David_Bross |
If interested post below. You would get PFS credit, although we're playing the whole thing in campaign mode, getting the 3 normal and 1 bonus chronicle at the end. The character you want to apply credit to can not play from the time the campaign starts until it ends, so it'd be useful to place it on a new level 1 who'd be level 4, and have 3xp reserved at level 5.
You can use a 4d6 drop lowest (assigned as you see fit), or take a 15 point buy. Most paizo material will be allowed and I'd discourage over optimization. You can use 1 trait or 2 traits 1 drawback from ultimate campaign. Max HP at first level, take 1/2+1 for levels beyond the 1st. You'll start with 150 gold.
This would be my first PBP GMing, I've played in a few. I'd only like people to apply who can commit to posting 1-2 times a day regularly. Its good to keep the posting rate up so we can finish this which runs from levels 1 to 6.
Jason Lillis |
Always up for a dice roll:
4d6 ⇒ (2, 3, 4, 3) = 12 -2 = 10
4d6 ⇒ (2, 3, 4, 6) = 15 -2 = 13
4d6 ⇒ (4, 3, 5, 2) = 14 -2 = 12
4d6 ⇒ (5, 3, 4, 4) = 16 -3 = 13
4d6 ⇒ (4, 5, 1, 6) = 16 -1 = 15
4d6 ⇒ (5, 4, 2, 5) = 16 -2 = 14
15, 14, 13, 13, 12, 10
Fairly average! I'm thinking Paladin.
Ira kroll |
Braggom, Barbarian from the Osirian Desert
4d6 ⇒ (1, 5, 2, 4) = 12 = 11
4d6 ⇒ (3, 1, 6, 1) = 11 = 10
4d6 ⇒ (4, 5, 4, 4) = 17 = 13
4d6 ⇒ (2, 4, 6, 5) = 17 = 15
4d6 ⇒ (2, 5, 5, 1) = 13 = 12
4d6 ⇒ (4, 5, 5, 1) = 15 = 14
STR: 15
CON: 14
DEX: 13
INT: 10
WIS: 12
CHA: 11
Male Human; Medium Humanoid ( Human )
Barbarian1
Hit Dice:
(1d12)+1
Hit Points:
13
Initiative:
+2
Speed:
Walk 30 ft.
AC:
17 (touch 12, flatfooted 15)
Attacks:
*Greatsword (two handed) +4; *Shortbow +3;
Damage:
*Greatsword (two handed) 2d6+4; *Shortbow 1d6;
Vision:
Face / Reach:
5 ft. / 5 ft.
Special Qualities:
Bonus Feat, Bonus Superstitious Rage, Fast Movement, Humanoid Traits, Rage, Skilled, Weapon and Armor Proficiency
Saves:
Fortitude: +3, Reflex: +2, Will: +2
Abilities:
STR 17 (+3), DEX 14 (+2), CON 13 (+1), INT 10 (+0), WIS 12 (+1), CHA 11 (+0)
Skills:
Acrobatics: 2; Appraise: 0; Bluff: 0; Climb: 3; Craft (Untrained): 0; Diplomacy: 0; Disguise: 0; Escape Artist: -2; Fly: -2; Heal: 1; Intimidate: 0; Knowledge (Nature): 4; Perception: 1; Perform (Untrained): 0; Ride: -2; Sense Motive: 1; Stealth: -2; Survival: 5; Swim: 3;
Feats:
Cleave, Power Attack
Challenge Rating:
1/2
Alignment:
Neutral Good
Possessions: Greatsword; Shortbow; Scale Mail;
Professional Calvinball |
Dotting. Probably going to make a Speaker For the Past (Shaman, Life Spirit). If non-core races are allowed, I'll be rolling up an aasimar; otherwise, probably a human or half-elf.
4d6 ⇒ (6, 1, 5, 5) = 17 16
4d6 ⇒ (2, 6, 2, 3) = 13 11
4d6 ⇒ (5, 3, 4, 1) = 13 12
4d6 ⇒ (6, 2, 2, 6) = 16 14
4d6 ⇒ (1, 4, 6, 3) = 14 13
4d6 ⇒ (5, 5, 4, 5) = 19 15
Decent enough.
