Wrath of the Wicked (Inactive)

Game Master The Dragon


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It's possible for a person to make it big, here in Kavail. Possible, yes, but unlikely. Each year, hundreds of people flock to the city, in hopes of fortune, fame, or just a better life for themselves. The city sucks them all up, chews most of them down, and shit them out in the gutters. A few manage to rise above the rest through wit, skill, and no small amount of luck.

You're the new meat. You've recently joined up with Soren's Tradehouse, as low-ranking members of the smuggler's guild.

You're untried, untried, and, possibly, ready to take the city by the horns and make it your own. But to the guild, you're expendable. Do you have the guts to survive?

So I'm going to be running an evil 'sandbox' campaign, set in the city of Kaival and surroundings.

Setting info:

The World at large.
Kavail sits on the southern side of only pass through the Sarial Peaks, which bar the Ternan Empire from its southern coastline. As such, the pass is a highly active trade route.

The city of Kavail.
Thirty thousand people call the city home. Or at least, they live there. Trade is its lifeblood. The politicians are corrupt, the city guard is both far too small, and far too easy to bribe. Although nominally part of the empire, and owing fealty to the provincial Empirator, the city is effectively run by four Thieves' guilds, who jockey for power and wealth. The nobles don't interfere with the guilds, and the guilds leave the nobles alone; it all works out, except for the smallfolk, who're generally caught in the middle.

The thieves' guilds
-The Headsmen.
This is the most powerful guild in the city. They're proffesional and deadly, and rivaled in wealth only by the Ordo de Rosaceae. Their leader is a mysterious figure known as Cowl. As far as you know, no-one has ever seen him, but rumour persists that he runs the guild from the shadows. The day-to-day leadership is handled by a scarred, grey-haired fellow called Argus Slint.
Uniform: These guys don't wear any sign of allegiance, but they do tend to favour black clothing, even though, strictly speaking, a good matted green and grey cloak would be more practical for concealment.
Sigil: A black glove holding a dagger.
Territory: The better part of the market district.

-Jok's Enforcers
These view themselves as the good guys. They started out as a gang of workers; coachmen, off-duty guards, apprentice millers and blacksmiths, that sort of thing. They'd gotten tired of the guilds exploiting the common man, and decided to do something about it.
They've eeked out a good-sized territory. In the proccess, they've also taken over a couple of less savory businesses, but run them 'clean', making sure no-one who didn't sign up for it gets caught in the middle. They take care of their own, and the people under their protection. Although they're regarded as somewhat strange by the other guilds, their fighting force is well respected.
Unique in that they're the first gang in living memory to rise to a position of power - the top guilds usually come down hard on newcomers trying to muscle in on their territory.
Uniform: They wear red barrets.
Sigil: Don't have any.
Territory: The slums, and a bit of the market district.

-Ordo de Rosaceae
They buy and sell information. Wrought in shadow, rumour and mystery, they keep their own secrets tightly guarded.
By any account, they are not warriors, and most of them seem to view violence with a mixture of disdain and fear. When they do exert their influence, it's mostly in shape of blackmail and manipulation.
Uniform: They wear a flower in the pinhole of their jackets as a sign of allegience.
Sigil: Perhaps unsurprisingly, a rose.
Territory: The edges of Hightown, the temple district, and small but wealthy part of town where clerks, lawyers and paper-pushers of various stripes ply their trade.

-Soren's House of Trade
The runt of the litter so to speak. Run by Lara Orogdraur, a thirty-something human woman. They hold dominion over the labyranthine tunnels under the city, and use them to ferry goods into and out of the city unseen.
Uniform: None.
Sigil: A merchant's scale, with a coin balanced on one side, and a bear on the other.
Territory: Not in the traditional sense. Instead, there's a bunch of hideouts all over town, warehouses and the like. It's all kept hush-hush, as many of the places are Their prescence is strongest in Old Kaival, and the other guilds avoid it for that reason.

Other Factions
-The Imperial Army.
As Kaival sits in a strategically important position, there's a garrison there. It's not situated in the city itself, however. Instead, there's a small city outside the walls, a little further up the foothills, close to the mountain pass. Currently, there's something like a full legion of a thousand men stationed there, but in the past, the place has held five times that number. People who care about that stuff say it's because the empire is at war, and the home garrisons have been sent to the frontlines.
Regardless, the army keeps mostly to themselves.

-Silas Ludd
He's the city Viscount. He collects taxes for the empire, and runs various businesses across town. The guilds regard him as stupid and decadent, but easily bribed, and thus he has remained in power for a long while. It's fairly common knowledge that he keeps most of the tax income for himself, delivering only a small faction to the empire. He also owns many brothels and gambling halls, and uses what influence he has mainly to crack down on competition on that front from the various guilds.

Deities
The Golarion deities are worshipped in the Ternan empire.

