Difference between revisions of "Pathfinder A World In Ruins:Home Page"

From RPGnet
Jump to: navigation, search
(Vethak Gathson - Half Orc Inquisitor)
(Kharag gro-Shurkul - Half Orc Inquisitor)
Line 27: Line 27:
 
LN Medium Humanoid (human, orc)<br/>
 
LN Medium Humanoid (human, orc)<br/>
 
'''Init '''+1; '''Senses '''darkvision 60 ft.; Perception +7<br/>
 
'''Init '''+1; '''Senses '''darkvision 60 ft.; Perception +7<br/>
----
 
'''Defense'''<br/>
 
----
 
'''AC '''17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)<br/>
 
'''hp '''10 (1d8+2); judgement of sacred healing 1<br/>
 
'''Fort '''+4 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), '''Ref '''+1, '''Will '''+5<br/>
 
'''Defensive Abilities '''ferocity, judgement of sacred protection +1, orc ferocity (1/day); '''DR '''judgement of sacred resiliency 1: magic; '''Resist '''judgement of sacred purity +1, judgement of sacred resistance 2 (fire)<br/>
 
----
 
'''Offense'''<br/>
 
----
 
'''Speed '''20 ft.<br/>
 
'''Melee ''' Heavy Shield Bash -1 (1d4+3/x2) and<br/>
 
:Dagger +3 (1d4+3/19-20/x2) and<br/>
 
:Morningstar +3 (1d8+3/x2)<br/>
 
'''Ranged '''Shortbow +1 (1d6/x3)<br/>
 
'''Special Attacks '''judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)<br/>
 
'''Inquisitor Spells Known '''(CL 1):<br/>
 
1 (2/day) ''Magic Weapon, Cure Light Wounds''<br/>
 
0 (at will) ''Stabilize, Detect Magic, Light, Brand (DC 13)''<br/>
 
----
 
'''Statistics'''<br/>
 
----
 
'''Str '''16, '''Dex '''12, '''Con '''14, '''Int '''10, '''Wis '''16, '''Cha '''13<br/>
 
'''Base Atk '''+0; '''CMB '''+3; '''CMD '''14<br/>
 
'''Feats '''Disruptive, Ferocious Resolve<br/>
 
'''Traits '''Armor Expert, Iron Liver<br/>
 
'''Skills '''Acrobatics -2 (-6 jump), Climb +0, Diplomacy +5, Escape Artist -2, Fly -2, Intimidate +8, Perception +7, Ride -2, Sense Motive +8, Spellcraft +4, Stealth +2, Survival +7 (+8 to track), Swim +0''' Modifiers '''monster lore<br/>
 
'''Languages '''Common, Orc<br/>
 
'''SQ '''domains (spellkiller inquisition), judgement (1/day), spellkiller (dc 13)<br/>
 
'''Other Gear '''Armored coat, Heavy wooden shield, Arrows (20), Dagger, Morningstar, Shortbow, Backpack (17 @ 30 lbs), Bedroll, Belt pouch (3 @ 0.6 lbs), Fishhook (2), Flint and steel, Great Ones, Manacles, Mug/tankard, Pathfinder's kit, Rope, Sewing needle, Signal whistle, String or twine, Thread (50 ft.), Trail rations (7), Waterskin, 30 GP<br/>
 
----
 
'''Special Abilities'''<br/>
 
----
 
'''Armor Expert''' -1 Armor check penalty.<br/>
 
'''Darkvision (60 feet)''' You can see in the dark (black and white vision only).<br/>
 
'''Disruptive''' +4 DC to cast defensively for those you threaten.<br/>
 
'''Ferocity (Ex)''' Fight without penalty even while disabled or dying.<br/>
 
'''Inquisitor Domain (Spellkiller Inquisition)''' Deities: Any (with GM approval).
 
 
Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites). When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy ca<br/>
 
'''Iron Liver''' +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.<br/>
 
'''Judgement (1/day) (Su)''' Variable bonuses increase as the combat continues.<br/>
 
'''Judgement of Sacred Destruction +1 (Su)''' Weapon Damage bonus.<br/>
 
'''Judgement of Sacred Healing 1 (Su)''' Fast Healing<br/>
 
'''Judgement of Sacred Justice +1 (Su)''' Attack bonus<br/>
 
'''Judgement of Sacred Piercing +1 (Su)''' Concentration and vs. SR bonus<br/>
 
'''Judgement of Sacred Protection +1 (Su)''' AC bonus<br/>
 
'''Judgement of Sacred Purity +1 (Su)''' Save bonus<br/>
 
'''Judgement of Sacred Resiliency 1: Magic (Su)''' DR/magic<br/>
 
'''Judgement of Sacred Resistance 2 (Fire) (Su)''' Energy Resistances<br/>
 
'''Judgement of Sacred Smiting (Magic) (Su)''' DR bypass<br/>
 
'''Monster Lore +3 (Ex)''' +3 to Knowledge checks when identifying the weaknessess of creatures.<br/>
 
'''Orc Ferocity (1/day)''' If brought below 0 Hp, can act as though disabled for 1 rd.<br/>
 
'''Spellkiller (+2 Sacred) (DC 13)''' After defeating enemy, gain +2 sacred bonus to AC for 1 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.<br/>
 
 
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
 
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
 
  
 
=== [[WiR Character 2]]===
 
=== [[WiR Character 2]]===

Revision as of 17:28, 12 March 2013

General Overview:

A World In Ruins is a sandbox campaign set in the ruins of a world ravaged by magic. The wars lasted long enough for all sides involved, a condition which resulted in the unleashing of hordes of lower planar beings in an effort to end the ongoing conflicts. The reasoning is not important and most of those people involved in the escalating conflict no longer exist. What is important is that the world has been left behind in a ruined state. Small towns surrounded by villages and hamlets tend to have the largest concentration of people.

Beyond the centers of civilization the wilderness is making a determined rush to reclaim what the people of the world had once taken. Roads, now mostly just paths, wind through dark forests filled with ever watching eyes and silent accusations. Bandits, monsters, and magically altered animals prowl the land and prey on travelers, traders, and those foolish enough to call themselves adventurers. The Old Ways spread as the gods of nature grow stronger, bolder.

Within the towns, within the civilized areas, people are suspicious of strangers. Magic (arcane) is suspect and those who practice the arcane arts are often hunted down. The gods have undergone a change as the weaker, softer gods lose followers and fade away, leaving room for stronger, more forceful gods to rise. The priesthoods themselves are beginning to realize the possibilities inherent in this new world.


Characters and Technology:

As long as it is an official Pathfinder class, ability, spell, whatever, it shall be allowed. Technology exists up to and including Early Firearms. As indicated, Arcane casters are discriminated against in the extreme, though there is no rule against using one. Alchemy and alchemists are on the rise as well as gunsmithing.

Character will be created at first level and built with 25 Points (epic fantasy level) and advance using the fast track. Two traits.


The Starting Area:

Town of Meros

The Characters:

Kharag gro-Shurkul - Half Orc Inquisitor

Kharag gro-Shurkul
Half-Orc Inquisitor 1
LN Medium Humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +7

WiR Character 2

WiR Character 3

WiR Character 4

WiR Character 5

WiR Character 6

WiR Character 7