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The unemployment line

Started by Anastasia, March 21, 2012, 09:42:47 PM

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Anastasia

Fired (read as: dead) PCs go here for eternal memory and storage, and hopefully for welfare checks in PC heaven.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Sierra

R.I.P. Claire, murdered by a tempestuous and unpredictable dicebot

Claire Beaumont
Chaotic Neutral Human Fighter 1
Proficiencies: All simple and martial weapons, all armor and shields
Languages: Common, Elven

Init: +4
HP: 13
AC: 19 (touch AC 15, flatfooted AC 14)
Fort +5  Ref +4  Will -3

Abilities: STR 11 (+0) DEX 18 (+4) CON 16 (+3) INT 9 (-1) WIS 5 (-3) CHA 10 (+0)

Speed: 30 ft
BAB: +1
Attacks: +6 to hit and 1d6 damage with rapier (crit range 18-20), +5 to hit and 1d6 damage with shortbow (x3 on crit, range increment 60 ft)

Class Features: Bonus Feat x1

Feats: Weapon Focus (Rapier), Weapon Finesse, Dodge

Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim

Skills (24 ranks): Climb +2 (4), Handle Animal +4 (4), Intimidate +4 (4), Jump +2 (4), Ride +8 (4), Swim +2 (4)

Possessions: Rapier (20gp), shortbow (30gp), arrow x100 (5gp), chain shirt (100gp), traveler's outfit (1gp), backpack (2gp), bedroll (1sp), flint and steel (1gp), rations x3 (15sp), silk rope (10gp), torch x5 (5cp), waterskin (1gp)

28 gp, 3sp, 5cp left

Iron Dragoon

Murdered by a Bridge from Hell.

Name: Belros Stoneshield
Class/Level: Cleric, 1
Size/Type: Medium, Human
Alignment: Neutral Good

HP: 10/10
AC: 17
Speed/Init: 30, +5

Attack: +2
BAB: 0

Abilities:
Str- 14 (+2)
Dex- 13 (+1)
Con- 14 (+2)
Int- 13 (+1)
Wis- 17 (+3)
Cha- 14 (+2)

Saves:
Fort: +4
Ref : +1
Will: +5

Feats:
Combat Casting (+4 Concentration for defensive)
Imp. Initiative (+4 Init.)

Skills:
Spoiler: ShowHide

Spellcraft: 5 (4+1)
Concentration: 6 (4+2)
Heal: 7 (4+3)
Knowledge (religion): 5 (4+1)
Diplomacy: 6 (4+2)
Knowledge (arcana): 5 (4+1)
Listen (cc): 5 (2+3)
Spot (cc): 5 (2+3)

 
Languages: Common, Celestial

God: Pelor
Domain: Healing, Strength
Turn Undead: 5x Per Day

Domain Spells:
Lvl 1: 1
Cure Light Wounds (1)

Spells: (Number Prepared)
Orisons: 3
Guideance (2)
Resistance (1)


Lvl 1: 1
Doom (1)
Summon Monster (1)

Belongings (Gold): 26 GP
Spoiler: ShowHide

Scale Mail (50 GP) - 4 AC
Shield, Heavy Wooden (7 GP) - 2 AC
Mace, Heavy (12 GP) - 1d8 x2
ADVENTURER's KIT - 25gp (52lbs)
Backpack
Bedroll
Winter blanket
Chalk
Empty Flask
Flint & Steel
Mirror
10 foot pole
Iron pot
Rations x3
50ft Hemp Rope
Soap
Torch x3
Waterskin
Whetstone
This is not the greatest post in the world, no... this is just a tribute.

Zephyrus

RIP: Murdered by his heavy metal ass
Name: Tyr
Class/Level: Paladin 1
Size/Type: Medium Human

About:
(click to show/hide)

HP: 13
AC: 17, touch 11, flat-footed 16
Speed/Init: 30/5

Attack: Shortbow+2 [1d6, crit x3, range inc. 60 ft., 2 lb., piercing], Longsword+5+1(Weapon Focus) [1d8+4, crit 19-20/x2 4 lb, one-handed, slashing]
BAB/Grapple: +1/+5


Abilities: Str-18 (+4), Dex-13 (+1), Con-17 (+3), Int-11 (+0), Wis-14 (+2), Cha-18 (+4)
Saves: Fort+5, Ref +1, Will+2
Feats: Improved Initiative, Weapon Focus: Longsword
Skills: Diplomacy(Rank 4/Cha)+8
Sense Motive(Rank 4/Wis)+6
Climb(Rank 3/Str)+7-4 AP = +3
Listen(Rank 3/Wis)+5
Spot(Rank 3/Wis)+5
Jump(Rank 1/Str)+5-4 AP = +1   
Languages: Common

