DM Twilight - Carrion Crown


Recruitment

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I will be running the Carrion Crown AP, starting with The Haunting of Harrowstone. All characters will start out at level 1, roll for wealth based on class, and max hp for level 1. Character advancement will go at the medium rate. To get your ability scores, roll 4d6 and drop the lowest roll. Do this 7 times, and then drop the lowest set of rolls. The remaining 6 numbers will be your ability scores (before any racial adjustments).

To save you time, and to get to the heart of what I look for in players, you may submit an incomplete character so long as the following aspects are in place: Name, Race and Vitals (age, sex, height, weight etc.), Class, Ability Scores, Traits, Feats, and Background. These are the things that I’m the most interested in, especially the background aspect. This is a roleplaying game, make your character real to me and tell me his/her story.

All players must read the Carrion Crown Player’s Guide before submitting a character concept. It’s short, so it should not take long and it can be downloaded for free from Paizo using the link below. It is necessary to read the Player’s Guide because the game requires that each PC be familiar with Professor Petros Lorrimor, and I require that the players be familiar with the setting. I strongly urge each of you to take advantage of the campaign specific traits and class recommendations found in the book. If you would like an extra trait, you may take a drawback in exchange for an extra trait.

The Carrion Crown Player’s Guide can be found here for free!


4d6 ⇒ (6, 1, 1, 2) = 10 9
4d6 ⇒ (4, 5, 5, 6) = 20 16
4d6 ⇒ (6, 3, 1, 3) = 13 12
4d6 ⇒ (6, 3, 3, 4) = 16 13
4d6 ⇒ (4, 5, 5, 2) = 16 14
4d6 ⇒ (5, 3, 5, 5) = 18 15
4d6 ⇒ (3, 4, 3, 2) = 12 10

Witch Wealth: 3d6 ⇒ (5, 6, 6) = 17 x10 = 170gp

Ravel Sigrún female Changeling (Green Widow)
Witch (Dreamweaver)

Short Background:
The daughter of a Varno widower, Ravel was a solitary child, making more friends with her father's farm animals than the nearby children. Due to her frail stature (perhaps of her mother dying in childbirth), Ravel was often bedridden during her youth, spending her time lost in the few books her father could acquire and escaping to the world of dreams, the only place where Ravel could be more than her sickness. At the cusp of womanhood, Ravel's life changed. The stars she would gaze up to at night for solace, started whispering back. Her dreams became more vivid, and she found she could control her nightmares much more easily. One morning in the barn, she found the stable-boy Pesha throwing rocks at a bat trapped in the loft. Chasing the boy away, Ravel tended to the injured creature, and dreamed that night of Pesha being the tormented one. As her new pet Narcissa's health returned, Pesha's dwindled, and the night when her bat took flight again, she was later told Pesha went to sleep and never awoke. Taking Narcissa as a gift from dreams, Ravel studied more about the world where dreamers go. A passage at Desna's temple alluded to an entity called the Dream-Eater, a matron that Ravel now worships in secrecy, though outwardly she still pays homage to Starsong. With Narcissa guiding her towards greater power, Ravel seeks to learn more of dreams and her own heritage.


dotting for interest, will work up a concept a little later today.


Ability Scores before racial adjustments: STR 10, DEX 13, CON 12, INT 16, WIS 15, CHA 14

Scores after adjustments: STR 10, DEX 13, CON 10, INT 16, WIS 17, CHA 16

Campaign Trait: Making Good on Promises

Lorrimor:
Throughout Ravel's sickly childhood, her father called upon many physicians and healers to tend to her well-being. Professor Lorrimor was once such specialist that answered. After his visitations and tonics, Ravel found herself able to find restful sleep much easier. The Professor never charged for his services, merely informing Herdsman Sigrún that Ravel would need to repay the favor one day.


I'm interested!

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

So the scores I have to work with are 14, 13, 13, 12, 14 and 16. I'll see what I can come up with...

By the way, what's your deadline for applications? Are you allowing classes from the ACG? And what races are you allowing?

Grand Lodge

4d6 ⇒ (6, 6, 3, 1) = 16 15
4d6 ⇒ (6, 3, 3, 4) = 16 13
4d6 ⇒ (3, 5, 5, 4) = 17 14
4d6 ⇒ (2, 6, 6, 5) = 19 17
4d6 ⇒ (2, 5, 1, 5) = 13 12
4d6 ⇒ (2, 4, 1, 6) = 13 12
4d6 ⇒ (2, 2, 2, 3) = 9 07

17, 15, 14, 13, 12, 12 are the scores. Will work something up.


