The Legend of Dovrakuun (Inactive)

Game Master Vinsomner

Dwarven Gestalt Kingmaker. By my Beard!

Brevoy
The Free City of Restov
The Stolen Lands
Current Map


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You find yourself wandering into a Brevoy tavern one night to see a cluster of people standing around a piece of paper nailed to the notice board. Once you are able to (elbow your way through, wait patiently, use your small size to scamper underneath the big people or use your commanding height to simply look over everyone's head) read the paper, it says thus;

All ye brave of heart and strong in desire, harken! To the south lies those lands long bereft of order and Lordship. The Swordlords call out for those of stout character to journey to the south and tame the wildlands for the glory of first themselves and then The Ruby Throne! All interested parties please see your nearest clerk's office.

There are Two Open Slots. Two players already exist.
Recruitment Ends Monday 27th of June.

Character Creation:
For help with your characters reasoning and overall theme the Kingmaker Player's Guide, downloadable for free, is of great help.

Stats: 3d6, drop lowest and add 6, reroll 1's.
Races: Dwarves! You can alter them up to 15 RP via the Advanced Race Guide but they must be dwarves!
Classes: Gestalt! Any/only pathfinder except Occult Adventures. There are no psionics in this world. No 3PP accepted.
Starting Gold: 600 gp
Alignment: No evil.
Traits: 1 to start, you have the option to choose from the Kingmaker campaign traits but you are not restricted to it. More traits will be awarded as the campaign progresses as rewards for the way you play your character and RP.
Archetypes: Only 1. You have to choose which side of the gestalt you want to archetype.
Prestige Classes: Are not allowed.

Physical Description: 3-4 sentences with basic description of what your charcter looks like. Doesn't have to be super fancy but try atleast for a little style.

History: 1-2 paragraphs, shouldn't be very hard. Doesn't have to be super descriptive but has to fit into the Kingmaker campaign and please use proper grammar.

House Rules:

Spells: Spells do not require a spell-book to replenish your daily use. Spell-books are only required to change your allotment or learn new spells.

Skill Checks: Even if your skill check is high enough to pass the DC of the required check without a roll, you must roll regardless. Even with your high skill in that check, you still have a chance of critically failing, but also having a critical success which will grant additional boons.

Traits: Traits are earn via playing the campaign. These are rewards or affects your characters will gain depending on their actions in the campaign.

PC vs PC Diplomacy Checks: This will not be allowed to force players to think or behave a specific way. You must convince them with traditional means of roleplay.

Feats: Feats are gained as normal, but additional feats may be awarded by group/character play.

Crafting: A whole new system will be replacing Pathfinders crafting rule set to accommodate the campaign.

Combat: Players will be giving one day to post their turn in combat. By the end of day if a player has not taken their turn, they will be put on delay and combat will proceed normally. GM will roll all initiative rolls to keep from breaking the flow of the PbP.

Combat Rules:

During small(few to one monsters) combat:
Standard book combat rules apply.

During large(many monsters) combat:
Players Initiatives will be averaged, so players may take their turn at any time during the players group turn.

Enemy initiatives will be grouped together as well in the initiative order. They will be placed in respect to the averaged players initiative.

During Combat. Due to its lengthy nature, I will speed up posts to once a day. At the end of each day, the monsters will always take their turn. This is to prevent a month long combat sequence.

Ex.
Combat 1:
Players have an average initiative roll of 8. Monsters average initiative rolls is a 4. In this event, the Players take their turn first, then the monsters will after.

Crafting System:

You can craft many items in the campaign, from armor and weapons, but you must have skill points allocated to Craft: [Category] in order to do so. You must obtain raw materials and/or schematics to do. The system is explained in more detail below:

Crafting Categories:

  • Armor
  • Weapons
  • Spellcraft (This is the existing Spellcraft in skills)
  • Potions
  • Siege
  • Traps

    What you need to craft?
    To craft items in the campaign you must have the raw material to do so. Most raw materials can either be found, salvaged, or bought. There will be unique materials and components you can find to add special affects or bonuses.

    When you have the required materials, you can do one of two things. You can either find/purchase a schematic in order to know the quantity of resources you need. Or you can make a Craft [Category] skill check to see if your character knows how to craft that item that you want. If you fail to pass this knowledge check you have to buy a schematic or take a penalty to your Craft [Category] check to when you craft your weapon.

