Hollow's Revolution (Blue Side)

Game Master vayelan

Maps:
Falcon's Hollow (Town Map)
Darkmoon Vale (Regional Map)

Current Encounter: In Search of Bloodeye's Treasure

Falcon's Hollow NPCs

Loot Tracker


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giving this a shot

4d6: 4d6 ⇒ (1, 5, 5, 5) = 16-->15
4d6: 4d6 ⇒ (5, 3, 4, 6) = 18-->15
4d6: 4d6 ⇒ (2, 4, 6, 3) = 15-->13
4d6: 4d6 ⇒ (5, 4, 4, 1) = 14-->13
4d6: 4d6 ⇒ (5, 4, 4, 3) = 16-->13
4d6: 4d6 ⇒ (2, 2, 5, 1) = 10-->9

Kinda interesting... pretty well balanced. I'll think about what type of class benefits from really even scores.

Is this a homebrew?


Would this archetype be okay? I don't see it in the prd, but that may just be my search fu abilities. It is published by Paizo.

witch archetype

Another question: I am interested in a 68 year old witch, with the old template. (I wanted to go 80 years old but that makes me "venerable" which is basically unplayable with -5 penalitys). What I am not sure about is that the old age makes me go from a 19 points buy to a 22 point buy. Is this allowed?


GM Panic here, This is Johnny Bee, she is a android Investigator Steal hound, I will work on back story, and items. Other than that she is just about there but for some skill finessing.

She was made as a body double for a now long dead Investigator.


Souls At War wrote:
Placeholder of Doom wrote:

it's exactly +3

Thankfully! I forgot to count the negatives for a second and had to edit out a, "well bum".

Now I just need to stop persuade myself not to play a full caster for ease of point buy. Maybe a halfling Magus...

Grand Lodge

4d6 - 1 ⇒ (1, 6, 5, 2) - 1 = 13
4d6 - 1 ⇒ (4, 5, 1, 4) - 1 = 13
4d6 - 3 ⇒ (4, 3, 5, 4) - 3 = 13
4d6 - 2 ⇒ (2, 6, 6, 2) - 2 = 14
4d6 - 2 ⇒ (2, 2, 5, 5) - 2 = 12
4d6 - 1 ⇒ (4, 6, 1, 4) - 1 = 14

Grand Lodge

Question now is what to play...

Halfling Rogue!


GM Panic here, I have chained my PCs name to
Detective Sapphire Night
As a Duplicate of the now long dead real Detective Sapphire Night.
Her memory is mixed up, know both the craft long lost she came on and the world she is now in.


4d6 ⇒ (6, 6, 1, 5) = 18 17
4d6 ⇒ (2, 4, 2, 6) = 14 12
4d6 ⇒ (3, 2, 4, 6) = 15 13
4d6 ⇒ (2, 5, 6, 4) = 17 15
4d6 ⇒ (4, 4, 4, 1) = 13 12
4d6 ⇒ (2, 4, 4, 3) = 13 10
4d6 ⇒ (6, 4, 6, 1) = 17 16


Dm can you give us something about the town so that we can make our characters fit into the story/theme better?


Similarly, are we supposed to have our own living arrangements since we live in the town?


The Goblin wrote:
Dm can you give us something about the town so that we can make our characters fit into the story/theme better?

Certainly!

To start with, here is a brief summary of the town from the "Towns of the Inner Sea" sourcebook:

"Falcon's Hollow is the end of the line for many of its residents - the final destination in their flight from the long arm of the law, a haven from crushing debts, a sanctuary from crippling abuse, or a new start free from religious persecution. This ramshackle lumber town clings to the ragged edge of [northern] Andoran's Darkmoon Vale, staring down the wild shadows of a vast and largely unexplored frontier."

...

Falcon's Hollow is a "company town," owned and operated by the Lumber Consortium, a mercantile company that holds a monopoly on the lumber industry in Andoran, the lifeblood of the nation's legendary navy and shipbuilding industry.

