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


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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
:heh: Which problems are we talking about, exactly?

Wow, problems - plural .. .. ..

I was simply wanting to add a mechanic to his background. I'll take the bonus regardless, though!!

Wowzers - need a nap after chili, cheese, cornbread and PBJ.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Ero Batzuen (Tiefling Alchemist 10)

EroBatzuenENWorld_zps1df8d4a6.png

[sblock=Basic Information]
Code:
       Race: Tiefling
      Class: Alchemist
      Level: 10
 Experience: 71000
  Alignment: Chaotic Neutral
  Languages: Abyssal, Common, Dwarven, Elven
             Gnomish, Goblin, Infernal
      Deity: Agnostic
[/sblock]

[sblock=Abilities]
Code:
STR: 12 +01 (02 pts)
DEX: 16 +03 (05 pts) (+02 Racial)
CON: 10 +00 (00 pts)
INT: 20 +05 (10 pts) (+02 Racial, +01 Lvl 04, +01 Lvl 08)
WIS: 11 +00 (01 pts)
CHA: 10 +00 (02 pts) (-02 Racial)
[/sblock]

[sblock=Combat Statistics]
Code:
               [URL="http://invisiblecastle.com/roller/view/3922950/"]HP[/URL]:  46 = [10d8 + CON (00) + FC (00)]
               AC:  20 = [10 + DEX (03) + Armor (07) + Misc (00)]
         AC Touch:  13 = [10 + DEX (03)              + Misc (00)]
    AC Flatfooted:  17 = [10            + Armor (07) + Misc (00)]
             INIT: +07 = [DEX (03) + Familiar (04)]
              BAB: +07 = [Alchemist (07)]
              CMB: +08 = [BAB (07) + STR (01) + Misc (00)]
              CMD:  21 = [10 + BAB (07) + STR (01) + DEX (03) + Misc (00)]
        Fortitude: +07 = [Alchemist (07) + CON (00) + Misc (00)]*
           Reflex: +10 = [Alchemist (07) + DEX (03) + Misc (00)]*
             Will: +03 = [Alchemist (03) + WIS (00) + Misc (00)]*
                         *+1 vs. Spells (Traits)
            Speed:  30'
Damage Resistance:  05 (Fire, Cold, Electricity)
 Spell Resistance:  00
    Spell Failure:  00
[/sblock]

[sblock=Weapon Statistics]
Code:
    Claws (x2): Attack: +08 = [BAB (07) + Ability (01) + Misc (00) + Magic (00)]
                Damage: 1d04+01, Crit: 20/x2, Special: Acid Burst (+1d6/+1d10) 
Bomb (Regular): Attack: +11 = [BAB (07) + Ability (03) + Misc (01) + Magic (00)]
                Damage: 5d06+05, Crit: 20/x2, Special: -1 TH/20' Range
                                                       Only 1d6 Doubled on Crit
  Bomb (Force): Attack: +11 = [BAB (07) + Ability (03) + Misc (01) + Magic (00)]
                Damage: 5d04+05, Crit: 20/x2, Special: -1 TH/20' Range
                                                       Only 1d6 Doubled on Crit
[/sblock]

[sblock=Racial Features]
Code:
Ability Adjustments: +2 (Dex), +2 (Int), -2 (Cha)
               Size: Medium
              Speed: 30'
      Favored Class: Alchemist
              Claws: 2 Claw Attacks (Primary, 1d4 Damage)
                     (Replaces Spell-Like Ability)
         Darkvision: 120'
   Low-Light Vision: Double Vision Range in Low-Light
    See in Darkness: See Perfectly Even in Deeper Darkness
Fiendish Resistance: Resistance 05 (Fire, Cold, Electricity)
    Prehensile Tail: Retrieve/Carry Items as a Swift Action
                     (Replaces Fiendish Sorcery)
            Skilled: +2 Bluff/Stealth
[/sblock]

[sblock=Class Features]
Code:
    Armor/Weapons: Simple Weapons, Light Armor
       Bonus Feat: Throw Anything
       Bonus Feat: Brew Potion
          Alchemy: + Lvl to Craft (Alchemy), ID Potions by Holding
            Bombs: 1d6 + 1d6/2 Lvls + Int Bonus
          Elixers: Arcane Effects from Potions
     Precise Bomb: Exclude INT Mod Squares from Splash Effects
   Tumor Familiar: Arcane Familiar Attaches To/Detaches From Body
   Explosive Bomb: Bombs have 10' Splash Radius, Ignite Target
        Fast Bomb: Create and Throw Bombs at Full Attack Rate
         Infusion: Extracts May be Used by Others
       Force Bomb: May Create Bombs that do Force Damage (d4s)
          Mutagen: +4 Physical Stat/-2 Mental Stat/+2 Natural Armor
       Poison Use: Can Use Poison w/ No Risk to Self
   Fast Poisoning: Apply Poison to Weapons as Swift Action
Poison Resistance: Immune to Poisons
    Swift Alchemy: Create Alchemical Items in Half the Time
[/sblock]

