| DBH |
Stats: 4d6 ⇒ (1, 5, 1, 1) = 8 7
Stats: 4d6 ⇒ (5, 6, 3, 6) = 20 17
Stats: 4d6 ⇒ (6, 6, 5, 1) = 18 17
Stats: 4d6 ⇒ (5, 4, 2, 6) = 17 15
Stats: 4d6 ⇒ (3, 2, 3, 6) = 14 12
Stats: 4d6 ⇒ (3, 2, 4, 2) = 11 9
Not too bad at all, mostly good with two weak points.
High Elf Witch/ranger going to Arcane archer.
| Dunganagar the Mad |
OK, here we go!
Rolling:
Stats: 4d6 - 1 ⇒ (3, 3, 1, 4) - 1 = 10
Stats: 4d6 - 4 ⇒ (4, 4, 4, 5) - 4 = 13
Stats: 4d6 - 1 ⇒ (3, 1, 6, 4) - 1 = 13
Stats: 4d6 - 2 ⇒ (6, 2, 2, 4) - 2 = 12
Stats: 4d6 - 1 ⇒ (5, 6, 1, 5) - 1 = 16
Stats: 4d6 - 1 ⇒ (1, 6, 1, 5) - 1 = 12
Hmmm... That's 20 points. So I'll stick with the 25-point buy.
gold: 3d6 ⇒ (3, 6, 6) = 15 x 10 = 150 gp.
Dunganagar will be a hill dwarf. His tribe lives above ground and guards a sacred burial area.
Are we allowed to take a drawback for an extra trait?
| Isin Ghar |
All in for this one.
4d6: 4d6 ⇒ (3, 4, 3, 4) = 14-3 = 11
4d6: 4d6 ⇒ (2, 2, 2, 5) = 11-2 = 9
4d6: 4d6 ⇒ (4, 6, 5, 2) = 17-2 = 15
4d6: 4d6 ⇒ (5, 5, 3, 3) = 16-3 = 13
4d6: 4d6 ⇒ (1, 6, 6, 2) = 15-1 = 14
4d6: 4d6 ⇒ (1, 5, 3, 5) = 14-1 = 13
If I did math correctly that is 18, so will adjust up to 25.
Will be a Dwarf Transmuter or maybe Sorcerer!
Starting Gold 3d6: 3d6 ⇒ (6, 4, 2) = 12
TheNine
|
stats: 4d6 ⇒ (1, 4, 3, 2) = 10 9
stats: 4d6 ⇒ (1, 2, 6, 3) = 12 11
stats: 4d6 ⇒ (1, 1, 2, 4) = 8 7
stats: 4d6 ⇒ (6, 1, 1, 2) = 10 9
stats: 4d6 ⇒ (1, 3, 6, 2) = 12 11
stats: 4d6 ⇒ (4, 2, 5, 1) = 12 11
Wow thats terrible :P not even a single plus. While I enjoy a challenge, 25 point buy it is.
Half elf Fighter
Str - 16
Dex - 12
Con - 14
Int - 13
Wis - 14
Chr - 10
gold: 5d6 ⇒ (3, 3, 4, 3, 4) = 17x10 = 170 gold. will have something up later today. I look forward to this so much.
| Mark Thomas 66 RPG Superstar 2009 Top 16 |
[dice=stats] 4d6 9
[dice=stats] 4d6 11
[dice=stats] 4d6 7
[dice=stats] 4d6 9
[dice=stats] 4d6 11
[dice=stats] 4d6 11Wow thats terrible :P not even a single plus. While I enjoy a challenge, 25 point buy it is.
Half elf Fighter
Str - 16
Dex - 12
Con - 14
Int - 13
Wis - 14
Chr - 10[dice=gold]5d6x10 = 170 gold. will have something up later today. I look forward to this so much.
Those stats would make a sub-par commoner lol
| That Sean fellow |
Whats average starting gold?
