Welcome to Gaia! ::

Reply Game Threads
The Goddess of the Seas: Profiles and occ page. Goto Page: [] [<] 1 2 3 4

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

glitterboypilot

PostPosted: Wed Feb 04, 2009 4:06 pm


Yurro: You get the two rings but only get to keep two daggers.

Everyone: the thread is up so you can start whenever. Sorry It wasn't up earlier
PostPosted: Wed Feb 04, 2009 4:12 pm


Apparently we suffer from that great Bugbear: cutscene incompetence. razz

GS Sailor Saturn


bytbyt

PostPosted: Wed Feb 04, 2009 7:22 pm


Granate the Nasty
Male Human Rogue 6
Chaotic Neutral

Strength 11 (+0)
Dexterity 18 (+4)
Constitution 15 (+2)
Intelligence 17 (+3)
Wisdom 12 (+1)
Charisma 14 (+2)
Size: Medium
Height: 5' 7"
Weight: 170 lb
Skin: Pale
Eyes: Gray
Hair: Gray; Wavy

Apperence:User Image

Total Hit Points: 42

Speed: 30 feet

Armor Class: 21 = 10 +7 [Mithral Shirt] +4 [dexterity]

Touch AC: 14
Flat-footed: 16 [uncanny dodge]
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +4 = 2 [base] +2 [constitution]
Reflex save: +9 = 5 [base] +4 [dexterity]
Will save: +3 = 2 [base] +1 [wisdom]
Attack (handheld): +4 = 4 [base]
Attack (unarmed): +4 = 4 [base]
Attack (missile): +8 = 4 [base] +4 [dexterity]
Grapple check: +4 = 4 [base]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
38 lb. or less
39-76 lb.
77-115 lb.
115 lb.
230 lb.
575 lb.




Languages: Abyssal Aquan Common Halfling


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Dart50 [1d4, crit x2, range inc. 20 ft., 1/2 lb, piercing]
Hudge Returning Shuriken [1d4, crit x2, range incr 10 ft, 1/2 lb, piercing]

Mithral Shirt+3 [light; +7 AC; max dex +6; check penalty 0; 10 lb.]


Feats:

Acrobatic
Exotic Weapon Proficiency Weapon:
Run
Stealthy

Traits:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 3 = +3
Balance Dex* 15 = +4 +9 +2 [tumble]
Bluff Cha 2 = +2
Climb Str* 8 = +0 +8
Concentration Con 2 = +2
Craft_1 Int 3 = +3
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* 12 = +4 +8
Forgery Int 3 = +3
Gather Information Cha 7 = +2 +5
Heal Wis 1 = +1
Hide Dex* 14 = +4 +8 +2 [stealthy]
Intimidate Cha 2 = +2
Jump Str* 12 = +0 +8 +2 [tumble] +2 [acrobatic]
Listen Wis 9 = +1 +8
Move Silently Dex* 14 = +4 +8 +2 [stealthy]
Open Lock Dex 12 = +4 +8
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex 4 = +4
Search Int 8 = +3 +5
Sense Motive Wis 1 = +1
Sleight of Hand Dex* 12 = +4 +8
Spot Wis 9 = +1 +8
Survival Wis 1 = +1
Swim Str** 9 = +0 +9
Tumble Dex* 16 = +4 +8 +2 [jump] +2 [acrobatic]
Use Rope Dex 4 = +4


* = check penalty for wearing armor

Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Search >=5 ranks gives +2 on survival checks while tracking.


