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    Rob's Characters

    MAS
    MAS
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    Posts : 3602
    Join date : 2011-09-12

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    Post  MAS Tue Jun 17, 2014 9:09 pm

    Post Away!

    Ignus moved...

    Rob's Characters Efreeti

    Ignis Infernum
    Ifrit - Sorcerer (fire elemental bloodline) 16, Archmage (mythic path) 1
    Chaotic Neutral, Deity: The Eternal Flame

    Male, Medium size (6’4” 200 lbs), 78 years
    Skin: brass, Hair: fire, Horns: black, Eyes: red
    Birthplace: City of Brass
    Homeland: Sunnyvale
    Languages: Common, Ignan, Aquan, Elven

    Darkvision 60’
    Speed: 60’

    STR: 10
    DEX: 13 (+1)
    CON: 10
    INT: 14 (+2)
    WIS: 10
    CHA: 24 (+7 )…30 (+10 w/ headband)

    HP: 100
    AC: 26 (+1 dex, +5 natural, +5 armor, +5 deflection)
    Touch: 16, Flat-footed: 25
    Resistances: fire 20, electricity 30, SR 18

    FORT: +9
    REF: +10
    WILL: +13

    Initiative: +7 (+1 Dex, +2 Trait, +4 Wild Fire Heart)
    BAB: +8/+3
    CMB: +8
    CMD: 19

    Weapons:
    ~Dagger (Adamantine)
    Ability: Flaming, Spell Storing: Fireball (X1 use, free action)
    Attack: +10/+5 (+1 adamantine, +1 Dex – weapon finesse)
    Damage: 1d4 + 1d6 fire
    Crit: 19-20/x2
    Range: 10 ft

    ~Light Crossbow (Masterwork)
    Ability: +4 Enhancement
    Attack: +14/+9 (+1 Masterwork, +1 Dex, +4 Enhancement)
    Damage: 1d8+4
    Crit: 19-20/x2
    Range: 80 ft

    Class Skills (ability mod/ranks/misc)
    ~Appraise: 7 (2/2/3)
    ~Bluff: 15 (7/5/3)
    ~Craft (weapons & armor): 16 (2/11/3)
    ~Fly: 24 (1/16/7)
    ~Intimidate: 15 (7/5/3)
    ~Knowledge (arcana): 10 (2/5/3)
    ~Knowledge (planes): 10 (2/5/3)
    ~Profession (weaponsmith): 10 (0/7/3)
    ~Spellcraft: 16 (2/11/3)
    ~Use Magic Device: 20 (7/10/3)

    Race:
    ~Native Outsider
    ~Wildfire Heart
    ~Fire Affinity
    ~Efreeti Magic (Enlarge or Reduce Person), x1 day

    Traits:
    ~Magical Lineage (Dragon's Breath)
    One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

    ~Reactionary
    You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

    Bloodline Powers (Fire):
    ~Elemental Ray, x10 day (+4 class level - favored class benefit)
    Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

    ~Elemental Resistance: 20
    Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

    ~Elemental Blast, x1 day
    Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

    ~Elemental Move: x2 movement
    Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated: +30 feet base speed

    Feats (level attained):
    ~Eschew Materials (1*)

    ~Dazing Spell (1)
    Dazing Spell (Metamagic)
    You can daze creatures with the power of your spells.
    Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.

    ~Weapon Focus: Ray (2)
    Weapon Focus (Combat)
    Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
    Prerequisites: Proficiency with selected weapon, base attack bonus +1.
    Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

    ~Intensified Spell (5)
    Intensified Spell (Metamagic)
    Your spells can go beyond several normal limitations.
    Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

    ~Empower Spell (7)
    Empower Spell (Metamagic)
    You can increase the power of your spells, causing them to deal more damage.
    Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
    Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

    ~Elemental Spell: Electricity (7*)
    Elemental Spell (Metamagic)
    You can manipulate the elemental nature of your spells.
    Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level.
    Special: You can gain this feat multiple times. Each time you must choose a different energy type.

    ~Lingering Spell (9)
    Lingering Spell (Metamagic)
    You spell clings to existence, slowly fading from the world.
    Benefit: You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet.
    A lingering spell uses up a spell slot one level higher than the spell's actual level.

    ~Selective Spell (11)
    (Metamagic)
    Your allies need not fear friendly fire.
    Prerequisite: Spellcraft 10 ranks.
    Benefit: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets are excluded from the effects of your spell. A selective spell uses up a spell slot one level higher than the spell's actual level.
    Spells that do not have an area of effect do not benefit from this feat.

    ~Quicken Spell (13)
    Quicken Spell (Metamagic)
    You can cast spells in a fraction of the normal time.
    Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
    A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
    Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.

    ~Weapon Finesse (13*)
    Weapon Finesse (Combat)
    You are trained in using your agility in melee combat, as opposed to brute strength.
    Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
    Special: Natural weapons are considered light weapons.

    ~Elemental Jaunt (15)
    Elemental Jaunt
    The spirits of your ancestral home call to you, beckoning you to return.
    Prerequisites: Character level 15th, ifrit, oread, sylph, or undine.
    Benefit: Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and willing targets to an elemental plane that is appropriate to your race (ifrits to the Plane of Fire, oreads to the Plane of Earth, sylphs to the Plane of Air, and undines to the Plane of Water). While on that plane, you (but not anyone transported with you) are treated as though under the effect of the spell planar adaptation.

    Mythic Abilities:
    Archmage Pathway (1st Tier)
    ~Archmage Arcana: Arcane Surge
    ~Path Ability: Energy Conversion
    ~Mythic Feat: Mythic Spell Lore
    ~Hard to Kill
    ~Mythic Power: x5 Day
    ~Surge

    ~Mythic Spell: Dragons' Breath
    The spell's duration changes to 1 minute/level or until discharged. You can use the breath weapon up to three times during this duration. On the round you cast the spell, using the breath weapon is a free action; later uses require a standard action. You must wait 1d4 rounds between each use of the breath weapon. All uses for a particular casting have the same range, area, and energy type. You can have only one dragon's breath spell in effect at a time; casting a new one ends the previous one.

    Spells Known: 0-9, 1-5,2-5,3-4,4-4,5-4,6-3,7-2,8-1
    Spells per day:
    level)xday... 1)x8, 2)x8, 3)x8, 4)x8, 5)x7, 6)x7, 7)x6,8)x4
    w/Headband of Alluring Charisma: 1)x9,2)x9,3)x9,4)x8,5)x8,6)x8,7)x7,8)x4

    Cantrips:
    ~Resistance
    ~Detect Magic
    ~Read Magic
    ~Light
    ~Ray of Frost
    ~Flare
    ~Message
    ~Spark
    ~Dancing Lights
    1st:
    ~Burning Hands*
    ~Mage Armor
    ~Feather Fall
    ~Charm Person
    ~Shield
    ~Endure Elements
    2nd:
    ~Scorching Ray*
    ~Daze Monster
    ~Fire Breath
    ~Flaming Sphere
    ~Pyrotechnics
    ~Alter Self
    3rd:
    ~Protection from Energy (fire)*
    ~Fireball
    ~Scorching Ash Form
    ~Fly
    4th:
    ~Elemental Body I*

    ~Dragon’s Breath
    School evocation [acid, cold, electricity, or fire]; Level alchemist 4, sorcerer/wizard 4
    Casting Time 1 standard action
    Component V, S, M (a dragon scale)
    Range 30 ft. or 60 ft.
    Area cone-shaped burst or line
    Duration instantaneous
    Saving Throw Reflex half; Spell Resistance yes
    You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell's effect and energy type depend on the type of dragon scale used:
    Black dragon: 60-foot line of acid.
    Blue or bronze dragon: 60-foot line of electricity.
    Green dragon: 30-foot cone of acid.
    *Gold or red dragon: 30-foot cone of fire.
    Silver or white dragon: 30-foot cone of cold.
    Brass dragon: 60-foot line of fire.
    Copper dragon: 60-foot line of acid.

    ~Stoneskin
    ~Enlarge Person, mass
    ~Wall of Fire
    5th:
    ~Elemental Body II*
    ~Dismissal
    ~Planar Binding
    ~Beast Shape III
    ~Summon Monster V
    6th:
    ~Elemental Body III*
    ~Disintegrate
    ~Chain Lightning
    ~Summon Monster VI
    7th:
    ~Elemental Body IV*
    ~Delayed Blast Fireball
    ~Summon Monster VII
    8th:
    ~Summon Monster VIII

    Magic Items:
    ~Flaming Dagger (adamantine +1 attack, spell storing)
    ~Light Crossbow (masterwork +1, +4 enhancement)
    ~Robe of the Archmagi (+5 AC, Spell Resist: 18, +4 Saves, +2 caster checks to overcome SR)

    ~Headband of Alluring Charisma (+6 Cha)
    Aura moderate transmutation; CL 8th
    Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.
    Description
    This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
    Construction
    Requirements Craft Wondrous Item, eagle's splendor; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

