HedwickTheWorldly |
I've played through this AP and it was my favorite so far. Now I'd like to earn my stripes as a PbP GM and run it! I'm posting this recruitment thread here now, but won't be picking until after PaizoCon/Memorial Day weekend, to give people time to present their characters. As always, have fun with your ideas, and feel free to ask any questions you have!
- Your choice of point-buy options: Either standard 20-pt buy, and an attribute point every 4 levels, or start at 15-pt buy, and gain 1 point-buy point each level. You can bank points, and spend them only at level-up. (This means you would start with 16 points)
- No third-party material
- All classes allowed, Summoners cannot be chained
- No more than 1 "pet" class (Summoner, Druid, Ranger, Spiritualist) per party. I say 'per party' because I will consider running two tables.
- Background skills are a definite go, as are Lore/Artistry skills
- Two traits, one must be a campaign trait. You may take a third with a drawback, provided it is written into your background
- 150gp starting gold
- Use general good judgment regarding races. Tieflings/Aasimars are probably fine in Cheliax (though the latter may get a little bit of flack, and the former aren't highly regarded), but crazy races will probably not be permitted. If you have a question, ask, or else assume that it's probably not going to be allowed unless you have a very compelling reason.
There are certain things I will specifically be banning:
- Bestow Grace/Bestow Grace of the Champion - Too good for the cost of a single spell slot.
- Simulacrum - Too much of a headache, sorta cheesy.
- Nine Lives (spell) - Too much good stuff for too long a duration with too many uses.
- Divine Interference - See Simulacrum/Bestow Grace
- Stuff from the monster codex, unless specifically requested
- Guns - I prefer that they remain in Alkenstar, so they will not be available for sale (even if you go to Alkenstar, they will not sell guns to strangers). You can take Gunsmithing as a feat, and Gunslingers will function as normal.
- Antagonize (feat) - I dislike the way this is written, and that it bypasses the save mechanic to do something on the level of a spell.
- Keep Watch (spell)
- Monster Tactician (Inquisitor Archetype)
- Dual-Cursed Oracle's Misfortune Revelation - this is not banned, but modified. This ability only functions on enemies, not allies. At the player's option, they may take the Misfortune hex (as per the Witch) in place of this revelation.
- Item creation feats - like Dual-Cursed Oracle, these are not banned, but are certainly subject to the "don't be a dick" social contract policy of Pathfinder. If you start making abusing the item creation rules, I may ask that you retrain, or, if you're unwilling, just sunder the hell out of your new toys.
Additionally, I will be using the feat tax suggestions listed on this page. In short, eliminating some of the dumber feat taxes for martial characters, because I hate them and they're not as fun as taking cool feats.
I will be asking that each submission be accompanied by a background containing:
The Pale King |
I have a Hell's Rebels character I have been working on, but not managed to complete in time for a previous recruitment. The backstory below doesn't quite fulfill all of your requirements yet, but it is getting there.
It does not pay to be different in the House of Sarini, even less so to be antithesis to what the House stands for. That was the first thing I learned the day that my own family beat and tortured me and attempted to hang me until dead. My brothers, my cousins, my own Father, they cracked jokes while they cracked my bones. The second thing I learned that day was of the kindness of strangers. I swung from that gnarled tree, my family had long tired of the spectacle and left, and in that moment before I died the rope snapped. I was found by those kind strangers, lying in a pool of my own blood, painful rasping breaths shaking through my chest. I have not been able to speak above a whisper since that day or hear laughter without tensing in fear.
I later learned those who saved me and nursed me back to health belonged to the Rose of Kintargo. They did not just heal my physical wounds, but helped to repair the mental as well. They gave me no names and did their best to not reveal their faces while I was under their care. One in particular -who I named in my head Red, for the single red lock of hair I glimpsed behind her hood- was instrumental in my recovery and sat with me through many tear and nightmare filled nights. I do not blame them for their caution, knowing who my family once was and it was one night that I overheard their whispers that I realized even these kind people may not have saved me if not given a sign. A single crimson rose had grown from the cracks in the cobblestone where my blood had pooled. And so, my caretakers did their best for me. They set me up with a small apartment and a bit of gold. They dyed my hair that had grown long for the first time in my life, which combined with my new scars and altered voice concealed my identity better than I had hoped.