Even though Andoran is a nation that idealizes liberty, the Consortium bosses treat their employees like serfs and slaves.
While Andoran's legendary Eagle Knights have kept a close watch on the Consortium, the company has kept its more illegal practices off the books, allowing it to continue operating in Andoran's northern frontier with impunity.

...

Here are some sample character concepts that would fit thematically:

  • Logger or trapper who decides to stand up
  • Milani worshiper looking to start a revolution
  • Iomedae worshiper sent to aid the struggling local temple
  • Eagle Knight agent or sympathizer looking to uncover evidence of the Consortium's criminal practices
  • Scion of an independent merchant house looking to break the Consortium's monopoly

    And of course, with numerous nearby ruins from the old dwarven kingdoms, your usual adventurers may come to town and find themselves caught up in the local political struggle.


  • ♣♠Magic♦♥ wrote:
    Similarly, are we supposed to have our own living arrangements since we live in the town?

    If your character is a local from Falcon's Hollow, it is likely they live in company-owned housing, with the Consortium taking whatever they want from your pay to cover rent.

    Other residents of the surrounding Darkmoon Vale region may live on a neighboring farm or shanty.

    Newcomers might take a room at the local inn, Jak'a'Napes, or find lodgings with farmers on the outskirts of town.

    Other nearby settlements include Olfden, a large farming town about a day's ride south from Falcon's Hollow; Adamas, a stronghold of the Eagle Knights just east of Olfden; and Oregent, a city further south that serves as the Lumber Consortium's headquarters.


    There seems to be some confusion on stats. Are we rolling 4d6 and dropping the lowest die six times, or are we rolling 4d6 seven times and dropping the lowest roll? I did the former, but I’ve seen several people doing each.


    I'm already in one of your games and loving it, so trying to get into a second may just be greedy. But still, I love me some ability score rolling...

    4d6 ⇒ (2, 1, 4, 2) = 9 = 8 / -2 points

    4d6 ⇒ (6, 3, 2, 5) = 16 = 14 / 5 points

    4d6 ⇒ (5, 2, 1, 2) = 10 = 9 / -1 point

    4d6 ⇒ (5, 6, 1, 3) = 15 = 14 / 5 points

    4d6 ⇒ (5, 6, 6, 4) = 21 = 17 / 13 points

    4d6 ⇒ (5, 5, 6, 6) = 22 = 17 / 13 points

    Yeah, that's a pretty crazy stat list - 33 point buy! I won't pitch a second Cyrioul, of course, but I'll consider something else. :)


    friendly sauce here,

    I decided to go with the 15 point buy after reviewing my stats. This is

    Krogge:
    Unnamed Hero
    Half-orc ranger 1
    CG Medium humanoid (human, orc)
    Init +3; Senses darkvision 90 ft.; Perception +5 (+7 in natural settings)
    --------------------
    Defense
    --------------------
    AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
    hp 12 (1d10+2)
    Fort +4, Ref +5, Will +1
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee club +3 (1d6+2) or
    obsidian dagger +3 (1d4+2/19-20)
    Ranged longbow +4 (1d8/×3) or
    obsidian throwing axe +4 (1d6+2)
    Special Attacks favored enemy (animals +2)
    --------------------
    Statistics
    --------------------
    Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8
    Base Atk +1; CMB +3; CMD 16
    Feats Point-Blank Shot
    Traits eyes of the wild, hunter's knack, orphaned
    Skills Acrobatics +2, Climb +4, Handle Animal +3, Intimidate +1, Perception +5 (+7 in natural settings), Stealth +5, Survival +6, Swim +4; Racial Modifiers +2 Intimidate
    Languages Common, Orc
    SQ orc blood, paranoid, track +1, wild empathy +0
    Other Gear lamellar (leather) armor[UC], arrows (40), blunt arrows[APG] (20), club, longbow, obsidian dagger, obsidian throwing axe, 26 gp
    --------------------
    Special Abilities
    --------------------
    Darkvision (90 feet) You can see in the dark (black and white only).
    Favored Enemy (Animals +2) (Ex) +2 to rolls vs. animals foes.
    Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
    Paranoid Aid Another DC 15 for attempts to help you.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Track +1 Add the listed bonus to Survival checks made to track.
    Wild Empathy +0 (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.

