| Walter das Sombras |
Well, Alexis Carevin background is ready. Now for the crunch.
4d6 - 1 ⇒ (1, 4, 2, 5) - 1 = 11
4d6 - 1 ⇒ (4, 3, 1, 3) - 1 = 10
4d6 - 1 ⇒ (1, 4, 5, 2) - 1 = 11
4d6 - 3 ⇒ (6, 5, 5, 3) - 3 = 16
4d6 - 1 ⇒ (1, 6, 6, 6) - 1 = 18
4d6 - 3 ⇒ (4, 5, 3, 4) - 3 = 13
Ha, single stats dependant, as a Sorcerer should be. Crunch tomorrow GM.
| Wylliam Harrison |
@Elena,your reasoning for the bartenders reminded me of something funny.
I once read a post at the Giant in playground forum that said when an NPC brawl broke out the bartender shouted to the toughest NPC to get off the table. The bartender next round took him down with one grab and punch.
At the request of the party to their rogue to get on the table to backstab he refused, stating: "no way, did you not see what the barkeep does to people standing on his tables?"
| Elena Ebonlocke |
@Wylliam,
Tavern in the middle of nowhere: the door suddenly bursts open with a crash.
Voice1 - "I'm Krag the ruthless, chieftain of the north, tamer of mammoths and destroyer of armies! I challange the mightiest of you to a duel to the death!"
Voice2 - "Hey, keep it down, will ya? People are trying to enjoy their meals."
Voice1 - "WHO SAID THAT!?"
Voice2 - "Me, the bartender."
Voice1 - "Oh, I'm sorry sir, it won't happen again... I'll, uh... I'll just leave now..."
Voice2 - "Good boy."
xD damn bartenders!
| stormraven |
Laugh - how do you feel about characters using the aging effect chart at character creation?
The reason I ask... I have tentatively two (or maybe three) character ideas I'm batting around that could work rather well with a 'dark and stormy night' world.
#1 - a young girl thief... basically a well-intentioned town trouble-maker with a large shade of wide-eyed innocence. I'd like to make her below the normal starting age but don't think aging effects would be needed.
#2 - a crone-ish/haggish middle-age or old witch. She wouldn't be evil but certainly wouldn't be popular in town. Call her "Neutral Crotchety" alignment-wise. :) Here is where the aging effects question comes into play. If you'd rather we didn't faff around with aging effects but don't mind me making an 'old' witch, that is fine with me. I'm more interested in the flavor of the idea than the numerical advantages.
#3 - I'm slightly tempted to do a split-class Witch/Oracle and would base her on #2... but with a little convincing I could go with an single-class Oracle.
Thoughts on Aging effects and/or which character you like more?
| stormraven |
No problem. I'll let the dice decide...
4d6 - 3 ⇒ (5, 3, 6, 4) - 3 = 15
4d6 - 1 ⇒ (1, 2, 5, 2) - 1 = 9
4d6 - 3 ⇒ (5, 3, 4, 5) - 3 = 14
4d6 - 4 ⇒ (6, 5, 6, 4) - 4 = 17
4d6 - 1 ⇒ (1, 6, 2, 5) - 1 = 13
4d6 - 1 ⇒ (2, 2, 1, 6) - 1 = 10
LOL. Well that wasn't exactly helpful to my decision. :) Looks like I'll just have to figure out which would be more fun to play.
Expect a full build and story by Friday.
| Elena Ebonlocke |
Finally have the time to set the build straight and update the profile. But first, let the dice roll!
Roll: 4d6 ⇒ (1, 6, 1, 5) = 13
Roll: 4d6 ⇒ (6, 4, 2, 5) = 17
Roll: 4d6 ⇒ (6, 6, 3, 6) = 21
Roll: 4d6 ⇒ (6, 4, 6, 2) = 18
Roll: 4d6 ⇒ (6, 4, 4, 3) = 17
Roll: 4d6 ⇒ (4, 5, 5, 4) = 18
EDIT: Oh, wow! These may be the best stats I've ever rolled for a PF game ^_^.
| Walter das Sombras |
Ok, will go with Gnome then, since someone could probably teach me that in town.
Alexis is ready.
| Communist |
4d6 ⇒ (3, 3, 2, 5) = 13 =10
4d6 ⇒ (3, 6, 3, 6) = 18 =15
4d6 ⇒ (1, 5, 6, 5) = 17 =16
4d6 ⇒ (2, 4, 5, 6) = 17 =15
4d6 ⇒ (6, 1, 6, 1) = 14 =13
4d6 ⇒ (3, 5, 6, 5) = 19 =16
That'll do nicely.
