Tales of the Grey Coast OOC (Recruiting Closed)

PhoenixAsh:

This is good. I think you're probably set concept-wise. I handle reputation without any mechanics, but I will take note of the affect. The boots of stomping may worry people with detect psionics, I would assume she picked them up off a fallen enemy.
 

log in or register to remove this ad

OK, I've run over my stats, fixed the kinks, added a shopping list, and they should remain more or less constant (I might change a few things for flavor). I have another game that I have to write a description for right now, so I probably won't get to the description today, but I have all day tomorrow. It will be up then.

Oh, and a quick note, if you include me in this game, you might want to toss in a healer, as well. Yes, Felix is a Cleric, and he can definitely heal, but he converts to inflict spells, so he won't be particularly adept at it. In addition, he'd be a lot more effective using enchantments and summoning monsters in combat. So, a secondary (or hell, even a primary) healer might be a nice luxury. Still, if you put me in the game and there are no other healers, I can deal with it.
 

Code:
[B]Name:[/B] Roxanne
[B]Class:[/B] Soulknife
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] CG
[B]Deity:[/B] None

[B]Str:[/B] 17 +3 (13p.)    [B]Level:[/B] 3        [B]XP:[/B] 4,500/6,000
[B]Dex:[/B] 14 +2 (6p.)     [B]BAB:[/B] +2         [B]HP:[/B] 25 (3d10+3)
[B]Con:[/B] 12 +1 (4p.)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] 0/-
[B]Int:[/B] 10 +0 (2p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 13 +1 (5p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +0
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B] -2         [B]Craft Points:[/B] N/A

    [B]Base  Armor Shld   Dex  Size   Nat  Misc  [U]Total AC[/U][/B]   [B]Touch[/B]   [B]Flatfooted[/B]
[B]AC:[/B]  10    +5    +3    +2    +0    +0    +0      [U]20[/U]        12        18

                         [B]Base   Mod     Misc  Total[/B]
[B]Fort:[/B]                      1    +1       +1    +3
[B]Ref:[/B]                       3    +2       +1    +6
[B]Will:[/B]                      3    +1       +1    +5

[B]Weapon                    Attack   Damage    Critical    Range[/B]
Mind Blade                  +6     1d6+3     19-20x2      -
    w/Psionic Weapon               3d6+3
    w/Psychic Strike               +1d8 dmg to living non-mindless target
Thrown Mind Blade           +5     1d6+3     19-20x2      30'
    w/Psychic Strike               +1d8 dmg to living non-mindless target
Light Crossbow              +4     1d8       19-20x2      80'
Morningstar                 +5     1d8+3      20x2        -

[B]Languages:[/B] Common

[B]Abilities:[/B]
-Mind Blade(SU)
-Throw Mind Blade(EX)
-Psychic Strike +1d8 dmg to living non-mindless target(mv act. to charge)(SU)

[B]Feats:[/B]
-Psionic Weapon [SIZE=1](Expend Psionic Focus to add 2d6 damage to melee attack)[/SIZE]-1st level
-Power Attack- Human Bonus Feat
-Weapon Focus (+1 to Mind Blade attacks) -Soulknife 1st lvl bonus feat
-Wild Talent (+2 Power Points) -Soulknife 1st lvl bonus feat
-Cleave -3rd level

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 6/3         [B][U]Underlined[/U] are Class Skills[/B]
[U][B]Skills-	  		 Ranks  Mod     Misc    Total[/B][/U]
Appraise(INT)              0    +0               +0
[U]Autohypnosis[/U](WIS)          6    +1               +7
Balance(DEX)               0    +2     -2/+2     +2 (ACP/Synergy)
Bluff(CHA)                 0    +0               +0
[U]Climb[/U](STR)                 0    +3       -2      +1 (ACP)
[U]Concentration[/U](CON) *       6    +1               +7
[U]Craft(       )[/U](INT)        0    +0               +0
[U]Craft(       )[/U](INT)        6    +0               +0
Diplomacy(CHA)             0    +0               +0
Disguise(CHA)              0    +0               +0
Escape Artist(DEX)         0    +2       -2      +0 (ACP)
Forgery(INT)               0    +0               +0
Gather Information(CHA)    0    +0               +0
Heal(WIS)                  0    +1               +1
[U]Hide[/U](DEX)                  4    +2       -2      +4 (ACP)
Intimidate(CHA)            0    +0               +0
[U]Jump[/U](STR)                  5    +3     -2/+2     +8 (ACP/Synergy)
[U]Knowledge(psionics)[/U](INT)   0    +0               +0
[U]Listen[/U](WIS)                0    +1               +1
[U]Move Silently[/U](DEX)         0    +2       -2      +0 (ACP)
Perform(CHA)               0    +0               +0
[U]Profession[/U](WIS)            [S]0    +0               +0[/S] (Can't use untrained)
Ride(DEX)                  0    +2               +2
Search(INT)                0    +0               +0
Sense Motive(WIS)          0    +1               +1
[U]Spot[/U](WIS)                  3    +1               +4
Survival(WIS)              0    +1               +1
Swim(STR)                  0    +3       -4      -1 (ACPx2)
[U]Tumble[/U](DEX)                6    +2     -2/+2     +8 (ACP/Synergy)
Use Rope(DEX)              0    +2               +2
[SIZE=2]* Full round action to make DC20 check to regain Psionic Focus[/SIZE]

