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IVAN IVANAVITCH - a.k.a. - CRAZY IVAN
Level 3 (SOLDIER)
D-4 URBAN ASSAULT
VITALITY 34(d12) WOUNDS 13 Action Dice 3(d4)
xp 3000
Total Modifiers
STR 14 +2
Dex 14 +2
Con 13 +1
Wis 10 +0
Int 12 +0
Chr 10 +0

Saves
Fort 4
Will 4
Ref 3

Def Bonus 3
Init Bonus 5

Budget points = 46
Gadget Points = 1
Languages: English, Russian, American Sign language
Base Attack bonus 3
Ranged Attack bonus 5
MELEE ATACK BONUS 5

Feats
Armor proficiency Light/medium/heavy
Weapon group proficiency (melee)
weapon group proficiency (handgun)
weapon group proficiency (hurled)
weapon group proficiency (Rifle)
weapon group proficiency (Tacticle)
Damage reduction: (-1 to damage)
Accurate (2 actino diece ir used for ATK, STR, or CON Checks)
Point Blank Shot( +1 ATK & DMG witing 1 RNG incr)
Precise sot (use ranged weapon in melee)
LIGHTNING Draw(Draw as free action)
Iron Will (+2 to will Saves)
Quick reload (Reloading is a free action)
Speed trigger (make burst attack with single action firearms msut have at least 3 rnds)

Ranked Skills (total)
Balance 3(5)
Climb 3(5)
Demolitions 2(3)
Driver 1(3)
First aid 3(3)
Hide 1(3)
Intimidate 2(2)
Jump 3(5)
Listen 2(2)
Profession law enforcement 2(2)
Spot 1(1)
Survival 2(4)
Swim 1(3)
Tumble 1(3)
Craft: Gunsmithing 2(3)
Knowledge firearms 2(3)

Gear
Sig-Saur P226 (.45ACP) DMG 1d12 19-20 Mag 15 RNG 25
Kevlar Vest
Neostead pump Action (12gauge) 5d4/2d12 error 1-3 thread 20/19-20 mag 6+6
Tactical flashlight
Shotgun side saddle
Bandoleer
sling
knife
First aid kit
cell phone
Flash Light
Hand cuffs
headset, radio,encrypted
FMJ(.45ACP) - bullets (60)
12 GAUGE SLUG (40)
12 GUAGE SHOT (20)

Gadgets:

Story:
IVAN IS A THIRD GENERATION RUSSIAN IMMAGRANT WHO IS ORIGINALLY FORM MISSOURI. Parents both worked at the local Automobile factory. Ivan enlisted into the ARMY at 18 served a couple of tours in Afghanistan. When he returned he decided to go into law enforcement (specially SWAT). He is a self professed gun nut.

Re: Player Characters by ckemper013ckemper013, 18 Oct 2013 16:20

Tim Meadows - a.k.a. - Mockingbird
Level 3 (Snoop)
D-3 Computer Espionage
vitality 15
xp 3000

Total Modifiers
STR 10 0
Dex 13 1
Con 10 0
Wis 12 1
Int 16 3
Chr 12 1

Saves
Fort 1
Will 3
Ref 2

Def Bonus 3
Init Bonus 2

Budget points = 51
Gadget Points = 3

Languages: English, spanish, russian, Japanese ,Chinese, arabic (modern)

Base Attack bonus 1
Ranged Attack bonus 2 4 (with laser sight)

Feats
Armor proficiency Light
Weapon group proficiency (melee)
weapon group proficiency (handgun)
Astute
Flawless search
intuition 1/session
Jury Rig +2
Bonus feat: gear feat (Signature Gadget)-attache case (counter surveillence unit, copycat unit)
POINT BLANK SHOT
PRECISE SHOT
sidestep

Skills Total
Bureaucracy 3
computers 10
concentration 2
cryptography 8
cultures 3
electronics 10
first aid 2
gather information 7
hide 3
hobby (reading) 2
knowledge (comics and sci fi) 5
languages 2
listen 5
mechanics 7
move silently 3
read lips 6
Search 8
sense motive 3
spot 7
surveillance 6

