Ark's Pathfinder: Wierd Frontiers (Wed.)
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Author:  FlimFlam [ Wed Dec 05, 2012 8:11 am ]
Post subject:  Re: Ark's Pathfinder: Wierd Frontiers (Wed.)

Hey Ark, in case you didn't get the email I Sent you, here's my brother's character sheet:

Pathfinder: Wierd Frontiers Character Sheet:

Character Name: Nicholas
Race: Ifrit , Alignment: LG , Patron Deity: I Don't yet know the religions of your setting
Class Levels: Sacred Shield Paladin 9
Character Level: 9 , XP: 50,000 , Next Level: 71,000 total
Age: 85 yrs., Height: 6 ft. 0 in., Weight: 165 lbs., Male/Female: M
Eyes: Yellow , Hair: Fiery , Skin: Red
Languages: Common

Strength 13 (+1), Dexterity 18 (+4), Constitution 10 (+0)
Intelligence 10 (+0), Wisdom 10 (+0), Charisma 20 (+5)

HP / Maximum: 59 / 59 , Nonlethal: 0 , DR: 0/X , SR: 0
AC: 30 (+4 Dex, +0 dodge, +0 size, +8 armor, +8 shield, +0 natural, etc.)
Touch AC: 14 , Flat-Footed AC: 25
Fortitude +11 , Reflex +12 , Will +11 , Initiative +6, Hero Points: 1

Base Attack Bonus: +9
Melee: +10 (+9 BAB, +1 Str, +0 size)
Ranged: +13 (+9 BAB, +4 Dex, +0 size)
Combat Maneuver Bonus: +10 (+9 BAB, +1 Str, +0 size)
Combat Maneuver Defense: 24 (+9 BAB, +1 Str, +4 Dex, +0 size)

Favored Class: Paladin (+9 HP, +0 skill ranks)
Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft.
Type (Subtype): Outsider (Native)
Racial Ability Score Adjustments: +2 Dex , +2 Cha , -2 Wis
Other Racial Qualities: Fire Resistance 5, Burning Hands 1/day as a spell like ability, Fire-Starter: Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus.
Advanced Traits: Natural Born Leader, Reactionary

Feats: Improved Shield Bash, Two weapon fighting, Saving Shield, Shield focus, shield slam

Sense Motive +8 (5 ranks, +0 ability, +3 class, +0 other, -0 armor)
Ride +10 (5 ranks, +4 ability, +3 class, +0 other, -2 armor)
Climb +5 (6 ranks, +1 ability, +0 class, +0 other, -2 armor)
Knowledge (Religion) +5 (2 ranks, +0 ability, +3 class, +0 other, -0 armor)

Platinum Pieces: 0, Gold Pieces: 129 , Silver Pieces: 5 , Copper Pieces: 1
Load: 50 lbs., Light: 50 lbs., Medium: 100 lbs., Heavy: 150 lbs.
Maximum Load: 150 lbs., Push/Pull: 750 lbs.

+4 Chain Shirt, 16,250 gp, 25 lbs
+5 Heavy Steel Shield, 25,170 gp, 15 lbs
Ring of Sustenance, 2,500 gp
Light Crossbow, 35gp, 4 lbs
10 crossbow bolts, 1 gp, 1 lbs
10 fire bolts, 500 gp
Short Sword, 10 gp, 2 lbs
Light Mace, 5 gp
3 War Trained Light Horses, 330 gp
Weapon cord for shield, 1 sp
20 sheets of rice paper, 1 gp
10 pieces of chalk, 1 sp
10 pieces of charcoal, 5 gp
10 flasks of acid, 100gp
32 flasks Alchemist's Fire, 640gp, 1 lb each
40 flasks of lamp oil, 4 gp, 1 lb each
1 lb of garlic, 1 sp
2 flasks of alchemical solvent, 40 gp
4 Alkali Flasks, 60 gp
10 Tindertwigs, 10gp
Hammer, 5sp
45 pitons, 45 sp
Bedroll, 1 sp
Winter Blanket, 5 sp
Small tent, 10 gp
Hanging Tent, 20 gp
45 Bear Traps, 90 gp
200 ft. of hemp rope, 4 gp
200 ft. twine, 4 cp
Crowbar, 2 gp
Drill, 5 sp
2 sets of Waxed Cotton Earplugs, 3 cp
Flint and steel, 1 gp
Grappling Hook, 1 gp
5 Flasks of holy water, 125 gp
Shovel, 2 cp
Whetstone, 2 cp
5 torches, 5 cp, 1 lb each

Weapon and Armor Proficiencies: Simple, Martial, Heavy Armor, Shields
Other Class Features: Aura of Good, Detect Evil, Bastion of Good +8 3/day, Divine Grace +5, Lay on Hands 4d6 9/day, Mercies: Fatigued, Diseased, Exhausted, Aura of Courage, Divine Health, Holy Shield +7 for 8 rounds, Divine Bond: Shield, SR 13 for 9 minutes 2/day, Aura of Resolve,

