Kreig Ironhand |
DM - Okay, I think I've got it now. Looks like I needed to clean up the way I had the point buy broken down, plus when I cut and pasted from hero lab I'd brought along Acrobatics (an untrained skill). Here's the updated list of skills and their purchases by level, then totaled. Should be 11 pts per level (8+int mod + 1 Favored Class Rogue):
1st Level Skills Breakdown (11pts = 8+IntMod (2) +1 Favored Class):
Appraise 1 (1/11)
Bluff 1 (2/11)
Climb 1 (3/11)
Disable Device 1 (4/11) Favored Class
Escape Artist (5/11)
Knowledge (Dungeoneering) 1 (6/11)
Perception 1 (7/11)
Profession (Merchant) 1 (8/11)
Sense Motive 1 (9/11)
Sleight of Hand 1 (10/11)
Stealth 1 (11/11)
2nd Level Skills Breakdown (11pts = 8+IntMod (2) +1 Favored Class):
Bluff 1 (1/11)
Climb 1 (2/11)
Disable Device 1(3/11) Favored Class
Escape Artist 1 (4/11)
Knowledge (Dungeoneering) 1 (5/11)
Knowledge (Local - Moru Country) 1 (6/11)
Perception 1 (7/11)
Sense Motive 1 (8/11)
Sleight of Hand 1 (9/11)
Stealth 1 (10/11)
Swim 1 (11/11)
Total Skills (22pts Spent)
Appraise 1
Bluff 2
Climb 2
Disable Device 2
Escape Artist 2
Knowledge (Dungeoneering) 2
Knoweldge (Local) 1
Perception 2
Profession (Merchant) 1
Sense Motive 2
Sleight of Hand 2
Stealth 2
Swim 1
DM Papa.DRB |
Our healer is no longer able to participate in the PbP.
The current cast of characters is:
Borris (human/male) - Fighter 2 / Paladin 3
Rikar (human/male) - Spell less Ranger 5, and his animal companion Latys
Misha (human/female) - Bard (archeologist) 5
Josef (human/male) - Wizard 4 / Fighter 1 (going EK)
Kreig (dwarf/male) - Rogue 5
and the character to be replaced:
Redona (human/female) - Cleric 5
HERE is the link to the original recruiting post with the details of character creation. It also shows all the campaign tabs (Campaign Info (which has all the "old" maps including the campaign area map), Gameplay, Discussion, Recruitment, etc.).
The character needs to be a healer / divine caster as she keeps the team going. Look at Redona's profile, and you can see what she has for magic items and base your purchases on that, about 7,000 gold. (+1 armor, +1 shield, +1 light crossbow, +1 morningstar).
You will be introduced very shortly as the group has just left the mountain to return four folks that were being held captive to a warlike tribe just north of the mountain they are exploring, and you could be a wandering healer of some sort, or even a member of the tribe that wants to help with the exploration of the mountain.
A cleric, oracle, or shaman (from the Advanced Class Guide) would be good choices, ie. a full caster.
I would like to have a candidate ready to go by Wednesday or Thursday of this week (April 23rd or 24th)
Please post your character in this thread, thank you.
-- david
DM Papa.DRB |
FYI, currently the group is a very heavy melee party.
Paladin & Ranger deal out a bloody lot of up close and personal damage. The Fighter/Wizard/EK, and the Bard do not do as much, but can dish it out also up close. Rogue and Cleric did mostly ranged, or the Cleric cast spells.
What that means is that I am looking for more of a spell caster type cleric that does not have to be a primary or even secondary melee damage dealer.
@Jax, interesting concept but see above comments.
@Kita, interesting concept but also see above comments.
@Allistara, no go on the crocodile. This mountain has a lot of "dungeon" in it, and a crocodile would be seriously out of place.
Oh, and even though I only said no gunslingers, what I meant is no guns at all.
-- david
Kita Misun |
I will add a writing sample soon.