[B]Psionics:[/B] 2PP (Wild Talent bonus feat)

[B]Equipment:			Cost   Weight[/B]
[I]+1 Chain Shirt[/I]		     1,250gp     25lb
[I]+1 Hvy St. Shield[/I]	     1,170gp     15lb
[I]+1 Cloak of Resistance[/I]       1,000gp	 1lb
[I]Boots of Landing[/I]             1,000gp	 1lb
Lt. Crossbow			35gp	 4lb
20 bolts			2 gp     2lb
Morningstar			8 gp     6lb
Backpack			2 gp     2lb
Bedroll				1 sp     5lb
Waterskin x2			2 gp     8lb
Flint & Steel			1 gp     -
Belt Pouch x2			2 gp     1lb
5 days Trail Rations	       25 sp     5lb
Empty Sack x2			2 sp     1lb
[I]Cure Light Wounds potion x5[/I]    250gp     -
Everburning Torch              110gp	 1lb
Explorer's Outfit		0 gp     0lb

[B]Total Weight:[/B] 82.5lb      [B]Money:[/B] 54pp 14gp 11sp 10cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 86   173   260   520   1,300

[B]Age:[/B] 21
[B]Height:[/B] 5'7"
[B]Weight:[/B] 121lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] Fair
[sblock=Background]She isn't sure why she was born different. An outcast in her youth, it was perhaps a blessing that her parents did not live long enough to see their daughter become a freak who was hunted and chased from their village. Wandering the land and defending herself with the blade created by her mind, the girl has learned to hide the source of her powers by mouthing a few memorized words of arcane sounding gibberish before manifesting her blade. Claiming it as a familial spell handed down before her parents death, she uses it with no living being that can speak against the source of her power. So the pretender survives in a world that fears and hates powers beyond the arcane.[/sblock]
 
Last edited:

Nazhakandrias:
It depends if anyone else wants to join. If there isn't annother backup healer, and it seems there won't be, I'll either give you a wand of cure light wounds at no cost (It's only 750 gp) or add a DMPC to fill the holes in the party nobody else wants to.

Phoenix8008:
This works.
 
Last edited:

A Crazy Fool said:
PhoenixAsh:

This is good. I think you're probably set concept-wise. I handle reputation without any mechanics, but I will take note of the affect. The boots of stomping may worry people with detect psionics, I would assume she picked them up off a fallen enemy.

Great! I figured the boots would be a bit of an attention getter, that's fine. Should make for interesting interaction. I presumed they were recovered from a fallen foe as well.
 

I figure with Hedowin's background of being a bookworm, that he has probably run into Felix many times at the University's library, as they both have many skill ranks invested heavily into the various knowledge skills. They may even have regular discussions/debates over various issues, with Hedowin usually coming out ahead on issues of arcane matters and spellcraft, while Felix usually wins arguments over religion and natural phenomenon. Planar discussions usually end up in a draw.

I envision that Hedowin is currently studying with his master in Greyport, but looking to set out on his own a bit, to help discover exactly what this change in him is. He is beginning to suspect that his master is looking at him more as a trophy than an apprentice, and is resentful. He is not some freak in a dog and pony show.

I see him as morally gray -- he is not a devout do-gooder, but is not a heartless villian either. He is more interested in the pursuit of magical study at this time, and doesn't exactly have a strict code of ethics on how it is achieved -- the ends justify the means...
 

I think that Hedowin and Felix would get along fairly well! In terms of ethics, Hedowin might disagree with Felix's motives and methods at times, and he might actually keep Felix in check occasionally. Knowing each other from the library seems like a good idea, and I look forward to roleplaying a debate or two with Hedowin!