Spells: Smite Evil (1x/day; add +4 to melee attack roll, paladin levels to damage)
Detect Evil (at will)

Belongings: Weapons: Longsword, Shortbow
Armor: Chainshirt, Heavy Wooden Shield
Arrows (quiver of 20) x2
Backpack
Bedroll
Grappling hook
Lantern (hooded)
Oil flasks x2
Rope (50', silk) x2
Trail Rations x4


Notes:

Merc

As desireable as he was by humans, having had a woman and two men all fall for him following his sexy dance of doom, Lucas fell prey to his greedy desires, and tried to caress an explosion. It did not work out well.

Name: Lucas
Class/Level: Beguiler 1
Size/Type: Small Humanoid (Halfling, Strongheart)
Alignment: Lawful Neutral (with slanting towards evil)

About:
Spoiler: ShowHide
Dunno yet~!


HP: 7
AC: 18, touch 14, flat-footed 15
Speed/Init: 20/+3

Attack: Sling+5 (1d3-1, 20/x2, 50ft, B), Dagger+0 (1d3-1, 19-20/x2, 10ft, PoS)
BAB/Grapple: +0/-5
Space/Reach: 5ft/5ft

Abilities: Str 9 (-1), Dex 16 (+3), Con 13 (+1), Int 15 (+2), Wis 7 (-2), Cha 13 (+1)
Saves: Fort+1, Ref +3, Will+0 (+2 morale vs fear)
Feats: Spell Focus (Enchantment), Unsettling Enchantment
Skills: Bluff+5, Climb+0, Concentration+5, Hide+5, Jump+0, Knowledge:Arcana+6, Listen+4, Move Silently+7, Search+6, Sense Motive+2, Spellcraft+4, Spot+2, Tumble+7, UMD+5
Languages: Common, Halfling, Dwarven, Elven

Spells: Lv 0 (5/day, DC 12), Lv 1 (4/day, DC 13). All Lv 0-1 spell list known.
-Add +1 to DC of enchantment spells, foes take -2 to Atk/AC whether they make saves or not on enchantment spells for 1 round.

Belongings: Sling, Bulletsx20, Daggerx2, Chain Shirt, Backpack, Flint&Steel, Sunrodsx3, Trail Rationsx4, Waterskin, Explorer's outfit, Boney (Guard Dog), 8.8 gold.

Boney:
Spoiler: ShowHide
Guard Dog. He doesn't like people that want to hurt his beloved master! Presumably trained for guarding, so would know the attack, defend, down and guard tricks. Is a brown mutt of no distinct breed, with a red scarf around his neck.


Notes:
Spoiler: ShowHide

Carrying Capacity: 23 (Light), 24-45 (Med), 46-67 (Heavy)
Gear Weight: 26 = 1/2*(10+2+25)+1/4*(2+4+4+8)+3
-Dropping backpack/items inside drops gear weight to 20.5

Starting Money: 6d4*10
* Hatbot --> "Merc rolls 6d4 and gets 16." [6d4=3, 2, 3, 2, 3, 3]

Stats: <Hatbot> Merc: 15, 14, 13, 13, 11, 7

<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Merc

#5
An insane girl who met a faceful of arrows as her final reward, finding that the devils' favor was no favor at all in the end.

Name: Meredith Drakefang
Class/Level: Knight 1
Size/Type: Medium Humanoid (Human)
Alignment: Lawful Evil

HP: 15
AC: 18, touch 13, flat-footed 15
Speed/Init: 20/+3

Attack: Scythe+3 (2d4+3, x4, P/S)
BAB/Grapple: +1/+3
Space/Reach: 5ft/5ft

Abilities: Str 15 (+2), Dex 17 (+3), Con 16 (+3), Int 11 (+0), Wis 11 (+0), Cha 17 (+3)
Saves: Fort+3, Ref +3, Will+2
Feats: Devil's Favor (2/day), Devil's Flesh
Skills: Bluff+5, Climb+2, Craft(Taxidermy)+1, Intimidate+8, Gather Information+7, Knowledge (Religion)+1, Tumble+3, Use Magic Device+5
-Penalties: Take -1 to Charisma-based skill checks dealing with good characters, with an additional -1 for diplomacy checks.
-ACP = -4
Languages: Common

Special Qualties: Fighting Challenge+1 (3/day), Knight's Code.

