For the Glory of the Brotherhood! A call to arms!


Recruitment

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You will all start out as knights of the Order of the new Dawn. The main military and police force for the kingdom Continent of Aruli. You have all joined for your own reasons(whether that is to do good and protect people, or, make your fortunes within the order or anything in-between) You will have have just finished your trials (level 1-2) and have finally been deemed worthy to join and be split into teams and given your first assignments.

bit of background:
Aurli is a large continent nation cut off by open sea on either side, and in-hospital mountain ranges to the north and south. The great metropolis city of Sparo is the capital and home to the Order's HQ. The kingdom is lead by a council, consisting of one councilman from each prominent city forming a council of 9, and the head chairman, a person appointed directly by the Headmaster of the Order who's votes count double. (The order has a lot of political sway). The monster races are actively hunted within the civilized borders, but allowed to roam unmolested in the thick forests and low foothills. Half-orcs are seen both with pity, and resentment. Some feel sorry for the fates that brought them to their fortune, others, only see them as orc filth. Kitsune are accepted, though only mildly, enough that marriage between a human, elf, or even dwarf, are not unheard of.

background on the Order- The order was formed in defense against the Dread lich Morzoth, who several hundred years ago had attempted to conquer the entire continent in his mad lust for ever more power. As the small kingdoms of that time bickered and fought and seemed soon to break under the relentless undead assault, several hero's joined together to form this Order for the people to rally to. After their hard-won victory they, with more than popular support, instituted a new, single, government. For centuries, the order has protected the people, and served as a beacon of hope with many victories against evils, however, lately corruption has begun spreading throughout the government, less and less people come to join the ranks of the Order, while more and more knights never return from missions. Something brews in the dark places of the kingdom, and the Order must find out what before it is too late...

The 8 other cities that comprise council spots are, in order of size and population.

The port city of Umber on the west coast- Main port where external trade used to occur, however due to a great arcane surge a Rift has appeared deep out at sea, cutting out all access to the other nations. Many blame the powerful Dread Lich.

The port city of Brandonsbrook on the east coast. More of a place where goods are gathered, to be shipped upriver towards the trade hub Balzir

The Fortress-city of Arrak (pronounced Arr-rak) Fortress where the band of hero's led by the champion Arrak first withstood, and defeated the undead armies of The Dread Lich.

The Trade city of Balzir- where most goods of the nation pass through.

Nasar (pronounced Naa-sar)The town of science. Best known for their work on something they call an airship. Has found a use for blackpowder and has several prime researchers looking into steam and clockwork machinations. - shares similiar culture to workers quarter in Sparo (industrial british)

Frontier town Aldune (borders the great forest)- Town closest in proximity to the Great Forest in the north, all kinds of Fey, beast, and monster roam the dark woods, and more than one ghost tale has been spun about it. However, the great oaks and other trees provide high grade wood, and Aldune is the largest town in the region that supplies the highly sought after wood.

Valen, home of the most renown Arcane school (pronunced Vay-lin)- Valen is home to the most renown school of the arcane in the nation, Where only the brightest and best arcane users can enter. Due to the close proximity to powerful magic,many feel safe, however several accidents have caused many to move to other areas. Especially since the last caused quite the fire.

Capital
Sparo is a huge city divided into several quarters, you have the Inner quarter, built on a large hill with stone foundations, it rises above most of the rest of the city. At the center sits the Order's HQ, designed by the best dwarven masons and build with a variety of precious stones and ores. surrounding this, and after taking one of many makeshift elevators (or the 3 story stair ways) you enter the housing quarter. Here, most knights, government officials, merchants, or others that are well off reside. This district also holds the guard hall and armory. (Guardsmen are those that either failed the trials to join the Order, or wished for a less mobile, simpler and safer life)

outside this ring stands the merchant quarter, where the second largest amount of goods reside in the Nation. If it is in the kingdom, you can almost be sure at least one of it is here.

the final district is formally known as the Worker's district, though as of late it is often referred to as the slums. While buildings and housing in the other districts are made from stone, or the finest wood and kept in good condition, lately the buildings in the Worker's district have started to fall into disrepair. While the guards at least pretend to attempt to enforce the laws, it is apparent that most of the time they are only enforced when a knight of the Order patrols the area. Gangs have started to spring up, and with food prices rising the farmers, city cleaners, and many other more menial and less glamorous workers find food hard to come by save for old or out-dated foods thrown out by vendors in the Merchant quarter. Several campaigns have been launched by the cleric's wing of the Order, with varying degree's of success, but their funds are limited, and reforms have been stuck in discussion for decades in the council.

society and culture- Many in the Capitol have a distinct industrial British feel. With those in the worker district having something of the cockney accent and industrial ages name design. (IE, someone working in an inn my have the last name of "Brew") while the inner rings have a mixture of the higher class accent and a slight spicing of 1930s-1950s American.

