[Pathfinder][Recruiting] The Mud Sorcerers Tomb

I've been intrigued by what I've read of the Pathfinder rules, and I'm already playing in a low-level playtest. I'll admit, I'm a little intimidated at the prospect of building a 14th level character from scratch (I think the highest level character I've built to start a game was maybe 6th?), but if you're still wanting people, I might take a crack at a halfling bard or rogue?

jason
 

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Looks like we (possible) have:

WD - Human Conjurer
Bialaska - melee'ish character
kinem - half-orc druid
Nightbreeze - ?
jkason - halfling bard or rogue

Can we use the combined item rules from the MIC?
(A ring of sustenance, that is also a ring of protection.)
 

Looks like we (possible) have:

WD - Human Conjurer
Bialaska - melee'ish character
kinem - half-orc druid
Nightbreeze - ?
jkason - halfling bard or rogue

Can we use the combined item rules from the MIC?
(A ring of sustenance, that is also a ring of protection.)

If more characters start getting statted up I'll be more than happy to run this.

Combined items are allowed.
 





Tirocap Nimel, halfling rogue

Still needs description and background:

Code:
[B]Name:[/B] Tirocap Nimel

[B]Class:[/B] Rogue 14
[B]Race:[/B] Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] ??

[B]Str:[/B] 12  +1 (4p.)      [B]Level:[/B] 14        [B]XP:[/B] ??
[B]Dex:[/B] 23* +6 (10p.)     [B]BAB:[/B] +10/+5      [B]HP:^[/B] 164/164 (14d8+52)
[B]Con:[/B] 14  +2 (4p.)      [B]CMB:[/B] +15**        (10 +max +2 con +1 favored class)
[B]Int:[/B] 16  +3 (6p.)      [B]Speed:[/B] 30'***   
[B]Wis:[/B] 16* +3 (6p.)      [B]Init:[/B] +6         
[B]Cha:[/B] 18  +4 (6p.)      [B]ACP:[/B] 0          

* level attribute bonuses applied to Dex
** Agile Maneuvers: Use dex bonus for CMB instead of Str
Belt of Physical Perfection +2
Headband of Mental Superiority +2
*** +10' base move via Boots of Striding and Springing



                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]

[B]Armor:[/B]              10    +7    +0    +6    +1    +0    +2    26
[B]Touch:[/B] 19              [B]Flatfooted:[/B] 26*

* Uncanny Dodge
Cannot be flanked (Improved Uncanny Dodge)
Special: +4 dodge bonus vs. trap attacks

                         [B]Base   Mod  Misc  Total[/B]

[B]Fort:[/B]                      4    +2    +1   +7 (+9 vs. spider venom)
[B]Ref:[/B]                       9    +6    +1   +16* (+20 vs. traps)
[B]Will:[/B]                      4    +3    +1   +8 (+10 vs. fear)

* Evasion: Reflex save for 1/2 = no damage
* Improved Evasion: Failed Reflex = 1/2 damage
+1 racial all saves
+2 racial (stacks) saves vs. fear
+4 trap sense
Necklace of Adaptation: immune to vapor and gas attacks / can't drown



[B]Weapon                  Attack   Damage    Critical[/B]

Rapier +3..............+20/+15...1d4+9.........18-20/x2 
Shortbow +3 Gh Touch...+20/+15...1d4+3...........x3, range 70 ft. 
Acid (flask)...........+17/+12...1d6/1 spalsh....range 10 ft 
Alch. Fire (flask).....+17/+12...1d6(x2rds)/1 splash....range 10 ft 
Holy Water (flask).....+17/+12...1d6/1 spalsh....range 10 ft


+1 size bonus
+7d6 Sneak Attack, +7 points bleed / round, -2 Str
Cloak of Arachnida: Web 1/day
Deadly Aim (Ranged: +Dex bonus to damage, -Dex bonus to attack)

[B]Languages:[/B] 

Common
Halfling
Abyssal
Goblin
Dwarf (Headband bonus)



[B]Abilities:[/B]

--Halfling--
* +2 Dex, +2 Cha, -2 Str
* Weapon Familiarity ("halfling" in name = martial weapon)
* Bonus Languages: Abyssal, Dwarven, Elven, Gnome, Goblin
* Favored Class: Rogue

--Rogue--

* Simple Weapons, hand crossbow, rapier, sap, shortbow
	& short sword
* Light armor proficiency
* Sneak Attack +7d6
* Trapfinding
* Evasion
* Rogue Talent: Bleeding Attack (+sneak die points / round)
* Rogue Talent: Fast Stealth (full speed Stealth)
* Rogue Talent: Ledge Walker (full speed Acrobatics)
* Rogue Talent: Finesse Rogue (Weapon Finesse)
* Rogue Talent (Advanced): Crippling Strike (-2 Str with Sneak Attack)
* Rogue Talent (Advanced): Improved Evasion (Failed Reflex = 1/2 damage)
* Rogue Talent (Advanced): Opportunist
* Trap Sense +4
* Improved Uncanny Dodge

[B]Feats:[/B] 