[sblock=Feats]
Code:
       Brew Potion (Class Bonus): Make Magical Potions
    Throw Anything (Class Bonus): Use Improvised Ranged Weapons at No Penalty
                                  +1 Circumstance Bonus TH w/ Thrown Splash Weapons
          Fiend Sight (Level 01): Gain Low-Light Vision, Dark Vision to 120'
          Fiend Sight (Level 03): Gain See In Darkness Universal Monster Ability
     Point Blank Shot (Level 05): +1 TH w/ Ranged Weapons w/in 30'
Splash Weapon Mastery (GM Bonus): Far Shot w/ Thrown Splash Weapons
                                  1 Additional Square (Character Choice) Splash Damage
                                  Adjust Miss Direction +/- 1
         Precise Shot (Level 07): No Penalty for Firing Ranged Wpns Into Melee
      Extra Discovery (Level 09): One Extra Discovery
[/sblock]

[sblock=Traits]
Code:
          Adopted (Social): Choose Racial Trait from Adoptive Parents' Race
Failed Apprentice (Racial): +1 Saves vs. Arcane Spells
          Heretic ( Faith): +1 Saves vs. Divine Spells
[/sblock]

[sblock=Skills]
Code:
Skill Points: 100 = [Base (4) + INT (5)/Level; FC (10)]

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics               2     0               3     -1   +0
Appraise                18    10       3       5          +0
Bluff                    2     0               0          +2 Racial
Climb                    0     0               1     -1   +0
Craft (Alchemy)         20*   10       3       5          +2 Lab
Diplomacy                0     0               0          +0
Disable Device          17    10       3       3     -1   +2 MW Tools
Disguise                 0     0               0          +0
Escape Artist            2     0               3     -1   +0
Fly                     10     5       3       3     -1   +0
Handle Animal                  0               0          +0
Heal                    10     7       3       0          +0
Intimidate               0     0               0          +0
Knowledge (Arcana)      10     2       3       5          +0
Knowledge (Dngnrng)            0               5          +0
Knowledge (Engnrng)            0               5          +0
Knowledge (Geography)          0               5          +0
Knowledge (History)     11     1               5          +5 Ring
Knowledge (Local)       10     5               5          +0
Knowledge (Nature)      15     7       3       5          +0
Knowledge (Nobility)           0               5          +0
Knowledge (Planes)             0               5          +0
Knowledge (Religion)           0               5          +0
Linguistics                    0               5          +0
Perception              17    10       3       0          +4 Feat (w/ Familiar)
Perform    (       )     0     0       0       0          +0
Profession (Herbalist)   5     2       3       0          +0
Ride                     2     0               3     -1   +0
Sense Motive             2     0               0          +2 Feat (w/ Familiar)
Sleight of Hand         15    10       3       3     -1   +0
Spellcraft              18    10       3       5          +0
Stealth                  4     0               3     -1   +2 Racial
Survival                 4     1       3       0          +0
Swim                     0     0               1     -1   +0
Use Magic Device        13    10       3       0          +0

* = +10 to Create Alchemical Items
[/sblock]

[sblock=Formula Book]
Code:
Level 01                   Level 02                   Level 03                   Level 04
* Cure Light Wounds        * Alter Self               * Absorb Toxicity          * Elemental Body I
* Disguise Self            * Barkskin                 * Bloodhound               * Neutralize Poison
* Enlarge Person           * Bear's Endurance         * Fly                      * Restoration
* Expeditious Retreat      * Blur                     * Gaseous Form             * Scorching Ash Form
* Identify                 * Bull's Strength          * Haste                    * Touch of Slime
* Reduce Person            * Cat's Grace              * Prehensile Pilfer
* Shield                   * Cure Moderate Wounds     * Remove Disease
* Urban Grace              * Fire Sneeze              * Spider Climb, Communal
                           * Sickening Strike         * Thorn Body
                           * Vomit Swarm
[/sblock]

[sblock=Prepared Formulas]
Code:
Level 01                   Level 02                   Level 03                   Level 04
*                          *                          *                          * 
*                          *                          *                          * 
*                          *                          *                          
*                          *                          *                          
*                          *                          
*                          
*
[/sblock]