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)
Rogue:

Sneak Attack +3d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level cool

Special Abilities (choices begin at 10th level)


Grant the Nasty's Equipment:

78 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Case (for map or scroll)
Lantern (hooded)
Rope (50', silk) x10
Spyglass
Waterskins x1
Thieves' tools
1746 Gold
PostPosted: Fri Feb 06, 2009 5:19 pm


Testing rolls....
oh, and making character sheet. 3nodding
so, let's see....go, gaia dice system!

shotesu

shotesu rolled 1 20-sided dice: 2 Total: 2 (1-20)

shotesu

PostPosted: Fri Feb 06, 2009 5:21 pm


ERROR.
Hrm, dice doesn't work at this moment; something about Invalid URls...
or, wait.....
PostPosted: Fri Feb 06, 2009 5:23 pm


Okay, it does work, but is buggy. there's your verdict. blaugh

shotesu


shotesu

PostPosted: Sat Feb 07, 2009 11:17 pm



-Vesper Laglace-
Medium, human female
[Binder], lvl 6.

------------------------------------
Ability scores
Str: 14 [+2]
Dex:14* [+2]
Con:16 [+3]
Int:14 [+2]
Wis:8 [-1]
Cha:14 [+2]

*normally, 12/+1; but is boosted by (gloves of dex +2) here.
----------------------------------------
Hit points
HP: 48
Hit Die: D8
rolls: forgot to write these, just added them mentally as I got them. Know I got 27 or 28 before adding the con bonus of [3x6] hp, though.
-----------------------------------------
Saves
Fort: 8
Ref: 4*
Will: 4
*-1 without gloves of dex
-----------------------------------------
AC
17 [no shield]* [ with vestige, 18]
17[with shield]* [with vestige, 18]
14[flatfooted]*
12[touch]*

*vesper has no shield and isn't proficient with them normally. Also, Dex bonus is +2 here, but is -1 without the gloves of dex.
-----------------------------------------
Held weapons
+1 Mwk Scythe [deathCrescent*]
1/st attack mod: 7
Base attack bonus: +4
Damage: 2D4+4
Critical: x4
Trip attacks: yes

* As Deathspike, MIC, [pg 50], only using a +1 master work scythe[318gp] instead of the +1 Mwk spear[304gp]. Cold iron, +2 to damage and 1d8 temp hit points for 1 hour; triggered by dropping a living being to -1 or lower.
price: 6318 gp [normal deathspike: 61304gp]
------------------------------------------
Languages:
-common
-sylvan [bonus]
-Infernal[bonus]
------------------------------------------
Skills
[note: only ranked skills are listed at this moment. I'll add untrained ones as i use them, for the sake of my sanity at the moment.]
skill: total[mod]+[ranks]
[class skills]
Bluff: 10 [2]+[8]
intimidate: 10[2]+[8]
Knowledge(religion): 6[2]+[4]
knowledge(planes): 6[2]+[4]
sense motive: 2[-1]+[3]
Decipher script: 3[2]+[1]
[not class skills]
Slight of hand: 2[2*]+[2]+[ARMOR CHECK -2]
Hide: 1[2*]+[1]+[ARMOR CHECK -2]

*gloves of dex giving a +1 to the mod on these.

Skill trick: Timely misdirection. (cost of 2 skill points, Complete scoundrel pg 90). If a bluff check to feint succeeds, foe cannot make any attacks of opportunity until start of it's next turn.
-------------------------------------
Loads
0-58 Light
59-116 Medium
117-175 Heavy
Max lift: 350
Max push/drag: 875
------------------------------------
Total gear:
normally held
35lb, light load (gloves, chain shirt, entertainer's outfit,scythe)
"pack"-chest with amazing lock. Not always held.
92 lb of stuff crammed in it, and the lock that binds it and chains to carry it.

