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Shadow of the Runelords

Game Master Yucale

Alternate Golarion, where the gods never gave mortals the gift of magic in abundance. When Xin's successors begin to rise from ages of slumber, a band of heroes must defend the Inner Sea from forces it can't even imagine.


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Dear [],

The Embassy of Cheliax offers our condolences on your loss. As according to the final requests of the deceased, you are hereby invited to attend the funeral of the honorable Sir Nicolo Cosma, Hellnight of the Order of the Gate and honored servant of Queen Abrogail the Second. The service will be held at House Henderthane in Egorian on the 26th of Arodus.

Our condolences,
Cheliax

This is the letter you receive near the beginning of Arodus, from whatever stronghold the empire has near wherever you happen to be. Of course, even though they say it’s optional, it’s probably best to play it safe. Especially when there are Hellknights involved.
You knew Nicolo in life, of course. Somehow he did you a favor, even if you never really knew him- then again, maybe you did. A dignified, scholarly old gentleman, he was just as much a devil with a sword as one would expect from his order, and yet he was known to show mercy on occasion. And he tended to find himself in the company of rogues whenever he was off hunting down ancient artifacts and knowledge [Indianna Jones style]. Due to this and his contacts as a member of the Order of the Gate, you really have no idea who else might show up at his funeral.

The Setting

Golarion is a mish-mash of all sorts of things, mostly inspired by old pulp fantasy and sci-fi. The official version is fairly high-fantasy, with mages around every corner, but the version for this campaign is much more like Westeros, or Lankhmar. Magic (and monsters) exist- but you guys don’t know that (shush) (unless you happen to be a mage or a monster youself). I’ll be taking some cues from World of Darkness. The major exception to this style is that there are many races, and no one thinks that’s very strange. Though different races do have a hard time understanding each other at all most of the time.

Race is, of course, one of the most important aspects of your character. You may choose any race here. I’ll be changing quite a bit of fluff, but that’s mostly a concern if you’re playing an elf. I’m changing the stat bonuses so you'll get a total of +0 at character creation. Once you have a race, I'll notify you of any changed fluff or mechanics.

Terminology: I noticed through my last campaign that PCs would refer to the different mechanics of, say, witches versus sorcerers or oracles. In this-Golarion, even if you happen to be a spellcaster yourself, it’s likely it affected your life much like rogue unknown superpowers versus something quanitfiable, and even if you come from an occult background, there is no accepted terminology over the planet. Someone could use the terms ‘sorcerer’ and ‘witch’ and ‘druid’ interchangably and be perfectly correct.

Everything Else: near everything the srd is fair game. As for technology, primitive firearms are available, but if you play a gunslinger make sure to look over Alkenstar on the wiki.

Character Creation, in short, is standard Pathfinder (4d6, drop the lowest) with the exception of race ability modifiers. Alignment, as per usual in my games, does not exist. We will be using this method of leveling, meaning you are encouraged to record XP, but it’s unlikely that we will use it.

***

I will be keeping an eye on this thread and, provided there's enough interest, will select a party once there's enough submissions (bare-bones backstory, motives, an idea for a build) that fit my idea for the campaign. I don't know precisely how long that will take. If you have any questions, feel free to ask or send me a message.

Thank you for your time.


I created this character (or a version of him earlier for something else that was not actually open to the public, (My mistake really). But hes but a simple human gunslinger from Alkenstar. (I will need to reread up on all the Alkenstar fluff) He would be a little world weary at this point, a bit of a cynic and a skeptic but the kind of person who would love to be disproven. He trusts what he can see and what he can test, which is why he trust his gun and his blade.

I love the westeros-esque magic setting idea by the way. Let me roll for ability scores and work on the crunch and I will post a more thorough background on him tonight.

Spoiler:
ability scores

score1: 4d6 ⇒ (4, 4, 3, 2) = 13 11
score2: 4d6 ⇒ (4, 6, 1, 6) = 17 16
score3: 4d6 ⇒ (3, 2, 5, 4) = 1412
score4: 4d6 ⇒ (6, 1, 2, 3) = 1211
score5: 4d6 ⇒ (5, 5, 1, 6) = 1716
score6: 4d6 ⇒ (1, 3, 6, 5) = 1514

hmm not bad at all. Now to work on the juicy parts.