[sblock=Equipment & Finances]
Code:
Equipment                                            Cost          Weight
Artisan's Outfit                                      --              --  lb
+1 Glamoured Elven Chain of Comfort                13850    gp        20  lb
Amulet of Mighty Fists (Corrosive Burst)           16000    gp        --  lb
Ring (Scholar's Ring)                               8700    gp        --  lb
Ring (Sustenance)                                   2500    gp        --  lb
Handy Haversack                                     2000    gp         5  lb
  Alchemist's Lab                                    200    gp
  Bedroll                                              0.10 gp
  Blanket                                              0.50 gp
  Formula Book                                        15    gp
  Grappling Hook                                       1    gp
  Hammock                                              0.10 gp
  Rope (Spider's Silk, 50')                          100    gp
  Tent (Small)                                        10    gp
  Rations (10 Days)                                    5    gp
Endless Bandolier                                   1500    gp         2  lb
  Black Lotus Extract                               4500    gp
  Mage Bane Poison (02)                             1000    gp
  Huge Scorpion Venom (09)                          1800    gp
  Purple Worm Poison (02)                           1400    gp
  Thieves' Tools (MW)                                100    gp
  Mutagen (STR)
  Extract Catalysts
                                                   ========       ======
                                           Totals: 53681.70 gp         7  lb


            Light  Medium   Heavy    
Max Weight: 0-43   44-86    86-130
[/sblock]

[sblock=Finances]
Code:
                                    Starting Cash: 62000
                          Current Equipment Value: 53681.70
                      Consumed or Destroyed Items:    
                    Scroll (07 2nd/06 3rd/04 4th):  6100    gp
                         Copied Formula Materials:  2100    gp
                                                   ========
                                   Remaining Cash:   118.30 gp

Coins:
 PP:   0
 GP: 118
 SP:   3
 CP:   0

Gems/Jewelry/Other:
 None
[/sblock]

[sblock=Details]
Code:
      Size: Medium
    Gender: Male
       Age: 74
    Height: 5'4"
    Weight: 140 lbs
Hair Color: Black
 Eye Color: Pearl
Skin Color: Dark Teal
Appearance: Ero is short and wiry, with dark teal skin and pearlescent eyes that lack both pupil and iris.
            His fingers are extraordinarily long, and he has long black clawed nails. His hair is an un-
            ruly black mess. He has a long, prehensile tail with a spade shaped tip; this tail is in almost
            constant motion - it drapes itself over an arm, reaches up to tap his chin when he's deep in
            thought, or simply contents itself 'playing' with objects in immediate reach.
  Demeanor: Typically either lost in the depths of his thoughts or almost gleefully manic.
[/sblock]
_______________
EroBatzuenPostShot_zpsdf9f6ce8.png
 
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Kaodi

Hero
Not really a work of art by any means, as I did not really elaborate on names or details of places, but a functional background I think with a potential hook or two.

[sblock=Hraln's Background, First Draft]Hraln was a simple man with his heart set on seeing the world. Born on the frontier between Nyrond and the Great Kingdom of Northern Aerdy he learned first hand how difficult it could be to travel the roads during times of conflict. One always risked bandit attacks, or worse, encountering marauders. Had he not been taken under the wing of a band of roving priests of Fharlanghn, his life may have turned out very differently.

With the protection of the priests, a young Hraln was able to see much of the Southeastern Flanaess. He learned how to watch his back in the wild, and became a good judge of what fellow travellers could be trusted. And when he too heard the call of the Dweller on the Horizon, the priests provided for his instruction in defence and combat, as well as the core concepts of divine magic.

The travelling priests had a habit of helping out those along the road, and unfortunately there came a day when sinister forces under the sway of one of the less savory gods had decided this behaviour was not to their liking. Hraln and his mentors were travelling and tending to a group of refugees when they were attacked. Despite putting up fierce resistance, they were almost slain to a man, refugees included.

By chance Hraln and one of the more elderly priests had been away from the camp at the time. When they heard the din of combat, the young man was ready to charge into the fray to fight alongside his friends. But the elderly priest held him back, saying that it would do no good to get themselves killed. So instead they fled Westward.

When the two reached the sea, they found passage aboard a ship heading across to lands even further West. They escaped their pursuers, but the elderly priest became ill during the journey. By the time they reached their destination, it become clear that his travelling days were over. He insisted that Hraln continue his journey, and before the young man left he gave him much of what he still possessed before bidding him goodbye. Hraln would learn later that his friend and mentor had died not too long after settling down.