    Krogge is a ranger who lives within the forest and makes a living hunting and trading with the villiagers; he’s also getting very tired of the logging company cutting down so much of his forest. I would love it If there was a small cave or something within a few miles of the town he could live in as a semi permanent home of sorts.

    Grand Lodge

    Thinking a local Halfling ner'do well always looking to improve the town against the Consortium as she hates the way they treat the smaller races, and no love for the injured or infirm whom she steals to help out. A Robin Hood for the down trodden


    I like the idea of an outsider sent to investigate the Consortium or working for the Consortium. Taken a room and is in the town doing that.


    Sapphire Night wrote:
    I like the idea of an outsider sent to investigate the Consortium or working for the Consortium. Taken a room and is in the town doing that.

    Mine is a similar idea. Basically a "foppish noble" type whose family is a remnant of a time when nobles were still a thing in Andoran, representing the Andoran government and to try and de-privatize some of that lumber they ship out. Super rich, high born, and entitled... the perfect cover for a secret vigilante!


    Ouachitonian wrote:
    There seems to be some confusion on stats. Are we rolling 4d6 and dropping the lowest die six times, or are we rolling 4d6 seven times and dropping the lowest roll? I did the former, but I’ve seen several people doing each.

    Roll 4d6 and drop the lowest die six times, arrange among ability scores.

    If total modifiers are +3 or less, you may opt for a 15-point buy instead.


    Nice idea! Hopefully I can put something fitting together.

    4d6: 4d6 ⇒ (5, 2, 2, 1) = 10 = 9
    4d6: 4d6 ⇒ (2, 6, 3, 1) = 12 = 11
    4d6: 4d6 ⇒ (1, 3, 6, 4) = 14 = 13
    4d6: 4d6 ⇒ (4, 1, 1, 3) = 9 = 8
    4d6: 4d6 ⇒ (6, 6, 2, 3) = 17 = 15
    4d6: 4d6 ⇒ (1, 6, 4, 4) = 15 = 14

    Looks like 15 point buy.

    Grand Lodge

    Better idea A farmer who is fed up with the local establishment dictating policy to the other citizenry, as well as the lack of respect for its people and the rampant crime.

    Wulf:

    Human Fighter(Quarterstaff Master) 1st Neutral Good
    Deity: Hgt.6'6" Wgt:210 Hair:Black Eyes:Sapphire Blue
    Str:14,Dex:16,Con:13,Int:13,Wis:13,Cha:12
    Init:+3 HP:12
    Fort:+3 (+1[class]+2[con])
    Reflex:+2(+0[class]+2[Dex})
    Will:+1(+0[class]+1[Wis])
    Bonuses:
    BAB:+1
    Melee:+3
    Ranged:+4
    CMB:+3
    CMD:15
    AC:15(10+2(leather)+3(dexterity))
    Armor: :AC:+2, Dex+6, Penalty: Speed:30 Spell Fail:5%Wgt:

    Weapons:
    Quarterstaff:+4 1d6/1d6+2 x2 Bludgeoning
    Quarterstaff +0/+0 1d6+2
    Unarmed Strike:+3 1d4+2 19-20/x2 Bludgeoning
    Dagger:+3 1d4+2 19-20/x2 10ft. Piercing
    Hand Axe:+31d6+2 x3 Slashing
    Sling:+3 1d4 x2 Bludgeoning 50ft.

    Skills: 6 background Skills:2
    Acrobatics: +4[1+3(Dex)]
    Climb:+6[1+2(Str)+3]
    Handle Animal:+5[1+1+3]
    Intimidate:+4[1+0+3]
    Survival:+5[1+1+3]
    Swim:+6[1+2+3]
    Background:
    Linguistics:+7 [1+2+3+1]
    Profession:(farmer)+5[1+1+3]

    Feats;Weapon Focus(Quarterstaff),Improved Unarmed Strike,Fast Learner
    Traits:
    Courageous: +2 save v.Fear
    Unintentional Linguist: +1 to Linguistics skill check, Begin play with a free language::Celestial
    Items:
    Pathfinder Kit:Price 12 gp; Weight 22 lbs.
    This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

