The Godsmouth Heresy [Pathfinder]

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The Godsmouth Heresy [Pathfinder]

Post by Aviana on Tue Aug 14, 2018 3:22 pm

Please repost your character sheets for The Godsmouth Heresy here. Thank you.
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Ottazer of the Ixshire's Red Outriders and Orl, Grizzled Warpup

Post by maswoon on Tue Aug 14, 2018 3:28 pm

Ottazer:
NG Halfling Gendarme Cavalier

Size M, Gender M, Age 21, 3'3", 126 lbs, messy brown hair, blue eyes
Init +3, Perception +6

Defenses
HP 25/25
[10 + 1 (FC) + 2 (CON) + 10 (level 2)]
AC 16, Touch 11, Flat-footed 15 (increase if using shield)
(scale mail, shield [sometimes], dex)
Fortitude +6, Reflex +2, Will +1
[Fort: 3 (class) + 2 (Con) + 1 (racial)]
[Ref: 0 (class) + 1 (Dex) + 1 (racial)]
[Will: 0 (class) + 0 (Wis) + 1 (racial)]

Offenses
Speed 20 ft.
Orl's speed is 50 ft. though.

Attacks
Lance (+5 to hit, 1d6 + 4 damage)
Greataxe (+5 to hit, 1d10 + 4 damage)

Stats
STR 16 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 8 (-1)
WIS 10 (-)
CHA 12 (+1)
BAB: +2, CMB: +5, CMD: 16

Race Abilities:

[s]Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.[/s]
ART: Irrepressible: Halflings with this trait receive a +2 racial bonus on saving throws against dominate and possession effects. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
[s]Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.[/s]
ART: Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Class Abilities:

Challenge: Once a day, issue a challenge to a foe within sight as a swift action. Whenever Ottazer hits with a melee attack, he deals his level in extra damage. However, he takes -2 to AC for foes aside from his target. This challenge lasts until the target is dead, unconscious, or the combat ends.
>Order of the Paw bonus: Whenever Ottazer issues a challenge, his mount gains a +1 dodge bonus to AC as long it is threatening the target of the cavalier’s challenge and the cavalier is riding the mount. This bonus increases by +1 for every four levels the cavalier possesses.
Mount: Ottazer gets a wolf. See the spoiler below this character sheet spoiler.
Order: Ottazer is part of the Order of the Paw, which means some things and gives some extra abilities at levels that aren't 1.
Bonus Feat (Gendarme): Ottazer gets access to a different set of bonus feats than normal, and loses access to Tactician. However, sweet feats.
Danger Ward (Ex): At 2nd level, the cavalier can ready his allies for impending danger. As a standard action, he can ready all allies within 30 feet of the danger ahead, granting a bonus on a single type of saving throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute, when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a +4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse. He can use this ability up to three times per day, once for each type of saving throw.
Feats:
Traits:

Seeker: +1 trait bonus to Perception checks, and it's always a class skill.
Reactionary: +2 trait bonus to initiative checks.
Skills:

3 per level.
Ride: +7
Handle Animal: +7
Perception: +7
Profession (Baker): +5
Knowledge (Geography): +1
Spoiler:
1: Ride, Handle Animal, Perception
2: same lol
--
BG is always Profession (Baker), Knowledge (Geography)
Languages:
Common, Halfling
Equipment:
>>Worn:
Lance
Greataxe
Spear (Silvered)
Halfling Sling Staff
Shield
Scale Mail

Backpack
Bedroll
Belt Pouch
Bit and Bridle,
Flint and Steel
Iron Pot
Mess Kit
Riding Saddle
Rope
Saddlebags
Soap
Torches (10)
Trail Rations (5 days)
Waterskin
Animal Feed (5)

Potion of CLW

30 gp
Orl:

Wolf

N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE

AC 15, touch 12, flat-footed 12 (+2 Dex, +2 natural, +1 dodge)
hp 19 (3d8+6)
Fort +5, Ref +5, Will +1
BAB +2

OFFENSE

Speed 50 ft.
Melee bite +2 (1d6+1 yes damage plus trip)

STATISTICS

Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception), Dodge
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

Link: Ottazer can handle his animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Tricks: Attack (x2): Can attack all things, even dead things.
Defend: Can defend friendlies.
Exclusive: This dog is Ottazer's and only Ottazer's.
Heel: Will follow Ottazer pretty much anywhere.
Subdue: Can attack nonlethally.


Last edited by maswoon on Sun Oct 07, 2018 1:39 pm; edited 3 times in total
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Re: The Godsmouth Heresy [Pathfinder]

Post by Shinigami02 on Tue Aug 14, 2018 5:17 pm

Fayth Murphy:
NG Human Tele-Kineticist (Kinetic Chirurgeon) 2

Size: Medium, Gender: Female, Age: 27, 5'4", 140 lbs
Grey Eyes, Shoulder-Length Black Hair
Init: +4, Perception: +6

Defenses
HP 22, AC: 15, Touch: 13, Flat Footed: 12
Fort: +7, Ref: +6, Will: +1
Armor: Leather Armor
Filter Scarf: When worn over nose and mouth grants +1 Resistance Bonus on saves against inhaled poisons and other airborn effects that require breathing.