I've got a 5 in a score so thinking I might put it in wisdom and make my dwarven ranger super oblivious to everything. Other Rangers call him the worst ranger in the world but he has a big heart and is super kind and wants to show them that he's as capable as any.
other rangers cringe when he shows up to the gatherings. He's a bit of a buffoon and bull in a china shop but he can swing an axe and has a way with animals. He's not great at picking up on social cues. But he's not malicious. Think it could be fun to roleplay that for a change.
| hustonj |
4d6 - 1 ⇒ (1, 6, 2, 5) - 1 = 13 3
4d6 - 1 ⇒ (1, 4, 4, 1) - 1 = 9 -1
4d6 - 1 ⇒ (4, 3, 1, 6) - 1 = 13 3
4d6 - 2 ⇒ (6, 6, 4, 2) - 2 = 16 10
4d6 - 3 ⇒ (3, 3, 6, 4) - 3 = 13 3
That's a 20 point buy, so I get to increase it to a 25 point buy, not build a 25 point buy, right?
Trying to make sure I've got that right before I work it too much.
So, the "cheap" method is 2 13s to 14s, and the 12 to a 13 (Yep, keeping the 9).
16
14
14
13
13
9
Unless I simply build a 25 point buy.
| Balder The Cursed |
I would like to present Brannen Ironhold the dwarven ranger for consideration.
Reknowned for his animal friendship he's often oblivious to social cue's of the humanoid races.
At druidic gatherings the druids and his fellow rangers groan when she shows up, but when a fight breakds out, a more loyal warrior will be hard to find.
Rumor has it that he was not always like this but that he was part of a very inexperienced adventuring group and after an encounter with something sinister and powerful, his party annihilated and he managed to escape but the battle left him a bit of a buffoon wandering the Loftwood.
Male dwarf ranger (skirmisher) 1 (Pathfinder RPG Advanced Player's Guide 128)
NG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +2 (+4 to notice unusual stonework)
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 15 (1d10+5)
Fort +6, Ref +4, Will -2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee greatsword +3 (2d6+3/19-20) or
. . kukri +3 (1d4+2/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 19, Int 13, Wis 7, Cha 11
Base Atk +1; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Power Attack
Traits beastkin, reactionary
Skills Acrobatics -1 (-5 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +3, Craft (weapons) +5, Handle Animal +4, Heal +2, Knowledge (nature) +5, Perception +2 (+4 to notice unusual stonework), Stealth +3, Survival +3 (+5 to track vs. humanoids of the Giant subtype), Swim +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin
SQ giant hunter[ARG], track +1, wild empathy +1
Other Gear hide shirt, arrows (20), greatsword, kukri, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 82 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Brannen is not what you imagine when you think of a typical dwarf. He's not gruff and stanfoffish. In fact he's friendly and optimistic. Known for being full of heart, but a little witless. Not the smartest of the bunch, not always aware of things around him it's a wonder he's lived this long.
Reknowned for his animal friendship he's often oblivious to social cue's of the humanoid races.
At druidic gatherings the druids and his fellow rangers groan when she shows up, but when a fight breakd=s out, a more loyal warrior will be hard to find.
Rumor has it that he was not always like this but that he was part of a very inexperienced adventuring group and after an encounter with something sinister and powerful, his party annihilated and he managed to escape but the battle left him a bit of a buffoon wandering the Loftwood.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Please let me know if anything needs correcting or if I forgot anything.
Looking forward to hopefully tackling these old classic adventures.
| Stiehle |
Cool! I'll throw my hat in the ring, as I really can't pass up a Greyhawk-themed campaign!
Stat: 4d6 ⇒ (3, 5, 6, 1) = 15 = 14 [5 points]
Stat: 4d6 ⇒ (1, 3, 3, 5) = 12 = 11 [1 point]
Stat: 4d6 ⇒ (3, 5, 2, 2) = 12 = 10 [0 points]
Stat: 4d6 ⇒ (6, 1, 3, 3) = 13 = 12 [2 points]
Stat: 4d6 ⇒ (4, 6, 2, 5) = 17 = 15 [7 points]
Stat: 4d6 ⇒ (6, 2, 5, 1) = 14 = 13 [3 points]
OK, after doing the hard maths, it's 18 points. Getting it to 25 in the order rolled above:
14
14 [+4 points]
10
12
16 [+3 points]
13
Think I might do a half-elf ranger...
| ElfChampion466 |
Wood Elf Elementaleurgist/Commando (druid/ranger) from Vesve Forest.
stat: 4d6 ⇒ (5, 2, 3, 5) = 15 = 13
stat: 4d6 ⇒ (4, 6, 3, 5) = 18 = 15
stat: 4d6 ⇒ (5, 1, 1, 5) = 12 = 11
stat: 4d6 ⇒ (5, 1, 5, 2) = 13 = 12
stat: 4d6 ⇒ (5, 2, 1, 5) = 13 = 12
stat: 4d6 ⇒ (5, 1, 2, 6) = 14 = 13
Adjusting to the 25-point buy:
12
16
12
13
14
13
Scores are before race bonuses/penalties.
