Curse of the Crimson Throne

Game Master stormcrow27

Go kill the evil queen of Korvosa and get fat lootz or get dead. test


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Due to issues with keeping my Mummy's Mask play going since I have had 4 to 5 characters drop in and out over the last several months, I am spinning up a new Curse of the Crimson Throne PFRPG version recruitment thread (as I am sure 10,000 others are with the super new PFRPG version). I am looking for 3 players, as I have two already who may play a bard and a vigilante.

Character creation rules: Roll stats 4d6, take the best 3, reroll 1s and 2

Starting level 2

Allowed races: Pretty much any other then noble drow or the 30 pt plus stuff like Centaurs and the like. If you have a 3.5 race you want me to take a look at, I'll review it.
Allowed classes: All Paizo. 3rd party
Rite Publishing's in the Company of Monsters series
Dreamscarred Press's Path of War Expanded and Psionics etc
Rogue Genius Games character classes
Ultimate Truenaming

3.5 prestige classes can come across without issue. Also the 3.5 binder form the Tome of Magic is also available, as is the PFRPG conversion by Master Arminas on these forums for the shadowcaster.

HP max 1st level as always, roll for 2nd, reroll if you get a 1 (seriously, this isn't 1st Ed where you had a 2nd level wizard with 3 hps and 2 1st level spells)

Starting character wealth 2,000

Traits 2 pick one from the old guide or I can send you the PFRPG equivalents

Flaws are also in play from 3.5 UA or the ones on PFSRD20.

Type of characters recommended: urban oriented, good to neutral alignments, Varisian or Cheliaxian human background. Korvosa is a 19,000 or so person human LN dominated city with lots of laws and wealth.

Recruitment will be open until the 23rd of January.


Ooh. I haven't played this one yet. Would like to try out the Sable Company Marine archetype of ranger.

4d6 ⇒ (1, 1, 2, 3) = 7
4d6 ⇒ (2, 5, 1, 6) = 14
4d6 ⇒ (2, 5, 6, 3) = 16
4d6 ⇒ (3, 2, 3, 5) = 13
4d6 ⇒ (3, 3, 2, 3) = 11
4d6 ⇒ (4, 6, 5, 3) = 18

Good grief. Thank goodness for rerolls. I'm assuming we only reroll any dice that wouldn't have been dropped, please let me know if that's not right.

2d6 ⇒ (5, 3) = 8
1d6 ⇒ 5

Ok, so that's 11, 16, 14, 11, 9, 15. Quite workable.


Let's see what I have to work with then.

dicerolling:
4d6 ⇒ (4, 1, 6, 1) = 12
4d6 ⇒ (5, 3, 1, 2) = 11
4d6 ⇒ (1, 4, 2, 3) = 10
4d6 ⇒ (5, 4, 5, 1) = 15
4d6 ⇒ (4, 1, 6, 4) = 15
4d6 ⇒ (4, 1, 6, 3) = 14

lotta 1's and 2's there... luck of the trinam.
2d6 ⇒ (3, 5) = 8
2d6 ⇒ (4, 4) = 8
2d6 ⇒ (4, 4) = 8
1d6 ⇒ 6
1d6 ⇒ 6
1d6 ⇒ 2

...still!
1d6 ⇒ 6


ok so that's...
4, 3, 5, 6 > 15
5, 3, 4, 4 > 13
4, 3, 4, 4 > 12
5, 4, 5, 6 > 16
4, 6, 6, 4 > 16
4, 6, 6, 3 > 16

holy snap, this is one of the MAD-friendliest stat blocks I've seen in a while. Lemme see about an unchained monk then?

hp: 1d10 ⇒ 2

DAT LUCK, THO. This is why I minmax, I am incapable of rolling well, I swear.

...actually, nevermind, I'll roll some kind of divine caster, like an oracle or cleric. So.

hp: 1d8 ⇒ 3

...yes. that's much better.

Grand Lodge

Dot
rolling rolling: 4d6 ⇒ (4, 1, 6, 6) = 1716
rolling rolling: 4d6 ⇒ (3, 3, 6, 6) = 1815
rolling rolling: 4d6 ⇒ (4, 2, 1, 5) = 1214
rolling rolling: 4d6 ⇒ (6, 2, 1, 5) = 1415
rolling rolling: 4d6 ⇒ (6, 6, 6, 5) = 2318
rolling rolling: 4d6 ⇒ (5, 5, 4, 3) = 1714

roll 3: 1d6 ⇒ 1
roll 4: 1d6 ⇒ 2

roll 3: 1d6 ⇒ 5


Ouachitonian wrote:

Ooh. I haven't played this one yet. Would like to try out the Sable Company Marine archetype of ranger.

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

Good grief. Thank goodness for rerolls. I'm assuming we only reroll any dice that wouldn't have been dropped, please let me know if that's not right.

2d6
d6

Ok, so that's 11, 16, 14, 11, 9, 15. Quite workable. [/QUOTE

Yup that would be correct, and if you wish to reroll you can. The Sable Company is based in Korvosa, so you can be the marine without a problem. And foreshadowing, you may be able to rise far in the organization during the adventure....


Dot for my Inquisitor!


