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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stat1: 4d6 ⇒ (4, 3, 5, 4) = 16
stat2: 4d6 ⇒ (1, 6, 3, 2) = 12
stat3: 4d6 ⇒ (6, 1, 3, 1) = 11
stat4: 4d6 ⇒ (6, 5, 6, 6) = 23
stat5: 4d6 ⇒ (3, 1, 2, 6) = 12
stat6: 4d6 ⇒ (2, 2, 1, 3) = 8

stat 2 rerolls: 2d6 ⇒ (5, 2) = 7
stat 3 rerolls: 2d6 ⇒ (6, 1) = 7
stat 5 rerolls: 1d6 ⇒ 3
stat 6 rerolls: 3d6 ⇒ (6, 2, 3) = 11

stat 2 reroll reroll: 1d6 ⇒ 4
stat 3 reroll reroll: 1d6 ⇒ 5
stat 6 reroll reroll: 1d6 ⇒ 2

man I have to reroll stat 6 dice again: 1d6 ⇒ 3

Stat 1:13
Stat 2:15
Stat 3:17
Stat 4:18
Stat 5:12
Stat 6:12


Rolls:

1: 4d6 ⇒ (2, 1, 1, 3) = 7
2: 4d6 ⇒ (1, 2, 4, 1) = 8
3: 4d6 ⇒ (5, 1, 5, 2) = 13
4: 4d6 ⇒ (5, 4, 5, 6) = 20
5: 4d6 ⇒ (4, 4, 6, 5) = 19
6: 4d6 ⇒ (4, 2, 1, 2) = 9

re-roll 1: 3d6 ⇒ (4, 2, 1) = 7
re-roll 2: 3d6 ⇒ (4, 5, 4) = 13
re-roll 3: 2d6 ⇒ (4, 6) = 10
re-roll 6: 3d6 ⇒ (6, 2, 1) = 9

re-roll 1: 2d6 ⇒ (2, 5) = 7
re-roll 6: 2d6 ⇒ (3, 5) = 8

re-roll 1: 1d6 ⇒ 4

Stat 1: (3,4,5,4)=13
Stat 2: (4,4,5,4)=13
Stat 3: (5,5,4,6)=16
Stat 4: (5,4,5,6)=16
Stat 5: (4,4,6,5)=15
Stat 6: (4,6,3,5)=15

Pretty good. Probably going with Harbinger.


Rollin:

I assumed by re-rolling 1's and 2's you meant "re-roll if you'd be forced to take a 1 or 2."

Stat 1: 4d6 ⇒ (3, 2, 4, 1) = 10
Stat 2: 4d6 ⇒ (4, 3, 2, 3) = 12 = 10
Stat 3: 4d6 ⇒ (5, 4, 4, 6) = 19 = 15
Stat 4: 4d6 ⇒ (1, 1, 3, 2) = 7
Stat 5: 4d6 ⇒ (1, 6, 1, 1) = 9
Stat 6: 4d6 ⇒ (3, 1, 4, 6) = 14 = 13

Stat 1 Again: 4d6 ⇒ (3, 4, 1, 2) = 10
Stat 4 Again: 4d6 ⇒ (1, 5, 5, 4) = 15 = 14
Stat 5 Again: 4d6 ⇒ (4, 2, 3, 2) = 11

Stat 1 x3: 4d6 ⇒ (5, 5, 2, 3) = 15 = 13
Stat 5 x3: 4d6 ⇒ (5, 6, 4, 6) = 21 = 17

17, 15, 14, 13, 13, 10


Daedalus the Dungeon Builder wrote:

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).

I'll be submitting a Ranger (Sable Company Marine) at some point. Probably.


GM, a couple of questions:

Is VMC allowed?

(For future planning purposes) is Leadership and/or feats like it allowed?

Liberty's Edge

Daedalus the Dungeon Builder wrote:

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).

Nina will be main healer. barb lvls are just for rage prophet


I will dot this for now, I have a concept for an arcane archer I have been wanting to play so I will try to have that character built within a few days.