The rest of the Nation is almost as varied as Golarion, with the port cities tending towards culture more similar to Venice, and the inner cities such as Aldune resembling German. One can tell from which city one comes, but an outsider may have trouble telling the difference.

Races: Dwarves, elves, halfings, gnomes are all widely accepted, with most larger towns having a fair amount of all these races.

The Dwarves have two main clans, each situated in opposite mountains, the Northern Clan or, Clan Ironmug, are your more traditional D&D dwarves. While the Southern Clan, Clan Bronzebeard, have a much larger inclination to experimenting and creating technology. Each clan has several smaller clans that split from the main over time.

Gnomes: Most live in Nasar, aiding the engineers there in their research into clockwork and steam work and in general causing more than a few explosions. The latest fruition of their work is a large "air ship" so far they have tested its flight 4 times, with only one crash landing! Gnomes are much more of the tinkerer variety here, often using personally crafted firearms or similar weaponry to "even the odds"

Elves: are pretty much the same as D&D elves, save they perhaps are a bit more prideful. They don't have a city of their own, living among humans in a similar fashion to that of halflings.

Halflings: Same as D&D/PF

If you have any other questions about the setting please ask away! Now, if you are still with me, lets get to the bits people are waiting for! character creation.
Level: you will start out at level 4.
Stat Generation: roll 4d6, drop lowest, reroll all and any 1s may reroll one entire roll. OR 18pt buy on a 1 to 1 basis. (an 18 would cost 8 points) no stats below 8 or above 18 pre racials.
2 traits, no drawbacks
HP: max every odd level, half every even. (so, at level 3, a fighter would have 10+6+10 hp before con)
Races: all Core, if you have something in mind that is not core, let me know and I'll consider it.
Classes: All paizo, and the Machinesmith 3pp class. No spheres of power, or other 3pp. If you have a particular class, I will give it a once over but as a rule of thumb and class that makes use of several 3pp things is a no-go.
SKills: backgorund skills are in play, also, fighters now have 4 skills +int per level, and gain Perception as a class skill. (comon, what kinda fighter isn't good at noticing things?)

IMPORTANT NOTE FOR DEX BASED FIGHTERS: all feats giving dex to damage are not in use. However, in their stead I will be giving you all the following feat for free (assuming you meet the requirment)

Feat: Precise Striking, prerequisite: Dex 15
You may add half your Dex modifier (min 1) to all damage rolls with a weapon you can use weapon finesse with. This damage is added to any strength bonus you have and is multiplied on a critical hit. If your class has an ability that applies dex to damage, this ability instead gives you +1 additional damage.

Also, every class with a 3/4 BaB or better gain combat expertise as a free bonus feat without needing to meet the prerequisite. ( does not work for 1 level dips)

now, I am almost sure I forgot SOMETHING, so Please, don't hesitate to ask anything.


Will mounted combat/larger animal companions be viable options


Let's see if I get this rolling method right...:

4d6 ⇒ (3, 6, 2, 1) = 12 11
4d6 ⇒ (3, 5, 5, 1) = 14 13
4d6 ⇒ (1, 6, 6, 3) = 16 15
4d6 ⇒ (2, 5, 5, 4) = 16 14
4d6 ⇒ (3, 5, 3, 4) = 15 12
4d6 ⇒ (4, 5, 6, 6) = 21 17

Rerolling ones:
1d6 + 3 + 6 + 2 ⇒ (3) + 3 + 6 + 2 = 14 14
1d6 + 5 + 5 + 3 ⇒ (1) + 5 + 5 + 3 = 14 13
1d6 + 6 + 6 + 3 ⇒ (1) + 6 + 6 + 3 = 16 15
14
12
17

Reroll the 12:
4d6 ⇒ (2, 5, 6, 6) = 19 17

Final stats:
14 13 15 14 17 17

About Precise Striking:
Does this also supersede dervish dance? So would a Dawnflower Dervish get Precise Striking instead of Dervish Dance? Or would they get dex to damage and +1 damage?


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

pool3 reroll: 1d6 ⇒ 4
pool4 reroll: 2d6 ⇒ (6, 4) = 10
pool5 reroll: 1d6 ⇒ 5

So that gives me the following array

16, 15, 15, 13, 12, 12

what is the tech level of the setting?

Not sure what I am going to stat up yet.


