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Does Agon's history work with what you had in mind for those evil monks, downrightamazed?


Posting for dottage, too.


Hmm. I guess I scared off most of the prospective GMs with my preferences! :(

Though I suppose if nothing else comes along I might as well try and start my own game. I talked big about the Underdark earlier, but to be honest, my actual knowledge of its layout and topography is extremely limited. I'd have to read up on a lot of setting stuff before I could even consider running any game.


Same here, I usually roll pretty horribly.

And I'll write up a background/personality for my Wizard either today or tomorrow -- what with New Year and all I might not get to it today.


You need to be at least level 5 to qualify for Shadowdancer.

Pathfinder SRD:

Requirements

To qualify to become a shadowdancer, a character must fulfill all the following criteria.

Skills: Stealth 5 ranks, Perform (dance) 2 ranks.

Feats: Combat Reflexes, Dodge, Mobility.

On second read, I think you may just have switched the levels of Rogue 5/Shadowdancer 1 by accident.


Okay, here we go.

5d6 ⇒ (5, 3, 4, 5, 1) = 18 Hitpoints roll.

Wizard:

Stats:

UNNAMED HERO CR 5
Male Human Wizard 6
LE Medium Humanoid (Human)
Init +7; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 12. . (+3 Dex, +2 natural)
hp 54 (6d6+24)
Fort +7, Ref +7, Will +8
--------------------
OFFENSE
--------------------
Spd 30 ft., Shift (15') (9/day)
Melee Dagger +3 (1d4/19-20/x2) and
. . Unarmed Strike +3 (1d3/20/x2)
Wizard Spells Prepared (CL 6, 3 melee touch, 6 ranged touch):
3 (3/day) Summon Monster III, Summon Monster III, Haste (DC 19), Fly
2 (5/day) Glitterdust (DC 19), Web (DC 19), Web (DC 19), Invisibility, Mirror Image (DC 18), Mirror Image (DC 18)
1 (5/day) Color Spray (DC 17), Color Spray (DC 17), Protection from Evil, Mage Armor, Grease (DC 18), Shield
0 (at will) Dancing Lights, Prestidigitation (DC 16), Detect Magic, Read Magic

Spellbook (main):
1st: Color Spray, Endure Elements, Enlarge Person, Feather Fall, Grease, Identify, Mage Armor, Mount, Alter Self, Protection from Chaos/Evil/Good, Reduce Person, Shield, Silent Image, Unseen Servant
2nd: Alter Self, Blur, Glitterdust, Invisibility, Mirror Image, Pyrotechnics, Resist Energy, Rope Trick, Web
3rd: Fly, Haste, Magic Circle Against Evil, Sleet Storm, Slow, Stinking Cloud, Summon Monster III, Tongues
--------------------
STATISTICS
--------------------
Str 11, Dex 17, Con 16, Int 20/22, Wis 13, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Augment Summoning, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus: Conjuration, Toughness +6, Wizard Weapon Proficiencies
Traits Fast-Talker, Focused Mind
Skills Appraise +10, Bluff +12, Diplomacy +8, Fly +7, Knowledge: Arcana +15, Knowledge: Dungeoneering +10, Knowledge: Engineering +10, Knowledge: Geography +10, Knowledge: History +10, Knowledge: Local +10, Knowledge: Nature +10, Knowledge: Nobility +12, Knowledge: Religion +10, Knowledge: The Planes +15, Linguistics +15, Spellcraft +15
Languages Abyssal, Celestial, Chelaxian, Common, Draconic, Dwarven, Elven, Giant, Gnome, Infernal, Osiriani (Ancient), Thassilonian, Varisian
SQ Bonded Object: Amulet of Natural Armor +2 (1/day) (Sp), Enchantment, Necromancy, Summoner's Charm (+3r) (Su), Teleportation
Combat Gear Dagger; Other Gear Amulet of Natural Armor +2, Backpack (5 @ 1 lbs), Bag of Holding I (15 @ 15.7 lbs), Boots of the Winterlands, Candle (5), Chalk, 1 piece (5), Cloak of Resistance, +2, Headband of Vast Intelligence, +2: Knowledge: Arcana, Ink (1 oz. vial, black), Inkpen, Noble's outfit, Parchment (sheet) (4), Pouch, belt (8 @ 1.5 lbs),