I'll put an alias up when it becomes necessary, but for now...
Valeria Veilwarden
LN Medium female human
Sin Eater inquisitor of Pharasma
"The undead are an abomination upon this fair earth. I will spend my life removing those who try to cheat my Goddess."
An inquisitor rests when they are dead. Valeria Veilwarden has spent most of her short career on the road, travelling between troubled spots as guided by her Goddess. Her early life was in a city far to the north, civilization she was never fully comfortable with. The cycle of life and death fascinated her as a child, and worried her parents to no end, but when she requested to join the temple of Pharasma they were glad their little girl would settle down.
Valeria's enthusiasm and bluntness got her quickly removed from the path of the cleric however, and in the temple barracks she was instilled with an undying hatred of the undead (geddit?) and the training to back it up. After four years she was deemed ready and sent out into the world, receiving only sparse communications from her church as to where undead may be.
Her last letter arrived just a week ago informed her of troubles in Perdition's point. Ghosts, spectres, kidnappings... purple wood? All the earmarks of, well. Valeria doesn't know, but it sounds bad. Sending one last message to her parents she gathers her possessions and heads south. Undead will be killed. Rekilled. Unkilled. Removed.
| laughmask |
So far I've got:
Elijah Wardis - Human Fighter
Scath - Awakened Lynx
Elena Ebonlocke - Cleric of Erastil
Luther Callahan - Human Monk
Wylliam Harrison - Banner of the Stag Ranger
Alexis Carevin - Human Sorceror
Valeria Veilwarden - Inquisitor of Pharasma
Daynen - character in progress
Stormraven - character in progress
Kana - character in progress
Looks good, keep it up!
| Trusk, the Warchild |
Looking at repurposing an alias I made for another game that failed to launch. Most likely going to play as a middle-aged, retired-from-adventuring half-orc battle cleric of Gorum. Probably made his way out to this podunk town as his age began to slow him down, realizing that it was only going to get worse. He probably hung up most of his faith along with his old life, and has simply kept a small shrine in his home as his place of worship. Maybe he took up a post on the night watch just to keep himself feeling useful, and maybe helping search for the missing children is going to give him a reason to renew his faith in himself. Especially if they disappeared at night and under his watch.
Three questions though -
1. I tend to have my posts mostly fall around this time of day. Typically between 11pm EST and 9-10am EST. Would that end up being a problem?
2. Since we're playing in a remote area, will magic items be limited mainly to things we find or craft ourselves, or will we be able to buy them as part of the regular supply shipments?
3. Will retraining be allowed? I don't want to make a habit of it, but sometimes you end up picking things that don't mesh with the group's play style and would be better off switching them out.
4d6 ⇒ (5, 5, 4, 5) = 19 15
4d6 ⇒ (1, 6, 3, 3) = 13 12
4d6 ⇒ (5, 3, 4, 1) = 13 12
4d6 ⇒ (6, 1, 1, 3) = 11 10
4d6 ⇒ (2, 5, 6, 1) = 14 13
4d6 ⇒ (5, 5, 4, 1) = 15 14
Str: 15, -1 age Total: 14
Dex: 10, -1 age Total: 9
Con: 14, -1 age Total: 13
Int: 12, +1 age Total: 13
Wis: 13, +1 age, +2 race Total: 16
Cha: 12, +1 age Total: 13
I'll get the full stat block up and running sometime soon.
HI HECKTOR! *Michael waves excitedly*
| laughmask |
@Trusk, those are fine times. That is when I tend to check as well, at least the two main times. I probably won't do round summaries until either the morning or midnight-ish, so that won't hinder combat. Otherwise it should be fine.
Magic Items will be present, in the Perdition's Point they have 200gp towards magic items, with 1d6 number of minor magic items available at a time.
Number of minor magic items: 1d6 ⇒ 5 exist.
These are:
First item(total-200gp): 1d100 ⇒ 54 = Scroll Scroll type: 1d100 ⇒ 71 = Spell level 2. Using Random Scroll Generator, Scroll of Masterwork Transformation (200gp)
Since all 200gp are used up there, no more items for this month. More will come, and more will be found. And you will most likely move outside of Perdition's Point.