Spellcasting Class: Paladin 9 , Caster Level: 9 , Concentration: +0
Spell Save DC: 10 + level+5 (Cha)
Spell Slots: 4 1st-level, 2 2nd-level, 0 3rd-level, 0 4th-level,
Prepared Spells: Level 1: Challenge Evil, Compel Hostility, Knight's Calling, Sun Metal
Level 2: Zone of Truth, Communal Protection from Evil,
Spells Known: 0

Manifesting Class: 0 , Manifester Level: 0 , Concentration: +0
Power Points / Maximum: 00 / 00 , Power Save DC: 10 + level (list ability here)
Powers Known: X

An extremely handsome man with bright red skin and fiery hair, wearing a holy symbol around his neck, gleaming chain shirt, shiny black codpiece and shiny black riding boots, emblazoned with his holy symbol. His Large steel shield also bears his holy symbol.

Nicholas is always ready to help and protect those in need. Over his years protecting pilgrims, healing the sick, and bringing criminals to justice, he has learned to temper his fiery nature with a strict religious code. He views himself as the fire of justice, banishing the darkness of savagery and evil. He is extremely confident and never backs down from a challenge, but also tries to avoid conflict with those he does not consider evil.

My background is a little nebulous right now, because I do not know the nature of religious life in Azagan, but I have a very clear image in my head of Nicholas' personality. I can fill in backstory details as I learn more about your setting, and look forward to playing. Sorry it took so long to get this to you, I have not yet played a pathfinder paladin, and had many choices to make, especially regarding equipment. This character was made using starting wealth for a level 9 PC, if my level or wealth should be different it will be easy enough to modify.

Full Attack:
Shield Bash +8/+3 melee for 1d4+1 damage (20/x2 critical, reach 5 ft.)
Off-hand Short Sword +7 melee for 1d6+0 damage (19-20/x2 critical, reach 5 ft.)
or: Off-hand Light Mace +7 melee for 1d6+0 damage (20/x2 critical, reach 5 ft.)
Standard Attacks:
Shield Bash +10 melee for 1d4+1 damage (20/x2 critical, reach 5 ft.)
Off-hand Short Sword +9 melee for 1d6+0 damage (19-20/x2 critical, reach 5 ft.)
Off-hand Light Mace +9 melee for 1d6+0 damage (20/x2 critical, reach 5 ft.)
Unarmed strike +10 melee for 1d3+1 damage (20/x2 critical, reach 0 ft.)
Light Crossbow +11 ranged for 1d8+0 damage (20/x2 critical, increment 80 ft.)
Thrown Alchemist's Fire +13 ranged touch for 1d6 fire damage and 1 splash(increment 0 ft.)

Author:  FlimFlam [ Wed Dec 05, 2012 11:51 pm ]
Post subject:  Re: Ark's Pathfinder: Wierd Frontiers (Wed.)

Metaxo here. My brother says also that if he has to choose a core-rules patron deity because Azagan has a different Pantheon than Rhivia, he will go with Sarenrae.

Author:  Arkhandus [ Wed Dec 26, 2012 11:13 pm ]
Post subject:  Re: Ark's Pathfinder: Wierd Frontiers (Wed.)

Hey folks, I may be up to an hour late or so for today's game, but I'm not sure. I might get home in time or I might not. But I expect that I will probably be starting the game an hour late today, so factor that into your plans for the afternoon/evening as appropriate.

EDIT: Sorry gang, got home around 8:20 pm (7:20 Pacific, 10:20 Eastern) instead of 7 or earlier like I expected. We'll resume the game next week though.

Author:  Arkhandus [ Sun Dec 30, 2012 7:26 pm ]
Post subject:  Re: Ark's Pathfinder: Wierd Frontiers (Wed.)

EN World seems stable and more or less whole again since the site rebuild, so I'll be using those forums for game-notices from now on. I already created a thread for Weird Frontiers on the Gamers Seeking Gamers forum of EN World in early December or thereabouts.

Author:  Arkhandus [ Thu Apr 11, 2013 12:58 am ]
Post subject:  Re: Ark's Pathfinder: Wierd Frontiers (Wed.)

Just to note, we're still looking for a new player or two, as the last few recruits proved unreliable. New PCs at this point would enter at 10th-level with 90,000 Experience Points and 72,000 gold pieces in starting wealth. Check the first post of the thread for other character-generation info.

Note that the "active" thread for this campaign is now on EN World in the Gamers Seeking Gamers forum. I just figure that some people may still be checking the OpenRPG forums here despite them being kinda dead for the last several months. The party's current make-up is a human oracle of life, a half-orc ranger, an ophiduan ranger/nomad psion, and a human soulknife. So the party has plenty of ranged combat ability (not so much blasting, but still very effective ranged attacks) and sufficient melee combat ability, but lacks any arcane magic, any significant social characters, any significant scholarly characters, any significant roguish characters, and any major psionic manifesters. The rangers handle scouting well enough but that's the extent of their roguish capacity, while the oracle provides fairly-sufficient healing.

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