DM-Salsa Presents: The Tower of Doom (Inactive)

Game Master AdamWarnock

I hope you have a good sense of humor.


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Before you read any further, please note that this is going to be silly. This isn't a self-deprecation, but the point of the entire adventure. If you are looking for a place to play that dark brooding assassin your GM forbade, seriously, then I'm afraid that this isn't for you. If you're looking to play him up to comedic levels of GrimDark, Blood-bathed, over-the-top shenanigans, however, this still might not be your campaign, but apply anyway, I'll be the judge. :D

Now, this is supposed to be a dungeon crawly type game with lots of Role-playing and other shenanigans. That means classes that do well in confined spaces are your best bet, although it could be fun to try and be the knight on a white horse, just don't expect to be able to ride much.

Character creation:
Level 1
Roll 4d6 drop lowest six times for stats.
-Reroll if you have less than a 20 point buy
-Reroll if more than one stat is below 8.
Don't worry about starting equipment.
Three traits and one drawback.
No Evil, period.
Any class is allowed (save no Anti-Paladin)
Any race that uses class levels for hit-dice is allowed.

Submission:
Full stats, save equipment
Your character's background
Your character's personality
Your character's appearance
A few things that sets them on edge.
A few things that makes them go all gooey.
A quirk or two that they have.

I'll keep submissions open until Saturday. Until then, I look forward to seeing what you guys come up with. Remember that this adventure does not take itself seriously, so the potential for humor is going to trump party balance and optimization.


4d6 ⇒ (1, 1, 4, 4) = 10 8
4d6 ⇒ (5, 1, 4, 1) = 11 9
4d6 ⇒ (6, 2, 4, 6) = 18 16
4d6 ⇒ (2, 4, 1, 6) = 13 12
4d6 ⇒ (3, 1, 3, 4) = 11 10
4d6 ⇒ (3, 3, 2, 1) = 9 8

pt buy 7

4d6 ⇒ (2, 3, 6, 6) = 17 15
4d6 ⇒ (4, 4, 4, 3) = 15 12
4d6 ⇒ (1, 6, 6, 4) = 17 16
4d6 ⇒ (1, 1, 6, 5) = 13 12
4d6 ⇒ (3, 1, 3, 3) = 10 9
4d6 ⇒ (3, 2, 2, 2) = 9 7

pt buy 16

4d6 ⇒ (2, 6, 3, 4) = 15 13
4d6 ⇒ (5, 5, 2, 1) = 1312
4d6 ⇒ (2, 6, 1, 6) = 1514
4d6 ⇒ (3, 4, 1, 2) = 10 9
4d6 ⇒ (2, 1, 4, 6) = 13 12
4d6 ⇒ (6, 1, 2, 1) = 10 9

pt 10

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

pt 28. finally. Though I am not quite sure where I am going to go with this yet. I'll be back.

Could we get more information about the setting?


Pathfinder Lost Omens, Rulebook Subscriber

Dotting. I have a few dumb ideas that could be fun. :D

4d6 ⇒ (6, 6, 1, 5) = 18 17
4d6 ⇒ (6, 3, 4, 1) = 14 13
4d6 ⇒ (4, 5, 4, 1) = 14 13
4d6 ⇒ (2, 6, 6, 6) = 20 18
4d6 ⇒ (2, 4, 1, 6) = 13 12
4d6 ⇒ (2, 4, 6, 5) = 17 15

Edit: holy s!$~ that's a roll.


This sounds amazing! Let me try my hand at this...

Attempt 1:
1: 4d6 ⇒ (1, 5, 3, 1) = 10 9
2: 4d6 ⇒ (3, 6, 3, 3) = 15 12
3: 4d6 ⇒ (2, 1, 3, 3) = 9 8
4: 4d6 ⇒ (3, 1, 6, 2) = 12 11
5: 4d6 ⇒ (1, 4, 4, 1) = 10 9
6: 4d6 ⇒ (5, 2, 4, 2) = 13 11

11 pt. buy.

Nope. Let's try again:

Attempt 2:
1: 4d6 ⇒ (3, 4, 3, 5) = 15 12
2: 4d6 ⇒ (1, 5, 4, 6) = 16 15
3: 4d6 ⇒ (1, 1, 5, 5) = 12 11
4: 4d6 ⇒ (2, 1, 2, 2) = 7 6
5: 4d6 ⇒ (5, 5, 5, 6) = 21 16
6: 4d6 ⇒ (1, 2, 3, 5) = 11 10

16 pt. buy

That time I seem to have rolled an NPC by mistake. Third time's the charm?

Attempt 3:
1: 4d6 ⇒ (4, 1, 5, 1) = 11 10
2: 4d6 ⇒ (4, 5, 5, 3) = 17 14
3: 4d6 ⇒ (4, 1, 4, 5) = 14 13
4: 4d6 ⇒ (2, 3, 2, 4) = 11 9
5: 4d6 ⇒ (1, 1, 2, 1) = 5 4
6: 4d6 ⇒ (1, 1, 3, 4) = 9 8

I think that's a point-buy of less than 0...

Attempt 4:
1: 4d6 ⇒ (6, 3, 5, 6) = 20 17
2: 4d6 ⇒ (3, 2, 4, 6) = 15 13
3: 4d6 ⇒ (2, 1, 5, 6) = 14 13
4: 4d6 ⇒ (2, 2, 1, 5) = 10 9
5: 4d6 ⇒ (2, 1, 1, 6) = 10 9
6: 4d6 ⇒ (1, 4, 5, 2) = 12 11

So close! 18 point buy!

1: 4d6 ⇒ (1, 1, 1, 4) = 7 6
2: 4d6 ⇒ (6, 3, 5, 3) = 17 14
3: 4d6 ⇒ (2, 5, 5, 5) = 17 15
4: 4d6 ⇒ (2, 3, 6, 4) = 15 13
5: 4d6 ⇒ (5, 6, 3, 6) = 20 17
6: 4d6 ⇒ (2, 2, 6, 4) = 14 12

SUCCESS! I don't know what a 6 gets me, but that is definitely over 20! Will work out a character within the next day or so!


1: 4d6 ⇒ (2, 5, 6, 3) = 1614
2: 4d6 ⇒ (5, 2, 4, 3) = 1412
3: 4d6 ⇒ (6, 1, 3, 5) = 1514
4: 4d6 ⇒ (3, 5, 6, 4) = 1815
5: 4d6 ⇒ (4, 3, 5, 4) = 1613
6: 4d6 ⇒ (4, 1, 2, 4) = 1110

22 Point Buy.
Lets see what silly character I can make.


I think I know what I want to play. Let's see what the dice say.

4d6 ⇒ (4, 2, 6, 5) = 17 15
4d6 ⇒ (2, 2, 1, 3) = 8 7
4d6 ⇒ (4, 5, 3, 6) = 18 15
4d6 ⇒ (5, 3, 5, 5) = 18 15
4d6 ⇒ (2, 5, 4, 5) = 16 14
4d6 ⇒ (1, 4, 6, 1) = 12 11

The dice say 22 pt buy.

