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Int or Str: 4d6 ⇒ (6, 4, 5, 6) = 21, Int or Dex: 4d6 ⇒ (3, 1, 6, 2) = 12, Int or Con: 4d6 ⇒ (3, 1, 1, 5) = 10
STR 17, Dex 11, Int 9, Wis 16, Con 17, Cha 16
Paladin me thinks.
So do we start on level 2 as well? Starting wealth?
Can we get a bit of an up to date campaign synopsis? Any allies that the PCs have made? Organizations? How were you planning on integrating the new characters?
I've caught up on the gameplay thread. Champion should be fun. I'll try to plan out things a bit for the future.
Aeron's stats are pretty terrible especially compared to the rest of the group, (great rolling guys).
Any chance for a re-roll?
4d6 ⇒ (4, 1, 3, 4) = 12
4d6 ⇒ (2, 6, 5, 4) = 17
Baring that I would even take a 20 pt buy.
Str: 1d10 + 7 ⇒ (8) + 7 = 15
Ummm... Those rolls might be a little too good. Let me know if you would rather I did a 25pt buy.
I'm planning on submitting a dwarven zen archer monk, should have something together in a little bit.
Fanguar, don't say that, your a great player. I love Barnabas, you got great writing chops.
Geez now you make me feel like I was trolling for compliments ;)
John Woodford wrote:
.... It's not like creativity is a zero-sum game (though, sadly, spare time is).
Oh I agree, I wan't saying it wasn't worth the effort. I enjoy creating character concepts, it's just that you invent this individual that you would like to explore and evolve and then poof he/she is gone (At least for me, I don't generally recycle characters). Which is fine, I've always got a couple of concepts kicking around in my head, but it's still disappointing.
That being said, PCs are never that far away from oblivion, especially at low levels.
Whoops, had a brain fart and added racial modifier before the point buy. Fixed moved the 2 int pts to Dex, so final stats are now 14 Str and 16 Dex. As for Orin and his wolf, you would be more than welcome to take control of the wolf when needs be. As to whether or not the beast is actually a spirit guide, I think I would leave that up to you. From a roleplay perspective, Orin has his doubts about the whole thing, as his wolf has never eally given any concrete sign (the whole thing with Shalelu is pretty much Orin looking for any sign at all), but has resigned himself to seeing it through to the end.
I do think that if the wolf started showing signs that it was more than just an animal, it would force Orin to reevaluate some of his beliefs and I could see him shifting from a pseudo skeptic to eventually a true devotee of the natural world. I actually think that kind of personal development would be a lot of fun to RP.
Still interested, should have a gnome bard up today.
Have a better idea of a build, so I am gonna tweak the stats to 9, 11, 13, 13, 15, 15 (16 with +1 from 4th level), also going to go as middle aged, so -1 to physical stats +1 to mental stats.
(HP: 5d8 + 5 ⇒ (8, 4, 6, 6, 5) + 5 = 34)
4d6 ⇒ (5, 4, 5, 5) = 19 =15
So that's a 17 point buy. (added pts to get up to 20)
Thinking Gnome Bard (Prankster)
Well here is some details about the kind of player I am and the kinds of PCs I like to play.
The Player: A 30 something PBP veteran. Cut my teeth playing AD&D and have continued to game off and on for ~15-20 years, as both player and DM. For PBP, I prefer to keep my posts short and to the point and prefer playing with those who do the same. I never read walls of text posted by anyone other than the DM. I never have inner monologue, have no interest in hogging the focus, enjoy group focused story building and feel that extensive backstories serve no purpose other than to provide hooks for the DM. I spend entirely too much time checking these boards and can post multiple times a day if need be.
Combat:Prefer map based combat, as things like reach and AOO are pretty dependant on a good spacial representation of what is going on, but played for years without them. Prefer individual initiative over group initiative and love it when DM's recaps each round before the next one starts.
Types of Characters: I prefer melee and divine spell casting classes, but do have an unhealthy affection for gnomish bards. Always play Neural or Good characters, have no interest in playing with Evil PC's. My PC's are always good natured and a little mercenary, and I like my dwarves gruff and my gnomes completely ridiculous.
Guns are pretty fun, but if they are common place, they pretty much make armour obsolete (they are against touch AC)
Leadership is flat out broken. You take a feat and get a second character and minions. At 9th level you can have a 7th level cohort and have them take leadership and get a cohort and followers. Rinse and repeat. You don't even have to use them in combat. Set up a shop and have them craft stuff either for you or to sell.