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

Most interested in playing.


Dotting for interest.


Dotting for interest, this is Lauran an Inquisitor of Iomedae that was meant for a Carrion Crown Game that got cancelled early. I'd like to try again if you'll have me.

4d6 ⇒ (2, 6, 4, 1) = 13 (12)
4d6 ⇒ (4, 5, 1, 4) = 14 (13)
4d6 ⇒ (2, 2, 6, 2) = 12 (10) - DROPPED
4d6 ⇒ (5, 4, 2, 1) = 12 (11)
4d6 ⇒ (6, 1, 2, 5) = 14 (13)
4d6 ⇒ (1, 5, 6, 5) = 17 (16)
4d6 ⇒ (1, 3, 6, 4) = 14 (13)


My character (rough outline) for the game. I also realize I forgot my 7th roll, but I like my stats as they are so I won't go ahead and try and roll again.

Wealth for Hunter: 4d6 ⇒ (2, 5, 6, 2) = 15x10= 150GP

Orin Gabor, Human, Vitals (24, male, 5'8", 155 lbs, gray eyes, light brown hair), Hunter, STR 13 DEX 14 CON 11 INT 12 WIS 15 CHA 12, TRAITS Chance Savior & Reactionary, Extended Animal Focus & Weapon Focus (Longbow)

Background: Raised by his uncle Costel, a bowman who helped keep their village fed, and his aunt Ionela, a druid with a magnificently brilliant hawk, Orin grew up admiring the both of them. Wishing to both match and exceed their styles, he has taken aspects of both and blended them, finding a style that is both familiar and unique.

A few years earlier on a hunt, he encounter the Professor being attacked by a particularly vicious beast. Using his skills learned from his aunt and uncle Orin dispatched the beast and saved the Professors life. They shared a drink that night and the Professor spoke graciously of his 'savior' despite Orin attempts to downplay the event. But with the recent summons, he is starting to think the Professor still thought of him dearly in his final days.


4d6 ⇒ (1, 4, 3, 5) = 13Drop
4d6 ⇒ (6, 2, 3, 3) = 14
4d6 ⇒ (3, 6, 3, 4) = 16
4d6 ⇒ (6, 5, 6, 5) = 22
4d6 ⇒ (3, 1, 4, 5) = 13
4d6 ⇒ (4, 3, 3, 3) = 13
4d6 ⇒ (5, 6, 1, 6) = 18

Can we arrange the scores in any order we want?

Grand Lodge

Dotting for interest... will come back at it later this evening.


4d6 ⇒ (3, 4, 4, 3) = 14 11
4d6 ⇒ (3, 5, 2, 2) = 12 10
4d6 ⇒ (3, 4, 6, 6) = 19 16
4d6 ⇒ (2, 1, 1, 6) = 10 9
4d6 ⇒ (4, 4, 4, 1) = 13 12
4d6 ⇒ (5, 2, 5, 6) = 18 16
4d6 ⇒ (5, 6, 3, 4) = 18 15

11, 10, 16, 12, 16, 15

Before racials: Str 16, Dex 16, Con 15, Int 12, Wis 11, Cha 10
After racials: Str 18, Dex 16, Con 13, Int 12, Wis 11, Cha 12

Wealth: 5d6 ⇒ (1, 2, 2, 2, 2) = 9 x10 = 90gp

Voss, Male Dhampir (Svetocher), Ranger

Feat: Life-Dominant Soul
Trait: Subject of Study (undead)


Stats: 4d6 ⇒ (2, 1, 4, 6) = 13-1 = 12
Stats: 4d6 ⇒ (4, 5, 1, 3) = 13-1 = 12
Stats: 4d6 ⇒ (2, 1, 6, 6) = 15-1 = 14
Stats: 4d6 ⇒ (2, 6, 6, 5) = 19-2 = 17
Stats: 4d6 ⇒ (3, 4, 6, 3) = 16-3 = 13
Stats: 4d6 ⇒ (3, 4, 4, 3) = 14-3 = 11
Stats: 4d6 ⇒ (4, 2, 1, 1) = 8 Dropped

Before Racials
Str 17, Dex 12, Con 11, Wis 12, Int 14, Cha 13
After Racials
Str 17, Dex 12, Con 13, Wis 14, Int 14, Cha 11

wealth: 5d6 ⇒ (3, 6, 1, 6, 4) = 20x10 = 200
Campaign Trait Subject of Study
Trait Fates Favoured

Terrance Foehammer, Male Dwarven Warpriest of Torag.
Feats Weapon Focus Warhammer.

working on a background, and will create an alias if selected.


