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Rivers Run Red


Grim_

Should Kingmaker continue?  

12 members have voted

  1. 1. Well, should it?

    • Yes
    • No
    • [s]moderate[/s] undecided/ doesn't matter
    • Muffins!@!!!!!!!!1one
  2. 2. If no, then what system should be used?

    • Pathfinder, again
    • Dresden Files rpg
    • Shadow run
    • Legend of the Five rings
    • FATAL


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I'm kinda lost in terms of character races. Do you have a list hidden away somewhere of character races, Wyvern?

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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I think Wyvren is taking them from 3.5, but here are some monster races. (don't take Drow noble because they're really overpowered and don't seem to have LA)

 

http://www.d20pfsrd.com/bestiary/rules-for-monsters/monsters-as-pcs

 

Also, isn't the base speed of a medium humanoid creature supposed to be 30 feet?

 

----

 

And Nex: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ripsaw-glaive

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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I think Wyvren is taking them from 3.5, but here are some monster races. (don't take Drow noble because they're really overpowered and don't seem to have LA)

 

http://www.d20pfsrd.com/bestiary/rules-for-monsters/monsters-as-pcs

 

Also, isn't the base speed of a medium humanoid creature supposed to be 30 feet?

 

----

 

And Nex: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ripsaw-glaive

Oreads are rock people. They are in the Beastiary 2 and don't have Level Adjustment.

 

Fair warning to all though, if the [cabbage] hits the fan in this one I'm switching systems to either one of fivethings:

 

Danse Macabre (You are a peasant. If anything supernatural comes at you, RUN. LIKE. HELL.)

 

Double up on RT sessions

 

Fantasy craft (basically D&D but far more customizable)

 

FATE based game (either dresden files or spirit of the century)

 

Burning sands (Legend of the Five rings but in the fantasy middle east).

 

 

EDIT: Oh and retech I would have given them a +4. Happy now?

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If you take a monster PC, can you take reasonable monster feats?

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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If you take a monster PC, can you take reasonable monster feats?

I'd say no. Unless you can point me to the RAW that contradicts me, unless you want me to start giving bandits and such heroic level stats of course.

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I was just going to take Improved Natural Attack for a Changeling, to bring the claw attacks up to 1d6. I like the thought of a natural-attacking combatant, was gonna be my focus. That and maybe spears and such.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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http://www.giantitp.com/forums/showthread.php?p=10825776#post10825776

 

RAW: Most of the following feats apply specifically to monsters, although some player characters might qualify for them (particularly Craft Construct).

 

Imo most monstrous feats aren't very flavorful or interesting.

 

----

 

However, interesting thing. By RAW, I think that monks can take improved natural attack for their fists, since the fists are treated as both manufactured weapons and natural weapons.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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I might go with Ranger and take Natural Weapon Style...

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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I think Wyvren is taking them from 3.5, but here are some monster races. (don't take Drow noble because they're really overpowered and don't seem to have LA)

 

http://www.d20pfsrd.com/bestiary/rules-for-monsters/monsters-as-pcs

 

Also, isn't the base speed of a medium humanoid creature supposed to be 30 feet?

 

----

 

And Nex: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ripsaw-glaive

 

I am taking the characters from the Pathfinder Core books, using the Alternative Races side bar which classifies them as roughly balanced (similar in their abilities to the main races) as opposed to the level adjustment races (Level adjustment are dependant upon the DM, though there are some specifically given a 1 level adjustment in the sidebar)

 

Yes, generally Medium creatures have 30ft speed, but if you actually looked at the bestiary entry page for Oreads they list them as 20ft speed with only leather armor in the stat block,(most of the SRD wiki is direct Copy and pasted content)

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Ah right, I see them.

 

Do you have pathfinder books/PDFs or are you just looking from 3.5?