Gear
9x19mm Service Pistol
Kevlar Vest
Laptop (upgraded +2)
Electronic kit
Mechanics Kit
evidence kit
First aid kit
cell phone
bomb sniffer
chemical analyzer
Flash Light
Parabolic Microphone
personal tape recorder
Audio Bug, basic
video bug, basic
headset, radio,encrypted
Laser sight
Liquid Skin patch
Military Ball - bullets (50)

Gadgets:
Attache Case

Copycat unit

Counter Surveillence Unit

Story:
Tim graduated from MIT with a computer science degree. He was snapped up by the FBI for a cyber crimes unit. As part of his time with the FBI, he has honed his marksmanship and crime scene investigation. In his spare time, Tim likes to read sci-fi and mystery novels.

Re: Player Characters by TaygoTaygo, 11 Oct 2013 10:09

Ryan Chan “Chameleon”
Faceman 2 Soldier 2
Department D-0
Str 13 Vitality:
Dex 13
Con 10 Wounds: 10 Base Speed: 10
Int 10
Wis 13 Defense: 11
Char 14 Inspiration: 4 Education: 3

Base Attack Bonus: +2

SAVING THROWS:
Fort 5
Ref 3
Will 3

Skills: Ranks/Bonus
Balance 4/5
Bluff 3/5
Disguise 3/5
Forgery 3/3
Gather Information 6/8
Hide 4/5
Innuendo ¾
Perform 6/8
Spot 2/3
Feats:
FEATS: Languages: English, Chinese (Mandarin), Spanish
Armor (Light)
Armor (Medium)
Weapons Group (Hurled)
Weapons Group (melee)
Weapons Group (handgun)
Weapons Group (rifle)
Mimic
Charmer
Handler
SPECIAL ABILITIES:
Adaptable
Linguist
Cold Read
accurate

Re: Player Characters by Daniel CoonDaniel Coon, 11 Oct 2013 07:57

Name Taygo Toricson
Race Gnome
Class Cleric (of Desna)-4/Rogue-1
Level 5
Alignment NG
HP 30
GP 1095
AC 19, flat-footed = 18, Touch = 12 -[without shield 17,flatfooted 16]
Speed 30ft
XP 10749
Age 54
Sex Male
Height 3'2"
Weight 37
Hair Purple
Eyes Green

Stats Total Modifiers
STR 10 0
DEX 12 1
CON 10 0
INT 14 2
WIS 16 3
CHR 12 1

Saving throws
Reflex 4
Fortitude 4
Will 7

Traits
Focused Mind (Magic)-+2 to concentration checks
Birthmark: (on hand)+2 trait bonus on all saving throws against charm and compulsion effects as a result. Can serve you as a divine focus for casting spells

Racial traits
Favored class - Cleric
languages - Common, Goblin, gnome, Sylvan, dwarven, draconic
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Academician: Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill (arcana).
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Base attack Bonus = 3

Class Special
Aura
Channel Energy 2d6
Sneak Attack (+1d6)
Trapfinding (+1/2 level to perception to find traps and to disable devices)
Feat
Extra Channel (2 additional channels)
Alignment Channel (Harm Evil)
Combat Expertise

Skills (With Armor Check penalty)
Acrobatics 5 (4)
Bluff 5
Climb 5 (4)
Craft (Alchemy) 6
Diplomacy 5
Disable Device 10+ (Tools+2) = 12 (11)
Heal 7
Knowledge (arcana) 9
Knowledge (dungeoneering) 6
Knowledge (local) 6
Knowledge (planes) 6
Knowledge (religion) 6
Linguistics 6
Perception 11
Sense Motive 7
Spellcraft 8
Stealth 9 (8)
Swim 4 (3)
Use Magic Device 6

Equipment Carried
Dagger, cold iron
masterwork cold iron heavy mace
Chain Shirt+1
Masterwork sickle
sling
-10 bullets
buckler +1
wand of cure light wounds - 30charges
masterwork Thieves tools
Masterwork Starknife, silvered
Starknife, silvered
Healer's kit
Holy symbol, wooden
explorers outfit
Belt Pouch
-Chalk, 5
-Holy water - flask
-flint and steel
Backpack
-candles (5)
-lamp, common
-Oil flasks - 2
-fishhooks (5)
-Rations - 2 days
-sack
-sewing needles (2)
climber's kit
-Waterskin
Torches - 2

