Wheatbeard |
Let's give this a go!:
Set 1: 3d6 ⇒ (6, 1, 3) = 10
Set 2: 3d6 ⇒ (1, 6, 6) = 13
Set 3: 3d6 ⇒ (5, 3, 1) = 9
Set 4: 3d6 ⇒ (3, 3, 4) = 10
Set 5: 3d6 ⇒ (4, 4, 4) = 12
Set 6: 3d6 ⇒ (6, 4, 5) = 15
20-point buy it is!
A few questions that may aid in character background:
1. Will there be social interaction beyond the party, or should bards and the like be eschewed?
2. Do the ruins/dungeon account for the perceived totality of the adventure? If so, is this fourth-walled (in the event level 9 is achieved, the party wizard finding there is a teleport "block")?
Many thanks!
DM waz up? |
Answers:
1) There is a place in game that will be a safe haven to come back and buy/heal/rest. And there will be a few interactions.
2)the "ruins" are the entire adventure. And trying to leave them will result in some less than savory deaths.
For example, unless your trying to teleport to a well known place your more than likely to get sealed inside a stone wall.
Uthraed |
STR:16 DEX:16 CON:14
INT:10 WIS:10 CHA:8
BAB:+1 FORT:+4 REF:+4 WILL:+0, +2 Poison,Spells, SLA
AC:13 TAC:13 FFAC:10 +4 Dodge against Giants
HP:16 ACP:-0
CMB +4 CMD 16/20 Bullrush or Trip
Offense
Speed 20
Melee Long Spear +4 (1d8+4/x3)
Skills 2
Climb +7
Swim +7
Acrobatics (Untrained) +3/+5 Balance
Race Abilities
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Class Abilities
Bonus Feat
Feats
Combat Reflexes
Toughness
Traits
Forgetful - You are easily distracted and prone to forgetting important things. Whenever you leave a location you have been at for longer than 1 hour, you must attempt a DC 10 Wisdom check. If you fail, you leave behind one random mundane item (a purse of money counts as an item).
Defensive Strategist (Torag) - You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
Grounded - You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Languages
Common, Dwarven
Gear
Long spear
Loincloth
Here is my submission for a dwarven fighter. He is not the easiest to get along with and is always loosing things or getting lost. So he is not too surprised at his current predicament. He would love to find a place to get a pint somewhere in this dungeon.
Pennate |
Hey, GM, before I finalize my build, I have a few questions:
Would you count improvised weapons as "weapon" implements for an occultist's transmutation school powers?
Would you allow an occultist to enhance an improvised weapon with the Legacy Weapon focus power?
May I start play with a tool worth less than 20 GP and suitable for use as an improvised weapon, such as a shovel, instead of a simple weapon of the same value?
DM waz up? |
Hmm... That is an iteresting question, I suppose it would be a weapon, RAW would treat improvised weapons as just that.
Although, I'll have you know alot of the time improvised weapons usually don't have high damage. For example: a shovel (if it's a one handed shovel and not a full sized one) only does 1d6 blunt damage, and is treated as a battle-axe otherwise.
A full sized shovel does 1d8, and is two handed.
This damage is because most of the time these items where not made to kill.
Idial Flue |
This is Pennate submitting a character for this campaign. I would have posted this earlier, but I'm having quite a busy week. -.- For the sake of thoroughness, I'd like to double-check whether it is allowed for this character to start play with a tool used as an improvised weapon, rather than one of the items you listed in the OP; if not, I can easily exchange it for something else.
I'm aware of the limitations of improvised weapons, but I enjoy a challenge in this type of hobby. Also, there's just something to be said for fighting off some unspeakable evil with a weapon made possible by one's wits and creativity; it adds a certain panache to each encounter, don't you think? :)
Syrus Terrigan |
Life has jumped up and bitten me on the posterior in most unpleasant fashion. As my time is going to be even more limited than has been, I officially retract my declaration to submit a character.
Just in case you were still waiting for that submission, which is many days late, waz up. :D
Happy Murderhoboing, all!