Scroll [all used and scribed in spellbook]: Alter Self, Blur, Feather Fall, Glitterdust, Magic Circle against Evil, Mount, Protection From Chaos, Protection From Evil, Protection From Good, Pyrotechics, Reduce Person, Resist Energy, Silent Image, Slow, Stinking Cloud, Tongues, Unseen Servant

Signet ring, Soap (per lb) (2), Spell component pouch, Spellbook, String (50') (3), Travelling Spellbook (blank), Travelling Spellbook (blank), Travelling Spellbook (blank), Vial, ink or potion (2), Wand of Charm Person, Wand of Cure Light Wounds, Wand of Enlarge Person, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bonded Object: Amulet of Natural Armor +2 (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Mind +2 to Concentration checks
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shift (15') (9/day) (Sp) Short-range teleport
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+3r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration


Oh, that was just an example. I don't know how strategic Zyren's games are.

And perhaps I phrased my earlier statement somewhat badly: I like strategy and tactics, it's just when combat consists solely of that, dragging on for ages with no juicy descriptions and dramatic turns to speak of. My first pen&paper D&D group was like that.


Man, curse my Europeanness, I missed the 'first come first serve' first four by exactly one.

Well then. I'm thinking ... Bard! I'll write up the proper concept to go along with it soon, but I'm thinking a sea-faring bard who is/was more or less the morale officer on board. Wieldin' whips and throwing nets.

Bard Stats:

BARD CR 1/2
Male Half-Elf Bard 1
CN Medium Humanoid (Elf, Human)
Init +1; Senses Low-Light Vision; Perception +5
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. . (+3 armor, +1 shield, +1 Dex)
hp 11 (1d8+2)
Fort +2, Ref +3, Will +1
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Net +2 () and
. . Shortsword +2 (1d6+2/19-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2) and
. . Whip +2 (1d3+2/20/x2)
Special Attacks Bardic Performance (standard action) (8 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 1, +2 melee touch, +1 ranged touch):
1 (2/day) Charm Person (DC 15), Grease (DC 15)
0 (at will) Dancing Lights, Ghost Sound (DC 14), Detect Magic, Read Magic
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 14, Int 14, Wis 8, Cha 18
Base Atk +0; CMB +2; CMD 13
Feats Bard Weapon Proficiencies, Lingering Performance
Traits Charming, River Rat (marsh or river)
Skills Acrobatics -1, Climb +0, Escape Artist -1, Fly -1, Knowledge: Arcana +7, Knowledge: Dungeoneering +3, Perception +5, Perform: Comedy +8, Perform: Dance +8, Perform: Oratory +8, Profession: Sailor +3, Ride -1, Spellcraft +6, Stealth -1, Swim +5
Languages Common, Elven, Polyglot, Varisian
SQ Arcane Training, Bardic Knowledge +1 (Ex), Elf Blood
Combat Gear Net (2), Whip, Shortsword, Buckler, Studded Leather; Other Gear Backpack (1 @ 10 lbs), Caltrops, Chalk, 1 piece (3), Fishhook, Flint and steel, Pouch, belt (6 @ 0.92 lbs), Rope, hempen (50 ft.), String (50')
--------------------
SPECIAL ABILITIES
--------------------
Arcane Training +1 CL for spell trigger and spell completion items for your favored class.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Charming +1 Bluff/Diplomacy/save DC for a language-dependant spell vs. targets who could be sexually attracted to you.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.


Err. Sorry 'bout that, Zyren -- I left your game because I thought I would be too busy, then about a week later I realized that most of these PbP games here move really slow and that being in multiple wouldn't be a problem.

Though you are right, of course. I'm afraid I like a more verbose style of play; just a matter of taste, really. Like how there are people who play D&D primarily for the tactics and strategy on the grid, which I find usually makes me stifle yawns after awhile.


hedgeknight wrote:
Okay, let me try to be more clear: Any type of NSFW pic would be within the text of the attached Word document, NOT within the email itself when you open it. But, if that's an issue, it is easy for me to mark the email as NSFW. Cool?