Pack Mule carried
Torches - 8
Soap
bedroll
winter blanket
grappling hook
hammer
clay jug
Studded Leather Armor
masterwork Breast plate
Rope, hemp
Oil flasks - 3
Iron Pot
- 20 bullets
Scroll Case
Rations - 5 days
Traveller's outfit

Spells
0-level Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp

1-level Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Cause Fear: One creature of 5 HD or less f lees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Evil/Law: Reveals creatures, spells, or objects of selected alignment
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls
Doom: One subject takes –2 on attack rolls, damage rolls, saves and checks
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance
Hide from Undead: Undead can’t perceive one subject/level.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Evil/Law: +2 to AC and saves, plus additional protection against selected alignment
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + 1 per four levels
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher def lection bonus.
Summon Monster I: Summons extraplanar creature to fight for you

2-level Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
AuguryMF: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
ConsecrateM: Fills area with positive energy, weakening undead.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Poison: Stops poison from harming target for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield OtherF: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Summons extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

Domain 1st - True Strike
2nd - Aid
Domain 1st - Expeditious Retreat
2nd - Locate Object

Domains:
Luck Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Luck Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—breakenchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Travel - Exploration Subdomain

Granted Powers:
Increase your base speed by 10 feet.

Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Travel/Exploration Domain Spells: 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path,7th—greater teleport, 8th—phase door, 9th—world wave*
Story
Taygo was born with a birthmark on his palm that resembles Desna's mark. His parents took this as a sign and took him to the church of Desna. There he began receiving instruction on Desna and the faith. The words seemed to resonate within him and he felt the pull of the calling. As he got older, Taygo decided to travel and explore the world. The wide array of nature around him, the cities, and the ruins all were worthy of exploration.

Re: PC: Tom/Taygo by TaygoTaygo, 29 Sep 2013 11:56

Ghostly Ranger Tonya
Level: 3 (CR 5) EXP: 5420
Strength: — Dexterity: 16 Constitution: —
Intelligence: 12 Wisdom: 12 Charisma: 15
Hit points: 30 Armor class: 15

Base attack bonus: +3 Melee/Ranged: +6
Combat maneuver bonus: +6 CMD: 19
Fortitude: +3 Reflex: +6 Will: +2 (+4 vs fear effects and illusions)

Traits: Courageous, Skeptic
Ranger abilities: Favored enemy:Goblin (+2 to Bluff, Knowledge,Perception, Sense motive, Survival checks and +2 to hit and damage); Track(+1 bonus to follow and ID tracks), Wild empathy, Favored terrain (Forest)
Skills: Climb 2 (+7), Diplomacy 3 (+2), Handle animal 2 (+4 ), Knowledge: Dungeoneering 2 (+6), Knowledge: Nature 2 (+6), Perception 3 (+14), Sense motive 2 (+2), Stealth 3 (+16), Survival 3 (+6), Swim 1 (+6)
Feats: Point blank shot(+1 to hit and damage within 30' w/range), Precise shot, Rapid shot, Endurance, Deadly aim

Defensive Abilities: Channel resistance +4, darkvision 60 ft., the incorporeal ability, and all of the immunities granted by its undead traits. Ghosts also gain the rejuvenation ability.

Rejuvenation (Su)
In most cases, it's difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.

Special Attacks:
Corrupting Touch (Su)
All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
The save DC against a ghost's special attack is equal to 10 + 1/2 ghost's HD + ghost's Charisma modifier unless otherwise noted. (Tonya's DC is 14)

Grave Trappings (Su)
The ghost died with a strong attachment to a specific item or set of objects. A ghost with this ability may choose a number of items it died with equal to its Charisma modifier to carry with it into death. The ghost continues to be able to use and benefit from these spectral duplicates just as though they were the real things. Weapons and armor are treated as having the ghost touch special ability, while other items act as being incorporeal themselves and can be manipulated by the ghost. Regardless of the type of object, all selected items are treated as being part of the ghost’s form and cannot be disarmed or removed from the ghost (even by the ghost). Should a ghost be destroyed, its equipment reappears with it upon rejuvenating. (CR +0) Occasionally, and at the GM’s discretion, the transition into death might imbue a single ghostly item with strange powers, granting it powers comparable to a magic item suited to the ghost’s character level. Tonya has her bow and quiver of arrows.