    Explorers’ Outift:(free),8lb.This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.


    cash: 5d6 ⇒ (5, 6, 6, 2, 4) = 23 x10=230


    Mustachioed wrote:

    Would this archetype be okay? I don't see it in the prd, but that may just be my search fu abilities. It is published by Paizo.

    witch archetype

    Another question: I am interested in a 68 year old witch, with the old template. (I wanted to go 80 years old but that makes me "venerable" which is basically unplayable with -5 penalitys). What I am not sure about is that the old age makes me go from a 19 points buy to a 22 point buy. Is this allowed?

    For both the Witch archetype and applying the Old age template, allow me to quote Judge Mills Lane from Celebrity Deathmatch: "I'll allow it!"

    In fact, playing a witch could fit thematically, as one of the region's "boogeymen" is Ulizmila, the Witch of Darkmoon Vale.
    If this character is from the town or its environs, the locals probably gossip fearfully about them being one of Ulizmila's many children or grandchildren.

    Grand Lodge

    Wulf::
    Grew up here as a kid to a simple farmer. He had four siblings 3 older sisters and a brother.His brother was all into staying at Falcons' Hallow, and two of his sisters were to marry other owns. Wulf however wanted more and left to learn, as did his oldest sister. Wulf and Monet left home to learn what they could. Monet became infatuated with the singers and dancers of a caravan they had joined. She left him with nothing but the clothes on his back and his trusty dagger.

    After he managed to find a job as a guard he made his way into the ranks of the army and learned the basics of fighting. He excelled however at the Staff, the commoners' weapon. He was well versed in its use and was defeating a few seasoned sword fighters with his oaken stick. Wulf didn't last long though and after four years from home, he left to wander back to his hometown. When he got back his father and mother had been pushed off there land by the Consortium and left for greener pastures. His brother had lost his arm in a mill accident and was a horrible drunk who gambled what money he got from his job in one of the towns many shady establishments. His sisters were a bit better off as one was married and had a couple of kids while the other sister Nareka was selling herself in a tavern.

    Disgusted Wulf took his pay to buy some land and raise a few animals and crops. He got his brother to sober up and his sister back into his house. Unfortunately, this didn't last as Debt collectors came for his brother. Wulf tried to fight the thugs who he easily dispatched. This was just the start, within the next few months his Sister Nareka was raped, his brother killed and his other sister died in childbirth. Now Wulf takes care of his sister Nareka, and his niece Sindi and nephew Kane.

    Wulf after a bit found out that most of his families troubles came from the Lumber Consortium and the criminal element that secretly profits off all the business. Noting this Wulf has secretly begun to ferret out like-minded individuals who want change, and wants to take down the company and its puppets. Not only for vengeance but hopefully his actions will breath new life into the community changing it for the better instead of some criminal cesspool supported by a bought and paid for government.

    Wulfs' background


    Here's Flint for Magic's application.

    I was going for the most historically accurate ninja possible, mainly focusing on the 6 essential tools and avoiding stereotypes whenever possible. If you don't like the word "ninja" you can substitute it with rogue, as they're basically the same class.

    I feel like this fits the idea for the campaign very well, as the original ninjas were opressed farmers who rose up against the government.

    I'm very interested in feedback and questions from anyome, so let me know what you think. :)

    About the author:
    I've been a member of the boards for just over 5 years now, and I've been playing Pathfinder for 6. I've been part of about 20 or so campaigns, one of them for all of these 5 years and still going, others as short as 1 page when a GM disappears.

    I prefer story driven campaigns to power gamey beat em ups, and I love character development and interactions. I post mainly from my phone, as it's just faster and easier for me.


    I have some background on my character page now.

    I imagine I would have virtually no connection to the town at all, having just arrived minutes before the adventure starts, with absolutely no idea what I'm about to get caught up in.

    Grand Lodge

    Here's Timothy Lawrence, Vigilante secret broker who used to work for the Consortium, now.... well, probably not. Backstory's in the description, and I apologize if it's totally off base- I made it up as I was going, and it seemed pretty cool, even if I have no idea if it works in Golarion. I also need to buy stuff, but that's pretty minor- I'll finish it tonight.