Dragoncat wrote:

I'm interested!

4d6 14
4d6 13
4d6 13
4d6 12
4d6 14
4d6 16
4d6 9

So the scores I have to work with are 14, 13, 13, 12, 14 and 16. I'll see what I can come up with...

By the way, what's your deadline for applications? Are you allowing classes from the ACG? And what races are you allowing?

I prefer the more common races/classes simply because they are easier to work with, but will not turn down a character because of race/class. Though I might be less inclined to choose something that is going to cause me a lot of extra work. I just ask that you try to make it logical for the campaign, and if it's going to be something very uncommon, make sure everything else about the character is worth my time :D I am not familiar with the ACG yet, so I do ask that you stick to what's available on Paizo's PRD and d20pfsrd.

The tentative deadline for the recruitment is Wednesday, October 1st.


What's the deadline on this? I'm definitely interested, but don't want to get too overly invested in a character if I'm chosen for another Carrion Crown campaign that I already submitted for (little chance of that happening, though).


KBoom wrote:
What's the deadline on this? I'm definitely interested, but don't want to get too overly invested in a character if I'm chosen for another Carrion Crown campaign that I already submitted for (little chance of that happening, though).

The tentative deadline for the recruitment is Wednesday, October 1st.


ok, managed to get a background and everything worked out.

Terrance Foehammer

basic info:

Name Terrance Foehammer
Male Dwarf Warpriest 1 (Torag)
LN medium humanoid
Senses Darkvision (60)

Background:

Terrance Foehammer, was born of a militant family in the five kings mountains. When he was growing up, his family found that he was overly prideful of the family name, and was constantly getting into fights. To help curb his temper, his father took him to the local church of Torag. While in the church of Torag, he was sent to look out after some of the churches interests near Ustalav. He was attacked by several ghouls. The rest of the group with him, managed with some difficulty to drive the ghouls off, but it left him with several scars to show for the encounter. Professor Lorrimor heard of the encounter, and asked Terrance to travel to Ravengro, to further expound on the encounter for the professor. Terrance agreed, but advised him that it would take a couple of months for him to get there. He arrived in the town, only to find out that his friend, and scholar, Professor Lorrimor had died.

Racial Traits:

Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Jump Modifier (Core 88): You gain a -4 to jump checks.

traits and Drawbacks:

Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1*.
Subject of Study [Undead] (APCC 12): You gain a +1 trait bonus on damage against undead
Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Pride [drawback] (UCa 65): You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

stats, offence and defence:

STATISTICS
Str 17, Dex 12, Con 13, Wis 14, Int 14, Cha 11

OFFENSE
Speed 20 ft
Space 5 Reach 5
Base Atk 0
BAB 0, CMB 3, CMD 13
Sling +0 (d4+3X2), Warhammer +1(D8+3X3), Battleaxe +0(D8+3X3), Morning Star +0(D8+3X2), Dagger +0(D4+3X2)

DEFENSE
AC 15, touch 10, flat-footed 15
hp 10
Fort 4 ,Ref 0,Will 4

feats, skills, and languages:

Feats
Weapon Focus (Free) Warhammer
Weapon of the Chosen (ACG 159): As a swift action, you can call upon your deity to guide an attack you make with your deity’s favored weapon. On your next attack in that round with that weapon, your weapon counts as magical for the purpose of overcoming damage reduction or striking an incorporeal creature. If your attack misses because of concealment, you can reroll your miss chance one time to see whether you actually hit

Skills
Skills Acrobatics -4, Appraise 2, Bluff 0, Climb -2, Diplomacy 0, Disguise 0, Escape Artist -4, Fly -4, Heal 6, Intimidate 0, Knowledge (arcana) , Knowledge (history) , Knowledge (nobility) , Knowledge (planes) , Knowledge (religion) 6, Linguistics , Perception 3, Ride -4, Sense Motive 2, Spellcraft 6, Stealth -4, Survival 2, Swim -2, Use Magic Device 1