Re: PC:Tonya:Debs by AreliusArelius, 20 Sep 2013 09:53
House rules
AreliusArelius 02 Sep 2013 04:09
in discussion Coalition / Misc. Info » House rules

The 15 second melee round will be broken up into phases, four of them. You divide you attacks equally among the phases, it you have extra you use them in the earlier phases. For example, your character have 6 attacks per round. Your phases would look like this…

Phase 1: 2 attacks
Phase 2: 2 attacks
Phase 3: 1 attack
Phase 4: 1 attack

You have to use all your attacks that phase or lose them. However you can delay in that phase to them.
Also, each attack equals two non attack actions.


When each attack or non move action; you can move 25% of your Speed attribute number. For example, your Speed is 24. You can move 6' when you fire a weapon or punch.


We’ll be using -10 to dodge rule but you can use your dodge bonus to counter it. So if you have a +5 dodge bonus, you can dodge high tech firearms at -5 instead of -10.


If you take an action to get to suitable cover (rocks, tree, concrete debris, etc) the opponent must make a called shot of 14 to hit you. Some cover might be destroyed in the process.


If an O.C.C./P.C.C./R.C.C. gives a character a skills but not the requirements for the skill; the character gets the requirements but with no bonus other than I.Q. bonus.


As for Hand to Hand Combat skills, Judo can be swapped with HtH: Martial arts. HtH: Aikido, Jujitsu, Karate and Kendo cause one additional beyond HtH: Martial arts. HtH: Commando costs two skills beyond HtH: Martial arts.


Characters without a perception bonus given to them by their O.C.C./P.C.C./R.C.C. or race gain a +1 to perception rolls at levels 3, 6, 10 and 15.


Character without a save vs. H.F. bonus give to them by their O.C.C./P.C.C./R.C.C. or race gets a +1 at levels 2, 5, 9 and 14.

House rules by AreliusArelius, 02 Sep 2013 04:09

Those that are pure human (non psionics, mutants or otherwise) gain benefits from their time at boot camp. Below are some aptitudes to describe what benefits were gained.

Competitive. You finished in the top every time you did the obstacle course
+1d6 to Spd, +2 to P.S. or P.E., +1 to initiative, +1 to parry and dodge, +2 to roll

Enduring. You enjoyed the long hikes and marches; testing your stamina each time
+1 to P.S., +2 to P.E., +1d6 to Spd. and +2d6 to S.D.C.

Technical. You focused on the various classes/courses that were taught.
+1 to I.Q. or M.E.; +5% to First aid/Paramedics, +2% to Navigation skill, , +2% to demolition disposal; Pick 3 skills for +5% bonus: Land navigation, trap/mind detection, detect concealment, radio: basic, sensory equipment, recognize weapon quality, camouflage and intelligence.

Aggressive. Combat training was your strongest field.
+1 to strike hand to hand or long range weapons; W.P. Bayonet, +1 to parry, +1 to disarm, +1 to entangle, +1 to pull punch, +1 to roll


Coalition personnel that is gifted with psionics are given special training to hone their abilities, select one from each option below.
1. +1 to M.A. or M.E.
2. +2d6 to S.D.C. or I.S.P.
3. +1 to initiative at levels 2,4,6,8,10 and 12 or +1 to save mind control and +2 to save vs H.F. and possession

Training/BootCamp by AreliusArelius, 29 Aug 2013 09:58
2319300-adam_strange.png

Rick is more scientist than soldier by far. He has dabbled in nearly all the science fields that the CS offered him.

O.C.C.: RCSG
Height:
Weight:
Specialties:
Notes: Psionics

Tech Officer Rick Plurals by AreliusArelius, 22 Aug 2013 23:50
Corporal Kali Ardent
AreliusArelius 22 Aug 2013 08:58
in discussion Coalition / Characters » Squad mates
best-video-game-characters-sheva-alomar-resident-evil-5.jpg

Corporal Ardent is the section's sniper. Her scores are on par with any other sniper but she has had to deal with sexual harassment throughout all her posts so far. Its a distraction most officer's don't want to deal with and she gets pushed around from squad to squad.