Shadow Lodge

1:: 4d6 ⇒ (1, 6, 4, 6) = 17 16
2:: 4d6 ⇒ (6, 5, 3, 6) = 20 17
3:: 4d6 ⇒ (3, 5, 2, 5) = 15 13
4:: 4d6 ⇒ (2, 1, 4, 6) = 13 12
5:: 4d6 ⇒ (2, 6, 4, 3) = 15 13
6:: 4d6 ⇒ (5, 2, 2, 6) = 15 13

Hope i got the dice thing right lol

wow 33 point buy nice lol, time to work with this lol


well I have a thought but its time to see if the dice agree

stat roll #1: 4d6 ⇒ (2, 2, 5, 3) = 12 = 10
stat roll #2: 4d6 ⇒ (1, 4, 2, 6) = 13 = 12
stat roll #3: 4d6 ⇒ (2, 2, 6, 6) = 16 = 14
stat roll #4: 4d6 ⇒ (4, 3, 5, 6) = 18 = 15
stat roll #5: 4d6 ⇒ (6, 2, 5, 2) = 15 = 13
stat roll #6: 4d6 ⇒ (4, 2, 5, 1) = 12 = 11

(18 point buy)

re-roll #1

stat roll #1: 4d6 ⇒ (3, 5, 5, 4) = 17 = 13
stat roll #2: 4d6 ⇒ (5, 6, 4, 1) = 16 = 15
stat roll #3: 4d6 ⇒ (6, 1, 3, 6) = 16 = 15
stat roll #4: 4d6 ⇒ (3, 2, 6, 6) = 17 = 15
stat roll #5: 4d6 ⇒ (1, 2, 4, 5) = 12 = 11
stat roll #6: 4d6 ⇒ (4, 1, 5, 6) = 16 = 15

32 point buy --- ok looks like 15 is the magic number

are you open to thrid party races or classes?

also can I reflavor stuff as long as the base mechanics remain the same.

edit: no... Noro will not be applying...

EDIT again; I am thinking of re-tooling this character


As far as setting goes, assume your character is from Golarion (or somewhere else of your choosing, if you ask nicely.) I forgot to mention it earlier, sorry about that.

(As for where the campaign takes place, it h[REDACTED by order of the Voices in my Head.]

Also, I don't know if I mentioned this, but please put everything into one post once you've finished your submission. This will help me out when it comes time to decide, and you won't have to smash your F5 key as much since I don't have to spend time hunting things down.

Something like this will do:

Here's my submission!

Joe Everyman:

[Crunch]

Background:

Just an average farmer, he has no clue why the elven lady of the woods wants him to deliver the Staff of Nuts to her queen.

Personality:

Joe enjoys a good beer with friends and tending his crops.

Appearance:

Totally unremarkable. So unremarkable, that others cannot describe him beyond vague terms like, "Middling height, average weight, medium brown eyes and hair."

Things that set him on edge:

-He hates the sound of rabbits eating his crops.
-Poor Hoeing technique

Things that turn him gooey:

-Cute little girls that remind him of his daughter.
-Puppies

His biggest quirks:

Totally and complete unfazed by anything. Yes even that.
Does anything his wife or daughter asks him to, no matter how impossible.

@Ed: In reverse order, Yes, and what was it? If I have access to it, I'll think about it, but otherwise no.


#1: 4d6 ⇒ (6, 5, 2, 3) = 16=14
#2: 4d6 ⇒ (5, 1, 3, 3) = 12=11
#3: 4d6 ⇒ (3, 5, 4, 2) = 14=12
#4: 4d6 ⇒ (4, 6, 6, 5) = 21=17
#5: 4d6 ⇒ (2, 4, 3, 3) = 12=10
#6: 4d6 ⇒ (4, 2, 3, 1) = 10=9
Dotting
Got an idea for a kobold bard that uses the summoned instrument as a weapon...

Shadow Lodge

how about this third party race?


Raphael Valen wrote:
how about this third party race?

I'm going to say no. I'm not a fan of it and the race kinda feels like someone wanted to make an undead Dri'zzt, or something to me.

Shadow Lodge

ahh ok lol, back to the drawing board then lol


ok I am now confused on the answers..

Quote:


@Ed: In reverse order, Yes, and what was it? If I have access to it, I'll think about it, but otherwise no.

was that yes the reflavor

and no on the third party stuff?

or was that if you have access to it?

so now that I am as crazy as the character can be

do you have this book

If not I can probably help you with that.


Yes on the reflavor, and a maybe on the third Party stuff. If I don't have the material, or access to the crunch, I'd rather not have to deal with it.

I do not have the book, but if it has stuff like the Faen in it, I'm definitely interested.


Sounds interesting! I've never rolled for stats before, could be fun.

Here goes nothing!

#1: 4d6 ⇒ (5, 1, 3, 1) = 10 (9, -1)
#2: 4d6 ⇒ (5, 2, 2, 3) = 12 (10, +0)
#3: 4d6 ⇒ (5, 2, 3, 3) = 13 (11, +0)
#4: 4d6 ⇒ (6, 2, 6, 5) = 19 (17, +13)
#5: 4d6 ⇒ (1, 3, 6, 6) = 16 (15, +7)
#6: 4d6 ⇒ (6, 6, 5, 6) = 23 (18, +17)

So a 36 point build? Is that all right, DM-Salsa?


Here's my submission!

Veegal Slimtail:
Veegal Slimtail
Male Vanara Monk (Zen Archer) 1 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Advanced Race Guide 0)
LG Medium humanoid (vanara)
Init +4; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+4 Dex, +3 untyped)
hp 9 (1d8+1)
Fort +3, Ref +6, Will +5
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee unarmed strike +2 (1d6+2)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 13, Wis 17, Cha 4
Base Atk +0; CMB +2; CMD 19
Feats Improved Unarmed Strike, Perfect Strike[APG], Point-Blank Shot, Precise Shot
Traits eyes and ears of the city, jungle fighter, militia veteran (any town or village)
Drawbacks burned
Skills Acrobatics +10, Climb +10, Escape Artist +8, Perception +8, Sense Motive +7, Stealth +10, Survival +8; Racial Modifiers +2 Acrobatics, +2 Stealth
Languages Common, Vudrani, Vanaran
SQ monk vows (vow of celibacy, vow of cleanliness, vow of silence, vow of truth), prehensile tail, unarmed strike
--------------------
Special Abilities
--------------------
BurnedYou take a –1 penalty on saving throws against fire effects and a -1 to attacks, saves, and skill checks when adjacent to a fire effect until away from the fire for one round.
Climbing (30 feet) You have a Climb speed.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jungle Fighter Your speed may not be reduced to less than 10 feet by difficult terrain in jungles.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action.
Unarmed Strike (1d6) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Vow of Celibacy (+1 Ki) The monk must abstain from all sexual and intimate physical activity. A monk with this vow takes it to an extreme, refusing to even share a room with another person, or sleeping on the opposite side of a camp from other people in a group. A celibate
Vow of Cleanliness (+1 Ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maint
Vow of Silence (+1 Ki) The monk must speak no words and attempt to be quiet in his actions. Accidental noises and the sounds of battle (such as the sound of a fist or weapon striking an opponent) do not affect his vow, though most monks with this vow choose their weapons a
Vow of Truth (+1 Ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where

Veegal's Background:

Veegal Slimtail grew up in the monastic tree-village of Noei-Vil in the Southern jungles of Vudra. Noei-Vil was founded by a small group of ascetic Vanara who believed in the perfection of virtue through the surmounting of limitations, particularly those of the senses. Since its founding, each Vanara appointed to the village guard had a choice: to give up their sight, their hearing, or their speech in pursuit of perfect virtue. Those who gave up their sight studied to become powerful grapplers and fighters in the dark jungle nights. Those who lost their hearing focused upon straightforward striking combat during daylight, when their eyes were of the most use. Those who refrained from speech, like Veegal, became silent snipers, protecting the village from outsiders in the shadowy canopies, keeping watch at all times.

