Character Roll Call

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NukeHavoc
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Character Roll Call

Post by NukeHavoc »

If you have a chance, can you post your character's statblocks or PDF character sheets to this thread? It's been a while, and I'm not sure who has what at this point.
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
setanta14
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Re: Character Roll Call

Post by setanta14 »

SKENDER ZALTERI

update 1/30/2013

CG Male Human (Varisian) Fighter 5/Rogue 4

Init +3 ; Senses Perception +13 (+15 for Traps)
------------------DEFENSE------------------
AC 26 (28 and DR 2/- vs. Elves), touch 15, flat-footed 21 (+8 armor, +3 dex, +2 natural armor, +2 deflection, +1 misc.)
hp 68
Fort +7, Ref +10, Will +5
Defensive Abilities Bravery, Rogue Evasion, Uncanny Dodge
------------------OFFENSE------------------
Spd 30 ft/x4
Melee +1 Whip +13/+8 1d3+3 20/x2 (+15 Trip)
Melee +1 Cold Iron Rapier +13/+8 1d6+4 18-20/x2
Melee Stickler +15/+10 1d6+5 19-20/x2
Ranged +1 Crossbow, Hand +11/+6 1d4+1 19-20/x2
Special Attacks Sneak Attack
------------------STATISTICS------------------
Str 14, Dex 17, Con 10, Int 14, Wis 12, Cha 14

Base Atk +8, Cmb +10 Cmd +26

--HUMAN RACIAL TRAITS --
• TYPE: Humanoid (Human)
• SIZE: Medium
• BONUS FEAT: Humans may choose a bonus feat at 1st level.
• +2 TO ONE ABILITY SCORE (Dexterity) : Human characters get a +2
bonus on one ability score of their choice at creation, to represent
their varied nature.
• SKILLED: Humans gain an additional skill rank at 1st level and one
additional rank whenever they gain a level.
• Automatic Languages: Common
• Bonus Languages: Any

–– GENERAL FEATS ––
• COMBAT EXPERTISE
• DODGE
• EXOTIC WEAPON PROFICIENCY (Whip)
• LUNGE
• SHIELD PROFICIENCY
• TOWER SHIELD PROFICIENCY
• TWO-WEAPON FIGHTING
• WEAPON FINESSE
• WEAPON FOCUS [x2] (Whip, Sword, Short)

–– COMBAT FEATS ––
• ARMOR PROFICIENCY (HEAVY)
• ARMOR PROFICIENCY (LIGHT)
• ARMOR PROFICIENCY (MEDIUM)
• IMPROVED TRIP
• WHIP MASTERY
• IMPROVED WHIP MASTERY
-- TRAITS --
• CHILD OF THE STREETS (Social)
• LOOKING FOR WORK (Campaign: Second Darkness)
• VAGABOND CHILD (Regional)
Skills>>
Acrobatics +10, Appraise +6, Bluff +9, Climb +13, Diplomacy +9, Disable Device +14, Escape Artist +10, Intimidate +10, Knowledge (dungeoneering) +7, Knowledge (local) +8, Perception +14, Find Traps +16, Profession (sailor) +6, Ride +8, Sense Motive+8, Sleight of Hand +12, Spellcraft +2, Stealth +10, Survival +9, Swim +9

Languages Common, Dwarven, Elven, Undercommon

+1 Cold Iron Rapier, Stickler: +2 Giantbane Short Sword, +1 Whip, +1 Hand Crossbow w/Bayonet, +1 Kilted Defiant Breast Plate, Amulet of Natural Armor +2, Cloak of Resistance +2, Ring of Night's Blessing (+2 Protection, 10 rounds Darkvision), Vest and Boots of the Black Dragon (Acid Resistance 10), Potion of Cure Light Wounds X3, Cold Iron Light Mace, Cold Iron Light Bolts X32, Sunrod X3, Masterwork Thieves Tools (+2 Disable Device), Pickpockets Outfit, Kapenia Scarf, Backpack, Oil Lamp, Common, Flask of Oil, Belt Pouch, 50' Silk Rope, Grappling Hook, Wrist Sheath X2, Silver Flask, Candles X12
Last edited by setanta14 on Wed Jan 30, 2013 4:20 pm, edited 3 times in total.
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EvilGenius
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Re: Character Roll Call

