Grimhorn

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Goblin Squad Member. ***** Pathfinder Society GM. 2,339 posts (59,668 including aliases). 4 reviews. 1 list. No wishlists. 37 Organized Play characters. 28 aliases.


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Liberty's Edge

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I've accepted that I'm just not the target audience for PF2. I'm disappointed but that's okay. Not every product is for every customer.

That said, having played multiple characters into the middle levels and having run an AP from beginning to end, I think I have enough experience with the system under my belt to give an informed opinion.

The big things that keep me from really embracing the system:

* Proficiency scaling is wonky and I'm not sure I entirely like it. With checks/rolls tying directly to critical success and critical failure it pushes players into a situation (even more than usual) where you only ever want the best person doing the thing. It's fun when everyone gets to participate. Creating gameplay where /only/ the bard ever rolls diplomacy checks is a bummer.

* Homogenized races and classes. I miss my partial caster bard. Pushing bards as full casters and gutting their capacity with weapons is another bummer. I liked my highly diverse races with wildly swinging stat arrays. Every time I see a goblin barbarian with 18 strength at level 1 my immersion checks out.

* The action system and class/feat system isn't as dynamic as it looks on paper. As you level you get lots of options for feats but you eventually fall into an optimal routine and the game plays like an MMO with dedicated rotations. Ironically, PF1's combat system feels more dynamic even though most martials didn't have class-based combat options beyond 'attack'.

* Lore changes. I liked the gritty pulpy Golarion that I was originally pitched. I realize that the term pulpy is kind of loaded but it has to be possible to move away from problematic themes of the past without abandoning the original tone of the setting. I like the fact that the story moved forward in PF2, I just disagree with the direction it took.

Unrelated:

I want to say, I appreciate you spinning up this thread KC. I think constructive feedback is super important if we want to build a better game and one that serves as many people as possible. I agree that it's important to remain respectful but, in my experience, this community is often guilty of pushing a culture of toxic positivity. We need to be able to have civil discourse on things we like and don't like without not liking things immediately being classified as toxic.

Liberty's Edge

You are correct. I am failing at math.

Liberty's Edge

Did animal skin barbarians get nerfed or am I failing to understand the math.

At 6th level...

Non-giant, non-animal barbarian:

-1 rage
+1 dex
+4 item bonus (armor)
+8 trained proficiency

Total 22

Old Version Animal Skin:

+1 status
+3 dex
+10 expert proficiency

Total 24

New Version Animal Skin:

-1 rage
+2 item bonus
+3 dex
+10 expert proficiency

Total 24

Liberty's Edge 5/5 **

This is fantastic news! Thanks guys.

It almost takes the sting off the news that we won't be getting 7-10 content for another ~ 10 months. =(

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I'm going to bow out as well. Thanks anyway Dinketry!

Liberty's Edge

I'm down. Can we sign up here or do we need to sign up on a google sheet somewhere?

Liberty's Edge

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All this talk of Master/Master for magus makes me really sad for all the martial bard fans out there.

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Dragorine wrote:
I have nothing to quote to you. I just believe you're reading more into it than you should. I believe it's worded the way it is in the animal form spell because no one would use their own attack bonus if it were lower. It makes no sense for a druid using wild shape to go from a +16 attack bonus for levels 7, 8 and 9 but suddenly at level 10 they can have a +19 attack bonus. It's clunky and illogical and shows no progression for leveling up. Anyway this is the last I will say on this subject.

I agree it's odd. That's just one of the quirks of PF2 design. On their own, wild shape druids have stop-and-go progression with big jumps every spell level. It may be intended. It may not be intended. If you try asking a designer maybe they can elaborate. Unfortunately this is the rules forum where we tend to discuss the rules as written or unravel them when they're unclear. In this case, the text I quoted for you is crystal clear. If you can find something to dispute that text please let us know.

If you'd like to discuss houserules to make wild shape work the way you'd like it to work, you might find the Home Brew and Houserules forum more what you're looking for.

Liberty's Edge

There's literally nothing in the text for any of the abilities in question that suggests Wild Shape allows a druid to ignore the mechanics for determining your attack bonus while polymorphed. I've quoted all the relevant sections. If you're aware of something I've missed please post it here.

The mechanics aren't that complex.

