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 Ark's Pathfinder: Wierd Frontiers (Wed.) 
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Joined: Fri Apr 13, 2012 5:51 pm
Posts: 24
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
Pathfinder: Wierd Frontiers Character Sheet:

Character Name: Terfret
Race: Half-Orc , Alignment: NE , Patron Deity: None
Class Levels: Rogue 7 / Assassin 1
Character Level: 6 , XP: 63,000 , Next Level: 75,000 total
Age: 16 yrs., Height: 6 ft. 2 in., Weight: 210 lbs., Male/Female: M
Eyes: Brown , Hair: Black , Skin: Green
Languages: Common, Orc, Abyssal, Draconic, Giant, Goblin

Strength 12 (+1), Dexterity 18 (+4), Constitution 10 (+0)
Intelligence 18 (+4), Wisdom 14 (+2), Charisma 15 (+2)

HP / Maximum: 41 / 41 , Nonlethal: 0 , DR: 0/0 , SR: 0
AC: 18 (+4 Dex, +0 dodge, +0 size, +4 armor, +0 shield, +0 natural, etc.)
Touch AC: 14 , Flat-Footed AC: N/A
Fortitude +2 , Reflex +10 , Will +4 , Initiative +8, Hero Points: 7

Base Attack Bonus: +5
Melee: +6 (+5 BAB, +1 Str, +0 size)
Ranged: +9 (+5 BAB, +4 Dex, +0 size)
Combat Maneuver Bonus: +5 (+0 BAB, +1 Str, +0 size)
Combat Maneuver Defense: 20 (+5 BAB, +1 Str, +4 Dex, +0 size)

Favored Class: Rogue (+0 HP, +7 skill ranks)
Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft.
Type (Subtype): Humanoid (Orc)
Racial Ability Score Adjustments: +2 to one ability score (Int)
Other Racial Qualities: Darkvision, Intimidating (+2 Intimidate), Orc Blood (Both Human and Orc)
Advanced Traits: Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Feats: Sneak attack (+5d6), Trapfinding, Evasion, Weapon Finesse, Death Attack, Poison Use, Trap sense +2, Uncanny Dodge, Fast Stealth, Two Weapon Fighting, Double Slice, Trap Spotter, Deepvision.

Skills:
Acrobatics +14 (7 ranks, +4 ability, +3 class, +0 other, -0 armor)
Appraise +11 (4 ranks, +4 ability, +3 class, +0 other, -0 armor)
Bluff +13 (8 ranks, +2 ability, +3 class, +0 other, -0 armor)
Climb +8 (4 ranks, +1 ability, +3 class, +0 other, -0 armor)
Craft (Trap) +10 (3 ranks, +4 ability, +3 class, +0 other, -0 armor)
Diplomacy +12 (6 ranks, +2 ability, +3 class, +0 other, -0 armor)
Disable Device +17 (8 ranks, +4 ability, +3 class, +2 other, -0 armor)
Disguise +14 (7 ranks, +2 ability, +3 class, +2 other, -0 armor)
Escape Artist +12 (5 ranks, +4 ability, +3 class, +0 other, -0 armor)
Heal +2 (0 ranks, +2 ability, +0 class, +0 other, -0 armor)
Intimidate +14 (7 ranks, +2 ability, +3 class, +2 other, -0 armor)
Knowledge (Dungeoneering) +11 (4 ranks, +4 ability, +3 class, +0 other, -0 armor)
Knowledge (Local) +11 (4 ranks, +4 ability, +3 class, +0 other, -0 armor)
Linguistics +4 (0 ranks, +4 ability, +0 class, +0 other, -0 armor)
Perception +12 (7 ranks, +2 ability, +3 class, +0 other, -0 armor)
Perform (Act) +2 (0 ranks, +2 ability, +0 class, +0 other, -0 armor)
Profession (Courtesan) +6 (1 ranks, +2 ability, +3 class, +0 other, -0 armor)
Ride +0 (0 ranks, +4 ability, +0 class, +0 other, -0 armor)
Sense Motive +10 (5 ranks, +2 ability, +3 class, +0 other, -0 armor)
Slight of Hand +11 (4 ranks, +4 ability, +3 class, +0 other, -0 armor)
Stealth +17 (8 ranks, +4 ability, +3 class, +2 other, -0 armor)
Survival +2 (0 ranks, +2 ability, +0 class, +0 other, -0 armor)
Swim +7 (3 ranks, +1 ability, +3 class, +0 other, -0 armor)
Use Magic Device +2 (0 ranks, +2 ability, +0 class, +0 other, -0 armor)

Platinum Pieces: 153, Gold Pieces: 5 , Silver Pieces: 9 , Copper Pieces: 0
Load: 22 lbs., Light: 43 lbs., Medium: 86 lbs.
Maximum Load: 130 lbs., Push/Pull: 650 lbs.