    How long does it take?
    Crafting takes time in the game world, there will be moments when you enter towns where you will have access to what you need to craft your items. The length of time is calculated from a Craft [Category] check and the complexity/quality of the weapon. You can rush your crafts but you will take a penalty on your Craft [Category] check for quality.

    How are the stats determined?
    I will determine final base stats of your item. Your will make your final Craft [Category] check to determine your characters success at making the item. This check will help determine the quality of your item, or if your character blunders and wastes the materials.

    Can I get an example?
    Of course you can! (Note: All data here is an example and does not represent what the materials actually do.)

    Targen the Dwarf decides he wants to make a one handed waraxe. First he makes a check to see if he is knowledgeable enough in crafting it.

    He has a Craft: Weapons skill of 15. His final roll tallies results in a 25. Crafting a standard waraxe is pretty common knowledge so he doesn't need a schematic. He finds out he needs 2 ingots to craft it and it will take approximately 2 full days to make it.

    Targen the Dwarf has enough Darksteel and Obsidian to craft it. He decides to use Darksteel because it gives a inherent +2 to attack rolls against Goblins. He knows this because of a finding a tattered book on Darksteel. Though a Craft Weapons check could reveal if he worked with that material before and possibly gleamed what it might do.

    Targen then makes a Craft Weapons Skill check to Craft the weapon. He doesn't have enough time craft it so he wants to attempt to craft it in one day which raises the difficulty of the check. His skill check results in 20. Luckily since it is a simple weapon with no other enhancements he makes it without too much difficulty. His weapon now has the base stats of a common waraxe, but with a +2 to attack rolls against Goblins.

    If he had extra time, he could lower the difficulty of the check or opted to use extra materials to try and get a boost to its effect or find a new affect by combining materials.


  • Dotting in laddie, I love me dwarven brethen an' lemme tell ye I reckon a stout party O' us will be tacklin most anythin'
    An for the fun O it, I'll randomly assigned me attributes an work meself from there.

    3d6 ⇒ (1, 1, 6) = 8 9+6= 15
    3d6 ⇒ (2, 2, 4) = 8 6+6= 12
    3d6 ⇒ (2, 2, 4) = 8 12
    3d6 ⇒ (4, 4, 5) = 13 9+6= 15
    3d6 ⇒ (5, 5, 4) = 14 10+6= 16
    3d6 ⇒ (4, 6, 1) = 11 12+6= 18

    Re-roll
    1d6 ⇒ 1
    1d6 ⇒ 3
    1d6 ⇒ 6

    Aright, that'll be it then.

    Str: 15
    Dex: 12
    Con: 12
    Int: 15
    Wis: 16
    Cha: 18

    Before racials.

    And so with this... I'm thinking likely a cleric and something also, are we level 1?


    Hi. Dotting. May I ask what classes/roles are already covered? I hate to find another one at the same wedding with the same dress :P


    Jereru: It's pretty open right now. Nothing is sold yet.

    TheOrcnextdoor: Och! They be some good rolls ye' get there. Looking like ye'll be a good'n charming one! Share ye secrets of ye beard oil, aye?


    That they were laddie! An the secret to the oil is all in how ye make it!

    I'll be taking cleric(forgemaster) on one side I think though that's still undecided. Not sure what the other will be. Unfortunate I can't go fighter and take the hammerer archetype for dwarves haha.


    3d6 + 6 ⇒ (5, 1, 4) + 6 = 16
    3d6 + 6 ⇒ (4, 2, 3) + 6 = 15
    3d6 + 6 ⇒ (6, 6, 3) + 6 = 21
    3d6 + 6 ⇒ (5, 4, 2) + 6 = 17
    3d6 + 6 ⇒ (6, 6, 4) + 6 = 22
    3d6 + 6 ⇒ (6, 5, 1) + 6 = 18

    Rerolling the two 1s. First will be for first set, second for 6th set.
    2d6 ⇒ (6, 2) = 8

    that results in: 17, 13. 18, 15, 18, 17

    Not quite sure what I'll pick up but Unchained Rogue is likely.


    Tossing my hat into the ring. Let me see what the rolls are, before deciding on a combo.

    Ability Score 3d6 ⇒ (3, 1, 5) = 9
    Ability Score 3d6 ⇒ (5, 5, 1) = 11
    Ability Score 3d6 ⇒ (1, 5, 2) = 8
    Ability Score 3d6 ⇒ (6, 2, 1) = 9
    Ability Score 3d6 ⇒ (1, 4, 4) = 9
    Ability Score 3d6 ⇒ (3, 2, 5) = 10

    Lord, that was ugly.