Offenses
Speed 30
Telekinetic Blast: +5 (1d6+1+4+1 [x2] B, P, or S) 30 ft, Spell-Like Ability, 0 Burn Cost, Physical Blast
Surgical Knife (Dagger): +0 (1d4-1 [19-20/x2] P or S) 10 ft

Stats
STR: 8 (-1)
DEX: 16 (+3)
CON: 18 (+4)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 10 (+0)
BAB: 1, CMB: 0, CMD: 13

Racial Abilities
Bonus Feat
Skilled: Gain an additional skill point each level.

Class Abilities
Concentration Modifier: +7
Elemental Focus (Aether): Qualify for Aether wild talents. Grants the Basic Telekinesis Utility Talent and the Telekinetic Simple Blast.
 - Telekinetic Blast (Level 0, Burn Cost 0, Physical Simple Blast): As a Standard Action throws a nearby unattended object weighing up to 5 pounds per Kineticist level at the foe. This blast damages both the thrown object and the target of the blast. Used normally this blast deals normal Blast damage and ignores qualities of the object thrown, even if it is a weapon. Can instead loosen telekinetic grip to use the object's qualities, such as enhancement bonus (if it is a weapon) or special materials. Using the blast in this way inflicts a -4 penalty to the attack roll if the object thrown is not designed to be thrown. If the object thrown in this way is a weapon I am proficient in and can wield one-handed I can deal it's weapon damage as if I had thrown it (using Con modifier in place of Str if appropriate), otherwise it deals damage as a one-handed improvised weapon sized for me.
Burn (7/day, 1/round): Resource Pool used to fuel Kineticist abilities. Each point inflicts 1 point of Nonlethal Damage per Kineticist Level when used, this damage cannot be reduced by any method and can only be healed with 8 hours rest (which heals all of it.)
Kinetic Chirurgery: Gain Kinetic Healer as a Bonus Talent, and eventually get Mercies I can use with it. Can never gain or use infusions.

Defense Wild Talent
Force Ward (Level -, Burn Cost 0): You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level.
  You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed.
  If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.

Utility Wild Talents
Kinetic Healer (Level 1, Burn Cost 1): As a Standard Action can touch an ally to heal them for an amount of damage equal to my Kinetic Blast damage. Can either take the Burn Cost myself or make the recipient take it.

Basic Telekinesis: As the Mage Hand cantrip, but can affect magic items and items that weigh up to 5 lbs per 2 Kineticist levels. Can also create an aetheric scoop that can carry liquids or piles of small objects of an equivalent weight. Scooping or pouring liquid from the scoop is a Move Action. This Talent can also duplicate the Open/Close Cantrip.

Kinetic Cover (Level 1, Burn Cost 0): You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Telekinetic force is translucent and does not block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

Feats
Point-Blank Shot: +1 Attack and Damage on Ranged Attacks within 30 feet.
Precise Shot: No penalty for firing into a melee.

Traits
Anatomist: Gain a +1 bonus to confirm critical hits.
Plague Survivor: Gain a +2 bonus to Fortitude saves against Disease and Con checks to Stabilize
Pride Drawback: When challenged, threatened, or accused by a creature, take a -2 penalty to Diplomacy and Sense Motive against that creature until it apologizes.
Arcane Temper: Gain a +1 bonus to Initiative and Concentration Checks

Skills:

Disable Device (2) +5
Heal (2) +6
Intimidate (2) +5
Perception (2) +6
Stealth (2) +8
Sleight of Hand (BG) +8
Craft (Alchemy) (BG) +5

Languages
Common

Gear
Worn:
Leather Armor, Artisan's Outfit, Filter Scarf, Backpack

Adventuring Gear:
Bedroll, Hip Flask filled with Applejack (Anaesthetic), Mess Kit, 50 feet of twine

Magic Gear:
None

Wondrous Items:
Head:
Headband:
Eyes:
Neck:
Shoulders:
Body:
Chest:
Wrists:
Hands:
Ring:
Ring:
Belt:
Feet:

Money
14 Gold, 6 Silver, 1 Copper


Last edited by Shinigami02 on Sun Oct 07, 2018 2:01 pm; edited 1 time in total
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Re: The Godsmouth Heresy [Pathfinder]

Post by Nix Machina on Tue Aug 14, 2018 7:50 pm

Vyara:
Name: Vyara
Race: Tiefling
Class: Paladin 2 (Sacred Shield)
Alignment: LG
Deity: Sarenrae
XP: 2035

Size: Medium
Gender: She/her
Age: 19
Height: 5’9"
Weight: 243 lbs
Hair Color: Black
Eye Color: Gold
Skin Color: Dark red