    Starting Wealth: 5d6 ⇒ (2, 4, 6, 3, 6) = 21 x 10 = 210gp

    Silver Crusade

    Got to at least roll the stats and see if they inspire me

    4d6 ⇒ (1, 2, 5, 2) = 10 9
    4d6 ⇒ (4, 4, 2, 1) = 1110
    4d6 ⇒ (6, 6, 2, 3) = 1715
    4d6 ⇒ (6, 3, 1, 3) = 13 12
    4d6 ⇒ (1, 3, 4, 3) = 11 10
    4d6 ⇒ (4, 4, 3, 6) = 1714

    13 point build. I think I'll pass. About the only decent character (especially with some of the demi gods rolled up) would be a pet class and I'm bored of them right now.


    Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

    I know I'm already in one of yoru games, and I don't want to be greedy, but I love the setting and rolling me some ability scores. I know I don't have to do it this way, but I'm assuming that it'll give me some inspiration this way...
    STR: 4d6 ⇒ (1, 3, 4, 2) = 10 - 9
    DEX: 4d6 ⇒ (3, 6, 5, 6) = 20 - 17
    CON: 4d6 ⇒ (6, 1, 5, 2) = 14 - 13
    INT: 4d6 ⇒ (4, 1, 6, 5) = 16 - 15
    WIS: 4d6 ⇒ (3, 1, 1, 3) = 8 - 7
    CHA: 4d6 ⇒ (4, 3, 6, 6) = 19 - 16

    Weak, FAST, tougher than not, smart, NOT wise (ha!), and charming as a fox.

    FUN! I'll see what I can make by Friday. :)


    Finally finished! This is CaptainFord's submission, Jack Callahan! Still have a few items to purchase, but mechanically and story wise, should be all set!


    I am thinking of a human logger who is a hunter class, with an axe and a dog.

    Or a dwarf barbarian who is coming into the area following up on Dwarven business.


    Sapphire Night a stranger in a strange land. She waits day and night in the boarding house room. Watching comings and going and keeping to herself. She just what needs to be said and when someone tries to engage her on conversation she looks at them still as a rock. If asked where she is from she just says "Another place" asked why she is here she says "I am looking" if asked what she is looking for she says "The thing I am looking for" If is looking for something or someone then who and what?.

    Personality:
    Sapphire Night is cold, hard, methodical and logic. For feelings she knows of them She understands hurt and pain, understand they are bad for bio-forms. She can even mimic feelings but she herself dose not feel them. This is way she always seem off, She will laugh at a joke but the stop suddenly going back to her cold hard default manner. She is not evil, just unable to care in the way others with empathy do. to her the problem, the case, the job is what matters, She is relentless once tasked to something.

    Description:
    Sapphire Night wares a long coat uniform, well kept and simple, trousers, good boots, with gloves. On her back a simple well made back-pack of unknown design. Just like the cold Iron dagger in one boot and the odd looking light cross-bow she has in a leg holster.

    She has good skills and knowledge that can help any party, also add a counter to the good persuaders and faces in the party. Other PCs can have fun explaining what feelings are etc.


    Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

    Stat: 4d6 ⇒ (3, 2, 2, 2) = 9
    Stat: 4d6 ⇒ (3, 4, 4, 4) = 15
    Stat: 4d6 ⇒ (4, 1, 6, 5) = 16
    Stat: 4d6 ⇒ (6, 6, 5, 6) = 23
    Stat: 4d6 ⇒ (4, 2, 2, 6) = 14
    Stat: 4d6 ⇒ (2, 2, 2, 6) = 12

    7, 12, 15, 18, 12, 10, interesting spread


    Here's the roster of our candidates so far:

    CaptainFord - Jack Callahan - Human Vigilante
    Elbow to the Face - Bikken - Ratfolk Swashbuckler
    MattZ - Sweet Pea - Gathlain Phytokineticist
    TheNine - Rrruh - Catfolk Monk
    Ridge - Randu Riggling - Halfling Witch
    Magic - Flint Rustboro - Catfolk Ninja
    Critzible - Wulf - Human Fighter (Quarterstaff Master)
    Johnny Panic - Sapphire Night - Android Investigator
    friendly sauce - Crogge - Half-orc Ranger
    Grumbaki - Kaeldron - Centaur
    Artemis P. - Timothy Lawrence - Human Vigilante

    If I missed someone, please let me know.