Post by EvilGenius »

THOLYR CR 4
Male Dwarf Ranger 2 Rogue 3
CG Medium Humanoid (Dwarf)
Init +7; Senses Darkvision; Perception +9
--------------------
DEFENSE
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 53 (2d10+3d8+15)
Fort +6, Ref +9, Will +3
Defensive Abilities Defensive Training, Evasion, Trap Sense
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Masterwork Handaxe +6 (1d6/20/x3) and
Swamplight +6 (1d6+1/19-20/x2) and
Unarmed Strike +7 (1d3/20/x2)
Ranged Crossbow, Light +7 (1d8/19-20/x2)
Special Attacks Sneak Attack +2d6
Ranger Spells Known (CL 0, 4 melee touch, 7 ranged touch):
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 14, Int 13, Wis 13, Cha 10
Base Atk +4; CMB +4; CMD 17
Feats Improved Initiative, Rogue Weapon Proficiencies, Skill Focus: Survival, Toughness +5, Two-weapon Fighting, Weapon Finesse
Traits Armor Expert, Into Enemy Territory: Will Save
Skills Acrobatics +7, Appraise +5, Bluff +7, Climb +6, Diplomacy +5, Disable Device +10, Escape Artist +7, Intimidate +5, Knowledge (Dungeoneering) +6, Knowledge (Geography) +6, Knowledge (Local) +5, Knowledge (Nature) +6, Perception +9, Sense Motive +6, Sleight of Hand +7, Stealth +19, Survival +11, Swim +4, Use Magic Device +7
Languages Common, Dwarven, Goblin
SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Greed, Hardy +2, Hatred +1, Ring of Chameleon Power, Slow and Steady, Stability +4, Stonecunning +2, Track +1, Trapfinding +1, Wild Empathy +2 (Ex)
Combat Gear +2 Shadow Chain Shirt, Bolts, Crossbow (30), Crossbow, Light, Masterwork Handaxe, Swamplight; Other Gear Bedroll, Boat, Folding, Caltrops, Case, map or scroll (empty), Crowbar, Flask, Flint and steel, Hammer, Handy Haversack (15 @ 32.5 lbs), Pouch, belt (2 @ 3 lbs), Rations, trail (per day) (5), Ring of Chameleon Power, Rope, silk (50 ft.), Thieves' tools, Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Ring of Chameleon Power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings.
This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants. (Faint illusion; CL 3rd; Forge Ring, disguise self, invisibility; Price 12,700 gp.)
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Track +1 +1 to survival checks to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 +1 to find or disable traps.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Another daring escape for the intrepid Spaceman Spiff!
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Jonkga
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Re: Character Roll Call

Post by Jonkga »

Jheru
level 15 monk
male human (tian-la)
from Hongal region of Tian Xia, wandered through the Path of Aganhei, through the Wall of Heaven Mountains, across the Icy Crown of the World

Str 18 (+4), Dex 18 (+4), Con 16 (+3), Int 10, Wis 18 (+4), Cha 10

Init +4, Speed 80' (16 squares)
AC 35, Flat-footed AC 31, Touch AC 31
CMB +19, CMD 36, Flat-footed CMD 32
Fort +16 (immune to diseases, poisons), Ref +17 (improved evasion), Wil +17 (+2 vs. enchantment)

Hit Points 138
Hero Points 3

BAB +11/+6/+1, Melee +15/+10/+5, Ranged +15/+10/+5
unarmed strike +16/+11/+6 2d10+4 x2
flurry of blows +18/+18/+13/+13/+8/+8 2d10+4 x2
Throw anything (improvised ranged) +15/+10/+5 d?+4 19-20x2
Catch off guard (improvised melee) +15/+10/+5 d?+4 19-20x2