O.C.C.: Ranger
Height:
Weight:
Specialties: Sniping, Wilderness
Notes: Family is from Free Quebec. Education level is above the norm due to lifestyle of Free Quebec.

Corporal Kali Ardent by AreliusArelius, 22 Aug 2013 08:58
Dog: Gray
AreliusArelius 22 Aug 2013 08:08
in discussion Coalition / Characters » Squad mates
1183899-graywolf.jpg

Gray has some experience in the field but has lost some of his hearing due to close proximity to a boom gun being fired.

Breed: Wolf
Specialties:
Notes:

Dog: Gray by AreliusArelius, 22 Aug 2013 08:08
Dog: Idris
AreliusArelius 22 Aug 2013 07:41
in discussion Coalition / Characters » Squad mates
164360-53652-lady-diablador.jpg

Idris was a genetic fluke from Lone Star. The techs don't know what really happened in the process for her creation. She proved to be capable as male dog boys and she is somewhat blood thirsty.

Breed: Afghan
Height:
Weight:
Specialties:
Notes: No field experience. Weaponized claws.

Dog: Idris by AreliusArelius, 22 Aug 2013 07:41
Corporal Ted Mann
AreliusArelius 22 Aug 2013 06:05
in discussion Coalition / Characters » Squad mates
395259-108201-colossus.jpg

Corporal Mann was assigned to this spec op group because of his special rapport with dog boys. He is pure human but a brute, matches juicers in some cases.

Ted is originally from CS Missouri and his family has worked a farm for a couple generation. He isn't afraid of hard labor or having to get hands on. His record has no demerits or merits to speak of.

O.C.C.: Infantryman
Height: 6'6"
Weight: 250 lbs.
Specialties: Control tactics, Rifleman
Notes: Always classified as Army but was positioned in ISS and the Navy, both were for short periods of time. He has been recorded bench pressing over a 1000 lbs.

Corporal Ted Mann by AreliusArelius, 22 Aug 2013 06:05
506376-361px_junoeclipse_bg_super.jpg

Lt. Fulten has recently been assigned command of a new spec ops section but its more of a joke. This spec op section was given to her because of her father's, Ace Fulten; political pull. Alexis and this section isn't thought highly of by other officers and some enlisted personnel.

Lt. Alexis Fulten by AreliusArelius, 22 Aug 2013 05:52

Name Taygo Toricson
Race Gnome
Class Cleric (of Desna)-3/Rogue-1
Level 4
Alignment NG
HP 23
GP 128 gp
AC 16, flat-footed = 15, Touch = 13
Speed 30ft
XP 7010
Age 54
Sex Male
Height 3'2"
Weight 37
Hair Purple
Eyes Green

Stats Total
STR 10
DEX 12
CON 10
INT 14
WIS 16
CHR 12

Saving throws
Reflex 4
Fortitude 3
Will 6

Traits
Focused Mind (Magic)-+2 to concentration checks
Birthmark: (on hand)+2 trait bonus on all saving throws against charm and compulsion effects as a result. Can serve you as a divine focus for casting spells

Racial traits
Favored class - Cleric
languages - Common, Goblin, gnome, Sylvan, dwarven, draconic
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Academician: Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill (arcana).
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Base attack Bonus = 2

Class Special
Aura
Channel Energy 2d6
Sneak Attack (+1d6)
Trapfinding (+1/2 level to perception to find traps and to disable devices)

Feat
Extra Channel (2 additional channels)
Alignment channel (Harm evil)

Skills Total
Acrobatics 5
Climb 5
Craft (Alchemy) 6
Diplomacy 5
Disable Device 9
Heal 7
Knowledge (Arcana) 9
Knowledge (dungeoneering) 6
Knowledge (local) 6
Knowledge (planes) 6
Knowledge (religion) 6
Linguistics 6
Perception 10
Sense Motive 7
Spellcraft 7
Stealth 9
Use Magic Device 6