Retraining will be allowed within reason. With a good reason and early enough in the game (with a few fights under your belt too), I will not be too strict on this.
| laughmask |
Since you are looking at having her as a character, potions that you start with won't count towards the town magic item limit. I will go ahead and use the remaining 4 items on randomly generated potions that she will have readily available for purchase within the town.
Potion 1 Spell Level: 1d100 ⇒ 41: 1 Alchemist's Formula: 1d31 ⇒ 16 = Potion of Identify
Potion 2 Spell Level: 1d100 ⇒ 97: 2 Alchemist's Formula: 1d49 ⇒ 15 = Potion of Bull's Strength
Potion 3 Spell Level: 1d100 ⇒ 54: 1 Alchemist's Formula: 1d31 ⇒ 23 = Potion of Enlarge Person
Potion 4 Spell Level: 1d100 ⇒ 8: 0; Since no 0th level spells given in the Alchemist's list, I picked my own: Potion of Stabilize.
Of course she has a plethora of Cure Light Wounds Potions, so that shouldn't be an issue.
| Kana |
Here's what I have for her backstory. I'm working on crunch. I did name her store, since I wasn't sure if you had a name for it yet not.
’I want to see it all’
That was Eva’s first thought as she left her family home. She was young, having just barely turned thirty-five. She had barely held off on leaving until then. It was only at the pleading of her mother and her baby brother that had held her there so long. Something out there was calling her and she was going to find out what. Following her whims, she traveled. She stopped here, and there. She tried all sorts of things.
’Break a Leg’
Her first attempt was theater. That didn't work out so well. She ended up creating a concoction out of makeup that caused a chain reaction on one of her fellow actor’s face. It turned all sorts of colors. While Eva liked it, and wanted to try to make it happen again, her fellow actors not so much. She was asked to leave. So after saying goodbye, Eva moved on.
’To take up the sword’
Soon Eva decided to try fighting, since theater had been a bust. She enrolled herself under a trainer, to have him teach her to fight. Seems she wasn't that great at fighting either. She just couldn't get the strength behind a sword, nor the skill. She did find out she had quite an arm. This was after she threw a dummy alchemist fire in throwing training. Deciding that this wasn't for her, she moved on again.
’Never give up’
She kept moving, nothing seemed to click. She tried baking, though that resulted in an explosion. She tried magic, but something still didn't seem right, though it was closer. She tried to be a merchant, selling wares, and though that seemed to only be part of the answer. Soon though, she realized what it was that she was meant to do, alchemy.
’Who knew the things you can make!’
Alchemy brought her so much joy! It was so much joy she was barely able to contain it. Teaching herself, she learned how to make all sorts of different items. She taught herself to heal, consulted books. She had found her calling. She traveled gathering knowledge and skills before at the age of fifty-five, she settled into the small hamlet of Perdition’s Point. Taking her skills learned from her travels, she opened a healing and alchemy shop named The Cheerful Duck Apothecary. She loved the community and continue to experiment with alchemy to make new things. Her goal was to come with all sorts of new things. She fell in love with the people, trying to become friends with everyone. A bit forgetful at times, she did try not to get distracted in her experiments to forget important events, like people’s birthdays. She wasn't always successful.
’No one hurts my friends!’
When the first of the kids disappeared, it upset her greatly. She put more time and work into creating new compounds, trying to find something to track him down. She didn't like her friends vanishing or to see them upset. When the second one disappeared, she decided at that she was going to join the search. Put a stop to this, because enough was enough. It was time to test out some new alchemical creations.
| Trusk, the Warchild |
Hate to post with another question before even getting my crunch done, but since I rolled an array am I stuck with it or can I swap it out with a point buy? I'm probably sounding like a min-maxing munchkin, but it's hard to have a 16-point equivalent array compete with most of these other guys.
If the answer is no, I can still make it work and will get a stat block using my rolled array posted later, but I'll most likely be switching stats around from what I preemptively assigned them to.
| Mahb |
Here are the quick and dirty character stats and some background. Let me know if you'd like more details on either.
Thanks!
A rocky outcropping takes up a good chunk of the escarpment and holds a rough cave entrance that is blocked with a stout, rough-cut, wooden door showing gaps at the top and bottom. Smoke issues from the top gap along with a little light and the smell of alder smoke. A modest stripe of moss along the bank surrounds a path of round, river rock, stepping stones that leads towards the door.