    Rerolling the five ones.

    5d6 ⇒ (6, 6, 4, 2, 6) = 24

    Lol, much better.

    20
    22
    17
    16
    20
    16

    Seriously, are those scores too good? I don't want to do anything crazy.

    If these stand, I'd love to play a sorcerer//monk. That has always been one of my favorite combos for games like this.


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

    I do so love me some dwarves.

    2d6 ⇒ (3, 5) = 8

    Edit: So, 17, 14, 18, 16, 17, 16.

    Very decent spread.

    Could you elaborate on what you mean by being able to 'alter dwarves up to 15rp'? Does that mean that we can add 4rp worth of abilities, or does it mean that we can trade in existing dwarven racial traits for their RP value, in addition to the extra 4 points?

    @Gerald, you have to drop the lowest of your dice.

    So your first score is a 6, a 5 and a 3. You remove the 3, and add six. Now it's 6+5+6=17.
    Your second score is 5, 5, 6. Remove the 5, you get 6+5+6=17.
    Third is 4, 5, 2. Remove the 2, you get 4+5+6=15.
    Fourth is 6, 2, 2. Remove a 2, you get 6+6+2=14.
    Fifth is 6, 4, 4. Remove a 4, you get 6+6+4=16.
    Sixth is 3, 2, 5. Remove the 2, you get 3+6+5=14.

    So your statline is 17, 17, 15, 14, 16, 14.

    Still very good.


    Ooh. Hard dot. I've just been thinking about wanting to play a gestalt kingmaker campaign, though "Dwarf only" is an interesting twist. I'd be wanting to play a Fighter(Swordlord)/Magus(Kensai), but I guess I can go straight Magus since only one archetype is allowed. Swordlord is just way too flavorful not to use here.

    What's the timeframe? I'm going to be without Internet at my apartment until at least Wednesday (so I can work up a build on Hero Lab, but can post it until then).


    Ok, after some deliberating I think I've decided on an older dwarf,

    The first side of his gestalt will be a normal cleric domains of (earth(cave, metal), and knowledge (memory, thought))
    Not sure on the other side, but probably a fighter or ranger.

    The rough idea is an ex-clansman that "exiled" himself after a mining Incident and dispute. He doesn't worship a specific diety but values honor, skill (craftsmanship), knowledge, understanding, strength, and community.

    He is sometimes blunt, but his experience has blunted some of his more boisterous dwarven personality traits. He was often a voice of patience and reason even during heated arguments and debates back in his clan. He also enjoys organization at least in how things are done.


    Gunslingers okay?

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

    rereoll one: 1d6 ⇒ 2
    rereoll one: 1d6 ⇒ 6

    So
    3,6,6, drop 3 add 6 = 18
    5,2,4, drop 2 add 6 = 15
    *3,5,2, drop 2 add 6 = 14
    * 3,6,6 drop 3 add 6 = 18
    3,6,2 drop 3 add 6 = 14

    Pretty good.


    Olaf the Holy wrote:

    3d6

    3d6
    3d6
    3d6
    3d6
    3d6

    I do so love me some dwarves.

    2d6

    Edit: So, 17, 14, 18, 16, 17, 16.

    Very decent spread.

    Could you elaborate on what you mean by being able to 'alter dwarves up to 15rp'? Does that mean that we can add 4rp worth of abilities, or does it mean that we can trade in existing dwarven racial traits for their RP value, in addition to the extra 4 points?

    Howdy Olaf, I'm one of the two locked in players so I can answer some of your questions. Right now the dwarf is at 11 rp. With 15 you can add another ability or do something like change the standard ability mod (+2 to 2 stats, -2 to another) to flexible (+2 to 2 stats). You could also switch around their ability mods so it's not just +2 con,wis and -2 cha. Not every dwarf is the same so you could be weaker but more out going (-2 str, +2 con and cha) or any combination like that. But yes the main thing is we are all dwarves with slow speed and excessive hair growth.


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

    2d6 ⇒ (5, 3) = 8

    Str- 16+2
    Dex- 15
    Con- 16+2
    Int- 13
    Wis- 15
    Cha- 13

    I'm thinking of crafting a barbarian/druid with a bear companion he's rearing himself. Eventually he might just start turning into a bear too. The one Archetype I'd pick is Invulnerable Rager, this guy will be tough! And the 4 RP will go toward removing that minus to charisma. He's good with animals at least.