-------------------------------------
Proficiency
Light armor[binder]
Simple weapons[binder]
Martial weapons[feat]
------------------------------------
Feats
-Improved binding[bonus, human]
+2 to effective binder level to determine what vestiges vesper can call.
-Expel vestige[binder 1rst]
Vesper can eject a bound vestige before 24 hours is up, once a day. to do so means doing it's binding rite all over and succeeding on the binding check. If so, then it is removed and a new one can be bound, however, regardless of the result, the next binding check you do is at -10, and your next one with the removed vestige is also -10.
-Polar chill[binder 3rd]
once a day, while touching the ground, it can be frozen/iced over for 1 minute with ice; in a 20ft radius. It uses two movement to enter such a space, boosts the Dc of balance and tumble checks by five, and a Dc 10 balance check is needed to run or charge on this ice. It is destroyed by fire, and fails at above 100 degrees in air temp.
((note: this is a spell-touched feat from unearthed arcana. I rolled damage for a cone of cold, and it came to 21, which vesper would have lived through at level five, fitting in as one of the events that gave them XP up to lvl 6 where they are now.))
-Martial weapon proficiency[binder bonus, 4th]
can use martial weapons.
-Rapid Pact making[Binder 6th]
Once per day, vesper can bind as a full-round action instead of one minute.
--------------------------------------------
Gear

Usually on her:
-Entertainer's garb
-scythe[DeathCrescent]
-chain shirt
-gloves of dex

Her chest of stuff, which she moves by means of a length of chain [10ft]
amazing lock[on the chest].

-spare outfit: traveller's
-grapple hook
-2lb soap
-signet ring
-50ft silk rope
-everfull mug
-field provisions box
-chalk[x20]
-fishnet[25sq.ft.]
-flint and steel
-spell component pouch
-candles [40]
-Bull's eye lantern

-95 gold coins
--------------------------------------------
Class features
lvl1. soul binding
vesper can summon and bind vestiges.
lvl2 suppress sign
Vesper can hide the sign of vestige bonded to her as a swift action. She can't if she failed the binding check and made a poor pact.
Lvl2 Pact augumentation
At 2nd level, Vesper choose energy resistance 5 to fire, to help stave off any attempt to burn her for her pact magic use. At 5th, she chose to gain +1 Ac.
These work only while a vestige is bound.
Lvl4 Bonus feat
vesper gains martial weapon proficiency and thus can use her scythe at this point.
Lvl6 Soul guardian
As long as vesper has a bound vestige, she is immune to fear effects.
-----------------------------------
personal notes:
Vesper has a tendency to speak common slightly off, sometimes with a faint accent or lisp. She also has rouge-like penchants for suprise, lying, and using her gender to get past a foe's guard. Her use of vestiges lends her aid at this.
height: 5ft7in.
weight: 135lbs.
Hair color and length: Red, waist length
Eye color: ice-blue
Skin tone: slightly paler than normal pinkish-tones for a fair-skinned human.
Major feature: she has a habit of wearing her long hair in a split 3 way ponytail: one long one runs down to her waist, centered over her spine, and twin shorter ones split off the main one just above the base of her neck and are drawn forwards over her shoulders.
Build: wirey. having to sprint from angry guards or anti "witch" crowds keeps one in shape.
Habit/trait: Vesper gets paranoid around paladins, thanks to a bad experience with a zealous one previously.
-----------------------------------
Final note:
This is my first time making a character sheet unaided by a DnD buddy of mine who has played it longer. If I made a error, please tell me. Also, I'm playing a girl this time becuase in my last DnD game, my character was a guy, and before that, a girl, and a guy to start with in my very first game.
Thus, I swap back and forth per campaign.
mrgreen
shotesu rolled 2 20-sided dice: 4, 20 Total: 24 (2-40)
PostPosted: Sun Feb 08, 2009 12:51 pm


rolling for bluff and sleight of hand to attempt to keep my gloves; not sure which one would work, depending on wether I hide them outright or simply lie/deceive them as being normal leather gloves.

Bluff: X+10
Sleight of Hand: X+2


results: wow! the sleight of hand got a nature 20! Funny....
Bluff: 14
S.H. : 22 [nat. 20]


so do I get to keep 'em?

shotesu


glitterboypilot

PostPosted: Sun Feb 08, 2009 1:31 pm


Keep by hiding them.
Reply
Game Threads

Goto Page: [] [<] 1 2 3 4
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum