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    Kayutuq and Ila

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    Chris

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    Kayutuq and Ila

    Post  Chris on Thu Jan 29, 2015 6:27 pm

    halfling Innuit
    Hunter 3

    Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

    Str  13 +1
    Dex 16 +3
    Con 12 +1
    Int  11 *
    Wis 14 +2
    Cha 9 -1

    HP 27
    AC +3 (dex) + 1 (size) +5 armor = 19
    Init +3

    Saves:
    FORT +3 +1 = +4
    REFL  +3 +3 = +6
    WILL  +1 +2 = +3  (+2 vs Fear)

    BAB +2 +1 (size)
    Melee +4
    Ranged +6

    MW Halfling Slingstaff +7  1d6 +1, range 80ft
    MW Lucerne Hammer +5 1d10 +1, reach, brace, sunder +2
    Lance +4 1d6 +1, reach, charge x2

    Racial Abilities
    Slow Speed: Halflings have a base speed of 20 feet.
    Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
    Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
    Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
    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.

    FEATS
    Mounted Combat - Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

    Outflank (teamwork) - Ila has also, +4 flanking and crits give AoO to flanker with feat

    Track +1/2 level to Survival skill for Tracking

    Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.

    Tandem Trip : When you make a trip against an opponent threatened by any ally, roll twice and take the higher result

    Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

    Skills 6 + Int

    Handle Animal 1 + 3 + 4 (class) +2 (race) -1 = +9  (+4 with Ila = +13)
    Know Geography 2 + 3 = +5
    Know Nature  3 +3  = +6
    Perception 3 +3 +2 (race) +2  = + 10
    Ride 3 + 3 + 2 (race) + 3 = + 10 -1 = +9
    Stealth  3 + 3 + 4 (size) + 3 = +12 -1 = +11
    Know Eng (simplicity) 1 + 3 = +4
    Survival 2 + 3 + 2 = +8 (+3 tracks, special)

    Traits
    Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoy a one-time benefit to your initial finances—your starting cash increases to 900 gp.

    Armor Expert: You have worn armor as long as you can remember.  When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

    Special Abilities
    Animal Focus 2 min\day, unlimited on companion, swift action to change

    Improved Tracking (Ex): At 1st level, a trophy hunter gains a +2 bonus on Survival skill checks when following or identifying tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the trophy hunter can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, the trophy hunter is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm. This ability replaces wild empathy.

    Hunter Known Spells

    0 lvl (6)
    Detect Magic
    Light
    Purify Food\Drink
    Guidance
    Detect Poison
    Create Water

    1st lvl (4) - can cast 3 + 1 per day
    *summon nature's alley* bonus
    Entangle
    Cure Light Wounds
    Resist Energy
    Longstrider

    ILA, she-wolf

    6 + 1 tricks
    Riding Group - Come, Heel, Stay
    Attack
    Track
    Fetch
    Guard
    1-

    3 HD, +2 BAB, +3 Fort, + 3 Refl, +1 Will, skills 3, feats 2,

    Wolf

    Starting Statistics: Size Medium; Speed 50 ft.; AC +4 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

    AC = 20 (+2 natural) \ 21 (tiger)
    HP = 30
    init +3 \ +4

    Bite +5, 1d6 + 2 (trip, free) \+6
    Spd 50ft

    Stealth 1 + 3 + 3 = + 7  \ +8
    Perception 1 + 3 + 1 +3 = +8
    Survival 1 + 1 + 3 + 4 = +9 tracking by scent

    Feat: Skill Focus - Perception
    Wpn finesse: Bite

    Fort + 5
    Refl + 6
    Will + 2

    **unless changed, Ila always uses Tiger Focus granting her +2 Dex**

    Link (Ex): A druid can handle her 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.

    Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
    In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach.

    Scent

    This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

    A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

    The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

    A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

    Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

    Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

    Evasion


    240gp EQ + 900gp

    MW Kikko 180gp +5 (+4) -1 armchk
    MW studded leather barding +3 (+5)  125gp  0 armchk

    hvy wood shield +2 -2 armchk  7gp

    spear 1d6 x3  2gp
    6 deer horn knives (dagger) 1d3 x2    12gp
    MW Halfling Slingstaff 1d6 x3 80ft range 320gp
    MW Lucerne Hammer 1d10 x2  reach, brace, +2 sunder med\hvy armor  315gp
    lance 1d6 x3 reach 10gp
    50 bullets

    backpack
    bedroll
    winter blanket
    flint & steel
    rope, hemp 50ft
    signal whistle (dog whistle, only wolf can hear)
    2 waterskins
    rations
    military saddle +2 ride to stay in saddle, 75% stay in saddle 60gp


    Last edited by Chris on Sun Jul 26, 2015 10:21 pm; edited 12 times in total
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    MAS
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    Re: Kayutuq and Ila

    Post  MAS on Thu Jan 29, 2015 8:11 pm

    Nice! Is this a "maneuver" fighter? Or will you go with ranged attacks?
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    Re: Kayutuq and Ila

    Post  Chris on Thu Jan 29, 2015 11:45 pm



    Amarok (people of the wolf) Song of Becoming

    On the night you were born....
    the humpback whales sang a song in the deep
    the blue herrons cried their joy from the skies
    the wolves howled in delight at the new moon!

    On the night you were born....
    the Spirit Lights rippled down from the heavens
    the Ancestor Spirits danced on the mountain tops
    the wolves howled in delight at the new moon!

    On the night you were born....
    the new moon concealed your birth
    the darkness encouraged the Spirit Lights to touch the mountains
    the wolves howled in delight at the new moon!

    On the night you were born.....
    your parents held you in their arms
    your family sang and danced around the fires
    your..... blue hair was never before seen in this tribe

    Kayatuq's blue hair has caused a stir of debate since his birth.  Kayatuq clearly resembles both his mother and his father in his features.  But also.... someone else.  Kayatuq has Azure-blue hair, the color of a sky on a clear summer's day.   Neither the tribal shamaness Issibjuktoka nor Kayatuq understand why he is different, only that he is.

    Kayatuq had an otherwise normal childhood among the Amarok, filled with hunting, tracking, riding and finding his Pamiiyok (literally his "Dog's tail") companion, Ila the wolf.  

    Upon his reaching the age of manhood, Kayatuq requested a Kadzait (literally a wandering wolf), in the tradition of their ancestors to find his place in this world.  Kayatuq and Ila rode out of the village at dawn on the first day of Spring.  As his family watched, they all noted that the last thing they could see was his bright blue hair.


    Last edited by Chris on Mon Feb 02, 2015 12:54 pm; edited 3 times in total
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    Re: Kayutuq and Ila

    Post  navyik on Fri Jan 30, 2015 2:07 am

    As a reward for your simplicity, your character has a hint of an ancient gnomish bloodline. Nobody has seen a gnome in your lifetime, but evidence of their culture can be found often. While he is quite happy in nature, his wanderlust has often brought him near civilization, probably due to his natural curiosity for engineering which is a class skill for you. You also gain a +1 to int.
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    Re: Kayutuq and Ila

    Post  Chris on Fri Jan 30, 2015 11:16 am

    navyik wrote:As a reward for your simplicity, your character has a hint of an ancient gnomish bloodline.  Nobody has seen a gnome in your lifetime, but evidence of their culture can be found often.  While he is quite happy in nature, his wanderlust has often brought him near civilization, probably due to his natural curiosity for engineering which is a class skill for you.  You also gain a +1 to int.

    Thanks GM!

    just FYI, crunch-master flash notified me that I still had 1 attribute point unassigned, so I will have to refigure where that point goes, which may lead to other minor modifications. Tuq wasn't finished anyways, he didn't have wpns, armor, etc

    I know you said max gold, so I assume that means you want us to calculate actual expenses for starting equipment?
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    Re: Kayutuq and Ila

    Post  navyik on Fri Jan 30, 2015 11:20 am

    Just don't go changing him drasticly because of what I gave you...
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    Re: Kayutuq and Ila

    Post  navyik on Fri Jan 30, 2015 11:21 am

    Keep $ in the ballpark.
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    Re: Kayutuq and Ila

    Post  Chris on Fri Jan 30, 2015 11:32 am

    navyik wrote:Just don't go changing him drasticly because of what I gave you...

    wait, so he has gnomish bloodline and Engineering has been a class skill since birth.... so are you telling me that I can't move a skill point into engineering then?

    he wasn't finished anyways, like I said. I apologize if that wasn't clear.

    I hadn't used his 1 flex point (hp or skill), chosen any traits, bought equipment, nor were his attributes finalized.

    I will let you know when he is finished, feel free to change his "gift of simplicity" if you want. I won't account for the +1 INT, but I do need to know if he has had access to another class skill since birth, so I can intelligently decide if I want to put a point into it or not. Having a class skill without any points in it is useless.
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    Re: Kayutuq and Ila

    Post  MAS on Fri Jan 30, 2015 6:11 pm

    Chris wrote:
    MAS wrote:Nice! Is this a "maneuver" fighter? Or will you go with ranged attacks?