I had set myself a goal, to one day earn their trust, learn their names, become their friend, and perhaps even become one of their number. It seems that was not meant to be. House Thrune came to Kintargo and everything changed. I have heard rumblings that the entirety of the Rose has been captured and possibly even executed. I refuse to let such rumours lie. I will find out the truth behind these rumours, and do whatever I must to save the Rose, like they once did for me.
I am not quite sure if there are specific NPCs I should be referencing when it comes to House Sarini, so for now his family is left as just their relations. I also haven't really made a decision on his class as of yet. He isn't quite a follower of Milani yet, but he has been learning their ways and seems to have possibly been blessed by her. So a trained divine class might not make sense.
Nazzoria |
This is Nazzoria the Seducer, submitted by KoolKobold!
1. Nazzoria is, to put it bluntly, a prima dona of a tiefling-while not brash, cruel, or uptight, she holds herself in high regard, and isn't afraid to flaunt what she believes is fabulous about herself.
2. Although Nazzoria is quite adept at various magic, she believes that the best way to overcome an obstacle is to use charm-regardless if that charm is from her magic, her looks, or her silver tongue.
3. She holds her viper familiar, Slyth, as her closest friend, and has extreme trust issues with anyone outside of the snake.
4. She lives in Kintargo due to being exiled by her family in the Cheliax capital for being a "demon-born tiefling", rather than a devil-born tiefling; either way she is quite angry over the status that most tieflings have to push through.
5. Due to being so proud of her appearance, Nazzoria usually wears a form of gown that's easy for traveling, while also showing off at least one of her legs.
1. Chantral Esraitran-Nazzoria's "friend" in terms of magic, and an off-and-on lover. He is an esteemed human diviner and worshiper of Shelyn, and the first person she met when moving to Kintargo after her exile. He has offered his home to her for stay; while many believe they are a couple, the tielfing has trouble accepting his feelings for fear of rejection (or worse, punishment from House Thrune).
2. Raril Xanechrut-Nazzoria's mother, and the bane of her existence. A highly praised Asmodean, she tried to force the young tiefling into being a warrior of the god-until she realized Nazzoria has more in common with a demon than a devil. Although she was raised properly as an aristocrat, Raril mentally abused her throughout her days, usually using her as the source of all their troubles. Despite running away, Nazzoria knows well that her mother has powerful connections, and it probably won't be long before the old hag knows where she currently lives.
3. Father Karokin-A human cleric of Shelyn, and the older brother of Chantral. He has given Nazzoria counsel over her emotions, and has helped her learn that she truly is beautiful-but only if she wants to be beautiful. Nazzoria views Karokin as a brother figure, and will usually go to him for counseling and advice.
4. Rechin Cearax-a spoiled and envious human aristocrat of Kintargo, a devoted follower of House Thrune, and the center of gossip from the town. She loathes Nazzoria over her beauty, and has been fantasizing of publicly-and humiliatingly-executing the tiefling for no crime she has committed. She was once arranged to be married to Chantral, but Karokin and his church of Shelyn forbid it-she has since been seen stalking and harassing the young man to the point of uncomfort.
1. Shameful Torture-One memory that she keeps to remind herself of her mother's cruelty was a day where children decided to bully the young tielfing, from shoving her into filthy puddles and throwing tomatoes at her to full on kicking her while on the ground. And yet...her mother just stood there and watch, with a small smirk. Once the torture was over, Raril picked up the girl-roughly-and told her the reason why that happened was because she was a mistake, and that she needs to be dealt with punishment for not living up to Asmodeus's "standards".
2. Running Away-Around a decade after the torture, Nazzoria overheard her mother contemplating on whether to marry her off to an abusive owner of farmland, or to simply sell her into slavery. She decided that she will not allow her mother to say how she will live-so she packed her bags and ran away, stealing a handful of gemstones to pay off a stable owner for borrowing a horse. While she had crossed a patch of woods, the horse became spooked by something flying, and she tumbled into a patch of shrubs. This is where she met her familiar, Slyth-as the snake slithered onto her arm, she expected to be bitten by the serpent. But instead she heard words from its mouth; Lisssten to me; I will help you. There issss a town not to far from here; let me sssstay, and I will sssshhhow you... Dazed from her fall, Nazzoria agreed, and the snake did indeed tell her the path to the closest settlement-Kintargo.
3. Meeting Chantral-While she is afraid to admit her love for Chantral, she will admit that meeting the young man was one of her most cherished memories. For with him, she not only found a new home, but comfort for all of the suffering she had to endure.
