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PostPosted: Tue Jan 13, 2015 10:47 am 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 4:48 pm
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Location: Wichita, KS
A friend and I are going to be running some demo starting X-Crawl games and I was wondering if it would be okay if we used 3rd-lvl, converted to Pathfinder versions of the pregens from the Dungeon Battle Brooklyn adventure. Each will be converted to a standard 3rd-lvl 20 pt starting build for the new Maximum X-Crawl rules. If you want I can post them here for others to use. I hope their creators don't mind them continuing their X-Crawl careers. :)


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PostPosted: Thu Jan 15, 2015 6:49 pm 
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Wild-Eyed Zealot

Joined: Sun Jul 09, 2006 2:55 pm
Posts: 89
Absolutely! And yeah, by all means post them up here on the forum. Lets see how they do when their careers really start to heat up!

Rock on!

Brendan


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PostPosted: Mon Jan 26, 2015 10:04 am 
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Deft-Handed Cutpurse

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Location: Wichita, KS
Ok, here is the first pregen post, Ruskle the barbarian. I've had to reduce their stats to stay within 20 pts as standard for a new X-Crawl character. They do have the bonus racial skill ranks, as noted on pg. 7.

Ruskle, "The Carnivore", 3rd level half-orc barbarian: Med. Humanoid; Fame 0; HD 3D12+6[+12]; hp 31 [37] ; Init +3; Spd 40 ft.; AC 17 [15], touch 13 [11], flat-footed 14 [12]; Base Atk +3; CMB +6 [+8]; CMD 19 [21]; Atk Orc double axe +6 [+8] melee (1d8+4 [1d8+7]/x3), or javelin +6 ranged (1d6+3[1d6+5]; Full Atk two-weapon double axe +4[+6]/+4[+6] melee (1d8+3 [1d8+5]/x3)/(1d8+1[1d8+2]/x3); Space/Reach 5 ft./5 ft.; SA Rage 10 rnds/day, Power Attack, Two-weapon Fighting, rage powers(surprise accuracy); SQ Darkvision 60 ft., fast movement, half-orc traits, trap sense +1, uncanny dodge; AL N; SV Fort +5[+7], Ref +4, Will +2[+4]; Str 16 [20], Dex 16, Con 14 [18], Int 10, Wis 12, Cha 8

Skills and Feats: Acrobatics +7, Climb +7 [+9], Intimidate +7, Knowledge (American Half-orcs) +3, Knowledge (Zura'Ah'Zura) +3, Perception +7, Swim +7 [+9], Tactics +3; Power Attack, Two-weapon Fighting, The ProfileF. Skills include armor check penalties. Stats in [] are while raging. F Indicates bonus Fame Feats.

Gear: Orc double axe, 5 javelins, 2 daggers, chain shirt, backpack, 50 ft. synthetic rope, canteen, watch, potions of Cure Light Wounds & Enlarge Person.


Last edited by Raptor on Tue Feb 03, 2015 9:25 am, edited 1 time in total.

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PostPosted: Thu Jan 29, 2015 9:52 am 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 4:48 pm
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Location: Wichita, KS
Ok , here is the 2nd pregen character, Zasterial "Forester" Stillstar, 3rd level Elf rogue. Also If you happen to be in the Wichita, KS area, the event these will be used at is the Prismatic Tsunami Winter Gameday 2015, starting at 1 PM on Saturday the 31st, held at The Burrow. You can reserve a seat at our game The Spa Day Crawl, on Conplanner.com.

Zasterial "Forester" Stillstar, 3rd level Elf rogue: Med. Humanoid; Fame 0; HD 3D8+3; hp 20; Init +4; Spd 30 ft.; AC 17, touch 14, flat-footed 13; Base Atk +2; CMB +3; CMD 17; Atk Rapier +6 melee (1d6+1 /18-20), or Longbow +6 ranged (1d8/x3); Full Atk Rapier +6 melee (1d6+1 /18-20), or Longbow +6 ranged (1d8/x3); Space/Reach 5 ft./5 ft.; SA Sneak Attack 2d6; SQ Elf traits, evasion, rogue talents (trap spotter), trapfinding, trap sense +1; AL CG; SV Fort +1, Ref +7, Will +1; Str 12, Dex 18, Con 10, Int 16, Wis 10, Cha 11