In addition to their deprivations, the monks also took vows of even great discipline: They vowed to never lie, cheat, or steal, to keep themselves immaculately clean, and to never bear children. In doing this, they would become pure in the eyes of the founders’ ideals, and would set the example for all citizens of Noei-Vil.

Unfortunately, the elders did not anticipate every problem. For two hundred years the village was a bastion of lawful activity, repelling all outsiders and keeping the populace safe, but the city guard’s vows of celibacy offset the villages gene pool. Through the two centuries of its existence, the village’s regular inhabitants became extremely inbred, producing progressively dumber and dumber offspring.

Then natural disaster occurred. A simple lightning strike set fire to the armory, and the populace was at a loss at what to do. The deafened guards did not hear the strike, the blinded could not see it, and the mute were too far away in the trees surrounding the village to perform their ritual “There’s-A-Fire-In-The-Town-Let-Me-Show-You-Where-It-Is” dance. The non-inhibited populace, not related to the finer specimens of the species who would tend to become guards, were too inbred and ineffective to do anything about the ensuing flames.

By the time the mutes had reached the site of the fire, it was too late: the entire tree-village was ablaze. Most of the Vanara died terrible, unwitting deaths, while others died trying to put the fire out. In the end, the village of Noei-Vil was completely destroyed, with only a handful of scatter survivors escaping the inferno.

Feeling that he had failed his duty in protecting his village, the mute Veegal Slimtail set out adventuring, though he’s had a hard time of it. Most of his attempts to communicate with adventuring parties have led to extreme confusion, most of them thinking that he’s begging for food or gold rather than to join their group. Still, Veegal is honor-bound to do good in this world, and protect the weak, despite the fact that he almost incapable of communicating with others.

Veegal’s Personality:

Veegal is honor-bound, honor-driven, and above all obeys his vows. He is kind to a fault, but unfortunately his social practices do not always reflect this. He will refuse to sleep in the same room as others, and his vow of silence makes him seem extremely standoffish.

Veegal's Appearance:

A Vanara of slightly taller stature than most, Veegal’s fur is a light orangish brown. He’s well muscled, but they tend to be hidden by his bushy but well-kept fur. His care of himself is almost immaculate.

A few things that set him on edge:

-Dirt
-Physical contact of any kind
-Deception or evil of any kind
-Fire

A few things that make him go all gooey:

-Seeing other Vanara
-Cleaning himself
-Bananas. Not because of the monkey thing. That’s racist. How dare you think that. They remind him of his home.

A quirk or two that he has:

-Bathes himself daily, sometimes with his tongue if there’s no running water available.
-Does not speak. At all. Ever. Doesn’t even make noises. No, especially not monkey noises. You racist.
-Occasionally throws things at people/in their direction to get their attention. NOT POOP. Seriously, what is it with you and the monkey thing? You have a serious problem, man.

P.S. There's a bit of a hidden joke in his backstory. See if you can find it!


The RNG gods deemed he come in at exactly a 20 point build so he's a bit squishy.

Charlie:

Cha’leh, Alias: Charlie, the Cobolt Kobold
Male Bard 1
CN Small Kobold / Humanoid (Reptilian)
Init +1; Senses Perception -1

==DEFENSE==
AC 13, touch 12, flat-footed 12 ( +1 dex, +1 size, +1 natural armor)
HP 9 (1d8+1)
Fort +0, Ref +3, Will +1

==OFFENSE==
Spd 30 ft
Melee Lute (1d?+0) 20/x2

==STATISTICS==
Str 10, Dex 13, Con 10, Int 10, Wis 9, Cha 17
BAB +0, B=CMB -1, CMD +10
Class Abilities Bard Proficiencies, Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Distraction, Fascinate, Inspire Courage +1
Feats Catch Off-Guard
Skills Acrobatics +5, Bluff +7, Diplomacy +7, Linguistics +4, Perform; Strings +7, Use Magic Device +7
Spells known: 0; Ghost Sound, Lullaby, Summon Instrument, Message| 1; Ear-Piercing Scream, Expeditious Retreat
Traits Surprise Weapon; +2 to attack with improvised weapons, Skeptic; +2 to save vs illusions, Wordly; 1/day when attempting an untrained skill check you may roll 2 dice keeping the better result
Drawback Paranoid
Languages Draconic, Common
Carrying Capacity L ≤ 33 | M 34 – 66 | H 67 – 100 | lift ≤ 200 | push/drag ≤ 500


Background:
Charlie grew up in a circus, knowing no other life before it. ‘Come see the Cobolt Kobold sing!’ the barker would shout, though Charlie was more of a greenish blue in color, but that was what makeup was for. He was getting sick of it, wondered what his life would have been like if he was just a normal kobold. Then the dragon attacked and he didn’t care any more. Charlie never thought as to why the dragon attacked. He tried not to think about dragons at all after that. A kobold that doesn’t venerate dragons? Charlie was odd enough, actually wearing full clothes, speaking the common tongue and the like. Not that any intelligent kobold wouldn’t fear a dragon, but to not venerate them would be sacrilege. After that Charlie always fear something was going to eat him. After all he was so weak and small a stiff breeze would likely defeat him. But with nothing left to him and none to protect him he is now forced to make his own way in the world.

Personality:
Charlie is a coward. He can deal with non-combat situations fairly well, but in combat he is likely to cast expeditious retreat and run if he gets so much as a scratch.

Appearance:
Charlie is but 3 feet tall and only 29 pounds. His scales are a greenish blue in color. His clothing is dyed a deep royal blue. His reptilian features are stunning (at least he likes to think so) with a smoothness and strong lines that make him look sturdier than he is. He carries himself with grace and dignity (except for the constant looking behind him for something trying to eat him).

Things that set him on edge:
–Dragons
-anything else bigger than him trying to eat him.

Things that make him go gooey:
–chocolate covered bugs

His biggest quirks:
Easily distracted/frightened, he comes off as paranoid to those that get to know him.