Character Creation:

-Level: 1, 0xp, Fast advancement. 1 feat is gained for every 5k xp after sixth level, per the E6 rules.
-Stats: 2 rows of 4d6b3. Any rows that do not contain 1 stat of at least 15, and any row of which the modifiers do not total at least +4 may be rerolled for free. If you dislike either of your two rows, you may go for a 20 point buy option instead, but you may not lower more than one stat below 10, and even so, it may not go below 8.
-Races: Come one, come all. Monstrous races and races of outrageous RP values (EG. Driders, Centaurs and Gargoyles) are generally not allowed, but Ogres will be allowed, so long as the characters in question are at least fourth level. This, of course, means that they will only be availible to people who die at a later point, or retire their current characters.
-Starting Gold: Average for your class.
-Traits: Any two. No campaign traits allowed.
-Sources: All first party pathfinder material is allowed. Even the tech-stuff. Further, you may poach official 3.5e material, if you want to. If something exists as both pathfinder and 3.5e, the 3.5e version takes prescedence. I reserve the right to ban and/or modify 3.5e materials as I see fit.
-Alignment: Okay so you don't absolutely have to be evil. Uppity paladins are likely to be ganged up on by their teammates unless they keep their fool heads down, however. Also, stupid characters are likely to die horrible, gruesome deaths. Appropriate alignments run the entire gamut from Lawful Neutral to Chaotic Evil. I may accept extremely well-written good characters, but don't count on it.
-Number of Players: I'm looking for 8 pcs.
-Make sure to read the houserules section.

Fair warning, and a note on my style
I like combat. I like difficult combat too. Expect there to be a fairly high turn-over rate of dead characters, compared to what you might expect from an official adventure path. Also, sometimes you might encounter things you can't beat. The appropriate response to that is to run. Failure to do so will result in you dying. I don't particularly care about 'level appropriate' and other such nonsense. I have npcs statted up already, and if you anger the wrong guy, he will kill you. And then you will be dead, end of story. That said, people are always welcome to roll up new characters.
This also comes with the potential for you to get stuff you have no business getting, and that's okay too. If you manage to swing killing a great wyrm, well, then you get 204'000xp to share, and a treasure hoard worth ~200'000gp.

The game will be fairly sand-boxy, but with rail-roady bits too. If you want to jump off of the rails and go do something else, that's fine too. It will have consequences, though. Note that sometimes you'll be handed a task - This is railroading. However, I do solemnly promise that I'll never dictate how you attempt to solve the various tasks at hand.

Houserules
-Guns and related gear are availible at the listed prices. Technological items are availible at twice the listed prices, and a single battery costs 500gp.
-A cannon weighs 500lb.
-You recieve the benefits of Variant Multiclassing for one class of your choice at an accelerated rate, and with no feat expenditure required: The first benefit comes at 1st level, the second at 4th level, and the final one at 6th level.
-I run mostly freeform stealth. You'll never make more than one stealth check to overcome a particular obstacle.
-I'm sure there's more to it, but I can't remember more, so I'll call it good now.


This seems like my kind of game. Thinking of going Lashunta Psychic.


stats: 4d6 ⇒ (1, 4, 3, 6) = 14
stats: 4d6 ⇒ (1, 2, 4, 2) = 9
stats: 4d6 ⇒ (2, 1, 2, 1) = 6
stats: 4d6 ⇒ (2, 2, 4, 2) = 10
stats: 4d6 ⇒ (5, 6, 1, 4) = 16
stats: 4d6 ⇒ (5, 6, 5, 5) = 21


Note that you get to roll two sets of stats and pick one of them.


stats: 4d6 ⇒ (5, 2, 1, 2) = 10 stats: 4d6 ⇒ (4, 2, 4, 4) = 14
stats: 4d6 ⇒ (3, 2, 1, 4) = 10 stats: 4d6 ⇒ (2, 4, 2, 3) = 11
stats: 4d6 ⇒ (5, 3, 2, 2) = 12 stats: 4d6 ⇒ (2, 6, 5, 6) = 19
stats: 4d6 ⇒ (2, 4, 1, 2) = 9 stats: 4d6 ⇒ (6, 6, 6, 6) = 24
stats: 4d6 ⇒ (5, 6, 2, 2) = 15 stats: 4d6 ⇒ (4, 2, 1, 2) = 9
stats: 4d6 ⇒ (2, 1, 3, 3) = 9 stats: 4d6 ⇒ (3, 4, 2, 2) = 11

All I got to say...is wtf, I never get that lucky with dice for stats. O.o

Gonna have to come up with something interesting given the stats I got.


8, 9, 9, 12, 16, 18? That's pretty good, although you'll have plenty of weaknessses. You can the left row for free, if you want to.


Rerolled Stats: 4d6 ⇒ (1, 6, 5, 3) = 15
Rerolled Stats: 4d6 ⇒ (1, 4, 4, 2) = 11
Rerolled Stats: 4d6 ⇒ (2, 3, 1, 2) = 8
Rerolled Stats: 4d6 ⇒ (3, 1, 6, 5) = 15
Rerolled Stats: 4d6 ⇒ (1, 2, 3, 2) = 8
Rerolled Stats: 4d6 ⇒ (4, 5, 2, 5) = 16

Lol see this is my normal stat rolling capability.

if Allowed another reroll....