Belongings: Scythe, Scale Mail, Backpack, Flint&Steel, Silver Holy Symbol(Bahamut), Sack x2, Sunrod, Waterskin, Artisan's Tools, Bell, Fine Wine Bottle, Wine glass x2, Explorer's outfit.

Notes:
Spoiler: ShowHide
Starting Money: 6d4*10 = 130gp

Stats: <Hatbot> Merc: 17, 17, 16, 15, 11, 11

Using the Cityscape Skill ACFs to replace Handle Animal/Ride with Gather Info/Tumble. If we ever live to see level 2, I'll bug Ko about a house rule about mounted combat, or just eat that feat, as I don't plan on doing that.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Sierra

R.I.P. Cordelia, murdered jointly by her own poor attack rolls and her own meager AC.

Cordelia Carver
Lawful Evil Human Monk 1
Proficiencies: Club, light and heavy crossbow, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling
Languages: Common, Infernal

Init: +1
HP: 9
AC: 13 (touch AC 11, flatfooted AC 11)
Fort +3  Ref +3  Will +3

Abilities: STR 15 (+2) DEX 13 (+1) CON 12 (+1) INT 11 (+0) WIS 13 (+1) CHA 11 (+0)

Speed: 30 ft
BAB: +0
Attacks: +3 to hit and 1d6+2 damage with unarmed strike, +1/+1 to hit on flurry; +1 to hit and 1d4 damage with sling (range increment 50 ft)

Class Features: Bonus feat x1, Flurry of Blows, Unarmed Strike

Feats: Improved Unarmed Strike, Stunning Fist (fort DC 11), Weapon Focus (unarmed strike), Dodge

Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge: Arcana, Knowledge: Religion, Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble

Skills (36 ranks): Balance +5 (4), Climb +6 (4), Escape Artist +5 (4), Jump +6 (4), Knowledge: Religion +4 (4), Listen +5 (4), Spot +5 (4), Swim +6 (4), Tumble +5 (4)

Possessions: Sling (0gp), sling bullets x20 (2sp), backpack (2gp), flint and steel (1gp), grappling hook (1gp), hempen rope (1gp), torch x5 (5cp), monk's outfit (5gp)

2gp, 7sp, 5cp left

Zephyrus

R.I.P. Devon, clobbered by the decapitated head of Meredith

Name: Devon
Alignment: Lawful Good
Class/Level: Warmage 1
Size/Type: Medium Human

HP: 8
AC: 15, touch 12, flat-footed 13
Speed/Init: 30/6

Attack: Light Crossbow+2+1 [1d8+1, crit 19-20/x2, range inc. 80 ft., 4 lb., piercing], Spear+2 [1d8+3, crit 20/x3 4 lb, two-handed, range 20ft, Piercing]
BAB/Grapple: +0/+2


Abilities: Str-14 (+2), Dex-14 (+2), Con-15 (+2), Int-17 (+3), Wis-13 (+1), Cha-15 (+2)
Saves: Fort+2, Ref +2, Will+3
Feats: Improved Initiative, Point Blank Shot
Skills: Concentration(Rank 4/Con)+6
Spellcraft(Rank 4/Int)+7
Climb(Rank 2/Str)+4
Listen(Rank 2/Wis)+3
Spot(Rank 2/Wis)+3
Jump(Rank 2/Str)+4
Use Rope(Rank 2/Dex)+4   
Languages: Common, Elvish, Dwarfish, Celestial

Special: Warmage's Edge - Through intense training, a warmage learns to empower his own spells with might. Whenever he casts a spell that deals hit point damage, he may have it deal an additional point of damage of the same type per dice of damage that the spell deals. Add Int Mod to any spell that would do HP damage

Armored Mage - A warmage can wear light armor and shields without incurring arcane spell failure. At 8th level, he gains the ability to wear medium armor without incurring arcane spell failure. At 17th level, he can wear heavy armor without arcane spell failure.

Touch Attack/Ranged Touch Attack Notes:
Melee touch is your BAB+str against their touch AC(touch notably does not include such things as Armor and Natural Armor). Ranged touch is your BAB+dex against their touch AC.

Melee: 1d20+2
Ranged: 1d20+2

Spells: Note: WE+ PBS Feat = +1 to hit roll and +3 to damage roll on ranged attacks
Level 0 - 5 Times a Day
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

Level 1 - 3 Times a Day
Accuracy: Doubles weapon's range increment.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone: Gain +6 Str and natural slam attack.
Hail of StoneM: Rain of stone deals 1d4/level damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser*: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.

