom to any who would listen in exchange for food and shelter. Though probably originally from the Elven woods on the southern edge, he doesn't know for certain, and the only reason he even remembers the trip to that xenophobic society to find out is because as he was leaving the forest, he saved a small bird, and found that same small bird in his pack days later out in the middle of the desert. Since then, the spirit within the bird has spoken to him, teaching him how to survive in both the harshness of the desert, and the harshness of civilization. Every decade or so, he returns to the edge of the forest to find the spirit a new body, but otherwise spends his time traveling between the small settlements and nomad camps that dot the desert landscape, staying in one place as long as needed before moving on.[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]Level 2
Class: Witch
BAB: +0 to +1
Fort: +0 to +0
Ref: +0 to +0
Will: +2 to +3
Feat: n/a
Class Features: Tongues Hex
HP: +04 = (1d6 - 2 = 4) + 0 [CON] + 06 (Old Total) = 10 (new total)
Skill Ranks: +07 = +2 (Class) + 5 (misc) + 07 (Old Total) = 14 (new total)
Skills: +1 to all previously trained skills
Favored Class Bonus: +1 skill point[/sblock] [/sblock]
 

HolyMan

Thy wounds are healed!
Hey guys - I like all the characters and backgrounds and I have some thoughts to add to everyone and or get input from you. Right of the top of my head...

- Scorpion mask from Arsa I am thinking that it could be used like we do in the LPF. Some items can be made to give a +2 circumstance bonus to a skill you think apporpirate. I think if you pump the 55gp into the mask/headgear later than you could get a +2 to Intimidate checks if you wish. Like the tattoo also wondering what to do with that as well maybe later it can be a divine focus or what not.

- Frodo speaks sylvan - Since no one else or anyone living in the desert probably speaks sylvan I think having Frodo "singing" like a bird would be what it seems like to everyone else but Sandwalker understands him.

- I am going to have the cavalier NPC also be half-orc as that will give us three half-ocrs, an elf, and a halfling. And then add int the background that humans and orcs have warred over the desert for as long as anyone can remember.

- Wondering about the meat shield. Are you planning on throwing the axe then entering combat. I see you gain claws but that isn't till second lvl. Also there is a clause I wish to add to the toothy ability that I believe they forgot. In the tengu write up it says that "their bite attack is treated as primary unless they wield a manufactured weapon." I wish to add this in as I think it fits. Fighting with sword and bite isn't as natural as claw and bite. You will suffer a bit till you get your first rage power but then should be good to go.

- Love the scavenger trait really fits and gives the ranger trapper a good rounding out. Will add places to scavenge in cities and even the desert it is one big sandbox of stuff that has been discarded as people try to "conquer" it. Maybe walking through an old area that was a battlefield or what not.

- Like the elf coming from parts unknown and having been around a long time to learn a little of everything. Can what to see that RP'ed and it will help with giving out info during the game.

All and all I think we are ready I am working on the NPC and deciding on how to get you together as a group.

DW your character will be following signs of your goddess while everyone else is approached by the cavalier.

Any questions or things you wish to change on your sheets before we start?

HM
 

jackslate45

First Post
the axe was never going to be used in combat. it was going to be used as a hunting tool (cut firewood, skin animals, cut nails), and an axe seemed more orcish than a dagger. If it was ever used in combat, you are correct in toothy becoming a secondary attack (-5).

EDIT: You are right in the unnaturalness in combining the too. He was envisioned as a Raging Beast, who would get down in all fours and rampaging around. The axe is to give him at least a weapon.
 

HolyMan

Thy wounds are healed!
NP so it is truly a tool and can be used as a weapon if needed.

Once he hits 2nd lvl he gets what two claws and a bite. So guessing he won't be short on weapons after that. Maybe the druid should think about casting magic fang on him later on.

HM
 

Dragonwriter

First Post
Hey guys - I like all the characters and backgrounds and I have some thoughts to add to everyone and or get input from you. Right of the top of my head...

- Scorpion mask from Arsa I am thinking that it could be used like we do in the LPF. Some items can be made to give a +2 circumstance bonus to a skill you think apporpirate. I think if you pump the 55gp into the mask/headgear later than you could get a +2 to Intimidate checks if you wish. Like the tattoo also wondering what to do with that as well maybe later it can be a divine focus or what not.

I really just purchased the tattoo for flavor/style and the mask was just a detail I thought up, not even a proper possession (as you'll see it isn't in his Equipment list). If we can work them into something more useful, I'd be perfectly happy. :)
Though I suppose I should ask this: will we be keeping up with suggested wealth? I know how you like your low-item games, HM. ;)

All and all I think we are ready I am working on the NPC and deciding on how to get you together as a group.

DW your character will be following signs of your goddess while everyone else is approached by the cavalier.

Any questions or things you wish to change on your sheets before we start?

HM

Sounds fine by me. Of course, it may make the others a bit creeped out when the scorpion-riding halfling shows up and insists on working with them. :lol:

BTW, finally got around to fixing up those things on my character post. I'm not much of a fan of that particular format... I tend to bounce around on my character creation, so that one makes it really easy to forget things. :erm:
I can see the benefit for the DM but it bugs me to miss things. :p
 

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