Rererolled Stats: 4d6 ⇒ (4, 5, 2, 2) = 13
Rererolled Stats: 4d6 ⇒ (3, 3, 1, 4) = 11
Rererolled Stats: 4d6 ⇒ (5, 6, 5, 5) = 21
Rererolled Stats: 4d6 ⇒ (2, 6, 5, 2) = 15
Rererolled Stats: 4d6 ⇒ (3, 4, 6, 2) = 15
Rererolled Stats: 4d6 ⇒ (1, 5, 4, 2) = 12

Hmm, I still like the right sided one. The weaknesses can make for good story based craziness.


Dotting for interest, and...

Spoiler:

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

or:
Spoiler:

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

Edit: Second totaled out to a +1
Spoiler:

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

I've got some ideas of what I might like to try out, but I have to ask before I commit: Are there any classes that are off the table? Also, do you prefer the standard or Unchained versions of classes when applicable?


Hmm. Can't think of any classes I'd mind.


Good to know! With that in mind, I'm considering either an Unchained Rogue, or a Gunslinger (Mysterious Stranger, possibly?) to fulfill my constant need for high dex.

In any case, my first roll was equal to a 16-point buy, and my second had a net value of +1. I rerolled, and got a net +2, so I'll be rolling again in here:

Spoiler:

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


I'll admit - I've been wanting to make a "gangster" character for some time. Someone who (although evil) whole-heartedly beleives himself a good person. He's never killed the guy who gave him his first weapon, he only uses violence for "just" (used loosley) ends, etc.

Like a traditional Mafioso type.

On the other hand I don't know much about E-6 and such; would that be an issue?


Not knowing E6 really isn't an issue. It's just normal pathfinder, except there are no levels above 6th. Instead, you get 1 feat for every 5000xp you earn after reaching 6th level.

Edit: Have drawn a map of the area surrounding the city. I need to go find my camera to get it onto my computer, so probably won't be able to put it up until tomorrow. Will have to draw a map of the city too, at one point. I hate drawing city maps, that crap is way too complicated, what with all the roads and buildings and stuff.


The Dragon wrote:
All first party pathfinder material is allowed. Even the tech-stuff. Further, you may poach official 3.5e material, if you want to. If something exists as both pathfinder and 3.5e, the 3.5e version takes prescedence. I reserve the right to ban and/or modify 3.5e materials as I see fit.

Where do you fall on the Path of War stuff? The 3.5 equivalent (Book of Nine Swords) is pretty rubbish. Also, what about Psionics?

Rolls:

Set 1
4d6 ⇒ (5, 3, 5, 2) = 15 - 2 = 13
4d6 ⇒ (6, 5, 5, 1) = 17 - 1 = 16
4d6 ⇒ (4, 2, 3, 4) = 13 - 2 = 11
4d6 ⇒ (4, 4, 6, 5) = 19 - 4 = 15
4d6 ⇒ (1, 3, 3, 5) = 12 - 1 = 11
4d6 ⇒ (6, 3, 5, 1) = 15 - 1 = 14

Set 2
4d6 ⇒ (2, 4, 6, 3) = 15 - 2 = 13
4d6 ⇒ (6, 3, 4, 1) = 14 - 1 = 13
4d6 ⇒ (2, 2, 2, 1) = 7 - 1 = 6
4d6 ⇒ (5, 6, 4, 1) = 16 - 1 = 15
4d6 ⇒ (6, 4, 1, 5) = 16 - 1 = 15
4d6 ⇒ (6, 2, 3, 3) = 14 - 2 = 12

First set it is. 16, 15, 14, 13, 11, 11.


Awesome!

Rolls incoming!

1
4d6 ⇒ (4, 5, 5, 1) = 15 = 14
4d6 ⇒ (3, 4, 5, 5) = 17 = 14
4d6 ⇒ (3, 1, 4, 2) = 10 = 9
4d6 ⇒ (2, 1, 4, 6) = 13 = 12
4d6 ⇒ (6, 5, 5, 3) = 19 = 16
4d6 ⇒ (3, 1, 1, 1) = 6 = 5

2
4d6 ⇒ (5, 2, 6, 4) = 17 = 15
4d6 ⇒ (2, 1, 2, 3) = 8 = 7
4d6 ⇒ (6, 4, 5, 4) = 19 = 15
4d6 ⇒ (6, 6, 1, 4) = 17 = 16
4d6 ⇒ (4, 2, 5, 6) = 17 = 15
4d6 ⇒ (6, 1, 6, 4) = 17 = 16

I think I'm going to go with the second set...now just to think of a character


YoricksRequiem wrote:
The Dragon wrote:
All first party pathfinder material is allowed. Even the tech-stuff. Further, you may poach official 3.5e material, if you want to. If something exists as both pathfinder and 3.5e, the 3.5e version takes prescedence. I reserve the right to ban and/or modify 3.5e materials as I see fit.

Where do you fall on the Path of War stuff? The 3.5 equivalent (Book of Nine Swords) is pretty rubbish. Also, what about Psionics?

** spoiler omitted **

First set it is. 16, 15, 14, 13, 11, 11.