Belongings: Weapons: Spear, Light Crossbow
Armor: Padded Leather
Bolts (quiver of 20) x2
Backpack
Bedroll
Grappling hook
Lantern (hooded)
Oil flasks x2
Rope (50', silk) x2
Trail Rations x4
4 Jade Chips (Hail of Stone Component)

Iron Dragoon

Name: Xyoria Lauvia (Female)
Class/Level: Rogue 1
Size/Type: Medium/Human
Alignment: Chaotic Neutral

HP: 8/8
AC: 16 (10(base)+3(Dex)+3(Studded))
Init: +3
Atk: +0 / 1d6 / 18-20x2 (Rapier)
     +4/ 1d6 / 20x3 (Masterwork Goblin Shortbow)

Saves:
Fort- +2 (0+2(Con))
Ref- +5 (2+3(Dex))
Will-  +2 (0+2(Wis))

STR- 13 (1)
Dex- 17 (3)
Con- 15 (2)
Int- 17 (3)
Wis- 15 (2)
Char- 13 (1)

Feats:
Sneak Attack (+1d6)
Trapfinding
Point Blank Shot
Precise Shot

Skills: (rank/mod)
Spoiler: ShowHide

Balance- 7 (4+3)
Bluff- 5 (4+1)
Climb- 5 (4+1)
Decipher Script- 7 (4+3)
Disable Device- 7 (4+3)
Hide- 7 (4+3)
Jump- 3 (2+1)
Listen- 6 (4+2)
Move Silently- 7 (4+3)
Open Lock- 7 (4+3)
Search- 7 (4+3)
Sense Motive- 6 (4+2)
Spot- 6 (4+2)
Swim- 3 (2+1)
Tumble- 7 (4+3)
UMD- 6 (4+1)
Use Rope- 7 (4+3)

 
Languages: Common, Draconic, Elven, Goblin, Halfling

Belongings (Gold): 7 GP
Spoiler: ShowHide

Rapier (1d6, 18-20x2)
Studded Leather (+3 AC, -1 Armor Check)
Masterwork Goblin Shortbow (+1 hit, 1d6, 20x3, 70 ft.)
-Arrows x60
Acid Flask x1 (1d6, 1 damage in 10ft Radius, Ranged Touch)
Alchemist's Fire x5 (1d6 direct, 1 damage in 5ft Radius, Ranged Touch)
Lucky Charm Arrow x1 (They're always after me lucky charms!)

ADVENTURER's KIT - 25gp (52lbs)
Backpack
Bedroll
Winter blanket
Chalk
Empty Flask
Flint & Steel
Mirror
10 foot pole
Iron pot
Rations x3
50ft Hemp Rope
Soap
Torch x3
Waterskin
Whetstone
Thieves' Tools
This is not the greatest post in the world, no... this is just a tribute.

Sierra

R.I.P. Holly, gutted by an evil pinecone. Yes seriously.

Holly Oakheart
Lawful Good Half-Elf Cleric 1
Deity: Pelor
Proficiencies: All simple weapons, all armor, all shields (except tower shields)
Languages: Common, Elven, Celestial, Sylvan

Init: +2
HP: 10
AC: 16 (touch AC 12, flatfooted AC 14)
Fort +4  Ref +2  Will +5

Abilities: STR 11 (+0) DEX 14 (+2) CON 14 (+2) INT 15 (+2) WIS 17 (+3) CHA 16 (+3)

Speed: 30 ft
BAB: +0
Attacks: +0 to hit and 1d8 damage with spear (x3 on crit); +2 to hit and 1d8 damage with light crossbow (crit range 19-20, range increment 80 ft), +1 to attack and damage rolls within 30 ft

Racial Bonuses: Immunity to sleep spells, +2 racial bonus to saves against enchantment, low-light vision, +1 racial bonus to listen/search/spot checks, +2 racial bonus on diplomacy/gather information checks

Class Features: Turn Undead (6/day, 1d20+3 CHA check, 2d6+4 HD affected on success), domains: Good (Good spells cast at +1 caster level) and Healing (Healing spells cast at +1 caster level)

Feats: Point Blank Shot

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge: Arcana, Knowledge: History, Knowledge: Religion, Knowledge: Planes, Profession, Spellcraft

Skills (32 ranks): Concentration +6 (4), Diplomacy +9 (4), Heal +7 (4), Knowledge: Arcana +6 (4), Knowledge: Religion +6 (4), Knowledge: Planes +6 (4), Listen +6 (4, cc), Spellcraft +6 (4), Spot +6 (4, cc)

Spells: Saving throw DC 13 + spell level

0th level (3/day): Cure Minor Wounds, Detect Magic, Light
1st level (2+1/day): Bless, Shield of Faith, Cure Light Wounds

Possessions: Spear (2gp), light crossbow (35gp), crossbow bolts x50 (5gp), chain shirt (100gp), backpack (2gp), flint and steel (1gp), silk rope (10gp), torch x5 (5cp)

4gp, 9sp, 5cp left

Merc

Yo no quiero ser marinero, soy capitan, soy capitan~~!!!

