ElfChampion466 |
In a few months, I want to launch my version of Kingmaker. The background story is that the elves had discovered that the entire area of the River Kingdoms was once an elven kingdom lost eons ago. Some of the most radical of the elves realized that using Brevoy's method of establishing a legitimate kingdom at their border made exclusively of elves will not happen. There are too few of the "people" in the region to defend the land from human invasions.
The mission: find the best possible elven warriors to destabilize the area from further human development that will corrupt the natural environment with their "urbanization." Use whatever means possible and available to make this happen. Make peace with what good aligned beings are in the area to join the fight. Secure a small area for expansion of more warriors to reinforce the first team in. Finally, avoid major combat situations as you will be alone. Once you enter the River Kingdoms, it's solo for a long time.
I'm looking for SIX PC's. The new supplement, Wardens of the Wilds from TPK publishing will be used along with whatever 3.0, 3.5, or Paizo stuff out there I would rule in. You will be given two to three free levels of the Forestere/Scout class with stats done for you. Think of this as your base infantry specialty in any modern army. From there the players will pick the next three levels in any class they wish. IT IS HIGHLY URGED TO CHOOSE A SPELLCASTER CLASS!!! A balance of arcane and divine choices is recommended. I seek players who really know how to be stealthy, diplomatic, survivalist, and know how to use elves the right way. Equipment and weapons will be provided. Think of the group as the American Green Berets.
Who wants to join in? Details and a launch date will come later. This will be a Play-by-post (PbP) game in RPG.net forums.
CrusaderWolf |
The concept of playing destabilizing guerrillas is a fantastic one, but I can't find any information about the Forester/Scout class.
I am intrigued by the idea, but don't really care for Gestalt games. Pending more information mark me down as interested!
ElfChampion466 |
Number of questions to be answered.
Jovich asked: "I am wondering if you are going gestalt as it almost seems that way."
This will be more like a sandbox concept. Lots to do, the group chooses what and how. There will be some storyline from the Kingmaker Adventure Path (AP) but for the most part, think of it as playing Skyrim.
CrusaderWolf said: "...but I can't find any information about the Forester/Scout class."
The original concept comes from the 3.0 book: Complete Adventurer as Scout. D20pfsrd remade it for Pathfinder as Forester before removing it for reasons unknown to me. This class is a highly mobile Ranger-type that focuses on mobility, stealth, skill, archery, and adaptation. Their strongest assets are #1, skirmish mode: add 1d6 to damage with 10+ foot move; and #2, cast a limited number of spells at FIRST LEVEL! If I can find a way how to do it, I will post the PDF here.
Uthraed said: "The only thing is i really only know Paizo published stuff as I am relatively new to RPG's."
No need to be thoroughly familiar with the world of Golarion in depth or in RPG gaming. But happy to help.
Grumbaki asked about recruitment and creation.
Not sure exactly when, but I won't leave this hanging in limbo for long. I am currently finishing details to one of the newly formed kingdoms. Creation rules will follow up much sooner, but expect epic to super-epic level rules. The PC's are supposed to be the elite of the Kyonin military, so having abilities of 8 or 9 simply will not do. I will decide if everyone starts at 5th or 6th level very soon. Do not worry about equipment for now as most of that will be provided as default (bows, survival kits, etc.).
Also, I will post the PDF of Wardens of the Wild here as your elves will be based on that book as a major supplement. This can be found and purchased at DriveThruRPG.com for one heck of a good price.
Further info will be coming soon. If the interest level is REALLY high, I must might run two separate teams in this.
ElfChampion466 |
@ Newbonomicon: Correct. Reasoning behind this is for EVERYONE to be cross-trained in much the same way as a modern Western army does it. Therefore, the entire unit can track, sneak, shoot bows, cast spells, wear armor, etc. Think of it as everyone trained and experienced infantrymen, while later on the PCs advance into Green Berets and picks a specialty: spellcasting and so on.
@grimdog73: If I can convert the feats to Pathfinder, sure. I'll allow them.
@Saashaa: Psion, Psychic Warrior, Soulknife, Vitalist, Wilder, and all of their alternate classes from d20Pfsrd.com are allowed. GO FOR IT!
To all potential applicants: I want to allow a lot of flexibility for you to use in the campaign. Few things worse than a DM who prohibits a ton of cool stuff just because they don't want to deal with the reading and paperwork. There will be SOME restrictions, but not too many. The goal is to have fun.
Oh yeah, Half-Elves may be allowed...long as you swear complete fealty to the Elves! In addition, FEMALE elf characters are encouraged as well. Female elves are flexible, beautiful, and act as outstanding diplomats.
More stuff coming soon.
ElfChampion466 |
The Druid class would be highly recommended in this game. So For Halek and CrusaderWolf...GO FOR IT! I will allow alternative classes for Druid if you wish.
@Seladrine: With the Scout class, you will be proficient in the Perception, Stealth, and other useful skills that complement the elven race. With the default levels in that class, you will be able to use all of them, including Tracking which for this class uses 1/2 your level + WIS to detect, identify, and follow tracks.
@Colin Spear. What is it you want to use exactly?
I will post character creation rules this week.
ElfChampion466 |
FORESTER CLASS
In a past age the elves were known for mixing woodcraft and arcane skill. The ruler of an ancient kingdom made a deal with the elves to send some of his subjects to learn from the elves in exchange for peace with his kingdom. Of those selected many became skilled woodsmen or powerful mages. The most skilled learned the elven secrets of combining both skills. These became the first foresters. They returned to their homes and taught their skills to others. Although the kingdom has long since vanished the foresters continue to roam the land teaching their skills to a selected few who then carry on the tradition themselves.