1. One goal of Nazzoria's is to become a well loved aristocrat of Cheliax-not only to overthrow her mother and claim all of her riches, but to challenge House Thrune and the entire region of Cheliax over the treatment of tielfings.
2. The other goal is for Nazzoria to lift the judgmental persecutions and cruel views of the tieflings in Cheliax; she believes that they should be allowed to choose their destiny, and not let their fiendish ancestry allow others to choose.
Due to being abused and mistreated for being born a demon-like tiefling, Nazzoria lives her day and makes the most out of her life to prove that she cares not about her origin, but that she loves herself for who she is and what she believes in-and she hopes that this behavior would rub off onto the rare kind-hearted folk of Kintargo.
rknop |
rknop wrote:Are you going to be at PaizoCon?I am! Headed up Thursday afternoon, leaving Monday morning. I live in Boise, so it's only a few hours away by car. :D
Cool! Look for Rob Knop (aka rknop) while there... I'm running a game of the PFS scenario The Green Market on Thursday starting at 1PM, if you're there on time. (We still have room for three players.)
I'm inspired to create a singer/songwriter -- well, an Opera singer who is also a budding composer, who is still a neophyte (you can only be so famous when you can only put one rank in your Perform and Artistry skills, after all) but is rising in popularity, and currently on the radar of the music critics as an up-and-coming star.
(By night, he changes costume and uses arcane powers to rescue the innocent, and rescue the not-so-innocent-because-Cheliax-is-oppressive, but really that's a completely different person, no connection whatsoever.)
Of course, I'm also inspired to create a Hidden Priest of Milani, who might be especially good at pretending to be an arcane caster because he aspires to become a Mystic Theurge. (Underpowered prestige class, I know, but I still love it.)
Rennaivx |
Love me some Hell's Rebels! I'd like to dot in with a character I originally put together for another recruitment - Alliszah Ranaxis, a tiefling daughter of one of Kintargo's minor noble houses. Raised in a diabolist, slave-owning family, she's recently discovered a secret from her past that's brought her distaste with the life of Chelish nobility to a head. Now she's trying to learn what life is really like for those outside the gilded cage she was raised in, and doing her best to do some good in the world before she loses the opportunity permanently...
Mechanically, she's a silksworn occultist specializing in enchantment, built with the Child of Kintargo trait in mind. She'll need some rebuilding, as well as some story tweaking to meet your requests, but you can get an idea of her as she stands now. Disclaimer: I have run the first book of the campaign before and have read through the entire campaign (Alliszah was actually conceived of as a possible NPC for that run). However, I'm very good at separating IC and OOC knowledge and reactions, and I'd really love to get to experience it from the player side. I understand, however, if you'd rather grab folks who've never experienced it before. (It's quite a thing to experience!)
1) Silksworn occultists, rather than using ordinary implements, gain their power from wearing valuable clothing. The Child of Kintargo trait supplies a set of nobles' clothing, which is worth 75 gp; each "implement" for the silksworn is required to cost at least 10 gp. Would the nobles' clothing be allowed to count as 7 "implements", or should these be purchased separately? (A couple I want to purchase separately, as per my next question.)
2) Occultists have a feature called panoplies, which essentially combine implement schools in thematic ways. I'm interested in taking one of these panoplies (Performers' Accoutrements). The issue is, though, that the panoplies require specific implements, and silksworn occultists don't use implements per se. Would you allow me to use the panoply if I incorporated the required items (a mask and a musical instrument - I was thinking of a pendant ocarina) into my expensive clothing? I'd be glad to purchase them separately as a balancing factor.
3) The Child of Kintargo trait allows for a single non-magical item worth up to 200 gp. Would you allow this to be some kind of exotic pet? I was thinking a pseudodragon, who is as much a story element as anything. (His name is Lydir!) I know this is stretching the intent of the trait a bit, but he serves as much as an indicator of her changing ethics as anything. I understand that making use of a creature will be limited by needing Handle Animal or Diplomacy checks as appropriate, which requires in-combat actions and roleplaying. If you'd rather not mess with a creature, I'm glad to change to some other non-creature item.
Beorn the Divine |
Some crunch and fluff for Beorn the Divine
Full Name : Beorn the Divine
Race: Half-Orc
Classes/Levels Bard
Gender M
Size M
Age 18
Special Abilities : Darkvison 60 feet
Alignment: CG
Deity : Shelyn
Location :Kintargo
Languages :Common,Orc,Infernal
Occupation : BARD!