Languages
Dwarven, Common, Undercommon, Giant

gear and money:

Scale Mail, Light Wooden Shield, Battleaxe, Warhammer, Morning Star, Dagger, Sling w 20 bullets, Warpriests Kit, Dungeoneering kit, Gear Maintenance kit, Grooming kit, Cooking Kit (AA), Grappling Hook, 2 Acid Flasks, Bandolier, 2 Blankets, Explorers outfit, Fishing Kit, Powder X 2 bags
Money Remaining
8 Cp, 2 Sp, 17 gp

Class Features:

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment.
Blessings (Su): Each blessing grants a minor power at 1st level and a major power at 10th level.
A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Current Blessings 3/day
DC12

Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day these spells are cast as any other spell, but aren’t expended when cast and can be used again.
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them.

Currently D6

The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage this must be declared before the attack roll is made. If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower.
Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages: A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.
Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus for these feats (in addition to base attack bonuses gained from other classes and racial Hit Dice). Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

blessings:

Blessings
Earth Blessing
Acid Strike (minor): At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn’t stack with the additional damage from the corrosive weapon special ability.
Armor of Earth (major): At 10th level, you can touch an ally and harden its armor or clothing. For 1 minute, the ally gains DR 1/—. For every 2 levels beyond 10th, this DR increases by 1 (to a maximum of DR 5/— at 18th level). This doesn’t stack with any other damage resistance.

Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

Once again, will create an alias if selected.


4d6 ⇒ (3, 1, 1, 6) = 11-1=10
4d6 ⇒ (5, 1, 1, 6) = 13-1=12
4d6 ⇒ (6, 2, 6, 4) = 18-2=16
4d6 ⇒ (4, 2, 6, 2) = 14-2=12
4d6 ⇒ (3, 2, 4, 3) = 12-2=10
4d6 ⇒ (4, 2, 2, 1) = 9-1=8
4d6 ⇒ (2, 2, 5, 1) = 10-1=9

So stats are 10,12,16,12,10,9.

I doubt there is much I could come up with, short of playing an Oracle/Sorcerer/Wizard. Looks doubtful I will submit something after this.


ginganinja wrote:


I doubt there is much I could come up with, short of playing an Oracle/Sorcerer/Wizard. Looks doubtful I will submit something after this.

Those numbers are pretty horrible, I will allow you to reroll your stats just once.


Ninja's are the go to class for horrid rolls.

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

16, 14, 14, 14, 14, 11... not too bad.


4d6 ⇒ (1, 1, 5, 4) = 1110
4d6 ⇒ (6, 4, 4, 5) = 1915
4d6 ⇒ (3, 1, 5, 4) = 1312
4d6 ⇒ (2, 5, 1, 3) = 1110
4d6 ⇒ (2, 3, 3, 5) = 1311
4d6 ⇒ (3, 4, 6, 1) = 1413
4d6 ⇒ (6, 3, 4, 3) = 1613

15,12,10,11,13,13

hmmm, like a 16 point buy. not bad, not great...We'll see


DM Twilight wrote:
ginganinja wrote:


I doubt there is much I could come up with, short of playing an Oracle/Sorcerer/Wizard. Looks doubtful I will submit something after this.

Those numbers are pretty horrible, I will allow you to reroll your stats just once.

Much obliged!

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

dropping the 9, which gives me

10, 10, 15, 13, 12, 13

Hmm a 15 pb, which I guess is better than the 13 pb I had before. Still, maybe I'm not lucky enough for stat roll games :(


Ok.

Stats: 4d6 ⇒ (5, 5, 2, 5) = 17 =15

Stats: 4d6 ⇒ (2, 5, 1, 4) = 12 =11

Stats: 4d6 ⇒ (5, 2, 2, 1) = 10 =9

Stats: 4d6 ⇒ (4, 5, 1, 4) = 14 = 13

Stats: 4d6 ⇒ (4, 4, 6, 1) = 15 =14

Stats: 4d6 ⇒ (2, 1, 4, 3) = 10 =9 X

Stats: 4d6 ⇒ (2, 6, 2, 3) = 13 =11

Stats are 15, 11, 9, 13, 14, 11. Workable. Was gonna make a fighter anyhow.