One question would we be using traits (If setting appropriate) as normal?


Very interested in this, I have to proffer Lyle Rihannsu, Tiefling Magus. Would be some excellent RP in returning to Cheliax, as from his backstory. Apologies for the length of it by the way, I sat down to write something small and it... snowballed.

Ability Scores:

4d6 ⇒ (2, 2, 6, 1) = 11=10
4d6 ⇒ (6, 6, 1, 6) = 19=18
4d6 ⇒ (4, 1, 3, 4) = 12=11
4d6 ⇒ (2, 4, 5, 2) = 13=11
4d6 ⇒ (4, 2, 1, 1) = 8=7


This is The Ronin, I have most of the crunch done for him. I am going to roll for starting gold, if you want us to use average gold let me know!

Spoiler:
starting gold: 5d6 ⇒ (6, 5, 3, 4, 1) = 19 190Gp


Spoiler:
4d6 ⇒ (5, 2, 6, 3) = 16 11
4d6 ⇒ (1, 5, 1, 5) = 12 11
4d6 ⇒ (6, 3, 5, 4) = 18 14
4d6 ⇒ (5, 6, 3, 5) = 19 16
4d6 ⇒ (3, 5, 2, 4) = 14 12
4d6 ⇒ (5, 6, 5, 4) = 20 17

Nice spread

Also, net +0 to abilities? They're all net +2, normally. Assuming that for all the other you add another -2 somewhere, what happens humans who normally have a varying stat?


Okay Irizati is all set up... please take a look. If theres anything crunch of fluff-wise that needs to be tweaked or redone let me know.


If it was not for my good faith, I would say "Well, looks like tiefling and aasimar are on that page" But I can guess that you are looking at the core races (especially since some of the races from the Advanced Race guide would have Spell-like abilities, thus it would kind of ruin the "secret magic" thing)

I found this hard to get too: the SRD has every source jumbled together. It does luckily list third party material, but later, possibly controversial source books still get in.

Try the PRD for specifying getting specific.


I will be factoring out the humans' plus +2. Also, this campaign is likely to be very RP heavy.

Magic? No, no, no... magic doesn't exist! But, of course, there are some things those weird 'aliens' can do that science (still pretty vague at this point) can't explain. Some of the very magic-dependent races either will not be available to play (for the most part, they're the exceptions, so I'll say if you happen to choose one of those races) or, like the werewolves or vampires in WoD, they're perfectly well aware of the magic they are capable of; they just don't want anyone else to know, assuming that they're the only ones so gifted.

In this setting, part-demihumans that can't be easily identified are called either tieflings or aasimars.


Werewolves? Hogwash little lady. I've heard many a strange tale in my day. And not one of 'em couldn't be attributed to a clever person taking advantage of the superstitious. And Vampires? I suspect you read far to many dime novels. Most of what's print aint fit to be, the printing press is going to ruin this generation.


Probably best to ignore that! I love the idea of a RP heavy campaign. I did my stats ignoring the human's +2 this is appropriate right? Is there anything I should tweak to fit better into the setting?


One more thing I forget to mention last post; we will not be using traits, unless you see fit to 'buy' the starting two with a feat. For the occurrence of different levels in the NPC populace, I'm using the essay Calibrating Your Expectations as a vague guideline.

Large magical phenomena, such as the Mana Wastes and the Worldwound, do exist and for the same reasons as they do in canon Golarion. However, here they tend to spawn more natural-seeming disasters and so those people who do run into demons are too far into the place to escape alive and spread reliable tales. Anything that's not a monster in the myths is liable to be called an 'angel' or a 'demon'; of course, people don't believe in monsters beyond dangerous wild animals (which may include creatures definitely not seen IRL, if they're not notably magical beasts they count). The various supernatural beings and afterlives get tangled together and jumbled and generally not believed in (I have my own Great Beyond that I will be using). Some bloodlines preserve knowledge of what their unnatural ancestor probably was.

The fall of Aroden's faith is attributed to political shifts. However, the existence of the gods is one of the things people will believe in. As it is IRL. Contact by the deities' heralds is recorded, if one can trust the priests.

Yes, the srd is not %100 reliable, but it's reliable enough for me; I trust that I can make sure nothing gets too far out of hand. I'm perfectly fine with people restricting themselves to the PRD.

