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Noted. Azar and I solved the code problem in the chat room.
To clarify, if you're going to use the code I gave you, post the code DIRECTLY into the text box, and do not use the dice roller button.
Also Azar, that second set doesn't meet standards for an adventurer to choose from so I told him to roll a third set, much like I did with Ark. Those scores are a lot better, good.
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Last edited by traesin; 08-05-2009 at 05:15 AM.
Q: How many Call of Cthulhu players does it take to change a light bulb?
A: All of them, because you never, EVER split the party!
God grant me the serenity to accept the things I cannot change, the courage to change the things I can change, and the weaponry to make the difference.
Hi all,
I'm considering playing a Rouge and eventually trying the PF prestige class that was published in Kobold Quaterly 10, the Shadowdancer. I would also consider a Duskblade. I couldn't find what class the other players have chosen. Did I miss that somewhere?
Either way, I worship Arae, The Watcher (BTW Doom, is this your creation on a PF one?). I am a stout believer (enforcer?) of fate and balance as dictated through karma and visions. This life, as in my past life, I am neutral, but circumstances throughout my life dictated that committed more evil acts than good. Of couse, they were not evil to me, as I saw them as just in fulfilling the balance of the multiverse.
I'm new to this forum rolling thing, so here is a test:
* Test Roll *
nice test roll!![]()
I got it, cool! Here is my first set:
* Ability Roll *[/quote]
* Ability Roll *[/quote]
* Ability Roll *[/quote]
* Ability Roll *[/quote]
* Ability Roll *[/quote]
* Ability Roll *[/quote]
--- Merged from Double Post ---
OK, maybe this will be better:
* Ability Roll *
* Ability Roll *
* Ability Roll *
* Ability Roll *
* Ability Roll *
* Ability Roll *
--- Merged from Double Post ---
?? Don't know how I did 12 rolls. I just used the first 6 as my second set of numbers. I'll stick with the first set. Of course my test roll was the best single roll! Should have known...
So I came up with:
13
16
12
15
15
11
Not too bad but four sets of odd numbers bites.
Last edited by Thrush; 08-05-2009 at 04:26 PM. Reason: Automerged Double Post
got it, no worries.
Community Supporter
Arkhemedes is playing a Duskblade, Fuzzy Alchemist a Necromancer Wizard and Azar a Fighter. It would help the rest of the group if those who know what they want to play will post their role in the party in The Characters thread to clear up any confusion..
As for your question, I created all of the deities on my own, I am not using any D&D or Pathfinder Deities, or any other material for that matter. Everything on my wiki at OP is all my creation, with a few people named after former characters played in my campaigns as a homage.
That is cool, I can play a Shadowdancer. I'm also playing a Rogue, not a Rouge like I posted earlier.
Doom, have you read through Kobold Quarterly 10? They have an article in there about PFRPG by Jason Bulmahn and a section on what changes they made in the final from the beta. Its a good read. Also, they list the Shadowdancer prestige class there because of the significant changes over the beta rules. I was going to use this version (when I get the opportunity to select it) if that is OK. Also, the final class descriptions have been posted (sorta) on the Paizo blog, so maybe people would like to use those instead of the beta?
Ok I have been looking at Azar's character and one of us I believe has made a mistake. Based on what I was reading in the beta rules I believe the amount of skill points you get is the same each level and not multiplied at 1st level. Please correct me if I am wrong on that. Also, and on this one I am quoting the book, "you can only acquire a number of ranks in a specific skill equal to your total Hit Dice." Azar's character if I am reading the form correctly has 4 ranks in skills and is level 1. Neither the fighter entry or the dwarf entry indicate that he should have extra hit dice that would allow him 4 ranks in a skill. Now it is possible I missed read something either in the books or on his sheet, but I would like it cleared up so that if I have done something wrong I can fix it on mine. This seemed the proper thread to ask the question in as it is related to character creation not the campaign itself. If I am wrong on that I can delete the post and put it in the other thread.
Nevermind. Despite the fact that it says 4 ranks it actually works out right for the bonus due to them being class skills. It was my mistake and I am sorry I did not examine it better before I asked my question and implied or explicitly stated that some one had done something wrong. I will endeavor to avoid that in the future.