Yes, I understood that the first time. As I said, I'd check the word document at work as well if I know it to be safe. And yes, that'd be cool, but if it's a bother I can just restrict mailing to my home computer. Shouldn't be too big a deal. I'm just a very curious person.

hedgeknight wrote:
Half-Fiend characters require a 4HD base creature, so that eliminates that option.

That's a shame. I thought that was just a note for the spell-like abilities ... *shrugs*

Hmm. There already is a Drow, and I'm not too huge on the goblinoids, or duergar. There aren't too many humanoid CR2- monsters -- I guess I could just go with an Aasimar, or some sort of templated human. Half-Janni sounds kind of neat.


Heh, awesome. So, since you didn't scream 'NOOOOO! YOU CAN'T BE EVIL! EVIL IS BAAAAD!' I presume alignment wise we're good to go in any direction as long as we're not too horribly offensive to other alignment's sensibilities?

Also, man, I envy your friend. Scotland is awesome. I'd love to move there -- Austria isn't quite as charming, and the stereotypical Austrian English accent is horrible to listen to (looking at you, Ahnuld). Scottish, on the other hand ...


I'll survive the lack of regular gratuitous violence and/or nudity, I'm sure. That isn't much help, though, since then I'll just be opening the word document at work instead of the email unless it's noted as NSFW. ;)

I have to admit that I'm not ... very clear on the CR and monsters as characters rules and such, but would a Half-Fiend Human or Elf be viable? If I'm reading this right, the CR increase changes as the HD of the original monster increase. This could probably be fixed by simply not gaining the extra spell-like abilities you get as the HD increase.


'lo there, knight of hedges.

I'm definitely interested and even come with the prerequisite of having an email account! I know, I know, quite rare and prestigious a thing to have, but ... wait, it's not? Oh well. It's a Gmail account, even, since you mention those specifically.

I'll have to look at the monster races, of course, but that does sound very interesting.

I do have one question, or rather a request, though that may influence my ability to participate: emails containing, for example, those graphic pics -- would it be possible to have all of those marked as Not Safe For Work (NSFW) in the subject line?

I tend to check my email and post during my breaks, but don't really want to open that sort of email there. Then I'll know to respond to those from my home computer.


With those stats, I think I'll try for a Wizard. And not just any wizard! The grand and powerful ... whatshisname. Yeah, I suck at names.

An arrogant (but witty) wizard who may be juuuust ever so slightly based on Edwin from the Baldur's Gate series. Are we allowed to be non-good? Maybe, dare I say it, evil? If yes to the latter, I'd be perfectly willing to have an evil character who plays well with goody-two-shoes (for his own purposes, of course).


Von Doom wrote:

Man, now you got me curious about what sort of results the other method gets. Let's try it!

1d3+15
1d3+15
1d10+6
1d10+6
4d6 drop lowest 13
4d6 drop lowest 14

So that's 17, 17, 16, 14, 13, 7. Not a huge fan of having a stat that low, buuut ... I kind of like those results nevertheless. *cough*

The only character type I like with any stat below 7 would be casters with low STR scores. Just makes sense to me. Maybe a Sorceress, or ... a Witch? With those results I could actually have a Wizard with good Charisma. Hmm. Choices, choices. Or possibly a Bard? A Druid?

I didn't realize that method is also supposed to have a 7th roll. Well then!

4d6 ⇒ (6, 1, 2, 3) = 12 drop lowest 11

So I'm looking at 17, 17, 16, 14, 13, 11 if that's correct.

Test:

Just trying what another layout might give.
1d3 + 15 ⇒ (3) + 15 = 18
1d3 + 15 ⇒ (1) + 15 = 16
1d3 + 15 ⇒ (2) + 15 = 17
1d10 + 6 ⇒ (6) + 6 = 12
1d10 + 6 ⇒ (1) + 6 = 7
1d10 + 6 ⇒ (5) + 6 = 11
4d6 ⇒ (4, 5, 1, 1) = 11 drop lowest 10

So it'd be 18, 17, 16, 12, 11, 10.