Silver Crusade

@stormcrow27 There seems to be some confusion about the re-rolls.

If, for example, I were to roll (5,4,2,1), would I first drop the 1 (5,4,2) and then re-roll the 2, or would I re-roll both the 1 and the 2?
If a re-roll is a 1 or a 2, would I re-roll again until I get a 3 or better?


Can't resist the roll :)

Rolls:

4d6 ⇒ (6, 4, 2, 3) = 15
4d6 ⇒ (1, 3, 1, 2) = 7
4d6 ⇒ (5, 2, 2, 4) = 13
4d6 ⇒ (1, 2, 5, 1) = 9
4d6 ⇒ (6, 4, 2, 3) = 15
4d6 ⇒ (1, 4, 2, 6) = 13

1d6 ⇒ 1
3d6 ⇒ (3, 3, 5) = 11
2d6 ⇒ (2, 2) = 4
3d6 ⇒ (3, 3, 5) = 11
2d6 ⇒ (3, 6) = 9
2d6 ⇒ (6, 4) = 10

1d6 ⇒ 5
2d6 ⇒ (6, 6) = 12

15, 11, 17, 13, 16, 16


Update on stat rolling to make it clear.

If you were to roll 5, 4, 2, 1, then you would reroll the 1 and the 2, and then reroll the 1 and the 2 until you got 3 or higher. Then take the best 3. The idea is to avoid characters with all stats at 6 etc unless you want said stats for roleplaying purposes. I call it my big hero roll rules, and it also allows for people to play stuff that's MAD without having a 6 Con or a 7 Charisma or a super pt buy dump stat. It's kind of hard to have a strength based monk grapple someone if you don't take the right feats and you have a str of 5. Otherwise we get nothing but hybrids and spellcasters.

Also fighters get 4 skill points a level. That allows you them to have something other then 9 ranks in Athletics and 1 rank in Swim at 9th level....


Ouachitonian wrote:

GM, a couple of questions:

Is VMC allowed?

(For future planning purposes) is Leadership and/or feats like it allowed?

Leadership is fine. VMC=Variant multi-classing? Sure. No one ever multi-classes in my games anyway except for one guy who always plays elves. Meh, elves.


Uh oh, I did my rolls slightly wrong then. Let me fix that.

1d6 ⇒ 2+3+3+5
1d6 ⇒ 2+5+5+6
1d6 ⇒ 3+5+6+3
1d6 ⇒ 6+3+3+5
1d6 ⇒ 3+3+3+3
4+5+6+3

Great, more 2s.

1d6 ⇒ 4+3+3+5
1d6 ⇒ 6+5+5+6
3+5+6+3
6+3+3+5
3+3+3+3
4+5+6+3

Ok, finally. Now dropping the lowest yields a spread of....12, 17, 14, 14, 9, 15. There we go.

Yes, Variant Muticlassing. Paladin was looking awfully tempting, even though I'd planned on Ranger. Now I can have my Favored Enemy and Smite it too! Well, eventually.


Cool, starting to think about concepts. For now...

5d6 - 2 - 4 ⇒ (5, 2, 6, 4, 4) - 2 - 4 = 15
4d6 - 4 ⇒ (6, 5, 6, 4) - 4 = 17
5d6 - 2 - 5 ⇒ (5, 5, 6, 2, 5) - 2 - 5 = 16
11d6 - 2 - 2 - 1 - 1 - 1 - 2 - 2 - 3 ⇒ (6, 2, 2, 1, 1, 1, 2, 2, 6, 3, 5) - 2 - 2 - 1 - 1 - 1 - 2 - 2 - 3 = 17
8d6 - 2 - 1 - 2 - 3 - 1 ⇒ (2, 5, 4, 1, 2, 3, 1, 3) - 2 - 1 - 2 - 3 - 1 = 12
4d6 - 3 ⇒ (6, 5, 4, 3) - 3 = 15

Sczarni

Raltus wrote:

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

Oh, I, uh, I thought the maybe-bard was the arcane support. I'm pretty sure the bard -is- arcane support, the class. Also, yeah! Shield fighters up in here. I wish I could dual-wield tower shields.