    Here is the chassis for Gerald's monk//sorcerer. I think everything is ready, except for updating her gear.

    If there are questions or comments, please let me know, DM. Thanks for your consideration.


    3d6 + 6 - 2 ⇒ (5, 2, 3) + 6 - 2 = 14
    3d6 + 6 - 2 ⇒ (2, 2, 3) + 6 - 2 = 11
    3d6 + 6 - 2 ⇒ (6, 6, 2) + 6 - 2 = 18
    3d6 + 6 - 2 ⇒ (2, 4, 2) + 6 - 2 = 12
    3d6 + 6 - 2 ⇒ (2, 3, 2) + 6 - 2 = 11
    3d6 - 2 + 2d6 - 2 + 6 ⇒ (5, 1, 1) - 2 + (2, 6) - 2 + 6 = 17

    18 17 14 12 11 11 not bad, could be better, could be worse... Much worse than a lot of the others though. Can we rearrange stats? I'm thinking bloodrager going into rage prophet one one side and sorcerer on the other.

    Can we change the base ability scores around, say changing to the flexible base scores to put +2 into any of two ability scores?


    Ouachitonian wrote:

    Ooh. Hard dot. I've just been thinking about wanting to play a gestalt kingmaker campaign, though "Dwarf only" is an interesting twist. I'd be wanting to play a Fighter(Swordlord)/Magus(Kensai), but I guess I can go straight Magus since only one archetype is allowed. Swordlord is just way too flavorful not to use here.

    What's the timeframe? I'm going to be without Internet at my apartment until at least Wednesday (so I can work up a build on Hero Lab, but can post it until then).

    Monday the 27th is the deadline. So you should have plenty of time :)

    Note to everyone else: I will get to everyone's questions when I get home! Hold onto your beards!


    Ivan Bronzebeard:

    Ivan Bronzebeard,
    Dwarf, cleric 1/fighter 1
    Age: 135
    Alignment NG
    Alternate racial traits: undecided
    (Changed to +2str, +2 con, -2 cha, undecided for reminders
    Traits: glory of old
    Ability scores:
    Str: 18
    Dex: 12
    Con: 14
    Int: 15
    Wis: 16
    Cha: 16

    Defenses:
    Hp: 12
    AC: 18(20) FF: 17(19) T: 11
    CMD: 16(+2 when on ground)
    Saves:
    Fort: +4 (+5 vs spells and SLA and poisons)
    Ref: +1 (+5 vs spells and SLA)
    Will: +5 (+5 vs spells and SLA)
    Resistances: N/A

    Offense:
    Movement: 20ft
    BaB: +1
    CMB: +5

    Warhammer: +5
    Damage: 1d8+4(6)/6(9)

    Lucerne hammer: +5
    Damage: 1d12+6/9

    Morning star: +5
    Damage: 1d8+4(6)/6(9)

    Longsword: +5
    Damage: 1d8+4(6)/6(9)

    Feats:
    Steel soul, power attack

    Skills: 2+2+1 5/level
    Diplomacy: 1
    Sense motive: 1
    Perception: 1
    Know. Religion: 1
    Know. History: 1

    Gear& equipment:

    Arms and Armor: banded mail, steel heavy shield, warhammer, Lucerne hammer, longsword,

    Gear: backpack

    Spells and domains:
    Earth(cave, metal), and knowledge (memory, thought)

    Earth domain spells
    1st—magic stone, 2nd—create pit, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

    Knowledge domain:
    1st—comprehend languages, 2nd—memory lapse, 3rd—seek thoughts, 4th—divination, 5th—telepathic bond 6th—modify memory, 7th—legend lore, 8th—moment of prescience 9th—foresight.

    Spells per day
    1st: 2+1

    Just a rough draft I worked out in a bit of free time. Subject to possible change but I think it's fairly done save minor changes.


    oyzar wrote:

    3d6+6-2

    3d6+6-2
    3d6+6-2
    3d6+6-2
    3d6+6-2
    3d6-2+2d6-2+6

    18 17 14 12 11 11 not bad, could be better, could be worse... Much worse than a lot of the others though. Can we rearrange stats? I'm thinking bloodrager going into rage prophet one one side and sorcerer on the other.

    Can we change the base ability scores around, say changing to the flexible base scores to put +2 into any of two ability scores?

    Not to sound disparaging here, but did you read the OP? It says no PRCs quite clearly.


    When you say we can alter the dwarf via ARG, I assume two things:

    1)We get to use this.