    I can't really see him doing many maneuvers with a 10 str.  The wolf on the other hand....

    I see him as a skirmisher, in the style of a mounted Persian archer.  He is a harrier, a chaser and an outflanker.  His natural affinity with spells like Entangle will contribute to this approach.

    main wpns are probably a short bow and spear (light lance?)

    The wolf's stats are why I asked - the companion is part of the build, of course. A rider character is a very slick way to nest multiple combat styles/capabilities into one package! Mobility, melee, and manevuers in the mount, with spells and missile/melee from the rider. BOOYAH!
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    Re: Kayutuq and Ila

    Post  Chris on Fri Jan 30, 2015 6:13 pm

    MAS wrote:
    The wolf's stats are why I asked - the companion is part of the build, of course. A rider character is a very slick way to nest multiple combat styles/capabilities into one package! Mobility, melee, and manevuers in the mount, with spells and missile/melee from the rider. BOOYAH!

    Thanks!

    This should be an interesting party, no doubt about it
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    Re: Kayutuq and Ila

    Post  navyik on Sat Jan 31, 2015 12:32 am

    Yes, class skill since birth.
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    Re: Kayutuq and Ila

    Post  Chris on Sun Feb 01, 2015 3:17 pm

    Hey GM,

    I am close to being finished, but I was wondering if I could trade out the Wild Empathy ability? It is just such a dumb ability, imo.

    There is ranger archetype (trophy hunter) that has a replacement option (comparable power level)

    Improved Tracking (Ex): At 1st level, a trophy hunter gains a +2 bonus on Survival skill checks when following or identifying tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the trophy hunter can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, the trophy hunter is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm. This ability replaces wild empathy.

    Obviously I would rearrange some points to take Survival with my guy and drop it off the wolf, if you allow the swap.

    I think this would fit with my overall concept and theme.
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    Re: Kayutuq and Ila

    Post  navyik on Sun Feb 01, 2015 8:51 pm

    Do it.... You Crackhead crunchy Junkie. No more fiddlin' after that.
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    Re: Kayutuq and Ila

    Post  Chris on Mon Feb 02, 2015 11:39 am

    navyik wrote:Do it.... You Crackhead crunchy Junkie.  No more fiddlin' after that.

    study but wait!  there might be another +1 somewhere......


    Ok, I think I am finished.  I do just want to make sure of something first though.....

    my wolf has the following SCENT ability

    Scent

    This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

    A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

    The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

    A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

    Creatures with the scent ability can identify familiar odors just as humans do familiar sights.


    Clearly the 2nd part uses Survival (which the wolf didn't take) but I just wanted to make sure that the first part (it) would fall under the skill Perception?

    I assume it would, but since nobody has used it before, I just wanted to double check.  I bought Perception as 1 of her 2 skills and used her only Feat on Skill Focus Perception for this reason.  So if you are going to rule that detecting enemies or being aware of them is something other than Perception, I need to know the mechanic now, so I can put her skills in the appropriate place.


    **personal\backstory post added, see above, under main character post**
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    Re: Kayutuq and Ila

    Post  navyik on Mon Feb 02, 2015 1:24 pm

    Your people migrate the northwest hills across the badlands to the northeast plains.
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    Re: Kayutuq and Ila

    Post  Chris on Mon Feb 02, 2015 1:40 pm

    navyik wrote:Your people migrate the northwest hills across the badlands to the northeast plains.

    Tuq is confident the Ancestor Spirits would guide his people to wherever they needed to be. (ok, wherever is fine, it's just backstory)

    navyik wrote:As a reward for your simplicity, your character has a hint of an ancient gnomish bloodline. Nobody has seen a gnome in your lifetime, but evidence of their culture can be found often. While he is quite happy in nature, his wanderlust has often brought him near civilization, probably due to his natural curiosity for engineering which is a class skill for you. You also gain a +1 to int.

    his blue hair is the evident trait of his gnomish ancestry.

    I did not include the +1 INT, since I wasn't sure he still qualified as "simple". let me know if I should make that adjustment

    just need a confirmation on the Perception\Scent ruling, otherwise he is done
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    Re: Kayutuq and Ila

    Post  navyik on Mon Feb 02, 2015 2:52 pm

    You can keep the +1 int. tongue

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