Pathfinder 1E Leif's Questing Knights - L10 Pfdr Rpg [OOC 01] [Full]

Leif

Adventurer
UMD??

So what is UMD? Uvulas of Mass Destruction? OK, Use Magic Device, fine then.
 
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Red Knight

First Post
The quest suggestion from Scotley sounds like it would be alot of fun. It would have spots for everyone to shine whether it's combat or knowledge.

We have a ranger (myself), an alchemist (Mowgli), and an inquisitor (Kaodi). All three have access to healing spells and can use cure wands without UMD checks. Not to mention the level dip of cleric Scott mentioned and the level dip in druid Scotley mentioned. I think we would be more than covered as healing goes.

It'll be Monday, Tuesday at the latest, before I can sit down and get every detail down for my ranger but he'll be complete when I start posting him.

@Leif , UMD=Use Magic Device skill.
 




Helfdan

First Post
Wow.... I leave the house for a few hours, and come back to a ton of posts and Uvuli of Mass Destruction... Youse guys... :)

ANyhoo, I was debating between a Fruuzti-type barbarian of Suel descent, or a Flan tribesman... but for a return to Greyhawk, I'll go for the Gygax Gold: My character will be Uthrac Ironfist, a tribesman from the northern reaches of the great Adri Forest.

Hopefully I'll finish the statting on Monday, which by some miracle I remembered is Presidents' Day and had decided to take the day off.
 

Red Knight

First Post
Hmm, a human tribesman ranger from the Adri Forest had also crossed my mind.

No doubt Leif! In my opinion a good GM/DM is worth there weight in gold!
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Interesting flaw, DeWar, what advantage would your character gain in recompense for taking on such a flaw?

let me get the pdf and see what is suggested for that flaw.

.. .. ..**snip** .. .. ..

As for the traveling around thing, could we be on a quest ala the rod of seven parts? We are seeking the various components of whatever mcguffin the DM deems appropriate. This would require us to travel about researching, exploring, investigating, dungeon delving, tomb raiding etc. I believe such a structure would allow Leif to run a mighty engaging game. Given the pace of play by post even a rod of two or three parts could keep us busy for quite a while. Such a classic quest seems tailor made for a world with a rich history of interesting places, history and various cultures.

Does that sound like a game ya'll would like to play and more importantly that our DM would like to run?

I like this idea!

You're absolutely right, Kaodi! That's the table I was looking for! It's on P. 399, and the value for L10 characters is 62,000 gp.

+2 is the highest allowed bonus for a weapon [not including special abilities] at the start of the game, and +3 is the highest allowed bonus for armor/shield [again, at the start of the game and not including special abilities].

Players (L10 characters) are:
1 Scott Dewar (Human Fighter) -- C/G <-- maybe 1 level of priest to fit his background
2 Scotley (Tiefling Wizard)
3 Mowgli (Tiefling Alchemist)
4 Helfdan (Fafhrd/Conan-esque, Ftr/Rngr/Brbrn)
5 Red Knight (Race? Ranger) (butt-kicking, tracking, warrior-type) -- C/G
6 Kaodi ("Healer-y" Witch or Inquisitor)

acknowledged.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Warning: This may become a long winded post

Ok, got the e-pdf. Here is what it says:
Taking Flaws

Flaws can only be taken at 1st level during character creation,
and a character can have no more than two flaws. Each flaw
taken grants either 3 bonus skill points or one bonus feat
. If
a character takes two flaws, he can only receive one bonus
feat, so the other flaw must grant the bonus skill points. A
character cannot take two flaws that have the same buy-off
requirements (see below).
Flaws cannot be taken after 1st level, but the GM certainly
can assign a flaw to character if the character is being
portrayed in a specific way
. A GM should not do this lightly,
however, and should let the player know why he is assigning
the flaw. If a flaw is assigned, the character receives 3 bonus
skill points immediately. Assigned flaws never grant bonus
feats
.


info in red: I am portraying this character as having been at level 7, lost 4 levels and got crited by a ghoul in a fight against Undead as a group of knights where he alone survived. He was taken in by a kindly priest and spiritually and physically nurtured back to health, but his soul is still tormented by that fateful day. He has wandered the land, found compatriots of a kindred heart and has been retraining himself in the arts of martial weaponry.

I would like to bend the rules and get a bonus feat.

info in green: I wish to take an extra feat.


This is the closest mechanic to my 'flaw':
Outlaw
You are considered a criminal in some parts. You may or
may not be justly accused, but people from that region are
likely to consider you in a negative manner. No matter
what, you are not nefarious enough to have a price on your
head and will generally not be pursued out of the local
jurisdiction. Returning to the region, however, will likely
result in attempts at arrest for your past (alleged) crimes.
Penalty: The character takes a -3 penalty to Diplomacy
when dealing with people from the area where they are
wanted, and honest folks in that region will refuse to do
business with them. Depending on the character’s actions,
the size of this area can grow as the game progresses,
hindering them further.
Buying Off the Flaw: The character must return to the
region where they are wanted and succeed on an opposed
Diplomacy check against a person of official importance and
pay a 500 gp fine or bribe. The official should have at least a
+10 bonus in Diplomacy to oppose the character with.
 