4d6 ⇒ (3, 6, 5, 4) = 18
4d6 ⇒ (6, 1, 4, 3) = 14
4d6 ⇒ (2, 1, 6, 6) = 15
4d6 ⇒ (6, 6, 4, 2) = 18
4d6 ⇒ (1, 1, 2, 1) = 5
4d6 ⇒ (3, 4, 4, 6) = 17

Rerolls
1d6 ⇒ 6
1d6 ⇒ 3
1d6 ⇒ 5
1d6 ⇒ 4
1d6 ⇒ 4

15, 16 15, 16, 13, 14


If the class you are using gains a feat or ability that adds dex to damage, they keep that and gain the +1. I merely have it so that you cannot freely take dex to damage feats. (otherwords, if a class ability gives you a dex to damage feat or just dex to damage you retain that and gain the +1)

the tech is varied, in the capitol and Nasar its got higher end. Most of the nation is only slightly more advanced than Golarion. So, if someone made a gunslinger or some other character using firearms, they would have an extremely high probability to be from Nasar.

with this I believe I will hit the hay. Came back to edit it one last bit I remembered before it was too late.


Dot for interest.


Rolling up some things:

1: Male, 2: Female: 1d2 ⇒ 1
1-5: Human, 6-7: Half-Elf, 8-9:Half-Orc, 10-12: Elf, 13-15: Dwarf, 16-18: Halfling, 19: Tiefling, 20: Aasimar: 1d20 ⇒ 5
1: Tank, 2: Skilled, 3: Healer, 4: Mage: 1d4 ⇒ 1
1-2: Noble, 3-6: Merchant, 7-10: Peasant: 1d10 ⇒ 5

Okay, well I have a starting place. The youngest son of a large merchant family pressed into service as a knight of the order by his parents who are hoping to gain more influence with the council.


I am thinking maybe going Swashbuckler but I was curious is anyone going caster? I like Swashbuckler but I also like Psychic and Arcanist so I dont mind playing the caster either.


4d6 ⇒ (6, 4, 2, 1) = 13 [12]
4d6 ⇒ (6, 6, 5, 6) = 23 [18]
4d6 ⇒ (6, 1, 3, 1) = 11 [16]
4d6 ⇒ (6, 4, 4, 5) = 19 [15]
4d6 ⇒ (5, 1, 3, 6) = 15 [14]
4d6 ⇒ (6, 4, 6, 5) = 21 [17]

Reroll Row 1: 1d6 ⇒ 2
Reroll Row 3: 2d6 ⇒ (6, 4) = 10
Reroll Row 5: 1d6 ⇒ 2


Chris Biddle wrote:
Will mounted combat/larger animal companions be viable options

I completely missed this in my once over. I'd say about 60/40, the 60 being times when you would have enough space to normally and freely maneuver while riding large creature.

Also, I am quite fine with allowing monstrous mounts and or flying mounts into the game. Want a paladin that rides a Pegasus? Level 5 take the divine mount Ability! Ranger wants a large eagle? I'm sure we can work something out. Etc

Grand Lodge

4d6 ⇒ (3, 5, 5, 3) = 16
4d6 ⇒ (4, 6, 5, 5) = 20
4d6 ⇒ (4, 6, 4, 5) = 19
4d6 ⇒ (6, 5, 2, 2) = 15
4d6 ⇒ (3, 5, 1, 3) = 12
4d6 ⇒ (4, 1, 4, 5) = 14

reroll: 1d6 ⇒ 2
reroll: 1d6 ⇒ 4

So, 13, 16, 15, 13, 11, 13

Think I'll reroll the 11 line.

4d6 ⇒ (2, 3, 4, 4) = 13


We can reroll a line?
4d6 ⇒ (6, 3, 1, 4) = 14 [16]
reroll 1d6 ⇒ 6


Would you allow a Wyrwood as a player character? A constructed knight in the service of the order?


Working up an elf wizard. Going for point buy.

Grand Lodge

Think I'll go dwarf warpreist.

What are the religions like on this world?


the pantheon is that of Golarion


Browman wrote:

4d6

4d6
4d6
4d6
4d6
4d6

[dice=pool3 reroll]1d6
[dice=pool4 reroll]2d6
[dice=pool5 reroll]1d6

So that gives me the following array

16, 15, 15, 13, 12, 12

what is the tech level of the setting?

Not sure what I am going to stat up yet.

Going ranger (Falconer), either human or dwarf.