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 10
Charisma 14 (+2)
Height: 6'2" Weight: Hair: Black Eyes: Grey
Favored Class: Bard(HP)
EXP:
Hit Points: 11
Spd: 30
Init: +0
AC: 15(+3armor shield +2 Dex)/Touch 12/FF 13)
BAB: +0
CMB: +3
CMD: 13
Saves: Fort+2 Ref +4 Will +2
Weapons:
Longsword +3 1d8+3 19-20/x2 +1 for Arcane strike
Longsword 2-handed +3 1d8+4 19-20/x2 +1 For Arcane Strike
Sling +2 1d4+3 50 feet
Skills: 6/level
Perform(Sing) (1+2 Stat+3 Class+1 Trait)7
Perform(Act) (1+2 Stat+3 Class) 6
Intimidate (1+2 stat +3 Class +2 Race) 8
Perception (1 +3 Class) 4
Linguistics (1+3 Class)4 Infernal
Handle animal (1 +2 stat +3 Class +1 Trait) 7
Background skills 2/level
Know-History (1+3) 4
Know-Nobility (1+3) 4
Feats:Arcane strike (Swift action +1 damage and treated as magic)
Traits:Diva in Training(+1 sing,+1 DC of language dependent spells by 1),Looking for Idol(+2 Perception/Sense Motive at protest)
Beast Bond(You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.)
Special Abilities:+2 to intimidate,Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 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.
Famous +1 Bluff/Intimidate in stellements/areas of less than 1000 people.Replaces Bardic Knowledge
Bardic Performance 6 Rounds Standard action
Countersong
Distraction DC 13
Inspire Courage +1 Hit/Damage/Saves vs. fear and charm
spells per day Unlimited/2////
Known
(12)0.Daze,Dancing Lights,Prestidigitation,Message
(13)1. Saving Finale,Hideous Laughter
2
3
4
Equipment
Longsword (15 gp)
Studded Leather (25)
Sling
20 Sling stones (2)
Bard's Kit (41)
backpack,
bedroll
belt pouch
flint and steel
ink
inkpen
iron pot
journal
mess kit
mirror
rope
soap
torches (10)
trail rations (5 days)
waterskin.
22 gp
Description: Beorn is a strapping young man with a thick head of black hair and,(to his dismay) a still sparse mustache and beard. His
orc heritage is displayed by somewhat pointed ears and teeth and ruddy complexion. He attempts to dress well but quite often has to
be satisfied with common clothing.
Background:Beorn(he insists on adding THE DIVINE as his stage name.) was an abandoned child who was fathered by an orcish mercenary on a prostitute while on leave. Cared for until he was old enough for the orphanage, he was selected as part of a 'New futures for disadvantaged
children' project by a noblewoman's group and given an education. Taking a liking to the arts, Beorn took every chance he could to learn singing and became a talented amateur who longed for the chance to stand on a grand stage. However, with the occupation by Thrune forces and the closing of the opera, Beorn found his hopes dashed and his resentment at the ridiculous laws by the new order grew until he found himself actually thinking of commiting treasonous acts.
1.Beorn loves to sing and shout, he often practices for relaxation and wants to start a school for youngsters. Beorn focuses on the little things, the laws against tea and dogs need to be targeted because every little thing counts. Beorn is not humble and will loudly proclaim his goals unless someone interrupts. Beorn will not engage in any mass destruction of property, broken doors and windows are no doubt expected but burning a place down will have him arguing against it.
2. Beorn will strive to get around the laws restricting tea and dogs by starting 'underground tea railroads' and homes for dogs. He is considering trying to train pigs to carry tea.
3. Lady Elizabeth Du'Arequette(mentor) a grand dame of Kintargo's social scene who sponsored Beorn's education by being the head of her social group. Has a liking for mini-pigs that she dresses in fancy frocks. Cullen D'Amberville(Mentor) Beorn's teacher in singing and acting, a rather stuffy and nervous man
who seems to be ashamed of his far off family and really doesn't want to be involved with them anymore. Gil Wulfenbach(rival) part class member of Beorn's a less talented but wealthier student who resents Beorn advancing past him and has sworn revenge!(They will all pay!)
4. OPERA! Beorn's first time standing on the stage of the grand opera reinforced his love of the art and he has pledged to restore it.SADNESS!