Gear:
2 x Mortals Bane (Rapier) (10,020 GP each, 4 lbs., Keen and Shocking touch (Incredibly powerful))
2 x Crossbow, hand (35 GP, 4 lbs.)
20 Bolts (2 GP, 2 lbs.)
Mithral Shirt (1,100 GP, 10 lbs., Very light chain shirt)
Backpack (2 GP, 2 lbs.)
Waterskin (1 GP, 4 lbs.)
Bedroll (1 SP, 4 lbs.)
Flint and Steel (1 GP, 0 lbs.)
Theives tools, Masterwork (100 GP, 2 lbs., +2 Disable Device)
Disguise Kit (50 GP, 8 lbs., +2 Disguise)
Black Cloak (50 GP, 1 lbs., +2 Stealth)

Weapon and Armor Proficiencies: All simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. Light armor.

Appearance:
Green Skin
Blue eyes
More human than orc, no overbite, human facial proportions.
Thick Beard
Kempt, Medium length, Parted Brown Hair
Average proportions for a half-orc.
Black Cloak

Background/Personality:
Raised by his half-orc father, who was constantly verbally and physically abusive to him due to his mother dying in childbirth. He was constantly picked on at school due to his lineage. After years and years of tireless torment, one day he snapped, and killed his Dad. The assassins heard about this through their contacts and gave him a challenge; Kill one of his schoolmates to join their brotherhood. Terfret decided to further their challenge, by slaughtering his entire school, with a total kill count of 87 by the end of his massacre. Impressed, the assassins took him in as one of their own, training him for years, until he finally surpassed them in skill. As such he left the Assassins guild, on good standing with them. Now, he moves from town to town, leaving an unnoticeable trail of blood in his wake.


Attacks:
Dual Mortals Banes +5 melee for 1d6+1 damage (15-20/x2 critical (+1d10), reach 5 ft.)
Single Mortals Bane +9 melee for 1d6+1 damage (15-20/x2 critical (+1d10), reach 5 ft.)
Unarmed strike +6 melee for 1d3+1 damage (20/x2 critical, reach 5 ft.)
Dual Hand Crossbows +7 ranged for 1d4 damage (19-20/x2 critical, increment 30 ft.)
Single Hand Crossbow +9 ranged for 1d4 damage (19-20/x2 critical, increment 30 ft.)


Sun Apr 29, 2012 5:10 am
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Joined: Fri Mar 04, 2011 5:23 am
Posts: 38
Location: Ontario, Canada
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
Sighhhh... still no healer :(


Sun Apr 29, 2012 3:40 pm
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Joined: Wed Dec 09, 2009 11:50 pm
Posts: 36
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
Ark, are you planning to run the game tomorrow? If so, and you are OK with me joining as a wizard, can you post the server info and everything. I will post what I have of my character sheet below. I will post the finalized sheet ASAP.

Character Name: XXXXXXXXXXXXXXXXX
Race: Elf , Alignment: CG , Patron Deity: XXXXX
Class Levels: 8
Character Level: 8 , XP: 42,000 , Next Level: 23,000 total
Age: X yrs., Height: X ft. X in., Weight: X lbs., Male/Female: M
Eyes: XXXXXXX , Hair: XXXXXXX , Skin: XXXXX
Languages: Common

Strength 8 (-1), Dexterity 16 (+3), Constitution 14 (+2)
Intelligence 24 (+7), Wisdom 12 (+1), Charisma 10 (+0)

HP / Maximum: 56 / 56 , Nonlethal: 0 , DR: 0/X , SR: 0
AC: 13 (+3 Dex, +0 dodge, +0 size, +0 armor, +0 shield, +0 natural, etc.)
Touch AC: 13 , Flat-Footed AC: 10
Fortitude +3 , Reflex +5 , Will +7 , Initiative +9, Hero Points: 1 (Extra Action), Traits: Warrior of Old, Forlorn

Base Attack Bonus: +4
Melee: +3 (+4 BAB, -1 Str, +0 size)
Ranged: +7 (+4 BAB, +3 Dex, +0 size)
Combat Maneuver Bonus: +3 (+4 BAB, -1 Str, +0 size)
Combat Maneuver Defense: 16 (+4 BAB, -1 Str, +3 Dex, +0 size)

Favored Class: Wizard (+8 HP, +0 skill ranks)
Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft.
Type (Subtype): Humanoid (elf)
Racial Ability Score Adjustments: +2 Int , +2 Dex , -2 Con
Other Racial Qualities: Low Light Vision, +2 racial bonus on caster level checks made to overcome spell resistance, proficient with longbow, longsword, rapier and shortbow, immune to magical sleep effects, +2 racial saving throw bonus against enchantment spells and effects, +2 to perception checks
Advanced Traits: X