Skills: Acrobatics +20 (+35 jump), Appraise +0, Bluff +0, Climb +15, Diplomacy +13, Disguise +0, Escape Artist +10, Fly +4, Handle Animal +1, Heal +8, Intimidate +18, Perception +14, Ride +8, Sense Motive +9, Stealth +14, Survival +6, Swim +12, Perform (chadoa - tea ceremony) +4

Traits: Looking for work (+1 Diplomacy, class skill), Wisdom in the flesh (use Wis for Acrobatics, class skill), Sacred touch (stabilize with touch, standard action)

Monk Abilities: AC Bonus +9/CMB Bonus +7, Flurry of Blows (6 attacks), Unarmed Strike 2d10, Stunning Fist 16 per day/DC 21/stunned or fatigued or sickened or staggered, Evasion (half damage on Ref save), Fast Movement +50', Maneuver Training (monk level as BAB), Still Mind (+2 vs enchantment), Slow Fall 70', Ki Pool (11 Ki Points, attacks count as magic, cold iron, silver, lawful vs. damage reduction), High Jump (+15 jump checks), Purity of Body (immune to diseases), Wholeness of Body (heal 15 hp), Improved Evasion (no damage on Ref save), Diamond Body (immune to poisons), Abundant Step (Dimension Door), Diamond Soul (SR=25), Quivering Palm (hit and damage opponent, can will to death, Fort 21)

Feats: Throw Anything, Scorpion Style, Deflect Arrows, Catch Off Guard, Weapon Focus (unarmed strike), Dazzling Display, Gorgon's Fist, Spider Step, Shatter Defenses, Medusa's Wrath, Improvised Weapon Mastery, Combat Reflexes, Snatch Arrows, Vital Strike

Languages: Common, Tian-La

Magical Equipment: Bracers of Armor +4, Amulet of Natural Armor +4, Ring of Protection +4, Cloak of Resistance +4 (Daze 1/day DC 11 Wil), Gloves of Dexterity +4, Belt of Physical Might (+4 Str and +4 Con), Monk's Robe, Ring of Ki Mastery, Headband of Ki Focus, Sandals of Quick Reaction, Sleeves of Many Garments (not worn)

Potions: Cure Light Wounds (5), Cure Moderate Wounds, Cure Serious Wounds (2), Jump, Endure Elements, Divine Favor, Air Bubbles, Resist Acid, vial of Antitoxin

Gear: standard adventuring clothes and equipment, monk's outfit, wooden holy symbol of Iro-Shu, wooden tea set, jasmine and wu long tea leaves, healer's kit, silk rope (100'), sunrods (5), thunderstones (4), monk outfit made with fine silk embroidered with dragons
Last edited by Jonkga on Thu Mar 14, 2013 2:25 pm, edited 7 times in total.
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
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Lars Porsenna
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Re: Character Roll Call

Post by Lars Porsenna »

Cutheric Iron-Can't-Bite

level 5 Barbarian
male human
from the Linnorm Kingdoms, travelling south looking for things to slay in order to prove his bravery!

Str 14 (+2), Dex 14 (+2), Con 17 (+3), Int 12 (+1), Wis 8 (-1), Cha 10

Init +2, Speed 40' (8 squares)
AC 20, Flat-footed AC 18, Touch AC 13
CMB +7, CMD 19, Flat-footed CMD 17
Fort +7, Ref +3, Wil +0

Hit Points 66
Hero Points 3

BAB +5, Melee +7, Ranged +7

Skills: Acrobatics +7, Appraise +1, Bluff +0, Climb +6, Craft (Weaponsmith) +9, Diplomacy +0, Disguise +0, Escape Artist +2, Fly +2, Handle Animal +4, Heal -1, Intimidate +6, Knowledge (Dungeoneering) +6, Knowledge (Nature) +7, Perception +5, Ride +8, Sense Motive -1, Stealth +2, Survival +5, Swim +6

Traits: Deft Dodger (+1to Reflex saves), Killer (You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.), Viking Blood (You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.)