4d6 ⇒ (4, 4, 4, 3) = 15 12
4d6 ⇒ (4, 5, 3, 5) = 17 14
4d6 ⇒ (1, 1, 1, 3) = 6
4d6 ⇒ (4, 1, 1, 4) = 10
4d6 ⇒ (4, 4, 3, 4) = 15 12
4d6 ⇒ (6, 5, 1, 1) = 13

roll 3 replay
3d6 ⇒ (5, 6, 6) = 17

roll 4 replay
2d6 ⇒ (5, 6) = 11

roll 6 replay
2d6 ⇒ (6, 3) = 9

overall:
12
14
17
15
12
17

hmm, hard to turn that down, even if I like point buy

we'll try fighter, since I like those and the mods here.

I'll just have to think about a flavor.

You didn't mention starting gold.


4d6 ⇒ (6, 1, 2, 3) = 12
4d6 ⇒ (5, 6, 5, 3) = 19
4d6 ⇒ (1, 6, 6, 5) = 18
4d6 ⇒ (5, 1, 4, 2) = 12
4d6 ⇒ (6, 3, 6, 3) = 18
4d6 ⇒ (1, 4, 1, 3) = 9

Reroll 1st roll: 1d6 ⇒ 3
Reroll 3rd roll: 1d6 ⇒ 5
Reroll 4th roll: 1d6 ⇒ 1
Reroll 6th roll: 2d6 ⇒ (3, 1) = 4

Reroll 4th roll: 1d6 ⇒ 6
Reroll 6th roll: 1d6 ⇒ 4

12, 16, 17, 15, 15, 11

Reroll 6th set: 4d6 ⇒ (6, 1, 4, 5) = 16
Reroll: 1d6 ⇒ 6

Final:
12, 16, 17, 15, 15, 17

More than enough. First I'll be looking at a Paladin/Oracle submission.


Ah see! Always bound to miss something. anyway, you can start with lets say, 4000g to spend, no more than 50% on one item.


4d6 ⇒ (5, 6, 6, 5) = 22
4d6 ⇒ (4, 6, 5, 5) = 20
4d6 ⇒ (5, 4, 1, 5) = 15
4d6 ⇒ (1, 1, 4, 6) = 12
4d6 ⇒ (6, 3, 4, 4) = 17
4d6 ⇒ (2, 3, 6, 3) = 14

Reroll 3 1s: 3d6 ⇒ (1, 1, 1) = 3

Reroll 1s again...: 3d6 ⇒ (5, 4, 1) = 10

Reroll 1 3rd time...: 1d6 ⇒ 4
17,16,15,14,14,12

Rerolling the 12: 4d6 ⇒ (6, 2, 1, 5) = 14
Reroll 1: 1d6 ⇒ 1
Reroll 1 again: 1d6 ⇒ 3

Final --> 17,16,15,14,14,14

Looking at a Skald or Bard


You mentioned automatic bonus progression in the interest thread, is that still a thing?


ah, yes yes it is. Automatic bonus progression will be used in this game.


Let me drop may hat into this.

4d6 ⇒ (4, 4, 2, 1) = 11
4d6 ⇒ (2, 4, 6, 6) = 18 = 16
4d6 ⇒ (2, 5, 2, 3) = 12 = 10 This one for reroll
4d6 ⇒ (4, 2, 5, 3) = 14 = 12
4d6 ⇒ (4, 5, 3, 1) = 13
4d6 ⇒ (1, 2, 6, 5) = 14

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

4d6 ⇒ (2, 4, 3, 4) = 13 = 11

So that's not a bad spread.

But what too build.

I guess a Brown Fur Arcanist to buff the group would go over well?


Is crafting allowed/going to be feasible?


While you may have some time to craft, it won't be until later on in the campaign, so I wouldn't base a character around it just yet. (a rough estimate would be about 5 levels, as I have hopes that this campaign will be seen to the end which would be around level 17+. SO expect a long ride if you join.)


Rolling stats:

4d6 ⇒ (5, 6, 6, 2) = 19 => 17
4d6 ⇒ (2, 5, 5, 2) = 14 => 12
4d6 ⇒ (2, 1, 4, 4) = 11
4d6 ⇒ (4, 3, 4, 4) = 15 => 12
4d6 ⇒ (5, 5, 5, 4) = 19 => 15
4d6 ⇒ (2, 4, 1, 1) = 8

rerolling 1's
1d6 ⇒ 6 => 12

Rerolling Roll 6
4d6 ⇒ (3, 3, 4, 5) = 15 => 12


Attributes:
17
12
12
12
15
12

A question on feats, would you allow the squire feat?


Dotting to submit later.


Sounds interesting.