Is your attack bonus higher than the bonus provided by the spell's battle form?

* If yes, use your own unarmed attack bonus. Also, gain a +2 status bonus to attack.

* If no, use the battle form's attack bonus.

That's it.

I agree it's a bit intuitive that a strength-based druid almost never benefits from the extra +2 bonus. It could be a design oversight in need of some errata. Or, as Castilliano pointed out earlier, that perk might be intended for druids that are using Form Control. It could also be intended to help out druids that don't have access to the more powerful wild shapes or ones that are being forced to down-rank due to space limitations.

At the end of the day is it any weirder than battle medicine or 18 strength goblins?

Liberty's Edge

Dragorine wrote:

So truthfully a wild druid that maxes str will almost always use it's own attack bonus with wild shape.

Edit
I did point out in both my other 2 posts that when casting the form spell or using wild shape and using the form spells stats a druid does gain the status bonus from other sources.

Not quite.

These are the texts in question:

Animal Form wrote:
One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
Wild Shape wrote:
You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in pest form, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls.

You can only choose to use your own modifier If your attack bonus is higher than the animal form's base modifier. When you use it you get +2. One conditional unlocks the other. As a result, a strength-focused druid almost never benefits from the +2 unless they're down-ranking their animal form.

I haven't done the math all the way through level 20 but through level 10 the only level a strength-based druid can overtake their animal form to unlock the +2 is level 4.

Liberty's Edge

It's worth noting that a baseline druid will almost never get that +2 status bonus to attacks so there's not a lot to worry about.

* The +2 only comes online if you're using your own attack bonus instead of the base animal form's.

* You can only use your own attack bonus if yours is better than the base animal form's.

Liberty's Edge

I suspect the design team is taking their time in ruling for this and a lot of the obvious PF2 hot button issues because of the flack they got for the off-the-cuff rulings they used to give for PF1 a few years back. There’s probably plenty of disagreement on the design team itself.

Liberty's Edge

Yes. A character with high strength can choose to wear heavy armor and ignore dexterity. That mitigates one weakness but not every strong character wants to wear heavy armor. Also, the strong character still suffers in ranged combat, reflex saves, and has one good skill.

Following that same logic, a character with high dexterity can be a thief and get dex to damage. Not every dexterous character wants to be a thief.

Dexterity has been oppressively powerful for a very long time. PF2 has made efforts to correct the imbalance. The alternate ability score rules reflect additional experimentation the design team was working on to further balance the usefulness of PF2's attributes.

Liberty's Edge

I think it's important to differentiate between what a character needs and what a character benefits from.

With a few exceptions, most characters can get by with 10 strength and still carry all their necessary gear. Other than potentially bomber alchemists, I don't think carrying capacity has proven to be a problem for anyone.

An archer benefits from strength to bump their damage but the returns are minimal. I would hardly consider strength necessary to make an archer viable.

With how crits work and how punishing they are it's important that everyone maximize their AC within the bounds of their class. Almost every character that's not in fullplate needs a hefty dexterity investment in order to keep their AC at the baseline. Yes, in some cases they also need some strength in order to avoid a penalty on movement speed and skills but those penalties aren't as crippling as having AC that's below par.

Liberty's Edge

As far as skills are concerned:

* Dumping strength means you struggle with climbing/swimming.

* Dumping dexterity means you struggle with balancing, sneaking, and stealing.

I'd say strong characters are already far more heavily punished for dumping dex than dexterous characters are punished for dumping strength. This doesn't account for the delta on ranged attacks, saves, and AC (outside full plate). If we're going to introduce more ways to invalidate strength, we would need even more options for replacing dexterity.

A barbarian in a loincloth is even less viable in PF2 than it was in PF1.

Liberty's Edge

In general I caution GMs against allowing players to use acrobatics in place of athletics unless the substitution is explicitly allowed by a feat or something similar. Dexterity is already a very strong stat with very strong skills. House rules that further increase the value of dexterity only pushes the balance of the game in the wrong direction.

It's also worth noting that PF2 is on the far end of the simulationism spectrum. As a system, this edition heavily favors relative game balance over verisimilitude. For example, we regularly have 40 lbs goblins that are as physically strong as 200 lbs half-orcs.

Liberty's Edge

You'd still get training in religion.