Also don't forget all that just because Korvosa is a predominantly human city that nonhumans aren't welcome. Korvosans are equally racist and classist against everyone depending on where you live, who you are and were, and how much money you make, and they love laws. It's a lawful neutral city with capitalist and organized tendencies. Kind of like Venice or New York or Detroit in good times.


I guess I'll chnge my mind again and start figuring out an arcanist. They seem fun, and int/cha spreads are good on them, plus the lack of a 20 in the casting stat is counterbalanced by a slightly larger arcane pool due to actually having a cha score. hp: 1d6 ⇒ 3

I am truly magical in my ability to roll low.


Is pureblood Azlanti an acceptable race? It's nice, not game-breakingly powerful (though still pretty good), and I have an idea for how it could work story-wise. The story would stay much the same regardless, but it would be cool to have my backstory backed up by my stats.

Also, can we take a drawback (instead of/as well as) a flaw, to get an extra trait?

Okay, so we're using VMC. How about other Unchained systems, like background skills, fractional advancement, Scaling Items, or the classes?

Speaking of which, I nearly have my brawler finished. But she's not Captain America, despite my first ideas. Very much not the Captain.


How can I not at least apply for this.

The Rolls:

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

stat1: 2d6 ⇒ (3, 1) = 4
stat2: 1d6 ⇒ 2
stat3: 2d6 ⇒ (2, 4) = 6
stat4: 1d6 ⇒ 1
stat6: 2d6 ⇒ (4, 4) = 8

stat1: 1d6 ⇒ 6
stat2: 1d6 ⇒ 1
stat3: 1d6 ⇒ 6
stat4: 1d6 ⇒ 3
stat5= 14
stat6= 14

stat1= 14
stat2: 1d6 ⇒ 1
stat3= 15
stat4= 13
stat5= 14
stat6= 14

stat2: 1d6 ⇒ 4

Final Stats are 14,13,15,13,14,14

How do you feel about crafting? Will there be time to craft?


Rolls:

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

Set 1 rerolls - 3d6 ⇒ (4, 4, 4) = 12, gives = 4 + 4 + 5 = 13

Set 2 rerolls - 2d6 ⇒ (6, 2) = 8 and 1d6 ⇒ 2 and 1d6 ⇒ 3, gives = 5 + 6 + 4 = 15

Set 3 rerolls - 1d6 ⇒ 4, gives = 5 + 5 + 4 = 14

Set 4 rerolls - 2d6 ⇒ (3, 1) = 4 and 1d6 ⇒ 1 and 1d6 ⇒ 5, gives = 5 + 3 + 3 = 11

Set 5 rerolls - 1d6 ⇒ 1 and 1d6 ⇒ 6, gives = 6 + 5 + 4 = 15

Set 6 gives = 6 + 5 + 4 = 15

13, 15, 14, 11, 15, 15

I think I will make a wizard of some kind


Rolling for HP:

1d10 ⇒ 10
Oh, very nice. Why can't I roll this good more often?

This is Daedalus, by the way.


Pathfinder Pawns Subscriber

Stats: 4d6 ⇒ (5, 2, 6, 1) = 14
Stats: 4d6 ⇒ (3, 3, 4, 4) = 14
Stats: 4d6 ⇒ (6, 3, 3, 3) = 15
Stats: 4d6 ⇒ (1, 4, 4, 1) = 10
Stats: 4d6 ⇒ (4, 6, 1, 2) = 13
Stats: 4d6 ⇒ (1, 5, 1, 6) = 13

Rerolls: 8d6 ⇒ (3, 3, 3, 3, 4, 3, 3, 2) = 24

14
11
12
15
14
14


stormcrow27 wrote:

Update on stat rolling to make it clear.