    2) Dwarves have 10 RP, so we get 5 RP to add things.

    Am I right?

    Just read Shady_Motives' post, sorry.

    Also, my rolls:

    3d6 ⇒ (2, 5, 4) = 11 => 5+4+6= 14
    3d6 ⇒ (6, 1, 6) = 13 => 6+6+6= 18 (No need to reroll the 1)
    3d6 ⇒ (6, 2, 4) = 12 => 6+4+6= 16
    3d6 ⇒ (6, 6, 5) = 17 => 6+6+6= 18
    3d6 ⇒ (6, 6, 5) = 17 => 6+6+6= 18
    3d6 ⇒ (4, 5, 5) = 14 => 5+5+6= 16

    18, 18, 18, 16, 16, 14. Wow!

    My thoughts orbit around Warpriest or something somewhat holy.


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    Dwarves are 11 RP not 10 but otherwise you are correct.

    Liberty's Edge

    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    dot


    So I'm just going to warn everyone right now. I see that alot of people are focusing on the crunch over the fluff and I can tell you that might not the best idea. Crunch is fine but focus on the personality of the character you are creating. Also do not forget there is a section for History and Description we would like filled out. I understand that some people perhaps do not like writing those things out before they are chosen but those are some of the criteria we will be looking at when choosing the 2 characters to add to the group.


    3d6 + 6 ⇒ (3, 3, 5) + 6 = 17 14
    3d6 + 6 ⇒ (5, 2, 6) + 6 = 19 17
    3d6 + 6 ⇒ (3, 3, 3) + 6 = 15 12
    3d6 + 6 ⇒ (1, 3, 1) + 6 = 11 rerolling ones 2d6 ⇒ (3, 5) = 8 15
    3d6 + 6 ⇒ (5, 1, 6) + 6 = 18 rerolling ones 1d6 ⇒ 4 17
    3d6 + 6 ⇒ (1, 3, 6) + 6 = 16 rerolling ones 1d6 ⇒ 2 15

    17 17 15 15 14 12

    Nothing wrong with that.


    Greetings and salutations to all of those who are applying, I am also one of the locked in players for the game. I have been looking at some of the applications and it's looking pretty varied, and I look forward to seeing the backgrounds for these characters as they are put forth.


    Well, for me, both things (crunch and fluff) must go intertwined when I build a char. I need to feel comfortable with the character, and this includes both rule and role decisions based on one another, the likes of "ok, I wanna be dodgy, so I'll pick Dodge and look for an explanation later" or the other way around, "I wanna be dodgy because that's my fluff, let's see which feats I can pick that represent this".

    My characters are usually a blending of the two :) That said, my plan of a Fighter/Warpriest or Gunslinger/Warpriest is slowly developing...

    Silver Crusade

    roll: 3d6 + 6 ⇒ (3, 6, 3) + 6 = 18 = 15
    roll: 3d6 + 6 ⇒ (3, 5, 4) + 6 = 18 = 15
    roll: 3d6 + 6 ⇒ (4, 3, 4) + 6 = 17 = 14

    roll: 3d6 + 6 ⇒ (6, 2, 2) + 6 = 16 = 14
    roll: 3d6 + 6 ⇒ (4, 6, 5) + 6 = 21 = 17
    roll: 3d6 + 6 ⇒ (2, 3, 4) + 6 = 15 = 13


    Rolls:

    3d6 + 6 ⇒ (1, 1, 3) + 6 = 11
    3d6 + 6 ⇒ (5, 3, 1) + 6 = 15
    3d6 + 6 ⇒ (3, 5, 3) + 6 = 17
    3d6 + 6 ⇒ (6, 1, 6) + 6 = 19
    3d6 + 6 ⇒ (2, 5, 4) + 6 = 17
    3d6 + 6 ⇒ (3, 5, 5) + 6 = 19

    Reroll for that top one: 3d6 + 6 ⇒ (6, 3, 2) + 6 = 17

    So that's 14, 14, 18, 15, 16, 15

    I can work with that.

    Btw, while I'm locked into Fighter (Swordlord), for the fluff as much as anything, the vanilla side is open for suggestion. I'm leaning Magus or maybe Warpriest, but if party needs dictate otherwise I'd happily go a different direction. I would prefer something with at least 6 levels of spells though.


    Hi, Jereru here. This is, more or less, the base of my fluff. I'll work on the crunch from here, and add more if something comes to my mind.


    Don't try to base your character creation on anyone else. Just create what you want.