Not every multiclass dedication is going to be advantageous for a given character. Based on what you've planned it sounds like that might be the case here. If, for example, you had room to the dedication at level 2 you'd be at +1 AC until you pick up Medium Armor Expertise at level 13.

To answer your question, no you are not missing anything. Champion dedication is just a poor fit for your character.

Liberty's Edge

I hear there's going to be a second round of errata in the near future.

I'd like to ask anyone that has an interest in these feats join me in crossing fingers and toes. Alternatively, point me in the right direction to formally get this topic in front of a designer for consideration.

Liberty's Edge

There are some decent one action spells out there. True strike for example.

Ki Strike is a focus spell and thus has limited uses per battle but over the course of an adventuring day that adds up.

In both cases I'd say they're close enough to make the comparison.

Liberty's Edge

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Mulling over these feats, I've been trying to get into the heads of the designers that worked on them.

  • It makes sense that reducing the action cost to apply a poison would reduce the life span of the poison. Maybe instead of carefully applying to the poison to the blade of your weapon you're haphazardly pouring it on?
  • How much of a reduction in the 'window' is appropriate? Is one attempt too harsh or is one full turn too generous?
  • If you compare Poison Weapon to similar 'spend an action and some resource to gain a temporary damage buff' feats available to other classes, how does Poison Weapon compare?

    Divine Weapon - Free Action wrote:
    You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an additional 1d4 force damage. You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity’s alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment.
    Bespell Weapon - Free Action wrote:
    You siphon the residual energy from the last spell you cast into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.
    Ki Strike - 1 Action wrote:
    You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive.

    Looking at the current text and comparing Poison Weapon to its peers across other classes, it's my belief is that the intent is for the poison to last until the rogue hits, critically misses, or until the end of their next turn.

    That said, the text does not fully support that interpretation.

  • Liberty's Edge

    Other than random chance, what's the best way to get items like this on a list for review at some point?

    Liberty's Edge

    You used to be able to flag a post for FAQ. =/

    I guess it's not enabled for this forum.

    Liberty's Edge

    Have any of these threads been tagged for FAQ?

    Liberty's Edge

    What's interesting is that the lizardfolk ancestry feat for poisoning their own fangs has similar broken wording.

    Quote:
    You envenom your fangs. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 poison damage. On a critical failure, the poison is wasted as normal.

    If it was just a typo how did it get repeated across two different feats?

    Liberty's Edge

    I'm down for a replay. I understand I'd be low priority as well.

    Cooking up a character now.

    Liberty's Edge

    I've seen a couple threads about this Feat but I haven't seen any definitive interpretations.

    Quote:
    You apply a poison to the required weapon; if you're not holding a poison and have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.

    You spend the action to apply the poison. You attack and miss. Is your weapon still poisoned?

    There's some conflicting wording in the feat that makes the answer unclear.

    Quote:
    You apply a poison to the required weapon; if you're not holding a poison and have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.

    This suggests that the poison only applies on your next attack.

    Quote:
    You apply a poison to the required weapon; if you're not holding a poison and have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.

    This suggests that the poison lasts until you hit, the end of your next turn, or you critically miss whichever comes first.

    Liberty's Edge 5/5 **

    As someone that has GM'd 9/10 of the quests and played 5/10, I tend to agree. I like the idea of quests but the ratio of rewards to time is not there. I feel like the ratio was better in PFS1 but I could be wrong, I didn't play many of them.

    Bounty's sound fun and a better fit for the 'bite sized adventure' niche. I also like the idea of them being a jumping off point for new players/characters to join the Society. Despite the issues with questionable difficulty, the narrative opportunities presented in Fall of Plaguestone were great for the same reason.

    Liberty's Edge

    The entry for Shoanti Animism in Gods and Magic is great but seems to be missing information for some critical game mechanics. There's no domain, divine skill, favored weapon, etc. Those omissions might be intentional but that seems counter to the direction PF2 has taken toward non-deity forms of worship.

    Based on the detailed breakdown for each Quah, I get the impression each one was supposed to function as it's own 'deity'. Was this information left on the cutting room floor?

    Liberty's Edge

    I'm excited to see more of these characters come together.

    Elton, when were you planning to start this campaign? I'm sure I'm not the only one stuck at home and chomping at the bit to play. =P

    Liberty's Edge

    Not quite but I do work in Tech.