I'll give it a go

stat rolling:

pool 1: 4d6 ⇒ (3, 5, 2, 6) = 16 « 14 »
pool 2: 4d6 ⇒ (3, 4, 1, 1) = 9 « re-roll, twice!! »
pool 3: 4d6 ⇒ (4, 3, 3, 3) = 13 « 10 »
pool 4: 4d6 ⇒ (3, 6, 5, 5) = 19 « 16 »
pool 5: 4d6 ⇒ (6, 4, 3, 5) = 18 « 15 »
pool 6: 4d6 ⇒ (3, 2, 3, 2) = 10 « 8 no thanks! »

re-roll 1s for pool 2, twice: 2d6 ⇒ (4, 3) = 7
re-pool 6: 4d6 ⇒ (3, 2, 4, 4) = 13 « 11 - better »

Results/Tidied
pool 1: 6, 5, 3, 2 = 14
pool 2: 4, (4), 3, (3) = 11
pool 3: 4, 3, 3, 3 = 10
pool 4: 6, 5, 5, 3 = 16
pool 5: 6, 5, 4, n = 15
pool 6: 4, 4, 3, 2 = 11

No one spectacular stat.
Still, not a bad set; equivalent to a 24 point buy.
I should be able to come up with something interesting with that.


Right now I'm working on three seperate character submissions depending on what the group may need.

A Half-Elf Oracle 1/Paladin (Sacred Servant) 3 focusing on frontlining
A Human Bard (Sorrowsoul) 4 focused on support
A Elf Wizard (Spellslinger) 1/Magus (Eldritch Archer) 3 focused on ranged.

I have a follow-up to the crafting question. Would you allow pre-game crafting?


pre game crafting will be allowed, but only for mundane or alchemical items.


With the stats I rolled I could make pretty much any build work with any race. Some possibilities:
Investigator or Occultist that takes Artful Dodge to use a double weapon with a strength build.
Bladebound Magus for a sweet living weapon given to him by the Order for purposes beyond his ken.
Arrowsong Ministrel or Grenadier Alchemist for arcane longbow action.


Dammit I wanted to have a metal arm for one of my submissions but it wont fit without crafting.


@johnycat93 PM me your Idea and we can see about maybe working something out.

Also, about the wyrwood, gonna say a no go on that.

I am iffy on leadership feats, send me a PM about the idea you have.


1 submission ready. I hope.

Backstory:

Serill snapped his fingers and his spellbook flipped shut and whooshed through the air to his hand. He shoved it into his bag, looking around his study to make sure he had not forgotten anything. There was one last object, his curve blade, gifted to him by his father. The blade was ancient, so ancient he had no idea how old it was and until this moment he had not cared about it. He picked it up, dusted off the scabbard and pulled the blade out slowly. It was perfect. Light and flexible. Deciding to take it on a whim, though he had no ability to use it, he strapped it on and hid it under his cloak anyway and left in the dark of night, not a soul the wiser of his goals. He was finally done with this stuffy school.

----------

"This is a great day my son. You have made us proud." Serill had finally been accepted into the best school in the country after many years of hard work. "Everything is up from here for us. You will do great things for our family." He had studied relentlessly for his parents dreams, having to leave behind the mostly carefree life he had had for most of his life. He and his rich friends would often do whatever they please with little consequences but he had seen them less and less since being under the disciplines of school. "I want you to have this blade Serill. It has passed down through our family for thousands of years and I believe it is time you carry it. Many warriors and many sages alike have held it and never has its edge withered." He wasn't very impressed with this present and he tossed it aside as soon as he was alone. "What use do I have for a blade. I am a wizard now. I can do anything I want. The world will shape to my desires." He soon realised this was not so true and he had many years of learning to go.

----------

The curve blade fell to the ground making a musical hum as it cut the air. Next to it fell Serill. The drills that they made him do were exhausting, but strangely he found comfort in them. After his flight from the school he had fled and wandered. The adventure he wanted had turned to a life of a beggar. He even sold his wizard ring to feed himself. The only thing he could not bring himself to give up was his ancestral blade. Too hungry and poor to go anywhere and too prideful to ask for help from his family he saw one last opportunity. By coincidence or destiny he was in Sparo when his resources ran out and looked to joining the Order to escape from his predicament. He was given the opportunity to attempt the trials but he was definitely not ready yet. Though he despised it he really did not have any other choice than to train hard and he surprised himself with his ability to do so, drilled into him from his time before and inside the arcane school. As training went on though, he remembered all the things was was able to do when he had his ring to focus his magic and his spellbook to read his spells from and he became increasingly angry at himself that he had sold them for silly comforts when he should have used them to survive. He saved his money and from his newfound respect for his blade attuned it in place of his sold ring. "I will bring honour to this blade and our name again Father. Forgive me my transgressions." He vowed to return and help his family rise, but he could not return yet.

