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Aardvark's "A Conspiracy of Silver Ravens" Hell's Rebels Campaign

Game Master Troy Malovich

The sleepy little Chelish town of Kintargo is in for one hell of an uprising.

Loot List

Rebellion Sheet


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I found that I have lost a few players for my Hell's Rebels campaign, and am looking for from 1-3 replacements depending on applications. The group is probably only a third of the way into the book. I am more of a slow and steady GM, than a everyone must post every day type, but that doesn't mean I don't encourage active participation in the thread. I will be leaving this up for an as of yet undetermined amount of time, but no less than a week.

Currently, we have
An Unchained Human Monk
A Human Urban Ranger
A Human Magus

I have a very specific set of House Rules, which I employ regularly across all of my games.

Character Creation:
I'm actually a rather strict GM, and don't always follow the 'say yes' style of DMing.

That being said, I'll allow just about anything Paizo from the SRD (feats, traits, gear, etc...). There are a few exceptions nonetheless.

No 3PP. Nothing personal, just that I end up having to review every component and don't want to have to cherry pick which ones I do or don't allow. The safest answer is just avoid them all.

Normally CRB races only as a base, but with a reasonable argument I may allow something outside the core to be played.

Classes will most likely only be allowed from the CRB, ACG, or UM.

Ability scores will be rolled using 4d6 drop the lowest, 7 times drop the lowest roll. If the total is lower than 15 point buy or a total modifier of +5 you will reroll. Also, if the total modifier is higher than +12, you will reroll. This helps alleviate the disparity that can happen based on rolling.

Traits will include one from the campaign, and one other.

Starting wealth will be as 2nd level WBL.

I may be okay with AN (as in only 1 per group, 2 would be pushing it) evil character, as long as they can play well with others and have a reasonable argument as to why they would work with the group to accomplish the AP's goals.

Houserules:
1) A nat 1 on a skill check gives an additional -10 to the roll.
2) A nat 20 on a skill check gives an additional +10 to the roll.
3) The take 10/20 mechanic has been removed.
4) Weapon Finesse is a free feat for all (treat it as a quality of a finesse weapon).
5) Leadership is a free feat at level 9, but cohorts will be recruited out of the NPC's met within the game, based on character interactions. They will be controlled in combat by the player, but they will be RP'd by the GM.
6) All PC's get an extra skill point at each level in either a craft, perform, or profession (as long as the skill is not a class-specific skill for abilities e.g Craft Alchemy for Alchemists, or Perform for Bards). Also, they each get one skill point per level in a class-specific skill.
7) Group stealth, when sneaking as a group, the stealth total is the average of all those sneaking.
8) Aiding the best, when aiding another on skills or ability checks the highest roll is the base, all others are aiding.
9) Crafting Magic Items is only a single feat, but you will still need the appropriate level required by the previous feat of the item type being crafted.
10)All magic items have a chance of being either Cursed or Intelligent

Cursed/Intelligent Magic Item Rules:
The determining rolls will be made in the Gameplay thread under GM rolls spoilers.

Weapons:
1-5% means it's Intelligent
6-25% means it sheds light
96-00% means it is cursed

Armor, Shields, Rings, Rods, and (non-consumable) Wondrous Items:
01% means it's Intelligent
96-00% means it is cursed

All others (including consumables):
96-00% means it is cursed

When crafting, a Nat 1, will make a cursed item (as well as if you fail making an item by 5 or more). Every item can be cursed.

For Intelligence, first is a Nat 20 on the Skill check when crafting:
if it's a weapon, rolling 17-20 on a second d20 means it's Intelligent
if it's an Armor, Shield, Ring, Rod, or (non-consumable) Wondrous Item, rolling a 20 on a second d20 means it's Intelligent.
No items other than weapons, armor, shields, rings, rods, or (non-consumable) wondrous items can be intelligent.
Intelligent items will be within one alignment step of their crafter.

About me as a GM:
I just want to make sure there is an understanding on where I'm coming from as a GM, so there are no incorrect assumptions due to my lack of clarity. I use every rule in the book that I am aware of, and those I don't use will be addressed as houserules. I expect the players to be cognizant of, at the very least, the rules that apply to their character. If you have a ranged weapon, regardless of being an archer, you should take into account the firing into melee and firing past cover rules.

When I play, I consider the game to be one about taking actions, and you can't assume an action that has in game consequences is taken unless declared. If there are rules for it, then it should be accounted for. If it is assumed you ate, then you should mark off a ration.

If you didn't say you used Survival to find food, then you didn't do so.
If you didn't say you were moving stealthily, you didn't do so.
If you didn't say you prepared different spells than the ones the day before, you must have kept the same ones.
If you didn't say you slept, you are fatigued or exhausted (these I'm not certain of, I can't seem to find sleep rules for anyone other than prepared casters).
If you didn't set up a watch rotation while you slept, then you all get the -10 to your perception checks for being asleep.
If you didn't say you when and where you mapped, you don't have a map.
If you didn't search for something hidden, you won't find it.*
And if you didn't say you told the party what you saw/learned/know, they don't know.

*:
I see Perception as two facets, Searching and Noticing. Noticing is to catch something happening (birds stop singing, wind got suddenly colder, a shout down the hall, though I include those using Stealth because sneaking is an action). Searching is an action that needs to be taken, as the environment stays the same, but now you are using patterns of finding things that cause it to require a move action to perform. Again, Stealth is the exception, as you can always choose to actively try and spot something using stealth if you think it is there.

Liberty's Edge

Looks interesting. Here goes:

rolling for stats:

Stats: 4d6 ⇒ (2, 4, 3, 5) = 14 = 12
Stats: 4d6 ⇒ (3, 5, 6, 5) = 19 = 16
Stats: 4d6 ⇒ (4, 4, 1, 6) = 15 = 14
Stats: 4d6 ⇒ (6, 6, 5, 4) = 21 = 17
Stats: 4d6 ⇒ (2, 2, 1, 3) = 8 = 7
Stats: 4d6 ⇒ (6, 6, 3, 3) = 18 = 15
Stats: 4d6 ⇒ (6, 6, 3, 6) = 21 = 18

That's a total modifier of +15, so reroll.