Skills and Feats: Acrobatics +9, Bluff +5, Climb +6, Craft (fletcher) +9, Diplomacy +6, Disable Device +13, Escape Artist +9, Grandstanding +6, Knowledge (Aristocracy) +4, Knowledge (Elven Culture) +6, Knowledge (Local, Boston) +9, Knowledge (X-crawl) +4, Perception +8 (+9 vs traps), Sleight of Hand +10, Stealth +9, Swim +6; Deft Hands, Weapon Finesse, RefinedF. Skills include armor check penalties. F Indicates bonus Fame Feats.

Gear: Rapier, Dagger x2, Longbow with 20 arrows & 5 MW arrows, studded leather armor, Lockpicking tools, flashlight, multipurpose light, 50 ft. synthetic rope, grapnel, water bottle, Potions of Cure Light Wounds, Expeditious Retreat, & Jump.


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PostPosted: Tue Feb 03, 2015 9:29 am 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 4:48 pm
Posts: 277
Location: Wichita, KS
Here's #3, Hank "Ajax" Tybalt, 3rd lvl Fighter. The event I ran these characters at went pretty well.

Hank "Ajax" Tybalt, 3rd level human Fighter: Med. Humanoid; Fame 0; HD 3D10+9; hp 30; Init +2; Spd 20 ft.; AC 18, touch 12, flat-footed 16; Base Atk +3; CMB +6; CMD 18; Atk Heavy Flail +7 melee (1d10+4/19-20), or +1 Str Comp. Short Bow +5 ranged (1d6+1/x3); Full Atk Heavy Flail +7 melee (1d10+4/19-20), or +1 Str Comp. Short Bow +5 ranged (1d6+1/x3); Space/Reach 5 ft./5 ft.; SA Cleave, Combat Reflexes, Power Attack ; SQ armor training 1, bravery +1, ; AL NG; SV Fort +6, Ref +3, Will +3; Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 10

Skills and Feats: Acrobatics +2, Climb+6 , Craft (carpentry) +6, Knowledge (X-Crawl) +6, Perception +3, Profession (lumberjack)+6, Swim+6, ; Cleave, Combat Reflexes, Iron Will, Power Attack, Weapon Focus (heavy flail). Skills include armor check penalties.

Gear: Heavy flail, +1 Str Composite shortbow with 20 arrows & 5 MW arrows, breastplate, backpack, canteen, flashlight, 50 ft. synthetic rope, potions of Cure Light Wounds and Shield of Faith.


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PostPosted: Tue Feb 10, 2015 8:54 am 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 4:48 pm
Posts: 277
Location: Wichita, KS
#4.

Richard "Mayday" Hayden, 3rd level human Wizard(Evoker): Med. Humanoid; Fame 0; HD 3D+6; hp 19; Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +1; CMB +1; CMD 14; Atk Club +1 melee (1d6/x2), or Light Crossbow +4 ranged (1d8/19-20); Full Atk Club +1 melee (1d6/x2), or Light Crossbow +4 ranged (1d8/19-20); Space/Reach 5 ft./5 ft.; SA Spells, Intense spells +1, Force missile (1d4+1 dam, 6/day) ; SQ arcane bond (weasel familiar); AL NG; SV Fort +2, Ref +6, Will +4; Str 10, Dex 16, Con 12, Int 16, Wis 12, Cha 11

Skills and Feats: Acrobatics +6, Climb +1, Craft (book-binding) +9, Grandstanding +4, Knowledge (Arcana) +9, Knowledge (History) +9, Knowledge (X-Crawl) +9, Perception +4, Profession (salesman)+7, Spellcraft +9, Swim +1; Alertness (when familiar adjacent), Combat Casting, Greater Spell Focus (evocation), Scribe ScrollB, Spell Focus (evocation), Crowd SympathyF.