RPG Superstar 2009 Top 16

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

So 12,16,12,15,11,13 Nice, I'll see what I can whip up. These stats are kinda Pally-rific


4d6 ⇒ (6, 6, 5, 3) = 20
4d6 ⇒ (3, 4, 5, 4) = 16
4d6 ⇒ (6, 6, 3, 3) = 18
4d6 ⇒ (1, 4, 6, 5) = 16
4d6 ⇒ (6, 5, 2, 1) = 14
4d6 ⇒ (1, 1, 1, 1) = 4
4d6 ⇒ (3, 4, 1, 6) = 14

Only since the reroll is allowed.


Aneirin Rhodri wrote:

4d6

4d6
4d6
4d6
4d6
4d6
4d6

Only since the reroll is allowed.

No, I'm sorry, that was a specific allowance to one person it wasn't an open invitation for everyone to reroll. Your original rolls were much better than ginganinja's were.


1 person marked this as a favorite.
DM Twilight wrote:
Aneirin Rhodri wrote:

4d6

4d6
4d6
4d6
4d6
4d6
4d6

Only since the reroll is allowed.

No, I'm sorry, that was a specific allowance to one person it wasn't an open invitation for everyone to reroll. Your original rolls were much better than ginganinja's were.

I shall therefore drop those rolls. Sorry for the confusion.


Aneirin Rhodri wrote:


I shall therefore drop those rolls. Sorry for the confusion.

It's OK, it was my fault I should have been more clear in the post to ginganinja, making sure it was known that it was an exception! Thanks for understanding.


Adventurer#33 wrote:


Can we arrange the scores in any order we want?

Absolutely! Just don't forget that you are suppose to drop the lowest roll from each set, as well as the lowest set (which you have done). So the roll set that turned up 6, 2, 3, 3 would drop the 2 for a total of 12 as opposed to 14.


ginganinja wrote:


Much obliged!

4d6-2=10
4d6-3=10
4d6-1=9
4d6-1=15
4d6-1=13
4d6-1=12
4d6-1=13

dropping the 9, which gives me

10, 10, 15, 13, 12, 13

Hmm a 15 pb, which I guess is better than the 13 pb I had before. Still, maybe I'm not lucky enough for stat roll games :(

Sorry love, thank you for taking the time and showing the interest anyway. If you change your mind, you still have several days.


Just a couple of quick things, thank you all who have found your way here and shown interest so far. I'd like to remind you that reading the Carrion Crown Player's Handbook is a must, and that a notable attachment to Professor Petros Lorrimor is required. Those of you who have done your backgrounds already seem to have remembered that, thank you. Don't let that be the end all, or even the sole focus of who your character is though. Some things to think about: What drives your character in life? What is your characters general outtake on life (optimistic, cynical, easy-going etc.)? What or who does your character hold most dear? What were the defining moments in your characters life; tell me about them?

If I've missed any questions, I'm terribly sorry please do ask them again.

If you're filling out (or already have filled out) a character profile and want me to look at that specifically (instead of just what you've posted here, please bring that to my attention.) Lauran Jalar, I see that you have done just that and I will be reading your background in full in just a moment. To answer that question, I have absolutely no problem with recycled characters so long as they meet the game requirements.


Lauran Jalar, I have sent you a private message regarding your characters background.

RPG Superstar 2009 Top 16

Settled on class. I just happily realized that you can combine the Undead Scourge and Oath against Undeath Archetypes since they don't replace any of the same things.

Pharasma's personal hitman/hitwoman coming right up.


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

so, this gives me a point buy of 16 which is workable but disappointing. permission to reroll?


Quote:
Sorry love, thank you for taking the time and showing the interest anyway. If you change your mind, you still have several days.

Its o.k, I decided to rise to the challenge =]

Sera Vasara


Toodles or summat wrote:

4d6 14

4d6 10
4d6 13
4d6 14
4d6 10
4d6 10
4d6 13

so, this gives me a point buy of 16 which is workable but disappointing. permission to reroll?

I'd really rather you stick with what you have, thank you. They're not awesome stats, but their not really horrible either. I think you can still come up with something awesome.

RPG Superstar 2009 Top 16

So here's

Backstory:
Everyone living in Ustalav knew the truth of their land, a country rife with undead, creatures preying on the innocent or unprepared. In the city of Karkau, the innocent have been defended and protected as best as possible by members of the Van der Geist family, tracing back to the legendary Artur Van Geist, famed paladin of Pharasma, who led an assault against the Whispering Tyrant that it is said helped to weaken him enough for his eventual downfall. Though Artur fell he swore with his dying breath that the people of Ustalav would always have protectors.