If you were to roll 5, 4, 2, 1, then you would reroll the 1 and the 2, and then reroll the 1 and the 2 until you got 3 or higher. Then take the best 3. The idea is to avoid characters with all stats at 6 etc unless you want said stats for roleplaying purposes. I call it my big hero roll rules, and it also allows for people to play stuff that's MAD without having a 6 Con or a 7 Charisma or a super pt buy dump stat. It's kind of hard to have a strength based monk grapple someone if you don't take the right feats and you have a str of 5. Otherwise we get nothing but hybrids and spellcasters.

Also fighters get 4 skill points a level. That allows you them to have something other then 9 ranks in Athletics and 1 rank in Swim at 9th level....

Oh goody! Looks like I got it right!

Good thing too, after the messing about I did to make that dogs' breakfast of rolls somewhat readable!

@ stormcrow27:
Thanks for the heads up on the bit about non-humans not getting an enthusiastic welcome!
Clarifies in my mind the kind of character I'll build!

I should come up with something interesting in the next day or two...

Thanks again.


How about a 2 on the second HD lol.


Hazel Personality and Background:
Hazel is an idealist at heart, intent on helping the people around her even if she doesn't quite know how. She is prone to surges of powerful emotion, bursts of rage or mirth so compelling they border on manic, yet through it all she is still striving for some form of order.

For as far back as her memory extends, Hazel has been growing up on the streets of Old Korvosa, living off the wealthier citizens' scarce charity and plentiful waste. She's strong enough to defend herself in a fight, and she's good enough at blending in that she doesn't have to, so she's been able to survive the day-to-day struggles of life alone in the city. Bit by bit, though, she's acquired a growing sense of wrongness about the city around her, a feeling that the world is not as it should be.

Thanks to her overwhelming physical strength, Hazel eventually found occasional work as a guard for shops and businesses in need of security, and now, at the age of nineteen, she's been accepted into training to become a member of the Korvosan Guard. She knows by now not to talk about her... other talents, the way the laws of reality make exceptions for her when her emotions rise to particular heights - that sort of talk could only draw unwanted attention.

Working with the Guard is good for her; she hasn't gotten rid of that sense of wrongness, but at least she feels like she's doing something about it. If the world isn't as safe as it ought to be, then she'll just have to make it safer, one city block at a time.


Oh, I rolled my stats wrong, then.

Time for new stat rolls, then.

Rolling for Headsman

Dice rolls:

Stat 1: 4d6 ⇒ (5, 6, 6, 5) = 22
Stat 2: 4d6 ⇒ (3, 1, 1, 6) = 11
Stat 3: 4d6 ⇒ (2, 6, 6, 1) = 15
Stat 4: 4d6 ⇒ (3, 3, 1, 2) = 9
Stat 5: 4d6 ⇒ (6, 1, 3, 5) = 15
Stat 6: 4d6 ⇒ (5, 4, 2, 1) = 12

Rerolls to fill in as needed: 15d6 ⇒ (6, 6, 1, 3, 5, 3, 6, 4, 2, 5, 3, 3, 1, 3, 6) = 57

Stats:
5,6,6,5: 17 DEX
3,6,6,6: 18 +2 Racial = 20 STR
3,6,6,5: 17 CON
3,3,6,4: 12 INT
6,5,3,5: 16 WIS
5,4,3,3: 14 CHA

... Gorum is smiling upon Headsman, it seems.

These stats are just stupid good, and I'm moderately worried they might hurt my chances of getting picked because they're too high. I'm open to lowering this a bit if you'd rather I do, GM.

Level 2 HD: 1d12 ⇒ 6

I'll have my crunch updated by the end of recruitment. How do you lean between Roleplay and Rollplay, DM? Any particular expectations for character background and the like? What can a player do to increase their chances of being picked?


Hrm, I do like this AP a bunch. Let me think on it.

Spoiler:

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

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

n/a
1d6 ⇒ 1
1d6 ⇒ 2
1d6 ⇒ 3
1d6 ⇒ 5
1d6 ⇒ 1
1d6 ⇒ 4

n/a
1d6 ⇒ 1
1d6 ⇒ 5
n/a
n/a
1d6 ⇒ 5
n/a

n/a
1d6 ⇒ 6
n/a
n/a
n/a
n/a

[5,3,3,4] = 12
[3,6,3,6] = 15
[3,4,6,5] = 15
[4,3,3,5] = 12
[4,6,4,5] = 17
[5,6,5,4] = 16

I suppose I can figure something out with a 41 point buy equivalent. I'm thinking of a magus with (undesired) Sczarni ties maybe.


