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Pretty please? :)

I need a name and backstory for my character...and possibly a mule.

20 pt buy system is okay with me, if it's okay with everyone else.

I'm going to be printing out all of the character sheets for easy reference on Wednesday, so I can try to get an idea of how the campaign should go. Just make sure you all have them just the way you like it by that day or sooner (either posted on this thread or emailed to me).
 

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I have made some changes to my character post at the top of this page. I will update that post as needed and note the changes in a new post like this.


I don't know if Lumin is using weight/encumbrance rules but I went through and added up mine.
How much does a Mule weight?
As far as I can tell there is no info on the carry capacity for such animals in PF, not to mention their HP, AC, ect. Therefore I am using the D&D wiki 3.5 SRD site to distinguish between the two. Donkey / Mule Since the Mule can carry more load than a Donkey but both cost the same in PF I'm gonna have to go with a Mule named "Donkey".:)

-A.A
 
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Decided to go Rogue

Hey all after reading through the PH I ahve decided that playing a Rogue would better suit my playstle than a Sorcerer, hope you all don't mind:

Name: Drekken Del’Vellian H.P: 10
Race: Elf Experience:
Class: Rogue
Level: 1
Height: 6’0”
Weight: 85lbs
Eye Color: Green (Almost glowing Emerald)
Hair Color: Ebon
 
Stats:
Strength: 12 (+1) Armor Class: 13
Dexterity: 19 (+4) Fort: 1
Constitution: 13 (+1) Ref: 6
Intelligence: 10 (+0) Will:
Wisdom: 9 (+0)
Charisma: 17 (+3)
Skills: Feats:
Bluff (Cha) Toughness
Intimidate(Cha) Improved initiative
Hide
Move Silently
Sleight Of Hand
Open Lock
Disable Device
Use Magic Device
Disguise
Search
Spot
Listen
 
Weapons: Armor:
Dagger: 1d4 (19-20 Critx2 Studded Leather
Light Crossbow 1d8 (19-20 Critx2)
Rapier 1d6 (18-20 Critx2)
Equipment:
Backpack Belt Pouch Platinum:
Water skin Travelers Outfit Gold:
Trail Rationsx10 Ink Pen Silver:2
Bedroll Sunrodx5 Copper:8
Sack Winter Blanket Gems:
Flint &Steel Chalkx10
Hooded Lantern Signal Whistle
Pints of Oilx5 Antitoxin
Spell Component Pouch Inkx5
Case with 30 Crossbow bolts
Bell Cold weather outfit
Block and tackle Soapx2
Empty Flaskx10 Crowbar
Hammer Sewing Needle
Mirror Small Steel
Tent
 

Hey all after reading through the PH I ahve decided that playing a Rogue would better suit my playstle than a Sorcerer, hope you all don't mind:

Rogue's always been my favorite class/archetype, I'm fine with it. Just keep the Use Magic Device maxed for when we do need an "arcane spellcaster" and please don't do anything that forces my Paladin to have to choose between breaking his code of conduct or leaving the party. :)

Again, hp is maxed at level 1, so you have 8 + 1 con and +3 if you're keeping Toughness, so that's 12 hp. 13 if you choose +1 hp as your racial benefit instead of +1 skill point.

Stats:
Strength: 12 (+1) Armor Class: 13
Dexterity: 19 (+4) Fort: 1
Constitution: 13 (+1) Ref: 6
Intelligence: 10 (+0) Will:
Wisdom: 9 (+0)
Charisma: 17 (+3)

Good rolls!

Skills: Feats:
Bluff (Cha) Toughness
Intimidate(Cha) Improved initiative
Hide
Move Silently
Sleight Of Hand
Open Lock
Disable Device
Use Magic Device
Disguise
Search
Spot
Listen

You can only have one feat at level 1 as an Elf Rogue.
 