His words would turn out to be prophecy as throughout the generations his decendents would stand against the darkness, warriors and priests, wizards and paladins, the defense of the people to strive against the taint of the land was in their blood.

Centuries later a warrior of the Van der Geist line would stand alongside his wife, a cleric of Pharasma as they faced a host of undead. Battling furiously they prevailed, but not before the woman was attacked by a powerful ghost attempting to possess her. Feeling her mind slipping she called out to her goddess, being blessed with the Lady’s touch, immediately destroying the renevant and infusiung her with Phrasma’s energy.

Returning to their home she was given a clean bill of health by the clerics along with the discovery that she was one month with child.

The baby was born healthy and hale, with no sign of ill effect from her mother's encounter but with a birthmark in the shape of the holy symbol of Pharasma at the back of her neck. As she grew there seemed to be a notable aura of the divine around her, a quiet chill that offset her friendly nature.

Like her brothers she was trained in the arts of war, taught the weaknesses of the undead, and in this she excelled, exceeding any of them in her capacity to bring final death to those who denied the grave. Ash her training continued she found that she could actually discern the undead simply by looking at them, gifted with the ability to see the corruption of life energy deep within them.

Familiar with her family’s legacy, Professor Petros Lorrimor made her the subject of a greater study of the family’s legacy. The two formed a strong friendship, corresponding regularly, with Ingrid visiting whenever her work took her near Ravengro.

and a Visual For my Paladin


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4d6 ⇒ (1, 4, 3, 5) = 13 =12
4d6 ⇒ (6, 2, 3, 3) = 14 =12
4d6 ⇒ (3, 6, 3, 4) = 16 =13
4d6 ⇒ (6, 5, 6, 5) = 22 =17
4d6 ⇒ (3, 1, 4, 5) = 13 =12
4d6 ⇒ (4, 3, 3, 3) = 13 =10 drop
4d6 ⇒ (5, 6, 1, 6) = 18 =17

I had missed the part about dropping the lowest roll. still not bad rolls let me see what I come up with.


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Thanks for the reply, GM!

I've settled on building a Summoner--the gist of his concept is that he used to be a favoured student of Professor Lorrimor, but ended up committed to an asylum because he kept hearing voices telling him to summon something from beyond the mortal plane.

Anyway, for wealth:

Wealth (Summoner): 2d6 ⇒ (2, 4) = 6 x10 = 60 gp!


stats: 4d6 ⇒ (4, 1, 2, 3) = 104d6 ⇒ (2, 6, 3, 5) = 164d6 ⇒ (2, 5, 4, 3) = 144d6 ⇒ (4, 2, 4, 3) = 134d6 ⇒ (5, 1, 1, 1) = 84d6 ⇒ (4, 4, 5, 2) = 154d6 ⇒ (6, 1, 6, 2) = 15

14 pt buy. I'll let stronger chars go.


It's always fun to roll.

4d6 ⇒ (2, 3, 5, 1) = 11=10
4d6 ⇒ (3, 2, 1, 6) = 12=11
4d6 ⇒ (3, 4, 5, 4) = 16=13
4d6 ⇒ (5, 6, 5, 5) = 21=16
4d6 ⇒ (1, 5, 1, 6) = 13=12
4d6 ⇒ (5, 1, 6, 2) = 14=13
4d6 ⇒ (5, 6, 3, 6) = 20=17

17,16,13,13,12,11= 32 point buy... okay. I'll see what I can do.


Rolls:

4d6 ⇒ (5, 5, 4, 6) = 20 = 16
4d6 ⇒ (1, 1, 4, 2) = 8 = 7
4d6 ⇒ (5, 5, 6, 6) = 22 = 17
4d6 ⇒ (5, 1, 6, 4) = 16 = 15
4d6 ⇒ (4, 2, 5, 5) = 16 = 14
4d6 ⇒ (6, 6, 2, 6) = 20 = 18

wow!

May I lower some of the scores.... this is just too high on many stats...

Or maybe I will take this change to make a highly suboptimal character... humm....

Edit: Just realized I did 6 times 4d6... but I don't think its worth it to roll the 7th one...


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I think Oterisk and I were twins and he absorbed me while in embryonic form. Rolling certainly provides some natural selection in the process :-)


Hmm, lets see.