Please let me know if anything in the general stats needs fixing.
I am in -7 GMT, by the way.
Natasha Alder
Human Oracle 3/Paladin(hospitaler) 2
LG Medium Humanoid (Human)
Deity:Erastil
Init +3; Senses Perception -1
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor)
hp: 59 (2d10+3d8+10+5)
Fort +9, Ref +8, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +7 Corrosive Composite Longbow (1d8+1d6) crit x3
Ranged +7 Javelin (1d6)
Melee +4 Sickle (1d6)
Oracle (Life) Spells Known (CL 3):
1 (6/day)
Detect Undead,Cure Light Wounds, Burning Disarm, Obscuring Mist
0 (unlimited)
Create Water, Stabilize, Light, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 10, Wis 8, Cha 18
Base Atk +4; CMB +4; CMD 13
Feats: Toughness, Selective Channeling, Point Blank Shot, Precise Shot
Traits: Blessed Touch,Collector (+2 Spellcraft)
Skills: Diplomacy +10, Heal +6 ,Knowledge(History) +6, Knowledge(planes) +6, Knowledge(religion) +6, Spellcraft +9
Languages Common
--------------------
Equipment
--------------------
-Mithral Shirt
-Corrosive Composite Longbow
-Sickle
-collection of "interesting" bird feathers and egg shells
-Wand of Cure Light Wounds (50 charges)
-Boots of the Cat
-Backpack
-50ft of silk rope
-Efficient Quiver (60 arrows, 10 javelins, 1 corrosive composite longbow(already listed))
--------------------
Special Abilities
--------------------
Oracle Mystery: Life
Oracle's Curses:Deafness
Smite Evil (1/day)
Aura of Good
Detect Evil
Lay on Hands (5/day 1d6)
Divine Grace (+4 all saves)
Life Link (3 links)
Channel Positive Energy (5/day 2d6)
*Terra |
I have this oracle that was in another game that died but will need to adjust (currently level 6) (probably drop the fighter level) might pick up fighter or brawler later but not really definite, depends of game development.
concept is inspired by Avatar the last air bender series.
the base stuff is in the profile I may need a new or modified back story.
Gavmania |
I'm looking at a caster oracle with The Arcane Bloodline (via Eldritch Heritage Feat).
Primary Focus would be on casting spells, but if necessary can use revelations to get into Flanking positions and trip.
Race would probably be Elf or Half Elf, depending on Feat requirements (though I am now considering a Shoanti background, so might end up human).
In terms of Arcane Bond, if I can squeeze in Improved Familiar, would you allow me to have a Silvanshee? (I am planning on Chaotic Good).
sarpadian |
Male sylph cleric of Desna 5
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 49 (5d8+9); Fort +6; Ref +5; Will +8; Resist electricity 5;
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee +1 starknife +6 (1d4+3/x3) or mwk starknife +6 (1d4+2/x3) or dagger +5 (1d4+2/19-20)
Ranged +1 starknife +7 (1d4+3/x3), mwk starknife +7 (1d4+2/x3), or dagger +6 (1d4+2/19-20)
Special Attacks channel positive energy (DC 12, 3d6)
Racial Spell-Like Abilities (CL 5th; concentration +5)
1/day—feather fall
Cleric Spells Prepared (CL 5th; concentration +8)
3rd—dispel magic, flyD, prayer
2nd—remove paralysisD, returning weapon, silence (Will DC 15), spiritual weapon
1st—bless, divine favor, longstriderD, shield of faith (2)
0—create water, detect magic, mending, read magic
Domains Liberation, Travel
STATISTICS
Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Double Slice, Quick Draw, Two-Weapon Fighting
Traits Beacon of Faith; Strong Arm, Supple Wrist
Skills Fly +4, Heal +7, Knowledge (religion) +4, Perception +5, Sense Motive +7, Spellcraft +8
Languages Auran, Common
SQ agile feet 6/day, aura, breeze-kissed, liberation 5/day
Combat Gear alchemist’s fire (5), scroll of channel vigor, scrolls of lesser restoration (2), wand of comprehend languages (50 charges); Other Gear backpack, bedroll, belt pouch, +1 breastplate, candles (10), cheap holy text, cloak of resistance +1, daggers (5), flint and steel, iron pot, mess kit, rope, soap, spell component pouch, +1 starknife, mwk starknife (2), torches (10), trail rations (5 days), waterskin, wooden holy symbol, 302 gp
SPECIAL ABILITIES
Agile Feet (Su)
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Breeze-Kissed (Su)
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or
not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
Liberation (Su)
You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement . This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
I have put the required information that was already in the stat block in bold. As for the rest, Eynun is a member of the Silver Crusade. His primary function in combat is to buff the party, and his spells can always be turned into healing as needed.