    Recruitment will continue until 10:00pm EST on Saturday, March 3.
    Depending on how many character submissions we end up with, I may decide to run two tables.


    4d6 ⇒ (4, 4, 6, 5) = 19=15
    4d6 ⇒ (5, 6, 5, 5) = 21=16
    4d6 ⇒ (4, 5, 2, 1) = 12=11
    4d6 ⇒ (6, 4, 2, 6) = 18=16
    4d6 ⇒ (3, 6, 6, 3) = 18=15
    4d6 ⇒ (1, 2, 4, 2) = 9=8
    wow, i can work with that
    I have an idea for a cleric of Pharasma that's been rolling around for a while. Let me see what I can do


    Helgrim Ironstar

    Male dwarf barbarian 1:

    CG Medium humanoid (dwarf)
    Init +2; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
    --------------------
    Defense
    --------------------
    AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
    hp 17 (1d12+5)
    Fort +6, Ref +2, Will +1; +2 vs. poison, spells, and spell-like abilities
    Defensive Abilities defensive training
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +4 (1d4+3/19-20) or
    dwarven waraxe +4 (1d10+3/×3) or
    heavy flail +4 (1d10+4/19-20)
    Special Attacks hatred, rage (8 rounds/day)
    --------------------
    Statistics
    --------------------
    Str 17, Dex 15, Con 18, Int 12, Wis 13, Cha 10
    Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
    Feats Power Attack
    Traits suspicious, vagabond child (urban)
    Skills Acrobatics +4, Climb +5, Disable Device +5, Knowledge (history) +5 (+7 on checks that pertain to dwarves or their enemies), Perception +5 (+7 to notice unusual stonework), Profession (engineer) +2, Sense Motive +6, Survival +5; Racial Modifiers lorekeeper[APG], +2 Perception to notice unusual stonework
    Languages Common, Dwarven, Orc
    SQ fast movement
    Other Gear armored coat[APG], heavy wooden shield, dagger, dwarven waraxe, heavy flail, backpack, bedroll, belt pouch, block and tackle, candle, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 9 sp, 9 cp
    --------------------
    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.
    Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
    Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
    Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
    Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


    It just ate my giant post.

    Dang it.

    Did it again. You can’t type too many characters.


    I need to pay better attention. I saw the interest thread but didn't realize it had become a recruitment thread.

    Planning on an inquisitor of Milani who is looking to start a revolution.

    4d6 - 2 ⇒ (4, 6, 5, 2) - 2 = 15
    4d6 - 2 ⇒ (2, 2, 5, 5) - 2 = 12
    4d6 - 3 ⇒ (4, 3, 6, 3) - 3 = 13
    4d6 - 4 ⇒ (4, 5, 4, 6) - 4 = 15
    4d6 - 2 ⇒ (2, 2, 6, 3) - 2 = 11
    4d6 - 2 ⇒ (5, 2, 2, 3) - 2 = 10

    well a 20 points, can't complain any...

    GP.: 4d6 ⇒ (3, 2, 5, 5) = 15x10 = 150 GP.


    I was originally wanting to try out Vigilante, but given the more small town/wilderness theme of the campaign, I'm thinking I may give Shifter a whirl.

    Scarab Sages

    Is there a way to write your dice expression so it automatically drops the lowest of the 4d6, or do you just have to subtract it yourself manually?