Kaodi

Hero
I do not have a background as of yet, though I think he is a wanderer from the frontier between Nyrond and the Kingdom of Northern Aerdy.

Edit: This character is pretty much as close to a healbot as an inquisitor can be. I left enough gold for a full wand of cure light wounds if that is what is needed.

[sblock=Hraln of the Road]
[sblock=Game Info]
Race: Human
Class: Inquisitor (Spellbreaker)
Level: 10
Alignment: Neutral Good
Languages: Common
Deity: Fharlanghn[/sblock]
[sblock=Abilities]
STR: 12
DEX: 16 (18)
CON: 14
INT: 9
WIS: 17 (19)
CHA: 12[/sblock]
[sblock=Combat]
HP: ?? = [10d8=??] + 20 (CON) + 0 (misc) + 0 (favored class)
AC: 25 = 10 + 9 (armor) + 0 (shield) + 2 (natural) + 4 (DEX) + 0 (misc)
AC Touch: 14 = 10 + 4 (DEX) + (misc)
AC Flatfooted: 21 = 10 + 9 (armor) + 2 (natural) + 0 (shield) + 0 (misc)
INIT: +8 = +4 (DEX) + 4 (WIS) + 0 (misc)
BAB: +7 = +7 (inquisitor)
CMB: +8 = +1 (STR) + 7 (BAB)
CMD: 22 = 10 + 1 (STR) + 4 (DEX) + 7 (BAB)
Fort: +12 = +7 (base) + 2 (CON) + 3 (misc)
Reflex: +12 = +3 (base) + 4 (DEX) + 5 (misc)
Will: +14 = +7 (base) + 4 (WILL) + 3 (misc)
Speed: 30 ft.
Damage Reduction: None
Spell Resistance: None
Spell Failure: N/A[/sblock]
[sblock=Weapon Stats]
+1 Adamantine Spiked Gauntlet (melee): +12 = +7 (BAB) + 4 (DEX) + 1 (misc)/ DMG = 1d4+2 (P), CRIT 20/x2
Silvered Dagger (melee): +11 = +7 (BAB) + 4 (DEX)/ DMG = 1d4 (P or S), CRIT 19-20/x2
Cold Iron Dagger (melee): +11 = +7 (BAB) + 4 (DEX)/ DMG = 1d4+1 (P or S), CRIT 19-20/x2
+2 Adaptive Darkwood Comp. Longbow (ranged): +13 = +7 (BAB) + 4 (DEX) + 2 (misc)/ DMG = 1d8+3 (P or B) or 1d8+2 (P), CRIT 20/x3, Rng 110 ft.
Greenwood Quarterstaff (melee): +8 = +7 (BAB) + 1 (STR)/ DMG = 1d6+1 (B), CRIT 20/x2
Boar Spear (melee): +8 = +7 (BAB) + 1 (STR)/ DMG = 1d8+1 (P), CRIT 20/x2
Cold Iron Javelin (ranged): +11 = +7 (BAB) + 4 (DEX)/ DMG = 1d6+1 (P), CRIT 20/x2, Rng 30 ft.
[/sblock]
[sblock=Racial Traits]
+2 DEX, Bonus Feat, Heart of the Wilderness[/sblock]
[sblock=Class Features]
Proficient w/ Simple Weapons, Hand Crossbow, Longbow, Repeating Crossbow, Shortbow, Light and Medium Armor, and Shields
(except Tower Shields)
Protection Domain (+3 Resistance Bonus, Resistant Touch 6/day, Aura of Protection 10 rounds/day)
Judgement 4/day, Second Judgement
Strong Willed (roll twice on Will vs. mind affecting), Stern Gaze +5, Cunning Initiative, Detect Alignment, Track +5, Defence Agaist Magic +2 Necromancy/+1 Enchantment, Foil Casting, Bane 10 rounds/day, Discern Lies 10 rounds/day[/sblock]
[sblock=Feats & Traits]
Human Bonus- Endurance
1st lvl- Righteous Healing
3rd lvl- Weapon Finesse
5th lvl- Point Blank Shot
DM Bonus - Rapid Shot
7th lvl- Lightning Reflexes
9th lvl- Precise Shot

Traits:
a) Focused Mind
b) World Traveller (Knowledge [Local])[/sblock]
[sblock=Skills]
Skill Ranks: 50 = [6 (class) - 01 (INT)] x 10 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 10
ACP: -3