And yes I know the creation rules are quite powerful, but given that I had 36 deaths in my IRL tabletop version of Kingmaker over two years and the only difference was I used the 6 person version without changes, we should be ok.


rolls:

4d6 ⇒ (2, 4, 2, 6) = 14
4d6 ⇒ (2, 1, 5, 5) = 13
4d6 ⇒ (1, 2, 1, 5) = 9
4d6 ⇒ (6, 4, 4, 1) = 15
4d6 ⇒ (5, 6, 5, 6) = 22
4d6 ⇒ (6, 3, 5, 6) = 20

rerolls:

Reroll line 1
2d6 ⇒ (2, 5) = 7

Reroll line 2
2d6 ⇒ (3, 1) = 4

Reroll line 3
3d6 ⇒ (3, 2, 3) = 8

Reroll line 4
1d6 ⇒ 2

Final stats: 15, 13, 11 14, 17, 17
(assuming I didnt mess up)

PsyWar hit points 1d8 ⇒ 2


rolls:
4d6 ⇒ (2, 1, 4, 3) = 10
4d6 ⇒ (2, 5, 5, 6) = 18
4d6 ⇒ (4, 6, 5, 5) = 20
4d6 ⇒ (6, 3, 3, 6) = 18
4d6 ⇒ (3, 6, 2, 1) = 12
4d6 ⇒ (3, 5, 1, 3) = 12

Re-rolls:
Line1: 2d6 ⇒ (1, 2) = 3
Line2: 1d6 ⇒ 1
Line5: 2d6 ⇒ (6, 2) = 8
Line6: 1d6 ⇒ 6

9, 16, 16, 15, 15, 14


Deleted my post a couple spots up because there was a mess of rolling and rerolling, so here we go again:

rolls:

stats:
4d6 ⇒ (2, 1, 3, 4) = 10
4d6 ⇒ (2, 5, 1, 2) = 10
4d6 ⇒ (2, 6, 6, 3) = 17
4d6 ⇒ (3, 6, 2, 3) = 14
4d6 ⇒ (5, 1, 6, 5) = 17
4d6 ⇒ (2, 5, 2, 1) = 10

and 2nd lvl hp:
1d10 ⇒ 10

rerolls:

line 1: 1d6 ⇒ 51d6 ⇒ 1
line 2: 1d6 ⇒ 41d6 ⇒ 21d6 ⇒ 1
line 3: 1d6 ⇒ 6
line 4: 1d6 ⇒ 5
line 5: 1d6 ⇒ 3
line 6: 1d6 ⇒ 21d6 ⇒ 41d6 ⇒ 2

so 12, 11, 18, 14, 16, 11, with 10 hp at level 2. I can put together an Aegis with those numbers :)


@ stormcrow27:
the computer seemed bound and determined to give me lots of 1s and 2s to re-roll.
Please check what I have in the spoiler to make sure I didn't make any mistakes.

rolls:
stat 1: 4d6 ⇒ (5, 3, 4, 2) = 14(12)

stat 2: 4d6 ⇒ (5, 1, 2, 6) = 14 (5,6 & 2 re-rolls)
stat 2 re-roll: 2d6 ⇒ (2, 1) = 3 (2 re-rolls)
stat 2 re-roll # 2: 2d6 ⇒ (2, 5) = 7 (5)
stat 2 re-roll # 3: 1d6 ⇒ 4 (4) … (16)

stat 3: 4d6 ⇒ (4, 1, 1, 1) = 7 (a 4 and 3 re-rolls)
stat 3 re-roll: 3d6 ⇒ (2, 1, 6) = 9 (a 6 and 2 re-rolls)
stat 3 re-roll # 2: 2d6 ⇒ (6, 2) = 8 (a 6 and 1 re-roll)
stat 3 re-roll # 3: 1d6 ⇒ 5 (5) … (17)

stat 4: 4d6 ⇒ (3, 5, 3, 5) = 16(13)

stat 5: 4d6 ⇒ (6, 3, 2, 5) = 16 (6,3,5 and 1 re-roll)
stat 5 re-roll: 1d6 ⇒ 5 (5) … (16)

stat 6: 4d6 ⇒ (6, 2, 1, 5) = 14 (6,5 and 2 re-rolls)
stat 6 re-roll: 2d6 ⇒ (2, 3) = 5 (3 and 1 re-roll)
stat 6 re-roll # 2: 1d6 ⇒ 5 (5) … (16)

Point buy equivalent = 48
totally awesome!!

Provided all of that that is correct:
Stat array: 17, 16, 16, 16, 13, 12
that more than makes up for all the re-rolls!

Would ifrit, skinwalkers, or dhampirs be acceptable?
I have a few ideas kicking around with stats like these.