For a feat.
Or you could take something else to get +2 to trip attacks or whatever.
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
Pretty much everyone should use guns instead of other weapons as soon as they can afford one, they hit against touch AC.
As for the king/queen role, it doesn't have to be a PC. We could throw whatever puppet NPC up there we wanted. Anyways, my character would be a Human witch, shooting for one of the int based non-leader roles. I will try to put together something a little more concrete shortly.
I was thinking about playing a witch, but re-skinned as a shaman instead of the stereotype. Out of curiosity, would you allow the Ability focus feat from the Beastiary?
One of this creature's special attacks is particularly difficult to resist.
Prerequisite: Special attack.
Benefit: Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack.
Big fan of E6, sounds like it could be a fun campaign.
Here be the fluff:
Born into the great slave pits of the City of Brass, Grune began his life in bondage. Raised to be the biggest and meanest that he could be, Grune’s strength and size caught the eye of the slave masters and he was groomed for greatness. Eventually, he was bought by a wealthy merchant who sent him to the gladiatorial pits, where Grune made a name for himself and the merchant a great deal of money. Eventually, he earned his freedom and was set loose. Thus began his wanderings.
Since those beginnings, Grune has travelled the planes, usually as a bodyguard to this or that wizard, sometimes as a mercenary fighting for this or that cause, occasionally signing on as part of a pirate crew sailing the astral sea. More often than not, these adventures would dump him in Sigil. Recognizing it as nexus of sorts, Grune decided that the Cage would make a good base of operation and source of business. So he settled himself into the Hive Ward at the Roaring Balor, and now enjoys the pleasures of Sigil between jobs.
Q and A:
One contact name - who - and what are they
Micha a lantern archon member of the Fraternity of Order. The Fraternity are constantly putting together expeditions in search of this or that lost bit of knowledge and Micha almost always has work for Grune whenever he wants it.
One enemy - who and why
Some thing you care about, what and why
OK, since this doesn't seem to be all that combat oriented, I've decided to go with a whip build fighter that focuses of combat maneuvers.
I'll throw together the background after I've thought about for a while.
Half-Ogre Fighter (Unbreakable) 6
Favored Class: Fighter (+1 HP)
Str 22 (+6)
(20 point buy)
Whip +1 (15ft reach): +12/+7 (1d3+7) x2 [Trip] [Disarm] [Non-lethal] [slashing]
[spoiler=Fighter Class Abilities
Tough as Nails: An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter's 1st-level bonus feat.
Unflinching (Ex): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.
Heroic Recovery (Ex): At 5th level, an unbreakable gains the Heroic Recovery feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 5th (to a maximum of 4 times per day at 17th level). This ability replaces weapon training 1.
Traits, Feats, and Skills
Starting Coins: 16000
Total Spent: 15021gp
Okay, so I decided against going burglar, because I came across the funnest rogue build ever and I must try it.
So may I present Weyland Piper, human Rogue (Scout/Knife Master). His whole build will be based off of mobility and knife throwing.
Let me know if you would like me to elaborate on anything.
Some Rough Crunch:
(Human = 25 point buy)
Str 12 (2 pts)
Dex 18 (17 pts) +2(racial) > 20
Con 12 (2 pts)
Int 12 (2 pts)
Wis 12 (2 pts)
Cha 10 (0 pt)
Trained Skills: Acrobatics +9, Bluff +4, Disable Device +9, Escape Artist +9, Knowledge(Local) +5, Perception +5, Sleight of Hand +9, Stealth +9, Use Magic Device +4, Linguistics +5
Traits: Bullied and River Rat
Feats: Dodge and two weapon fighting
Rough Background and DM questions:
Weyland doesn’t remember much of what happened ‘before’, but he thinks it was good. He knows he was an apprentice in a butcher shop, but whether that butcher was a family friend or his father, he couldn’t say, so much of the past is a haze. What he does remember is that is where he first learn to use the knives and that bit of skill has served him better in the city than anything else he might have once known.
I could keep going, but let's keep it brief for the moment
* A name and quick description of a younger kid in the gang you look out for
* A time when Grandmother (old Female Human Witch 4) saved you
* A name and description of an enemy in a gang whose territory borders yours.
* An ally or friend you have made in the area outside the gang who will help you out.