Stats: 4d6 ⇒ (1, 5, 2, 2) = 10 = 9
Stats: 4d6 ⇒ (1, 1, 5, 2) = 9 = 8
Stats: 4d6 ⇒ (4, 3, 6, 2) = 15 = 13
Stats: 4d6 ⇒ (2, 2, 6, 2) = 12 = 10
Stats: 4d6 ⇒ (3, 1, 5, 1) = 10 = 9
Stats: 4d6 ⇒ (5, 3, 3, 1) = 12 = 11
Stats: 4d6 ⇒ (2, 1, 5, 3) = 11 = 10

That's a total modifier of -1, so reroll.

Stats: 4d6 ⇒ (3, 2, 3, 6) = 14 = 12
Stats: 4d6 ⇒ (3, 2, 2, 1) = 8 = 7
Stats: 4d6 ⇒ (5, 4, 2, 3) = 14 = 12
Stats: 4d6 ⇒ (5, 3, 2, 2) = 12 = 10
Stats: 4d6 ⇒ (5, 4, 3, 3) = 15 = 12
Stats: 4d6 ⇒ (3, 2, 3, 3) = 11 = 9
Stats: 4d6 ⇒ (1, 4, 6, 4) = 15 = 14

Total modifier of +4, so reroll.

Stats: 4d6 ⇒ (5, 2, 1, 3) = 11 = 10
Stats: 4d6 ⇒ (3, 1, 6, 5) = 15 = 14
Stats: 4d6 ⇒ (6, 6, 1, 2) = 15 = 14
Stats: 4d6 ⇒ (4, 1, 4, 3) = 12 = 11
Stats: 4d6 ⇒ (2, 4, 6, 6) = 18 = 16
Stats: 4d6 ⇒ (4, 6, 6, 1) = 17 = 16
Stats: 4d6 ⇒ (5, 3, 2, 3) = 13 = 11

Total Modifier of +10, which is within parameters.


Stats: 4d6 ⇒ (3, 4, 2, 2) = 11 9
Stats: 4d6 ⇒ (6, 5, 2, 3) = 16 14
Stats: 4d6 ⇒ (3, 6, 3, 6) = 18 15
Stats: 4d6 ⇒ (2, 2, 6, 6) = 16 14
Stats: 4d6 ⇒ (5, 3, 5, 5) = 18 15
Stats: 4d6 ⇒ (2, 4, 4, 1) = 11 10
Stats: 4d6 ⇒ (4, 4, 1, 6) = 15 14

hmm...pretty average stats, a weakness but otherwise above average in ability across the board....that's not a terrible thing at all.

Hmm...I'll start thinking about it. Honestly, it may look at a Rogue or a Bard in this kind of stattage.


I'm VERY interested!

STATS!:
Stats: 4d6 ⇒ (2, 3, 2, 1) = 8 7
Stats: 4d6 ⇒ (4, 4, 1, 3) = 12 11
Stats: 4d6 ⇒ (1, 1, 6, 6) = 14 13
Stats: 4d6 ⇒ (3, 3, 6, 2) = 14 12
Stats: 4d6 ⇒ (6, 5, 6, 3) = 20 17
Stats: 4d6 ⇒ (5, 1, 6, 5) = 17 16
Stats: 4d6 ⇒ (6, 3, 3, 6) = 18 15

Hm. I like these. I'll make a Cleric, possibly of Milani or Calistria. Will post as soon as it's ready!


Woo! I was recently in a PbP Hell's Rebels game that started very, very well, but then the GM had to unfortunately cancel.

So, thus I'm applying with my character from that game, Tasha. While the mechanics of her build aren't achieveable from the rolls below, it's the story and concept that I like (and I did have her planned as an archer at the start, too, pinning notes to walls with a bow.)

Key concept is being a completely mundane individual, trying to take down the Thrunes, and I realise you've got more than enough martials as is, but I felt like I should apply anyway!

Rolls:

4d6 ⇒ (3, 6, 1, 1) = 11
4d6 ⇒ (2, 6, 1, 5) = 14
4d6 ⇒ (1, 3, 3, 1) = 8

4d6 ⇒ (3, 2, 2, 5) = 12
4d6 ⇒ (2, 2, 3, 3) = 10
4d6 ⇒ (1, 2, 1, 5) = 9

4d6 ⇒ (6, 1, 1, 5) = 13

That's... disgusting.
--------------------

4d6 ⇒ (6, 6, 6, 6) = 24 18
4d6 ⇒ (6, 2, 3, 1) = 12 11
4d6 ⇒ (2, 3, 6, 3) = 14 12

4d6 ⇒ (3, 4, 3, 1) = 11 10
4d6 ⇒ (1, 1, 6, 6) = 14 13
4d6 ⇒ (2, 5, 6, 3) = 16 14

4d6 ⇒ (3, 5, 1, 3) = 12 11


I think I've decided to adjust and go for a Ranger. Mind you I see that we have an Urban Ranger who is a frontliner, I will be doing a very different Ranger than them.

Crunch while Traveling:

Jynn
Male elf ranger (sentinel) 2 (Pathfinder RPG Ultimate Intrigue 42)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +9 (+13 to notice memorized targets in disguise or in a crowd)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 14 (2d10-2)
Fort +2, Ref +6, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee elven curve blade +5 (1d10+3/18-20)
Ranged mwk composite longbow +6 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 8, Int 16, Wis 14, Cha 14
Base Atk +2; CMB +4; CMD 17
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Traits affable, star struck
Skills Acrobatics +2 (-2 to jump), Climb +3, Craft (bows) +10, Diplomacy +7 (+9 to gather information.), Knowledge (local) +9, Linguistics +5, Perception +9 (+13 to notice memorized targets in disguise or in a crowd), Sense Motive +4, Stealth +5, Survival +7 (+9 to avoid becoming lost), Swim +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Halfling, Infernal, Orc, Sylvan
SQ elven magic, mugshot, track +1
Other Gear mwk chain shirt, elven curve blade, mwk composite longbow (+2 Str), bedroll, compass[APG], fishing net, flask, flint and steel, grappling hook, jug (2), masterwork backpack[APG], masterwork bowyer tools, signal horn[APG], silk rope (50 ft.), waterskin (2), weapon cord[APG], whetstone, winter blanket, 302 gp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mugshot (0/2 targets memorized) Memorize likeness over 1 min, +4 Perception to foil their disguise or spot them.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.