Path of War isn't allowed, although tome of battle is. Use 3.5e psionics, with the following changes: Psion recieves d6hd, wilder, ardent and lurk recieves d8.

Dreamscarred press is third-party, and thus is not in use, with one exception - you can use the DSP soulknife if you want to.


Interesting concept!

4d6 ⇒ (2, 4, 2, 1) = 9 8 4d6 ⇒ (4, 6, 1, 6) = 17 16
4d6 ⇒ (5, 1, 2, 4) = 12 11 4d6 ⇒ (2, 2, 1, 4) = 9 8
4d6 ⇒ (6, 3, 5, 3) = 17 14 4d6 ⇒ (4, 3, 3, 2) = 12 10
4d6 ⇒ (6, 6, 1, 2) = 15 14 4d6 ⇒ (1, 1, 6, 3) = 11 10
4d6 ⇒ (6, 5, 4, 4) = 19 15 4d6 ⇒ (4, 4, 4, 5) = 17 13
4d6 ⇒ (4, 6, 6, 5) = 21 17 4d6 ⇒ (3, 2, 2, 1) = 8 7

Reroll set #2

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

Thinking set 1, mesmerist perhaps.


Hey, that houserule sounds super cool and groovy! Let's see what we can see.

4d6 ⇒ (2, 4, 6, 1) = 13 = 12
4d6 ⇒ (1, 4, 4, 1) = 10 = 9
4d6 ⇒ (1, 1, 5, 5) = 12 = 11
4d6 ⇒ (6, 1, 2, 6) = 15 = 14
4d6 ⇒ (3, 4, 5, 4) = 16 = 13
4d6 ⇒ (6, 4, 6, 6) = 22 = 18

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

First one doesn't suck. Second one really does. Not quite badly enough for a re-roll, however.

Hmmm. Maybe a Warpriest? I dunno.

Also, when you say

The Dragon wrote:
If something exists as both pathfinder and 3.5e, the 3.5e version takes prescedence.

does that mean we're using the 3.5 versions of classes and such?


That should've been the other way around, sorry. We use pf stuff with 3.5e extras, if anyone wants to.

The second set is bad enough for a reroll - the modifiers total -1, so it's sufficiently terrible, so to speak.


Current thoughts are a Drow Alchemist (Preservationist). Be looking at being mostly a bomb/poisoner with a bit of CC via summons and a bit of party buffing.

Looking to do precise bombing and infusion being first and foremost as a need discovery wise. From there it will all depend on how the story builds him.


Yeah, that did confuse me a little.

OK, let's see about a second one.

4d6 ⇒ (5, 6, 6, 3) = 20 = 17
4d6 ⇒ (3, 3, 5, 4) = 15 = 12
4d6 ⇒ (4, 1, 6, 2) = 13 = 12
4d6 ⇒ (3, 4, 1, 3) = 11 = 10
4d6 ⇒ (6, 6, 4, 1) = 17 = 16
4d6 ⇒ (1, 2, 6, 2) = 11 = 10

OK, now I actually have to consider those two.


Forgive me as I have no really done anything with the Variant Multiclassing bit. Could you spell it out a bit more for me, Say I take the Summoner as my second. I would get Summon monster as a Spell-like ability 1/day? Would it still be at the CL-2? Eidolon at lvl 4 at CL-4 with 1/2 evo points? And lvl 6 giving the Spell like ability brought up to 3/day, yes?

Also, can I substitute the Wis score requirement for my casting stat for the Alternate Trait Seducer?


4d6 ⇒ (5, 2, 4, 1) = 12 11
4d6 ⇒ (6, 1, 5, 1) = 13 12
4d6 ⇒ (1, 3, 6, 2) = 12 11
4d6 ⇒ (6, 5, 4, 4) = 19 15
4d6 ⇒ (2, 3, 3, 5) = 13 11
4d6 ⇒ (4, 4, 4, 5) = 17 13
Modifiers come up to exactly +4.

4d6 ⇒ (5, 5, 1, 4) = 15 14
4d6 ⇒ (1, 2, 2, 2) = 7 6
4d6 ⇒ (3, 2, 2, 4) = 11 9
4d6 ⇒ (1, 2, 1, 6) = 10 9
4d6 ⇒ (1, 6, 5, 6) = 18 17
4d6 ⇒ (5, 5, 1, 4) = 15 14
Modifiers come up to +3. Free reroll!

4d6 ⇒ (2, 1, 1, 4) = 8 7
4d6 ⇒ (3, 3, 2, 5) = 13 11
4d6 ⇒ (4, 2, 1, 4) = 11 10
4d6 ⇒ (4, 1, 2, 3) = 10 9
4d6 ⇒ (4, 6, 4, 1) = 15 14
4d6 ⇒ (4, 2, 2, 6) = 14 12
This is the worst array I've ever seen. Another free reroll.

4d6 ⇒ (4, 1, 5, 6) = 16 15
4d6 ⇒ (4, 2, 4, 4) = 14 12
4d6 ⇒ (5, 4, 3, 5) = 17 14
4d6 ⇒ (6, 1, 2, 1) = 10 9
4d6 ⇒ (6, 4, 1, 5) = 16 15
4d6 ⇒ (6, 2, 1, 6) = 15 14
Modifiers come up to +8. Best set so far, but it doesn't shine anywhere. Maybe I should just use the point buy...