Hmm. I like the original one better, but that was pretty interesting.


Irondawn wrote:
I'm a player that is focused on character, doesn't mind conflict or hard choices, and pays attention to detail and background. I love a good story, and I'm not afraid to get into the thick of it.

I like you already.

Dragonshade wrote:
I've always been curious about PbP games. I've done tabletop for quite some time, had a 6 month fling with MMOs, and on and off with some java chat based multiplayer games. But I never understood how PbPs work. I think my new year resolution should be to find someone's game and just lurk-stalk it. Just watch and see how it is it works, how tactics and dice rolling also function.

I admittedly haven't done any combat on this particular board yet, but it functions much like any roleplaying combat without a grid (unless an online grid system is used for that particular game, of course) -- you effectively go about tactics and movement in a roleplaying sense, with the GM possibly using a sketched map to keep track of who is where and such, but that makes distances somewhat unclear at times, which may be relevant to certain tactics. (I can say 'I take a 5foot step back in order not to draw an Attack of Opportunity and cast my spell', but 'I charge him at full speed!' might be a little problematic if there is no clear distance to refer to -- after all, in a grid-game you might not reach the enemy in time. That can be pretty relevant to an Archer on their first turn when there hasn't been any movement from both sides yet).

But those problems are largely superfluous or can be handwaved, if the ST is flexible. ('So that guy only has 20ft movement, he doesn't reach you on the first turn.' 'As you are standing with the group and not at a distance, he reaches you with his regular movement action just like the others.')

The main difference, though, is that it lends itself so much more to a good narrative -- you have time to think about your character's actions, how he or she would react, etc. That, and, well, prose-format. Always awesome. Some people just use bold text to mark dialogue as speech and maybe add a couple of short sentences to describe their actions, but the real strength of online gaming -- or rather written gaming in general -- lies in the writing itself, as far as I'm concerned. Writing style, narrative style, etc. can make or break an online game.


Man, now you got me curious about what sort of results the other method gets. Let's try it!

1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (2) + 15 = 17
1d10 + 6 ⇒ (1) + 6 = 7
1d10 + 6 ⇒ (10) + 6 = 16
4d6 ⇒ (1, 6, 5, 2) = 14 drop lowest 13
4d6 ⇒ (3, 5, 4, 5) = 17 drop lowest 14

So that's 17, 17, 16, 14, 13, 7. Not a huge fan of having a stat that low, buuut ... I kind of like those results nevertheless. *cough*

The only character type I like with any stat below 7 would be casters with low STR scores. Just makes sense to me. Maybe a Sorceress, or ... a Witch? With those results I could actually have a Wizard with good Charisma. Hmm. Choices, choices. Or possibly a Bard? A Druid?


I'm also interested in joining if anything comes up.

Feel free to check out my own looking-for-game thread, too, smashthedean -- sometimes games start out of these directly, grabbing the first couple (or most active) posters in there.

Looking to join more Pathfinder PbP Games


Edziza wrote:


Good stuff, Von Doom. Although I am curious about the restricted schools.
I always imagined conjurors as the types who should also study abdjuration. Imagine (at high levels) summoning a powerful infernal creature...without powerful wards to protect. Just a thought. But it's your character, who am I to say?

.... and the character will surely be dead before she gets to that level anyway. evil cackle .

AHA! That means she'll LIVE until some sort of level! Thank you for choosing m-okay, okay, kidding. Err. The choice is based on her believing she won't need that sort of thing -- after all, as intelligent as she is, why would she ever need a Shield spell? It's partially her low Wisdom score talking, too.

Plus, she has a strong aversion to fiends due to her past in Chelaxia -- so she won't be summoning those anytime soon. And if for some reason there is no choice, well, you still CAN cast your restricted schools in Pathfinder -- it's just really exhausting to do (as in, spend 2 slots instead of one), so a Circle of Protection against Evil isn't entirely impossible. Just taxing.


My poor European, sleeping-until-just-now self hopes the character selection isn't a first-come-first-serve, and would definitely like to participate!