Both characters look great so far. Arkwright, Lyle will likely have had to hide his arcane ability lest he get chased by villagers with torches or locked up in Cheliax's weapons laboratories as an experiment. Also, any sort of magic wand would be a very special secret even in a family of documented aasimars or tieflings. The difference between 'aasimar' and 'tiefling' in normal Common is that the former is used for 'beneficial' 'mutations' by the general populace, while the latter is used for 'detrimental' 'mutations'. Tieflings or assimars or those related to them are considered unclean/special anyway. And that's not even counting what the religious folks say.


Alright, I'll update my character sheet to remove the traits.


Arcane ability can be hidden, and understood about the wand. Thanks for the background on how Tiefling/Aasimar are perceived.


Ah! Lyle you only rolled for five ability scores!


...so I did. Nice catch! Thanks!
4d6 ⇒ (4, 4, 2, 1) = 11=10

Grand Lodge

I think I'll be will to play, I have a half-elf Rogue/Ranger. I'm thinking of making my character based a lot of his race and class then expand off of his personality from there.

I'm using my character off of my profile, Davak Perennial.

Rolled Ability scores:
Str:11
Dex:15
Con:10
Int:14
Wis:11
Cha:10

Grand Lodge

4d6 ⇒ (3, 2, 3, 5) = 13
4d6 ⇒ (3, 2, 1, 3) = 9
4d6 ⇒ (6, 6, 6, 5) = 23
4d6 ⇒ (6, 1, 3, 2) = 12
4d6 ⇒ (4, 2, 1, 4) = 11
4d6 ⇒ (6, 6, 6, 1) = 19

If I have to re-roll for proof, then this is what I got.


oooh wow two 18s! go with that =)


This sounds like a really interesting campaign

Lets see what the random number generator gods give me :

4d6 ⇒ (3, 6, 4, 1) = 14 13
4d6 ⇒ (2, 5, 3, 3) = 13 11
4d6 ⇒ (5, 2, 2, 1) = 10 9
4d6 ⇒ (4, 2, 2, 2) = 10 8
4d6 ⇒ (1, 6, 4, 4) = 15 14
4d6 ⇒ (1, 3, 6, 3) = 13 12

Hmmm, I'll have to think about this :)

Grand Lodge

Hmm, if I use those then I'll use:
Str:11
Dex:18
Con:10
Int:18
Wis:10
Cha:8


Dotting for interst. Rolling the bones o' fate:

4d6 ⇒ (1, 1, 4, 4) = 10 - 9
4d6 ⇒ (6, 4, 5, 1) = 16 - 15
4d6 ⇒ (4, 2, 5, 5) = 16 - 14
4d6 ⇒ (3, 5, 5, 3) = 16 - 13
4d6 ⇒ (5, 1, 2, 5) = 13 - 12
4d6 ⇒ (6, 5, 5, 2) = 18 - 16

And they are pretty kind...

So far we've a possible

Gunslinger - Human
Magus - Tiefling
Rogue/Ranger - Half Elf

Thinking of maybe a Divine based character - Druid? Cleric?? Inquisitor??? Oracle???? Mmmmm... decisions, decisions...


I am genuinely very sorry about this, Yucale, but I am going to have to change my back story. I wrote the original one for a female character, and for one who was evil, and I'm just having writer's block about imagining trying to RP Lyle as a Good male yet with the same back story.

Consequently i've written a new one, now in the profile.

I realize the heavy use of magic elements may make it somewhat unsuited for this campaign, willing to change them to have Marcel mostly studying alchemy or the like (at least according to the townsfolk) if you would prefer, or any other changes that would make him more suitable.


Rolling, Dotting, kinda psyched...

4d6 ⇒ (1, 1, 2, 4) = 8 = 7
4d6 ⇒ (3, 3, 6, 6) = 18 = 15
4d6 ⇒ (5, 6, 2, 4) = 17 = 15
4d6 ⇒ (3, 4, 1, 1) = 9 = 8
4d6 ⇒ (1, 2, 5, 2) = 10 = 9
4d6 ⇒ (6, 5, 3, 1) = 15 = 14

Will have to ponder some on that.


Realising this is one pbp too much on a loaded plate - consider me out of contention...