Combat Crunch:

Jynn
Male elf ranger (sentinel) 2 (Pathfinder RPG Ultimate Intrigue 42)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +9 (+13 to notice memorized targets in disguise or in a crowd)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 14 (2d10-2)
Fort +2, Ref +6, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven curve blade +5 (1d10+3/18-20)
Ranged mwk composite longbow +6 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 8, Int 16, Wis 14, Cha 14
Base Atk +2; CMB +4; CMD 17
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Traits affable, star struck
Skills Acrobatics +4, Climb +5, Craft (bows) +10, Diplomacy +7 (+9 to gather information.), Knowledge (local) +9, Linguistics +5, Perception +9 (+13 to notice memorized targets in disguise or in a crowd), Sense Motive +4, Stealth +7, Survival +7 (+9 to avoid becoming lost), Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Halfling, Infernal, Orc, Sylvan
SQ elven magic, mugshot, track +1
Other Gear mwk chain shirt, elven curve blade, mwk composite longbow (+2 Str), bedroll, compass[APG], fishing net, flask, flint and steel, grappling hook, jug (2), masterwork backpack[APG], masterwork bowyer tools, signal horn[APG], silk rope (50 ft.), waterskin (2), weapon cord[APG], whetstone, winter blanket, 302 gp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mugshot (0/2 targets memorized) Memorize likeness over 1 min, +4 Perception to foil their disguise or spot them.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.

Now, I gave the two crunches simply because the weight of gear kinda bears you down a bit but the second combat starts you're gonna drop your heavy pack (Or if we have a pack mule, it'll carry the backpack...but still) so that you can fight at your full potential.

I'm debating tossing the 15 Str and 14 Wis...but I'm kinda one way or the other on it. Ranger spells are mostly buff based so DC isn't something to worry bout and they are often better off firing then casting. But that's the crunchy bits. (Perception and Craft Bows will be the two bonus skills.)

I did use an Archetype from Ultimate Intrigue so if not allowed I can adjust but I thought it was interesting for the setting and gave him a curious extra ability or two I've not toyed with. I also chose the name simply because I'll reuse an old Alias from a long dead game if chosen.

I chose Star Struck Strea Vestori, partially because of the once per day but also I liked the little blurb about her and it'd be interesting to try and form a friendship or pursue her romantically.

I'll probably provide more of a Backstory for my character in a day or three. I like to hammer out the crunch before I start working on the fluff so I can better incorporate some of the crunch in the fluff if needed. I don't see a request for a background or an outline of what you're looking for background wise and it can sometimes be a little rough to develop one unless we know what's been going on in the city or the GM gives an outline. If you have any extra requirements background wise you forgot to add in, I'd be curious to know what they are. Otherwise I will do a heavier read of the Player's guide and of the city information on Paizo itself to try and develop the backstory.

Lantern Lodge

Rolls:
4d6 ⇒ (6, 3, 3, 3) = 15 12
4d6 ⇒ (4, 6, 6, 5) = 21 17
4d6 ⇒ (2, 4, 3, 6) = 15 13
4d6 ⇒ (1, 5, 1, 5) = 12 11
4d6 ⇒ (3, 3, 6, 1) = 13 12
4d6 ⇒ (2, 2, 3, 6) = 13 10
4d6 ⇒ (6, 5, 5, 6) = 22 17

Hmm, those are nice for quite a lot of things.

Would you allow a Tengu? They have a fairly treasonable presence in the city of Kintargo already. Besides, they put the raven in Silver Ravens.

As for the classes, does the book limitation extend to archetypes? I'm asking because I'd be interested in an archetype from Blood of Beasts.


This is how we roll:

4d6 - 1 ⇒ (5, 5, 5, 1) - 1 = 15
4d6 - 1 ⇒ (6, 5, 1, 1) - 1 = 12
4d6 - 1 ⇒ (6, 1, 6, 2) - 1 = 14
4d6 - 3 ⇒ (3, 3, 5, 4) - 3 = 12
4d6 - 2 ⇒ (3, 2, 6, 6) - 2 = 15
4d6 - 1 ⇒ (2, 5, 2, 1) - 1 = 9

Hmmm... that's a total stat bonus of +7. Workable.

I have Hryvnas Raszamy basically ready to go aside from adjusting the point buy and gear and leveling him up to 2nd.

Hryvnas is an Aasimar (Garuda-Blooded) Warpriest of Desna with the Cult Leader archetype, which makes him more rougue-ish. Desna is apparently an oppressed religion in Cheliax so he is an agent provocateur on behalf of the church.

I have submitted him a few times though he has never gotten picked. If you aren't cool with Aasimars then I can withdraw him. I don't feel like re-writing his story again to accommodate a different race. But look at the story and see if it fits your game.

Grand Lodge

Dot, so you need arcane and divine support


Thinking bard.


4d6: 4d6 ⇒ (2, 5, 5, 4) = 16 14
4d6: 4d6 ⇒ (1, 1, 4, 6) = 12 11
4d6: 4d6 ⇒ (6, 1, 2, 6) = 15 14
4d6: 4d6 ⇒ (4, 4, 5, 5) = 18 14
4d6: 4d6 ⇒ (1, 6, 3, 6) = 16 15
4d6: 4d6 ⇒ (5, 2, 1, 5) = 13 12
4d6: 4d6 ⇒ (4, 5, 6, 2) = 17 15

This will be my submission Lazur Anil I need to update his stats and build to your criteria though background should stay the same.


1. 4d6 ⇒ (4, 4, 6, 5) = 19 - 15 (+2)
2. 4d6 ⇒ (6, 4, 5, 4) = 19 - 15 (+2)
3. 4d6 ⇒ (4, 1, 6, 1) = 12 - 11 (+0)
4. 4d6 ⇒ (5, 2, 5, 5) = 17 - 15 (+2)
5. 4d6 ⇒ (1, 2, 2, 2) = 7 - 6 (-3)
6. 4d6 ⇒ (3, 4, 4, 1) = 12 - 11 (+0)
7. 4d6 ⇒ (5, 4, 5, 6) = 20 - 16 (+3)

Will think about possible submissions - looks like y'all might need a cleric or oracle!