I'll take a look at the Player's Guide for that AP once I'm back from work (so in about 10 hours) and opt to post my character concept then.

(And I can definitely commit to a regular posting schedule -- hell, I can do a couple each day, even, if it's active enough to do so.)


Hmm. I'm definitely interested -- thing is, before deciding on a concept, I'd love to have some more information about this Explored Land. What's the climate -- ecological AND political -- and such.

As for fairly hyperactive -- yay! Because one post a day is ... well, not really enough for me. I tend to stare at the RSS feed impatiently at times when I'm bored. *cough*

Though, let's see what the regular roll would be. Maybe the stats will inspire me and if they're overall good I might actually consider a Monk. I might go for the other method once I have more information and opt for, say, a Sorcerer, though. I hope that's alright.

4d6 ⇒ (2, 2, 5, 5) = 14 drop lowest, 12
4d6 ⇒ (3, 5, 3, 4) = 15 drop lowest, 12
4d6 ⇒ (4, 1, 5, 6) = 16 drop lowest, 15
4d6 ⇒ (3, 5, 2, 5) = 15 drop lowest, 13
4d6 ⇒ (1, 6, 4, 6) = 17 drop lowest, 16
4d6 ⇒ (6, 4, 2, 2) = 14 drop lowest, 12
4d6 ⇒ (4, 3, 4, 1) = 12 drop lowest, 11


That sounds pretty interesting, my monocled friend. And if it's piratey it often allows for a pretty wide-spread range of alignments ranging from everything between Chaotic Good and Chaotic Evil potentially working together. Though depending on how many Evil people are around and what type of persons they are Chaotic Good may not be around for long. Whether due to alignment shift, or a strange and horrible accident involving five knives and an axe.


Oh, I neglected to mention something rather important:

I enjoy playing evil characters, though it is by no means a requirement for me to be interested or involved in a campaign. Evil as in intelligently evil, not some caricature of a being, and I do believe that I can play certain types of evil characters and get along perfectly well (well, maybe not perfectly, as without some small conflicts of interest arising one may as well just play a good alignment) with a largely good group.

Something I would find delightful, for example, is a Drow-centric campaign set in the Underdark.


Well, I've joined two games now (one just gone active, one hopefully about to start and a third one I've applied for, waiting for the ST to make his choice on who participates).

The problem is ... I want more. There are so many Pathfinder classes I want to try, it's mind-boggling to have to choose and since I'm only in one active P&P Pathfinder game, well, I can't try that many different characters there unless I get into the habit of dying every other session, which I (understandably) don't really want to.

As for myself, I prefer games that aren't just hack and slay, ideally those that also incorporate an intricate story and social interactions both amongst the group and with the world. I also like games in which people use proper English.

I, myself, am Austrian. English isn't my native tongue, but I'm rather peculiar about its proper use and thus don't really like the 'emboldened speech' method, strongly preferring prose-style writing.

I'd really like to try a couple of classes -- the Magus, a Zen Archer Monk, a Rogue (ideally in a sword&dagger or socio-political game -- I've been wanting to try the Master Spy Prestige Class ever since reading it), an Arcane Duelist or Archivist Bard, a Druid or possibly an Urban Ranger. I wouldn't mind giving the Alchemist, Inquisitor, Oracle or Summoner a try, either. Hell, I'd be willing to give almost every Pathfinder class a spin, they're all just so nifty.


Very well put! Elf it is.

How about this, then, for example? I may be rushing ahead here, but I'm feeling creative.

Infernal Charm

[Regional Trait, Chelaxia]

Many generations ago a fiend, most likely a Devil, spread its taint to your bloodline. In some it leaves its marks, producing Tieflings, but you were lucky. Your lineage leaves no noticable blemish upon you, but you still reap some of its dark advantages. You gain a +1 trait bonus to Bluff and Diplomacy checks and may treat one of these as a Class Skill.

Additionaly, if they recognize your heritage, Devils may show an interest in you -- whether that proves bane or boon in the end depends on your character's actions, and the storyteller.