Feats: 5 (4 lvl, +1 class, + Scribe Scroll )
1. Improved Initiative
2. Toughness
3. Combat Casting
4. Augment Summoning
5.
*Scribe Scroll

Skills: 72 points (2/lvl + 7 Int)
XXXXX +0 (0 ranks, +0 ability, +0 class, +0 other, -0 armor)
XXXXX +0 (0 ranks, +0 ability, +0 class, +0 other, -0 armor)
XXXXX +0 (0 ranks, +0 ability, +0 class, +0 other, -0 armor)
XXXXX +0 (0 ranks, +0 ability, +0 class, +0 other, -0 armor)

Platinum Pieces: 0, Gold Pieces: 16,000 , Silver Pieces: 0 , Copper Pieces: 0
Load: 0 lbs., Light: 0 lbs., Medium: 0 lbs., Heavy: 0 lbs.
Maximum Load: 0 lbs., Push/Pull: 0 lbs.

Gear:
Silver Ring (0 GP, 0 lbs., bonded object)
Headband of Vast Intelligence +4 (16000 GP, 1 lbs., +4 to Int)
Hand Haversack (2000 GP, 5 lbs., holds 80 lbs, retrieve items as a move action)
Belt of incredible Dexterity +2 (4000 GP, 1 lbs., +2 to Dex)
Amulet of Natural Armor +1 (2000 GP, 0 lbs., +1 natural armor bonus to AC)
Ring of Protection (2000 GP, 0 lbs., +1 deflection bonus to AC)
Cloak of Resistance +2 (4000 GP, 1 lbs., +2 to all saves)
Scrolls for spellbook (25 total: 0/1/6/10/8) (5143 GP, 0 lbs., Scrolls added to spellbook)
Wand: Shield (750 GP, 0 lbs., 50 charges of Shield)
Wand: Mage Armor (750 GP, 0 lbs., 50 charges of Mage Armor)
Wand Cure Light Wounds (2) (1500 GP, 0 lbs., 50 charges of CLW each)
857 gold

Weapon and Armor Proficiencies:
Weapons: club, dagger, heavy crossbow, light crossbow, quarterstaff, longbow, longsword, rapier and shortbow
Armor: none

Other Class Features:
Arcane Bond (Bonded Object: silver ring)
Arcane School: Conjuration (Opposition Schools: Necromancy & Enchantment)
Summoner’s Charm
Acid Dart
Dimensional Step
Cantrips
Scribe Scroll

Spellcasting Class: Wizard , Caster Level: 8 , Concentration: +19 (8 lvl, 7 int, 4 feat)
Spell Save DC: 17 (0th lvl) to 22 (5th lvl) (+7 Int)
Spell Slots: 4 0-level, 7 1st-level, 6 2nd-level, 6 3rd-level, 4 4th-level,
0 5th-level, 0 6th-level, 0 7th-level, 0 8th-level, 0 9th-level
Prepared Spells: X
Spells Known: Base = all/9/4/4/4, Current Spellbook =
0th:

1st:
*Mage Armor
*Shield
* Identify
*Vanish

Alarm
Summon Monster
Grease
Color Spray
Magic Missile
Enlarge Person
Mount
Protection From Evil
Feather Fall
Ant Haul

2nd:

*Web
*Bulls Strength
*Levitate

Glitterdust
Shatter
Flaming Sphere
Make Whole
Scorching Ray
Invisibility
Mirror Image
Rope Trick
Create Pit
Create Treasure Map (costs 100 gp in rare metal components)

3rd:
*Dispel Magic
*Gaseous form
*Slow

Phantom Steed
Haste
Sleet Storm
Stinking Cloud
Fireball
Summon Monster III
Wind Wall
Fly
Protection From Energy
Magic Circle Against Evil
Shrink Item
Invisibility Sphere
Tongues
Spiked Pit

4th:
*Protection From Energy, Communal
*Boneshatter

Black Tentacles
Summon Monster IV
Dimension Door
Wall of Ice
Stone Shape
Resilient Sphere
Ball Lightning
Acid Pit
Dragon’s Breathe
Arcane Eye
Greater Invisibility

Manifesting Class: X , Manifester Level: X , Concentration: +0
Power Points / Maximum: XX / XX , Power Save DC: 10 + level (list ability here)
Powers Known: X