Aardvark DM wrote:

Classes will most likely only be allowed from the CRB, ACG, or UM.

So if I'm reading this right, you allow core and hybrid classes? I ask because I put together an oracle at one time for this AP, although I'd have to find it. It appears though that you allow archetypes from other books (Urban Ranger is from APG)

Just in case:

4d6 ⇒ (3, 1, 5, 6) = 15 = 14 (+2)
4d6 ⇒ (4, 2, 1, 1) = 8
4d6 ⇒ (6, 1, 6, 3) = 16 = 15 (+2)
4d6 ⇒ (4, 4, 4, 5) = 17 = 13 (+1)
4d6 ⇒ (1, 6, 5, 3) = 15 = 14 (+2)
4d6 ⇒ (6, 1, 2, 1) = 10 = 9 (-1)
4d6 ⇒ (5, 2, 4, 4) = 15 = 13 (+1)

Edit: I see trawets submitted an investigator (looked like a good option) and there's some mention of divine submissions. I'll see what I can come up with pending confirmation of above.


Tassadan back with Haewyn Norric, a Hidden Priest Cleric of Calistria. I'm not quite done with her crunch, because I have a couple of questions before I can finish it:

  • First: What are your opinions on scorpion whips? As Calistria's favored animals are Wasps and other stinging, venomous creatures, they seem appropriate for one of her priestesses. That being said, the mechanics of Scorpion Whips are heavily debated and rather unclear. Add on the fact that there are two editions of the weapon, and it becomes quite a headache. This is the best explanation I've found,
  • Second: Should we roll for 2nd level hp or take average?


  • Oh crap! Real quick, I didn't catch that. It should be APG and NOT ACG. Actually, I'm not likely to allow ACG at all.

    I'm terribly sorry for anyone led astray by my slip up.


    4d6 - 1 ⇒ (6, 1, 1, 5) - 1 = 12
    4d6 - 2 ⇒ (5, 2, 6, 2) - 2 = 13
    4d6 - 1 ⇒ (1, 6, 6, 1) - 1 = 13
    4d6 - 1 ⇒ (5, 5, 4, 1) - 1 = 14
    4d6 - 1 ⇒ (4, 6, 1, 4) - 1 = 14
    4d6 - 1 ⇒ (5, 5, 6, 1) - 1 = 16
    4d6 - 1 ⇒ (1, 6, 1, 3) - 1 = 10

    Hmmm. All around decent with no real awesome stat. I think I'll put together a polearm cleric. I'll be back after I think for a while and read the Player's guide.


    4d6 drop lowest: 4d6 - 1 ⇒ (1, 5, 4, 3) - 1 = 12
    4d6 drop lowest: 4d6 - 1 ⇒ (6, 1, 3, 6) - 1 = 15
    4d6 drop lowest: 4d6 - 1 ⇒ (1, 4, 1, 6) - 1 = 11
    4d6 drop lowest: 4d6 - 3 ⇒ (6, 6, 4, 3) - 3 = 16
    4d6 drop lowest: 4d6 - 2 ⇒ (5, 2, 5, 5) - 2 = 15
    4d6 drop lowest: 4d6 - 1 ⇒ (1, 5, 2, 3) - 1 = 10
    4d6 drop lowest: 4d6 - 1 ⇒ (1, 2, 6, 3) - 1 = 11

    That's 16, 15, 15, 12, 11, 11

    I can work with that. Still leaning toward bard.


    I love Hell's Rebels. I did GM a game up through the second book, would that preclude me from consideration?


    Definitely interested. I have an idea for a Cleric of Cayden Cailean I will put together for your review. First of all:

    Stat Rolls:
    4d6 ⇒ (4, 2, 4, 6) = 16 14
    4d6 ⇒ (3, 2, 2, 3) = 10 8
    4d6 ⇒ (6, 3, 5, 5) = 19 16
    4d6 ⇒ (3, 6, 3, 3) = 15 12
    4d6 ⇒ (3, 6, 5, 4) = 18 15
    4d6 ⇒ (2, 4, 2, 4) = 12 10
    4d6 ⇒ (3, 1, 3, 2) = 9

    In case the above set is outside of the floor or ceiling:

    4d6 ⇒ (5, 1, 1, 1) = 8
    4d6 ⇒ (4, 5, 4, 2) = 15
    4d6 ⇒ (6, 6, 3, 5) = 20
    4d6 ⇒ (5, 4, 5, 1) = 15
    4d6 ⇒ (3, 2, 6, 6) = 17
    4d6 ⇒ (2, 3, 4, 4) = 13
    4d6 ⇒ (2, 6, 2, 1) = 11

    EDIT: Looks like the 1st roll does it.


    Stat: 4d6 ⇒ (4, 1, 3, 5) = 13
    Stat: 4d6 ⇒ (1, 5, 6, 2) = 14
    Stat: 4d6 ⇒ (6, 2, 1, 4) = 13
    Stat: 4d6 ⇒ (2, 4, 2, 1) = 9
    Stat: 4d6 ⇒ (3, 5, 2, 2) = 12
    Stat: 4d6 ⇒ (1, 4, 3, 1) = 9

    Below a +5

    Stat: 4d6 ⇒ (2, 2, 1, 5) = 10
    Stat: 4d6 ⇒ (3, 4, 5, 2) = 14
    Stat: 4d6 ⇒ (2, 6, 5, 5) = 18
    Stat: 4d6 ⇒ (1, 1, 5, 3) = 10
    Stat: 4d6 ⇒ (5, 3, 2, 4) = 14
    Stat: 4d6 ⇒ (4, 3, 2, 3) = 12

    Below a +5

    Stat: 4d6 ⇒ (2, 2, 1, 2) = 7
    Stat: 4d6 ⇒ (2, 1, 3, 3) = 9
    Stat: 4d6 ⇒ (2, 2, 5, 1) = 10
    Stat: 4d6 ⇒ (4, 2, 3, 3) = 12
    Stat: 4d6 ⇒ (4, 4, 6, 4) = 18
    Stat: 4d6 ⇒ (5, 1, 5, 3) = 14