1d10 ⇒ 10

Cool!

Animal companion: 1d8 ⇒ 4


Unchained Classes are fine. Background skills and the rest I need to look at. Korovosa's purchase and item availability widely varies during the adventure, so there will be time to craft. Nonhumans are tolerated, but not really welcome unless they have trade or look useful, ala dwarves, halfings, otyughs (eat lots of the garbage in the sewers), imps due to the magical Acadame, house drakes, and elves. Kaer Maga and Korvosa are trade partners however, and there are three academies of magic in the city.

http://pathfinderwiki.com/wiki/Korvosa


Also Goliaths are fine. A pure blooded Azlanti human would need a good backstory, since the stock is mostly dead.


http://pathfinderwiki.com/wiki/Religion_in_Korvosa

Gods

Magic

http://pathfinderwiki.com/wiki/Magic_in_Korvosa

Some more background information


Are you fine with fire-forged steel?

It'd be a great flavor fit for my character's weapon, and I'm trying to find semi-frivolous ways to spend my starting gold.

Flavor-wise, my character is supposed to be broke but have some valuable heirlooms from his father, so I'm attempting to have only a handful of more expensive items.


Crime in Korvosa is organized into an official guild, known as the Cerulean Society, and unofficial crime, ranging from Scarzni to evil men using orphans to make fish slurry and pickpocket people. Also the city does have a folk hero/aka Blackjack, who is very similar to a fully masked version of Zorro or Ezio from Assassin Creed's 2.


Idea; half-orc Martial Artists/Brute VMC Barbarian
HP: 1d8 ⇒ 8
Sweet!


Cydrius wrote:

Are you fine with fire-forged steel?

It'd be a great flavor fit for my character's weapon, and I'm trying to find semi-frivolous ways to spend my starting gold.

Flavor-wise, my character is supposed to be broke but have some valuable heirlooms from his father, so I'm attempting to have only a handful of more expensive items.

Broken down mansions are always a good way to spend money. Or a spouse, but any of the materials are fine. Korvosa is one of the three great cities for trade in Varisia, and they have a dwarven contingent from Janderhoff living inside the city.


Cydrius wrote:

Oh, I rolled my stats wrong, then.

Time for new stat rolls, then.

Rolling for Headsman

** spoiler omitted **

Stats:
5,6,6,5: 17 DEX
3,6,6,6: 18 +2 Racial = 20 STR
3,6,6,5: 17 CON
3,3,6,4: 12 INT
6,5,3,5: 16 WIS
5,4,3,3: 14 CHA

... Gorum is smiling upon Headsman, it seems.

These stats are just stupid good, and I'm moderately worried they might hurt my chances of getting picked because they're too high. I'm open to lowering this a bit if you'd rather I do, GM.

[dice=Level 2 HD]1d12

I'll have my crunch updated by the end of recruitment. How do you lean between Roleplay and Rollplay, DM? Any particular expectations for character background and the like? What can a player do to increase their chances of being picked?

No need to worry about stats. They don't determine a character, they just help create a framework. I prefer roleplay to rollplay builds, but given the nature of Pathfinder/3.5 as a game system, the design supports planning. Mostly I like characters with a good history though nothing super story twisting like you were the chosen one to save Narnia or Hyrule or America from disaster... Given that we have the retraining rules and such, character roles can switch if someone finds themselves not liking their class. Being a murder hobo is a bad idea since the city has plenty of powerful organizations from the elite company of hippogriff riders to mages specializing in conjuration/summoning magic, usually devils.


The fire-forged weapon is a Sklar-Quah heirloom weapon. With them being the Sun Clan from the Cinderlands, fire-forged seems appropriate thematically.