Equipment Carried
Dagger, cold iron
Heavy Mace
Ring Of protection +1
Masterwork Sickle
Sling
-10 bullets
Studded Leather Armor
Masterwork Thieve's tools
Starknife, silvered
Healer's kit
Holy symbol, wooden
explorers outfit
Belt Pouch
-Chalk, 5
-Holy water - flask
-flint and steel
Backpack
-candles (5)
-lamp, common
-2 Oil flasks
-fishhooks (5)
-Rations - 2 days
-sack
-sewing needles (2)
-Waterskin
-2 Torches
Scroll of cure light wounds
scroll of cure light wounds
scroll of burning hands 3rd level - cleric

Pack Mule carried
Torches - 8
Soap
bedroll
winter blanket
grappling hook
hammer
clay jug
Rope, hemp
Oil flasks - 3
Iron Pot
- 20 bullets
Scroll Case
Rations - 5 days
Traveller's outfit

Spells
0-level Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp

1-level Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Cause Fear: One creature of 5 HD or less f lees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Evil/Law: Reveals creatures, spells, or objects of selected alignment
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls
Doom: One subject takes –2 on attack rolls, damage rolls, saves and checks
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance
Hide from Undead: Undead can’t perceive one subject/level.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Evil/Law: +2 to AC and saves, plus additional protection against selected alignment
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + 1 per four levels
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher def lection bonus.
Summon Monster I: Summons extraplanar creature to fight for you

2nd level
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
ConsecrateM: Fills area with positive energy, weakening undead.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Poison: Stops poison from harming target for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield OtherF: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Summons extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

Domain 1ST True Strike
2ND Aid
Domain 1ST Expeditious Retreat
2ND locate object

Domains:
Luck Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Luck Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—breakenchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Travel - Exploration Subdomain

Granted Powers:
Increase your base speed by 10 feet.
Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Travel/Exploration Domain Spells: 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path,7th—greater teleport, 8th—phase door, 9th—world wave*

Story
Taygo was born with a birthmark on his palm that resembles Desna's mark. His parents took this as a sign and took him to the church of Desna. There he began receiving instruction on Desna and the faith. The words seemed to resonate within him and he felt the pull of the calling. As he got older, Taygo decided to travel and explore the world. The wide array of nature around him, the cities, and the ruins all were worthy of exploration.

Re: PC: Tom/Taygo by TaygoTaygo, 17 Aug 2013 21:08

Diana Kintsel

HDCMMsquad1.jpg

Diana was in the US Coast Guard before being acquired by the HDC department D-2. Along with being an excellent seaman, she is licensed with ground and water vehicles.

Age:
Height:
Weight:
Specialties:

Officer Kintsel by AreliusArelius, 11 Aug 2013 19:56

This was the intro for this chapter: Burnt Offerings

The coastal town of Sandpoint has faced few trials and dangers over the course of its forty-two year history, but unfortunately, that is all about to change. Unknown to the town’s founders, they chose to build their community over the ruins of an ancient stronghold once used as laboratory and prison, a place where horrific experiments and unholy explorations into what divides man from monster took place. These are the Catacombs of Wrath, one of several such sites used by Runelord Alaznist’s apprentices during Thassilon’s height, a place where arcanists explored and perfected the stolen arts of lifeshaping and fl eshwarping. When Thassilon fell, these catacombs went dormant, but the one buried under Sandpoint was not fated to stay that way.

Synopsis so far:
The PCs arrive in Sandpoint to attend the Swallowtail Festival (a ritual to consecrate the town’s new cathedral) and end up defending the town from a goblin raid. In the days to follow, the PCs come to terms with their newfound local fame, making friends and contacts among Sandpoint’s citizens. As rumors of massing goblin armies build, the disappearance of a local tavern owner leads the PCs to uncover treachery within Sandpoint Glassworks and the existence of an ancient catacomb below the town. An investigation of these discoveries reveals two things; that monsters dwell below the city and that the goblin raid on the town is but the first.

Other information
Goblin captives during the raid, so were released by Tonya, gave some information.
Their leader was on a secret mission to the town’s graveyard—that much most goblins can say, but none of them know what that mis- sion was. It was secret, after all!
In fact, this was Tsuto Kaijitsu. He led a group of Thistletop goblins into the cemetery, stole Ezakien Tobyn’s remains, and then returned to Thistletop so his lover Nualia could off er the remains to Lamashtu in return for the fi rst stage of her transformation into a demon.
They befriended a noble man named Aldern foxglove. His family crest a curious flower surrounded by thorns.