Apologies


Lyle's backstory works fine in general; Marcel could well have been a traveling mage, maybe even have three levels in a spellcasting class. He certainly wouldn't have ever encountered an archdemon. Any demonic or diabolic (he wouldn't have been able to tell the difference, whatever arcane school of thought he belonged to) servants he had would probably about half consist of particularly ugly monsters from the Prime Material. However, yes, Lyle would've grown up around magic. Anyone away from Marcel's tower would've probably thought him a harmless eccentric, and even when Marcel adventured only a few people would openly credit him with 'magic powers'. For what Lyle took with him from the tower, he'll have already used most of the scrolls of considerable power. There might be a few more his pack; then again, they might all be duds or notes or using arcane techniques incompatible with Lyle's magic. We'll see.
And Lyle would know by now not to talk openly about his childhood, if he doesn't want to get locked in a madhouse eventually.


David Pearl wrote:

4d6

4d6
4d6
4d6
4d6
4d6

If I have to re-roll for proof, then this is what I got.

I think you forgot to drop the lowest...


Taking the scrolls was mostly just flavour anyway.

Glad you approve without need for any major changes.


Interested. Let's see what the dice give me.

4d6 ⇒ (6, 1, 5, 3) = 15 14
4d6 ⇒ (6, 6, 1, 5) = 18 17
4d6 ⇒ (3, 6, 1, 6) = 16 15
4d6 ⇒ (4, 1, 3, 2) = 10 9
4d6 ⇒ (4, 6, 2, 4) = 16 14
4d6 ⇒ (3, 3, 4, 4) = 14 11

Note bad. I could do an Inquisitor or a Fighter. I like the approach to magic and monsters. Plus, I love step advancement.

Grand Lodge

Yucale wrote:
David Pearl wrote:

4d6

4d6
4d6
4d6
4d6
4d6

If I have to re-roll for proof, then this is what I got.

I think you forgot to drop the lowest...

Yeah, sorry I'm kind of new to this. I re-posted my stats later though with the lowest one being dropped for each.


It'll be interesting to see how you balance a low/limited magic world with a system based around high fantasy. WoD always had plenty of tricks for concealing magic out in the open, just curious if you plan to implement anything similar, or if it's just the average person on the street has no knowledge of magic.

Will there be any alterations to the magic system? Any bias toward divine or arcane magic?

Anyway, color me interested. Kinda want to find a place to play a paladin. As far as magic goes, I think divine magic would work well in the setting and a paladin's magic is about as indirect as you can get!

4d6 ⇒ (6, 6, 4, 1) = 17-16
4d6 ⇒ (5, 1, 3, 5) = 14-13
4d6 ⇒ (2, 6, 2, 3) = 13-11
4d6 ⇒ (3, 3, 6, 5) = 17-14
4d6 ⇒ (2, 3, 2, 5) = 12-10
4d6 ⇒ (4, 1, 3, 5) = 13-12


Thinking about an Inquisitor, but how is Divine magic handled? Does it work like normal?


Toccata wrote:

It'll be interesting to see how you balance a low/limited magic world with a system based around high fantasy. WoD always had plenty of tricks for concealing magic out in the open, just curious if you plan to implement anything similar, or if it's just the average person on the street has no knowledge of magic.

Will there be any alterations to the magic system? Any bias toward divine or arcane magic?

Anyway, color me interested. Kinda want to find a place to play a paladin. As far as magic goes, I think divine magic would work well in the setting and a paladin's magic is about as indirect as you can get!

4d6-16
4d6-13
4d6-11
4d6-14
4d6-10
4d6-12

All magic works like normal; it's just that, throughout history, it's a near unheard of event (literally unheard of, for the general populace) for anyone to be born with the potential to achieve any levels in adept (magic is, as a rule of thumb, an inborn talent, regardless of class), much less for the kind of miracle workers that are common in other settings to be walking the earth.

Various historical figures, such as Tar-Baphon, Aroden, the Runelords, and Jatembe are obvious exceptions. And the Heralds do occasionally manifest. For the latter, it's just that a lot of people when hearing about these incidents think whoever's telling the story is just overly religious or crazy.


definitely interested I'll mull over some ideas and come back. With regards to races are you meaning to just include the core races or the other races as well?