Name: Bamba
Class/Level: Mariner 1
Size/Type: Small Monstrous Humanoid (Anthromorphic Weasel)
Alignment: Neutral
Gender: Male

HP: 10
AC: 21, touch 16, flat-footed 17
-base(10)+dex(4)+dodge(1)+small(1)+armor(4)+buckler(1)
Speed/Init: 20/+4

Attack: Bite+6 (1d6-1, 20/x2, PS&B)
BAB/Grapple: +1/-4
Space/Reach: 5ft/5ft

Abilities: Str 9 (-1), Dex 18 (+4), Con 15 (+2), Int 12 (+1), Wis 13 (+1), Cha 11 (+0)
Saves: Fort+4, Ref +6, Will+1
Feats: Weapon Finesse (Racial Bonus), Improved Natural Attack, Dodge.
Skills: Balance +6, Bluff +4, Climb +1, Hide+7, Jump +0, Knowledge(local) +5, Profession (Sailor)+6, Spot +5, Survival +5, Swim -1, Tumble +5, and Use Rope +8.
Languages: Common, Sylvan.

Special Qualties:
Spoiler: ShowHide
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.

Darkvision (Ex): Up to 60ft.

Sailor Lore (Ex): A mariner picks up a lot of knowledge by listening to local gossip in various ports of call or from the sea stories of shipmates. A mariner may make a special sailor lore check with a bonus equal to his mariner level + his Intelligence modifier to see whether he knows some relevant information about local people or history, far away places, or strange superstitions. This check will not necessarily reveal true information, as much of the time the mariner heard it from someone who heard it from a friend, who heard it from a guy, etc.

Seamanship+1 (Ex): A mariner gains the listed bonus as a competence bonus to all Balance, Climb, and Profession (sailor) checks.


Belongings: Chain Shirt, Buckler, Eb's Adventuring Kit (refer to Iddy's sheet), Explorer's outfit.

Notes:
Spoiler: ShowHide
Starting Money: 150gp

Stats: <Serith> Meredith's Scores: 16, 15, 15, 13, 12, 9
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Iron Dragoon

Name: Alric Eadric
Class/Level: Warmage/2
Size/Race: Medium/Human
Alignment: Neutral Good

HP:
AC: 17 (10+3(Dex)+4(Gear))
Init: +3 (0+3(Dex))
Atk: +2 (1 BAB +1(Str))


Saves:
Fort- +3 (0 +3(Con))
Ref- +3 (0 +3(Dex))
Will-  +4 (3 +1(Wis))

STR- 13 (+1)
Dex- 16 (+3)
Con- 16 (+3)
Int- 17 (+3)
Wis- 13 (+1)
Char- 14 (+2)

Feats:
Armored Mage (Light)
Warmage Edge (Add Int Mod to Spell DMG)
Eschew Materials
Soul of the North

Skills: 25 (rank/mod)
Spoiler: ShowHide

Concentration- 8 (5+3(Con))
Intimidate- 7 (5+2(Cha))
Knowledge Arcana- 8 (5+3(Int))
Knowledge History- 8 (5+3(Int))
Spellcraft- 8 (5+3(Int))


Spells:
Spoiler: ShowHide

Spell Like Abilities: (1x Per Day)
Chill Touch
Ray of Frost
Resistance

Level 0: 6x
See Wizard List

Level 1: 4x
See Wizard List

 
Languages: Common, Draconic, Goblin, Elven

Belongings (Gold): 25 GP
Spoiler: ShowHide

Chain Shirt (+4 AC, +4 Dex Bonus)
Quarter Staff (1d6/1d6, x2)
Wand of Cure Light Wounds (+1d8+2, 45 Charges)

ADVENTURER's KIT - 25gp (52lbs)
Backpack
Bedroll
Winter blanket
Chalk
Empty Flask
Flint & Steel
Mirror
10 foot pole
Iron pot
Rations x3
50ft Hemp Rope
Soap
Torch x3
Waterskin
Whetstone
Thieves' Tools
This is not the greatest post in the world, no... this is just a tribute.