Thanks for clarifying about the stats, also. I'm glad to hear we're going for roleplay, as I've grown fond of Headsman's lore.


It would appear that I need to reroll some rerolls,
Line 1
1d6 ⇒ 1
Line 2
1d6 ⇒ 2
Line 3
1d6 ⇒ 4
Line 4
1d6 ⇒ 5

Line 1 again
1d6 ⇒ 2
Line 2 again
1d6 ⇒ 3

Line 1 again again
1d6 ⇒ 5


This is Ouachitonian, presenting Lucien, up-and-coming Sable Company Marine, seeking to prove his worth to Commandant Endrin, whom he regards as a second father.

He won't actually be able to ride his Hippogriff for a while, but she's still helpful. For now he'll settle for using his longsword and crossbow on foot. Also, the Urban Ranger archetype stacks with Sable Company Marine, so I took that as well, meaning he may be able to fill in effectively for a Rogue (at least some of the time). It also seemed pretty thematic for a Ranger whose sole purpose in life is to defend a city. VMC paladin, as much as anything reflects his outlook on life and dedication to honor, justice...and revenge on Gaedren Lamm, whom he believes responsible for the murder of his mother (he is a paladin of Ragathiel, after all). And hopefully Smite Evil, Lay on Hands, and whatnot will come in handy at higher levels.


Introducing Nicolai Fortescu, Human (Varisian) Wizard (Foresight sub-school).
4d6 ⇒ (6, 3, 1, 6) = 16
4d6 ⇒ (5, 4, 2, 3) = 14
4d6 ⇒ (2, 3, 2, 2) = 9
4d6 ⇒ (4, 3, 5, 3) = 15
4d6 ⇒ (3, 4, 4, 4) = 15
4d6 ⇒ (5, 2, 3, 3) = 13

Roll #1 re-roll 1d6 ⇒ 6 = 18
Roll #2 re-roll 1d6 ⇒ 1; 1d6 ⇒ 6 = 15
Roll #3 re-roll 3d6 ⇒ (3, 4, 6) = 13 = 13
Roll #4 = 12
Roll #5 = 12
Roll #6 re-roll 1d6 ⇒ 2; 1d6 ⇒ 3 = 11

Final stats are 18, 15, 13, 12, 12, 11

Hit points 1d6 ⇒ 2


Great!
The idea is that she was something of a magical experiment. Before she was born, a wizard manipulated her parents' blood (both were of Azlanti), in the hopes of re-creating the extinct ethnicity. Then, he took the child as his own. It didn't go well in the long hall, and she forswore casting and still bears a grudge against Acadamae wizards (along with Gaedren Lamm, for semi-unrelated reasons). So she's not "pure," per say, but she's as close as they come (say, 90% or so).

Is that decent? Or would you prefer something else, more to your preferences?


5,4,5,6 =16
3,3,5,5 =13
3,3,4,5 =12
6,4,4,5 =15
5,6,5,6 =17
6,3,5,6 =17
Final results of rerolls.
Will update the stats and finish background tomorrow


stormcrow27 wrote:
Also fighters get 4 skill points a level. That allows you them to have something other then 9 ranks in Athletics and 1 rank in Swim at 9th level....

I don't suppose that extends to any other classes? Running out of skill points for flavorful things as a magus (2 points per level, but INT is an important skill).


DM stormcrow27, I'd like to introduce you to Jember Fatespun, secret clever godling of Pharasma, and divine pain-in-the-ass to Korvosa's Pharasma's clerics.


Ok, let's give this a try. The character I think I will go for is an Abadarian bolt ace gunslinger/ variant paladin.

But first stats:
1#4d6 ⇒ (1, 6, 6, 2) = 15
2#4d6 ⇒ (4, 4, 6, 6) = 20
3#4d6 ⇒ (5, 2, 2, 6) = 15
4#4d6 ⇒ (3, 5, 2, 4) = 14
5#4d6 ⇒ (3, 2, 6, 2) = 13
6#4d6 ⇒ (4, 4, 5, 2) = 15

1#2d6 ⇒ (4, 6) = 10
3#2d6 ⇒ (5, 1) = 6
5#2d6 ⇒ (4, 2) = 6

Stats= 18,16,16,12,13,13


Io Dorean wrote:

Great!