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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Okay, so I'll play a Natural Attack Style Changeling Ranger. I actually very much like this character, just feels right.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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Very cool looking character concept. :thumbup:

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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Both wyvern and I have the pathfinder books (I have the core as well as some of the supplements (ie tome of secrets)). I would prefer to stick to races that can be justified in the river kingdoms area though (dwarfs yes, humans yes, elves yes, drow not so much, same for area specific races) though the onus would be on you to create a backstory that works.

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I dunno much about the River Kingdoms, but is my backstory justified? The concept (not the mechanics, but the fluff) doesn't really work without being a Kobold. Well I suppose as the area for "exile", a kobold could kinda be taken as one.

 

Also, according to the playground (http://www.giantitp.com/forums/showthread.php?p=10825955#post10825955), monster feats are allowed to standard races. There is also a response from 3.5 that explicitly stated Improved Natural Attack could be taken by a PC.

 

----

 

I just read about the river freedoms: http://pathfinder.wikia.com/wiki/River_Freedoms

 

To prevent party conflict, we should probaly specify that in-fighting and taking what you want by force is NOT acceptable.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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I dunno much about the River Kingdoms, but is my backstory justified? The concept (not the mechanics, but the fluff) doesn't really work without being a Kobold. Well I suppose as the area for "exile", a kobold could kinda be taken as one.

 

Also, according to the playground (http://www.giantitp.com/forums/showthread.php?p=10825955#post10825955), monster feats are allowed to standard races. There is also a response from 3.5 that explicitly stated Improved Natural Attack could be taken by a PC.

http://www.d20pfsrd.com/feats/monster-feats

 

Certain changes have been made in pathfinder as you well know.

 

EDIT: To quote the River Kingdoms players guide "You have what you hold" This means that banditry is not a crime but failing is.

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http://www.giantitp.com/forums/showthread.php?p=10825776#post10825776

 

RAW: Most of the following feats apply specifically to monsters, although some player characters might qualify for them (particularly Craft Construct).

 

Imo most monstrous feats aren't very flavorful or interesting.

 

----

 

However, interesting thing. By RAW, I think that monks can take improved natural attack for their fists, since the fists are treated as both manufactured weapons and natural weapons.

 

Are you asking about Pathfinder Bestiary Feats or are you asking about D&D 3.X feats with the Monstrous descriptor?

The Bestiary Feats are fully valid for PCs to take in terms of the Official rules, its just that generally PCs do not qualify for taking them and they are not really intended for players to use.

The Monstrous Descriptor is an additional pre requisite that in order to qualify for the feat something must have a monstrous form, or any form of monstrous ability.

Essentially it would be common courtesy to Just ask the DM about a particular feat as they are not intended for standard play, and things with the Monstrous Descriptors tend to extremely powerful feats with rather hard to meet the minimum requirements without working around the rules.

 

Ah right, I see them.

 

Do you have pathfinder books/PDFs or are you just looking from 3.5?

 

I have the Core Pathfinder books which is what I use for pathfinder, as I do not wish to introduce the complexity of porting over old races which would tend to be underpowered except for maybe one, unless they were to have D&D level adjustment which would further complicate things

 

Edit, Also the old D&D 3.5 rules FAQs specifically state:

Can a monk take Improved Natural Attack (MM 304)

to improve his unarmed strike?

Yes. As stated on page 41 of the PH, a monk’s unarmed

strike “is treated as both a manufactured weapon and a natural

weapon for the purpose of spells and effects that enhance or

improve either” which includes feats such as Improved Natural

Attack.

Barring multiclassing, the earliest a monk could take this

feat would be at 6th level (due to the base attack bonus

prerequisite), at which point her unarmed strike damage would

improve from 1d8 to 2d6 (which represents an average increase

of +2.5 points of damage). The same monk at 20th level would

deal 4d8 points of damage with her unarmed strike.