    Below a +5

    Stat: 4d6 ⇒ (6, 6, 2, 3) = 17
    Stat: 4d6 ⇒ (2, 3, 5, 6) = 16
    Stat: 4d6 ⇒ (5, 2, 6, 5) = 18
    Stat: 4d6 ⇒ (3, 5, 2, 4) = 14
    Stat: 4d6 ⇒ (2, 3, 1, 6) = 12
    Stat: 4d6 ⇒ (4, 1, 1, 1) = 7

    Somehow, still below a +5

    Stat: 4d6 ⇒ (5, 6, 5, 6) = 22
    Stat: 4d6 ⇒ (1, 2, 2, 3) = 8
    Stat: 4d6 ⇒ (4, 1, 2, 1) = 8
    Stat: 4d6 ⇒ (5, 3, 2, 3) = 13
    Stat: 4d6 ⇒ (4, 5, 3, 2) = 14
    Stat: 4d6 ⇒ (3, 6, 1, 6) = 16

    At this point probability is mocking me

    Stat: 4d6 ⇒ (4, 3, 6, 2) = 15
    Stat: 4d6 ⇒ (6, 5, 6, 3) = 20
    Stat: 4d6 ⇒ (2, 4, 4, 4) = 14
    Stat: 4d6 ⇒ (6, 3, 3, 6) = 18
    Stat: 4d6 ⇒ (4, 6, 2, 4) = 16
    Stat: 4d6 ⇒ (4, 6, 3, 3) = 16

    Sheesh! Took me long enough.

    That'll be 13 17 12 15 14 13
    Total modifier of +10


    Adventure Path Charter Subscriber; Pathfinder Companion, Starfinder Adventure Path Subscriber

    Rolls:

    Total 4d6 - 1 ⇒ (1, 5, 5, 3) - 1 = 13
    Total 4d6 - 1 ⇒ (1, 4, 6, 2) - 1 = 12
    Total 4d6 - 4 ⇒ (5, 5, 4, 5) - 4 = 15
    Total 4d6 - 1 ⇒ (5, 1, 5, 2) - 1 = 12
    Total 4d6 - 1 ⇒ (6, 6, 1, 4) - 1 = 16
    Total 4d6 - 2 ⇒ (6, 3, 5, 2) - 2 = 14
    Total 4d6 - 1 ⇒ (6, 5, 1, 4) - 1 = 15

    So I'd be dropping one of the 12's. Gives me a total bonus of +11.

    Actually, I am going to try to put together a good old fashioned wizard.

    DM, any idea when you are planning on making your decision? Do we have the weekend to get the final character together?


    Are APG classes available sir?


    Wisdom: 4d6 - 1 ⇒ (5, 1, 3, 3) - 1 = 11
    4d6 - 1 ⇒ (2, 1, 2, 6) - 1 = 10=10
    Charisma: 4d6 + 2 - 1 ⇒ (6, 1, 5, 5) + 2 - 1 = 18
    Dexterity: 4d6 + 2 - 1 ⇒ (6, 5, 1, 3) + 2 - 1 = 16
    Constitution: 4d6 - 1 ⇒ (6, 3, 1, 5) - 1 = 14
    Strength: 4d6 - 1 - 2 ⇒ (1, 3, 4, 3) - 1 - 2 = 8
    Intelligence: 4d6 - 3 ⇒ (3, 4, 4, 5) - 3 = 13

    Okay Thinking a Halfling Oracle that was raised a slave...

    Liberty's Edge

    Dodekatheon and Peet,

    It's "4d6 drop the lowest, 7 times drop the lowest roll"

    Dodek's fourth block comes out to a +6, which he would have to take if it were only 6 times, but it is *seven* times, so you can drop scary things like that 6.

    (If the DM is okay with you keeping that last roll, cool. Just wanted to let you know you might want to try again.) And Peet only rolled 6 times as well. Might want to roll again and see if you can beat that 9.


    Oh, dang, guess you're right...I was looking it up on my phone. Thanks for the heads up!

    Stat: 4d6 ⇒ (3, 6, 2, 4) = 15
    Stat: 4d6 ⇒ (3, 2, 6, 1) = 12
    Stat: 4d6 ⇒ (3, 5, 4, 3) = 15
    Stat: 4d6 ⇒ (1, 6, 4, 4) = 15
    Stat: 4d6 ⇒ (4, 2, 3, 3) = 12
    Stat: 4d6 ⇒ (4, 2, 4, 5) = 15

    Definitely not as good as the other :p


    Okay, jumping in real quick to reply. This will be open at least a week from my first post, maybe longer so my players have time to discuss preferences with me.

    Clarifying once more, and in every post until I close recruitment. It should be "APG", not "ACG", no hybrid classes. Currently, only CRB, APG, and UM (no gunslingers, ninjas, samurai, antipaladins, investigators, etc...)

    Previous experience doesn't exclude anyone, as long as you can maintain the separation between player and character.

    Also, don't worry about 2nd level HP, those can be resolved upon selection (I use half, not half+1, or rolled. If rolled, it MUST be in the first post after given the level, or you default to half).

    @Vitaliano, just to be clear, I fall under the camp that believes that dropping a backpack is a move action. (A backpack is 'stowed' on your back, not held, therefore removing it is retrieving a stowed item).

    @Cuan, Tengu would actually be allowed based on events in the story.

    @Peet, you did only roll 6 rolls. So, you can still roll one more and drop the lowest from your set of stats. An Aasimar is not outright invalid, but would need a good story for being in Chelish territory.

    @Tassadan, where is the other version of the scorpion whip? The one I found is from UC. Without digging too deep into it, it is still an exotic weapon, and specifically calls out that they are two different proficiencies ("if you are proficient with both the scorpion whip and whip..."). So, it wouldn't be free as a Cleric of Calistria, and wouldn't have any of the whip attributes unless you were also whip proficient.

    @Dodekatheon, your 4th set of rolls is valid with 15,14,16,12,11,6 (at a +6 total modifier), but you should have had a 7th roll, and drop the lowest, which could remove the 6 after all.