Questions:

Would a Warpriest of Gorum with a VMC in Order of the Flame Cavalier fit with the campaign? 'Smuggler's Guild' sounds like it might not be the place for a character whose looking for glory in battle.

Are we allowed to take a drawback?


Provided that it is allowed, here is my character's crunch. I will get the rest of him placed up at some point hopefully tomorrow.

Character Crunch:

Jevan T'soryn
Male Alchemist (Preservationist)
CE Medium humanoid (Drow Elf)
Init +4; Senses Low-Light Vision
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 8 (1d8)
Fort +2, Ref +6, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Bomb +5/+7 1d6+4 (Without Mutagen/With Mutagen)
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 10, Int 18, Wis 9, Cha 10
Base Atk +0; CMB -1; CMD 13/9Fl
Feats Extra Bombs
Traits Alabaster Odalisque (Jalmery) (Bluff/UMD), Secret-Keeper
Skills Bluff +7, Craft (Alchemy) +8, Disable Device +7, Know (Nature) +8, Perception +3, Profession (Courtesan) +3, Sleight of Hand +7, Spellcraft +8, UMD +5
Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Undercommon
Combat Gear Studded Leather
Other Gear Backpack, Bedroll, Courtesan's Kit, Pickpocket's Outfit, Thieves' tools, waterskin
-------------------
Special Abilities
--------------------
Alabaster Odalisque (Jalmery; Bluff, UMD) 1/day
Alchemy +1
Bomb 1d6+4 7/day DC14
Low Light Vision
Mutagen (+4 Dex, -2 Will, +2 NA)
Poison Use
Secret-Keeper
Spell Resistance 7
Surfuce Infiltrator
Throw Anything
---------------------------
Extracts/Spell Like Abilities
---------------------------
Lvl 1: Comprehend Languages, Cure Light Wounds, Enlarge Person, Reduce Person, Shield, Touch of the Sea
Charm Person 1/day DC 16
Dancing Lights 1/day
Darkness 1/day
Faerie Fire 1/day


Rolling is Fun!:

4d6 ⇒ (2, 6, 5, 5) = 18=16
4d6 ⇒ (3, 5, 5, 2) = 15=13
4d6 ⇒ (6, 4, 2, 4) = 16=14
4d6 ⇒ (4, 1, 5, 1) = 11=10
4d6 ⇒ (2, 1, 2, 2) = 7=6
4d6 ⇒ (1, 5, 2, 1) = 9=8...+3, reroll

4d6 ⇒ (4, 3, 3, 1) = 11=10
4d6 ⇒ (6, 4, 2, 5) = 17=15
4d6 ⇒ (5, 1, 2, 5) = 13=12
4d6 ⇒ (1, 1, 3, 1) = 6=5
4d6 ⇒ (5, 1, 2, 3) = 11=10
4d6 ⇒ (4, 1, 5, 6) = 16=15...+2, reroll

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

4d6 ⇒ (4, 2, 3, 4) = 13=11
4d6 ⇒ (5, 6, 3, 2) = 16=14
4d6 ⇒ (5, 3, 4, 3) = 15=12
4d6 ⇒ (4, 1, 5, 4) = 14=13
4d6 ⇒ (5, 3, 2, 2) = 12=10
4d6 ⇒ (4, 3, 4, 6) = 17=14...no 15, reroll

4d6 ⇒ (3, 4, 3, 1) = 11=10
4d6 ⇒ (6, 6, 6, 4) = 22=18
4d6 ⇒ (1, 1, 6, 1) = 9=8
4d6 ⇒ (3, 6, 3, 4) = 16=13
4d6 ⇒ (6, 2, 3, 5) = 16=14
4d6 ⇒ (3, 6, 5, 6) = 20=17... not bad

4d6 ⇒ (5, 5, 2, 5) = 17=15
4d6 ⇒ (2, 3, 4, 6) = 15=13
4d6 ⇒ (6, 6, 1, 3) = 16=15
4d6 ⇒ (6, 1, 1, 1) = 9=8
4d6 ⇒ (1, 6, 5, 1) = 13=12
4d6 ⇒ (6, 2, 1, 5) = 14=13...+6 and 2 15s, qualifies

Looks like a 18, 17, 14, 13, 10, 8. That's a good spread, we'll see if I'm inspired.


Vincent Fleming wrote:

Forgive me as I have no really done anything with the Variant Multiclassing bit. Could you spell it out a bit more for me, Say I take the Summoner as my second. I would get Summon monster as a Spell-like ability 1/day? Would it still be at the CL-2? Eidolon at lvl 4 at CL-4 with 1/2 evo points? And lvl 6 giving the Spell like ability brought up to 3/day, yes?

Also, can I substitute the Wis score requirement for my casting stat for the Alternate Trait Seducer?