    I'll have to think about it after I roll. Could be interesting.
    3d6 ⇒ (4, 5, 3) = 12- 15
    3d6 ⇒ (3, 6, 2) = 11- 15
    3d6 ⇒ (2, 2, 1) = 5- 10
    3d6 ⇒ (4, 1, 3) = 8- 13
    3d6 ⇒ (1, 4, 5) = 10- 15
    3d6 ⇒ (2, 3, 2) = 7- 11

    Hmm, dice don't like me today (not awful or anything, but nothing really high).

    Maybe a fighter/slayer. Will have to think about it.


    Shady_Motives wrote:
    Don't try to base your character creation on anyone else. Just create what you want.

    Fair point, I will. I'm willing to listen, though, if someone's got good ideas for what would work with a Swordlord, I can't think of everything. lol


    Dwarves? Gestalt? Crafting? Color me interested! I don't know what the ARG rules for improving dwarves might be, but I don't really care. This campaign is for me if I can get into it!

    3d6 + 6 ⇒ (5, 2, 2) + 6 = 15
    3d6 + 6 ⇒ (5, 3, 2) + 6 = 16
    3d6 + 6 ⇒ (1, 4, 3) + 6 = 14
    3d6 + 6 ⇒ (5, 4, 4) + 6 = 19
    3d6 + 6 ⇒ (4, 1, 5) + 6 = 16
    3d6 + 6 ⇒ (1, 1, 5) + 6 = 13

    rerolls:
    1d6 ⇒ 3
    1d6 ⇒ 4
    2d6 ⇒ (3, 4) = 7

    Hmmm... very middling stats...

    That gives me an array of:
    13, 14, 13, 15, 15, 15

    Liberty's Edge

    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    Working on a concept of a dwarf who wants to lead the remnants of a dwarven clan driven from their home by trolls.

    3d6 ⇒ (6, 6, 5) = 17
    3d6 ⇒ (2, 6, 3) = 11
    3d6 ⇒ (4, 5, 5) = 14
    3d6 ⇒ (1, 3, 2) = 6 reroll 1d6 ⇒ 5
    3d6 ⇒ (4, 6, 3) = 13
    3d6 ⇒ (1, 2, 4) = 7 reroll 1d6 ⇒ 2

    18
    15
    16
    14
    16
    12


    Oooh, I love this idea. I'm on vacation at the moment, but I've had an idea lying around for a Monk/Paladin of Benorus that I'd love to kick forward. Only issue is, he's a MoMS/Stonelord, and we're restricted to one archetype. Hmmm... Maybe I could re-purpose an old tower shield specialist.


    Azih wrote:
    Gunslingers okay?

    Yeap, Gunslingers are good!

    Whiskey and a Bonesaw wrote:
    Oooh, I love this idea. I'm on vacation at the moment, but I've had an idea lying around for a Monk/Paladin of Benorus that I'd love to kick forward. Only issue is, he's a MoMS/Stonelord, and we're restricted to one archetype. Hmmm... Maybe I could re-purpose an old tower shield specialist.

    You got till the 27th of June :)


    Hmm, missed the reroll 1s.

    Got 3 of those to do

    1d6 ⇒ 2 same
    1d6 ⇒ 3 same
    1d6 ⇒ 5 adds 1

    So stats are now
    15
    15
    10
    13
    16
    11

    A bit better.


    3d6 + 6 ⇒ (1, 6, 2) + 6 = 15reroll: 1d6 ⇒ 3 drop the 2=15
    3d6 + 6 ⇒ (6, 1, 3) + 6 = 16reroll: 1d6 ⇒ 5 drop the 3=17
    3d6 + 6 ⇒ (6, 1, 5) + 6 = 18reroll: 1d6 ⇒ 5 drop the 5=17
    3d6 + 6 ⇒ (5, 5, 5) + 6 = 21 drop the 5=16
    3d6 + 6 ⇒ (6, 5, 2) + 6 = 19 drop the 2=17
    3d6 + 6 ⇒ (2, 5, 1) + 6 = 14reroll: 1d6 ⇒ 6 drop the 2=17

    Well can pretty much make anything with that.

    What are the two classes already locked in?

    Are there changes to the initial concept beyond all dwarves? Is Brevoy fond of dwarves? Are the Brevoy families mostly human or are they dwarves clans? Trying to get a feel for how the mission might be different not just the personalities of the hairiest party ever short of an all Wookie party.