JASON RODARTE |
I would like to submit a warpriest of Ragatheil for consideration. I would go human so the +2 would go to his STR
4d6 ⇒ (1, 6, 2, 2) = 11 10
4d6 ⇒ (6, 4, 6, 2) = 18 16
4d6 ⇒ (6, 5, 6, 3) = 20 17
4d6 ⇒ (2, 3, 5, 3) = 13 11
4d6 ⇒ (5, 1, 1, 2) = 9 8
4d6 ⇒ (6, 1, 4, 1) = 12 11
STR: 13
DEX: 11
CON: 16
INT: 8
WIS: 16
Cha: 11
JASON RODARTE |
Here he is:
Marcellano Wintrish
Male human (chelaxian) warpriest of Ragathiel 1 ( Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human)
Init +4; Senses Perception +3
—————
Defense
—————
AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 12 (1d8+4)
Fort +5, Ref +0, Will +5
—————
Offense
—————
Speed 30 ft.
Melee bastard sword +2 (1d10+1/19-20)
Special Attacks blessings 3/day, sacred weapon (1d6, 1 rounds/day)
Warpriest Spells Prepared (CL 1st; concentration +4)
1st—inflict light wounds (DC 14), protection from evil
0 (at will)— enhanced diplomacy , guidance, virtue
—————
Statistics
—————
Str 13, Dex 11, Con 16, Int 8, Wis 16, Cha 11
Base Atk +0; CMB +1; CMD 11
Feats Believer's Boon ACG, Improved Initiative, Weapon Focus (bastard sword)
Traits hard to kill, zealous striker
Skills Heal +7, Sense Motive +7
Languages Common
SQ blessings (good: battle companion, holy strike, nobility: inspiring word, lead by example)
Other Gear chain shirt, heavy wooden shield, bastard sword, wooden holy symbol of Ragathiel , 7 gp
—————
Special Abilities
—————
Believer's Boon Domain (Nobility) Granted Powers: You are a great leader, an inspiration to all who
follow the teachings of your faith.
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Inspiring Word (6/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws
for 1 rds.
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain
powers.
Zealous Striker Destruction judgment active: +1 to damage rolls against divine spellcasters of different faith.
David_Bross |
It wouldn't hurt to register. The way to look at it is that you can start a character at a higher level if you'd like to.
As far as archetypes and legality go PFS's rules are a good first pass. That said anything could go, depending on party composition, so just post your builds and I'll review them. I'd recommend good/neutral PCs because it'll facilitate the story in more positive directions.
You guys should think of reasons why your particular character would have an interest the Verduran Forest between Andoran, Taldor, and Galt. If you're a mercenary there would be available work on as caravan guards that pass through the dense forest between so many nations.
Awenydd83 |
As a dense forest, Jazmine would have probably have just wandered in. She has spent most of her life tending to her forest home and rarely interacts with others. If there is a threat to the woodlands themselves or bad ppl in her sacred forest she would readily and viciously respond
Alayern |
Dotting this like it's morse code.
I'll probably take the point buy because I prefer math as opposed to luck, but what's an RPG without a bunch of weirdos rolling all over the countryside?
4d6 ⇒ (1, 2, 2, 6) = 1110
4d6 ⇒ (3, 6, 4, 1) = 1413
4d6 ⇒ (6, 1, 5, 4) = 1615
4d6 ⇒ (5, 5, 4, 6) = 2016
4d6 ⇒ (4, 4, 4, 2) = 1416
4d6 ⇒ (1, 6, 6, 5) = 1817
Although... of course, I wouldn't want to be a drag on my allies. Maybe, just this once, I'll take the rolls.
rpgramen |
Dottity-dot. O, Mighty RNG! Don't be a Scrooge!
4d6 ⇒ (6, 5, 6, 4) = 21 - 17
4d6 ⇒ (1, 4, 1, 3) = 9 - 8
4d6 ⇒ (4, 5, 5, 6) = 20 - 16
4d6 ⇒ (3, 5, 3, 6) = 17 - 14
4d6 ⇒ (3, 3, 3, 6) = 15 - 12
4d6 ⇒ (1, 6, 2, 2) = 11 - 10
O, praise to thee, RNG! Since there's potential credit, might just play a Pathfinder or some such. Seems oddly appropriate :3
Edit: Before I forget, are we using traits? I'm assuming not, but figured I'd ask for the sake of clarity.