What a bunch of junk rolls. Ah well, we all can't have god characters all of the time. The archetypes are found in d20pfsrd.
Daniel Stewart
|
WOW..I take one day off and this thread explodes..lol Ok here are my rolls!
Roll 1: 4d6 ⇒ (1, 4, 5, 3) = 13 = 12 (2-points)
Roll 2: 4d6 ⇒ (3, 2, 5, 1) = 11 = 10 (0-points)
Roll 3: 4d6 ⇒ (1, 4, 1, 2) = 8 = 07 (-4-points)
Roll 4: 4d6 ⇒ (3, 6, 3, 4) = 16 = 13 (3-points)
Roll 5: 4d6 ⇒ (2, 5, 4, 6) = 17 = 15 (7-points)
Roll 6: 4d6 ⇒ (6, 6, 2, 4) = 18 = 16 (10-points)
So that is 18 points by my math (Which I hope is correct), so I will add to bring it to 25 points.
Adjusted Stats:
12 (2-points)
10 (0-points)
13 (3-points)
13 (3-points)
15 (7-points)
16 (10-points)
Ok, not too bad, now just need to come up with a character idea...thinking maybe a Druid...loved Druids in Greyhawk..they had such an interesting organization!
| Black Dow |
Plenty of divine flavour being bandied about so my Hobniz will be a Rogue (Filcher).
@WhtKnt: Quick one for you - would you allow any of these Greyhawk Regional Feats?
I want to make Verko a Stout Halfling and hoped that the Deepseer feat would give me the necessary flavour/mechanics?
Deepseer: You see exceptionally well underground.
Regions: Deep Gnome, Stout Halfling, Mountain Dwarf
Benefits: You gain darkvision with a range of 30 feet. If you already have darkvision, add 30 feet to the range of your dark vision.
Worth an ask - appreciate you might not want to muddy the waters, but I remember the Greyhawk Regional Feats being useful for flavour and crunch for Oerth cultures and characters.
Jesse Heinig
|
@DM WhtKnt, I hate rolling stats enough that I'm willing to just build on 20 points (unlike the 25 point minimum that other players have) as long as I don't have to roll. Is that OK?
(For anyone wondering why I would do this, what if - and this has happened to me before - I roll a 4 for one stat but the others are high enough that I can't allocate any points to improve it? I don't want to play a character with that level of complete failure.)
| Balder The Cursed |
@DM WhtKnt, I hate rolling stats enough that I'm willing to just build on 20 points (unlike the 25 point minimum that other players have) as long as I don't have to roll. Is that OK?
(For anyone wondering why I would do this, what if - and this has happened to me before - I roll a 4 for one stat but the others are high enough that I can't allocate any points to improve it? I don't want to play a character with that level of complete failure.)
Don't stress so much about it :)
I rolled a 5 but I figured I could make it work. With racial mods it was a 7 in the end. Hence my cooky character.
Jesse Heinig
|
Jesse Heinig wrote:@DM WhtKnt, I hate rolling stats enough that I'm willing to just build on 20 points (unlike the 25 point minimum that other players have) as long as I don't have to roll. Is that OK?
(For anyone wondering why I would do this, what if - and this has happened to me before - I roll a 4 for one stat but the others are high enough that I can't allocate any points to improve it? I don't want to play a character with that level of complete failure.)
Don't stress so much about it :)
I rolled a 5 but I figured I could make it work. With racial mods it was a 7 in the end. Hence my cooky character.
It really bothers me to play a hyper-incompetent character and have no control over it. I would rather not play than do so.
| That Sean fellow |
| 1 person marked this as a favorite. |
Brannen Ironhold wrote:It really bothers me to play a hyper-incompetent character and have no control over it. I would rather not play than do so.Jesse Heinig wrote:@DM WhtKnt, I hate rolling stats enough that I'm willing to just build on 20 points (unlike the 25 point minimum that other players have) as long as I don't have to roll. Is that OK?