    You know what? I'm going to roll in order and see what I get.

    Stats:
    Strength: 3d6 ⇒ (3, 1, 5) = 9
    Dexterity: 3d6 ⇒ (3, 2, 6) = 11
    Constitution: 3d6 ⇒ (1, 2, 4) = 7
    Intelligence: 3d6 ⇒ (1, 4, 3) = 8
    Wisdom: 3d6 ⇒ (1, 2, 1) = 4
    Charisma: 3d6 ⇒ (2, 1, 1) = 4

    Ouch. Glad we get to reroll 1s...

    Rerolls:
    Strength reroll: 1d6 ⇒ 3
    Constitution reroll: 1d6 ⇒ 6
    Intelligence reroll: 1d6 ⇒ 3
    Wisdom reroll: 2d6 ⇒ (3, 3) = 6
    Charisma reroll: 2d6 ⇒ (5, 1) = 6
    2nd Charisma Reroll: 1d6 ⇒ 2

    Final Stats
    Strength 14
    Dexterity 15
    Constitution 18(16+2)
    Intelligence 13
    Wisdom 14(12+2)
    Charisma 12(14-2)

    Hm.... Well, whatever I come up with, he started as a miner and loves his Heavy Pick.


    Gnomezrule wrote:

    3d6+6[dice=reroll]1d6 drop the 2=15

    3d6+6[dice=reroll]1d6 drop the 3=17
    3d6+6[dice=reroll]1d6 drop the 5=17
    3d6+6 drop the 5=16
    3d6+6 drop the 2=17
    3d6+6[dice=reroll]1d6 drop the 2=17

    Well can pretty much make anything with that.

    What are the two classes already locked in?

    Are there changes to the initial concept beyond all dwarves? Is Brevoy fond of dwarves? Are the Brevoy families mostly human or are they dwarves clans? Trying to get a feel for how the mission might be different not just the personalities of the hairiest party ever short of an all Wookie party.

    You really can make anything with that haha.

    No two classes are locked in yet. The two existing players are still working on their classes. Just make what you want to have fun with.

    Also Brevoy is fond of dwarves, they have very strong trade relations with a Dwarf settlement in the northeast of Brevoy who are currently mining the mountains of resources. It's granted that dwarves wouldn't be accosted in Brevoy due to the integral part of the economy that they serve as not only do they mine valuable resources, but also plenty of stone and the like. For sending a group of dwarves it would be more of a expedition in not only claiming the land, but primarily extract the resources hidden within and who better to send then dwarves! It would definitely have more overtones of that for now. I'm hammering more specifics behind the scenes :)


    I'm one of the locked players and I'm making a wizard/bard.


    Interesting.

    3d6 ⇒ (1, 3, 1) = 5
    3d6 ⇒ (3, 5, 3) = 11
    3d6 ⇒ (6, 5, 5) = 16
    3d6 ⇒ (4, 6, 3) = 13
    3d6 ⇒ (1, 2, 3) = 6
    3d6 ⇒ (1, 5, 1) = 7

    So that goes to: 10. 12. 17. 16. 9. 12.

    Not bad. I'll roll up a Hunter, with his Dog companion.


    3d6 + 6 - 2 ⇒ (3, 2, 6) + 6 - 2 = 15
    4d6 + 6 - 3 - 1 ⇒ (1, 6, 6, 3) + 6 - 3 - 1 = 18
    5d6 + 6 - 2 - 1 - 1 ⇒ (3, 1, 1, 2, 5) + 6 - 2 - 1 - 1 = 14
    4d6 + 6 - 2 - 1 ⇒ (2, 1, 6, 6) + 6 - 2 - 1 = 18
    3d6 + 6 - 6 ⇒ (6, 6, 6) + 6 - 6 = 18
    4d6 + 6 - 1 - 3 ⇒ (3, 1, 6, 5) + 6 - 1 - 3 = 17

    Those are some crazy rolls!


    Shady_Motives wrote:
    Olaf the Holy wrote:

    3d6

    3d6
    3d6
    3d6
    3d6
    3d6

    I do so love me some dwarves.

    2d6

    Edit: So, 17, 14, 18, 16, 17, 16.

    Very decent spread.

    Could you elaborate on what you mean by being able to 'alter dwarves up to 15rp'? Does that mean that we can add 4rp worth of abilities, or does it mean that we can trade in existing dwarven racial traits for their RP value, in addition to the extra 4 points?