    ~Amulet of Natural Armor (+5 AC natural)
    ~Ring of Protection (+5 AC deflection)
    ~Ring of Energy Resistance (major): Resistance: electricity - 30
    ~Boots, winged (as Fly spell, x3 day, +4 Fly checks)
    ~Potion of cure moderate wounds (x5)

    slots:
    Belt:
    Body:
    Chest:
    Eyes:
    Feet:
    Hands:
    Head:
    Headband:
    Neck:
    Shoulders:
    Wrists:
    Slotless:

    Other Possessions:
    ~Crossbow Bolts (100)
    ~Traveler’s outfit
    ~Royal outfit
    ~100’ rope (hemp)
    ~10’ pole
    ~Bedroll
    ~Flask of oil
    ~Rations
    ~Spyglass
    ~Tent
    ~Signet ring
    ~Heavy Horse (combat trained): "Smokey"
    ~Barding
    ~Pack Saddle
    ~Artisan’s tools (masterwork)

    Duchy of Sunnyvale:
    ~Castle + Smithy + Barracks
    ~Caster’s Tower + Summoning Chamber
    Goons (#):
    ~Guards (50)
    ~Elite Soldiers (15)
    ~Mercenary Company (4)
    ~Brute Squad (6)
    ~Cabal (6)

    Treasure:
    650 gp

    Rob's Characters DMG35_PG156_WEB

    Rob's Characters 20110512b

    Robyo
    Robyo


    Posts : 3587
    Join date : 2012-04-29

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    Post  Robyo Wed Jun 18, 2014 10:34 am

    Am I supposed to move Ignus over to this one?

    I was going to roll with Ignus for the time being.
    Robyo
    Robyo


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    Post  Robyo Wed Jun 18, 2014 10:38 am

    What can I do if I want to play a warforged, or dragonborn, or naga, or minotaur, or a million other races PF doesn't support? Can I use one of the 3.5 versions? Or build a new race with the PF race builder (point-buy)?
    whit10
    whit10


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    Post  whit10 Wed Jun 18, 2014 10:57 am

    I have a sneaking suspicion that warforged and dragonborn were judged to be too ridiculous.

    and the Draconic Sorcerer that goes into Dragon Disciple is about the same thing as dragonborn anyway.... just me two pennys.
    Chirs2
    Chirs2


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    Post  Chirs2 Wed Jun 18, 2014 11:10 am

    whit10 wrote:I have a sneaking suspicion that warforged and dragonborn were judged to be too ridiculous.  

    and the Draconic Sorcerer that goes into Dragon Disciple is about the same thing as dragonborn anyway....  just me two pennys.

    stat-wise, warforged is nearly identical to Dhampir (just pts in different places), since neither can be healed by normal means

    I don't know dragonborn, but I always loved WF. just google it, there are several PF conversion for WF on the paizo forums
    whit10
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    Post  whit10 Wed Jun 18, 2014 11:18 am

    I'm sure there is. There is tons of fan generated stuff out there.

    I won't be using it for WoD though
    MAS
    MAS
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    Post  MAS Wed Jun 18, 2014 12:14 pm

    Robyo wrote:Am I supposed to move Ignus over to this one?

    I was going to roll with Ignus for the time being.

    Yes, please move Ignus here - I am going to delete all the other threads and clean up the section.

    If you want to play a race that isnt in the PF "advanced race guide" you have 2 options:

    1: Build the race as per the custom race building rules in the ARG.

    2: Use the race as it is listed in 3.5 - with GM approval.

    Do those sound fair?
    Robyo
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    Post  Robyo Wed Jun 18, 2014 2:19 pm

    MAS wrote:
    Robyo wrote:Am I supposed to move Ignus over to this one?

    I was going to roll with Ignus for the time being.

    Yes, please move Ignus here - I am going to delete all the other threads and clean up the section.

    If you want to play a race that isnt in the PF "advanced race guide"  you have 2 options:

    1: Build the race as per the custom race building rules in the ARG.

    2: Use the race as it is listed in 3.5 - with GM approval.

    Do those sound fair?

    Yeah, sounds good.
    Robyo
    Robyo


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    Post  Robyo Wed Jun 18, 2014 2:26 pm

    MAS wrote:
    Robyo wrote:Am I supposed to move Ignus over to this one?

    I was going to roll with Ignus for the time being.

    Yes, please move Ignus here - I am going to delete all the other threads and clean up the section.

    If you want to play a race that isnt in the PF "advanced race guide"  you have 2 options:

    1: Build the race as per the custom race building rules in the ARG.

    2: Use the race as it is listed in 3.5 - with GM approval.

    Do those sound fair?

    Yeah, sounds good.

    I moved Ignus' stats too.

    MAS
    MAS
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    Post  MAS Wed Jun 18, 2014 9:13 pm

    Cool!


    Sponsored content


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