Agile Maneuvers (1st)
Combat Expertise (+ Int mod dodge, -Int mod attack) (3rd)
Improved Feint (feint as move action) (5th)
Dodge (Combat) (7th)
Mobility (Combat)(9th)
Deadly Aim (Ranged: +Dex bonus to damage, -Dex bonus to attack)(11th)
Improved Disarm (13th)



[B]Skill Points:[/B] 140       [B]Max Ranks:[/B] 14/14
[B]Skills                   Ranks  Mod  Misc  Total[/B]

--Class (+3 bonus)--
Acrobatics.................14...+6....+5^...+25 (+30 to jump)
Bluff......................14...+4....+3....+21
Climb......................14...+1....+5^...+20
Disable Device.............14...+6....+3....+23
Escape Artist..............14...+6....+3....+23
Know (dungeon).............14...+3....+3....+20
Perception.................14...+3....+3....+20 (+25 search, +22 sound)
Sleight of Hand............14...+6....+3....+23
Stealth....................14...+6....+7....+27
Use Magic Device...........14...+4....+3....+21
Diplomacy~.................14...+4....+3....+21

* +4 size bonus (Stealth)
+2 racial Perception (sound)
^+2 racial Acrobatics & Climb
~ Diplomacy ranks via Headband
Goggles of Minute Seeing

[b]Equipment:                    Cost(gp)  Weight(lb)[/B]

--Worn / Carried--
Belt of Phys. Perfection (+2)...16000....1
Headband of Mental Super. (+2)..16000....1
Necklace of Adaptation..........40000....0
Handy Haversack..................2000....5
Boots of Stride and Spring.......5500....1
Cloak of Arachnida..............14000....1
Efficient Quiver.................1800....2
Ring of Feather Fall.............2200....--
Ring of Protection +2............8000....--
Mithral Shirt +3................10100....5
Rapier +3.......................18020....1
Signal Whistle......................0....8
Explorer's outfit..................--....--

--In Efficient Quiver--
Arrows x60..........................3....--
Shortbow +3 Ghost Touch.........32030....--

--In Haversack--
Goggles of Minute Seeing.........1250....--
Goggles of Night................12000....--
Salve of Slipperiness............1000....--
Grappling hook......................1....4
Mirror, small steel................10....5
Ink.................................8....--
Inkpen............................0.1....--
Flint and Steel.....................1....--
Oil x2............................0.2....2
Parchment x5........................1....--
Rations x6..........................3....1.5
Rope, 50 ft.........................1....10
Spade...............................2....8
Waterskin...........................1....1
Bedroll...........................0.1....1.25
Acid x3............................30....3
Alchemist's fire x3................60....3
Antitoxin x3......................150....--
Holy Water x5.....................125....5
Sunrod x5..........................10....5
Tanglefoot bag x3.................150....12
Thunderstone x3....................60....3
MW Thieves' tools.................100....1
Universal Solvent x2..............100....--
Oil Bless Weapon x2...............200....--
Dust of Dryness...................850....--

Haversack internal weight (max 120): 60.25


[B]Total Weight:[/B]17lbs      [B]Money:[/B] 300pp 232gp 8sp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]

[B]Max Weight:[/B]                24   49   75   150   375

[B]Age:[/B] 30
[B]Height:[/B] 3'2"
[B]Weight:[/B] 35lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Light brown
[B]Skin:[/B] Fair

[sblock=Appearance]Tirocap is always just a bit disheveled, as if he rushed through dressing and grooming, which he probably did. Overall he's fairly well-kept: he keeps his hair and beard reasonably trimmed, and his clothes clean and in repair. It's just that sometimes it's a bother to comb hair or finish tucking in a tunic when there's so much to do and see once he's awake, and besides, his bright smile tends to compensate for his relative lack of pressing. [/sblock]
[sblock=Background]From an early age, Tirocap's curiosity was insatiable--even for a halfling. And once he'd locked his attention on a Shiny, it really didn't matter what obstacles were in the way: he'd walk a rickety bridge, climb out on a narrow branch, and largely worry about the consequences once it was all over. He never could quite remember what broken bones and bruises felt like after they healed. Not when he saw something new and intriguing.

His family had assimilated into a nomadic human clan, but even their wandering eventually seemed too slow for the little man. He decided to set out on his own. Knowing his natural tendencies, as a going-away present the tribe gifted him with a ring that helped soften his landings.

And really, it's all been a blur since. One compelling story after another, one new Shiny, whether a cloak with spider powers or boots that made a small man as fast as a tall one or just a jug of that amazing stuff that ate through everything it touched, even the goo that stuck to everything. All these wonderful new things to find and gather, and none of it gathered fast enough for Tiro's curiosity to be sated.

Mind you, sometimes there were other people who wanted to get their hands on the same things, or who perhaps already had their hands on them and wanted to keep it that way, and they occasionally decided getting rid of Tiro helped that goal. So, while speed and wit often helped, the halfling soon discovered the benefit of having shiny weapons and knowing how to use them.

Which brings us right about to now, as Tiro finds himself looking about for the next fascinating thing that could capture his imagination and attention. He's sure it won't be long. It never is.[/sblock]
 
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