Appearance:
XXXXX

Background/Personality:
XXXXX

Notes:
XXXXX

Attacks:
Touch +0 melee for 1d8+0 damage (20/x2 critical, reach 0 ft.)
Ranged Touch +0 melee for 1d8+0 damage (20/x2 critical, reach 0 ft.)
Acid Dart +0 melee for 1d8+0 damage (20/x2 critical, reach 0 ft.)
Unarmed strike +0 melee for 1d3+0 damage (20/x2 critical, reach 0 ft.)
XXXXX +0 ranged for 1d8+0 damage (20/x2 critical, increment 0 ft.)
XXXXX +0 ranged for 1d8+0 damage (20/x2 critical, increment 0 ft.)
XXXXX +0 ranged for 1d8+0 damage (20/x2 critical, in


Tue May 01, 2012 7:01 pm
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Joined: Wed Dec 09, 2009 11:50 pm
Posts: 36
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
Hey Ark,

Sorry to add to your woes, but I found something that is going to start sooner, so I am going to move over to that campaign. Thanks for the opportunity.


Wed May 02, 2012 1:13 pm
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Joined: Thu Dec 17, 2009 4:35 am
Posts: 311
Location: Glendale, AZ, USA
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
Alright, no problem Finwe.

Funktasticdog, two problems that I see so far with your character.......one, I can't find "Mortals Bane" rapiers in the magic items sections of the PRD so I have no idea what qualities they have or what their price is or what source they come from.........and two, I don't see any indication on the sheet as to why an anonymous, merciless, murderous half-orc assassin would have anything to do with expeditions across the sea, chasing rumors to find something that might save the people of Rhivia from falling to the extraplanar invasion....... :-/

Anyway, for the rest of the group:
Looks like I won't be able to run the game today. I had a super-early appointment today and had to get up at dawn with hardly any sleep, after a few days of barely getting any sleep, and I'm just dead-tired today as a result. I tried taking a nap but my insomnia kept me from falling asleep during daylight, so I'm just as tired as I was hours ago before trying. I haven't had the chance this week to prepare for today's game, dealing with other things that I had take care of before the appointment. So I'm just frazzled and exhausted and unprepared today. I'll get back to game-prep-work tomorrow so we can play next Wednesday (May 9th).


Thu May 03, 2012 12:29 am
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Joined: Fri Apr 13, 2012 5:51 pm
Posts: 24
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
1. It's just a fancy name for the magical rapier I bought. (Keen, and Shocking burst)

2. He is partial to intrigue, killing just gets boring after a while. Also, Monetary things.


Thu May 03, 2012 12:49 am
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Joined: Fri Apr 15, 2011 11:32 pm
Posts: 48
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
Arkhandus wrote:
Anyway, for the rest of the group:
Looks like I won't be able to run the game today. I had a super-early appointment today and had to get up at dawn with hardly any sleep, after a few days of barely getting any sleep, and I'm just dead-tired today as a result. I tried taking a nap but my insomnia kept me from falling asleep during daylight, so I'm just as tired as I was hours ago before trying. I haven't had the chance this week to prepare for today's game, dealing with other things that I had take care of before the appointment. So I'm just frazzled and exhausted and unprepared today. I'll get back to game-prep-work tomorrow so we can play next Wednesday (May 9th).

Hope you feel better. To be honest I forgot until just now about the game anyway. Didn't think about the game and continued work on creatures (borrowed my brother's Draconomicon for some of the antagonists) guarding a dragon's lair. Now I just need to find the book with that coin golem in it for the main hoard...


Thu May 03, 2012 1:22 am
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Joined: Fri Apr 13, 2012 5:51 pm
Posts: 24
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
That said, if you would like me to have no background, like finwe, I can delete it. But that's no fun.

Sorry, I just realized you said "No problems" to finwe leaving, not that his sheet had no problems, my apologies.


Thu May 03, 2012 2:03 pm
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Joined: Thu Dec 17, 2009 4:35 am
Posts: 311
Location: Glendale, AZ, USA
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
No, can't have a character with no background, and it just doesn't seem like there's any way Terfret would join the group. Besides being a murderous fellow with apparently no compunctions against killing anyone close to him (not good in a teammate), there doesn't look to be any reason he would be hired to join the expedition. None of the leaders involved in arranging the expedition would've trusted such an assassin for that kind of exploratory/retrieval mission with teammates. While they certainly wouldn't be limiting themselves to only picking heroic individuals (greedy mercs and other skilled but unsavory sorts could be expected to cooperate and fulfill the mission, given the right incentives), there's no reason for them to trust a heartless assassin with no apparent bonds of loyalty or honor.

So I'll have to ask you to make some changes or try a different character.


Sat May 05, 2012 5:45 am
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Joined: Fri Mar 04, 2011 5:23 am
Posts: 38
Location: Ontario, Canada
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
I agree with Ark,

There is no reason for him to join up with our group given our mission.
With such an assassin, either he will end up killing some of his teammates or some of his teammates will find out the true nature of the PC and act on it.


Sat May 05, 2012 1:46 pm
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