Edited by wyvren2000

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Does Two-Weapon Fighting decrease multiple natural attack penalties, or does only Multiattack do that? Also, character is looking badass thus far.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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Kalen

Male Half-Orc Paladin 4 | [Lawful Good]

DESCRIPTION

Age 17

Looks Bald hair, Brown eyes

Height/Weight 6ft 1 tall, 200lbs. (Medium)

Homeland ____________________

Deity Torag

Campaign Pathfinder

Representing Icuownage

STRENGTH

22 (+6)

HIT POINTS

HP 45

Current HP

 

DEXTERITY

8 (-1)

CONSTITUTION

14 (+2)

INTELLIGENCE

10 (+0)

WISDOM

12 (+1)

CHARISMA

14 (+2)

 

Initiative +1 = -1 [Dex] +2 [Reactionary]

Action Points (Lifetime) 8

SKILLS

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* -1 = DEX -1+0+0

Appraise +0 = INT 0+0+0

Bluff +2 = CHA 2+0+0

Climb* +5 = STR 5+0+0

Craft +0 = INT 0+0+0

Craft +0 = INT 0+0+0

Craft +0 = INT 0+0+0

Diplomacy +2 = CHA 2+0+0

Disable Device*† -1 = DEX -1+0+0

Disguise +2 = CHA 2+0+0

Escape Artist* -1 = DEX -1+0+0

Fly* -1 = DEX -1+0+0

Handle Animal† +2 = CHA 2+0+0

Heal +8 = WIS 1+4+3

Intimidate +16 = CHA 2+4+3+2 [half-orc]+5 [intimidating Prowess]

K (Arcana)† +0 = INT 0+0+0

K (Dungeoneering)† +0 = INT 0+0+0

K (Engineering)† +0 = INT 0+0+0

K (Geography)† +0 = INT 0+0+0

K (History)† +0 = INT 0+0+0

K (Local)† +0 = INT 0+0+0

K (Nature)† +0 = INT 0+0+0

K (Nobility)† +0 = INT 0+0+0

K (Planes)† +0 = INT 0+0+0

K (Religion)† +0 = INT 0+0+0

Linguistics† +0 = INT 0+0+0

Perception +1 = WIS 1+0+0

Perform +2 = CHA 2+0+0

Perform +2 = CHA 2+0+0

Profession† +1 = WIS 1+0+0

Profession† +1 = WIS 1+0+0

Ride -1 = DEX -1+0+0

Sense Motive +1 = WIS 1+0+0

Sleight of Hand*† -1 = DEX -1+0+0

Spellcraft† +0 = INT 0+0+0

Stealth* -1 = DEX -1+0+0

Survival +1 = WIS 1+0+0

Swim* +5 = STR 5+0+0

Use Magic Device† +2 = CHA 2+0+0

 

 

* Armor Check Penalty 0

† Trained Only

 

EQUIPMENT

 

 

NOTES

 

Base Speed [ 30 (6 sq.) ]

 

AC [18] = 10 -1 [Dex] +9[stoneplate]

Touch AC [9] Flat-Footed [9]

 

BASE ATTACK BONUS

+4

Basic Melee Attack +9

Basic Ranged Attack +3

 

FORTITUDE SAVE

+6 = 4 [base] +2 [Con]

REFLEX SAVE

+0 = 1 [base] -1 [Dex]

WILL SAVE

+5 = 4 [base] +1 [Wis]

 

CMB

+9 = 4 [bAB] +5 [str] +0

CMD

+18 = 4 [bAB] +5 [str] -1 [Dex] +0 + 10

FEATS

Intimidating Prowess

Power Attack

 

TRAITS

Reactionary

Heirloom Weapon

CARRYING CAPACITY

Light Load: 133lbs.

Medium Load: 266lbs.

Heavy Load: 400lbs.

Lift Over Head: 400lbs.

Lift Off Ground: 800lbs.

Push or Drag: 2,000lbs.

LANGUAGES

Common

Orc

SPECIAL ABILITIES

Half-Orc

Darkvision 60 feet

Intimidating: +2 Intimidate

Orc Blood: Half-orcs count as both humans and orcs for any racial effect.

Orc Ferocity: 1/day, if brought below 0hp but not killed, a half-orc can act normally for one further round before dropping.