(For anyone wondering why I would do this, what if - and this has happened to me before - I roll a 4 for one stat but the others are high enough that I can't allocate any points to improve it? I don't want to play a character with that level of complete failure.)
Don't stress so much about it :)
I rolled a 5 but I figured I could make it work. With racial mods it was a 7 in the end. Hence my cooky character.
I mean it's your choice but I don't see it as hyper incompetent, more a roleplaying tool. Maybe he's not great at like one thing, if so why and what would make it cool. But like I say, to each their own. Why not toll and preview your rolls first before you decide? No harm in that and seeing what you get right. My 2c :) But up to you at the end of the day.
| Isinghar Thorden |
Presenting Isinghar Thorden - dwarf druid
Born and raised amongst the Ironshield Clan in the Lortmil Mountains, Isinghar was the pride and joy of his small family. His father Braghan Thorden was the clan's most gifted weaponsmith and his only son Isinghar, was destined to continue his legacy and follow his love and devotion for the craft. The young dwarf toiled for hours each day, day and night, and day after day to learn the secrets of his father's trade and make him proud. Yet his labor produced good, but never amazing quality wares. He lacked the strength to bend the steel to his will, and the intelligence to smelt the iron and coke in the right proportions.
Each day after hours of toil and back-breaking effort, Isinghar would see the disappointment in his father's eyes despite the old dwarf's efforts to conceal it behind his cheerful grins and appreciative exclamations. This was too much for him to bear, and one night he fled his warm and comfortable home for the wilderness of the Welkwood.
In the alien forests, the antithesis of dwarven habitat, Isinghar found his true calling after months of suffering, hunger and despair. During a violent thunderstorm he was hit by lightning and blasted 30 feet into a month long coma. He awoke in a sunny grove, his lustrous black hair and beard, now permanently silvery platinum and his steel grey eyes an eerie sparkling and glowing blue. His benefactor a strange hermit, Lozan the Brown, had cared for his wounds and nursed him back to health. In return he asked that Isinghar repay his debt by serving as his apprentice for 3 years and a day. Lozan was a gifted healer, and herbalist, knowledgeable in all sorts of woodcraft, and ancient Druidic magic. The young dwarf at first rebuffed all attempts to harness the natural flows of elemental energies, but soon found that he had the Gift for channeling the power of the Earth. The discipline and stamina he built over years toiling at a forge, laid the foundation for dedicated study and worship. Now just a few weeks short of repaying his debt, Isinghar is a Druid of the Welkwood, and asked to visit Hommlett on one last mission for Lozan the Brown...
Isinghar Thorden
Male dwarf (storm) druid 1 (Pathfinder RPG Ultimate Magic 40)
LN Medium humanoid (dwarf)
Init +8; Senses darkvision 60 ft.; Perception +8 (+10 to notice unusual stonework)
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
Defensive Abilities defensive training; SR 6, magic resistant[APG]
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +1 (1d8+1/×3) or
club +1 (1d6+1) or
cold iron dagger +1 (1d4+1/19-20)
Ranged dart +2 (1d4+1)
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—storm burst (1d6 nonlethal)
Druid Spells Prepared (CL 1st; concentration +5)
1st—cure light wounds, obscuring mist[D]
0 (at will)—create water, detect magic, resistance
D Domain spell; Domain Weather (Storms domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 15, Int 12, Wis 19, Cha 7
Base Atk +0; CMB +1; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Improved Initiative
Traits magical lineage (call lightning), reactionary
Skills Acrobatics -3 (-7 to jump), Craft (weapons) +5 (+7 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Heal +8, Knowledge (nature) +7, Perception +8 (+10 to notice unusual stonework), Survival +10; Racial Modifiers craftsman[APG], +2 Perception to notice unusual stonework
Languages Common, Druidic, Dwarven, Undercommon
SQ industrious urbanite, nature bond (Storms domain[APG]), nature sense, wild empathy -1
Other Gear hide armor, heavy wooden shield, battleaxe, club, cold iron dagger, dart (6), backpack, bandolier[UE], basic maps (major landmarks only), belt pouch, blotter (0.2 lb), fishhook (2), flint and steel (2), holly and mistletoe (2), inkpen, knife for cutting quills into pens (0.5 lb), knife, utility (0.5 lb), pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), sewing needle, signal whistle, spell component pouch, string or twine[APG], thread (50 ft.), vial, wooden holy symbol of Silvanus, wrist sheath, spring loaded, mule, bedroll, dagger, feed (per day), mess kit, mug/tankard, saddlebags, saddlebags, trail rations, traveler's outfit, waterskin, whetstone, 12 gp, 2 sp, 5 cp
--------------------
Special Abilities
--------------------
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Druid Domain (Storms)
Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession +4 to make money.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spell Resistance (6) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Storm Burst 1d6 nonlethal (7/day) (Sp) As a standard action, ranged touch attack deals 1d6+0 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Daniel Stewart
|
Ok, here is my crunch for my submission...will get some background and such shortly.