Beorn wept when Thrune's lack took over the opera and enacted his ridiculous laws, he fears for Kintargo's future. JUSTICE! Beorn will restore Kintargo to greatness and trample his foes under a stampede of pigs!
5. Beorn fears failing during his first live performance and keeps a bag of lemon drops with him at all times to make sure his throat stays primed. To fail and be forced to flee during his debut? MADNESS!!!
FedoraFerret |
So I'd like to play a Fighter, an Armiger of the Order of the Torrent, and the Adventurer's Guide has an Armiger archetype for fighters which is kinda perfect, but I won't be getting a copy until the 31st. Would you be particularly opposed to a barebones concept, with the character sheet coming as soon as I have the book?
TheSilverDreamer |
@Raltus: More like a 30-32pt buy, since while I'm not entirely certain, I believe that Hell's Rebels goes to level 15-17, somewhere in that range.
That's definitely an interesting way of progressing stats, but while it might work better for a different class, in my case it breaks even. With my bard, the starting array for a 20pt buy is 10, 15, 14, 10, 8, 16, and by level 16 it's 10, 18, 14, 10, 8, 17. For the 15pt buy the start is 10, 14, 12, 10, 8, 16, and final is 10, 18, 14, 10, 9, 16.
And while it does approximately break even, the first method is more front-loaded, which is kinda essential when Inspire Courage only gives a +1, you have few feats, no magic weapons, no Heroism or Haste, etc.
HedwickTheWorldly |
So you get to be a 35 pt buy at the end instead of a 25 ?
Well, the math doesn't quite work that way. For one, you won't make it to level 20 - the adventure ends at 16ish. Maybe 17. So you're at about 32 pts.
The second part is, if you start at 20 pt. buy, odds are you have an 18, which cost you 10 pts (16 plus a racial). If you use all of your 4 free bumps on that stat, you end up at 22 (20 base), which is 15 more point-buy points. So you end up at about 35. If you bump lower stats, the value of each free bump is lower.
The idea of the 15+1/lvl is to maybe give you things to do during otherwise mediocre levels, and, more importantly, to encourage rounded characters, with points distributed a bit more. I'm more inclined, for example, to bump my 12 Con to a 14 for better Fort/HP, if it only costs 3 points instead of 1/2 of my free bumps. I hope that makes sense.
Ierox |
Ierox wrote:No, you forgo the free ability point at 4, 8, 12, and 16.Damn... I'd love to do this.
One question though, if we go with the scaling 15 point buy option, do we still get the normal +1 ability score increase every 4th level?
That's... Probably never worth it, then.
Edit: Not that there's anything wrong with that. Having choices (even bad choices) is a long tradition of pathfinder and 3.5e.
HedwickTheWorldly |
That's... Probably never worth it, then.
Edit: Not that there's anything wrong with that. Having choices (even bad choices) is a long tradition of pathfinder and 3.5e.
It may be the case that it is a mechanical disadvantage, but I think it's a minor one for the majority of the campaign, and it's a fun way to flesh out a character gradually. If you don't commit to a single stat, you can get a lot of mileage out of the extra points.
To be fair, I'm probably biased, since this is the stat system we used during my run of HR as a player, and I (an Oracle) decided the extra 2 Cha wasn't worth it in comparison to 16 HP, +1 to Fort saves, 1 AC, 1 Init, and 1 to my Will save/Perception.
I may end making this an either/or thing, since it's true that 20-pt at level 1 is an advantage to people who choose that route. So perhaps it will be a vote among players chosen, or even something we can put to vote during the recruitment process.
Thoughts?
Ierox |
I dunno. I just tried it out with a build focused on 3 main stats (str=cha>con) for the character I was thinking of running, and the 15 point buy doesn't catch up to the 20 point buy until level 18.
I guess if you *really* spread yourself out it could be worth it, but honestly then you're probably a monk, and those need frontloaded stats badly.
HedwickTheWorldly |
Two updates:
First, I'd like to ask that backgrounds are written in the list format provided, so I can differentiate which elements you are using for which criteria. You can reuse things, if they satisfy multiple criteria.
Second, I think I'm going to just commit to 15 pt. buy, +1/lvl. I realized that giving the choice is unfair to people who choose not to front-load. So, I'm just sticking with the system I like.
Finally, I will leave recruitment open for 2 weeks, so it will close at 9am Mountain Standard Time on Saturday, June 3.
Peet |
Hmmm... Dotting for interest.
