Okay so here is some info on my mount:
Name: Jaro (Goblin Dog)
Size: Medium
Speed: 50 ft.
Attack bite (1d6)
Ability Scores:
[Strength] 13 (Unless you meant -2 from 11 and not from the +4 for being medium),
[Dexterity] 14,
Con 15,
Int 2,
[Wisdom] 12,
[Charisma] 8
AC +1 natural armor
Special Qualities: allergic reaction, low-light vision, scent.
Allergic Reaction: A goblin dog's dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (Including attempts to grapple or ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this rash takes a -2 penalty to Dexterity and Charisma for 1 day (Multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based.
Tricks known:
Attack
Flank
Watch
Maneuver (Trip)
Stay
Get Help
(Bonus) Break Out
Druid animal companion features:
+4 to handle animal checks involving my companion
1st level - HD 2, +1 BAB, +3 fort, +3 ref, +0 will, 2 skills, 1 feat, +0 natural armor bonus (Before racial), +0 [Strength]/[Dexterity] bonus, +1 bonus trick
Special: Link, share spells
Skill ranks:
Perception* ([Wisdom])
Survival ([Wisdom])
Feat:
Combat Reflexes
Actually, what I wanted was something similar to a Bestiary entry. What you gave me is close, but I did want the druid modifications.
The -2 was from a normal goblin dog, the medium one (I only did this to give some small penalty, and it can be explained that Jaro hasn't seen combat for a while and grows weak). Forget the small sized one, it is simply a goblin dog with the Young template added.
One thing I noticed was the Attack and Damage bonuses for bites are missing. They should both be +1 from Strength. The 'druid' Link can be written in Special Qualities, but Share Spells cannot since you aren't a caster.
Don't bother rewriting yet, Tuj should hit second level soon enough, and then you can level both up and repost your sheets.
I'm a bit knew to this text base role play (Hoping I'm not posting in the wrong area), I was wondering if it wasn't too late to join this game, with Validation of course. Would you accept a Male Human Rogue, I have made the Character already and will post if you approve.
This is the right place to post and I'm always accepting characters. I like to accept characters with detailed backstory, so please read the Kingmaker Players Guide which you can search for after clicking the link in the post at Source 5 (Search box on the left). It lays out all the basic information for this campaign. More (Optional) setting information is available online.
One small requirement in your backstory is a reason to explore or settle a frontier land.
Here we go Icon, glad I can join, here is my character and backstory. I don't mind if you need to change anything.
MAERRUK LIOSTRUTH
Male Human | Rogue 1 | Chaotic Good
Age 17
Looks: Black hair, Blue Eyes
Height: 6ft 5inch
Weight: 170lbs.
Homeland:
Diety:
Campaign:
Representing: Dracthul
HP: 8
Initiative: +2[[Dexterity]]
Base spd: [30(6sq.)]
AC: [16] = 10 + 3[stud.leath] + 2 [[Dexterity]] + 1 [dodje ft]
Touch AC: [13]
Flat Footed: [13]
[Strength]: 12 (+1)
[Dexterity]: 15 (+2)
CON: 12 (+1)
INT: 11 (+0)
[Wisdom]: 10 (+0)
[Charisma]: 14 (+2)
BASE ATTACK BONUS +0
Basic Melee Attack +1
Basic Ranged Attack +2
Weapon: Rapier
[Critical Hit]: 18-20/x2
Type: P
Dam: 1d6
Weapon Crossbow, Light
[Critical Hit]: 19-20/x2
Type: P
Range: 80ft
Ammo: 40 bolts
Damage 1d8
FORTITUDE SAVE
+1 = 0 [base] +1 [Con]
REFLEX SAVE
+4 = 2 [base] +2 [[Dexterity]]
WILL SAVE
+0 = 0 [base] +0 [[Wisdom]]
CMB
+1 = 0 [BAB] +1 [[Strength]] +0 [size]
CMD
+14 = 10 +0 [BAB] +1 [[Strength]] +2 [[Dexterity]] +0 [size] +1 [Dodge feat]
Feats:
Dodge
Skill Focus [Bluff]
Traits:
Courageous
World Traveler (Human)
Rich Parents
Languages:
Common
CARRYING CAPACITY
Light Load: 43lbs.
Medium Load: 86lbs.
Heavy Load: 130lbs.
Lift Over Head: 130lbs.
Lift Off Ground: 260lbs.
Push or Drag: 650lbs.
SPECIAL ABILITIES
Human
Bonus Feat: One extra feat at 1st level
Skilled: +1 skill rank per level
Bonus Languages: Any (Except secret languages)
Rogue
Trapfinding
Sneak Attack +1d6
SKILLS
[SKILL Total + Ability Mod. + Ranks + Misc.]