You get the class features as a minimum first level, but they don't advance quicker because you get them at a lower level. In your summoner example, you'd get summon monster as a 1st level summoner, but it doesn't increase until Character level-2 is higher than 1, so at 4th level. At lvl 4 you gain the eidolon of a 1st level summoner with ½ evolution points, which increases to that of a 2nd level summoner at 6th level.

So pretty much as you expect.

JonGarrett wrote:

Questions:

Would a Warpriest of Gorum with a VMC in Order of the Flame Cavalier fit with the campaign? 'Smuggler's Guild' sounds like it might not be the place for a character whose looking for glory in battle.

Are we allowed to take a drawback?

'Glory in battle' seems off. I don't see a reason why the class/VMC combination wouldn't work, but the fluff doesn't fit with the game at all - unless you write an interesting version that really jives. Not going to say no, but if you write Soldier mcKnight, I'm pretty unlikely to pick you up.

No drawbacks.

By the way, something I forgot: you all get a free class skill. I recommend using it to be able to use Stealth - having everyone able to stealth will make a lot of things much easier for you as a team.


Sooo interested in this... Would you allow variant multiclassing with heaven's oracle and the awesome display relevation? I've really wanted to play an arcane caster with access to that for a while now but have never gotten the chance...


oyzar wrote:
Sooo interested in this... Would you allow variant multiclassing with heaven's oracle and the awesome display relevation? I've really wanted to play an arcane caster with access to that for a while now but have never gotten the chance...

It won't be this time either, I'm afraid. Besides, color spray will be plenty powerful without awesome display already, considering that the level cap is (mostly) in play for your enemies as well.

There's always the old-fashioned Oracle 1/Sorc 5, if you really want to.


This looks pretty intriguing, here are my stat rolls. I'll look at adding an alias in the next few days
4d6 ⇒ (2, 1, 4, 4) = 11 7
4d6 ⇒ (6, 6, 1, 5) = 18 17
4d6 ⇒ (5, 1, 2, 1) = 9 8
4d6 ⇒ (4, 1, 1, 2) = 8 7
4d6 ⇒ (5, 1, 3, 5) = 14 13
4d6 ⇒ (4, 2, 2, 6) = 14 12

Hmmm, free re roll...

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

And the second set
4d6 ⇒ (2, 5, 2, 3) = 12 10
4d6 ⇒ (1, 5, 5, 6) = 17 16
4d6 ⇒ (2, 4, 1, 5) = 12 11
4d6 ⇒ (3, 5, 6, 3) = 17 14
4d6 ⇒ (5, 3, 1, 5) = 14 13
4d6 ⇒ (4, 4, 5, 1) = 14 13

Definitely looking at taking the third set, I'm thinking I'll roll a dusk elf. Maybe fighter or slayer? I'll keep my eyes peeled and see what spots need filling before I decide


The Dragon wrote:
oyzar wrote:
Sooo interested in this... Would you allow variant multiclassing with heaven's oracle and the awesome display relevation? I've really wanted to play an arcane caster with access to that for a while now but have never gotten the chance...

It won't be this time either, I'm afraid. Besides, color spray will be plenty powerful without awesome display already, considering that the level cap is (mostly) in play for your enemies as well.

There's always the old-fashioned Oracle 1/Sorc 5, if you really want to.

I'll just go oracle 6 then. Most of the nice arcane things are at higher level anyway. Maybe I'll pick up 1 level of veiled illusionist to pick up loathsome veil, though probably not.


Vincent Fleming wrote:
Also, can I substitute the Wis score requirement for my casting stat for the Alternate Trait Seducer?

Missed this. No, it's going to remain wisdom based.

Bantamweight wrote:
Definitely looking at taking the third set, I'm thinking I'll roll a dusk elf. Maybe fighter or slayer? I'll keep my eyes peeled and see what spots need filling before I decide

You can have almost everything fighter gives you by taking the VMC, if you want to. Bravery at first level, Armor training at 4th, and weapon training at 6th.

Honestly, I regard that more as a feature than a bug. Fighters are really bad in e6 anyway, as their main thing is feats, and there'll be plenty of those to go around.


I'll admit I'm unfamiliar with VMC rules, I'll take a look before I commit to a class. Edit: So I were to take rogue as a VMC with slayer, would the extra sneak attack stack with the dice from my primary class?


Can we build a race? If so what RP, Drow Noble is 41 or am I mistaken that you can play one of those? Thanks.

Dark Archive

Sounds interesting, ill roll it out

4d6 1st set: 4d6 ⇒ (4, 2, 2, 1) = 9=Stats= 4d6 2nd set: 4d6 ⇒ (2, 1, 1, 2) = 6
4d6 1st set: 4d6 ⇒ (2, 2, 6, 4) = 14=Stats= 4d6 2nd set: 4d6 ⇒ (5, 2, 6, 4) = 17
4d6 1st set: 4d6 ⇒ (1, 2, 6, 3) = 12=Stats= 4d6 2nd set: 4d6 ⇒ (4, 4, 5, 2) = 15
4d6 1st set: 4d6 ⇒ (6, 1, 3, 5) = 15=Stats= 4d6 2nd set: 4d6 ⇒ (2, 2, 3, 6) = 13
4d6 1st set: 4d6 ⇒ (1, 4, 5, 6) = 16=Stats= 4d6 2nd set: 4d6 ⇒ (3, 4, 3, 3) = 13
4d6 1st set: 4d6 ⇒ (5, 2, 2, 3) = 12=Stats= 4d6 2nd set: 4d6 ⇒ (2, 6, 6, 6) = 20

I think im precluded on dice roll, either a 5 or an 8 and i cant reroll either row. Ill crunch a kineticist maybe i can live off that 18 and 15


Ashe wrote:
Can we build a race? If so what RP, Drow Noble is 41 or am I mistaken that you can play one of those? Thanks.