Nice, this looks like fun. I've been dying to try out that scaled fist archetype, so I'll probably be putting together an unchained monk/sorcerer.

rolls:

4d6: 4d6 ⇒ (3, 5, 6, 1) = 15
4d6: 4d6 ⇒ (4, 2, 6, 1) = 13
4d6: 4d6 ⇒ (5, 4, 3, 4) = 16
4d6: 4d6 ⇒ (5, 5, 3, 5) = 18
4d6: 4d6 ⇒ (4, 1, 1, 3) = 9
4d6: 4d6 ⇒ (1, 3, 1, 6) = 11

hp: 1d6 ⇒ 5


rerolls:

line 1: 1d6 ⇒ 2
line 2: 2d6 ⇒ (1, 2) = 3
line 5: 2d6 ⇒ (4, 4) = 8
line 6: 2d6 ⇒ (5, 5) = 10
line 1 again: 1d6 ⇒ 4
line 2 again: 2d6 ⇒ (3, 4) = 7

15, 12, 13, 15, 12, 16

5 hp at level two


Dotting for now. Will look at everything tonight


Oh, this looks interesting. Let's see what the dice have to say:

1: 6d6 ⇒ (5, 3, 6, 2, 2, 6) = 24 5, 3, 6, 6: 17
2: 8d6 ⇒ (5, 1, 6, 1, 5, 1, 1, 4) = 24 5, 6, 5, 4: 17
3: 6d6 ⇒ (4, 2, 3, 4, 2, 4) = 19 4, 3, 4, 4: 12
4: 6d6 ⇒ (6, 3, 2, 2, 4, 5) = 22 6, 3, 4, 5: 15
5: 7d6 ⇒ (3, 4, 2, 2, 6, 2, 4) = 23 3, 4, 6, 4: 14
6: 5d6 ⇒ (4, 3, 1, 6, 5) = 19 4, 3, 6, 5: 15

And the grand total:
17, 17, 12, 15, 14, 15

That's... A solid spread. Hopefully I'll have a character up by tomorrow.
Are we using any of the Unchained stuff? The classes, Background Skills, Variant Multi-Classing, etc.?


Rolls:

4d6 ⇒ (2, 6, 3, 2) = 13
4d6 ⇒ (4, 2, 2, 1) = 9
4d6 ⇒ (2, 6, 3, 2) = 13
4d6 ⇒ (5, 4, 6, 2) = 17
4d6 ⇒ (6, 5, 3, 4) = 18
4d6 ⇒ (6, 1, 6, 6) = 19

Rerolls
1: 2d6 ⇒ (4, 2) = 6
2: 3d6 ⇒ (4, 4, 1) = 9
3: 2d6 ⇒ (5, 3) = 8
4: 1d6 ⇒ 2

rerolls 2
1: 1d6 ⇒ 2
2: 1d6 ⇒ 5
3: 1d6 ⇒ 4

rerolls 3
1: 1d6 ⇒ 3


rolls:

4d6 ⇒ (5, 4, 5, 2) = 16
4d6 ⇒ (2, 5, 4, 3) = 14
4d6 ⇒ (5, 5, 5, 3) = 18
4d6 ⇒ (1, 5, 6, 6) = 18
4d6 ⇒ (2, 2, 5, 3) = 12
4d6 ⇒ (4, 2, 2, 3) = 11

rerolls:

reroll line 1: 1d6 ⇒ 6
reroll line 2: 1d6 ⇒ 6
reroll line 4: 2d6 ⇒ (1, 4) = 5
reroll line 5: 2d6 ⇒ (3, 4) = 7
reroll line 6: 2d6 ⇒ (4, 5) = 9

So 16,15,15,17,12,13 then


13, 13, 14, 15, 15, 18


Stat Rolls:
4d6 ⇒ (6, 5, 5, 1) = 17
4d6 ⇒ (3, 6, 4, 3) = 16
4d6 ⇒ (1, 3, 2, 6) = 12
4d6 ⇒ (3, 6, 6, 1) = 16
4d6 ⇒ (4, 2, 6, 1) = 13
4d6 ⇒ (1, 4, 2, 1) = 8

1d6 ⇒ 1
1d6 ⇒ 6 6,5,6 =17

3,6,4 =13

2d6 ⇒ (3, 6) = 9 6,6,3 =15

1d6 ⇒ 6 6,6,6 =18

6d6 ⇒ (5, 2, 2, 2, 1, 6) = 18 6,5,6 =17

5d6 ⇒ (2, 4, 5, 2, 6) = 19 4,5,6=17

If I've done this right,(rerolling every time I get a 1, or 2), that gives me: 17,13,15,18,17,17 to work with.

That doesn't seem right ... but if it is ... wow

2nd level hit points, Fighter: 1d10 ⇒ 8


I'll see how the dice gods favor me. Thinking of a rogue or a slayer of some stripe.