Acrobatics* +2 = [Dexterity] 2+0+0
Appraise +4 = INT 0+1+3
Bluff +9 = [Charisma] 2+1+3+3 [Skill Focus]
Climb* +1 = [Strength] 1+0+0
Craft +0 = INT 0+0+0
Craft +0 = INT 0+0+0
Craft +0 = INT 0+0+0
Diplomacy +2 = [Charisma] 2+0+0
Disable Device*" +6 = [Dexterity] 2+1+3
Disguise +6 = [Charisma] 2+1+3
Escape Artist* +6 = [Dexterity] 2+1+3
Fly* +2 = [Dexterity] 2+0+0
Handle Animal" +2 = [Charisma] 2+0+0
Heal +0 = [Wisdom] 0+0+0
Intimidate +2 = [Charisma] 2+0+0
K (Arcana)" +0 = INT 0+0+0
K (Dungeoneering)" +0 = INT 0+0+0
K (Engineering)" +0 = INT 0+0+0
K (Geography)" +0 = INT 0+0+0
K (History)" +0 = INT 0+0+0
K (Local)" +4 = INT 0+1+3
K (Nature)" +0 = INT 0+0+0
K (Nobility)" +0 = INT 0+0+0
K (Planes)" +0 = INT 0+0+0
K (Religion)" +0 = INT 0+0+0
Linguistics" +0 = INT 0+0+0
Perception +4 = [Wisdom] 0+1+3
Perform +2 = [Charisma] 2+0+0
Perform +2 = [Charisma] 2+0+0
Profession" +0 = [Wisdom] 0+0+0
Profession" +0 = [Wisdom] 0+0+0
Ride +2 = [Dexterity] 2+0+0
Sense Motive +0 = [Wisdom] 0+0+0
Sleight of Hand*" +6 = [Dexterity] 2+1+3
Spellcraft" +0 = INT 0+0+0
Stealth* +6 = [Dexterity] 2+1+3
Survival +0 = [Wisdom] 0+0+0
Swim* +1 = [Strength] 1+0+0
Use Magic Device" +2 = [Charisma] 2+0+0
* Armor Check Penalty -1
" Trained Only
EQUIPMENT
40x crossbow bolts, 4lb
Rapier, 2lb
Light Crossbow, 4lb
Studded Leather, 20lb
Backpack, 2lb
Bedroll, 5lb
4x Caltrops, 8lb
Flint + steel
Grappling hook, 4lb
2x belt pouch, 1lb
5x trail rations, 5lb
3x torch, 3lb
3x waterskin, 12lb
Theives tools, masterwork, 2lb
Explorers outfit, 8lb
689gp
9sp
7cp
Backstory:
Maerrun, as a child, roamed the world with his Parents, David and Nerice. His parents were rich and beleived gold was the answer to everything, he was taught to recognise the value of gold, how it can make yourself happy and how you can use it to make others sad. Maerrun, at age 17, departed from his parents in Brevoy in new Stetven; this was when Maerrun's first Adventure began. Maerrun, within 15 days of being in Stetven had come accros some rumors of Pirates transporting 'illegal' goods into the Stetven docks, naturaly Maerrun investigated.
He found his pirates, and their goods, Maerrun knew from his explorations around the world that these goods came from pitax; most likely stolen. Maerrun stealthily crept around the group of pirates, waiting for the right moment to act, and at that moment another group entered the area. This other group were not pirates, but in fact was what looked like 3 mercenaries and a guard captain. The tesion broke by the shout of a pirate,
"LOOK LIVELY MEN, WE'VE GOT GUESTS", there was steel against steel in seconds, the pirate captain stood back shouting orders, this was Maerrun's chance to strike. Maerrun crept up behind the pirate and started to rummage through his pouches unnoticed, at the end of
The fight the 3 mercenaries and the Guard captain stood over the dead pirates and nobody seemed to miss the dead Pirate captains gold pouches. For the next 3 months Maerrun lived in luxury, vowing that next time he would take more than just a few measly pouches, but a whole chest worth of gold. The very next month Maerrun had drunk all the pirates money dry on ale and lodging, and he was still listening out
For rumors of pirates in the local tavern (Current location: Stetven, local tavern)
Hi dracthul, the character and back-story are great!
A few corrections:
HP should be 9, your first hit die is maximised, so you get 8, and then add 1 from Constitution.
The city is always called New Stetven, and is a lakeside city. So, the pirates would've been more like river pirates without grand ships and sails. Just clarifying.
Also, I require you character to have a motivation to explore or to lead a settlement. Otherwise, the whole campaign gets sidetracked.
Okay, corrections to my back-story;
-pirate detail: River Pirates, nothing fancy.
My Character did live his life with his parents... Maybe Maerrun departed from his parents to begin his own journey across the world, to explore and discover old and new places. (How is that?)
Dracthul, Maerrun is approved.
Sitting in one of New Stetven's many taverns, one of the respectable ones, the last thing Maerrun expected was mounted guards stopping outside, dismounting and entering. Among them, your father, David, is escorted and one of the guards points you out to him. They approach, attracting stares from a few patrons.
"Son," He says. "You aren't an easy man to find, nor a cheap one." He tosses a coin pouch at a guard. "I have important family business to discuss with you. If you'll follow me to the villa? Too many eyes here."
You can now post your actions in the main game thread.