Defenses
HP: 16
AC: 19
Touch: 11
Flat Footed: 17
Armor: Banded mail + light steel shield
Saves
Fort: +7
Ref: +4
Will: +3

Offenses
Speed: 20 ft
Initiative: +4
Perception: +0 (darkvision 60ft)
Weapon: Longsword: +6 to hit (+4 TWF), 1d8+4 slashing (19-20/x2)
Warhammer: +6 to hit (+4 TWF), 1d8+4 bludgeoning (x3)
Spiked Shield: +6 to hit (+4 TWF), 1d4+2 bludgeoning/piercing (x2)

Stats
STR: 18 (+4)
DEX: 15 (+2)
CON: 14 (+2)
INT: 8 (-1)
WIS: 7 (-2)
CHA: 14 (+2)
BAB: +2
CMB: +6
CMD: 18

Racial Abilities
Skilled; +2 Disable Device/Perception
Light from the Darkness: corruption resistance against evil 1/day, duration increases to hour/level if cast on self
Fiendish Resistance: 5 cold/fire/electric resist
Prehensile Tail: can fetch items as a swift action
Darkvision 60ft

Class Abilities
Aura of Good: detects as good
Detect Evil: at will
Bastion of Good: can declare a target. Target deals half damage to everyone except the paladin, and the paladin gets deflection AC = CHA modifier (currently +2).Only works against evil creatures.
Divine Grace: CHA to saves
Lay on Hands: 3/day (1/2 level + CHA), heal 1d6 damage or deal 1d6 to an undead. Healing self is a swift action, otherwise this is a standard action.

Feats
Two-Weapon Fighting - reduce penalties for TWF

Traits
Flame of the Dawnflower - +2 fire damage on crits
Reactionary - +2 initiative

Skills
Armor Check Penalty: -5
Craft: armor (2) +4
Diplomacy (2) +7
Heal (2) +3
Knowledge: Religion (2) +4
Perform: singing (2) +4

Background: Craft: armor, Perform: singing

Languages
Common, Abyssal

Gear
Banded mail, spiked light steel shield, longsword, warhammer, dagger, backpack, bedroll, belt pouch, cheap holy text, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, wooden holy symbol, cure light wounds potion (2), traveler’s outfit, tablet of identify, tablet of remove disease, tablet of shatter

Weight:
Hahahahahaha

Money 11gp


Last edited by Nix Machina on Sun Oct 14, 2018 3:43 pm; edited 2 times in total

_________________
"You don't have to stay," said the morning star.
"Run away, run away, run away, to a far
To a far, to a far, to a far, to a far,
To a far and a sunless land."

"You can run," said the sun, in the middle of the day.
"Oh, I wish someone had told me that I could run away -
Run away, run away, run away, run away,
To a far and a peaceful land."

"You can run away," said the sunset's light,
And it set its horizon in a hard flat line.
"It's okay, it's okay, it's okay, and you'll find
A far and a sunless land.
A far and a sunless land."

And the night rolls over and it makes me sick,
It's a trick, it's a trick, it's a trick, it's a trick.
And I wish someone had told me that I could run away
To a far and a sunless land.

-Jenna Moran, A Far and a Sunless Land
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Re: The Godsmouth Heresy [Pathfinder]

Post by Nimbostratus on Wed Aug 15, 2018 2:55 pm

Sumner:
Male Aasimar Skald (Spell Warrior) 2
CG M Outsider (Native)

Stats
STR 8 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 16 (+3)
WIS 10 (+0)
CHA 14 (+2)

Traits
Reactionary (total initiative: +5)
Suspicious

Race Features
Celestial Resistance
Daylight 1/day
Darkvision 60ft

Class Features
Bardic Knowledge
Raging Song
-Enhance Weapons
Improved Counterspell
Versatile Performance
Well-Versed

Feats
Point Blank Shot

Skills
Diplomacy +9
Knowledge (Geography) +8
Knowledge (History) +9
Knowledge (Religion) +9
Knowledge (everything else) +4
Perception +7
Perform +7
Sense Motive +5
Spellcraft +8
UMD +7

Languages
Common
Celestial
Dwarven
Draconic
Sylvan

Max HP: 15

Saves
Fort +4
Ref +3
Will +3

Gear
Leather Armor w/armored kilt
AC: 16
FF AC: 13
Touch AC: 13
ACP: 0
Speed: 30
Max DEX: +5

Longbow
Attack: +4 (+5 within 30 ft)
Damage: d8 (+1 within 30 ft)
Damage Type: P
Range: 100
Crit: x3

Masterwork Ranseur
Attack: +1
Damage: 2d4-1
Damage Type: P
Range: Reach
Crit: x3

Currency
4 gp

Other Items
Holy symbol of Iomedae

Spells per day
level 0: unlimited
level 1: 2

Spells Known
level 0: Dancing Lights, Detect Magic, Read Magic, Resistance, Light
level 1: CLW, Touch of Gracelessness, Adjuring Step
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Re: The Godsmouth Heresy [Pathfinder]

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