Dice Rolls:

1. 4d6 ⇒ (4, 1, 6, 3) = 14
2. 4d6 ⇒ (6, 4, 6, 1) = 17
3. 4d6 ⇒ (1, 1, 5, 3) = 10
4. 4d6 ⇒ (5, 4, 6, 6) = 21
5. 4d6 ⇒ (1, 2, 4, 6) = 13
6. 4d6 ⇒ (2, 3, 1, 3) = 9

Rerolls in order:
1. 1d6 ⇒ 4
2. 1d6 ⇒ 6
3. 2d6 ⇒ (2, 6) = 8
5. 2d6 ⇒ (1, 3) = 4
6. 2d6 ⇒ (1, 5) = 6

And again:
3. 1d6 ⇒ 1
5. 1d6 ⇒ 6
6. 1d6 ⇒ 2

Once more...
3. 1d6 ⇒ 1
6. 1d6 ⇒ 6

Finally...
3. 1d6 ⇒ 5


Let's see what Desna holds in store for me:

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

Rerolls for Set 1: 3d6 ⇒ (4, 6, 3) = 13
Rerolls for Set 2: 1d6 ⇒ 4
Rerolls for Set 4: 2d6 ⇒ (3, 6) = 9
Rerolls for Set 5: 1d6 ⇒ 1
Rerolls for Set 6: 3d6 ⇒ (2, 2, 6) = 10

Rererolls for Set 5: 1d6 ⇒ 5
Rererolls for Set 6: 2d6 ⇒ (6, 5) = 11

In total:

Set 1: 14
Set 2: 12
Set 3: 12
Set 4: 15
Set 5: 18
Set 6: 17

I'm feeling a wizard percolate. Story to be created & crunch to follow!


Rolls:

4d6: 4d6 ⇒ (6, 2, 3, 3) = 14
4d6: 4d6 ⇒ (3, 2, 2, 2) = 9
4d6: 4d6 ⇒ (6, 6, 3, 3) = 18
4d6: 4d6 ⇒ (4, 6, 4, 2) = 16
4d6: 4d6 ⇒ (5, 3, 6, 3) = 17
4d6: 4d6 ⇒ (3, 4, 6, 2) = 15

Rerolls:

1st - 1d6: 1d6 ⇒ 2
2nd - 3d6: 3d6 ⇒ (3, 5, 3) = 11
4th - 1d6: 1d6 ⇒ 1
6th - 1d6: 1d6 ⇒ 6

Re-Rerolls:

1st - 1d6: 1d6 ⇒ 1
4th - 1d6: 1d6 ⇒ 6

Re-Re-Rerolls:

1st - 1d6: 1d6 ⇒ 4

Okay. 13, 11, 15, 16, 14, 16. Well, since Rogue Genius Games character classes are allowed, I thinking of submitting some kind of godling, but more campaign appropriate.

Sczarni

I will totally bite. Making characters keeps me young, you know.

4d6 ⇒ (2, 5, 6, 4) = 17
4d6 ⇒ (1, 5, 4, 6) = 16
4d6 ⇒ (4, 1, 2, 2) = 9
4d6 ⇒ (6, 2, 3, 3) = 14
4d6 ⇒ (6, 1, 3, 2) = 12
4d6 ⇒ (1, 1, 3, 3) = 8

Rerolls:

1d6 ⇒ 2
1d6 ⇒ 1
3d6 ⇒ (1, 6, 1) = 8
1d6 ⇒ 2
2d6 ⇒ (3, 4) = 7
2d6 ⇒ (4, 2) = 6

Re-rerolls:

1d6 ⇒ 4
1d6 ⇒ 1
2d6 ⇒ (6, 1) = 7
1d6 ⇒ 2
1d6 ⇒ 6

Re-re-rerolls:
1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 3

Getting there:
1d6 ⇒ 2

Almost there:
1d6 ⇒ 3

Final Stats:
15, 15, 16, 12, 13, 13


Half-Giant Psychic Warrior still missing some bits and pieces but this is most of the crunch.

Maka:

Maka
Half-Giant Psychic Warrior 2
Medium humanoid (Giant)
Init +2 (+1 if focused); Senses – Low Light Vision Perception +7
_____________________
Defense
_____________________
AC 20, touch 11, flat-footed 18 (+ 6armor, +2 dex +2 shield) CMD 18
HP 20 (2d8+10)
Fort +5, Ref +2, Will +3
_____________________
Offense
_____________________
Speed 20 ft
Melee Lg Battle Axe +6 (2d6+4) x3
Ranged Lg Longbow +3 (2d6) x3
_____________________
Statistics
_____________________
Str 19, Dex 15, Con 14, Int 13, Wis 17, Cha 11
Base Attack +1, CMB +6, CMD 18
Feats: Psionic Talent, Psionic Body, Weapon Focus: Battle Axe, Psionic Weapon
Traits:
Adventuring Skills:
Acrobatics +6 (Rank +1, Class +3, Dex +2)
Autohypnosis + 8(Rank +2, Class +3, Wis +3)
Climb +8 (Rank +1, Class +3, Str +4)
Knowledge Psionics +5 (Rank +1, Class +3, Int +1)
Perception +8 (Rank +2, Class +3, Wis +3)
Spellcraft +6 (Rank +2, Class +3, Int +1)
Swim +8 (Rank +1, Class +3, Str +4)
Languages: Common, Giant
Gear: Breastplate (200gp), +1 Heavy Wood Shield (1,157gp), Large Longbow (150gp), Arrows 20 (1gp), Potion Cure Light Wounds x6 (300gp)
____________________
Racial Abilities
____________________
Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light. See Vision and Light.

Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.

Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.

Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant's level (minimum 1st). The DC for this power is equal to 10 + the power's level + the half-giant's Charisma modifier.

Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Survivor: Half-giants gain a +4 racial bonus to Survival checks.
______________________
Special Abilities
_______________________
Bonus feat: Weapon Focus, Psionic Weapon
Psionic proficiency
Warrior’s path: Mind Knight
_______________________
Psionics
_______________________
Power Points: 9
Powers: Call Weaponry, Vigor, Inevitable Strike


Dot for now, with rolls.

Rolls:

4d6 ⇒ (4, 2, 4, 4) = 14
4d6 ⇒ (1, 3, 3, 4) = 11
4d6 ⇒ (2, 6, 3, 6) = 17
4d6 ⇒ (6, 1, 5, 6) = 18
4d6 ⇒ (6, 4, 4, 2) = 16
4d6 ⇒ (2, 5, 1, 2) = 10

First set of rerolls
(4, 2, 4, 4)
reroll 2: 1d6 ⇒ 1

(1, 3, 3, 4)
reroll 1: 1d6 ⇒ 3

(2, 6, 3, 6)
reroll 2: 1d6 ⇒ 1

(6, 1, 5, 6)
reroll 1: 1d6 ⇒ 1

(6, 4, 4, 2)
reroll 2: 1d6 ⇒ 4

(2, 5, 1, 2)
reroll 1 & 2s: 3d6 ⇒ (1, 1, 6) = 8

Reroll the rerolls
(4, 1, 4, 4)
reroll 1: 1d6 ⇒ 1

(3, 3, 3, 4)
No rerolls

(1, 6, 3, 6)
reroll 1: 1d6 ⇒ 2

(6, 1, 5, 6)
reroll 1: 1d6 ⇒ 1

(6, 4, 4, 4)
No reroll

(1, 5, 1, 6)
reroll 1s: 2d6 ⇒ (4, 4) = 8

Even more rerolls
(4, 1, 4, 4)
reroll 1: 1d6 ⇒ 4

(3, 3, 3, 4)
No rerolls

(2, 6, 3, 6)
reroll 2: 1d6 ⇒ 3

(6, 1, 5, 6)
reroll 1: 1d6 ⇒ 2

(6, 4, 4, 4)
No reroll

(4, 5, 4, 6)
No reroll

Hopefully last reroll

(4, 4, 4, 4)
No rerolls

(3, 3, 3, 4)
No rerolls

(3, 6, 3, 6)
No rerolls

(6, 2, 5, 6)
reroll 2: 1d6 ⇒ 3

(6, 4, 4, 4)
No reroll

(4, 5, 4, 6)
No reroll

Final stats

(4, 4, 4, 4) = 12
(3, 3, 3, 4) = 10
(3, 6, 3, 6) = 15
(6, 3, 5, 6) = 17
(6, 4, 4, 4) = 14
(4, 5, 4, 6) = 15


Rolls:
4d6 ⇒ (6, 1, 6, 1) = 14

Re-Rolls:
2d6 ⇒ (5, 1) = 6
1d6 ⇒ 6

16, 17, 16, 15, 18, 14

Sczarni

I also wanted to submit a godling, but I think I'll try my hand at something else that's martial. I'm thinking a Dragonrider seems pretty cool. But Path of War is just so sexy. So I'll whip out a Warlord, and it'll be awesome.


Rolls:

4d6 ⇒ (1, 2, 3, 1) = 7
4d6 ⇒ (4, 1, 4, 4) = 13
4d6 ⇒ (6, 1, 1, 6) = 14
4d6 ⇒ (1, 5, 4, 1) = 11
4d6 ⇒ (2, 1, 3, 4) = 10
4d6 ⇒ (3, 2, 6, 5) = 16

Wow....

Reroll: 3d6 ⇒ (2, 6, 1) = 9
Reroll: 1d6 ⇒ 6
Reroll: 2d6 ⇒ (2, 2) = 4
Reroll: 2d6 ⇒ (4, 5) = 9
Reroll: 2d6 ⇒ (5, 3) = 8
Reroll: 1d6 ⇒ 1

So: 11, 14, 14, 14, 12, 16


Here we go, the mechanics of Hazel Fletcher, monk/sorceress extraordinaire:

Hazel:
Female human sorcerer (seeker) 1, unchained monk (scaled fist) 1
LG medium humanoid (human)
Init +3; Senses Perception +8; low-light vision
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Cha)
hp 17 (1d10+1d6+2)
Fort +4, Ref +5, Will +4
Defensive Abilities AC bonus
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk double-chained kama +6 (1d6+6)
unarmed strike +5 (1d6+4)
Ranged shuriken +3 (1d2+4)
Special Attacks flurry of blows, laughing touch (5/day), Stunning Fist (1/day, DC 13)
Sorcerer Spells Known
1st (4/day) - sleep (DC 15), true strike
0 (at will) - detect magic, light, mage hand, spark
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 12, Int 13, Wis 12, Cha 15
Base Atk +1, CMB +5, CMD 19
Feats Combat Reflexes, Improved Unarmed Strike, Power Attack, Sorcerous Strike, Stunning Fist
Traits Blood of Dragons, Seeker, Tactician
Drawbacks Righteous Indignation
Skills Acrobatics +7, Bluff +7, Disable Device +8, Intimidate +7, Perception +8, Stealth +7
Languages Common, Draconic
SQ bloodline arcana, tinkering, unarmed strike
Combat Gear shuriken (20), wand of infernal healing (15 charges), wand of mage armor (10 charges)
Other Gear cloak of resistance +1, masterwork double-chained kama, masterwork thieves’ tools, sleeves of many garments, 13 gp


Im thinking Trox Barbarian/Alchemist =^^=


Lesse what the Dice Gods provide...