If one were brave enough to knock on that door and be admitted... The ancient door creaks open and a wave of alder smoke strikes. Along with the smoke is a fetid reek, one that would cause a genteel visitor to gag. And a tall man would have to stoop to enter the home. This house is well and truly a rough-hewn and arched cave, no more than 15' at its widest and stretching straight back into the hillside approximately 30'. At the far back is a wider semi-circular chamber with a stone bench carved out of the wall on three sides. At the furthest extreme is a hearth and cauldron at a low boil. An old woman kicks at the fire and sorts through a messy shelf for ingredients to add to the brew. She pays her visitors little mind as they advance... which is not an easy task.
Walking from the doorway to the back chamber is an obstacle course. Visitors step over and around collections of skins, bones, plants, rocks, and small barrels filled with Gods-know-what. All the while they must brush aside or avoid hanging meats, bunches of drying herbs, and an impressive collection of taxidermied and preserved animals tied to the cave roof in action poses. A seagull in flight stares down, its mouth open to screech.
For those who would dare the cavern and approach the back chamber, they finally see Mahb - the hag. She is a stooped and bony old woman with a shaggy mane of grey hair and a face so wrinkled, it could pass for a prune. By the firelight, her one good eye glitters black. The other is a rheumy white thing that seems to stare everywhere and nowhere. Her clothes are threadbare, patched, and dirty. There is a smell of dirt and mold about her... which is fitting because she looks to be about a decade older than dirt. Overseeing the cave and blending in perfectly with the taxidermied beasts is a large, rough-feathered raven with a well-scarred beak.
Fifty hard winters have passed Mahb by... and for most of those she has stalked the haunted Cadaverwoods to make her living - foraging for rare mushrooms and fungi for sale - and for more interesting uses.
=========================
Mahb has a complicated relationship with Perdition's Point. She visits infrequently and only to trade her foraged goods for necessities. She is tolerated but likely draws unfriendly glances when she isn't shunned. She does, however, fill a niche role in the community. She is an herbalist, quite knowledgeable (in a crusty sort of way), and a solver of personal issues that townsfolk don't want to tell their neighbors or pastor about.
Need a boy or girl to fall in love with you? See Mahb.
Got an embarrassing rash that your wife doesn't need to hear about? See Mahb.
The old merchant wants his virility to match that of younger men so he can keep his young wife happy? See Mahb.
The old merchant's young wife wants a sleeping draught for her hubby so the mice can play? See Mahb.
The Headman's unmarried daughter gets tumbled by the local romeo and now fears what might be growing in her belly? See Mahb.
| laughmask |
Mahb, I really like it. Even if the two of you got paired together, the type of goods you would be selling would be fairly different. Eva selling potions that are more or less accepted with the public, while you would sell the kind of potions that a reputable alchemist would be caught dead with before placing them in a display case. At least, that's how I view it.
| Trusk, the Warchild |
I count it as 19 points but that's fine.
And that's why I try to avoid doing even simple math when I'm tired. So ignore me then. I'll just be rearranging where I assigned my array to a little bit from what I originally posted.
And here I am -
Trusk
Half-Orc Cleric 1
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 10 (1d8+2)
Fort +3, Ref +0, Will +4
Defensive Abilities orc ferocity
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Offense
--------------------
Speed 20 ft.
Melee greatsword +3 (2d6+4/19-20)
Special Attacks channel energy, destructive smite, ferocious strike
Cleric Spells Prepared (CL 1st; concentration +3):
1st (2/day)—bless, enlarge person (DC 13)
0 (at will)—guidance, detect magic, mending
--------------------
Statistics
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Str 16, Dex 11, Con 13, Int 13, Wis 14, Cha 11
Base Atk +0; CMB +3; CMD 13
Feats Scribe Scroll
Traits reactionary, veteran of battle
Skills Acrobatics -5 (-9 jump), Climb -2, Escape Artist -5, Fly -5, Heal +6, Intimidate +2, Knowledge (religion) +5, Ride -5, Spellcraft +5, Stealth -5, Swim -2; Racial Modifiers +2 Intimidate
Languages Common, Goblin, Orc
SQ aura, domains (destruction, ferocity), spontaneous casting
Other Gear Four-mirror armor, Greatsword, Cleric's kit, Dungeoneering kit, 14 GP
--------------------
Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain (Ferocity) Associated Domain: Strength
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Ferocious Strike (+1) (5/day) (Su) +1 damage for an attack.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
A few years back, though, things changed. After spending the better part of two decades running around the globe, spreading the word of Gorum through his combat prowess, he retired. He's grown older, and with age comes a slowness, a weakness, that he didn't account for in his invincible youth. It's not surprising that it happened, or even how it happened, but he still wasn't ready for it. After all, it was just some inexperienced kid...