This Trait cannot be taken by Tieflings, whose far stronger heritage overrides these benefits.


Since coming from Cheliax is an option but non-core races are not, would it be alright to essentially use the Elf race and 'fluff it up' character-wise as a Tiefling? I don't have the expanded Tiefling options available, but presumably the descendant of a more caster-y devil type could easily be made to fit with the Elf stats.

I can just play an Elf, mind you, and won't be cross if you say no, but I'd like to try the story potential of a Tiefling.

Also, since you mention first concepts should be brief and all -- we aren't going to be brief about descriptions in general throughout the game, are we?


Looking at all those really horrible rolls that some people did, I'm beginning to wonder if 3d6 reroll 1s isn't really a preferable alternative to 4d6 drop lowest.


HP: 7d10 ⇒ (10, 10, 4, 6, 10, 7, 1) = 48


With that abysmal result, we probably ought to let PsionicFox roll a second time, assuming we're all in on a first-come-first-serve basis.


Indeed, would be good to get an update. I'd still love to play in this game.

Plus, I'll have the time to write up the character properly over the holidays. Last couple days at work were busy as hell.


That's actually a brilliant idea.

Take 20 base points, have every player roll a 1d10 and average the rolled results out. That way a single unlucky roll is evened out and no one gets a huge lead over the others, either, but each roll still affects the character(s).


Rather interested, myself. The generation system seems like a great idea, though you might also want to try the Dice Pool generation system instead of the 4d6 drop 1. This would allow for a great deal of variation, and the point buy option would help people with really bad rolls.

Human (possibly Elf instead) Female Wizard

4d6 ⇒ (2, 3, 6, 4) = 15 drop 1 = 13 3p
4d6 ⇒ (4, 4, 6, 6) = 20 drop 1 = 16 10p
4d6 ⇒ (6, 1, 6, 2) = 15 drop 1 = 14 5p
4d6 ⇒ (5, 4, 3, 2) = 14 drop 1 = 12 2p
4d6 ⇒ (4, 4, 1, 4) = 13 drop 1 = 12 2p
4d6 ⇒ (4, 4, 3, 1) = 12 drop 1 = 11 1p

23 points.

As an example of my idea above, using 28 dice, which is noted to have similar results to the 4 drop one method if I'm reading it right:

Str 3d6 ⇒ (5, 6, 5) = 16 =16 10p
Dex 5d6 ⇒ (1, 5, 5, 5, 5) = 21 =15 7p
Con 5d6 ⇒ (6, 4, 3, 3, 2) = 18 =13 3p
Int 7d6 ⇒ (6, 2, 1, 2, 5, 3, 5) = 24 =16 10p
Wis 3d6 ⇒ (5, 3, 3) = 11 =11 1p
Cha 5d6 ⇒ (5, 2, 1, 4, 5) = 17 =14 5p

36 points.

Well, I guess I read it wrong and the standard 24 dice is the one that's the equivalent of 4d6 drop one.


Whoa. Oh, heck, for some reason my RSS feed didn't update and I thought no one was responding anymore. :(
I'll have the character stats up tonight, my time, gotta head to work in like 10 minutes.


Woot!

Okay, I'll go with Fighter, then, and switch into Duelist as soon as possible.

I do have a question regarding a ... slight shuffling around of stats. If I convert things into points for point-buy, it should be equal to what I rolled ...

Would it be alright if I were to exchange the 17 and 15 to a 16, 16 pair, as well as turning one of the 11-pairs into 12, 10 instead? All those nasty odd numbers made me really indecisive in what I want to go for before I decided and I think a:

Str 10
Dex 16
Con 12
Int 16
Wis 11
Cha 12

Duelist would be way more awesome than a

Str 11
Dex 17
Con 12
Int 15
Wis 11
Cha 11

one. The only downside is that Brand will be totally horrible with the Leadership roles with either of those setups, since as a dex/int-based Fighter he'd suck at the Ruler, General and Warden roles, which would best fit him personality-wise.

Too bad there is no Paladin of Freedom (Unearthed Arcana, Chaotic Good Paladin variant) in Pathfinder. I'd have loved to try that one.