    Dodekatheon wrote:

    Oh, dang, guess you're right...I was looking it up on my phone. Thanks for the heads up!

    [dice=Stat]4d6
    [dice=Stat]4d6
    [dice=Stat]4d6
    [dice=Stat]4d6
    [dice=Stat]4d6
    [dice=Stat]4d6

    Definitely not as good as the other :p

    Don't bother rolling a new set, just reroll the lowest of your 4th set.


    Aardvark DM wrote:
    @Peet, you did only roll 6 rolls. So, you can still roll one more and drop the lowest from your set of stats.

    Oh, Cool! Missed that. So:

    4d6 - 1 ⇒ (1, 1, 4, 1) - 1 = 6

    LOL! OK, the original 6 scores it is. Which are:

    Peet wrote:

    This is how we roll:

    4d6 - 1 ⇒ (5, 5, 5, 1) - 1 = 15
    4d6 - 1 ⇒ (6, 5, 1, 1) - 1 = 12
    4d6 - 1 ⇒ (6, 1, 6, 2) - 1 = 14
    4d6 - 3 ⇒ (3, 3, 5, 4) - 3 = 12
    4d6 - 2 ⇒ (3, 2, 6, 6) - 2 = 15
    4d6 - 1 ⇒ (2, 5, 2, 1) - 1 = 9

    Aardvark DM wrote:
    @Peet, ...An Aasimar is not outright invalid, but would need a good story for being in Chelish territory.

    I have a fairly elaborate story for Hryvnas Raszamy already. It is told from the third person.

    But it sounds like you will not be allowing warpriests.

    I wanted to play something that is a divine caster but rogue-ish, and I'm not sure how to do that with other classes. Any thoughts? I don't want to multiclass.


    @Peet, Inquisitor is from the APG, and they can be pretty rogue-like! The class is generally pretty flexible and well-received by people.

    @GM, any feedback on Tasha? I've updated the statblock to the requirements, and I've added the additional skills in italic. I'm assuming Background skills aren't a thing.


    @Peet I think Inquisitor would work.


    Reroll: 4d6 ⇒ (6, 4, 3, 5) = 18

    For a 15, not too shabby. I can work with that, certainly. Apologies for the misunderstanding regarding the rolls! I'll get something together.


    I have many fine ideas for this campaign.

    Question the first: must Summoners be Unchained?

    Question the second: By your rules, the first part of an Unchained Rogue's Finesse Training is no longer a benefit. May we alter that to be Weapon Focus with a specific Finesse weapon?


    Aardvark DM wrote:
    @Tassadan, where is the other version of the scorpion whip? The one I found is from UC. Without digging too deep into it, it is still an exotic weapon, and specifically calls out that they are two different proficiencies ("if you are proficient with both the scorpion whip and whip..."). So, it wouldn't be free as a Cleric of Calistria, and wouldn't have any of the whip attributes unless you were also whip proficient.

    This is exactly why I asked! The first rendition of the Scorpion Whip is from Adventurer's Armory and reads as follows:

    Scorpion Whip (Source Adventurer's Armory 4, Legacy of Fire Player's Guide 22) wrote:

    Exotic, One-Handed Melee Weapon

    5 gp cost, 1d3 (s), 1d4 (m), x2 critical, 3 lbs. Slashing, disarm, reach, trip
    This whip has a series of razor sharp blades and fangs inset along its tip. It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip.

    The UC source is more recent, however, and does state the double-proficiency requirement to use one as a whip. I've just encountered DMs who thought the AA description was more reasonable.

    So no worries, Haewyn will continue to only use a regular whip.


    Rolling...

    Spoiler:

    4d6 - 1 ⇒ (3, 1, 5, 3) - 1 = 11
    4d6 - 1 ⇒ (3, 6, 1, 6) - 1 = 15
    4d6 - 1 ⇒ (2, 1, 6, 1) - 1 = 9
    4d6 - 2 ⇒ (2, 4, 4, 5) - 2 = 13
    4d6 - 2 ⇒ (2, 2, 6, 4) - 2 = 12
    4d6 - 2 ⇒ (6, 2, 2, 3) - 2 = 11
    4d6 - 1 ⇒ (2, 5, 4, 1) - 1 = 11

    4d6 - 1 ⇒ (5, 3, 1, 3) - 1 = 11
    4d6 - 2 ⇒ (2, 6, 5, 5) - 2 = 16
    4d6 - 1 ⇒ (6, 1, 3, 3) - 1 = 12
    4d6 - 1 ⇒ (5, 1, 1, 1) - 1 = 7
    4d6 - 3 ⇒ (4, 3, 4, 6) - 3 = 14
    4d6 - 1 ⇒ (3, 1, 1, 4) - 1 = 8
    4d6 - 1 ⇒ (5, 6, 1, 5) - 1 = 16

    16-16-14-12-11-8. That works! Now, time to think...

    Grand Lodge

    rollin': 4d6 ⇒ (4, 6, 3, 2) = 15 13
    rollin': 4d6 ⇒ (5, 2, 3, 4) = 14 12
    rollin': 4d6 ⇒ (3, 5, 5, 2) = 15 13
    rollin': 4d6 ⇒ (2, 4, 3, 2) = 11 9
    rollin': 4d6 ⇒ (5, 2, 5, 5) = 17 15
    rollin': 4d6 ⇒ (6, 6, 4, 5) = 21 17
    rollin': 4d6 ⇒ (3, 4, 2, 5) = 14 12

    those aren't so bad.


    <-- This is Zanbabe's submission. I need to finish choosing spells, add some to my background, and choose a picture that is more Elf-like, but there should be enough there to evaluate.

    I'll finish it up before the submission deadline... just wanted to get it in so you could tell me if something doesn't work or isn't allowed in your game. I think I followed the rules, but for instance my non-campaign trait is Paizo, on the PFSRD, but it isn't from a core book (chose it for the forging aspect), and the Serpentine bloodline itself involves poison, and I know some GMs think that poison is inherently evil, but I am playing a CG character... so let me know if those things, or others, are disallowed, and I will rework.