Dice Rolls:
4d6 - 3 ⇒ (4, 6, 3, 6) - 3 = 16
4d6 - 1 ⇒ (1, 6, 1, 4) - 1 = 11
4d6 - 3 ⇒ (3, 6, 5, 4) - 3 = 15
4d6 - 1 ⇒ (3, 1, 6, 3) - 1 = 12
4d6 - 1 ⇒ (4, 4, 3, 1) - 1 = 11
4d6 - 1 ⇒ (1, 4, 2, 2) - 1 = 8
19 point buy

4d6 - 1 ⇒ (6, 2, 1, 4) - 1 = 12
4d6 - 1 ⇒ (3, 4, 5, 1) - 1 = 12
4d6 - 3 ⇒ (6, 3, 6, 6) - 3 = 18
4d6 - 4 ⇒ (4, 4, 4, 5) - 4 = 13
4d6 - 1 ⇒ (1, 2, 1, 6) - 1 = 9
4d6 - 1 ⇒ (1, 1, 2, 4) - 1 = 7
19 again

4d6 - 3 ⇒ (4, 3, 5, 4) - 3 = 13
4d6 - 3 ⇒ (3, 6, 4, 5) - 3 = 15
4d6 - 1 ⇒ (1, 4, 5, 2) - 1 = 11
4d6 - 1 ⇒ (1, 1, 5, 2) - 1 = 8
4d6 - 2 ⇒ (2, 3, 6, 2) - 2 = 11
4d6 - 3 ⇒ (4, 3, 6, 4) - 3 = 14
15 point buy

4d6 - 2 ⇒ (2, 2, 5, 6) - 2 = 13
4d6 - 1 ⇒ (3, 6, 1, 2) - 1 = 11
4d6 - 1 ⇒ (4, 1, 3, 1) - 1 = 8
4d6 - 1 ⇒ (1, 5, 1, 3) - 1 = 9
4d6 - 2 ⇒ (3, 6, 2, 4) - 2 = 13
4d6 - 4 ⇒ (4, 6, 6, 5) - 4 = 17
17 point buy

4d6 - 1 ⇒ (3, 3, 5, 1) - 1 = 11
4d6 - 3 ⇒ (6, 3, 5, 5) - 3 = 16
4d6 - 1 ⇒ (6, 1, 6, 6) - 1 = 18
4d6 - 2 ⇒ (2, 4, 3, 4) - 2 = 11
4d6 - 2 ⇒ (2, 3, 2, 6) - 2 = 11
4d6 - 2 ⇒ (6, 6, 6, 2) - 2 = 18
Ok now we're talking.


Now, can I put the rolled numbers wherever I want, or do they have to be assigned in the order rolled? (that is, str dex con int wis cha)


Dotting for interest. Will roll in the morning.


By the way, how long do you plan on running this?


Walter das Sombras wrote:

** spoiler omitted **

Now, can I put the rolled numbers wherever I want, or do they have to be assigned in the order rolled? (that is, str dex con int wis cha)

Where you want, unless you just want to do it straight down.


Posting frequency please?


Walter das Sombras wrote:
By the way, how long do you plan on running this?

I'd like to go to Level 20. (I know, I know that'll take years, especially with the way I GM.)

As for frequency. I'd like a post a day, especially in combat since waiting on one person can drag things out.


advancement can go faster depending on the party interactions, and involvement. xp does not need to be all combat and obstacles.

I will work on my submission as soon as I can..

Lulu is on her way...and you could be in trouble

I had some ideas swirling in my head as custom spells that are variations of Prestidigitation.


Bleh I ahte having my stats like this. I never know what to make.


I promise to play in this only if you maniacally laugh like Kefka at random intervals throughout the game.

Dicey dice:

4d6 ⇒ (6, 2, 5, 4) = 17
4d6 ⇒ (4, 2, 4, 4) = 14
4d6 ⇒ (1, 3, 2, 1) = 7
4d6 ⇒ (1, 4, 5, 4) = 14
4d6 ⇒ (5, 2, 3, 6) = 16
4d6 ⇒ (1, 5, 6, 5) = 17

Well there is no 6 in point buy, so I guess that means reroll

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

4d6 ⇒ (5, 5, 6, 3) = 19
4d6 ⇒ (1, 3, 5, 5) = 14
4d6 ⇒ (4, 3, 1, 6) = 14
4d6 ⇒ (1, 5, 5, 5) = 16
4d6 ⇒ (2, 4, 3, 4) = 13
4d6 ⇒ (4, 2, 6, 2) = 14


Hmm...maybe a Kender something *twirls mustache*


Dotting for interest.


stats: 4d6 ⇒ (5, 4, 3, 1) = 13
stats: 4d6 ⇒ (4, 6, 1, 1) = 12
stats: 4d6 ⇒ (5, 4, 5, 4) = 18
stats: 4d6 ⇒ (5, 5, 4, 1) = 15
stats: 4d6 ⇒ (5, 3, 4, 6) = 18
stats: 4d6 ⇒ (4, 5, 2, 5) = 16
ohhh nice.Dotting for interest.

Grand Lodge

Stats: 4d6 ⇒ (2, 4, 1, 5) = 12
Stats: 4d6 ⇒ (6, 2, 2, 5) = 15
Stats: 4d6 ⇒ (5, 5, 6, 6) = 22
Stats: 4d6 ⇒ (3, 1, 6, 5) = 15
Stats: 4d6 ⇒ (4, 5, 5, 3) = 17
Stats: 4d6 ⇒ (4, 2, 1, 3) = 10
Hi! I'm new and I'd like to add this charactee into the game! Your guidance is much appreciated! ^_^


Oh, Salsa. I can never resist your siren song.

4d6 ⇒ (2, 1, 3, 4) = 10
4d6 ⇒ (1, 3, 2, 6) = 12
4d6 ⇒ (5, 4, 3, 6) = 18
4d6 ⇒ (2, 4, 4, 6) = 16
4d6 ⇒ (1, 5, 5, 6) = 17
4d6 ⇒ (5, 4, 2, 1) = 12

9, 11, 15, 14, 16, 11 works out to a 23-point buy.

Hmm. Let's see what I can do with this...


@EdSorbel: Oh dear, I fear I'm going to regret having Ping try to start a prank war.

@Gambit: Don't worry there'll be plenty of that.

@Andreas: See this post here for what you need for a submission.

@El Ronza: Aw, no Horatio? I thought he'd be perfect for this game.


there can be no Horatio without a Noro.


Barry Treeslayer wrote:

[dice=1]4d614

[dice=2]4d612
[dice=3]4d614
[dice=4]4d615
[dice=5]4d613
[dice=6]4d610

22 Point Buy.
Lets see what silly character I can make.

crunch:

Starsoul Sorcerer 1
Small Gnome
Init +4; Senses Perception +3,
==DEFENSE==
AC 13, touch 13, flat-footed 11 (+1 Small, +2 dex)
hp 9
Fort +3; Reflex +2; Will +3

==OFFENSE==
Spd 30 ft/x4

==STATISTICS==
Str 8, Dex 14, Con 16, Int 13, Wis 12, Cha 17
BAB +0, CMB +10, CMD -2
Feats Skill Focus (Use Magic Device), Eschew Materials
Skills Fly +4, Knowledge (arcana) +5, Perception +3, Spellcraft +5, Stealth +11, Use Magic Device +11

==Special Abilities==

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound,prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Bloodline Arcana: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.