Rolls:

Statty Stat: 4d6 ⇒ (5, 4, 4, 3) = 16
5+4+4=13
Statty Stat: 4d6 ⇒ (4, 1, 1, 4) = 10
Rerolling: 2d6 ⇒ (4, 6) = 10
6+4+4=14
Statty Stat: 4d6 ⇒ (4, 5, 4, 2) = 15
Rerolling: 1d6 ⇒ 6
6+4+5=15
Statty Stat: 4d6 ⇒ (6, 2, 1, 6) = 15
Rerolling: 2d6 ⇒ (2, 1) = 3
Well...
Rerolling: 2d6 ⇒ (3, 6) = 9
6+6+6=18
Statty Stat: 4d6 ⇒ (2, 5, 2, 1) = 10
Rerolling: 3d6 ⇒ (4, 4, 6) = 14
6+4+5=15
Statty Stat: 4d6 ⇒ (3, 2, 3, 5) = 13
Rerolling: 1d6 ⇒ 6
6+5+3=14

And we have 18-15-15-14-14-13 which is freaking awesome. I will read the Player's Guide and return with a supa dupa cool character!

Also, as you mentioned 3.5 races, mind to check Goliaths from Race of Stone to see if they appeal to your tastes?

Sczarni

Crispus Crunch (New Cereal right here):

Crispus
Male human Warlord (Vanguard)
CN medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp(2d10+4)
Fort +4, Ref +1, Will +2 (with +1 trait bonus)
--------------------
Offense
--------------------
Speed 30 ft.
Melee:
Mwk Spiked Shield +5 (1d6+5+1d6)
Lance +4 (1d8+5+1d6)
Maneuvers Readied
Throwing Shell.
Oaken Shield.
Iron Shell.
Bronze Lancer's Charge.

Maneuvers Known
Throwing Shell: Shield ranged attack, 20ft, 2d6 damage.
Oaken Shield:+4 AC against single attack
Bronze Lancer's Edge: +1d6 to next charge attack
Bronze Lancer's Charge: +1d6 charge, no aoo
Iron Shell: Deflect attack with opposing attack roll + shield bonus.
Angering Smash: -4 to attack others beside initiator
Shoulder Rush: +4 to overrun or bull rush, no aoo

Stances Known
Phalanx Fighter: +1d6 to lance + shield bash, link shields for AC
Defending Shell:+1 AC/4 levels
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 15, Int 13, Wis 13, Cha 17 (after racial bonus)
Base Atk +2, CMB +5, CMD 18
Feats Improved Shield Bash (bonus), Pikeman's Training, Power Attack
Traits: Missing Daughter, Steel Skin
Skills: Bluff +8, Intimidate +10, Swim: +7, Climb: 7, Ride: +6, Handle Animal: +8
Languages Common, Giant
Combat Gear: Mwk Full Plate with dragon helm, Lance, Mwk Spiked Metal shield
Other Gear: Light horse (combat trained), rations, cheap booze. 0gp

Will have story up tomorrow.


I love rolling! Let's see...

Rolls:
Line 1: 4d6 ⇒ (2, 3, 1, 5) = 11
Line 2: 4d6 ⇒ (6, 3, 5, 2) = 16
Line 3: 4d6 ⇒ (1, 5, 5, 5) = 16
Line 4: 4d6 ⇒ (4, 5, 4, 5) = 18
Line 5: 4d6 ⇒ (2, 1, 1, 2) = 6
Line 6: 4d6 ⇒ (5, 5, 1, 6) = 17

Reroll Line 1: 2d6 ⇒ (2, 6) = 8
Reroll Line 2: 1d6 ⇒ 4
Reroll Line 3: 1d6 ⇒ 3
Reroll Line 5: 4d6 ⇒ (3, 1, 6, 2) = 12
Reroll Line 6: 1d6 ⇒ 3

Reroll Line 1: 1d6 ⇒ 3
Reroll Line 5: 2d6 ⇒ (5, 1) = 6

Reroll Line 5: 1d6 ⇒ 6

Line 1 = 3, 5, 6, 3 = 14
Line 2 = 6, 3, 5, 4 = 15
Line 3 = 5, 5, 5, 3 = 15
Line 4 = 4, 5, 4, 5 = 14
Line 5 = 3, 6, 5, 6 = 17
Line 6 = 5, 5, 6, 3 = 16

So, 14, 14, 15, 15, 16, 17
I think I can work with that. I'll be back later with a character.