Andoran

interesting setup here. the "steps" advancement is new to me, but I like the idea. RP heavy, with lots of racial variety...could be intriguing. Well, lets toss the stones and see what fate has in store...

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

hmm. not bad. nothing miraculous, but definitely workable. I kinda got attached to the idea of an Oread Monk, but gonna have to roll up later. work calls.

Andoran

whoops, forgot to note the lowest drop.

so:

9
14
10
10
14
12

Hmm, was actually hoping for a few more odd numbers, but oh well. fortune favors the bold, no?

Yeah, I think I'm gonna roll an Oread monk. tough guy, steady as the stone, ponderous yet insightful. Not sure if Imma go for any kind of archetype or anything, haven't rolled a lot of monks in my time. Gettin back to ya on that.

Also, are we rolling up fresh, or higher level? Anything to note about creation? or just a fresh off the block lv1 pathfinder?


First level, everything else about character creation should be covered in a previous post.


Interested in joining this one - am planning an half-elven Ranger or human Fighter most likely.

Rolling

4d6 ⇒ (3, 2, 6, 1) = 12 - 11
4d6 ⇒ (6, 5, 6, 3) = 20 - 17
4d6 ⇒ (5, 1, 4, 2) = 12 - 11
4d6 ⇒ (5, 5, 3, 1) = 14 - 13
4d6 ⇒ (5, 5, 3, 2) = 15 - 13
4d6 ⇒ (1, 4, 2, 4) = 11 - 10

Will update asap


What are the Halfling adjustments, please?


I am interested in playing a Kitsune if you want it in your setting. I like the clandestine shape-changing that goes on with them. I suppose they could be re-skinned as a were-fox or wolf. What do you think about a character with some of their capabilities and racial feats?

Taldor

Hey I'm interested in playing, I'll submit a character soon!
Here are my rolls:

4d6 ⇒ (6, 4, 6, 3) = 19 - 16
4d6 ⇒ (1, 3, 3, 2) = 9 - 8
4d6 ⇒ (6, 2, 5, 2) = 15 - 13
4d6 ⇒ (1, 4, 2, 1) = 8 - 7
4d6 ⇒ (5, 2, 2, 4) = 13 - 11
4d6 ⇒ (1, 4, 5, 6) = 16 - 15

Hmmm, I'll have to think about what kind of Character I want with that :/

Andoran

Well, after some crazy RL developments, and being accepted to another campaign that I had my eye on, I will elect to bow out of this one for now. I look forward to future campaigns, however, so I wish everyone happy hunting.

Sczarni

Rolls: 4d6 ⇒ (1, 4, 6, 2) = 13
4d6 ⇒ (4, 5, 5, 6) = 20
4d6 ⇒ (3, 4, 1, 4) = 12
4d6 ⇒ (4, 1, 4, 6) = 15
4d6 ⇒ (3, 5, 6, 6) = 20
4d6 ⇒ (3, 1, 1, 3) = 8

That comes out to:

12
16
11
14
17
7

Interesting, 27 pb with a bit of a minmax in there. Will be developing a concept today.

@Yucale, would you be willing to post the stats of the base races? This would help me to be able to balance RP/Flavor with a realistic and usable build. Additionally, would you consider the Warblade from ToB? I know it's probably a big no but I'm very interested in using one.

Starting Gold: 5d6 ⇒ (6, 2, 4, 1, 5) = 18x10=180

Lantern Lodge

I am interested though I am going magic (don't really care for other classes)

I am thinking of an enchanter focus sorcerer, I use magic and persuasion to get people to be my friends and do things for me, though I always treat them nicely as though I didn't magic so they don't hate me afterwards (a suggestion from the 3rd ed book about wizards).

4d6 ⇒ (3, 4, 1, 6) = 14
4d6 ⇒ (1, 1, 1, 4) = 7
4d6 ⇒ (1, 2, 1, 4) = 8
4d6 ⇒ (1, 1, 6, 3) = 11
4d6 ⇒ (5, 3, 3, 4) = 15
4d6 ⇒ (2, 5, 1, 3) = 11

I certainly hope you don't have me take the above rolls, cause That's pitiful, and why I like organic Point buy better.

