Radiance Monster Hunter (OCC Thread)

KahlessNestor

Adventurer
Okay, here's my character sheet.


2m2e62c.jpg


NAME: Moradin Bronzoborodyy (Bronzebeard)
RACE: Dwarf
CLASS/LEVEL: Pathfinder/2
ALIGNMENT: Neutral Good
SIZE: Medium
---
SENSES: Darkvision
PERCEPTION +4
STEALTH +2
LANGUAGES: Common, Celestial, Dwarven, Draconic, Elven, Giant, Infernal, Undercommon
INITIATIVE: +2
---
SPEED: 20 ft
ATTACK: 1d20+4
WEAPON:
*Shotgun: 1d20+5; 30 ft; 6 shots/40 shells (1 reload move; full reload full round)
*Battleaxe: 1d20+4
*Handaxe: 1d20+4
DAMAGE:
*Shotgun: 2d8+2/P
*Battleaxe: 1d8/S
*Handaxe: 1d6/S
---
ARMOR: Chain shirt
DR: 4
WOUNDS: 11
VITALITY: 13

FORTITUDE 18
REFLEX 16
WILL 15
*Dwarven Resistances: +2 vs poison and magic.
*Earth Anchor: +5 vs Bull Rush, Charge, Grapple, Trip when on the ground.
*Bear’s Endurance: +5 vs attacks that cause fatigue or exhaustion.
*Trap Sense: +5 Reflex vs traps.
---
STR 11 (+0)
CON 16 (+3)
DEX 15 (+2)
INT 16 (+3)
WIS 15 (+2)
CHA 7 (-2)

PRIME ATTRIBUTE: Intelligence

SKILLS
Acrobatics (Dex) +2
Appraise (Int) +8 (Artisan: +5)
Arcane (Int) +5
Athletics (Str) +0
Bluff (Cha) -2
Craft (Int) +3 (Artisan: +5)
Diplomacy (Cha) -2
Disguise (Cha) -2
Dungeoneering (Int) +14
Endurance (Con) +10
Handle Animals (Wis) +2
Heal (Wis) +2
History (Int) +7
Insight (Wis) +2
Intimidate (Str) +0
Literacy (Int) +5
Mechanics (Dex) +2
Music (Cha) -2
Nature (Int) +9
Nobility (Cha) -2
Perception (Wis) +4 (Stonecunning: +2)
Pilot (Dex) +9 (+10 once per day)
Religion (Wis) +4
Stealth (Dex) +2
Streetwise (Cha) +0
Survival (Wis) +4
Trick (Dex) +2
Warcraft (Int) +5 (Artisan: +5)
---
AGE: 43
COMELINESS: 10
MULTICLASS OPTION: Cleric, Fighter, Psion
DEITY: Solari
THEME: Explorer
---
EQUIPMENT:
Chain Shirt (1)
Shotgun (2)
Battleaxe (2)
Handaxe (1)
Basic Pack (traveler’s outfit, standard ID papers, traveling papers, 2 days trail rations, full waterskin, backpack and bedroll, wooden holy symbol, 2 belt pouches, sunrod, tindertwig)(3)
50 ft Silk rope (1)
40 shotgun shells

ENCUMBRANCE SLOTS: 10
MAX: 15
*Pack Mule: +4 Str for carrying capacity.
COIN: 65 gp
---
RACIAL ABILITIES:
*Artisan: +5 Appraise, Craft, Warcraft related to gems, jewelry, stone, or metal.
*Darkvison: You see in conditions of total darkness as easily as full daylight. Dark vision is black and white only, but it is otherwise like normal sight.
*Dwarven Resistances: +2 vs poison and magic.
*Earth Anchor: +5 vs Bull Rush, Charge, Grapple, Trip when on the ground.
*Pack Mule: +4 Str for carrying capacity.
*Stonecunning: +5 Dungeoneering; +2 Perception to notice unusual stonework (traps, secret doors) when pass within 10 feet.
*Great Fortitude: +2 Fortitude
*Iron Will: +2 Will

CLASS ABILITIES:
Armor: Light
Weapons: Firearms, crossbows, small projectiles, whip, axes
Special: Thesis, on completion receive academic position of 100 gp/month
Training: 13 years
*Identify: +5 Appraise. After spending 1 hour of study and 1 Vitality, you determine all properties of an adjacent magic item within view. You don't need to touch it.
*Pathfinder Training: +2 Dungeoneering, History, Literacy, Nature, and Survival
*Trusty Weapon: Shotgun (+1 Attack, +2 Damage)
*Bear’s Endurance: +5 Endurance. +5 to resist attacks that cause fatigue or exhaustion. Can sleep in armor without becoming fatigued.
*Linguist: Elven, Celestial, Infernal
*Piloting: +5 Piloting, +10 once per day.
*Trap Sense: +5 Reflex vs traps.