Aeariel
Female half-elf druid (aquatic druid) 1 (Pathfinder RPG Advanced Player's Guide 98)
N Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +5; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee trident +3 (1d8+3)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—icicle (1d6 cold)
Druid (Aquatic Druid) Spells Prepared (CL 1st; concentration +4)
. . 1st—endure elements, goodberry, obscuring mist[D]
. . 0 (at will)—create water, detect magic, purify food and drink (DC 13)
. . D Domain spell; Domain Water domain
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 11, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Skill Focus (Survival), Two-weapon Fighting
Traits heirloom weapon (proficiency), water-touched
Skills Handle Animal +4, Knowledge (nature) +6, Perception +9, Survival +12; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ elf blood, nature bond (Water domain), nature sense, wild empathy
Other Gear lamellar (leather) armor[UC], trident
--------------------
Special Abilities
--------------------
Druid (Aquatic Druid) Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Icicle 1d6 cold (6/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
| hustonj |
Okay, using the previous rolls, I have built a farmboy Paladin. Let's try this as something more appropriate for the planned modules.
Terry of Dianrift, Paladin of Berei.
Or, based on the side comment from the GM above, Terry could be "rehomed" to Hommmlet in the first place. He is, basically, that really powerful commoner you were talking about . . ..
When he awoke, the young farmer remembered the dream, but did not believe in it.
He has found himself fulfilling the duties he was assigned in the dream, but thus far his opponnets have been thieve adn small groups of bandits, and and he has had the village militia to help reassure him that he's just another farmer.
As he awakes this morning, though, he feels a need to move, a desire pushing him towards the Gnarly, towards Verbobonc, towards the village of Hommlet. Not that Terry has any idea where the simpe farmboy is being sent, or how far from the farm he's going to feel obligated to go.
He works to keep the simple people safe, to protect the community and the families, not the lords and priests.
Move 30'
BAB+1, Melee+3, Ranged+2, CMB+3
Sickle +3 for 1d6+2 @ x2, S, Trip
Spiked Wooden Shield +3 for 1d6+2 @x x2, P
Sling +2 for 1d4+2 @ x2, B, 50' (20 bullets)
AC 15, w/ Shield 17, Touch 11, Flat-footed 15, CMD 14 (4 Chain Shirt, 2 Heavy Wooden Shield, 1 Dex, 2 Str, 1 BAB)
HP 12 (10 + 1 Conx1 + 1 Favored Classx1)
Fort +4 (2 Con)
Ref +1 (1 Dex)
Will +3 (1 Wis)
Bonus Skill Attribute+Ranks+Class+Specific(+Specific Conditional)
+ 3-Acrobatics 1+0+0+2 Improvisation(-4 AC Penalty)
+ 3 Appraise 1+0+0+2 Improvisation
+ 5 Bluff 3+0+0+2 Improvisation
+ 4-Climb 2+0+0+2 Improvisation(-4 AC Penalty)
+ 3 Craft (any) 1+0+0+2 Improvisation
+ 8 Diplomacy 3+1+3+1 Trait
+ 3-Disable Device 1+0+0+2 Improvisation(-4 AC Penalty)
+ 5 Disguise 3+0+0+2 Improvisation
+ 3-Escape Artist 1+0+0+2 Improvisation(-4 AC Penalty)
+ 3-Fly 1+0+0+2 Improvisation(-4 AC Penalty)
+ 7 Handle Animal 3+1+3
+ 2 Heal 0+0+0+2 Improvisation
+ 5 Intimimdate 3+0+0+2 Improvisation
+ 5 Knowledge (Religion) 1+1+3
+ 3 Knowledge (any other) 1+0+0+2 Improvisation
+ 3 Linguistics 1+0+0+2 Improvisation
+ 2 Perception 0+0+0+2 Improvisation
+ 5 Perform (any) 3+0+0+2 Improvisation
+ 4 Profession (Farmer) 0+1+3
+ 2 Profession (any other) 0+0+0+2 Improvisation
+ 3-Ride 1+0+0+2 Improvisation(-4 AC Penalty)
+ 5 Sense Motive 0+1+3+1 Trait
+ 3-Sleight of Hand 1+0+0+2 Improvisation(-4 AC Penalty)
+ 3 Spellcraft 1+0+0+2 Improvisation
+ 3-Stealth 1+0+0+2 Improvisation(-4 AC Penalty)
+ 2 Survival 0+0+0+2 Improvisation
+ 4-Swim 2+0+0+2 Improvisation(-4 AC Penalty)
+ 5 Use Magic Device 3+0+0+2 Improvisation
Fast Learner - When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Improvisation - You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated “trained only” untrained.