My Character

Sir Grenseal
[sblock]Aasimar (Native outsider)
Lawful Good Male Paladin 2
Hair: Silver | Eyes: Ruby | Skin: Light charcoal
Height: 5' 11" | Weight: 185 lbs
Deity: ??? | Homeland: ???
HP: 22 (2d10 +4 +2 favored class)
Rolls: 10 (initial), 6
AC: 19 (10 +5 armor +2 dex +2 shield)
Touch: 12; FF: 17
Str 16, Dex 14, Con 14, Int 13, Wis 13, Cha 18
Before race: Str 16, Dex 14, Con 14, Int 13, Wis 11, Cha 16 (rolled)

Saves: Fortitude +9, Reflex +6, Will +8
BAB +2; Speed 30 (20)
CMB +5, CMD 17

Longsword +5 (1d8 +3, 19-20/x2, S)
Club +5 (1d6 +3, 20/x2, B)
Club (ranged) +4 (1d6 +3, 20x2, B, 10 ft)
Sling +4 (1d4 +3, 20/x2, B, 50 ft)

Racial Traits
+2 Cha and Wis, +2 Perception and Diplomacy, Resistance 5 (acid, cold, and electricity), Darkvision (60 ft), Daylight 1/day (CL 1), Speed 30 ft, Medium.

Class: Aura of Good, Detect Evil, Smite Evil 1/day, Lay on Hands 1d6 (5/day), Divine Grace
Feats: Step Up

Skills (3):
Diplomacy +10 (1 rank +3 trained +4 cha +2 racial)
Handle Animal +8 (1 rank +3 trained +4 cha)
Heal +4 (1 rank +3 trained)
Knowledge (religion) +5 (1 rank +3 trained +1 int)
Perception +3 (0 ranks +2 racial +1 wis)
Spellcraft +5 (1 rank +3 trained +1 int)
Languages: Common, Celestial, Draconic

Equipment:
Longsword
Clubs (2)
Cold Iron Shortspear
Silver Dagger
Sling
Bullets (10)​
Scale mail Armor
Heavy Shield (wood)
Cure Light Wounds Potion
Traveler’s Outfit
Wooden Holy Symbol
Backpack
Bedroll
Flint and Steel
Tindertwig
Torch x2
Soap (1 lb)
Waterskin
Whetstone
Gold: 0.08 gp (8 copper pieces)

On Mustafa:
Large Leather Barding
Pack Saddle
Bit and Bridle
Tent
Winter Blanket
Silk Rope (50 ft)
Clubs (4)
Feed (10 days’ worth)
Trail Rations (10 days’ worth)
Shovel
Sack
Clay jugs (2)
Clay pitcher
Iron pot​
[/sblock]

Mustafa, the swift-footed
[sblock]
Size/Type: Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (–1 size, +2 armor +1 Dex, +3 natural, +1 dodge), touch 11, flat-footed 14
BAB; CMB; CMD: +2; +6; 17
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Perception +6 (3 ranks +3 trained)
Feats: Dodge, Nimble Moves

Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.
Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

Tricks: Attack (any creature), Come, Down, Defend, Perform[/sblock]

I “Pathfinder-ized” the mule, switching the skills for perception, switching to CMB/CMD, and so on. Gave Mustafa different feats. Defensive and movement-based, they seemed appropriate for an animal to learn.
 
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I just downloaded Gametable a little while ago. Read some of the basics, decided to try out the die roller. And holy crap! If I can't use them, it's ok. :)
 

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I just downloaded Gametable a little while ago. Read some of the basics, decided to try out the die roller. And holy crap! If I can't use them, it's ok. :)


LOL, now you see why I prefer rolling over point buy. obviously those type of rolls don't always happen but I see them more often than not.

I say go for it; you have proof they aren't fudged and you still have time to refine your character. might as well twink it while you can.



I added some physical info to my half-orc and updated the mule to StreamofShy's "pathfinder-ized" version. As well as creating a basic back-story.

I think I'm pretty much done; any further suggestions or requests should be mentioned now otherwise I'm not planning to make any changes.

-A.A
 

LOL, now you see why I prefer rolling over point buy. obviously those type of rolls don't always happen but I see them more often than not.

Even so, I still in general prefer point buy to forcing everyone to roll. Getting lucky with good stats is far less of a bonus than being saddled with godawful stats the entire campaign is a burden, usually. And I usually don't get anything above a 13-14 at best when I roll.

Eh, either way, our mules have better combat stats than we do right now, lol. :)

EDIT:
I added some physical info to my half-orc and updated the mule to StreamofShy's "pathfinder-ized" version. As well as creating a basic back-story.​


The "+2 armor" bonus to AC is from the (size large) leather barding, btw. Costs 40 gp. If you want something cheaper, Padded barding is only 20 gp for +1.​
 
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