I dunno. I just tried it out with a build focused on 3 main stats (str=cha>con) for the character I was thinking of running, and the 15 point buy doesn't catch up to the 20 point buy until level 18.
Second, I think I'm going to just commit to 15 pt. buy, +1/lvl. I realized that giving the choice is unfair to people who choose not to front-load. So, I'm just sticking with the system I like.
It's an interesting concept, and I have considered the idea myself.
If you are playing a SAD class and are starting with a 16 in your primary score, then +1 point buy per level is actually worse than getting an ability score bump every 4 levels, since the point buy costs of your bumps are 3, 4, 4, 5, and 5. If you started with higher than a 16 then this is even worse.
So strictly speaking this system encourages you to enhance scores that are not your primary score.
Nazard |
How do you adjudicate illusions? Some GMs make Will saves when creatures just come near an illusion; some require creatures actually interact with an illusion to get a save, and some are in between.
I have a gnomish illusion-based sorcerer that would be a good fit for this AP, but I like to check with Gns in advance before playing illusion-heavy characters.
HedwickTheWorldly |
I'll definitely be re-doing mine in list format; I just figured I'd get dotted in with what I have. And I'll readjust stats for 15+1/level. Did you see my questions spoiler in my earlier post?
I just did, yes.
I'm okay with Nobles outfit providing some benefit, but I would say that the "clothes" part of the outfit accounts for a portion of the value, and it's the other tchotchkes and doo-dads on the outfit that can work as implements. Let's say you can get 4 implements out of a noble's outfit.
For the second question - that's a thing I've looked into myself, and while RAW doesn't necessarily allow for it, I may be convinced to allow a panoply if it suits the character's story/theme. In short, I may allow on a case-by-case basis.
As for the pseudodragon - you'd definitely have an a@&*@@$ of a pet, with no familiar bonuses, animal companion HD, or ability to replace it with a ritual. But I sorta like the idea a bunch, so I'd let you do that.
wanderer82 |
Question regarding the progressive point buy system you will be using:
- upon leveling up, if I choose to spend points on an ability score that has a racial bonus (say dexterity for an elf), do I pay the cost to increase the base score (without the racial modifier) or final score (with the racial modifier)?
As for concept, I feel like an urban ranger could be a really fun build for this, yielding a skilled, martial character with some major adaptability.
HedwickTheWorldly |
Question regarding the progressive point buy system you will be using:
- upon leveling up, if I choose to spend points on an ability score that has a racial bonus (say dexterity for an elf), do I pay the cost to increase the base score (without the racial modifier) or final score (with the racial modifier)?As for concept, I feel like an urban ranger could be a really fun build for this, yielding a skilled, martial character with some major adaptability.
Base score, before racial bonus/penalty.
The Tick in the Barrel |
Just so I understand the point-buy system, we start with 15 and get +1 per level to spend like we did at the start. So to go from 16 to 17 will cost 3 points. What is the cost past 18? In the end, we have more rounded characters instead of one with one high stat. Is that correct?
I don't wish to speak out of turn, but I've been working under the assumption that the point cost past 18 would maintain the same progression, so..
15 = 7 pts
16 = 10 pts (+3 from 15)
17 = 13 pts (+3 from 16)
18 = 17 pts (+4 from 17)
19 = 21 pts (+4 from 18)
20 = 26 pts (+5 from 19)
21 = 31 pts (+5 from 20)
22 = 37 pts (+6 from 21)
...et cetera. If you only spend 15 stat points at first level and use 10 of them to buy a base Str 16, the highest you would likely be able to raise it would be to base Str 20, achieved at 16th level.
HedwickTheWorldly |
AGamer70 wrote:Just so I understand the point-buy system, we start with 15 and get +1 per level to spend like we did at the start. So to go from 16 to 17 will cost 3 points. What is the cost past 18? In the end, we have more rounded characters instead of one with one high stat. Is that correct?I don't wish to speak out of turn, but I've been working under the assumption that the point cost past 18 would maintain the same progression, so..
15 = 7 pts
16 = 10 pts (+3 from 15)
17 = 13 pts (+3 from 16)
18 = 17 pts (+4 from 17)
19 = 21 pts (+4 from 18)
20 = 26 pts (+5 from 19)
21 = 31 pts (+5 from 20)
22 = 37 pts (+6 from 21)...et cetera. If you only spend 15 stat points at first level and use 10 of them to buy a base Str 16, the highest you would likely be able to raise it would be to base Str 20, achieved at 16th level.
That's exactly right.