Last edited by Fuzzy alchemist; 08-06-2009 at 12:17 AM. Reason: figured out where I made my mistake
Your right fuzzy I just saw that, I will change that right now, my mind is still in 3.5ed, sorry.
test only
* test roll *
Jack Trades the Well-Spoken
Male Half-Dragon Human Bard 1
Neutral Good
Representing Christian Bovier
Strength 21 (+5) Size: Medium
Dexterity 14 (+2) Height: 5' 11"
Constitution 17 (+3) Weight: 260 lb
Intelligence 14 (+2) Skin: Pale
Wisdom 12 (+1) Eyes: Green
Charisma 18 (+4) Hair: Dark Brown; Wavy; Beardless
Total Hit Points: 11
Speed: 30 feet
Armor Class: 19 = 10 +2 [leather] +1 [light wooden] +2 [dexterity] +4 [half-dragon]
Touch AC: 12
Flat-footed: 17
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +3 = 0 [base] +3 [constitution]
Reflex save: +4 = 2 [base] +2 [dexterity]
Will save: +3 = 2 [base] +1 [wisdom]
Attack (handheld): +5 = 0 [base] +5 [strength]
Attack (unarmed): +5 = 0 [base] +5 [strength]
Attack (missile): +2 = 0 [base] +2 [dexterity]
Grapple check: +4 = 0 [base] +5 [strength] -1 [slippery]
"Players Roll All the Dice": (Unearthed Arcana)
Attack Score (handheld):
Attack Score (unarmed):
Attack Score (missile):
Defense Check:
Defense Check (touch):
Defense Check (flat-footed): 16
16
13
1d209
1d20+2
1d20+7
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
153 lb. or less
154-306 lb.
307-460 lb.
460 lb.
920 lb.
2300 lb.
Languages: Common Goblin Orc
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.] ; arcane spell failure 5%
Light Wooden Shield [+1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]
Feats:
Martial Weapon Proficiency Weapon:
Track
Traits:
Skinny
Slippery
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 4 = +2 +2
Balance Dex* 2 = +2
Bluff Cha 4 = +4
Climb Str* 6 = +5 +1
Concentration Con 4 = +3 +1
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 8 = +4 +4
Disguise Cha 6 = +4 +2
Escape Artist Dex* 7 = +2 +4 +1 [skinny]
Forgery Int 3 = +2 +1
Gather Information Cha 4 = +4
Handle Animal Cha 5 = +4 +1
Heal Wis 1 = +1
Hide Dex* 2 = +2
Intimidate Cha 5 = +4 +1
Jump Str* 6 = +5 +1
Knowledge (dungeoneering) Int 5 = +2 +3
Listen Wis 2 = +1 +1
Move Silently Dex* 2 = +2
Perform_1 Cha 6 = +4 +2
Perform_2 Cha 4 = +4
Perform_3 Cha 4 = +4
Perform_4 Cha 4 = +4
Perform_5 Cha 4 = +4
Profession Wis 3 = +1 +2
Ride Dex 3 = +2 +1
Search Int 2 = +2
Sense Motive Wis 1 = +1
Sleight of Hand Dex* 4 = +2 +2
Spot Wis 1 = +1
Survival Wis 1 = +1
Swim Str** 5 = +5
Use Rope Dex 3.5 = +2 +1.5
* = check penalty for wearing armor
Slippery trait: +1 on escape artist checks against being grappled, -1 all other grapple checks.
Skinny trait: -2 on strength checks to avoid being overrun / bullrushed.
Zero-level Bard spells: 2 per day

Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Half-Dragon Template:
+8 strength, +2 intelligence, +2 constitution, +2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
Breath attack once per day
Fire: Red (30' cone 6d10 DC 19), Brass (60' line 3d6 DC 17), Gold (30' cone, 6d10 DC 20)
Acid: Black (60' line 6d4 DC 17), Copper (60' line 6d4 DC 17)
Cold: White (30' cone 3d6 DC 16), Silver (30' cone 6d8 DC 18)
Electricity: Blue (60' line 6d8 DC 18), Bronze (60' line 6d6 DC 18)
Gas: Green (30' cone 6d6 DC 17)
Damage Immunity
Fire: Red, Brass, Gold
Acid: Black, Copper, Green
Cold: White, Silver
Electricity: Blue, Bronze
+4 natural armor bonus (already included)
Wings
Hit dice increases one dice type to maximum of d12
Level adjustment +3
Bard:
Bardic Knowledge
Bardic Music
Can know only limited numbers of spells
High charisma gains bonus spells daily
Class HP rolled
Level 1: Bard 8
 
Jack Trades's Equipment:
30 lb
5 lb
25 lb
2 lb
5 lb
4 lb
3 lb
1 lb
3 lb
40 lb
1 lb
3 lb
2 lb
_____
124 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x5
Sling bullets (group of 10) x5
Backpack
Chalk
Crowbar
Grappling hook
Ink vial
Ink pen
Lantern (bullseye)
Mirror
Parchment sheets x10
Rations (1 day) x3
Rope (50', hempen) x4
Signal whistle
Spyglass
Musical instrument
Spell component pouch
Total
More about Jack Trades:
A writer openly mocked for his inaccuracies in a story, he decides to get his facts straight. That day he's gone out to learn about all monsters even if it kills him. Though inaccurate he can spin a yarn. Thinking the people love him he’s decided to write himself as the main character of the next book but after spending time looking for some adventurers he learns he needs to measure up if he wants to be the hero.
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