Shohiraj |
STR: 19
DEX: 10
CON: 13
INT: 10
WIS: 11
Cha: 9Hateful Rager Half-orc barbarian reporting for duty
DEFENSE
AC: 16 Touch AC: 10 Flat AC: 16
Initiative: +0
HP: 13
Fortitude: +4 (+2 rage) Reflex: +1 Will +2 (+2 rage)
CMD: 15 (10 +1 BA +4 STR)
OFFENSE
Speed: 30' (40' in light armor)
CMB: +5 (+2 rage, +2 to sunder)
Melee: Nodachi +4 1d10+9 (18-20/x2); brace
Melee: Heavy Flail +4 1d10+9 (19-20/x2); disarm, trip
Melee: Cestus +4 1d4+6 (19-20/x2);
Range: Chakrum +2 1d8+4 20/x2; 30' range
Skills:
1r Acrobatics -1
1r Intimidate +3
1r Perception +4
1r Survival+4
Favored Class: Barbarian +1 rage round/level
Feats
Power Attack
Traits
Axe to Grind (combat)
Indomitable Faith: Gorum (faith)
Xenophobic (drawback)
Racial Traits
Sacred Tattoo
Darkvision
Gatecrasher
Chainfighter
Class Abilities
Fast Movement (Ex): +10' land speed
Rage (Ex): 6 rds/day
Equipment
Cold weather outfit (free), four-mirror 45 gp, nodachi 60 gp, heavy flail 15 gp, 5-chakrums 5 gp, ear plugs, weapon cord, rope 1 gp, cold iron cestus 10 gp, backpack 2 gp, portable ram 10 gp
Ira kroll |
Thanks to David Bross, I caught a few things wrong with the original. Here is Braggom, Barbarian updated:
STR = 17 (15 + human 2)
DEX = 13
CON = 14
INT = 10
WIS = 12
CHA = 11
HP = 15
AC = 16, Touch = 11, Flat = 15
INIT = +1
FORT = +4, REF = +1, WILL = +2
BAB = +1
CMB = +4, CMD = 15
Acrobatics (1 rank) = +1
Appraise = 0
Bluff = 0
Climb (1 rank) = +3
Diplomacy = 0
Disguise = 0
Escape Artist = -3
Fly = -3
Heal = +1
Intimidate = 0
Knowledge Nature (1 rank) = 4
Perception = +1
Ride = -3
Sense Motive = 1
Stealth = -3
Survival (1 rank) = 5
Swim (1 rank) = 3
Unarmed strike +4 (1d3+3)
Greatsword +4 (2d6+4) or +3 (2d6+7)
Shortbow +2 (1d6)
Scale Mail, Greatsword, Bandolier, Backpack, Gear Maintenance kit, 20 blunt arrows, 20 regular arrows, hot weather outfit, Shortbow.
Unspent funds = 9
Traits: Anatomist and Indomitable Faith
SQ: Fast movement (+10) and Rage
Feats: Power attack and Cleave
Shohiraj |
I just realized that Ira previously rolled up a barbarian before I did, so I changed Crushtooth into a Drunk Master Sensei (monk archetypes). He has bardic performance instead of flurry of blows and will specialize in grappling, stunning and spouting wisdom of drinking fine ales.
STR 11
DEX 10
CON 13
INT 10
WIS 19 (17+2)
CHA 9
DEFENSE
AC: 14 Touch AC: 14 Flat AC: 10
Initiative: +2
HP: 9
Fortitude: +5 Reflex: +3 Will +7
CMD: 14
OFFENSE
Speed: 30'
CMB: +0
Melee: Greataxe +0 1d12 (x3)
Melee: Unarmed +0 1d6 (20/x2)
Range: Shuriken +0 1d2 (20/x2); 10' range
Skill Ranks(r):
1r Acrobatics +5
1r Climb +5
1r Perception +8
1r Heal +10
Favored Class: Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Feats
1st-Improved Unarmed Strike (bonus)
1st-Improved Grapple (bonus)
1st-Stunning Fist (bonus)
1st-Stunning Pin
Traits
Reactionary (+2 initiative)
Life of Toil (+1 Fortitude)
Attached (drawback): Father's ale mug
Racial Traits
Darkvision
Weapon Familiarity
Sacred Tattoo (+1 saving throws)
Rock Climber
Class Abilities
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
Advice (Ex): A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion.