Prepared Spells:
0-lvl: Acid splash, ray of frost, detect magic, resistance
1st-lvl: Animate Rope, Burning Hands (DC 16 ref), Mage Armor, Magic Missile
2nd-lvl: Flaming Sphere x 3 (DC 17 ref)

Gear: Club, dagger, light crossbow with 20 bolts & 5 MW bolts, backpack, canteen, spellbook with prepared spells + Sleep & Knock, potion of Cure Light Wounds, Scrolls of Animate Rope, Mage Armor, Sleep x2, Magic Missile x2, & Knock.


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PostPosted: Thu Feb 19, 2015 3:09 pm 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 4:48 pm
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Location: Wichita, KS
#5.

Tina "Supernova" Gosling, 3rd level Half-elf Sorcerer: Med. Humanoid; Fame 0; HD 3D6+8; hp 21; Init +7; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +1; CMB +1; CMD 14; Atk Spear +1 melee (1d8/x2), or Light Crossbow +4 ranged (1d8/19-20); Full Atk Spear +1 melee (1d8/x2), or Light Crossbow +4 ranged (1d8/19-20); Space/Reach 5 ft./5 ft.; SA Spells ; SQ Bloodline (arcane), arcane bond (toad familiar), Metamagic adept; AL NG; SV Fort +2, Ref +4, Will +4; Str 11, Dex 16, Con 12, Int 10, Wis 12, Cha 16

Skills and Feats: Bluff +4, Diplomacy +5, Grandstand +7, Knowledge (Arcana) +4, Knowledge (Elven Culture) +3, Knowledge (Local, San Fransisco) +3, Perception +4, Profession (model)+7, Sense Motive +3,Spellcraft +4; Alertness (when familiar adjacent), Combat Casting, Eschew MaterialsB, Improved Initiative, Skill Focus (perception), Bring the Noisef

Spells Per Day: 0-lvl at will, 1st-lvl 6/day

Spells Known:
0-lvl: Daze, Detect Magic, Light, Prestidigitation, Read Magic
1st-lvl: Color Spray, Mage Armor, Magic Missile

Gear: Spear, 2 short spears, light crossbow with 20 bolts & 5 MW bolts, backpack, waterproof pouch, multipurpose knife, potion of Cure Light Wounds, Scrolls of Shield, Ray of Enfeeblement x2, Cause Fear x2, Grease, & Detect Secret Doors.


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PostPosted: Tue Mar 03, 2015 3:13 pm 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 4:48 pm
Posts: 277
Location: Wichita, KS
The Cleric required the most alteration, due to changes in turning and dieties' domains.

Shaela "Sunburn" Steelwagon, 3rd level dwarf Cleric of Sol: Med. Humanoid; Fame 0; HD 3D8+8; 25 hp ; Init +0; Spd 20 ft.; AC 18, touch 10, flat-footed 18; Base Atk +2; CMB +3; CMD 13; Atk Heavy Mace +3 melee (1d8+1/x2), or Light Crossbow +2 ranged (1d8/19-20); Full Atk Heavy Mace +3 melee (1d8+1/x2), or Light Crossbow +2 ranged (1d8/19-20);; Space/Reach 5 ft./5 ft.; SA Spells ; SQ Aura, darkvision 60 ft., Channel positive energy (2d6, DC 15), Dwarf traits, Domains (Fire, Sun); AL NG; SV Fort +5, Ref +1, Will +6; Str 12, Dex 10, Con 14, Int 11, Wis 16, Cha 14

Skills and Feats: Craft (glazier) +6, First Aid +7, Knowledge (Arcana) +4, Knowledge (Dwarf culture) +3, Knowledge (Religion) +5, Knowledge (X-Crawl) +4, Profession (stonemason)+9, Spellcraft +5; Improved Channel, Turn Undead, Exalted WarriorF.

Prepared Spells:
0-lvl: detect magic, guidance, light, resistance
1st-lvl: Bless, Burning Hands, Doom, Protection from Evil
2nd-lvl: Lesser Restoration, Produce Flame, Spiritual Weapon

Domain Abilities:
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. 6/day.
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Gear: Heavy mace, dagger, light crossbow with 20 bolts & 5 MW bolts, breastplate, heavy wooden shield, backpack, modern first aid kit, scroll with Cure Light Wounds x4.


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