Traits
Faith: Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Regional: Diplomat: You gain a +1 trait bonus on Diplomacy and Sense Motive checks.
..6.00 Sickle 1d6/x2/2#/S/Trip/Light
..6.00 Sickle #2 2#
...... Sling 1d4/x2/50'/-/B
....20 Bullets, sling, 20 10#
100.00 Chain Shirt +4/+4/-2/20%/30'/25#
.17.00 Shield, Heavy Wooden, Spiked +2/-/-2/15%/15#
..9.00 Kit, Fighter's (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin) 29#
..5.00 Kit, Gear Maintenance (metal polish, small file, leather paring knife, conditioning oil, 2 soft cloths, leather straps, sewing needle, buttons) 2#
..1.00 Belt Pouch .5#
FREE.. Outfit, Travaler's (boots, wool breeches, sturdy belt, shirt, ample hooded cloak) 5#
------
144.20 spent for 90.5#
On hand:
35 GP
8 SP
Carrying Capacity: 14 Strength
Light: 58#
Medium: 116# (all gear carried is here) +3/-3/20'/x4
Heavy: 175# +1/-6/20'/x3
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Alignment: Lawful good
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Table: Paladin
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Aura of good, detect evil, smite evil 1/day
2nd +2 +3 +0 +3 Divine grace, lay on hands
3rd +3 +3 +1 +3 Aura of courage, divine health, mercy
4th +4 +4 +1 +4 Channel positive energy, Divine Weapon Specialization, 1D6
5th +5 +4 +1 +4 Divine bond, 1D8
6th +6/+1 +5 +2 +5 Mercy, 1D8
7th +7/+2 +5 +2 +5 Smite evil 2/day, 1D8
8th +8/+3 +6 +2 +6 Aura of resolve, Divine Weapon Specialization, 1D8
9th +9/+4 +6 +3 +6 Mercy, 1D8
10th +10/+5 +7 +3 +7 1D10
11th +11/+6/+1 +7 +3 +7 Aura of healing, 1D10
12th +12/+7/+2 +8 +4 +8 Mercy, Divine Weapon Specialization, 1D10
13th +13/+8/+3 +8 +4 +8 Smite evil 3/day, 1D10
14th +14/+9/+4 +9 +4 +9 Aura of faith, 1D10
15th +15/+10/+5 +9 +5 +9 Mercy, 2D6
16th +16/+11/+6/+1 +10 +5 +10 Divine Weapon Specialization, 2D6
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness, 2D6
18th +18/+13/+8/+3 +11 +6 +11 Mercy, 2D6
19th +19/+14/+9/+4 +11 +6 +11 Smite evil 4/day, 2D6
20th +20/+15/+10/+5 +12 +6 +12 Divine Weapon Specialization, Holy champion, 2D8
Class Features
All of the following are class features of the paladin.
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
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)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the paladin can select from the following initial mercies.
Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PPC:HH
Fatigued: The target is no longer fatigued.
Riled: The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level. Source PPC:HH
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice). Source PPC:HH
Haunted: The paladin’s lay on hands also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the caster level. Source PPC:HH
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
Targeted: The paladin’s lay on hands also acts as sanctuary, using the paladin’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier. Source PPC:HH
At 9th level, a paladin adds the following mercies to the list of those that can be selected.
Confused: The target is no longer confused. Source PPC:HH
Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level. Source PPC:HH
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.
Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy. Source PPC:HH
At 12th level, a paladin adds the following mercies to the list of those that can be selected.
Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy. Source PPC:HH
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20). Source PPC:HH
Paralyzed: The target is no longer paralyzed.
Petrified: The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature. Source PPC:HH
Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.
Channel Positive Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.
This ability replaces the standard paladin’s channel positive energy ability.
Divine Weapon Specialization (Ex)
At 4th level and every 4 levels thereafter, a tempered champion gains a bonus feat from the following list:
Disruptive, Divine Fighting Technique, Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, Weapon Focus, Weapon Specialization, and Weapon Trick.
If a feat requires choosing a weapon or weapon group, the tempered champion must choose her deity’s favored weapon, or its group. The tempered champion must meet the feat’s prerequisites, but treats her tempered champion levels as fighter levels for this purpose.
In addition, the 4th-level tempered champion gains the increased base weapon damage of the warpriest’s sacred weapon ability at her tempered champion level.
Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is in the above chart. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
This ability replaces spellcasting.
Divine Bond (Sp)
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
At 5th level, a tempered champion must select a weapon for her divine bond. If she is out of daily uses, she can expend a use of lay on hands to activate this ability.
Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Healing (Su)
At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times.
This ability replaces aura of justice.
Aura of Faith (Su)
At 14th level, a paladin’s weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Righteousness (Su)
At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Holy Champion (Su)
At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
Code of Conduct
A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
The Flan goddess of matriarchy and motherhood. The daughter and incarnation of Beory, Berei is the first human and queen mother of the Flan people just as Beory is the mother of the Flan gods. She is not as impartial as Beory, more worldly and practical.
Berei (BEAR-ay) is possibly a splinter cult of Beory that has taken on an anthropomorphic persona. Berei is the life-giving soil and the strong stone that is the foundation of a safe home. She is shown as a strong-backed woman of brown skin and kind demeanor, and her holy symbol is a sheaf of wheat stalks. As the goddess of the home and family, she blesses weddings, gives fertility, she protects the household and its members, guides the hands of those who till the soil, and teaches ways to care for the land. Beory is the only deity that concerns her.
The family is the strongest tie between individuals, and one must learn to support and depend upon one's family to survive. A community is a form of large family, and when another family is in need it is the duty of the community to provide for them. The birth of a new child in a time of plenty is a great blessing and an opportunity to resolve differences and restore frayed connections within the family. Care must be taken with every planting so that life can begin there again the next year.
Clerics of Berei tend to stay close to their families, serve as advisers and protectors, advise farmers on crops, and restore barren land. Some of her clerics choose to wander, planting seeds, looking for exotic crops, and carrying news between communities. They often adopt their traveling companions as family members, and consider these bonds as sacred as those of blood relatives.
3 - Weapon Focus (Sickle); Mercy
4 - Weapon Specialization (Sickle); +2 Cha
5 - Selective Channeling
6 - Mercy
7 - Turn Undead
8 - Greater Weapon Focus (Sickle); +2 Cha?
9 - Blazing Channel; Mercy
11 - Channel Surge
12 - Greater Weapon Specialization (Sickle); Mercy; +2 Cha?
13 - Channeled Revivial
15 - Extra Channel; Mercy
16 - Penetrating Strike; +2 Cha?
17 - Feat?
18 - Mercy
19 - Feat?
20 - Greater Penetrating Strike; +2 Cha?
S 14 14 +2
D 13 13 +1
C 14 14 +2
I 13 13 +1
W 9 +2 11 0
H 16 16 +3
| Merlovaur Fellnight |
I submit Marlovaur Fellnight for your consideration. His full stats, background, etc. are in his profile.
Marlovaur Fellnight is a proud scion of a once great elven house. Marlovaur utterly believes in the superiority of his ancestral elven culture. Marlovaur is from the northern Vesve forest near the border with Iuz. Marlovaur's defining life event is the enslavement of his people by dark elves in the service of Iuz the Old. Marlovaur now is driven to save his people - he walks the land seeking information on the fate of his kin. Marlvaur is a consummate soldier whom specializes in the use of reach weapons for battlefield control. Marlovaur's most notable quirk is that he absolutely refuses to fight with anything other than traditional elven weapons - the elven branched spear, the elven curve sword, the elven war blade and the elven crafted long bow (he believes the long bow was invented by elves and was stolen by the inferior human civilizations).
| ElfChampion466 |
Feiwyyn Dawnstrider. Wood Elf Elementaleurgist 0/Scout 1
Origin: Vesve Forest.