Minute Meteors (Sp): At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + yourCharisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Traits Reactionary, Dangerously Curious, Highlander
Drawback Xenophobic (You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture)

Languages Common, Gnome, Sylvan, Draconic

Spells Known:
0 Level Spells
Detect Magic
Light
Spark
Mage Hand

1st Level Spells
Grease
Magic Missle


His Looks:

Barry Treeslayer is a gnome raised in isolation. Barry is a pretty typical looking Gnome at 3 feet tall, with wild looking green hair that sticks out in all directions. His eyes are mismatched, one black, and one blue.

Background and Personality:

He only knew his father and occasionally came into contact with other gnomes, but never other races. His father had very limited knowledge of magic as he came from a long line of tinkerers.
Barry was raised typically wearing overalls that came together with either rope or hooks. One day his dad bought Barry a pair of pants, as he had outgrown the overalls that he had worn for so long. This pair of pants had a very large shiny metal button. It just so happened that same day he shot fire from his finger. To you or I, it would have just been a coincidence that his powers manifested that day. Barry however was convinced that it something to do with those pants.
A few weeks later Barry’s dad came home with a new shirt for Barry. This shirt also had buttons. 5 big blue ones. On this day buy chance, he shot grease from his hand. That was it, he was convinced that buttons had magical power that was fueling his abilities.
From that point on, he was obsessed with buttons. Convinced of their secret power. Ever since he was been searching for them. Collecting them. And unfortunately unable to stop himself from stealing them.


Rolling. Rolling. ROlling on the message board.

Stat: 4d6 ⇒ (2, 1, 6, 6) = 15-1=14

Stat: 4d6 ⇒ (2, 6, 4, 4) = 16-2=14

Stat: 4d6 ⇒ (6, 1, 1, 6) = 14-1=13

Stat: 4d6 ⇒ (6, 1, 6, 3) = 16-1=15

Stat: 4d6 ⇒ (2, 1, 5, 3) = 11-1=10

Stat: 4d6 ⇒ (2, 3, 5, 6) = 16-2=14

Derp. Points: 25


Quote:

Roll 4d6 drop lowest six times for stats.

-Reroll if you have less than a 20 point buy
-Reroll if more than one stat is below 8.
  • 4d6 ⇒ (4, 5, 5, 2) = 16 -> 14
  • 4d6 ⇒ (4, 1, 2, 2) = 9 -> 8
  • 4d6 ⇒ (6, 3, 2, 4) = 15 -> 13
  • 4d6 ⇒ (5, 3, 5, 1) = 14 -> 13
  • 4d6 ⇒ (3, 4, 6, 5) = 18 -> 15
  • 4d6 ⇒ (6, 6, 2, 4) = 18 -> 16

    That's, surprisingly, a 26 point buy. Looks pretty good for a MAD class... maybe I'll be a monk?


  • Ok, let's try.

    4d6 ⇒ (2, 1, 2, 5) = 10
    4d6 ⇒ (5, 3, 2, 1) = 11
    4d6 ⇒ (2, 1, 3, 3) = 9
    4d6 ⇒ (3, 6, 5, 1) = 15
    4d6 ⇒ (2, 3, 2, 1) = 8
    4d6 ⇒ (4, 5, 5, 1) = 15

    Ok, no bueno.

    Attempt 2:

    4d6 ⇒ (5, 6, 4, 3) = 18
    4d6 ⇒ (1, 1, 1, 5) = 8
    4d6 ⇒ (2, 1, 3, 4) = 10
    4d6 ⇒ (4, 4, 1, 4) = 13
    4d6 ⇒ (1, 4, 5, 5) = 15
    4d6 ⇒ (1, 3, 6, 4) = 14

    Totals 12 points -_-

    Attempt 3:

    4d6 ⇒ (5, 2, 2, 2) = 11
    4d6 ⇒ (3, 5, 1, 5) = 14
    4d6 ⇒ (5, 3, 6, 3) = 17
    4d6 ⇒ (6, 2, 3, 3) = 14
    4d6 ⇒ (3, 3, 2, 1) = 9
    4d6 ⇒ (6, 4, 5, 4) = 19

    14 points, we're getting closer.

    Attempt 4:

    4d6 ⇒ (5, 5, 5, 5) = 20 = 15
    4d6 ⇒ (4, 3, 5, 3) = 15 = 12
    4d6 ⇒ (2, 5, 6, 6) = 19 = 17
    4d6 ⇒ (6, 3, 1, 6) = 16 = 15
    4d6 ⇒ (4, 2, 2, 4) = 12 = 10
    4d6 ⇒ (3, 1, 3, 3) = 10 = 9

    Totals out at 28 point buy if that's ok GM?


    *looks at campaigns tab*

    Salsa, I don't think Spoony REALLY needs to be in a fifth game. :p

    I'm still thinking over what I want to make here. I have a thing for summoners, as their flavour is fantastic, and I think there's potential for silliness. Hmm. I'll keep thinking things over.


    4d6 ⇒ (1, 6, 5, 1) = 13 12
    4d6 ⇒ (1, 1, 5, 6) = 13 12
    4d6 ⇒ (6, 3, 5, 1) = 15 14
    4d6 ⇒ (4, 1, 2, 2) = 9 8
    4d6 ⇒ (4, 5, 5, 3) = 17 14
    4d6 ⇒ (6, 3, 1, 3) = 13 12
    14 pt buy

    4d6 ⇒ (6, 4, 6, 6) = 22 18
    4d6 ⇒ (2, 3, 5, 5) = 15 13
    4d6 ⇒ (6, 6, 6, 3) = 21 18
    4d6 ⇒ (6, 2, 1, 6) = 15 14
    4d6 ⇒ (3, 2, 4, 5) = 14 12
    4d6 ⇒ (5, 6, 3, 5) = 19 16

    So that array gives me a few options.