Weapon Familiarity: greataxes, falchions. Any weapon with 'orc' in its name is treated as a martial weapon.

Bonus Languages: Abyssal, Draconic, Giant, Gnoll, Goblin

 

Paladin

Channel Positive Energy

Aura of Courage

Divine Health

1 Mercies

Divine Grace

Lay On Hands

Aura of Good

Detect Evil

Smite Evil 2/day

 

 

 

Hit Points 45

+8 [Paladin lvl 1] +2 [Con]

+8 [Paladin lvl 2] +2 [Con]

+8 [Paladin lvl 3] +2 [Con]

+9 [Paladin lvl 4] +2 [Con]

+4 [Favored Class]

 

EXPERIENCE POINTS

0

 

 

 

Backstory

Being brought up in a church devoted to Torag, his father was a human and his mother was an orc. It was an odd love that sparked tension between the paladins of the church. His father had a gloriously powerful warhammer that was rumored to have been blessed by torag to smite the evil (heirloom). Kalen went to visit his orc mother at some point during his teens, there he learned the frightful ways of the orcs and became very intimidating, his strength was mighty. When he returned to the church, he was shocked to find it under attack by some bandits, yada yada, cliché, father was beaten during the fight and Kalen was appointed the hammer by his father's dying words. That's when Torag fully accepted the paladin ways. Since then he has gone around, smiting the evil bandits that killed his father. (Which seems rarther evil)

 

 

Equipment

 

Stoneplate 1800g

Lucerne Hammer (Heirloom) 0g

Holy Symbol (Silver) 25g

Tent(Small) 10G

Waterskin 1g

Potion of Cure Moderate WoundsX 3 900g

Backpack Masterwork 50g

 

 

Total cost: 2786g

 

 

 

Oh yeah btw, my strength is actually 22, due to the Half orc bonus, which the char gen would not let me place.

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

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Kalen

Male Half-Orc Paladin 4 | [Lawful Good]

DESCRIPTION

Age 17

Looks Bald hair, Brown eyes

Height/Weight 6ft 1 tall, 200lbs. (Medium)

Homeland ____________________

Deity Torag

Campaign Pathfinder

Representing Icuownage

STRENGTH

22 (+6)

HIT POINTS

HP 45

Current HP

 

DEXTERITY

8 (-1)

CONSTITUTION

14 (+2)

INTELLIGENCE

10 (+0)

WISDOM

12 (+1)

CHARISMA

14 (+2)

 

Initiative +1 = -1 [Dex] +2 [Reactionary]

Action Points (Lifetime) 8

SKILLS

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* -1 = DEX -1+0+0

Appraise +0 = INT 0+0+0

Bluff +2 = CHA 2+0+0

Climb* +5 = STR 5+0+0

Craft +0 = INT 0+0+0

Craft +0 = INT 0+0+0

Craft +0 = INT 0+0+0

Diplomacy +2 = CHA 2+0+0

Disable Device* -1 = DEX -1+0+0

Disguise +2 = CHA 2+0+0

Escape Artist* -1 = DEX -1+0+0

Fly* -1 = DEX -1+0+0

Handle Animal +2 = CHA 2+0+0

Heal +8 = WIS 1+4+3

Intimidate +16 = CHA 2+4+3+2 [half-orc]+5 [intimidating Prowess]

K (Arcana) +0 = INT 0+0+0

K (Dungeoneering) +0 = INT 0+0+0

K (Engineering) +0 = INT 0+0+0

K (Geography) +0 = INT 0+0+0

K (History) +0 = INT 0+0+0

K (Local) +0 = INT 0+0+0

K (Nature) +0 = INT 0+0+0

K (Nobility) +0 = INT 0+0+0

K (Planes) +0 = INT 0+0+0

K (Religion) +0 = INT 0+0+0

Linguistics +0 = INT 0+0+0

Perception +1 = WIS 1+0+0

Perform +2 = CHA 2+0+0

Perform +2 = CHA 2+0+0

Profession +1 = WIS 1+0+0

Profession +1 = WIS 1+0+0

Ride -1 = DEX -1+0+0

Sense Motive +1 = WIS 1+0+0

Sleight of Hand* -1 = DEX -1+0+0

Spellcraft +0 = INT 0+0+0

Stealth* -1 = DEX -1+0+0

Survival +1 = WIS 1+0+0

Swim* +5 = STR 5+0+0

Use Magic Device +2 = CHA 2+0+0

 