He showed up one day, standing outside the inn in Almas and asking for the right of vengeance. Said he'd tracked me down and wanted revenge for my killing his parents. I didn't recognize him, and the names didn't spark any memories, but who's to say that I didn't do it? I've killed a lot of people in my time. But here's this kid, standing in front of me, sword in hand and screaming about how it's his right to fight me. Not one to turn down a fight, I oblige. I tell him to meet me on the outskirts of town, because fights like this really weren't meant for the public eye. After all, this kid was going to go down messy. I could just tell from looking at him, and from the way he spoke, that he wasn't one to give up. He was going to fight to die.
I met him the next day, standing in the exact spot I told him to wait. I said a quick prayer to Gorum, readied myself, and told him to come at me. And he did. Like nothing I'd ever seen before. This boy was wild; A real terror with that scrawny blade of his. It was all I could do to keep up at first because his speed took me by surprise. After a bit, I recognized his speed and surprise movements not as skill, but simply desperation and rage. And as I'm fending him off, all I'm reminded of is my days as a reckless fool, charging headlong towards my own death like this boy. I began to grow bored with his antics and went on the offensive. I had him backed up so far against a tree that he'd basically become one with the wood.
And then my left arm gave out. Went numb and flopped about like nothing was in it. And a fire lit up in my chest. I was crippled. I couldn't breathe. And that boy took me to town for it. What was just a game to me became a struggle to survive. I had gone easy on this kid, and I was paying the price now. Maybe it was a punishment. Maybe Gorum was displeased with me for not giving my all in every battle. And so I gave it my all. Of course, my all at this point was practically used up just by trying to breathe. And so I lay on my back, trying my best to deflect this boy's strikes at my head.
If he'd gone for my body, I'd be dead. But he made an arrogant mistake and went only for my head as I lie there on the ground, panting. He gave me my opening, and I gave him one in return. Except, unlike mine, his opening was in his belly. I left him on the ground, bleeding and sputtering with my sword still in him, and dragged myself home.
I sold most of my stuff about a week later. I paid off my debts and donated a bit to various causes. And I left. I didn't really have a purpose anymore. There's no use for a fighting man who can barely survive a fight with his own body. I wandered for a bit, never knowing where to go. And then I stumbled into this little village on the fringes of Ustalav. Don't know what it was about the place, maybe it was the quiet or the anonymity I felt. Maybe it was just the fact that I'd all but run out of money by the time I got here. But I settled down and took up a job as a night watchman. I still practice a little bit, and still pray, but lately I've just been sitting quietly at home, enjoying a drink at the tavern now and again...
| Mahb |
Mahb, I really like it. Even if the two of you got paired together, the type of goods you would be selling would be fairly different. Eva selling potions that are more or less accepted with the public, while you would sell the kind of potions that a reputable alchemist would be caught dead with before placing them in a display case. At least, that's how I view it.
I'm glad you like the idea. And we're definitely on the same page regarding the differences between Eva's and Mahb's 'businesses'.
Having said that - and assuming we both get into the game which is by no means certain - I would understand if Eva didn't want to share the potion-brewing limelight. Since she is crafted from one of your NPCs, I think she should get first call on potion-making.
Personally, I see RPGs as a team sport and I have no problem tweaking Mahb to not step on Eva's alchemical toes.
| laughmask |
Personally, I see RPGs as a team sport and I have no problem tweaking Mahb to not step on Eva's alchemical toes.
If only everyone saw it that way. Although it's also understable if everyone truly wants to play specific styles that don't entirely mesh. But it really is almost like a team sport.
| mdt |
Mahb wrote:Personally, I see RPGs as a team sport and I have no problem tweaking Mahb to not step on Eva's alchemical toes.If only everyone saw it that way. Although it's also understable if everyone truly wants to play specific styles that don't entirely mesh. But it really is almost like a team sport.
I went out of my way to pick a concept that would't step on anyone's toes. :)
EDIT : Now, pounce on said toes from stealth on the other hand...
| Kana |
@Mahb When I read it, I read it more as Mahb handles the stuff they don't want other people knowing about. While the more common and accepted alchemic things would be likely gotten from Eva's shop. Eva's doing this because she loves it. I don't really see her being opposed to Mahb being around. Perhaps they trade resources for their crafting? And maybe they talk trade secrets sometimes since Eva is mostly self-taught?