They captured Tsuto, the lover of Nualia's admirer/lover. His sister is Ameiko who runs the tavern Rusty Dragon. Tsuto kidnapped her but rescued by the PC. Tsuto killed his father though as the Glass factory.

Some information from Tsuto's journal
After the circled battle map: The raid went about as planned. Few Thistletop goblins perished, and we were able to secure Tobyn’s casket with ease while the rubes were distracted by the rest. I can’t wait until the real raid. This town deserves a burning, that’s for sure.
After the last of the second batch of maps: Ripnugget seems to favor the overwhelming land approach, but I don’t think it’s the best plan. We should get the quasit’s aid. Send her freaks up from below via the smuggling tunnel in my father’s Glassworks, and then invade from the river and from the Glassworks in smaller but more focused strikes. The rest except Bruthazmus agree, and I’m pretty sure the bugbear’s just being contrary to annoy me. My love’s too distracted with the lower chambers to make a decision. Says that once Malfeshnekor’s released and under her command, we won’t need to worry about being subtle. I hope she’s right.
Before the last illustration depicting Nualia as a succubus: My love seems bent on going through with it—nothing I can say convinces her of her beauty. She remains obsessed with removing what she calls her ‘celestial taint’ and replacing it with her Mother’s grace. Burning her father’s remains at the Thistletop shrine seems to have started the transformation, but I can’t say her new hand is pleasing to me. Hopefully when she offers Sandpoint to Lamashtu’s fires, her new body won’t be as hideous. Maybe I’ll luck out. Succubi are demons too, aren’t they?

Shalelu the ranger gave them information about the goblins in the area along with some idols of theirs.
Goblin Tribes: As she mentioned earlier, there are five major goblin tribes in the region. The closest to Sandpoint are the Birdcruncher goblins that live in caves along the western edge of the Devil’s Platter, although traditionally these goblins are the least aggressive of the five. To the south are the Licktoad goblins of the Brinestump Marsh, pests that are excellent swimmers. East are the Seven Tooth goblins of Shank’s Wood, goblins who’ve secured a place for themselves by raiding Sandpoint’s junkyard and rebuilding the stolen refuse into armor and weapons. Further east are the Mosswood goblins, likely the largest tribe but one traditionally held back by feuding families within their own ranks. And finally, there are the Thistletop goblins, who live on the Nettlewood coast atop a small island that some say holds a passing resemblance to a decapitated head.

Shalelu notes that goblins generally live short, violent lives. It’s unusual for a single goblin to achieve any real measure of notoriety, but when one does, it’s well-earned. Currently, five goblins enjoy the status of “hero.” Big Gugmut is an unusually muscular and tall goblin from Mosswood who, it is said, had a hobgoblin for a mother and a wild boar for a father. Koruvus (Defeated) was a champion of the Seven Tooth tribe, who was as well known for his short temper as he was for his prized possession—a magic longsword sized for a human that the goblin stubbornly kept as his own (despite the fact that it was too large for him to properly wield). Koruvus vanished several months ago after he supposedly discovered a “secret hideout” in a cave along the cliff s, but the Seven Tooth goblins remain convinced that he’s out there still, a ghost or worse, waiting to murder any goblin who tries to discover his hideout. Vorka is a notorious goblin cannibal who lives in the Brinestump marsh, a “hero” mostly to goblins other than the Licktoad tribe. Ripnugget is the current leader of the Thistletop goblins and controls what the five tribes agree is the best lair. And then there’s Bruthazmus, an infamous bugbear ranger who lives in northern Nettlewood and often visits the five tribes to trade things he’s stolen from caravans for alcohol, news, or magic arrows. Shalelu notes that Bruthazmus has a particular hatred of elves, and that they have fought on several occasions. To date, neither of them has managed to get the upper hand on the other, but Shalelu bitterly vows that she won’t be the fi rst to fall in their private war.

Information that the PCs know by AreliusArelius, 09 Aug 2013 07:40

Scamper, goblin ranger leader
Zarongel.jpg

Scamper leads a group a goblins who disliked Nualia and departed from the thistletop tribe. They going to ambush Tsuto but met the group first. He agreed to escort the heroes to the Thistletop and help in any escape, or so he says.