The idea is that she was something of a magical experiment. Before she was born, a wizard manipulated her parents' blood (both were of Azlanti), in the hopes of re-creating the extinct ethnicity. Then, he took the child as his own. It didn't go well in the long hall, and she forswore casting and still bears a grudge against Acadamae wizards (along with Gaedren Lamm, for semi-unrelated reasons). So she's not "pure," per say, but she's as close as they come (say, 90% or so).

Is that decent? Or would you prefer something else, more to your preferences?

Given that Varisia was also the home of several of the Thassilonian Runelords (or I think all of them, actually), that's quite possible. The Thassilonians were all Azlanti expatriates in any case. Plus Korvosa still has a temple of Aroden in it. You may want to also look at the sin magic or other style backgrounds, plus every so often an Acadame student is born/"gifted" with the power of Runelord Sorshen, the manifestation of the sin lust.


roll1: 4d6 ⇒ (6, 2, 3, 4) = 15
roll2: 4d6 ⇒ (6, 2, 4, 4) = 16
roll3: 4d6 ⇒ (6, 1, 2, 2) = 11
roll4: 4d6 ⇒ (3, 2, 2, 1) = 8
roll5: 4d6 ⇒ (1, 4, 5, 4) = 14
roll6: 4d6 ⇒ (6, 3, 3, 3) = 15

roll1-reroll: 1d6 ⇒ 3
Roll 1 Total: 13

roll2-reroll: 1d6 ⇒ 1
Roll 2 Total: 14

roll3-reroll: 3d6 ⇒ (3, 4, 1) = 8
Roll 3 Total: 13

roll4-reroll: 3d6 ⇒ (3, 2, 1) = 6
Roll 4 Total: 8

roll5-reroll: 1d6 ⇒ 4
Roll 5 Total: 13

Roll 6 Total: 12

Welp. That is a very underwhelming 14 pt buy

Lantern Lodge

stat rolls:
4d6: 4d6 ⇒ (4, 1, 1, 6) = 12
Reroll 2d6: 2d6 ⇒ (3, 5) = 8 =15
4d6: 4d6 ⇒ (2, 5, 4, 5) = 16
reroll 1d6: 1d6 ⇒ 1
reroll again 1d6: 1d6 ⇒ 2
3rd times 1d6: 1d6 ⇒ 6 =16
4d6: 4d6 ⇒ (3, 4, 4, 5) = 16 =13
4d6: 4d6 ⇒ (5, 1, 4, 4) = 14
reroll 1d6: 1d6 ⇒ 5 =14
4d6: 4d6 ⇒ (1, 6, 2, 5) = 14
reroll 2d6: 2d6 ⇒ (2, 6) = 8
reroll again 1d6: 1d6 ⇒ 3 =17
4d6: 4d6 ⇒ (3, 1, 5, 5) = 14
reroll 1d6: 1d6 ⇒ 6 =16

15,16,13,14,17,16
Sarenrae follower Cleric

hp roll 2nd Hp: 1d8 ⇒ 7

8+7+(con modx2)


This is Rikash, I have been working on my backstory and will try and get everything together tonight. I'll likely reuse this alias, though it's currently a lore warden built for an entirely different game. It'll be a magus when I"m done. :)

@stormcrow27 (GM): I'd appreciate some input on this question:

Rikash wrote:


stormcrow27 wrote:


Also fighters get 4 skill points a level. That allows you them to have something other then 9 ranks in Athletics and 1 rank in Swim at 9th level....

I don't suppose that extends to any other classes? Running out of skill points for flavorful things as a magus (2 points per level, but INT is an important skill).


Sure in fact everyone gets 2 more skill points a level. It's what we did for Way of the Wicked when I ran it and everyone died before they even got out of the jail...


There are days when 3 campaigns worth of half to all TPKs get annoying via tabletop....

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