    Dice Rolls:

    Set 1
    4d6 ⇒ (1, 5, 1, 3) = 10 9 -1
    4d6 ⇒ (4, 4, 4, 1) = 13 12 2
    4d6 ⇒ (1, 3, 2, 2) = 8 7 -4
    4d6 ⇒ (1, 5, 1, 4) = 11 10 0
    4d6 ⇒ (1, 3, 5, 4) = 13 12 2
    4d6 ⇒ (5, 6, 2, 5) = 18 16 10
    9 point buy

    Set 2
    4d6 ⇒ (3, 5, 1, 4) = 13 12 2
    4d6 ⇒ (4, 5, 3, 2) = 14 12 2
    4d6 ⇒ (1, 4, 2, 4) = 11 10 0
    4d6 ⇒ (3, 1, 4, 1) = 9 8 -2
    4d6 ⇒ (5, 4, 4, 3) = 16 13 3
    4d6 ⇒ (3, 3, 4, 1) = 11 10 0
    5 point buy

    Set 3
    4d6 ⇒ (6, 6, 1, 1) = 14 13 3
    4d6 ⇒ (5, 4, 5, 3) = 17 14 5
    4d6 ⇒ (3, 2, 1, 3) = 9 8 -2
    4d6 ⇒ (5, 1, 3, 2) = 11 10 0
    4d6 ⇒ (3, 1, 1, 3) = 8 7 -4
    4d6 ⇒ (6, 3, 5, 5) = 19 16 10
    12 point buy

    Set 4
    4d6 ⇒ (5, 5, 1, 6) = 17 16 10
    4d6 ⇒ (5, 4, 1, 2) = 12 11 1
    4d6 ⇒ (4, 3, 5, 1) = 13 12 2
    4d6 ⇒ (3, 6, 2, 6) = 17 15 7
    4d6 ⇒ (1, 1, 1, 2) = 5 4 ? Probably at least -4
    4d6 ⇒ (6, 2, 5, 2) = 15 13 3
    <19 point buy

    Set 5
    4d6 ⇒ (4, 6, 6, 6) = 22 18
    4d6 ⇒ (4, 1, 3, 5) = 13 12
    4d6 ⇒ (1, 4, 3, 6) = 14 13
    4d6 ⇒ (2, 5, 6, 5) = 18 16
    4d6 ⇒ (5, 3, 6, 5) = 19 16
    4d6 ⇒ (2, 4, 4, 4) = 14 12
    We have a winner


    NarcoticSqurl wrote:
    ...Totals out at 28 point buy if that's ok GM?

    I didn't put an upper limit on things, so yeah, you're good.

    On another note, I'll be closing submissions Saturday. You'll Sunday to finish things off then I'll make selections.


    Novatio:
    Novatio
    Male Human Paladin 1 (Temple Champion) - LG Medium Humanoid (Human)
    Init: +2, Senses: Perception: +4
    Aura: Aura of Good (1) Languages: Common, Celestial, Thassilonian
    =================================================
    DEFENSE
    =================================================
    AC 10, Touch 10, Flat-footed 10, CMD 15
    HP 18 (1d10+4+1+3)
    Fort: +6, Ref: +0, Will: +2
    =================================================
    OFFENSE
    =================================================
    Speed: 30 ft. (6 Squares)
    Melee ()
    Melee ()
    Ranged ()
    Face: 5 ft. Reach: 5 ft.
    Base Atk: +1, CMB: +4
    =================================================
    STATISTICS
    =================================================
    Abilities: Str 16, Dex 11, Con 18, Int 13, Wis 11, Cha 18
    Feats: Light/Medium/Heavy Armor Proficiency, Simple/Martial Weapon Proficiency, Shield Proficiency, Fast Learner, Toughness
    Traits: Excitable; Inspiring Rush; Seeker
    Drawback: Oppressive Expectations
    Skills:
    Points: (2 class + 1 int + 1 bonus +1 fc) = 5
    +0 Acrobatics DEX (0+0+0)
    +1 Appraise INT (1+0+0)
    +0 Bluff CHA (4+0+0)
    +4 Climb STR (4+0+0)
    +8 Diplomacy CHA (4+1+3) CS
    +4 Disguise CHA (4+0+0)
    +0 Disable Device DEX (0+0+0)
    +0 Escape Artist DEX (0+0+0)
    +0 Heal WIS (0+0+0) CS
    +4 Intimidate CHA (4+0+0) CS
    +1 Knowledge(Nobility) INT (1+0+0) CS
    +5 Knowledge(Religion) INT (1+1+3) CS
    +2 Linguistics (Thassilonian) INT (1+1+0)
    +4 Perception WIS (0+1+4) CS
    +4 Ride DEX (0+1+3) CS
    +0 Sense Motive WIS (0+0+0) CS
    +0 Sleight of Hand DEX (0+0+0)
    +X Spellcraft INT (0+0+0)
    +0 Stealth DEX (0+0+0)
    +0 Survival WIS (0+0+0)
    +4 Swim STR (4+0+0)
    Possessions:
    Other Gear:
    =================================================
    SPECIAL ABILITIES
    =================================================
    Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
    Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
    Smite Evil(Su):

    Ability Score Racial Traits: Humans get +2 in one ability score (INT).
    Size: Human are Medium creatures and thus have no bonuses or penalties due to their size.
    Base Speed: Humans have a base speed of 30 feet.
    Skilled: Humans get one extra skill point per level.


    Background:
    Born Diego Rick Sander, this man is freaking very curious. And as such as a child he got into a lot of trouble, as he settled his first goal: To travel to all the regions around the world. And he meant it, still carrying that will around, but not always he was like that. He studied a lot, mainly about the gods, and once he stumbled across a text that detailed the dead god, Aroden. He realized that the god was the only one in the recorded history to praise innovation, and draw several conclusions to that.

    First, that human have grown in numbers, but less powerful during the last millenniums. The race with the numbers, but that lacked quality. Second, that the common folk were boring as hell, and he pitied them for having the sheep life, as he used to call it. Third, that Aroden innovated even with his last act: He died! Yeah, he died! I mean, you don't know of many dead gods, do you? But if you by chance can recall ancient ones, why is Aroden the only public known? They still remember him after so much time. Say, why is that? I don't know, but I'll tell you this man's conclusion: He realized innovation was what marked Aroden, and that's why he was so famous. Deep inside he thought that the god forged his own death, to return only when humanity was creative and spirited enough for that.

    So Diego decided to get as innovative as Aroden, to show to the god that the moment arrived, and started by changing his lame name. Then he decided to become a Paladin of Aroden (or, say, a fighter with a holy symbol of Aroden, since dead gods can give you no power), and realized he could do that in the order of the Inheritor. And he did, absorbing much of what was taught, but still he missed the creative part on those teachings. So as soon as he was ready he started to fulfill his very first goal: to know all nations of this land. And of course, he would do that in different ways, trying to innovate with every breath.


    Personality:
    Novatio is a nice guy, that likes to innovate in everything. He will try to think his way out of every situation, do the unexpected, and well, learn from his mistakes. That's why he's so tough, by the way, to be ready to resist whatever the world throws at him. He knows humans are fast learners, and also that the other races have a lot to teach them, being older and having more tradition, so he tries to learn what he can from others, motivating them to come up with new ideas and to learn new stuff. All of that in benefit to humankind.

    Appearance:
    Novatio is a human with white skin tanned from long travels. He's 5'10 and strong, although not so flexible, as a result of wearing heavy armor. He has many (I mean a real lot) of scars, and calluses are frequent in his hands, feet and joints. He has brown hair, and brown eyes, but a very friendly face. It makes you like him, or envy him if you're that kind of person. He seems to be always observing something, be nature or simple stuff like the dents in someone's armor.

    Things that set him on edge:
    With fast growth also comes a fast death, so he does not have much time in this world. So, things that take a long time can usually set him on edge. Also, he HATES lazy people, as well as people who keep secrets. He also hates secrets, of course.