1 1: 4d6 ⇒ (1, 2, 1, 5) = 9
2 2: 4d6 ⇒ (6, 2, 2, 1) = 11
3 3: 4d6 ⇒ (2, 2, 1, 1) = 6
4 4: 4d6 ⇒ (5, 4, 1, 6) = 16
5 5: 4d6 ⇒ (1, 5, 1, 2) = 9
6 6: 4d6 ⇒ (5, 4, 1, 1) = 11

1 1: 3d6 ⇒ (4, 1, 3) = 8
2 2: 3d6 ⇒ (6, 1, 6) = 13
3 3: 4d6 ⇒ (5, 4, 2, 1) = 12
4 4: 1d6 ⇒ 1
5 5: 3d6 ⇒ (6, 5, 6) = 17
6 6: 2d6 ⇒ (3, 4) = 7

1 - 12
2 - 18
3 - 11
4 - 15
5 - 17
6 - 13

I will be back later today with a character.


I'm definitely interested in Curse of the Crimson Throne.

I'm going to throw my hat in with this character I made for another recruitment.

I'll just need to update his crunch.

Dice rolling:

Stat 1: 4d6 ⇒ (5, 1, 3, 2) = 11 Reroll: 1d6 ⇒ 6
Stat 2: 4d6 ⇒ (2, 6, 5, 5) = 18
Stat 3: 4d6 ⇒ (5, 2, 5, 3) = 15
Stat 4: 4d6 ⇒ (3, 4, 3, 3) = 13
Stat 5: 4d6 ⇒ (2, 2, 4, 6) = 14 Reroll: 1d6 ⇒ 2 Reroll: 1d6 ⇒ 5
Stat 6: 4d6 ⇒ (3, 6, 2, 5) = 16

So the total would be, after rerolls are filled in:

Stat 1: 5,6,3 : 14
Stat 2: 6,5,5 : 17
Stat 3: 5,5,3 : 13
Stat 4: 3,3,4 : 10
Stat 5: 5,4,6 : 15
Stat 6: 6,5,3 : 14

Stat array: 17, 15, 14, 14, 13, 10

Pretty good.

Now to try and figure out how to make my 'totally broke' background work with 2000gp of starting gold. Any ideas?

To clarify: We are only supposed to be rerolling the 1s and 2s that would be kept, yes? I see a lot of applicants rerolling every 1 and 2, which leads to much, much stronger stat pools.

Liberty's Edge

Name: Nina Anders
Race: Human
Age: 12
Class: Barbarian(2), Oracle[Life Mystery (Unsure if will go Dual Cursed or Possessed)](8), Rage Prophet(10)
Alignment: Chaotic Good / Chaotic Neutral

Personality: Personality: Nina is shy, timid, quiet, and always seems to be afraid. She will hide behind others and look out from under their arm if she feels comfortable around them. She sometimes shakes uncontrollably in a feverish shiver, and sometimes she can be heard talking to thin air. She is not evil, but she does have a dark secret. Despite that she will do her best to keep anyone who takes care of her alive.

Background: Nina is the daughter of Tina Anders a Cheliax fugitive turned and Ned'Zul a Shoanti outcast. Ned'Zul having rescued Tina from bounty hunters, had brought her to his tribe. The tribe's shaman warned that she was cursed and that she should be put to death. Ned'Zul defied the elder and helped the chelix woman escape. Nowhere known to go, they eventually ended up in Korvosa. It was hard living at first, but slowly as their love for each other bloomed, they lifted themselves out of the gutter. With a food business becoming a newly established restaurant, things were going well for the family. In between all this Ned (the name he started going by) and Tina had a daughter. Ten years of extreme happiness blessed the family, before misfortune befell them.
As if a curse had befallen on them, Ned had gotten very ill. For weeks he could not get up from the bed. Tina was still able to manage the restaurant alone. But over the few nights she had been travelling the streets alone, she caught the sight of Gaedren and his lackeys. They watched her and followed her at first, and one night they broke into the family's flat. The woman who had barely even closed the door screamed in alarm. Ned struggling to stand came to their defense, but was taken out by a burly half-orc. Nina saw it all, and her mother yelled for her to run as she grabbed her and dragged her into the bedroom. No time to barricade the door, Tina managed to wrap a blanket over Nina's waist and lowered her down the second story window.
The last image Nina saw of her mother was that of her being dragged back inside the window and her screaming for her to run to the guard. When Nina finally managed to navigate the maze that Korvoza was in order to find a guard, it had already been to late. Both Tina and Ned'Zul Anders were found murdered. Frightened and alone Nina ran away from the guards. Wishing it was all a nightmare, all she wanted to do as wake up. But morning never came for Nina, and she soon became one of Korvosa's street urchins. Surviving on feral instincts Nina barely survived, but she did survive. Eventually she began sculpting dolls and figures to not feel alone. Often pretending the little figures were her mother and father, she would talk to them as if they could answer back...

About Myself: I have been playing play by post on RPGCrossing for the past 5 years, and very much enjoy it. I find the RP aspect is more prominent than regular tabletop games and allows for better character development. I have always wanted to be a player in this adventure path, but I have to be honest. I own the first book. Still I would love the opportunity to play in it and I believe I choose a character that I can roleplay without spoiling the fun for the other players. I'll roll stats once I get picked. I'll make whatever I roll fit into the character not the other way around! :-)


Dotting for interest and throwing some bones.