    Made a character for this campaign already that fell apart would really love to see her in action.

    lets see how fate replies

    Stats:

    4d6 ⇒ (3, 6, 3, 4) = 16 | 13 | +1
    4d6 ⇒ (4, 4, 1, 5) = 14 | 13 | +1
    4d6 ⇒ (6, 3, 5, 3) = 17 | 14 | +2
    4d6 ⇒ (3, 2, 4, 4) = 13 | 11 | +0
    4d6 ⇒ (6, 4, 6, 6) = 22 | 18 | +4
    4d6 ⇒ (1, 1, 4, 6) = 12 | 11 | +0
    4d6 ⇒ (3, 1, 2, 1) = 7 | 6 | -2

    Not too shabby.
    Ellinas a paladin who uses her divine powers to heal people but keeps them secret by using her skills Heal and profession (Doctor).

    I'll post when I have her updated as per build rules. So please disregard her sheet till then.


    Krizta should be done, barring the need for rework.


    Ok got her character sheet all updated. so feel free to have alook and if you have any questions please let me know.

    Also what do our character know about whats going on right now seeing how were coming in later.

    *edit - Forgot to level her to level two :P


    Talon Longtusk comes from a long line of half-orc guards that have served in the Kintargo dottari for ages. He was brought up with the expectation that he would join the family tradition, but, as many teenagers, Talon rebelled against the family and took up healing, not interested in serving a repressive regime. His attitude was noticed by Karin, a wandering missionary of Olheor who Talon had a major crush on. What was a hot-blooded half-orc to do but join her crusade as an acolyte. All that one-on-one tutoring was irresistible. Life was good, until the uprising came along and Karin joined the list of fatalities. Talon resolved then and there, to continue the good work for the glory of Olheor and the memory of Karin. It helps that the guards know him and consider him to be a feckless, wimpy, healer type.

    Main Stats:

    Orani the Steady L/G male half-orc cleric
    Deity Olheor, The Just Arbiter; L/G female archon empyreal lord of deservedness, nobility, and rulership
    Deity Domains Good, Law, Nobility, Protection

    Str 13, +1 (10[race] +3[rolled])
    Dex 13, +1 (10[race] +3[rolled])
    Con 14, +2 (10[race] +4[rolled])
    Int 12, +1 (10[race] +2[rolled])
    Wis 18, +4 (12[race] +6[rolled])
    Cha 14, +2 (10[race] +4[rolled])

    HP 19 (+13[2d8] +4[con] +2[favored class])
    Init +1 (+1[dex])
    Senses Normal
    Perception +5
    Speed 30 ft.
    Base Attack +1
    Languages Common, Cheliax, Orc

    Defense:

    CMD 13 (10 +1[BAB] +1[str] +1[dex])
    AC normal 17, touch 11, flat-footed 16 (10 +1[dex] +6[armor])
    Fort +5 (+2[con] +3[cleric])
    Ref +1 (+1[dex] +0[cleric])
    Will +7 (+4[wis] +3[cleric])
    Special Saving Throw Bonuses:
  • None

  • Offense:

    CMB +2 (+1[BAB] +1[str])

    Normal Attacks

  • +2/1d10+1 Halberd [crit 20/x3; P/S) (+1[BAB] +1[str]/1d10 +1[str])

    Ranged

  • +2/1d10 Underwater Heavy Crossbos [rng: 120 ft;crit 19-20/x2; P] (+1[BAB] +1[dex]/1d10)

    Specials

  • None

  • Spells:

    Specials
  • Concentration +6 (+2[cleric] +4[wis])

    Spells Available per day:

  • Level 0: 4
  • Level 1: 4 (2 +1[wis] +1[domain])

    Orisons DC 14

  • TBD
  • TBD
  • TBD
  • TBD

    Level 1 DC 15

  • D - shield
  • TBD
  • TBD
  • TBD

  • Skills:

    Skill Ranks 12 = 6[2[cleric] +1[int] +1[skilled] +2[GM]] * 2[cleric level]

    Acrobatics -2/+1 (+0[ranks] +1[dex] -3/0[ACP])
    Appraise +1 (+0[ranks] +1[int] +3[class])
    Bluff +3 (+1[ranks] +2[cha])
    Climb +1 (+0[ranks] +1[str] -0[ACP])
    Craft +1 (+0[ranks] +1[int] +3[class])
    Diplomacy +6 (+1[ranks] +2[cha] +3[class])
    Disable Device N/A (+0[ranks] +1[dex] -3[ACP])
    Disguise +7 (+1[ranks] +2[cha] +4[class/fu citizen])
    Escape Artist +1 (+0[ranks] +1[dex] -3[ACP])
    Fly -2 (+0[ranks] +1[dex] -3[ACP])
    Handle Animal N/A (+0[ranks] +2[cha])
    Heal +8 (+1[ranks] +4[wis] +3[class])
    Intimidate +5 (+1[ranks] +2[cha] +2[horc])
    Knowledge
    - arcana N/A (+0[ranks] +1[int] +3[class])
    - dungeoneering N/A (+0[ranks] +1[int])
    - engineering N/A (+0[ranks] +1[int])
    - geography N/A (+0[ranks] +1[int])
    - history N/A (+0[ranks] +1[int] +3[class])
    - local +4 (+1[ranks] +1[int] +2[city-raised])
    - nature N/A (+0[ranks] +1[int])
    - nobility +5 (+1[ranks] +1[int] +3[class])
    - planes N/A (+0[ranks] +1[int] +3[class])
    - religion +5 (+1[ranks] +1[int] +3[class])
    Linguistics N/A (+0[ranks] +1[int] +3[class] - lng)
    Perception +5 (+1[ranks] +4[wis])
    Profession
    - Healer +8 (+1[ranks] +4[wis] +3[class])
    Ride -2 (+0[ranks] +1[dex] -3[ACP])
    Sense Motive +9 (+2[ranks] +4[wis] +3[class])
    Sleight of Hand N/A (+0[ranks] +1[dex] -3[ACP])
    Spellcraft N/A (+0[ranks] +1[int])
    Stealth -2 (+0[ranks] +1[dex] -3[ACP])
    Survival +4 (+0[ranks] +4[wis])
    Swim -2 (+0[ranks] +1[str] -3[ACP])
    Use Magic Device N/A (+0[ranks] +2[cha])