----------


  • Serill is as arrogant as the best elf though he has learnt a little humility along his journey.
  • When he was younger he abhorred hard work even when he was forced to and loved only frivolity but after falling to the gutter he has applied himself and found purpose in his work.
  • His youthful wisdom failed him despite his incredible potential and intelligence. He has seen the error of his ways and hones his mind and body for the order.
  • He has been a student of the greatest arcane minds but lost all his work and has had to build it up again from scratch albeit quickly as his mind remembers much he thought forgotten.
  • His old friends likely don't care about him anymore and are living their lavish lives.
  • His parents lament his disappearance not knowing where he is or if he is still alive right now.
  • After bonding with it in an arcane ritual he named his blade The Blade of Elamaer after his family name.

Character Sheet:

Serill Elamaer
male elf wizard (archetype) 4
neutral medium humanoid(elf)
Init +10; Senses low-light vision; Perception +7
—————
Defense
—————
AC 15[19], touch 14, flat-footed 11[15] (+4 Dex, +1 armour attunement, [+4 mage armour])
hp 26 (4d6+8)
Fort +4, Ref +6, Will +6; +2 vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30ft.
Melee elven curve blade +3 (1d10+1/18-20)
Ranged longbow +7 (1d8/x3)

Spells Prepared (CL 4th(+2 vs. spell resistance); concentration +9)
2nd 3+1
1st 5+1
0(at will) 4

Opposition Schools enchantment, necromancy
—————
Statistics
—————
Str 10, Dex 18, Con 12, Int 21, Wis 12, Cha 8
Base Atk +2; CMB +2; CMD 16
Feats Improved Initiative, Scribe Scroll, Combat Casting
Traits Forlorn, Pragmatic Activator
Skills(7+2*/level) 4 Appraise* +12, 4 Knowledge(arcana) +12, 4 Knowledge(dungeoneering) +12, 4 Knowledge(nature) +12, 4 Knowledge(planes) +12, 4 Linguistics* +12, 4 Perception +7, 4 Spellcraft +12(+14 to identify the properties of magic items), 4 Use Magic Device +9
Racial +2 perception, +2 spellcraft to identify the properties of magic items
Languages Common, Elven, Dwarven, Gnome, Halfling, Orc, Celestial, Draconic, Sylvan, Infernal, Abyssal
SQ elven magic, weapon familiarity, forewarned, prescience(8/day),
Other Gear 319gp, Masterwork Elven Curve Blade, Explorer's Outfit, Wizard's Kit(21), 5 2nd level spells(950), Hat of Disguise(1800), Sleeves of Many Garments(200), Fruitful Sash(710)
—————
Special Abilities
—————
ABP Resistance +1, Armour Attunement +1, Weapon Attunement +1
Forewarned(Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Prescience(Su) At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Arcane Bond(Sp)[elven curve blade] A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools.
Cantrips Known Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation
1st Spells Known Protection from Evil, Shield, Grease, Mage Armour, Mount, Obscuring Mist, Heightened Awareness, Identify, Enlarge Person, Expeditious Retreat
2nd Spells Known Create Pit, Glitterdust, Detect Thoughts, Invisibility, Mirror Image, Gust of Wind, Locate Object, Darkvision, Gravity Bow


Presenting Tordrek Ulversson, dwarven fighter!

Stats:

Tordrek Ulversson
Dwarf fighter (foehammer) 4 (Pathfinder RPG Advanced Race Guide 14)
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural)
hp 46 (4d10+16)
Fort +7, Ref +3, Will +3 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 dwarven longhammer +10 (2d6+7/×3)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks hatred, sledgehammer
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 13, Wis 12, Cha 8
Base Atk +4; CMB +8 (+10 bull rush, +10 overrun, +10 sunder, +12 trip); CMD 20 (24 vs. bull rush, 26 vs. trip)
Feats Combat Expertise, Combat Reflexes, Improved Trip, Power Attack, Weapon Focus (dwarven longhammer)
Traits indomitable faith, tactician
Skills Acrobatics -1 (-5 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +8 (+10 to notice unusual stonework), Survival +6, Swim +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
Other Gear +1 breastplate, +1 dwarven longhammer[ARG], blunted bolts (10), crossbow bolts (30), light crossbow, amulet of natural armor +1, backpack, bedroll, belt pouch, dwarven trail rations[UE] (5), flint and steel, mess kit[UE], waterskin, 226 gp, 4 sp
--------------------
Special Abilities
--------------------
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 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).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Trip You don't provoke attacks of opportunity when tripping.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sledgehammer (Ex) +2 bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Background:

Hailing from the northern mountains, Tordrek Ulversson of Clan Ironmug is an oddity among dwarves. While his fighting style is highly traditional, that's about where the traditions end. He believes far less in the necessity for law and order than his kin, and is lighter armored than most dwarven warriors. He is also less pious than other dwarves, and prays to whatever god he sees fit. Strangest of all however, is his inaility to grow a beard. The few hairs that grow on his face are patchy at best, and nonexistent at worst. This lack of connection to dwarven culture drove him to join the Order of the New Dawn.