Barbarian Abilities: Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Low-light Vision, Rage, Scent, Trap Sense +1

Feats: Dodge, Combat Reflexes, Weapon Focus (Greataxe), Master Craftsman.

Languages: Common, Linnorm

Magical Equipment: CHainshirt +2, Greataxe +1, Amulet of Natural Armor +1

Gear: standard adventuring clothes and equipment.

BTW, figure has been ordered...

Damon.
Last edited by Lars Porsenna on Mon Jul 02, 2012 10:31 pm, edited 4 times in total.
"Qui desiderat pacem, praeparet bellum"
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
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setanta14
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Re: Character Roll Call

Post by setanta14 »

That's a unique feat selection, but don't you need Improved Unarmed Strike as a pre-req for some of them?
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NukeHavoc
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Re: Character Roll Call

Post by NukeHavoc »

setanta14 wrote:That's a unique feat selection, but don't you need Improved Unarmed Strike as a pre-req for some of them?
Yep.

Damon -- I'm concerned about having two characters in the party who are both unarmed combatants, particularly as we get to higher levels and you run into more things with DR. Jheru can ultimately get around some of that with his ki power, but how would your character handle that?

And strictly from a niche protection angle -- throw anything and martial arts have pretty much been Jheru's thing from day one. It makes his character a less unique when you have *two* characters are doing that. How are you differentiating him from Jheru? Is this basically a big Viking brawler?
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
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Lars Porsenna
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Re: Character Roll Call

Post by Lars Porsenna »

No that was a mistake. I copied Jon's post as a template but forgot to update the feats selection. My feats are much more conventional. I'll update tonite.

Damon.

Edit: just 4 feats, so I was able to remember which ones they were. Initial post now updated.
Last edited by Lars Porsenna on Mon Jul 02, 2012 10:14 am, edited 1 time in total.
"Qui desiderat pacem, praeparet bellum"
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
My Book Blog: http://bookslikedust.blogspot.com/
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setanta14
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Re: Character Roll Call

Post by setanta14 »

Ahhhh... dat eshprain ting much more betterer
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Jonkga
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Re: Character Roll Call

Post by Jonkga »

Damon, he looks appropriately bad-ass. I'm looking forward to him joining the team, as it were. :)
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
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EvilGenius
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Re: Character Roll Call

Post by EvilGenius »

Another front line fighter will be a welcome addition. :)
Another daring escape for the intrepid Spaceman Spiff!
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Lars Porsenna
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Re: Character Roll Call

Post by Lars Porsenna »

Just an FYI for others, Master Craftsman allows me to make magic stuff without being a spellcaster. Since my craft skill is Weaponsmithing, I can make magical weapons!

Damon.
"Qui desiderat pacem, praeparet bellum"
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
My Book Blog: http://bookslikedust.blogspot.com/
My Minis Blog: http://minislikedust.blogspot.com/
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EvilGenius
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Re: Character Roll Call

Post by EvilGenius »

Wow, that's sweet!!
Another daring escape for the intrepid Spaceman Spiff!
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Jonkga
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Re: Character Roll Call

Post by Jonkga »

Lars Porsenna wrote:Just an FYI for others, Master Craftsman allows me to make magic stuff without being a spellcaster. Since my craft skill is Weaponsmithing, I can make magical weapons!

Damon.
Nice, and fitting for a barbarian. :)
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
setanta14
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Re: Character Roll Call

Post by setanta14 »

One more thing: Gotta be a fighter to take Weapon Specialization.

Might I suggest Combat Reflexes leading to Stand Still next? Keeps the bad guys right where you can hit them with your axe.
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