    Liberty's Edge

    EltonJ wrote:

    ciaion, himm, never heard this word before.

    Also, how does everyone feel if we did this campaign on roll20? Yes, I know, play-by-post is simple enough for everyone. And Roll20 is racist. But I want to know people's thoughts about Roll20 vs. play-by-post.

    Personally, Roll20 would be okay right now because I'm working from home but once the threat of his virus passes, it will slow down my ability to post because the network at work blocks the site. In general, I prefer to keep as much as possible on Paizo.

    Liberty's Edge

    Check your PMs.

    Liberty's Edge

    That certainly makes them more appealing. How does that work with my already bottom-of-the-barrel intelligence? I assume I cannot go below a 3?

    Liberty's Edge

    It's part of his charm!

    I do share your sentiment that minotaur are kind of sad in the stats department overall. Thoradorian minotaurs are supposed to be the bigger tougher bestial cousins but they're not any beefier than the default minotaur. Both pale in comparison to the ogre.

    Liberty's Edge

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    EltonJ wrote:

    Wow!

    4 pages already. Although I think minotaurs got the short end of the stick as far as stats go. Well, whats the summary again? Two minotaurs?

    My original workup was here. Your updates were here and here.

    Based on that feedback, this is what they look like.

    ***

    Blood Sea Minotaur (from Dragonlance Campaign Setting) - 14 RP

    Racial Qualities
    Medium Monstrous Humanoid (3)
    Greater Paragon (2)
    +4 strength
    -2 intelligence
    -2 dexterity
    Standard Languages (minotaur, common) (0)

    Racial Traits
    Natural Armor +2 (3)
    Gore Attack 1d6 (1)
    Scent (4)
    Skill Training - Intimidate, Swim (1)

    Thoradorian Minotaur (from Races of Ansalon) - 12 RP

    Racial Qualities
    Medium Monstrous Humanoid (3)
    Greater Weakness (-3)
    +2 strength
    -4 intelligence
    -2 charisma
    Advanced Strength (4) - This brings total strength up to +4.
    Standard Languages (minotaur, common) (0)

    Racial Traits
    Natural Armor +1 (2)
    Gore Attack 1d6 (1)
    +2 to perception (1)
    Natural Cunning (4)

    Liberty's Edge

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    Background:
    Long estranged from his kin for unspoken reasons, Maddok travels the land as an adventurer and mercenary. He rarely visits densely populated spaces except to seek out work between jobs and generally prefers the company of nature. Despite being dim, even for a minotaur, the bull is gifted with a feral cunning that easily picks up falsehoods and an animal magnetism that often draws good-natured hearts into his company.

    Description:
    Maddok is a huge bull minotaur of the variety often seen on the Blood Sea. His hide is naturally a glossy black but appears closer to the color of ashes when it's dirtied by the dust of the road. A pair of thick sharp bovine horns jut from his heavy brow. The massive slabs of muscle rippling beneath of the skin of the bull's neck and trunk promise a swift end to anyone caught on the end of them.

    Maddok:
    Maddok
    Blood sea minotaur ranger (wild hunter) 5 (Pathfinder RPG Advanced Class Guide 108, Ultimate Wilderness 188)
    N Medium monstrous humanoid
    Init +0; Senses darkvision 60 ft., scent; Perception +6
    --------------------
    Defense
    --------------------
    AC 18, touch 11, flat-footed 18 (+5 armor, +1 deflection, +2 natural)
    hp 63 (5d10+20)
    Fort +8, Ref +5, Will +5
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee gore +11 (1d6+9)
    Special Attacks combat style (Kurgess)
    Ranger (Wild Hunter) Spells Prepared (CL 4th; concentration +6)
    . . 1st—longstrider, shield companion
    --------------------
    Statistics
    --------------------
    Str 22, Dex 10, Con 16, Int 3, Wis 14, Cha 13
    Base Atk +5; CMB +11 (+14 grapple); CMD 22 (24 vs. grapple)
    Feats Boon Companion[UW], Cunning, Endurance, Improved Grapple, Monstrous Mount
    Traits indomitable faith, magical knack
    Skills Acrobatics -2 (-6 to jump), Climb +8, Escape Artist -2 (-1 competence to break a grapple), Handle Animal +8, Intimidate +7, Perception +6, Ride +5, Survival +6, Swim +8
    Languages Common, Minotaur
    SQ animal focus (5 minutes/day), favored terrain (forest +2), hunter's bond (worg [precocious] named Animal Companion), track +2, wild empathy +6
    Combat Gear wand of cure light wounds; Other Gear powerhouse pelt, armbands of the brawler[UE], ring of protection +1, ring of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin
    --------------------
    Special Abilities
    --------------------
    Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
    Animal Focus (5 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
    Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
    Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
    Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
    Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
    Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
    Track +2 Add the listed bonus to Survival checks made to track.
    Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