And that "ends justify the means" thing will work well. Anybody that has an issue with summoning Devils won't get along too well with Felix. Yep, I think that they'll get along fine. It's good to know that at least one person in the party will get along fairly well with Felix, I was wondering if I might end up as the "we hate him, but we need him" kind of character. Which is fun and all, but knowing that you wouldn't necessarily be picked first by EVERYBODY for some sort of demented sacrifice to please the Blood God can be nice, too. :p
 

Just to clarify, this is who has provided stats and background enough to be considered so far. I expect to start soon:
PhoenixAsh
Phoenix8008
Isida Kep'Tukari

People I'm still waiting on:
kinem
S@squ@tch
 

ACF, I understand about that hat - I think it's a bit overpowered in general, but I had to ask :)

[sblock=Herb Vintner]Herb Vintner, male human rogue 3, CN

Herb is a thief and con man. He's not native to Greyport, having fled there after getting into a little 'misunderstanding' with the law in his home town of Cotton. He's worked as a bartender, a juggler, a member of the city watch, a scribe, and even as a school teacher. He likes the thrill of 'the game' as well as making money 'the easy way' even if 'the honest way' might seem easier.

He does not favor open armed robbery, but rather use of stealth or deception so that the victim does not know who robbed him. He also prefers to rob from those who he rationalizes to be less deserving than he is.

He realizes the power of magic and has studied some of the theories about it, and has resolved to become a wizard. (Would advance as a wizard, going for arcane trickster.)

He is about 5’9” tall, with brown hair and brown eyes, and 25 years old. His looks generally don’t stand out, which helps him disguise himself when he wants to.[/sblock]

[sblock=stats]Str 12 (4) (+1)
Dex 15 (8) (+2)
Con 12 (4) (+1)
Int 16 (10) (+3)
Wis 10 (2) (+0)
Cha 12 (4) (+1)

HD 3d6+3, hp 17; saves Fort +2, Reflex +5, Will +1; move 30’; init +6
Unarmored: AC 12, touch 12, ff 10
Armored for battle: AC 17 (+2 dex, +4 armor, +1 shield), touch 12, ff 14

Attacks:
Sap +4 melee (1d6+1 nonlethal) (always carried)

Shortbow +5 ranged (1d6+1, range inc 70) or +3/+3 w/rapid shot; +1 att/dam within 30’
Morningstar +4 melee (1d8+1)

Class abilities:
Sneak attack +2d6, evasion, trapfinding, trap sense +1

Feats: Improved Initiative, Point Blank Shot, Rapid Shot
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills (12 x 6 pts) (ranks/total): (* = -1 ACP when wearing chain shirt)
Appraise 0/3 (+2 magnifier, +2 scale), bluff 6/7, decipher script 3/6, diplomacy 6/7, disable device 6/9, disguise 6/7 (9 w/kit, +2 to act in character), escape artist* 6/8, gather information 6/7, hide* 6/8, move silently* 6/8, open lock 6/10, perform 3/4, search 6/9 (14 w/googles), sleight of hand* 6/10, spot 0/0, listen 0/0, use rope 0/2, climb* 0/1 (3 w/kit), swim** 0/1

Carrying capacity (lt/med/max): 43/86/130 lbs

5400 gp value (max 1350/item)
Equipment:
Goggles of minute seeing (+5 search vs. traps, etc.) 1250 *
Boots of landing (psionic) 1000 1 lb.*
Potion of invisibility (x2) 600 *
MW composite (+1 strength) shortbow 450 2 lb
Arrows (40) 2 6 lb
MW sap 301 2 lb*
MW morningstar 308 6 lb
MW chain shirt 250 25 lb
MW studded leather 175 20 lb
MW buckler 165 5 lb
MW thieves’ tools 100 2 lb*
Disguise kit 50 8 lb
Climber’s kit 80 5 lb
MW manacles w/good lock 130 3 lb*
Lantern, bull’s-eye 12 3 lb
Oil, 10 pints 1 10 lb
Spellbook, wizard’s (blank) 15 3 lb
Scale, merchant’s 2 1 lb
Magnifying glass 100 -*
Antitoxin, 2 vials 100 -*
Paper (10 sheets) & ink 12 -
Rope, 50’ silk 10 5 lb
Backpack 2 2 lb
Mirror, small steel 10 0.5 lb*
Tanglefoot bag 50 4 lb
Caltrops, 5 bags 5 10 lb
Outfits: scholar, entertainer,
courtier’s (w/jewelry), traveler 89 6,4,6,5 lb

Total 5094
115 gp, 16* gp 5400
* = typically carried when strolling around the city[/sblock]
 
Last edited:

A Crazy Fool - I will hopefully finish up my character sometime tomorrow morning when I get off work (I work a 12-hour night shift). As for a taboo that will come into play... well, considering how long gnomes live, maybe her hair's longer than she is tall by now! She could be walking around under a burden of hair as massive as any backpack... Heh. Or how about not allowed to drink alcohol? Or cannot sit facing north? Or something?
 

Pets & Sidekicks

Remove ads

Top