    Things that turn him gooey:
    He likes the masterwork! No only weapons or armor, but anything made with impressive quality, including the use of words, knowledge, spells, abilities and such. If someone does something like a master, he will enjoy seeing it. And of course he is double happy when HE is the one doing that job ^_^

    Quirks:
    Being creative sometimes includes doing the stupid thing, and he does that fairly frequently. After all, one would not have devised a spell that protected against fire if they did not know what fire was like, and how it burned. So suffering is also part of a learning process, but can lead to great results. He tries to think out-of-the-box and to incite his companions on being creative.
    He wants to be a leader.


    Allow me to present: Goliath! All he really wants is hugs.

    Crunch:
    Note: If the race is too powerful, I'm fine with cutting some things to make it more acceptable.
    Goliath
    Svirfneblin Monk (Maneuver Master) 1 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0)
    LG Small humanoid (gnome)
    Init +6; Senses darkvision 120 ft., low-light vision; Perception +11
    --------------------
    Defense
    --------------------
    AC 22, touch 22, flat-footed 16 (+4 Dex, +1 size, +2 dodge, +5 untyped)
    hp 11 (1d8+3)
    Fort +7, Ref +8, Will +9
    SR 12
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee unarmed strike +1 (1d4)
    Special Attacks hatred, stunning fist (1/day, DC 15)
    Svirfneblin Spell-Like Abilities (CL 1st; concentration +0)
    Constant—nondetection
    1/day—blindness/deafness (DC 11), blur, disguise self
    --------------------
    Statistics
    --------------------
    Str 10, Dex 18, Con 16, Int 13, Wis 20, Cha 8
    Base Atk +0; CMB +4 (+6 grapple); CMD 20 (22 vs. grapple)

    Feats
    - Agile Maneuvers: Use Dex instead of Str for CMB
    - Improved Grapple: Don't provoke AoO to start a grapple and get +2 to the check
    - Improved Unarmed Strike: Proficient with unarmed strikes and deal either lethal or non-lethal damage
    - Stunning Fist

    Traits
    - excitable (Combat): +2 Init
    - inspired (faith): 1/day on a skill or ability check, roll 2x and take the better result
    - orphaned: +1 survival and it's always a class skill

    Skills
    Acrobatics +8
    Appraise +1
    Bluff -1
    Climb 0
    Diplomacy -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized)
    Escape Artist +4
    Fly +6
    Heal +5
    Intimidate -1
    Perception +11 (+13 to notice unusual stonework)
    Profession (cook) +9
    Profession (fortune-teller) +9
    Profession (gardener) +9
    Ride +4
    Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized)
    Stealth +14 (+16 when underground)
    Survival +6;

    Racial Modifiers +2 Perception, +2 Stealth

    Languages Giant, Gnome, Undercommon
    SQ flurry of maneuvers, pride, stunning fist (stun), unarmed strike

    --------------------
    Special Abilities
    --------------------
    - Agile Maneuvers Use DEX instead of STR for CMB
    - Darkvision (120 feet) You can see in the dark (black and white vision only).
    - Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in pl
    - Hatred +1 Gain a bonus to attack vs Dwarves/Reptilian humanoids.
    - Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
    - Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    - Inspired (1/day) Roll twice and take the better result on a skill or ability check.
    - Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    - Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
    - Spell Resistance (12) You have Spell Resistance.
    - Stunning Fist (1/day, DC 15) You can stun an opponent with an unarmed attack.
    - Stunning Fist (Stun) (Ex) Can apply different conditions when using stunning fist feat.
    - Unarmed Strike (1d6) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.

    Quirks:
    Goliath believes that two things above all else are true.

    1) He is the son of the greatest giants in the world. He just hasn't hit his growth spurt yet.

    2) Everybody loves him. Especially that bloodthirsty looking dire rat gnawing on his leg. He just wants a hug. Although for some strange reason, hugging Goliath tends to make people very tired and need a nap. If you can't tell, Goliath is going to be a grappler.

    Another truth that is not quite as true as the above truthy truths is that magic is not real. I mean, what do you take him for? A child? If this is too weird/awkward, I can take it out. But I thought it'd be fun to try to come up with "logical" explanations for magic.

    Background:
    Disclaimer: What Goliath believes to be his background may be different from what his background actually is. The following is told from his point of view.

    Goliath was born the son of two of the greatest giants who ever lived. So great were these giants that they liked to play volleyball with mountains and squished anybody who dared even think of stealing their super tasty fantasti-licious candy rock I'm looking at you Mr. Divad. None dared laugh at them or call them names, and they always got invited to Rain, Dear games (this is part of a festival to celebrate the return of the rains after a drought with those you love).

    They were so awesome that when they had a kid, they knew they couldn't be selfish with all of their awesome-ness and therefore chose to give him up. If they hadn't, they would have spent all their time loving him instead of sharing their awe-tastic-ness with the world. So they sent him to grow up in an underground monestary. Because giants love the underground and knew that Goliath would too.

    At the monestary, Goliath learned many important things. Foremost of this is the power of love. Especially hugging. Goliath loves hugging people. He's been told he's quite good at it too. He also learned to garden. Although for some reason, the other children seemed to think it was funny to have him stand in the garden for hours on end.

    Not that long ago, Goliath started to have weird dreams. He went to a Mysterious Old Woman to find out what they meant. She used them to tell him of his parents. They also warned him to always remember to put his clothes on before going adventuring and to always make sure to study on a constant basis, so as not to be surprised. She then gave him a pack of cards-- either Tarot or Harrow, he couldn't quite remember which-- to help in interpret future dreams and given him guidance in the future.

    Unfortunately, this got him in trouble with the other monks. They seemed to think such things would lead him to Santa-ism: the worship of a fat man dressed all in red who enjoys breaking into everybody's houses and eating their food once a year. Goliath was confused by this; why would he want to steal other people's food when he was quite capable of making his own? Despite this, his dabbling led him to get kicked out, which Goliath decided gave him the perfect opportunity to go in search of his parents.

    Personality:
    Goliath is a happy lad. Happy, but naive. Although some might call him dilusional. His rather sheltered upbringing hasn't helped either as he's literally been living under a rock all his life. He's a optimistic lad, eager and willing to help others. He keeps to his goals fairly well in the long term, but in the short term, he's easily distracted. He's very proud of his Giant heritage (after all, why else would he know Giant if he weren't one?) and as such, he's a bit touchy about his height.

    Appearance:
    Goliath stands just shy of 3 feet tall. His slate-gray skin makes it quite easy for him to pass as a statue, but only in gardens. His clothing is simple and, in his opinion, very giant-like: a sleeveless v-neck tunic, wide belt, tan breeches, and sturdy leather boots. The outfit is worn, but well kept and clean.