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+01 =  Acrobatics          +04    +00   +0  +00   -3   DEX
-01 =  Appraise            -01    +00   +0  +00        INT
+01 =  Bluff               +01    +00   +0  +00        CHA
-02 =  Climb               +01    +00   +0  +00   -3   STR
-01 =  Craft:_____         -01    +00   +0  +00        INT
+01 =  Diplomacy           +01    +00   +0  +00        CHA
+na =  Disable Device^     +04    +00   +0  +00   -3   DEX
+01 =  Disguise            +01    +00   +0  +00        CHA
+01 =  Escape Artist       +04    +00   +0  +00   -3   DEX
+01 =  Fly                 +04    +00   +0  +00   -3   DEX
+na =  Handle Animal^      +01    +00   +0  +00        CHA
+12 =  Heal                +04    +05   +3  +00        WIS
+06 =  Intimidate          +01    +00   +0  +05        CHA
+na =  Know:Arcana^        -01    +00   +0  +00        INT
+na =  Know:Dungeoneering^ -01    +00   +0  +00        INT
+na =  Know:Engineering^   -01    +00   +0  +00        INT
+na =  Know:Geography^     -01    +00   +0  +00        INT
+na =  Know:History^       -01    +00   +0  +00        INT
+08 =  Know:Local^         -01    +05   +3  +01        INT
+na =  Know:Nature^        -01    +00   +0  +00        INT
+na =  Know:Nobility^      -01    +00   +0  +00        INT
+na =  Know:Planes^        -01    +00   +0  +00        INT
+na =  Know:Religion^      -01    +05   +3  +00        INT
+na =  Linguistics^        -01    +00   +0  +00        INT
+17 =  Perception          +04    +10   +3  +00        WIS
+01 =  Perform:_____       +01    +00   +0  +00        CHA
+na =  Profession^:_____   +04    +00   +0  +00        WIS
+01 =  Ride                +04    +00   +0  +00   -3   DEX
+22 =  Sense Motive        +04    +10   +3  +05        WIS
+na =  Sleight of Hand^    +04    +00   +0  +00   -3   DEX
+na =  Spellcraft^         -01    +00   +0  +00        INT
+09 =  Stealth             +04    +05   +3  +00   -3   DEX
+22 =  Survival            +04    +10   +3  +05        WIS
-02 =  Swim                +01    +00   +0  +00   -3   STR
+na =  Use Magic Device^   +01    +00   +0  +00        CHA
[/sblock]
[sblock=Spellcasting]
Spells Known (CL 10th; Concentration +16; Favored Class Bonus 10)
4 (2/day) - Cure Critical Wounds, Neutralize Poison
3 (4/day) - Cure Serious Wounds, Dispel Magic, Prayer, Remove Disease, Speak With Dead
2 (5/day) - Corruption Resistance, Cure Moderate Wounds, Lesser Restoration, Resist Energy, Shield Other, Spiritual Weapon, Surmount Afflication, Tongues
1 (6/day) - Alarm, Cure Light Wounds, Divine Favour, Expeditious Retreat, Protection From Evil, Sanctuary, Shield Of Faith, True Strike
0 (at will) - Acid splash, Brand, Create Water, Detect Magic, Detect Poison, Guidance, Light, Resistance, Stabilize
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  	Weight
Holy Symbol Tattoos (Hands)  200   gp   --
Traveller's Outfit	     -- 	--
+3 Mithral Chainmail	     13150 gp   20  lbs.
+3 Shield Cloak		     10000 gp   1   lb.
+1 Adamantine Spike Gauntlet 5005  gp   1   lb.
Silvered Dagger		     22    gp   1   lb.
Cold Iron Dagger	     4     gp   1   lb.
Efficient Quiver	     1800  gp   2   lbs.
- +2 Drkwd Adaptv C Longbow  9130  gp   3/2 lbs. 
- Greenwood Quarterstaff     400   gp   4   lbs.
- Cold Iron Boar Spear	     10    gp   8   lbs.
- 20 Silvered Arrows	     41    gp   3   lbs.
- 20 Cold Iron Arrows	     2     gp   3   lbs.
- 20 Blunt Arrows	     2     gp   3   lbs.
- 18 Cold Iron Javelins      36    gp   36  lbs.
Belt of Dexterity +2	     4000  gp   1   lb.
Headband of Wisdom +2	     4000  gp   1   lb.
Amulet of Nat Armour +2      8000  gp	--   
Ring of Sustenance	     2500  gp   --   
Handy Haversack		     2000  gp   5   lbs.
- Traveller's Any-Tool	     250   gp   2   lbs.
- Ioun Torch		     75    gp   --
- Healer's Kit		     50    gp   1   lb.
- Surgeon's Tools	     20    gp   5   lbs.
- Veterinarian's Kit         10    gp   20  lbs.
- Midwife's Kit		     10    gp   2   lbs.
- 2 Traveller's Outfits	     2     gp   10  lbs.
- Furs		    	     12    gp   5   lbs.
- 4 50' ft. Silk Ropes       40    gp   20  lbs.
- 2 Grapppling Hooks	     2     gp   8   lbs.
- 10 Sacks		     1     gp   5   lbs.
- Flint & Steel 	     1     gp   --
- Small Tent		     10    gp   20  lbs.
Gold Holy Symbol	     100   gp   1   lb.

Total weight carried: 34 lbs.
Treasure: 1115 gp, 0 sp, 0 cp Gems:

Carrying Capacity:
light- 43
medium- 86
heavy- 130 [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 37
Height: 5'11"
Weight: 173
Hair Color: Straw
Eye Color: Steel Grey
Skin Color: Medium Tan
Appearance: Worn
Demeanor: Pleasant[/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
 
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