No race building and no drow nobles. Regular Drow are perfectly serviceable, and in my experience the builder is used more for OMGSTATBOOSTS than to build interesting races, so I'm just cutting it out wholesale.

I'm not against optimization per se, but I am against bloody stupid rules systems, and race-building definitely qualifies there.

I'm currently banning Drow Nobles, Driders, Centaur, Trox and Shobhad.

If you wanted something in the vein of Drow Noble, may I point you to the Svirfneblin?

Bantamweight wrote:
I'll admit I'm unfamiliar with VMC rules, I'll take a look before I commit to a class. Edit: So I were to take rogue as a VMC with slayer, would the extra sneak attack stack with the dice from my primary class?

Yes, it would.

There's also the Accomplished Sneak Attacker feat, which could give your slayer what amounts to full sneak attack, if you took it along with Rogue VMC.


Rolls:

4d6 ⇒ (3, 2, 4, 2) = 11 - 2 = 9
4d6 ⇒ (6, 2, 2, 4) = 14 - 2 = 12
4d6 ⇒ (1, 6, 2, 5) = 14 - 1 = 13
4d6 ⇒ (1, 1, 6, 1) = 9 - 1 = 8
4d6 ⇒ (4, 6, 4, 6) = 20 - 4 = 16
4d6 ⇒ (4, 5, 4, 2) = 15 - 2 = 13

Total bonus: +4

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

Total bonus: +9

I love E6 and homebrew campaigns! Plus, I like difficult combats when they make sense RP-wise, and I like the house rules as well, and having played with Dragon in the past, I'm happy to prepare a submission here (using the "master odd stats" second roll... Lol).

For antipaladins: are they allowed? Are they Chaotic Evil, or do you rule them as Lawful Evil (like WotW)?

Considering a hobgoblin antipaladin. Yes, hobgoblin ;)


Yes, I'll definitely allow Lawful Evil anti-paladins.


Thanks Dragon! I prefer building him as Lawful Evil :) I will build him around the idea of Fear. He's a big bully, basically!

Are we going to choose our factions, or are we all going to be from the same? I thought about the Enforcers and the Imperial Army for him, but I'm open for suggestions :)

I was also considering advancing him on the "Damnation" side with the feats (the Damnation Feats from Champions of Corruption) - are they available? Do you think it's a good idea? I imagine he'd be an antipally of Asmodeus.


Damnation stuff is availible. And I'm afraid you'll have to start out affiliated with Soren's House of Trade - the smuggler's guild. That's where you all begin.


All good. Maybe the character could be some sort of strongarm for the smugglers? I want to write the story around this kind of background if possible (tied to the campaign, I mean).


Interested. Your home rules are intriguing.

Stat 1: 4d6 ⇒ (1, 5, 5, 3) = 14 13Stat 2: 4d6 ⇒ (1, 5, 2, 2) = 10 9
Stat 1: 4d6 ⇒ (6, 5, 1, 2) = 14 13Stat 2: 4d6 ⇒ (2, 4, 6, 3) = 15 13
Stat 1: 4d6 ⇒ (4, 4, 4, 4) = 16 12Stat 2: 4d6 ⇒ (1, 6, 2, 6) = 15 14
Stat 1: 4d6 ⇒ (4, 1, 5, 6) = 16 14Stat 2: 4d6 ⇒ (1, 2, 2, 3) = 8 7
Stat 1: 4d6 ⇒ (1, 6, 5, 5) = 17 16Stat 2: 4d6 ⇒ (5, 2, 1, 3) = 11 10
Stat 1: 4d6 ⇒ (6, 2, 6, 5) = 19 17Stat 2: 4d6 ⇒ (1, 3, 5, 6) = 15 14
Array 1 is a +11, and array 2 is a +2. So reroll on the second, right?