    Howdy Olaf, I'm one of the two locked in players so I can answer some of your questions. Right now the dwarf is at 11 rp. With 15 you can add another ability or do something like change the standard ability mod (+2 to 2 stats, -2 to another) to flexible (+2 to 2 stats). You could also switch around their ability mods so it's not just +2 con,wis and -2 cha. Not every dwarf is the same so you could be weaker but more out going (-2 str, +2 con and cha) or any combination like that. But yes the main thing is we are all dwarves with slow speed and excessive hair growth.

    What about traits besides the ability score? Could you, say, trade in Greed and Stonecunning to pick up Gifted Linguist or Claws? If you can, this is pretty wide open, we might have little in common besides the fact that we'll all be called Dwarves and have bushy beards (even the women!). Seems like there might be some limits in place.

    Edit: come to think of it, 4RP is enough to buy two class and a bite, which would make for a kind of hilarious Natural Attack style Ranger. lol

    Silver Crusade

    I'm editing a Dwarven Inquisitor that I have that will do nicely.. I'll probably gestalt him with fighter


    Ouachitonian wrote:
    Shady_Motives wrote:
    Olaf the Holy wrote:

    3d6

    3d6
    3d6
    3d6
    3d6
    3d6

    I do so love me some dwarves.

    2d6

    Edit: So, 17, 14, 18, 16, 17, 16.

    Very decent spread.

    Could you elaborate on what you mean by being able to 'alter dwarves up to 15rp'? Does that mean that we can add 4rp worth of abilities, or does it mean that we can trade in existing dwarven racial traits for their RP value, in addition to the extra 4 points?

    Howdy Olaf, I'm one of the two locked in players so I can answer some of your questions. Right now the dwarf is at 11 rp. With 15 you can add another ability or do something like change the standard ability mod (+2 to 2 stats, -2 to another) to flexible (+2 to 2 stats). You could also switch around their ability mods so it's not just +2 con,wis and -2 cha. Not every dwarf is the same so you could be weaker but more out going (-2 str, +2 con and cha) or any combination like that. But yes the main thing is we are all dwarves with slow speed and excessive hair growth.

    What about traits besides the ability score? Could you, say, trade in Greed and Stonecunning to pick up Gifted Linguist or Claws? If you can, this is pretty wide open, we might have little in common besides the fact that we'll all be called Dwarves and have bushy beards (even the women!). Seems like there might be some limits in place.

    Edit: come to think of it, 4RP is enough to buy two class and a bite, which would make for a kind of hilarious Natural Attack style Ranger. lol

    Yes, as long as the total RP goes to 15, are you free to swap out traits, within the racial reason. I mean in the end your all still dwarves, so for swapping out for Claws wouldn't make too much sense. Granted having a rabid dwarf would be funny, it wouldn't fit into the lore of the world and campaign! Its bad enough that they are hairy and stink of ale!


    As the other locked player I am seriously contemplating doing a grenadier alchemist/Gunslinger. It's a concept that I am having fun doing some imagining with and plotting upon.


    Who wouldn't expect dwarves to figure out how to make handheld cannon?


    This looks like a lovely game. I'll have a go at it.

    3d6 ⇒ (1, 4, 3) = 8.....13
    3d6 ⇒ (2, 3, 5) = 10.....14
    3d6 ⇒ (6, 5, 1) = 12.....17
    3d6 ⇒ (6, 2, 5) = 13.....17
    3d6 ⇒ (3, 1, 6) = 10.....16
    3d6 ⇒ (1, 3, 1) = 5.....14

    5d6 ⇒ (3, 2, 1, 4, 3) = 13
    1d6 ⇒ 5

    Please let me know if I goofed the ability generation. I see our locked players are planning on a wizard/bard and a grenadier/gunslinger. Hmm...


    Hmm, I was thinking a swashbuckler/magus, either inspired blade or flying blade. Sadly those don't work at all with the dwarven swashbuckler FCB. I don't suppose you would allow a flying blade to count picks and axes for its FCB if I pick up throw anything or to use a pick or waraxe instead of a rapier for inspired blade?

    I guess slashin grace doesn't actually work with spell combat anymore either (nor with thrown weapons). If you would allow that it would be nice, otherwise I'll just have go with agile picks for my weapons (assuming you allow either of the two other options).


    With the starting gold can one purchase a wand with less then max charges? (They are cheaper per charge). I was thinking of grabbing a cure light wounds wand. It wouldn't do much in battle but out of battle even one with 20 charges could save a life.

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