4d6 ⇒ (1, 1, 2, 2) = 6
4d6 ⇒ (5, 1, 6, 2) = 14
4d6 ⇒ (5, 5, 6, 2) = 18
4d6 ⇒ (4, 1, 2, 2) = 9
4d6 ⇒ (1, 4, 4, 2) = 11
4d6 ⇒ (4, 6, 4, 3) = 17

Apparently the universe thinks I should avoid this game, Ill try rolling after I figure out negative these are.

Lantern Lodge

Okay Point but cost for the first set is -3 minus how many I would get for dropping 7 to 6 (probably 6 for a -9).
The second set is 11 minus how many I get for dropping 7 to 5 (probably a 6 then an 8 for a -3).

Let's try again,
4d6 ⇒ (5, 6, 5, 6) = 22
4d6 ⇒ (1, 1, 6, 6) = 14
4d6 ⇒ (3, 6, 3, 5) = 17
4d6 ⇒ (2, 3, 3, 6) = 14
4d6 ⇒ (1, 6, 3, 6) = 16
4d6 ⇒ (3, 4, 4, 3) = 14

Yeah, more then a 10 point buy!
17 int
13 con
14 dex
11 wis
15 str
11 cha

And for the stat order,
1d6 ⇒ 4
1d5 ⇒ 3
1d4 ⇒ 2
1d3 ⇒ 2
1d2 ⇒ 1


DarkLightHitomi wrote:

Okay Point but cost for the first set is -3 minus how many I would get for dropping 7 to 6 (probably 6 for a -9).

The second set is 11 minus how many I get for dropping 7 to 5 (probably a 6 then an 8 for a -3).

Given how the point-buy chart is laid out (each attribute change is worth a number of build points equal to the attribute modifier), I think you have over-rated the value of the negative numbers.

9 and 8 are both -1, and so worth 1 build point each.
7 and 6 are both -2, and so worth 2 build points each.
5 and 4 are both -3, and so worth 3 build points each.

Thus, a 6 is worth 6 build points and a 5 is worth 9.

The thing is, if the judge wants rolled attributes using the base system, then the judge WANTS a lower-powered set of PCs than PFS play has got most people used to playing. There's nothing wrong with someone wanting to play the game a little differently than you do. I've been using point buy for long enough and across enough systems that I avoid rolled games anymore. That's why I haven't posted in this recruitment thread until now: because I know I'm not really interested in using the rules as presented.

If you don't want to play by the rules this GM has advertised, then look somewhere else, don't try to force the judge to let you do what you want instead. That's just rude.

Lantern Lodge

Wasn't trying to force anything, but usually there how limits to how low you can roll before being allowed a reroll (3.5 it was if you rolled less then a certain total of bonuses) so I expect GM to allow the above rerolls, if not, I will find out soon.

I mentioned organic point buy, just in passing.

Thanx for the point buy costs, was really tired and looked at it funny.


I've built using only one of the halfling race bonuses, for a net +0. I hope that was what you intended.


Oterisk wrote:
I am interested in playing a Kitsune if you want it in your setting. I like the clandestine shape-changing that goes on with them. I suppose they could be re-skinned as a were-fox or wolf. What do you think about a character with some of their capabilities and racial feats?

Knock yourself out :). Though this may contradict what I've already said, for modifiers simply factor out one bonus that your race would usually get, your choice. So, Sharan, that is perfectly OK. I apologize for not posting in a while.

I'm only allowing Pathfinder and Third Party Pathfinder Material. This is because I don't think I'm familiar enough with 3.5 to allow material from it.

I've chosen Not Point Buy for a reason. If you don't think you can roleplay a character with a few very low scores, you may use 15 pt buy. Not encouraging, just allowing. Considering the setting, even underpowered characters will seem plenty super soon enough.

To clarify, again: all races here (with some exceptions such as merfolk) are available as PC races.


Just want to let you know I am still interested i playing

Shadow Lodge

4d6 ⇒ (1, 6, 2, 2) = 11
4d6 ⇒ (4, 2, 5, 6) = 17
4d6 ⇒ (5, 4, 3, 4) = 16
4d6 ⇒ (4, 6, 5, 2) = 17
4d6 ⇒ (2, 1, 1, 6) = 10
4d6 ⇒ (6, 4, 6, 1) = 17

Ok Decent. Will put some thought in it. probably a melee grenadier alchemist.

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