Age: 123
Ht: 5-feet-5
Wt: 119-lbs
Hair: Green
Eyes: Hazel
Feat: Improved Initiative.
Alignment: Chaotic Good.
starting cash: 5d6 ⇒ (1, 6, 1, 6, 5) = 19 = 190 gp
Traits: Warrior of the Old(+2 Initiative)
Natural Climber (+2 acrobatics and climb).
STR: 12
DEX: 18 (16+2)
CON: 12
INT: 11 (13-2)
WIS: 16 (14+2)
CHA: 13
Feiwyyn is the son of Thouath and Saesha, whom are artisans of middle class standing. During one of the many countless wars with the neighboring evil kingdom of Iuz, the Dawnstriders saw their outlying village of Dunethal recently destroyed by a raiding war party. Though the village was lost, many of the inhabitants survived. He was taught the ways of the wild and of the hunter and has participated in the Vesve Forest militias. He is attached to a stone totem of his village (drawback) that has been passed on to him by a surviving seer.
Feiwyyn hates the hordes of Iuz and seeks to destroy all those who wish ill will upon his beloved Vesve Forest and to all who seek the destruction of all elves.
WhtKnt
|
@DM WhtKnt, I hate rolling stats enough that I'm willing to just build on 20 points (unlike the 25 point minimum that other players have) as long as I don't have to roll. Is that OK?
(For anyone wondering why I would do this, what if - and this has happened to me before - I roll a 4 for one stat but the others are high enough that I can't allocate any points to improve it? I don't want to play a character with that level of complete failure.)
I've given it some thought and will make an exception here for anyone who would rather do a 20 point buy, mostly because I hate to see anyone not have a chance to get in on this. I would love to give all of you a slot, but I only have six openings and no time to run a second group.
WhtKnt
|
Are you allowing traits? Specifically for my character, Glory of Old, a Golarion trait for the sweet save bonuses.
Traits are permitted, and you may take one drawback for an extra trait if desired. Be warned. I will be enforcing drawbacks!
Glory of Old is generic enough that it could apply to any dwarf anywhere, so it passes the test.
| Chobo |
Let me say that this recruitment has taken me on a grand adventure of my past, I had forgotten that Greyhawk was my first love. Rereading the rich and varied kingdoms took me back to games of yesteryear and people I haven't seen in 30 or more years. The hardest part has been deciding which PC to resurrect for this game. Should it be my first character Lance the halfling thief, or Lancelin the Paladin, or one of my favorites Aerik Silverleaf the Ranger. Perhaps my Wolf Nomad Barbarian Gromm would be perfect for this.
Then I remembered there was one character that I never got to play to fruition Raddosric the bard. First, it took me a while to roll the stats necessary to make this possible and then right before he dual classed into thief there was a tpk. With that said I will be submitting a bard. But if you remember bards in 1e were fighters-thiefs- then became bards[which were Druids with some musical charm and lore abilities I think]. Any advice on how to build him to get that 1e feel?
I was thinking Archeologist Bard or Nature Fang Druid with VMC bard. Are you allowing Varriant Multiclassing?
| Verko Ficolfate |
@Chobo: Arcane Duelist would be the most "fighter-thief" combo themed archetype... Played alongside this type of bard a few times and they are very effective.
Other option if you are looking at tapping into Druidic origins would be Voice Of The Wild archetype - not familiar with it per say, but reading into it looks like it'll tick the boxes you're looking for?
| Dorian 'Grey' |
Hello all!
This looks like it has strong staying power. I am always happy to play ol' school campaigns.
Core+....and here we go:
1: 4d6 ⇒ (5, 1, 1, 6) = 13 12
2: 4d6 ⇒ (4, 5, 6, 5) = 20 16
3: 4d6 ⇒ (6, 3, 3, 3) = 15 12
4: 4d6 ⇒ (5, 3, 1, 4) = 13 12
5: 4d6 ⇒ (3, 1, 5, 1) = 10 9
6: 4d6 ⇒ (5, 1, 6, 3) = 15 14
20 point buy, I believe. Do you want me to just add 5 points, or start 25 point buy from scratch?
Thank you for running.