    4d6drop: 4d6 - 2 ⇒ (5, 2, 6, 5) - 2 = 16
    4d6drop: 4d6 - 2 ⇒ (2, 2, 3, 3) - 2 = 8
    4d6drop: 4d6 - 3 ⇒ (4, 3, 5, 3) - 3 = 12
    4d6drop: 4d6 - 1 ⇒ (6, 1, 3, 2) - 1 = 11
    4d6drop: 4d6 - 2 ⇒ (4, 2, 4, 3) - 2 = 11
    4d6drop: 4d6 - 1 ⇒ (4, 5, 3, 1) - 1 = 12

    14 point buy, the lowest I ever had


    Keante wrote:
    Is there a way to write your dice expression so it automatically drops the lowest of the 4d6, or do you just have to subtract it yourself manually?

    Gotta do it manually, I'm afraid. Not a big deal, just an extra step.

    Scarab Sages

    4d6 - 2 ⇒ (5, 4, 2, 6) - 2 = 15
    4d6 - 1 ⇒ (4, 2, 1, 2) - 1 = 8
    4d6 - 2 ⇒ (2, 5, 6, 5) - 2 = 16
    4d6 - 2 ⇒ (6, 2, 3, 5) - 2 = 14
    4d6 - 2 ⇒ (6, 5, 2, 3) - 2 = 14
    4d6 - 1 ⇒ (1, 4, 2, 2) - 1 = 8

    Haha oh man and I never do dump stats on point buy...we'll see what I can come up with.


    Okay I am going to try this again. Quick version because I am at work ;).

    Helgrim is young for a Dwarf Adventurer, a mere 44 years old, standing tall at 4' 3" and weighing in at a stout 197 pounds. He has chestnut brown hair and a thick beard framing his keen blue eyes.

    He arrived in Hallow a short bit ago, oddly cheerful and outgoing according to the town elders who tell the stories of the dour folk of the underground and the fickle fey folk of the woods.
    Where most Dwarves covet gold and other precious metals and gems, Helgrim Ironstar thirsts for legend, lost Dwarven Secrets and lore.
    While most dwarves are drawn to crafting and forging, Helgrim is fascinated by machinery, engineering and surveying. His knowledge of mechanisms and mechanics allows him to fix or disable machinery or traps.

    His travels have taught him to survive in the wilds on his own while his suspicious and observant nature has served him well amongst the other races and urban centers along the way.

    In combat Helgrim throws himself into the frey with passion giving it his all, but not like a frothing Battle Rager or a mindless Berzerk.

    He arrives in town well outfitted for new adventurer, but low on cash. He has been following up on rumors of Dwarven interest in the area. He will be drawn to any saw mills, log management equipment, water flumes or other industrial equipment in or around the town. Kids sneaking a peek at the dwarf will likely find him with his nose buried in a durably bound book he carries in his pack or sketching out something on the ground or making a quick calculation in his head.

    DM this is a quick overview to try and explain what I am trying to do with my build, please let us know if there are any specifics you would like about our characters.

    Helgrim is a hardier front liner who can also serve some utility in detecting and disarming traps. I think he provides a lot of opportunities for me to roleplay.


    Alright, this is Ouachitonian. Let's give this Shifter a whirl. Liam is a Kellid, part of he original tribes that lived in the area before "civilization" showed up. He's got nothing against the newcomers per se, but he doesn't like the way the Lumber Consortium is raping and pillaging the forest, so he's slipped into town to learn about them and see if he can throw a wrench or two in their gears.


    SO many neat ideas and builds so far yes yes!


    Rolled Stats? Let's see what I get:

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

    26 points. Very Workable.

    I think I will try to shoehorn Sir Bleeparolo The Deft into this recruitment. I played him in a Crypt of the Everflame game that died half way through.

    Money: 3d6 ⇒ (6, 4, 3) = 13 x 10 = 130 GP. Respectable.

    GM:

    The source material is "Only on the PRD."

    How do you feel about the Pei Zin Practitioner archetype from the Healer's Handbook splatbook?

    Or the Noble Scion feat from the INNER SEA WORLD GUIDE?


    DM Vayelan, This is RH's character Naomi, she is a Inquisitor of Milani. I have given her a double archetype of Urban Infiltrator and Sanctified Slayer. Is that ok? I wanted to check with you before I finalized her backstory.


    @Peet - Pei Zin Practitioner and Noble Scion are acceptable.

    @Naomi Chadwick - Sounds good. Go for it.

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