    Sets him on edge:
    - Anybody who suggests that he a gnome or in anyway way not descended from giants
    - Anybody who looks down upon him
    - Comments about his height (or rather his lack thereof)

    Makes him go all gooey:
    - Hugs
    - People praising his giant-like height/strength/whatever


    Roll 1: 4d6 ⇒ (2, 4, 1, 2) = 9
    Roll 2: 4d6 ⇒ (4, 6, 5, 4) = 19
    Roll 3: 4d6 ⇒ (3, 4, 1, 1) = 9
    Roll 4: 4d6 ⇒ (4, 1, 2, 1) = 8
    Roll 5: 4d6 ⇒ (4, 3, 6, 4) = 17
    Roll 6: 4d6 ⇒ (1, 4, 3, 2) = 10

    try again

    Roll 1: 4d6 ⇒ (5, 2, 2, 2) = 11
    Roll 2: 4d6 ⇒ (1, 5, 3, 1) = 10
    Roll 3: 4d6 ⇒ (4, 2, 1, 3) = 10
    Roll 4: 4d6 ⇒ (4, 1, 6, 2) = 13
    Roll 5: 4d6 ⇒ (4, 6, 5, 3) = 18
    Roll 6: 4d6 ⇒ (2, 5, 1, 6) = 14

    not quite

    Roll 1: 4d6 ⇒ (3, 3, 4, 4) = 14
    Roll 2: 4d6 ⇒ (5, 6, 1, 3) = 15
    Roll 3: 4d6 ⇒ (1, 3, 2, 5) = 11
    Roll 4: 4d6 ⇒ (4, 2, 2, 4) = 12
    Roll 5: 4d6 ⇒ (4, 6, 5, 4) = 19
    Roll 6: 4d6 ⇒ (1, 3, 2, 3) = 9

    Not even close

    Roll 1: 4d6 ⇒ (3, 6, 4, 2) = 15 - 13
    Roll 2: 4d6 ⇒ (1, 5, 6, 5) = 17 - 16
    Roll 3: 4d6 ⇒ (5, 4, 1, 2) = 12 - 11
    Roll 4: 4d6 ⇒ (3, 2, 6, 6) = 17 - 15
    Roll 5: 4d6 ⇒ (5, 5, 1, 4) = 15 - 14
    Roll 6: 4d6 ⇒ (1, 2, 3, 3) = 9 - 8

    Fourth time is the charm?
    Anyways, I was thinking cleric, details later

    Sczarni

    Dice Rolls:

    4d6 ⇒ (5, 3, 3, 1) = 12 11
    4d6 ⇒ (4, 6, 3, 6) = 19 16
    4d6 ⇒ (6, 1, 4, 2) = 13 12
    4d6 ⇒ (6, 6, 2, 6) = 20 18
    4d6 ⇒ (2, 4, 6, 1) = 13 12
    4d6 ⇒ (5, 3, 2, 2) = 12 10

    Not bad. I think I'll try a wizard/sorcerer.

    Do you mind using age categories? I'd like to make an grouchy, old man out for one last hoorah before he dies, but he regrets the decision more and more as time goes on. :)


    Darksmokepuncher wrote:

    ** spoiler omitted **

    Not bad. I think I'll try a wizard/sorcerer.

    Do you mind using age categories? I'd like to make an grouchy, old man out for one last hoorah before he dies, but he regrets the decision more and more as time goes on. :)

    Not at all. :)


    That will be interesting, an old wizard that never pushed himself to progress past journeyman rank until his twilight years...

    And I was thinking of playing a gifted kid that ran away from home.

    Should be quite the pair...


    Dice Rolls!

    Big Money, No Whammies: 4d6 ⇒ (1, 4, 1, 6) = 12 11
    Big Money, No Whammies: 4d6 ⇒ (2, 1, 3, 3) = 9 8 Stupid Whammies
    Big Money, No Whammies: 4d6 ⇒ (6, 6, 4, 3) = 19 16
    Big Money, No Whammies: 4d6 ⇒ (4, 1, 6, 1) = 12 11
    Big Money, No Whammies: 4d6 ⇒ (5, 4, 5, 2) = 16 14
    Big Money, No Whammies: 4d6 ⇒ (6, 2, 1, 6) = 15 14

    Right at 20.


    Bartimus Clunk

    Crunch:

    Human Monk 1
    LG Human humanoid
    Init +4; Senses Perception +2
    --------------------
    Defense
    --------------------
    AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 untyped)
    hp 12 (1d8 + 1 fc + 3 toughness)
    Fort +2, Ref +6, Will +4
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee unarmed strike +2 (1d6+2), Flurry of Blows +1/+1 (1d6+2)
    Special Attacks: Stunning fist (1/day, DC 13)
    --------------------
    Statistics
    --------------------
    Str 14, Dex 18, Con 11, Int 11, Wis 14, Cha 8
    Base Atk +0; CMB +2; CMD 16

    Feats
    - Deflect Arrows
    - Dodge
    - Toughness

    Traits
    - Courageous (Combat): +2 vs Fear
    - History of Heresy (faith): +1 vs Divine Spells
    - Acrobat (Social): +1 Acrobatics, -2 to speed climb instead of -5
    - Provincial (Drawback): -2 Diplomacy/Sense Motive against others whose religion or alignment differs from my own

    Skills
    Acrobatics +9
    Appraise +0
    Bluff -1
    Climb +2
    Diplomacy -1
    Escape Artist +4
    Fly +4
    Heal +2
    Intimidate -1
    Perception +2
    Ride +4
    Sense Motive +2
    Stealth +14
    Survival +2;

    Languages Common
    SQ flurry of blows, stunning fist (stun), unarmed strike

    --------------------
    Special Abilities
    --------------------
    - Stunning Fist (1/day, DC 15) You can stun an opponent with an unarmed attack.
    - Unarmed Strike (1d6) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.


    Background:

    Bartimus grew up in a small hamlet near Riddleport. The town was a den of Iomedae worshippers, and while his parents didn't ridicule the gods, the townsfolk actively antagonized his family to the point where Bartimus developed a deep mistrust of those who have divine powers.

    His natural reflexes and speed gained the attention of a traveling martial artist, who agreed to train him if Bartimus would obey him. Bartimus and his family agreed, and Bartimus spent the next two years learning from the man, but also suffering the strict, stringent lifestyle the man imposed on him.

    Recently released upon the world as 'ready', Bartimus is seeking to make a name for himself while ensuring that name is not associated with the blessings of any god.


    Appearance:
    Bartimus is about 5'8", 160 pounds. His looks are average, his light brown hair and mud brown eyes melding into a crowd with ease.

    Personality:
    Bartimus has suffered from his relative isolation, and doesn't quite know how to talk to people effectively. He is fearless in battle and when defending his companions, but in social situations he is awkward and uncomfortable.

    Sets him on edge:

    People interrupting when he is talking.
    The sound of armor clinking and clanking.
    Body odor.

    Makes him go gooey:

    A lady telling him he looks nice.
    Someone telling him his ideas are good.
    Someone who doesn't use weapons.

    Quirks:

    Always repeats what he just said.
    If there's a wall nearby, he will leap up, jump off it, and kick in the air.
    Nods agreeably when someone else is talking, no matter what they're saying.

    Sczarni

    fnord72 wrote:

    That will be interesting, an old wizard that never pushed himself to progress past journeyman rank until his twilight years...

    And I was thinking of playing a gifted kid that ran away from home.

    Should be quite the pair...

    I like it! I hope we're both picked.

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