|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Storyteller Shadow wrote:
That all talk in 3rd-person.
DM Forgedawn wrote:
Ah.. sorry. Human.I put the +2 Racial modifier in Dex and the +1 4th lvl upgrade into Int. How he got the 20 Dex and 18 Int.
Yeah. Sea level island. But I can change that to floating island and make a few changes in his history if need be.
Alignment: Lawful Evil
History: Seerus originated from a small island town with the primary commerce consisting of fishing. His family was very large with his parents and 3 older sisters. Being the youngest and only son, he was often spoiled by his sisters. While his father was often away on fishing trips for several months he would take on the role of 'man of the house' doing most of the physical labor around his house and bringing back meat from fishing and hunting.
His life was fairly quiet on the island until one day some pirates came to raid the island. The pirates were repelled without much damage to the town but Seerus was enamored by the pirates that showed up and started dreaming of one day going out to sea to be a pirate himself. That day came when he was 15 years old when a friendly pirate visited the island. He convinced the Captain of that ship to take him own. His sisters and mother argued with him but his mind was set and they finally consented and wished him well.
While out on the sea, Seerus proved his worth and became the 1st Mate. But his lucked turned sour and their ship was captured by the authorizes and the entire crew was taken prisoner. He was scheduled to be executed but managed to seduce a cleaning lady to get him a key to his cell where he proceeded to escape and flee. Losing his Captain and his crew, he shipped out on merchant ships to find a new pirate crew to join.
Personality: Seerus is often serious but does have a sense of humor that often falls on the dark and sometimes sadistic side. Even though he has no trouble committing truly despicable acts for his crew and Captain, he is very loyal. He will treat his shipmates friendly and will look out for them unless they betray his trust in which case he will exact truly horrible punishments for traitors.
4d6 ⇒ (4, 5, 6, 2) = 17; 15
4d6 ⇒ (3, 5, 1, 6) = 15; 14
4d6 ⇒ (6, 4, 1, 2) = 13; 12
4d6 ⇒ (1, 3, 5, 2) = 11; 10
4d6 ⇒ (5, 6, 6, 4) = 21; 17
4d6 ⇒ (1, 6, 6, 6) = 19; 18
Wow... nice. With those rolls this will be a 44 point buy character.
Agents of Cheliax Abroad -- Infiltrating, Corrupting, Subverting for Hell (Roleplaying Sandbox w / Houserules)
Here is a Ranger I just created.
Full Name : Heath Do
Classes/Levels Ranger 1
Languages :Common, Elven, Sylvan
Strength 14 (+2)
When he got old enough to be considered an adult, Heath set out from his village for the trial of manhood that all members of his village was required to do. This trial though mainly consisted of travelling around and getting to know what the outside world is like and returning at some point later to tell his stories and reveal what he has learned.
So Heath left his village followed by his faithful dog, Shalyn.
Race: Guard Dog (Wolf-Hybrid)
Classes/Levels Dog 0+1
Strength 13 (+1)
Kitsune Aou wrote:
Congratulations, I hope you have a healthy bunch of kits running around.
I've been pondering this question for some time. This seems to apply to anyone that will get a Settlement during the Landrush.
T7V will have Phaeros. Yet each Settlement will have several companies (especially Sponsored Companies). You can only have one Sponsored Company and the optimal size will be around 50 members. T7V started as a Chartered Company but may wind up a Meta Organization.
If that is the case and other follow suit like TEO and even UNC with Aragon then it would be really hard to declare a feud with the entire T7V, TEO, UNC, etc...
I don't remember reading it anywhere but it might be so, but if a Company is able to feud a Settlement, then that Company would suddenly become hostile to every Company that calls the Settlement home even if they are not part of Company that founded the Settlement.
Kobold Cleaver wrote:
That's the main problem with the name "Commoner"—it implies that Banesama's interpretation is fair. Clearly, gathering takes substantial skill, or it wouldn't be such a profitable playstyle.
Not necessarily. I've read stories of people going to rivers that you can still panhandle at for gold hit big. They would go there on vacation, never had done panhandling before and strike a small fortune from the river.
Aristocrats will take the Politician jobs, Experts will be the people with a trade skill, Commoners will be those that can do common things.
Common things being what most people can do. You might need some skill to know where to look for resources, but beyond that anyone can break rocks, cut trees down, pick herbs.
"Yes. Yes..." ::rubs hands together gleefully:: "Just as I have planned. Soon Aragon will be mine as well..." Maniacal Laughter
When it comes to purchasable dungeons, I'm not advocating loot that can be only gotten through the dungeon. I wouldn't care if it goes through the same loot drops non-dungeons use (crafting resources and such). What I would be looking for is something a little bit more elaborate than the typical random dungeon that you might come across in the wilds.
If things go real well, perhaps GW could have a team specifically setup to design dungeons and maybe even accept dungeons from players (after vetting) that can be sold individually. It would be ideal if you only have a couple of hours to spend with friends but want to focus on a dungeon adventure. You could start right away instead of looking for one.
I have no problem with purchases from the Online Store that are cosmetic and don't give any ingame advantage.
I've also said in other Microtransactions threads that I would like to see one-time use Adventures/Dungeons that can be bought. Basically the person that buys the Adventure and those s/he invites can only run it once. No 6 people buying it and then running it 6 times.