MINOR BOON:
*Explorer Skills: +2 Dungeoneering, Endurance, Nature, Perception, Pilot
*Resist Energy(M): For 5 minutes, you or a touched ally enjoy +10 DR against 1 energy type, or +2 bonus versus all energy types. Costs 1 vitality.

BACKGROUND
Born in the dwarven enclaves of the Ural Mountains in the Russian Empire, Moradin was a bright child, curious and adventurous. His initial training was at the Imperial Academy in St. Petersberg. His interest in dwarven settlements outside the Russian Empire led him to the Royal Academy in Londinium to complete his training and led to his eventual recruitment by the Order of Shadows.
 

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GreenKarl

First Post
How are we handling actual languages? I'm assuming Common is English? Part of the Explorer theme is you "can't be from around here". I was going to make my dwarf from St. Petersberg, Russian Empire. Do I need an extra language for that, or what?

Hmmm I had not really put lots of thought into it but I think what I am going to say is that 'Human Common' is English and there are other Human tongues but all developed from the same 'basic' tongue... so Common English is different the Common Russian but the most can make out at least the basics. Probably you will need to take out Human tongues later...
 

GreenKarl

First Post
Also wondering if abilities stack. Many of the Explorer boons are also in the Pathfinder class. I may switch to Specialist later, if that's all right.

Unless it specifics otherwise I think most Skills and basic abilities all stack so long as they are coming from different 'sources'. So a Mageblade can make their weapons magical. If he/she late picks up a magical one the 'magical' bonuses don't stack together.
 


Forged Fury

First Post
Unless it specifics otherwise I think most Skills and basic abilities all stack so long as they are coming from different 'sources'.
I think the question is more along the lines of whether an ability that has the same name across different sources stack. For instance, I could pick up Gearhead from two or three different sources. I believe the answer, however, is no, per the bottom of p. 41.

Taking an Ability Multiple Times: A few abilities
explicitly state that they be taken multiple times. Each time, the character
receives an improved benefit. Otherwise, abilities are taken once.
 

Forged Fury

First Post
Giuseppe Santini, Kobold Artificer

Xerxes Kobold.jpg

NAME: Giuseppe Santini
RACE: Kobold
CLASS/LEVEL: Artificer 2
ALIGNMENT: Neutral
---
SENSES: Darkvision, Light Adaptation
PERCEPTION +6 (+11 Traps); STEALTH +11
LANGUAGES: Common, Draconic, Goblin, Orc, & Undercommon
INITIATIVE: +4
---
SPEED: 30ft
ATTACK: +4
Repeating Rifle: Damage: 2d8+4, Range: 80’, Ammo: 5, Piercing
Claws & Teeth: Damage: 1d3-1, Piercing
---
ARMOR: Studded Leather, Buckler, & Scaly Hide; DR: 5
WOUNDS: 4
VITALITY: 18
FORTITUDE 13, REFLEX 17, WILL 14
---
STR 9 (-1), CON 14 (+2), DEX 19 (+4), INT 16 (+3), WIS 13 (+1), CHA 9 (-1)
PRIME ATTRIBUTE: Intelligence
SKILLS +6 Acrobatics (Dex), +5 Appraise (Int), +18 Arcana (Int) [+23 when activating unfamiliar items], -1 Athletics (Str), +1 Bluff (Cha), +15 Craft (Int), -1 Diplomacy (Cha), -1 Disguise (Cha), +17 Dungeoneering (Int), +2 Endurance (Con) [-3 when below freezing], +1 Handle Animals (Wis), +3 Heal (Wis), +5 History (Int), +1 Insight (Wis), -1 Intimidate (Str), +5 Literacy (Int), +16 Mechanics (Dex) [+21 with Steam], -1 Music (Cha), +5 Nature (Int), -1 Nobility (Cha), +6 Perception (Wis) [+11 to spot traps], +6 Pilot (Dex), +3 Religion (Wis), +11 Stealth (Dex), +3 Streetwise (Cha), +3 Survival (Wis), +6 Trick (Dex), +5 Warcraft (Int)
---
AGE: 17, COMELINESS: 5
MULTICLASS OPTION: Rogue or Sorcerer
DEITY: Rorax
THEME: Scientist
---
EQUIPMENT: Studded Leather, Buckler, Repeating Rifle, Bullets (40), Artisan’s Outfit, Backpack, Silk Rope, Thieves Tools, ID Papers w/Portrait, Camel Pack, Lighter, Gas Mask, Mild Poison Gas Bomb
ENCUMBRANCE SLOTS: 9; MAX: 9
COIN: 57.4 GP
---
RACIAL ABILITIES: Claws and Teeth (1d3-1 Melee Attack), Cold Weakness (Fatigued and suffer -5 Endurance when below freezing), Dark Lore (+5 Arcana & Dungeoneering), Darkvision, Kobold Skills (+2 Acrobatics, Appraise, Bluff, Craft, Dungeoneering, Mechanics, Stealth, Streetwise, Survival, & Trick), Light Adaptation (Dazzled for 2 minutes when exposed to bright light), Swift Retreat (5’ step as immediate action when larger foe initiates melee attack, 2 Vitality), & Scaly Hide (+1 DR)