4d6 ⇒ (2, 5, 3, 2) = 12 = 10

4d6 ⇒ (3, 6, 4, 6) = 19 = 16

4d6 ⇒ (6, 5, 1, 5) = 17 = 16

4d6 ⇒ (6, 1, 4, 5) = 16 = 15

4d6 ⇒ (5, 3, 1, 1) = 10 = 9

4d6 ⇒ (5, 4, 5, 1) = 15 = 14

4d6 ⇒ (1, 1, 2, 4) = 8 = 8

Oh wow!

I have a concept that ive been thinking about. Very brief, its a barbarian who will be leveling primarily monk. He will be a tiefling, brought up by aasimar, and using the Enlightened Warrior trait through the Adopted trait.

Basically it all starts with an Aasimar adventurer who decides to settle down after accumulating considerable wealth. Wanting to continue to do good, she decides to use her money to run an "orphanage" for the planetouched. She knows full well that such children are often not wanted by their parents, but they deserve a chance to be spared the scorn of society.

Thus she raises the tiefling children, teaching them to control their innate urges and anger, to funnel it towards good. To do this, she uses Ragathiel as a model for them to look up to, one who was touched by evil like they were, but rose above it to become a champion of good.

The character will basically be all about Holy Rage and vengeance.


Here is Ioann Vilescu.

To avoid possibly stealing thunder from other characters, I will enforce Ioann's hatred for his sword by having fight bare hands in numerous fights (see Role section of the character).

As for playing the character, I will either play his "possession" or his will to redeem himself more strongly depending on the group of players/characters (and GM Twilight's personal tastes).

Awaiting comments on the background and personality (or any other aspects really)!


TheCelticCircle wrote:
** spoiler omitted **

You can give some to me.

Aerin's backstory:
Aerin Neska is a lesser cousin of the ruler of the county of Barstoi, Aericnein Neska, and a distant cousin of the Surtova family of Brevoy. This relationship is the product of a far-distant past political alliance made during the attempted reconstruction of Ustalav following the fall of the Whispering Tyrant that didn't lead to much. Not many people would even know about this connection without looking it up in old records of noble families in and around northeastern Avistan.

Aerin's the third son and definitely the warrior of the family. He frequently roams the countryside with his old friends and guards and finds Sczarni, bandits and monsters to fight, capture and either imprison or execute. He is popular among the general populace of Barstoi because of his good looks but people who know him in any way will know he has very poor ability to hide what he's thinking and an utter inability to put things delicately, always saying things in seemingly the bluntest manner possible. He always does what he wants when he wants to do it, and this tendency has always got him in trouble, though it's never trouble he hasn't been able to get himself out of either by sword or gold.

On one of his outings he and his entourage ran into Lorrimor, on his way to the city to find a book in an old temple to Pharasma. The professor was set upon by a large group of bandits, and the few mercenaries he had with him were not of sufficient numbers to save him. Fortunately, Aerin's party were out hunting these same bandits and arrived on the scene in time to rescue Lorrimor and his companions.

As they went home, Aerin learned a few things from Lorrimor, and in his gratitude the professor made sure to promise to repay the favor. After his research was complete and he left the city, Aerin did not hear from the professor again until the announcement of his death.

After Lorrimor's death Aerin decided to trek out to Ravengro on his own because there was some matter of state that required the presence of all the soldiers of Barstoi and he refused to not go to the funeral of an old friend.

Stats:
Race: Human
Name: Aerin Neska
Sex: Male
Height: 6'2"
Weight: 195
Age: 24
Fighter, Level 1

Abilities:

Strength 15
Dexterity 15 (+2 human)
Constituition 14
Intelligence 11
Wisdom 9
Charisma 13 (+2 Dual Talent)

Feats:
Noble Scion (War) (Add Charisma Bonus to Initiative, +2 Knowledge Nobility, Class Skill.)
Weapon Focus: Greatsword

Traits:
Veteran Jungle Forest Guide (+1 to perception, class skill)
Chance Savior (+2 Initiative)


@TheCelticCircle - I'm a bit baffled as to why you would want lower stats but, if you want I will allow you to drop a few points. If you don't want such high stats, though, why make your highest stat something you get a bonus to?

Dark Archive

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Eeewww so many humans :P


Yeah there does seem to be a lot of humans. Those of you who haven't declared a race yet, feel free to shake things up a bit! Those of you who have, you can change things if you'd like.

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