 

* Armor Check Penalty 0

Trained Only

 

EQUIPMENT

 

 

NOTES

 

Base Speed [ 30 (6 sq.) ]

 

AC [18] = 10 -1 [Dex] +9[stoneplate]

Touch AC [9] Flat-Footed [9]

 

BASE ATTACK BONUS

+4

Basic Melee Attack +9

Basic Ranged Attack +3

 

FORTITUDE SAVE

+6 = 4 [base] +2 [Con]

REFLEX SAVE

+0 = 1 [base] -1 [Dex]

WILL SAVE

+5 = 4 [base] +1 [Wis]

 

CMB

+9 = 4 [bAB] +5 [str] +0

CMD

+18 = 4 [bAB] +5 [str] -1 [Dex] +0 + 10

FEATS

Intimidating Prowess

Power Attack

 

TRAITS

Reactionary

Heirloom Weapon

CARRYING CAPACITY

Light Load: 133lbs.

Medium Load: 266lbs.

Heavy Load: 400lbs.

Lift Over Head: 400lbs.

Lift Off Ground: 800lbs.

Push or Drag: 2,000lbs.

LANGUAGES

Common

Orc

SPECIAL ABILITIES

Half-Orc

Darkvision 60 feet

Intimidating: +2 Intimidate

Orc Blood: Half-orcs count as both humans and orcs for any racial effect.

Orc Ferocity: 1/day, if brought below 0hp but not killed, a half-orc can act normally for one further round before dropping.

Weapon Familiarity: greataxes, falchions. Any weapon with 'orc' in its name is treated as a martial weapon.

Bonus Languages: Abyssal, Draconic, Giant, Gnoll, Goblin

 

Paladin

Channel Positive Energy

Aura of Courage

Divine Health

1 Mercies

Divine Grace

Lay On Hands

Aura of Good

Detect Evil

Smite Evil 2/day

 

 

 

Hit Points 45

+8 [Paladin lvl 1] +2 [Con]

+8 [Paladin lvl 2] +2 [Con]

+8 [Paladin lvl 3] +2 [Con]

+9 [Paladin lvl 4] +2 [Con]

+4 [Favored Class]

 

EXPERIENCE POINTS

0

 

 

 

Backstory

Being brought up in a church devoted to Torag, his father was a human and his mother was an orc. It was an odd love that sparked tension between the paladins of the church. His father had a gloriously powerful warhammer that was rumored to have been blessed by torag to smite the evil (heirloom). Kalen went to visit his orc mother at some point during his teens, there he learned the frightful ways of the orcs and became very intimidating, his strength was mighty. When he returned to the church, he was shocked to find it under attack by some bandits, yada yada, cliché, father was beaten during the fight and Kalen was appointed the hammer by his father's dying words. That's when Torag fully accepted the paladin ways. Since then he has gone around, smiting the evil bandits that killed his father. (Which seems rarther evil)

 

 

Equipment

 

Stoneplate 1800g

Lucerne Hammer (Heirloom) 0g

Holy Symbol (Silver) 25g

Tent(Small) 10G

Waterskin 1g

Potion of Cure Moderate WoundsX 3 900g

Backpack Masterwork 50g

 

 

Total cost: 2786g

 

 

 

Oh yeah btw, my strength is actually 22, due to the Half orc bonus, which the char gen would not let me place.

 

 

You need to re do your hitpoints at the very least, you have d8 hit dice (so you need do roll 1d8 for each class level after first). I'd add in the strength score as well seeing as how it might be important.