    Notes:

  • Gear:

    Halberd, 10 GP
    Agile Breastplate, masterwork, 550 GP
    Underwater Heavy Crossbow, 100 gp
    20 cold iron bolts, 4 gp
    Cleric's Kit, 16 gp
    City Map, 40 gp
    Spell Component Pouch
    Coffee
    Disguise Kit, 50 gp
    Wrist Sheath with an extra wooden holy symbol, hidden, 1 gp
    Wire saw, 30 gp
    Tome of Epics, 50 gp
    Surgeon's tools

    Racial Traits, Traits, Class Abilities, and Feats:

    Half-Orc Specials
  • +2 to One Ability Score (wisdom): Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-orcs have a base speed of 30 feet.
  • Darkvision: Half-orcs can see in the dark up to 60 feet.
  • Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
  • Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
  • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
  • Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
  • City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
  • Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

    Starting Traits

  • Fed-Up Citizen (campaign): Disguise is a class skill, and add +1; affects detect good by lowering dice and aura is standard instead of divine.
  • Cleric Abilities

  • Aura
  • Channel Energy 1d6, 30' radius, 5/day (3 + 2[cha]), DC 13 (10 +1[1/2 level] +2[cha)
  • Domains:
  • - Leadership
  • -> Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependant mind-affecting effect.
  • -> Leadership (Ex) At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).
  • -> Domain Spells: Bless, 2nd—enthrall, 3rd—prayer, 4th—discern lies, 5th—greater command, 6th—brilliant inspiration, 7th—repulsion, 8th—demand, 9th—storm of vengeance
  • - Defense
  • -> Deflection Aura (Su) Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
  • -> Aura of Protection (Su) At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
  • -> Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—defelction, 8th—mind blank, 9th—prismatic sphere
  • Orizons
  • Spontaneous Casting

    Feats

  • GM - Weapon Finesse
  • 1 - Selective Chanelling


  • 4d6 ⇒ (5, 5, 4, 6) = 20
    4d6 ⇒ (4, 1, 3, 4) = 12
    4d6 ⇒ (2, 2, 5, 6) = 15
    4d6 ⇒ (4, 1, 3, 5) = 13
    4d6 ⇒ (1, 6, 6, 1) = 14
    4d6 ⇒ (3, 6, 3, 1) = 13
    4d6 ⇒ (4, 4, 2, 3) = 13

    Where would you stand on a Lawful Evil Fighter/(going) Hellknight who would be a low-level member of the Order of the Torrent?

    His motivation is largely built on the grabbing of political power, but recognising that it only works in an arena not stymied by an overly powerful opponent, i.e. Barzillai Thrune.

    He recognises that there is a chance here to topple Thrune, possibly grab some supporters from an unusual quarter and still rise to the top.


    ^^
    Roll 7 times, not just 6.

    Liberty's Edge

    He did, its just the indentation that threw you.


    Actually, I wrote that before he did. Then he edited.


    Clarifying once more, and in every post until I close recruitment. It should be "APG", not "ACG", no hybrid classes. Currently, only CRB, APG, and UM (no gunslingers, ninjas, samurai, antipaladins, investigators, etc...)

    I haven't started looking into the mechanics of the applicants just yet. Trying to pay attention to questions first, get those resolved, and see what submissions are left when the smoke clears.

    @Tasha, not using background skills, no. That's why I hand out the two separate free skills to reflect background and training without cutting into class skill points.

    @Dodekatheon, I'm okay with chained summoners, and also with Unchained rogues getting weapon focus in a finesse weapon instead.

    @Krizta, anything Paizo from the PFSRD is fine, except races and classes allowed. Don't worry about the poison of the bloodline, since nothing within the bloodline says you must be evil.

    @Paizo Fan, I do not have an issue with a LE toward Order of the Torrent, as long as the PC can work with the group and who's main goal is to see Barzillai Thrune removed from power.

    To all, I just want to point out, LG can be a difficult alignment for this campaign, not impossible, as you are creating and running a rebellion. You will be consorting with criminals, and involved in illicit activities to do so as well.

    Lantern Lodge

    Would you be ok with archetypes from splatbooks? I'd be looking at Swarm Monger Druid, which is from Blood of Beasts.

    As for an LE Order of the Torrent Hellknight, wouldn't that be odd? I mean, the Order of the Torrent itself is a LG order that's famous for freeing kidnap victims.


    Lawful Evil is someone who works within the constraints of the system for their own benefit. I envisage this particular individual recognising that rescuing people will look good for his goals in the long run.

    As for why he's willing to run against Thrune; he expects that Thrune will pass limited power to sycophants but not dole out any real power - something that he really isn't interested in.


    stat: 4d6 ⇒ (5, 5, 4, 2) = 16 14
    stat: 4d6 ⇒ (6, 3, 2, 1) = 12 11
    stat: 4d6 ⇒ (6, 4, 6, 4) = 20 16
    stat: 4d6 ⇒ (3, 3, 3, 5) = 14 11
    stat: 4d6 ⇒ (1, 6, 2, 4) = 13 12
    stat: 4d6 ⇒ (2, 2, 2, 5) = 11 12
    stat: 4d6 ⇒ (4, 2, 1, 2) = 9 drop

    You all need some magic in your lives, so wizard it is!


    4d6 ⇒ (4, 6, 5, 5) = 20 = 16
    4d6 ⇒ (3, 1, 6, 6) = 16 = 15
    4d6 ⇒ (4, 1, 1, 2) = 8 = 7
    4d6 ⇒ (5, 1, 6, 5) = 17 = 16
    4d6 ⇒ (4, 3, 4, 4) = 15 = 12
    4d6 ⇒ (4, 3, 1, 1) = 9 = 8
    4d6 ⇒ (4, 2, 5, 4) = 15 = 13

    Dropping the 7 would mean a 30-pt buy equivalent and a total +9 modifier.

    GM:

    Hi Aardvark, we have played in some games together, in particular your CotCT game. If you recall, I had withdrawn from it at the time, and from all my games. In the end, I've revised my allocation for games and found a better balance. Let me know if you have an issue with me putting together an application.

    Grand Lodge

    Just got to change the stats and move a few things around

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