Hraln continued his journey travelling the many roads of the Flanaess. He became fully a man and in time was blessed by Fharlanghn with powers that would prove most useful, and a task as well, to be wary of those who take advantage of travellers and see that justice is visited upon them.

Though a simple man and not terribly handsome, Hraln managed to find some temporary companionship with people he travelled alongside and in places he visited. Perhaps his one great moral failing is that in always moving onward he rarely returns to places he has visited before and thus has probably left at least one or two children to grow up without knowing a father, if not more, from temporary liasons.

In any case, Hraln became known as a friend of travellers, creating something of a reputation for himself. Besides lending his skills in surviving the wilderness and in fending off hazards, he became a healer of those whom have been heavily burdened by the roads they travel. And many times over the years has he come upon the dead and dying for whom he sought vengeance. Roads travelled by the blessed wanderer became much safer for his efforts.

Just a few years ago something happened that changed things greatly for Hraln. Whether by chance or divine providence he received word of a priest of Fharlanghn who had been causing trouble for some in the central Flanaess, close to the Free City of Greyhawk. What was troubling though was that the priest matched the description of one of those he had travelled with many years ago. Hraln decided that he had to determine what was at the bottom of this, and set off to pursue the troublemaker.

They laid eyes upon each other first in Greyhawk, and recognition was instantaneous on both sides. A grand pursuit would ensue that took them out of Greyhawk and back into the lands of the East. But Hraln would run down his quarry in Nyrond, not far from where he had grown up. Confronting the man, Hraln learned that his friends had been betrayed to the raiders all those years ago by this very same man. He was a charlatan, not a priest at all, having been abandoned many years ago by their patron Fharlanghn. He begged Hraln for mercy, but even though Hraln's kind heart was tempted to give him mercy, he knew that he had been given his powers to ferret out unbelievers to visit the divine justice of their god upon this man before all others. Heart heavy with grief for his fallen teachers, he buried the man in an unmarked grave and left to head back West.

In the weeks afterwards Hraln came to the conclusion that his time alone was coming to an end. He needed to seek out people whom he could trust to share his journeys with, and to find some greater purpose to set themselves too. He would not abandon his ways, but there were many dangers in this world that one man, even one blessed by a god, could not overcome by himself. In his heart he felt that a great journey would lie ahead of them, something to put his mind to instead of betrayals of the past.[/sblock]
 

Leif

Adventurer
Mowgli, shouldn't you only have two Traits? (Unless you spent a feat for some extra traits, in which case you should have four instead of three.) Good job otherwise to be sure, unless there's something I'm unaware of that allows you to choose three.

Kaodi, you did a fine job!
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Mowgli, shouldn't you only have two Traits? (Unless you spent a feat for some extra traits, in which case you should have four instead of three.) Good job otherwise to be sure, unless there's something I'm unaware of that allows you to choose three.

Kaodi, you did a fine job!

The Adopted Trait is weird - it's only purpose is to give access to a racial trait. So taking Adopted is what gave me Failed Apprentice. Still working on equipment. I've got a background outlined, but haven't gotten it fleshed out yet.
 

Kaodi

Hero
Thinking of artifact sets and play-by-post, can you imagine such a campaign based around collecting all of the Teeth of Dahlver-Nar? I think we would all implode, hehehe...
 

Leif

Adventurer
The Adopted Trait is weird - it's only purpose is to give access to a racial trait. So taking Adopted is what gave me Failed Apprentice. Still working on equipment. I've got a background outlined, but haven't gotten it fleshed out yet.
OK, gotcha. No hurry on equipment, background, or 'flesh' of any sort.

I wonder why Half-Elven apprentices are the only ones who ever fail in Pathfinder?? :heh:
 
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Leif

Adventurer
Thinking of artifact sets and play-by-post, can you imagine such a campaign based around collecting all of the Teeth of Dahlver-Nar? I think we would all implode, hehehe...
To make that even wilder, imagine if Dahlver-Nar was part crocodilian, with 50 or 60 teeth. Anyway, I never said 'artifact.' The set of magic items may not be that earth-shakingly powerful.

Players (L10 characters) are:
1 Scott Dewar (Human Fighter) -- C/G
2 Scotley (Tiefling Wizard)
3 Mowgli (Ero Batzuen, Tiefling Alchemist)
4 Helfdan (Fafhrd/Conan-esque, Ftr/Rngr/Brbrn)
5 Red Knight (Race? Ranger) (butt-kicking, tracking, warrior-type) -- C/G
6 Kaodi (Hraln Human[?] Inquisitor[?])
 
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