Rerolls:

RR Stat 2: 4d6 ⇒ (3, 1, 4, 1) = 9 8
RR Stat 2: 4d6 ⇒ (2, 5, 5, 5) = 17 15
RR Stat 2: 4d6 ⇒ (3, 5, 2, 3) = 13 10
RR Stat 2: 4d6 ⇒ (3, 4, 5, 4) = 16 11
RR Stat 2: 4d6 ⇒ (5, 6, 5, 2) = 18 16
RR Stat 2: 4d6 ⇒ (3, 1, 6, 2) = 12 11
+3
Ok, that is also terrible
RR Stat 2: 4d6 ⇒ (1, 2, 1, 2) = 6 5
RR Stat 2: 4d6 ⇒ (3, 4, 3, 1) = 11 10
RR Stat 2: 4d6 ⇒ (3, 1, 6, 1) = 11 10
RR Stat 2: 4d6 ⇒ (5, 4, 2, 3) = 14 12
RR Stat 2: 4d6 ⇒ (1, 4, 2, 6) = 13 12
RR Stat 2: 4d6 ⇒ (3, 1, 4, 6) = 14 13
Alright then. I am so very glad these rolls decided to appear after the first set of rolls.
RR stat 2: 4d6 ⇒ (3, 3, 3, 1) = 10 9
RR stat 2: 4d6 ⇒ (5, 2, 5, 3) = 15 13
RR stat 2: 4d6 ⇒ (1, 1, 4, 6) = 12 11
RR stat 2: 4d6 ⇒ (3, 5, 5, 2) = 15 12
RR stat 2: 4d6 ⇒ (4, 3, 5, 5) = 17 14
RR stat 2: 4d6 ⇒ (6, 6, 4, 1) = 17 16
+6 Ok, reasonable but so much worse than what I'd already rolled.

I'll be taking the first array.

Are there any issues with me building a Ghoran?
Sadly on looking a second time rage is a morale effect so the killer plant with rage powers won't happen.

As a second option I think a wild caller summoner with that race could be great fun.
Would there be any concerns with that choice? (I know many DM's dislike the Summoner for its potency.)


Summoner is fine.

That race is hella wierd. Not overpowered or anything, but extremely wierd.

You'd have to spend a good bit of time describing the race; what's they look like, society, where do they... grow naturally, I guess?

That particular brand of wierdness probably won't be working in your favor with regards to getting chosen, but then again maybe you have an idea for some awesome fluff for them?

All I know is what's on the d20pfsrd, so to my knowledge they have approximately zero fluff beyond 'sentient plants'. This must be remedied.

Edit:

By the way, a bit on the climate of the region: Kaival sits halfway up the foothills of the peaks. The general area is temperate and rainy.

There's a fifty-fifty chance that it's raining at any given time, and the whole region is defined mostly by changes in elevation and ever-present water. The only reason that the city isn't swamped is that it's so elevated.

In fact, the city sits on a great ridge, and just below that there's a vast marsh/swamp/forest combination thing which extends all the way to the coast, collectively known as the Blacksludge.


@Dragon:
1 - Can we ignore Hero Points and get another feat instead?
2 - Can I take a Regional Trait and adapt it for the environment?
3 - Can we get a drawback for a third trait?
4 - Are we using Background skills?


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

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

That's a reroll:
4d6 ⇒ (5, 1, 1, 1) = 8 7
4d6 ⇒ (2, 6, 3, 5) = 16 14
4d6 ⇒ (5, 2, 4, 5) = 16 14
4d6 ⇒ (4, 1, 5, 3) = 13 12
4d6 ⇒ (4, 1, 6, 5) = 16 15
4d6 ⇒ (4, 3, 1, 4) = 12 11

Wow those sets are attrocious for a caster (or anyone really, a 15 in primary stat is seriously worth crying for) but they are both legal, guess I'm going with 20 point buy.

I remember you expressing a dislike for oracles in the past. Would that count against me choosing to make one?


A friend of mine once coined the word "Antidisestablishmentaladin" for Lawful Evil Antipaladins.


Archlich here presenting the temporary alias for the Antipaladin ;) I'm still working on the background and waiting for the answers above to finish other details. Any feedback is welcome!


Oh, also, what's your opinion on the Reincarnated Druid archetype? I'm considering a sort of "spurned by death" theme, using my variant multiclass for Bones Oracle.


So Ghorans are from the inner sea bestiary which is the reason they have no fluff. Archives of nethys has a bit more. Not really much though.

I'd been thinking that this character was formed in the city, an exotic import from another part of the world. Ghorans are delicious even if they happen to be sentient. There are some folks who would find the idea of their food screaming when they eat them an added bonus.
More so in the fact that they can force the Ghoran to plant a seed and come back in about a week.

Archive Ghoran

they don't have much fluff, so I'd be entirely wiling to roll out something that would make more sense for your world if "Killer mutant plant, took over labfarm and killed the scientistsfarmers" isn't going to fly as the basic explaination.


oyzar wrote:


Wow those sets are attrocious for a caster (or anyone really, a 15 in primary stat is seriously worth crying for) but they are both legal, guess I'm going with 20 point buy.

I remember you expressing a dislike for oracles in the past. Would that count against me choosing to make one?

17 is pretty okay as a main stat, though. And once you hit 4th, it'll bump up to +4, so it should be workable.

Anyway, I don't have anything against other people playing oracles. :D

I just don't like doing so myself.

As for choosing people, mainly going by the backstories and theme here, with ability to not be a drag on the rest of the party being a close secondary concern.


Newbonomicon wrote:
Oh, also, what's your opinion on the Reincarnated Druid archetype? I'm considering a sort of "spurned by death" theme, using my variant multiclass for Bones Oracle.

Reincarnated druid is cool.

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