Edit: On second thought, the Paladin of Freedom would probably not be able to participate in the building of a proper kingdom.


I hope your situation will turn out better soon, HfH.

I was thinking more along the lines of going Fighter/Duelist, Rupert.

There is one thing that would very much influence my decision -- would you allow the Feat Dervish Dance? It's from the Pathfinder Companion. It's something for later, but what that I could focus on being a dexterous Fighter.

http://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat


Righto, I hope you can get your stuff back soon. :)

Same as James Keegan, here, on my end.


Hmm. The Morninglord sounds pretty compelling -- he's not really lawful, but the message of hope thing sounds very interesting. Does he have Paladin followers?


Yeah, I only realized just now how commonly it's practiced here. If I can't find games that don't do it I'll probably opt out of this board in general and seek out Pathfinder games elsewhere; I very much enjoy a novel-like approach to online roleplaying, particularly when it's not even a live-chat environment where a certain flow has to be kept up.


Doesn't that give Proficiency, too?


Also, uh. If at all possible and no one minds too much, would it be too much to ask to write dialogue like you would in a novel, rather than all weird and bold like some games here do? It's pretty irritating to me.


Also, uh. If at all possible and no one minds too much, would it be too much to ask to write dialogue like you would in a novel, rather than all weird and bold?


Do I have to? I hate that.


Ack! That's what get for posting from work. And I wrote Diplomacy inside the dice code, thinking it'd show as such. Guess not.


I'm so far looking at a Human Paladin, female variety.

martinaj, are there any particular Paladin orders in the region we'll play in she could be from, or do you have any suggestions as to any particular Ravenloft book I should check out for Paladins there? I figure they might have had a proper Paladin code pre-written somewhere in AD&D Ravenloft.

Hmm. Megan, depending on your background (and alignment), we could have been friends for awhile or something. I'd like the idea of having traveled with a more lively, worldly companion.

Also, does anyone know which Pathfinder book Megan's avatar is from? I might use it for a p&p character.

Also, martinaj, do we get some Pathfinder Traits, too?


Man, HfH, really sorry it's taking me so long, the last few days have been a bit of a pain. So far I have a direction for the personality I'd like to play, as noted below, though I'll probably expand on it some more soon.

I'll try finding a background that works this evening after work. Incidentally, don't be weirded out by my using [Magus] in there. I suck at naming people. I'll do that once I have the background.

Personality:
[Magus] is a rather proud individual, a trait that is a result of his training as a Magus, teaching both self-discipline and instilling a sense of entitlement. Because of this, to the world around him he seems both haughty and arrogant at times, but once he has taken a liking to people and accepted them as comrades he eases up a little. Once he is more comfortable with others, he actually turns out to be a man of strong morals who is happy to help others when needed.

He has realized that some people view him as haughty, and when he starts caring about others often goes out of his way to be kind and nice, ironically often giving the wrong impression of trying to butter others up or wanting something.

The worst thing one can seemingly do to him is insult his school and trade, as he considers those above reproach. That some people have never even heard of the practice is a continued irritation.

Alignment: Chaotic Good.


Do we get Traits as well?


One post is, indeed, quite reasonable. I'll see about making a Paladin, then.


Whoo! First roll is a botch! Great way to start a game. Great, I bet he'll be doomed to have horrible luck with women now ...


As the somewhat tired-looking Kahir strolls right through the entrance and into the city itself, he lets his gaze wander. The sights of the bristling city already brighten his spirit and slowly but surely a confident, rogueish smile appears on his lips as he pats the handle of his blade lightly, straightens his composure, and increases his pace a little.

Naturally, being an enterprising young fellow -- and not to mention a tired one -- he keeps a lookout for a place that would suit him, but being rather undecided he opts to simply take a moment, walk up to the next pretty lass that catches his eye and draw her attention with a dashing smile.

"Milady," he begins, his voice deep and smooth, "I couldn't help but notice you look a little troubled. Can I help you?"

1d20 + 7 ⇒ (1) + 7 = 8


Starting wealth

4d6 ⇒ (2, 2, 5, 4) = 13 x10 = 130gp

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