Cold weather outfit (free), greataxe 20 gp, ear plugs, weapon cord, silk rope 1 gp, grappling hook, pathfinder's kit 12 gp, healer's kit 50 gp
Paladin of Baha-who? |
I might do a halfling lunar or nature oracle or something like that. I like the idea of a halfling with an animal companion, and an oracle seems to be the best way to do that in a way that will benefit from the halfling's ability boosts. If I put a 15 in strength (13) and charisma (17), a 14 in dex (16), and a 12 in constitution I'll be doing pretty well, I think.
A small halfling riding a medium-sized AC with a sling, a lance, and a club seems like something that could work.
Awenydd83 |
stat: 4d6 ⇒ (4, 4, 2, 1) = 11
stat: 4d6 ⇒ (2, 4, 2, 6) = 14
stat: 4d6 ⇒ (4, 1, 1, 6) = 12
stat: 4d6 ⇒ (1, 5, 5, 6) = 17
stat: 4d6 ⇒ (5, 3, 6, 3) = 17
stat: 4d6 ⇒ (1, 5, 5, 1) = 12
I will use these stats for Jazmine the hunter Elf and Giggles, the Velociraptor.
so...11 st, 18 dex, 10 con, 12 intel, 14 wis, 11 cha once the elvish traits are applied.
rpgramen |
Still hashing out character ideas myself, but in the meantime, here's a handy-dandy reference to what everyone has submitted so far for anyone currently examining the thread:
Braggom, Barbarian from the Osirion Desert, by Ira kroll
Marcellano Wintrish, Warpriest of Ragathiel, by JASON RODARTE
Crushtooth, Drunken Master Sensei Monk, by Vasari
Jazmine the Hunter & Giggles the Velociraptor, by Awennydd83
Nátulcien Ar-Feiniel the Oracle, by Paladin of Baha-who?
Tharasiph |
stat: 4d6 ⇒ (3, 1, 4, 1) = 9
stat: 4d6 ⇒ (3, 6, 5, 6) = 20
stat: 4d6 ⇒ (4, 5, 5, 1) = 15
stat: 4d6 ⇒ (3, 3, 3, 2) = 11
stat: 4d6 ⇒ (3, 2, 6, 4) = 15
stat: 4d6 ⇒ (4, 2, 3, 3) = 12
Gah...
Ok I have an idea for a Human Cleric that channel negative energy - Neutral Or a Human Magus Kensai.
How are peoples experience with each?
rpgramen |
Clerics, regardless of their channeling focus, are pretty boss. The Kensai Magus Archetype is something I'm not super intimate with, unfortunately, but looking at it with nothing more than a cursory glance, I'm personally not sure I'd want to sacrifice both armor and suffer diminished spellcasting for a class that's essentially all about those two things >_>
But, hey, if you've got a neat concept and think it'd be fun, then I'd say roll with it! :D
Hrothdane |
I have a kensai magus that's almost 11, and I can assure you it's quite good. Becoming more of a melee fighter is quite effective. Once you hit late 7 or 8 and everything starts having elemental resistances and spell resistance, the standard shocking grasp cheese builds become far less effective. Using Bladed Dash, Force Hook Charge, or Dimension Door with Dimensional Assault with spell combat to full-attack at any range is more effective anyways.
Nátulcien Ar-Feiniel |
Keep in mind that this module doesn't go above 6th or 7th level at most.
Nat would have a lance as her heirloom weapon, and a white tiger (medium) as her animal companion. The drawback would be Unlearned (the elven druid who raised her taught her about animals, plants, the weather, the seasons, etc., but pretty much nothing about anything else, other than a general reverence for the Elven moon deity), and the second trait that gives her will be Beast Bond, which suits her bond with the animal companion, and gives her a bonus to ride and handle animal, and allows Ride to be a class skill. This should make her able to guide her tiger around and attack with it without having much chance of failure.