I have heard that the team you sent to Moru Country is in need of a healer. Well, I cannot let my feet put down roots here, for the Lady of Dreams bids me continue to spread tidings of freedom where I have opportunity. Moru is as good a destination as any, I suppose. I've never heard of gods breeding with dragons, but new sights are part and parcel of honoring Desna's name. To this end, I offer my magical skill (both healing and helping my comrades ahead of time so that they don't need healing), my wide traveling experience, and the starknives Desna has used to bless me in her service. May the winds always be at your back, Venture-Captain."
DM Papa.DRB |
It's the FAQ announcement that SLA abilities from certain races count as pre-requisites for prestige classes like mystic theurge, and that they've been intended that way since the beginning. I understand if you don't want to go that route, however.
My home guys and I play simpler characters, and none of us are system/rules masters. The most complicated character in my home game now is a catfolk oracle (life). The others are dwarf bard (archeologist), human fighter and human sorcerer.
That said, the rule is fine, and the character is fine. Put up a background and reason for being at this location.
-- david
ps. @All - There look to be several good choices. I'll let you all know tomorrow or Thursday and thank you all for your submissions.
Gavmania |
How do you become a MT at 5th level with only 1 level of Sorcerer?-- david
With the right build, you can actually become MT at 3rd level.
The only problem I can see is that we will end up with cookie-cutter MT's (same sub-race, same alternate race abilities), but MT's will remain rare enough that I don't think it'll matter.
My crunch is complete, and I have the background in my head, so I just gotta write it up. Character name is Nefin, and he is a member of the Griffon tribe. Will be posting details shortly.
Kita Misun |
White
Through the trees Natasha caught a flicker of movement. I was different than the swaying of the branches in the gentle wind that had forced her to turn her head.
It couldn't be...
But as she crept closer a familiar sent finally managed to be detected over the heavy smell of the pine. Deer, and not just any any deer. The White Stag, the very same that had guided a poor lost girl to a strange town all those years ago. The stag that had proven to the clergy that she was destined to be an oracle of Erastil.
She could see him and he could see her. No doubt was left in her heart, only one stag has antlers like that and only one has vines growing on his body. She put away her bow and stood, walking towards the creature, palm out stretched. His nostrils flared before he bounded off, stopping at the top of a rise to glance back at her. Natasha sighed, no chance she was getting a ride this time, she was plenty old enough now to walk on her own two feet and that damn deer knew it too.
She lost track of time but easily hours had pasted chasing her guide through the undergrowth, over rockfalls, and finally following that smug stag up a cliff. The large, antlered head motioned down and north of where he was standing, and with a slight bow of his head, the White Stag disappeared back into the forest.
Well lets take a look here, must be something important if Erastil sent him to bring me here.
She looks down, and sees a small encampment. She kept looking, knowing that her god is not know for sending his devout on wild stag chases for pure amusement, there has to be something. She lays there watching the bustle of the people in and around the area, as the sun starts to descend, she sees it. Four adventures, bound, are being lead into the camp. Now she just needs to figure out what she is supposed to do with them