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Kalen

Male Half-Orc Paladin 4 | [Lawful Good]

DESCRIPTION

Age 17

Looks Bald hair, Brown eyes

Height/Weight 6ft 1 tall, 200lbs. (Medium)

Homeland ____________________

Deity Torag

Campaign Pathfinder

Representing Icuownage

STRENGTH

22 (+6)

HIT POINTS

HP 45

Current HP

 

DEXTERITY

8 (-1)

CONSTITUTION

14 (+2)

INTELLIGENCE

10 (+0)

WISDOM

12 (+1)

CHARISMA

14 (+2)

 

Initiative +1 = -1 [Dex] +2 [Reactionary]

Action Points (Lifetime) 8

SKILLS

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* -1 = DEX -1+0+0

Appraise +0 = INT 0+0+0

Bluff +2 = CHA 2+0+0

Climb* +5 = STR 5+0+0

Craft +0 = INT 0+0+0

Craft +0 = INT 0+0+0

Craft +0 = INT 0+0+0

Diplomacy +2 = CHA 2+0+0

Disable Device* -1 = DEX -1+0+0

Disguise +2 = CHA 2+0+0

Escape Artist* -1 = DEX -1+0+0

Fly* -1 = DEX -1+0+0

Handle Animal +2 = CHA 2+0+0

Heal +8 = WIS 1+4+3

Intimidate +16 = CHA 2+4+3+2 [half-orc]+5 [intimidating Prowess]

K (Arcana) +0 = INT 0+0+0

K (Dungeoneering) +0 = INT 0+0+0

K (Engineering) +0 = INT 0+0+0

K (Geography) +0 = INT 0+0+0

K (History) +0 = INT 0+0+0

K (Local) +0 = INT 0+0+0

K (Nature) +0 = INT 0+0+0

K (Nobility) +0 = INT 0+0+0

K (Planes) +0 = INT 0+0+0

K (Religion) +0 = INT 0+0+0

Linguistics +0 = INT 0+0+0

Perception +1 = WIS 1+0+0

Perform +2 = CHA 2+0+0

Perform +2 = CHA 2+0+0

Profession +1 = WIS 1+0+0

Profession +1 = WIS 1+0+0

Ride -1 = DEX -1+0+0

Sense Motive +1 = WIS 1+0+0

Sleight of Hand* -1 = DEX -1+0+0

Spellcraft +0 = INT 0+0+0

Stealth* -1 = DEX -1+0+0

Survival +1 = WIS 1+0+0

Swim* +5 = STR 5+0+0

Use Magic Device +2 = CHA 2+0+0

 

 

* Armor Check Penalty 0

Trained Only

 

EQUIPMENT

 

 

NOTES

 

Base Speed [ 30 (6 sq.) ]

 

AC [18] = 10 -1 [Dex] +9[stoneplate]

Touch AC [9] Flat-Footed [9]

 

BASE ATTACK BONUS

+4

Basic Melee Attack +9

Basic Ranged Attack +3

 

FORTITUDE SAVE

+6 = 4 [base] +2 [Con]

REFLEX SAVE

+0 = 1 [base] -1 [Dex]

WILL SAVE

+5 = 4 [base] +1 [Wis]

 

CMB

+9 = 4 [bAB] +5 [str] +0

CMD

+18 = 4 [bAB] +5 [str] -1 [Dex] +0 + 10

FEATS

Intimidating Prowess

Power Attack

 

TRAITS

Reactionary

Heirloom Weapon

CARRYING CAPACITY

Light Load: 133lbs.

Medium Load: 266lbs.

Heavy Load: 400lbs.

Lift Over Head: 400lbs.

Lift Off Ground: 800lbs.

Push or Drag: 2,000lbs.

LANGUAGES

Common

Orc

SPECIAL ABILITIES

Half-Orc

Darkvision 60 feet

Intimidating: +2 Intimidate

Orc Blood: Half-orcs count as both humans and orcs for any racial effect.