Rolls:

1: 4d6 ⇒ (6, 6, 5, 2) = 19 6 6 5 4
2: 4d6 ⇒ (2, 3, 6, 6) = 17 4 3 6 6
3: 4d6 ⇒ (5, 4, 6, 6) = 21 5 4 6 6
4: 4d6 ⇒ (5, 1, 2, 2) = 10 5 3 5 5
5: 4d6 ⇒ (3, 1, 6, 1) = 11 3 4 6 5
6: 4d6 ⇒ (5, 6, 4, 2) = 17 5 6 4 4

1 reroll: 1d6 ⇒ 4
2 reroll: 1d6 ⇒ 2
4 reroll: 3d6 ⇒ (3, 1, 5) = 9
5 reroll: 2d6 ⇒ (4, 5) = 9
6 reroll: 1d6 ⇒ 4

2 reroll: 1d6 ⇒ 2
4 reroll: 1d6 ⇒ 5

2 reroll: 1d6 ⇒ 4

1: 6 + 6 + 5 = 17
2: 4 + 6 + 6 = 16
3: 5 + 6 + 6 = 17
4: 5 + 5 + 5 = 15
5: 6 + 5 + 4 = 15
6: 5 + 6 + 4 = 15


I've got an adorable concept I've been wanting to try with this campaign. Let's see how the dice play out first...

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

Eesh... Lotta rerolls...

2d6 ⇒ (5, 1) = 6
2d6 ⇒ (4, 3) = 7
1d6 ⇒ 1
2d6 ⇒ (5, 3) = 8
2d6 ⇒ (5, 3) = 8
1d6 ⇒ 3

So.. 14, 14, 14, 14, 17 14... Yeah, that'll do.

Dark Archive

Dotting for later!


Created with Twistlok's roles. History is pretty good, character sheet next.

Ry'ean has been held captive by the Drow for most of her life and has just recently learned she is not in fact Drow and her life has been a lie.

Lvl 2 HP: 1d10 ⇒ 2 oh balls


I think I've finally settled on an idea. A human brawler (shield champion). Because, let's be honest, what every campaign needs is more Captain America. (Captain Andoran? Captain Varisia?)


Alchemist level HP
1d8 ⇒ 5


1 person marked this as a favorite.
Daedalus the Dungeon Builder wrote:
I think I've finally settled on an idea. A human brawler (shield champion). Because, let's be honest, what every campaign needs is more Captain America. (Captain Andoran? Captain Varisia?)

Kolonel Korvosa.

Grand Lodge

Is there a list of characters already submitted going?


Here:

Maka, Half-Giant Psychic Warrior

Hazel, Human Seeker Sorceress/Scaled Fist Monk

Crispus, Human Vanguard Warlord

Headsman, Human Barbarian

Nina Anders, Human Oracle (?)/Barbarian(?)

Ry'ean De'Turro, Human (ex-Drow) swashbuckler

Along with a Vigilante (maybe) and a Bard (maybe).

Grand Lodge

So no arcane support? I don't really want to make another caster, maybe an Oracle?


Grox the Trox:

Grox the Trox
Male trox alchemist (vivisectionist) 1/unchained barbarian 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 4 264, Pathfinder RPG Ultimate Combat 31, Pathfinder RPG Ultimate Magic 20, Pathfinder Unchained 8)
CN Large monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 15 (+6 armor, +2 Dex, -1 size)
hp 22 (2 HD; 1d8+1d12+5)
Fort +6, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor), burrow 20 ft.
Melee dagger +7 (1d6+7/19-20) or
. . (H) mwk falcata +6 (3d6+10/19-20/×3)
Ranged (M) mwk gastraphetes +1 (1d12/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (6 rounds/day), frenzy, sneak attack +1d6
Alchemist (Vivisectionist) Extracts Prepared (CL 1st; concentration +1)
. . 1st—enlarge person (DC 11)
--------------------
Statistics
--------------------
Str 24, Dex 15, Con 15, Int 11, Wis 12, Cha 11
Base Atk +1; CMB +9 (+11 grapple); CMD 21 (23 vs. grapple)
Feats Brew Potion, Exotic Weapon Proficiency (falcata), Improved Grapple, Throw Anything
[b]Traits
hard to kill, missing son or daughter
Skills Craft (alchemy) +5 (+6 to create alchemical items), Linguistics +2, Perception +6, Survival +6
Languages Common, Dwarven, Terran
SQ alchemy (alchemy crafting +1), fast movement, grabbing appendages, mutagen (+4/-2, +2 natural armor, 10 minutes), uncontrolled rage
Combat Gear mutagen[APG]; Other Gear mwk mountain pattern armor[UC], barbed bolt (20), crossbow bolts (10), dagger, mwk falcata[APG], mwk gastraphetes, alchemist starting formula book, backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, spider's silk rope (50 ft.)[APG], string or twine[APG], tent, large[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 9 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Burrow (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Frenzy (1/day) (Ex) When injured, fly into a rage, gaining +2 CON, +2 STR, and -2 AC for 1 min.
Grabbing Appendages (Ex) Secondary arms maintain a grapple and can still make attacks with main arms.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Mutagen (DC 10) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Uncontrolled Rage (DC 12) (Ex) When drop a foe become confused (Will neg). If fail, save again each rd.

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