    Companion:
    Animal Companion CR –
    Worg (precocious) (Pathfinder Campaign Setting: Inner Sea Combat)
    Medium magical beast
    Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +12
    --------------------
    Defense
    --------------------
    AC 23, touch 13, flat-footed 20 (+4 armor, +3 Dex, +6 natural)
    hp 38 (5d10+5)
    Fort +5, Ref +7, Will +5
    --------------------
    Offense
    --------------------
    Speed 50 ft.
    Melee bite +9 (1d8+6 plus trip)
    --------------------
    Statistics
    --------------------
    Str 18, Dex 16, Con 13, Int 9, Wis 18, Cha 14
    Base Atk +5; CMB +9; CMD 22
    Feats Bodyguard[APG], Combat Reflexes, Cunning
    Skills Acrobatics +3 (+11 to jump), Climb +8, Diplomacy +4, Perception +12, Sense Motive +5, Swim +8
    Languages Common, Goblin
    SQ expanded tricks
    Other Gear +1 studded leather
    --------------------
    Special Abilities
    --------------------
    Bodyguard Use an AoO to use aid another to improve an ally's AC.
    Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Expanded Tricks (Ex) Learn twice as many bonus tricks as normal.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
    Trip: Bite (Ex) You can make a trip attempt on a successful attack.

    Maddok is your traditional huge speaks-in-the-third-person musclebound brute with a heart of gold. His doggo companion is the brains of the operation (Int 9!) and handles all the contract negotiations for the duo. Together they've wrecked taverns and broken hearts across the land.

    Liberty's Edge

    Working on my entry now.

    It occurs to me that I never rolled for hitpoints.

    Ranger 2 through 5: 4d10 ⇒ (1, 9, 10, 6) = 26

    Animal Companion 1 through 5: 5d10 ⇒ (9, 7, 7, 5, 5) = 33

    Reroll 1s: 1d10 ⇒ 8

    Liberty's Edge

    Sounds good. With those adjustments in mind, I think I'll be sticking to the Blood Sea minotaur.

    Liberty's Edge

    Any feedback on the recreations of the Dragonlance Minotaurs I posted above?

    Liberty's Edge

    It looks like Vrog and I were thinking of similar characters. =(

    Since he got his in first I'll withdraw.

    Liberty's Edge

    Here's my first pass on Dragonlance Minotaurs.

    Blood Sea Minotaur (from Dragonlance Campaign Setting) - 14 RP

    Medium Humanoid (0)

    Greater Paragon (2)
    +4 strength
    -2 intelligence
    -2 dexterity

    Natural Armor +2 (3)

    Gore Attack 1d6 (1)

    Scent (4)

    +2 to intimidate
    +2 to swim

    Quote:
    Notes: There's no equivalent to Use Rope in Pathfinder so I left that skill bonus off. I left off the charisma penalty because being net negative on stat bonuses feels bad.

    Thoradorian Minotaur (from Races of Ansalon) - 16 RP

    Medium Humanoid (0)

    Greater Paragon (2)
    +6 strength*
    -2 dexterity
    +2 constitution*
    -2 intelligence

    *Advanced Strength (2)
    *Advanced Constitution (2)

    Natural Armor +2 (3)

    Gore Attack 1d6 (1)

    +2 to perception

    Quote:
    Notes: I had to leave a lot off these guys because they're intended to have racial hit dice. I kept them medium because being large didn't seem appropriate without the racial hit dice. I left off natural cunning because the race builder doesn't appear to have an equivalent but I'd assume it's worth 1 RP.

    Liberty's Edge

    EltonJ wrote:

    I have Races of Ansalon but I haven't read up on Minotaurs yet. -- Okay, I've read it.