Orc Ferocity: 1/day, if brought below 0hp but not killed, a half-orc can act normally for one further round before dropping.

Weapon Familiarity: greataxes, falchions. Any weapon with 'orc' in its name is treated as a martial weapon.

Bonus Languages: Abyssal, Draconic, Giant, Gnoll, Goblin

 

Paladin

Channel Positive Energy

Aura of Courage

Divine Health

1 Mercies

Divine Grace

Lay On Hands

Aura of Good

Detect Evil

Smite Evil 2/day

 

 

 

Hit Points 45

+8 [Paladin lvl 1] +2 [Con]

+8 [Paladin lvl 2] +2 [Con]

+8 [Paladin lvl 3] +2 [Con]

+9 [Paladin lvl 4] +2 [Con]

+4 [Favored Class]

 

EXPERIENCE POINTS

0

 

 

 

Backstory

Being brought up in a church devoted to Torag, his father was a human and his mother was an orc. It was an odd love that sparked tension between the paladins of the church. His father had a gloriously powerful warhammer that was rumored to have been blessed by torag to smite the evil (heirloom). Kalen went to visit his orc mother at some point during his teens, there he learned the frightful ways of the orcs and became very intimidating, his strength was mighty. When he returned to the church, he was shocked to find it under attack by some bandits, yada yada, cliché, father was beaten during the fight and Kalen was appointed the hammer by his father's dying words. That's when Torag fully accepted the paladin ways. Since then he has gone around, smiting the evil bandits that killed his father. (Which seems rarther evil)

 

 

Equipment

 

Stoneplate 1800g

Lucerne Hammer (Heirloom) 0g

Holy Symbol (Silver) 25g

Tent(Small) 10G

Waterskin 1g

Potion of Cure Moderate WoundsX 3 900g

Backpack Masterwork 50g

 

 

Total cost: 2786g

 

 

 

Oh yeah btw, my strength is actually 22, due to the Half orc bonus, which the char gen would not let me place.

 

 

You need to re do your hitpoints at the very least, you have d8 hit dice (so you need do roll 1d8 for each class level after first). I'd add in the strength score as well seeing as how it might be important.

He included the Strength Score, its just above the HP due to the quirkiness of that character sheet

Luna_pirate_signature.png

Thanks to DrCue at DeviantArt for the signature source

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It says paladins have a hit die of 10 :S?

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

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Updated equipment

 

 

Stoneplate 1800g 75lbs

Lucerne Hammer (Heirloom) 15g 12Lbs

Holy Symbol (Silver) 25g

Tent(Small) 10G

Potion of Cure Moderate WoundsX 3 900g

Backpack Masterwork 50g

20X Chakram 50g 50lbs

Potion of greater weapon + 2 X2 2400gp

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

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[hide=Earth's Character]

 

Earth

Male Oread Name Monk 4 | Lawful good

Age Around 40.

Looks short, squat, and generally calm.

Height/Weight 5' tall (If that isn't feet then sorry, i can never remember which is which.) (Medium)

Homeland (Fill in homeland) (No idea what homelands I can choose from.)

Deity Torag

Campaign Kingmaker

Representing Earth

HP 28

Current HP

 

Strength 22 (+6)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 7 (-2)

Wisdom 16 (+3)

Charisma 5 (-3)

 

Initiative +3 = 3 [Dex]

