Luzio Facheux |
So, Luzio, what kingdom roles were you hoping for? I couldn't find them on your sheet.
I will be putting most my resources into Charisma, probably end up somewhere in the 22-24 range for Charisma, so definitely one of the Charisma based roles. I dont fully know the mechanics of how each works yet from the players guide so I dont know for sure where Luzio will fit best.
Lokiel |
Lokiel wrote:I will be putting most my resources into Charisma, probably end up somewhere in the 22-24 range for Charisma, so definitely one of the Charisma based roles. I dont fully know the mechanics of how each works yet from the players guide so I dont know for sure where Luzio will fit best.So, Luzio, what kingdom roles were you hoping for? I couldn't find them on your sheet.
I'd recommend Grand Diplomat as my experiences tend to lead me to believe that paladins are almost unparalleled when it comes to diplomacy. Had a game with Velarys where I could swear her paladin could talk down a red wyrm.
Luzio Facheux |
After looking at the rules probably diplomat or ruler look like they have the largest mechanical impact based on Charisma. Ruler looks like its the only role that is solely dependent upon charisma while the rest can be filled by other stats. I guess it depends on if we will have anyone else who is pumping Charisma?
At what point do we need to decide? I would kind of like to get to know the character and see what role fits him before committing. I want to see what role fits beyond just mechanics if possible.
Kindarus |
Hi I'm interested in the position of Arcane Caster, you already know me as... Villizzy
stats: 4d6 ⇒ (4, 5, 1, 1) = 11
stats: 4d6 ⇒ (3, 5, 3, 4) = 15
stats: 4d6 ⇒ (3, 2, 5, 5) = 15
stats: 4d6 ⇒ (5, 5, 4, 1) = 15
stats: 4d6 ⇒ (5, 2, 1, 1) = 9
stats: 4d6 ⇒ (3, 3, 1, 5) = 12
That's a 9 point buy kids, time for round two
stats: 4d6 ⇒ (5, 1, 6, 6) = 18
stats: 4d6 ⇒ (5, 5, 3, 3) = 16
stats: 4d6 ⇒ (3, 4, 5, 5) = 17
stats: 4d6 ⇒ (4, 3, 2, 5) = 14
stats: 4d6 ⇒ (3, 1, 3, 6) = 13
stats: 4d6 ⇒ (4, 1, 6, 5) = 16
Westhelm |
Str: 4d6 ⇒ (3, 5, 4, 5) = 17 14
Dex: 4d6 ⇒ (4, 1, 2, 2) = 9 8
Con: 4d6 ⇒ (2, 4, 2, 6) = 14 12
Int: 4d6 ⇒ (5, 1, 2, 4) = 12 11
Wis: 4d6 ⇒ (1, 2, 3, 2) = 8 7
Cha: 4d6 ⇒ (5, 2, 2, 5) = 14 12
That's a nope.
Str: 4d6 ⇒ (4, 4, 6, 3) = 17 14
Dex: 4d6 ⇒ (4, 5, 3, 5) = 17 14
Con: 4d6 ⇒ (4, 5, 6, 6) = 21 17
Int: 4d6 ⇒ (3, 3, 4, 3) = 13 10
Wis: 4d6 ⇒ (3, 4, 5, 4) = 16 13
Cha: 4d6 ⇒ (1, 2, 6, 6) = 15 14
Good stats, just terrible placement. I guess I can work with this
Westhelm |
Einarr Son of Hoenheim
Human Melee Fighter. (High Pressure Tank)
Grew up in a smallish sized fishing village. Wanted to get out of the village to learn to fight in the army. He grew up on stories of his ancestors as raiders and stalwart defenders of their land. The place was mostly peaceful till a spellcaster of unknown origin attack his village murdering several of his clansmen and burning it to the ground. The village was dispersed and he left with his mother while his father died in the attack.
Growing up he learned to be more alert to his surroundings swearing to never let a similar incident happen to him again. He developed his fighting prowess and became a mercenary/solider. Was a decent solider and an ok Leader of men when needed. Never actively seeking a leadership role, but stepping up when required. His time on the battlefield and the incident growing up has made him distrusting of magic, but respectful of it's power. He views magic as a tool mortals should not have been given, but since we have it demands it be used responsibly.
Motivation for building a kingdom is to have a safe haven for his remaining spread out people. His Quirk is an affinity for gambling. His weakness is quick to anger around casters, and will pursue an enemy caster in battle as if he were the one from his childhood. Overall easy to get along with and more willing to find a diplomatic solution than to fight it out. Though he is not the one to handle such a situation.
Roles in the Kingdom: Warden, Marshal, General(least wanted)