CLASS ABILITIES: Artificer Training (+3 Arcana, Craft, & Mechanics; Use Scrolls), Artisan (+5 Craft & Dungeoneering), Brew Potion (Create potions), Detect Magic (Detect magic within 15' cone, additional scan pinpoints location and describes magic), Infuse (Infuse item with artificer magic), Trapfinding (+5 Perception, +10 to spot traps), Wheedle Magic (+5 Arcana, +10 when activating unfamiliar items)

THEME BOON: Gearhead (+5 Mechanics; +10 with Steam); Technical Training (+2 Craft, Heal, Literacy, Mechanics, & Pilot)

Description & Characterization: There's a certain... je ne sai quoi about Giuseppe. Is it his impressively snaggled teeth; jutting from all corners of his mouth reminiscent of passengers fleeing a sinking ship? Is it, possibly, his lazy eye; permanently knocked out of alignment due to a... slight miscalculation involving a pressurized container? Whatever it is, Giuseppe is the definition of homely. Standing about a meter tall, he is the average height and size of a kobold. His scales are colored an unattractive hue of rust. Largely focused on his craft, Giuseppe typically wears the garb of a tradesman with a heavy leather tool belt encircling his waist. His clothes are functional, but nearly always smeared in dirt, grease, and grime (along with his face and hands). Focused on his work and ideas, Giuseppe is not the greatest conversationalist. His low-pitched, dog-like voice can be heard constantly as he mutters to himself about ideas for new devices and the calculations required to create them. His eyes constantly dart this way and that, as if he expected something to blow up at any second. Considering how often he checked the straps on his backpack, the behavior makes normal people uncomfortable. Giuseppe is an adherent to steam power, so much so that he has an unhealthy amount of skepticism and suspicion toward electrotech. His muttering occasionally veers into conspiracy theories he has created concerning the dark magic known as electricity. He is entirely convinced electrotech was introduced into the world by the dark horrors the Order was founded to counter for unexplained but obviously nefarious purposes. On top of that, he considers steam tech to simply be superior, even in the face of clear evidence to the contrary. Electrotech doesn't have the same "warmth" and "soul" that steam power provides.

Background: Giuseppe was born in a small village in Italy, the son of a toymaker and his wife. He admired his father and spent a great deal of time around him, picking up skill with various tools. Yearning for a more encompassing learning experience, Giuseppe left his village rather quickly after a mysterious, but absolutely not at all intended and totally accidental, explosion destroyed the town's mill. Plying his skills, Giuseppe headed for Londinium as it was the home of some of the greatest technological marvels in the modern world. Hiring on as a craftsman with a local firearms manufacturer, Giuseppe impressed the shop's customers with the quality of his work. A few of those customers happened to be members of the Order of Shadows and passed on their recommendation to the upper echelons of the organization. Provisionally hired on, largely in a logistics capacity, Giuseppe is nevertheless called on occasionally for field work.

Comments:
1) If it was eligible to be crafted using Craft or Mechanics, I went ahead and paid half price for it. I think I only paid full price for armor, shield, and ID papers.
2) Not 100% firm on any of his abilities so far. Let's see what everyone else rolls out and we can adjust as needed to better compliment.
 
Last edited:

GreenKarl

First Post
I think the question is more along the lines of whether an ability that has the same name across different sources stack. For instance, I could pick up Gearhead from two or three different sources. I believe the answer, however, is no, per the bottom of p. 41.

Now I understand and yes you can't take the same 'Ability' twice UNLESS it says that you can...
 


Shayuri

First Post
I think the way I want to flavor the Dusk Blade ability is that Trebuchet 'creates' or 'assembles' the weaponry from components in his body. That would be how it looks at least. It's still magical of course. One can only have so many sniper rifles built into them. :)
 

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