Action Points (Lifetime) 8

Skills

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* +8 = DEX 3+2+3

Appraise -2 = INT -2+0+0

Bluff -3 = CHA -3+0+0

Climb* +11 = STR 6+2+3

Craft -2 = INT -2+0+0

Craft -2 = INT -2+0+0

Craft -2 = INT -2+0+0

Diplomacy -3 = CHA -3+0+0

Disable Device* +3 = DEX 3+0+0

Disguise -3 = CHA -3+0+0

Escape Artist* +3 = DEX 3+0+0

Fly* +3 = DEX 3+0+0

Handle Animal -3 = CHA -3+0+0

Heal +3 = WIS 3+0+0

Intimidate -3 = CHA -3+0+0

K (Arcana) -2 = INT -2+0+0

K (Dungeoneering) -2 = INT -2+0+0

K (Engineering) -2 = INT -2+0+0

K (Geography) -2 = INT -2+0+0

K (History) -2 = INT -2+0+0

K (Local) -2 = INT -2+0+0

K (Nature) -2 = INT -2+0+0

K (Nobility) -2 = INT -2+0+0

K (Planes) -2 = INT -2+0+0

K (Religion) -2 = INT -2+0+0

Linguistics -2 = INT -2+0+0

Perception +8 = WIS 3+2+3

Perform -3 = CHA -3+0+0

Perform -3 = CHA -3+0+0

Profession +3 = WIS 3+0+0

Profession +3 = WIS 3+0+0

Ride +7 = DEX 3+1+3

Sense Motive +7 = WIS 3+1+3

Sleight of Hand* +3 = DEX 3+0+0

Spellcraft -2 = INT -2+0+0

Stealth* +7 = DEX 3+1+3

Survival +3 = WIS 3+0+0

Swim* +10 = STR 6+1+3

Use Magic Device -3 = CHA -3+0+0

 

 

* Armor Check Penalty 0

Trained Only

 

 

Equipment

 

 

 

Notes

 

Base Speed [ 40 (8 sq.) ] = 30 [base] + 10 [Fast Movement]

 

AC [18] = 10 + 1 [Natural Armor] +3 [Dex] + 3 [Wis] + 1 [Monk AC Bonus]

Touch AC [17] Flat-Footed [15]

 

Base Attack Bonus +3

Basic Melee Attack +8

Basic Ranged Attack +6

 

Fortitude Save +7 = 4 [base] +2 [Con]

Reflex Save +8 = 4 [base] +3 [Dex]

Will Save +8 = 4 [base] +3 [Wis]

 

CMB +10 = 4 [Monk level] +6 [str] +0

CMD +25 = 3 [bAB] +6 [str] +3 [Dex] +0 + 10 +3 [Wis]

 

Feats

Combat Reflexes

Stand still

Deflect Arrows

Scorpion Style

 

Traits

Indomitable Faith

Honored Fist of Society

 

Racial Abilities:

Darkvision 60 feet

Magic Stone 1/day

Acid Resistance 5

Common and Terran (Languages)

 

Carrying Capacity

Light Load: 133lbs.

Medium Load: 266lbs.

Heavy Load: 400lbs.

Lift Over Head: 400lbs.

Lift Off Ground: 800lbs.

Push or Drag: 2,000lbs. Languages

Common

 

 

Monk

Class AC Bonus +1

Ki Pool (magic)

Bastion Stance

Monk AC Bonus +1

Fast Movement

Maneuver Training

Still Mind

Toughness

Flurry of Blows

Stunning Fist

Unarmed Strike

2 Bonus Feats

 

Items:

Belt of Giant's Strength

Bracers of Armor +1

Cloak of Resistance + 1

 

Attacks:

 

(Ki pool = 6 points)

Format: [Attack roll] / [Damage Roll] (Link or extra information)

Regular Attack: [d20+9] / [d8+6] (Standard action)

Stunning Fist: [d20+9] / [d8+6] http://www.d20pfsrd.com/feats/combat-feats/stunning-fist-combat---final (Standard Action)

Flurry of Blows: [d20+8] [d20+8] / [d8+6] [d8+6] (Full attack)

Ki Pool Strike + Flurry: [d20+8] [d20+8] [d20+9] / [d8+6] [d8+6] [d8+6] (Uses 1 ki point)(Full attack)

 

Abilities of ki points: Ki Pool Strike, +4 dodge bonus to AC for one round, increased speed by 20 feet

 

 

 

Experience Points 0

 

[/hide]

FaladorTavern.png

Youtube account: Earthgragonsage; currently uploading not an effing thing.

[hide=Memorable Crossroads Quotes.]

Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.

[/hide]

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