All The Rolling:
pool #1: 4d6 ⇒ (5, 6, 4, 1) = 16
pool #2: 4d6 ⇒ (4, 4, 2, 3) = 13
pool #3: 4d6 ⇒ (6, 1, 4, 3) = 14
pool #4: 4d6 ⇒ (1, 5, 4, 1) = 11
pool #5: 4d6 ⇒ (5, 2, 5, 3) = 15
pool #6: 4d6 ⇒ (5, 2, 3, 1) = 11

reroll for #1: 1d6 ⇒ 5
reroll for #3: 1d6 ⇒ 1
reroll for #4: 2d6 ⇒ (1, 3) = 4
reroll for #6: 1d6 ⇒ 1

2nd reroll for #3: 1d6 ⇒ 2
2nd reroll for #4: 1d6 ⇒ 6
2nd reroll for #6: 1d6 ⇒ 4

1st Pool: 6,5,5,4
2nd Pool: 4,4,3,2
3rd Pool: 6,4,3,2
4th Pool: 6,5,4,4
5th Pool: 5,5,3,2
6th Pool: 5,4,3,2

Going to reroll the 2nd Pool.

Reroll Pool #2: 4d6 ⇒ (4, 5, 6, 2) = 17

That leaves me with a 16, 15, 13, 15, 13, and 12. Not bad at all. Now to just think of an idea to play! Maybe a swashbuckler or something or a divine caster.


How much are we allowed to influence the setting woth our backgrounds? Are we allowed to make towns, organizations, or deities? Assuming they dont conflict with any already presented material.


Rolls:
]4d6 ⇒ (2, 4, 3, 6) = 15 = 13
4d6 ⇒ (1, 6, 1, 6) = 14 = 13 (18 after rerolls)
4d6 ⇒ (2, 6, 4, 6) = 18 = 16
4d6 ⇒ (2, 3, 5, 1) = 11 = 10 (17 after rerolls)
4d6 ⇒ (5, 4, 4, 1) = 14 = 13
4d6 ⇒ (3, 5, 4, 3) = 15 = 12

Reroll 2 for #2: 2d6 ⇒ (1, 1) = 2
Reroll 1 for #4: 1d6 ⇒ 2
Reroll 1 for #5: 1d6 ⇒ 4

Reroll 2 for #2 again: 2d6 ⇒ (3, 6) = 9

Going to reroll #4.

4d6 ⇒ (1, 6, 2, 6) = 15
Reroll 1 for #4 Reroll: 1d6 ⇒ 5

Totals: 18, 17, 16, 13, 13, 12.

Hmm. Might take you up on that Machinesmith.


@johnnycat feel free to make make some mild stuff. Nothing to large outside what I have given, but like a split off clan of dwarves starting a town/etc is fine, It really depends on what it is that you are creating. Feel free to do what you wish, and I'll look over it and work out any issues.


Rolling some more things:

1: Male, 2: Female: 1d2 ⇒ 2

One more question regarding the Squire feat, does the squire use the same character creation rules or do they use the normal NPC rules?


hmm. something of an Idea, if you wish to use the squire feat, write up a background and personality for your squire as well and I will provide them class and stats. Is this ok?

Also, one note- I will go ahead and limit players to ONE NPC follower/AC. Any summoning spells used can only be used to summon 1 creature at a time. If someone has a pet/AC/follower they may still cast a summons spell, but it remains limited to the 1 summoned creature at any one time.


OK, have my build worked up, just need to decide on the background. Likely a very traditionalist dwarf from the Ironmug clan of the north.

He's a very tanky dwarf for the front line.

crunch:

Wilf
Dwarf fighter 4
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 26, touch 14, flat-footed 23 (+10 armor, +2 Dex, +1 dodge, +2 shield, +1 trait)
hp 50 (4d10+20)
Fort +9, Ref +4, Will +5 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dwarven dorn-dergar +7 (1d10+13)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 19, Int 12, Wis 16, Cha 10
Base Atk +4; CMB +6; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Dodge, Power Attack, Shield Focus, Unhindering Shield, Weapon Focus (dwarven dorn-dergar)
Traits defender of the society, glory of old
Skills Acrobatics -4 (-8 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +5, Craft (weapons) +6, Handle Animal +4, Intimidate +5, Knowledge (dungeoneering) +6, Knowledge (engineering) +7, Perception +10 (+12 to notice unusual stonework), Survival +10, Swim +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ armor training 1
Combat Gear acid (2), alchemist's fire (2), antiplague[APG], antitoxin, caltrops; Other Gear full plate, buckler, dwarven dorn-dergar, handy haversack, bedroll, belt pouch, candle (2), chalk, everburning torch, flint and steel, hammer, mess kit[UE], piton (4), pot, sack (2), silk rope (50 ft.), soap, sunrod (3), tindertwig (4), torch (10), trail rations (5), waterskin, 146 gp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Unhindering Shield Still gain buckler's AC bonus when use that hand for other purpose. Hand is considered free.