    Can you rebuild the Races of Ansalon minotaur race using the ARG? Or would you like me to?

    I can give it a shot later tonight. Did you want a 1:1 recreation to the best of my ability or did you want me to aim for a certain RP value?

    Liberty's Edge

    What version of dragonlance minotaurs are allowed? Can we use the versions from Races of Ansalon?

    What books can we use archetypes from?

    Liberty's Edge

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    Hrm. If you’re still taking applicants, I might throw my hat into the ring.

    4d6 ⇒ (5, 2, 5, 6) = 18
    4d6 ⇒ (1, 1, 1, 2) = 5
    4d6 ⇒ (2, 3, 6, 5) = 16
    4d6 ⇒ (5, 6, 2, 2) = 15
    4d6 ⇒ (4, 6, 4, 1) = 15
    4d6 ⇒ (5, 6, 3, 6) = 20

    16, 4, 14, 13, 14, 17

    I’m tempted to play a dumb-as-bricks brutish minotaur.

    Liberty's Edge

    Got it. Mechanics aside, now comes time to figure out a backstory.

    Are any regents in the market for a talented mercenary with an eye toward personal power and wealth but little interest in the throne? I'm thinking of a figure like Bronn from Game of Thrones but with a better established code of honor.

    Liberty's Edge

    pad300 wrote:

    Feral,

    "Bloodlines have three primary characteristics. A scion's bloodline derivation (Anduiras (And), Azrai (Az), Basaïa (Ba), Brenna (Bre), Masela (Ma), Reynir (Re), or Vorynn (Vor)) specifies the old god whose divine power flows in the veins of his family. A scion's bloodline strength (minor, major, great, or true) describes the purity of the scion's family's bloodline. A scion's bloodline score describes the power of a specific scion's divine essence. The manifestations of a bloodline are known as blood abilities."

    Note that strength and bloodscore are separate attributes.

    You chose your character's ethnicity to be Vos (human).

    The 79 shows your bloodline derivation to be Anduiras.

    The 51 indicates that it is of minor strength - either your ancestor didn't collect a lot of power at Deismar, or the bloodline has been weakened by events (generally breeding with the non-blooded or a weaker blooded scion) over the course of time.

    Your personal bloodscore is 30. This would give you a minor power (roll was a 4 => Animal Affinity - Lions ). It would also give you a major power if your bloodline strength was strong enough to support a major power; it is not, so you get another minor (roll of 56 => Heightened Ability - Charisma ). If your character somehow manages to increase his bloodline strength (strength, not score) to major, one of your abilities would upgrade to a major (as Heightened Ability does not have a Major version, it would be animal affinity).

    Thanks pad, that helps a lot. Looking at the tables I think I understand now.

    What does the mod column and Max HP bonus column on the Blood Score table affect?

    Liberty's Edge

    I was looking at this one.

    Liberty's Edge

    Maybe I missed something. Isn't a 51 minor bloodline score? Am I looking at the wrong table?

    Liberty's Edge

    EltonJ wrote:
    Alright. That sounds good. Ask any question you like and I'll give you an answer.

    Let's start with 'Where do I start?' =P

    I'm working my way through the wiki but it's a little overwhelming. If understand the things I rolled correctly, the derivation determines which ancient dead deity is the source of my character's divine spark. In this case, as a Vos, it's Anduiras - the god of noble war.

    Bloodline strength, score, and ability is where I'm a little lost. According to this table, a Bloodline score of 30 gives me +3 mod, 1 minor ability, 1 major ability, and 15 bonus hitpoints. Do I need to roll a second time for the major ability? Where does the bloodline strength roll come into play?

    Edit: After reading some more I think I get it. I don't qualify for a major ability so I get as second minor one. That would be...

    1d100 ⇒ 56

    Liberty's Edge

    I'm super interested in the premise. I'll need a hand with some of the setting's details.

    Bloodline Derivation: 1d100 ⇒ 79
    Bloodline Strength: 1d100 ⇒ 51
    Bloodline Score: 4d6 + 10 ⇒ (5, 5, 5, 5) + 10 = 30
    Bloodline Ability: 1d100 ⇒ 4

    I like the idea of a Vos mercenary captain that has fallen into favor (and service) of a powerful regent.

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