Individuals of Hinterlands by AreliusArelius, 20 Jul 2013 08:02

Just a note; you cant use your light shield when you use your bow. A buckler you can though.

Re: PC:Keeblor Sorathyrn by AreliusArelius, 25 Jun 2013 03:29

Name Taygo Toricson
Race Gnome
Class Cleric (of Desna)-2/Rogue-1
Level 3
Alignment NG
HP 16
GP 18.35
AC 16, flat-footed = 15, Touch = 13
Speed 30ft
XP 3720
Age 54
Sex Male
Height 3'2"
Weight 37
Hair Purple
Eyes Green

Stats Total
STR 10
DEX 12
CON 10
INT 14
WIS 16
CHR 11

Saving throws
Reflex 3
Fortitude 3
Will 6

Traits
Focused Mind (Magic)-+2 to concentration checks
Birthmark: (on hand)+2 trait bonus on all saving throws against charm and compulsion effects as a result. Can serve you as a divine focus for casting spells

Racial traits
Favored class - Cleric
languages - Common, Goblin, gnome, Sylvan, dwarven, draconic
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Academician: Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill (arcana).
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Base attack Bonus = 1

Class Special
Aura
Channel Energy 1d6
Sneak Attack (+1d6)
Trapfinding (+1/2 level to perception to find traps and to disable devices)

Feat
Extra Channel (2 additional channels)
Alignment channel (Harm evil)

Skills
Acrobatics 5
Climb 4
Craft (Alchemy) 6
Diplomacy 4
Disable Device 8
Heal 7
Knowledge (Arcana) 8
Knowledge (dungeoneering) 6
Knowledge (local) 6
Knowledge (planes) 6
Knowledge (religion) 6
Linguistics 6
Perception 9
Sense Motive 7
Spellcraft 7
Stealth 9
Use Magic Device 4

Equipment Carried
Dagger, cold iron
Heavy Mace
Ring Of protection +1
Masterwork Sickle
Sling
-10 bullets
Studded Leather Armor
Masterwork Thieve's tools
Starknife, silvered
Holy symbol, wooden
explorers outfit
Belt Pouch
-Chalk, 5
-Holy water - flask
-flint and steel
Backpack
-candles (5)
-lamp, common
-2 Oil flasks
-fishhooks (5)
-Rations - 2 days
-sack
-sewing needles (2)
-Waterskin
-2 Torches

Pack Mule carried
Torches - 8
Soap
bedroll
winter blanket
grappling hook
hammer
clay jug
Rope, hemp
Oil flasks - 3
Iron Pot
- 20 bullets
Scroll Case
Rations - 5 days
Traveller's outfit

Spells
0-level Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp

1-level Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Cause Fear: One creature of 5 HD or less f lees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Evil/Law: Reveals creatures, spells, or objects of selected alignment
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls
Doom: One subject takes –2 on attack rolls, damage rolls, saves and checks
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance
Hide from Undead: Undead can’t perceive one subject/level.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Evil/Law: +2 to AC and saves, plus additional protection against selected alignment
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + 1 per four levels
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher def lection bonus.
Summon Monster I: Summons extraplanar creature to fight for you
Domain True Strike
Domain Expeditious Retreat

Domains:
Luck Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Luck Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—breakenchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Travel - Exploration Subdomain

Granted Powers:
Increase your base speed by 10 feet.
Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Travel/Exploration Domain Spells: 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path,7th—greater teleport, 8th—phase door, 9th—world wave*

Story
Taygo was born with a birthmark on his palm that resembles Desna's mark. His parents took this as a sign and took him to the church of Desna. There he began receiving instruction on Desna and the faith. The words seemed to resonate within him and he felt the pull of the calling. As he got older, Taygo decided to travel and explore the world. The wide array of nature around him, the cities, and the ruins all were worthy of exploration.

Re: PC: Tom/Taygo by TaygoTaygo, 22 Jun 2013 22:56

Town guards of note

Ned is an archer, fairly average appearance with dark hair. He does keep groomed.

Rob on the other hand, has a well established red beard and full head of hair (receding). He is heavy around the mid section yet has muscular arms. He is taller than Ned.

Re: People of Sandpoint by AreliusArelius, 17 Jun 2013 02:22
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