If you want a little extra on dwarves, both North/south clan tolerates the other. Think of it as that one family member you don't understand, but somehow almost like anyway. The Ironmugs see the Bronzebeards as unpredictable and disrespectful of tradtion. While bronzebeards see the Ironmugs as stick in the mud traditionalists.

There are two representatives from each within the Order.

Ivan Ironmug, and Doran Bronzebeard.


More melee submissions! Deus Vult!


thelizardwizard wrote:
hmm. something of an Idea, if you wish to use the squire feat, write up a background and personality for your squire as well and I will provide them class and stats. Is this ok?

Works for me. Just be aware that the requirements of the feat for the squire are that they must take a class that gives them martial weapon proficiency. I'll have a first pass up soon.


For your concideration
Rols the Druid Cavalier

Crunch:

Rols
Half-orc Druid (world walker) 3/Cavalier 1
NG Medium humanoid (human, orc)
Init +3; Senses – Darkvision 60ft Perception +3
_____________________
Defense
_____________________
AC 18, touch 14, flat-footed 15 (+4 armor, +3 dex, +1 deflection) CMD 20 (10 +3 BA +4 Str +3 Dex)
HP 36 (3d8+1d10+8)
Fort +9, Ref +6, Will +8
_____________________
Offense
_____________________
Speed 20 ft (30 ft base)
Melee Quarterstaff + 7 (1d6+6/x2)
Melee Quarterstaff with Shillelagh +8 (2d6+7/x2)
_____________________
Statistics
_____________________
Str 18, Dex 16, Con 15, Int 14, Wis 16, Cha 13
Base Attack +3, CMB +7, CMD 20
Feats: Endurance, Diehard, Power Attack, Improved Spell Sharing, Combat Expertise
Traits: Fate’s Favored, Finish the fight
Background Skills: Handle Animal 4 (+8), Knowledge Geography 4 (+9)
Adventuring Skills: Knowledge Nature 4 (+11), Survival 4 (+12), Perception 4 (+10), Ride 4 (+8), Climb 2 (+7), Swim 2 (+7), Acrobatics 2 (+6), Heal 2 (+8)
Languages: Common, Orc, Druidic, Sylvan
Gear: +1 hide armor, ring of protection (+1), quarterstaff, Druid’s kit [animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin], 50 ft hemp rope, bit and bridle, military saddle, saddlebags (2), wand of cure light wounds. 41 gp
____________________
Racial Abilities
____________________
Darkvision (60 feet) You can see in the dark (black and white only).
Sacred tattoo: +1 luck bonus to saves (increased to +2 from Fate’s favored trait)
Shaman’s Apprentice: Gain Endurance as a bonus feat.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
______________________
Special Abilities
_______________________
Nature Bond (Animal Companion): Horse
Nature Sense: +2 to Knowledge Nature and Survival
Woodland Stride: You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Favored Terrain: Underground. Gain a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain.
Challenge: 1/day
Mount
Order of the Green
Tactician: Bonus teamwork feat

I feel as though I messed something up somewhere


lets give a roll
4d6 ⇒ (1, 1, 1, 4) = 7 14
4d6 ⇒ (6, 3, 5, 3) = 17 14
4d6 ⇒ (6, 2, 4, 1) = 13 16
4d6 ⇒ (5, 4, 4, 5) = 18 14
4d6 ⇒ (2, 1, 2, 3) = 8 10
4d6 ⇒ (1, 4, 2, 1) = 8 12

Reroll line 1,3,5,6
3d6 ⇒ (1, 1, 6) = 8
1d6 ⇒ 6
1d6 ⇒ 2
2d6 ⇒ (3, 5) = 8

Line 1 again
2d6 ⇒ (4, 2) = 6

Reroll line 5 completely
4d6 ⇒ (4, 4, 2, 2) = 12

Final stats

16,14,14,14,12,10

could be much worse.

I'll see what I come up with.


Seeing as Wilf fills the niche I had in mind for my character, I may revise my character a bit to avoid redundant entries.

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