Alignment: Any
Hit Die: d8
Class Skills
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str)
Skill Ranks Per Level: 6 + Int modifier
Level Base Attack Fort Ref Will Special Abilities
1st +0 +0 +2 +2 Armored Caster, Skirmish +1d6, Spells, Track
2nd +1 +0 +3 +3 Archery Master, Fast Movement +10 ft
3rd +2 +1 +3 +3 Evasion, Skirmish +2d6
4th +3 +1 +4 +4 Mobile Stealth
5th +3 +1 +4 +4 Skirmish +3d6
6th +4 +2 +5 +5
7th +5 +2 +5 +5 Skirmish +4d6
8th +6/+1 +2 +6 +6 Hunter's Eye
9th +6/+1 +3 +6 +6 Skirmish +5d6, Woodland Stride
10th +7/+2 +3 +7 +7 Fast Movement +10 ft
11th +8/+3 +3 +7 +7 Skirmish +6d6
12th +9/+4 +4 +8 +8 Deadly Shot
13th +9/+4 +4 +8 +8 Skirmish +7d6
14th +10/+5 +4 +9 +9
15th +11/+6/+1 +5 +9 +9 Skirmish +8d6
16th +12/+7/+2 +5 +10 +10 Woodland Guardian
17th +12/+7/+2 +5 +10 +10 Skirmish +9d6
18th +13/+8/+3 +6 +11 +11
19th +14/+9/+4 +6 +11 +11 Skirmish +10d6
20th +15/+10/+5 +6 +12 +12 Woodland Master
Class Features
Weapon and Armor Proficiency: A forester is proficient with all simple and martial weapons, and light armors. While wearing light armor, the forester suffers from no arcane spell failure chance.
Skirmish (Ex): Whenever the forester moves at least 10 feet on her turn all of her attacks that turn do an extra 1d6 damage and gain a +2 bonus to armor class. At 3rd level that damage increases to 2d6 and increase by a d6 every other level from there on. Wearing medium or heavy armor interferes with the forester’s mobility and prevents her from using her Skirmish ability.
Spells: A forester has the ability to cast a small number of arcane spells, which are drawn from the forester spell list. A forester must choose and prepare her spells in advance.
To prepare or cast a spell, a forester must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throws against a forester's spell is 10 + the spell level + the forester's Charisma modifier.
Like other spellcasters, a forester can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Forester. In addition, she receives bonus spells per day if she has a high Charisma score.
A forester must spend 1 hour per day in quiet meditation to regain her daily allotment of spells. She must get at least 8 hours of rest prior to preparing her spells. A forester may prepare and cast any spell on the forester spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3 - - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Track (Ex): The forester adds half her level (minimum +1) to Survival skill checks to identify and follow tracks.
Archery Master (Ex): At 2nd level the forester gets Point Blank Shot as a bonus feat.
At 6th, 10th, 14th, and 18th level she can select from the following feats as a bonus feat: Far Shot, Improved Precise Shot, Manyshot, Pinpoint Targeting, Precise Shot, Rapid Shot, and Shot on the Run. She must meet all prerequisites for the feat to take that feat.
Fast Movement (Ex): Starting at 2nd level the forester adds 10 feet to her base movement so long as she is wearing no armor or light armor. At 10th level the speed increases by an additional +10 feet.
Evasion (Ex): At 3rd level the forester’s reflexes become finely honed. Anytime she makes a Reflex saving throw for an attack that would normally do half damage, she takes no damage. This ability only works when the forester is wearing no armor or light armor, and is not denied her Dexterity bonus to her armor class.
Mobile Stealth (Ex): The forester can make a Stealth skill check even when moving at full speed, so long as she is not observed and is wearing no armor or light armor.
Hunter’s Eye (Ex): Starting at 8th level whenever a forester’s allies have an opponent flanked, the forester can make ranged attacks or cast ranged spells against that opponents as if she were part of the flank.
Woodland Stride (Ex): Starting at 9th level, a forester may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect her.
Deadly Shot (Ex): Once per round as a free action the forester can use this ability to make a ranged attack that if it hits reduces the target’s land speed by one-half for 1d4 rounds starting at 12th level.
Woodland Guardian (Ex): Staring at 16h level the forester no longer threatens attacks of opportunity when using ranged weapons in melee combat.
Woodland Master (Su): At 20th level, whenever the forester is within a wooded area she gains DR 5/- and Fast Healing 10.
Forester Spell List
1st Level
Animal Messenger
Charm Person
Cure Light Wounds
Endure Elements
Gravity Bow*
Obscuring Mist
Sleep
Summon Monster I
True Strike
Vanish*
2nd Level
Blur
Cure Moderate Wounds
Create Pit*
Darkvision
Daze Monster
Dust of Twilight*
Fog Cloud
Stone Call*
Summon Monster II
Web
3rd Level
Beast Form I
Campfire Wall*
Cure Serious Wounds
Daylight
Deep Slumber
Sleet Storm
Stinking Cloud
Summon Monster III
Tiny Hut
Wind Wall
4th Level
Ball Lightning*
Beast Form II
Charm Monster
Cure Deadly Wounds
Dimension Door
Hallucinatory Terrain
Locate Creature
Secure Shelter
Solid Fog
Summon Monster IV
5th Level
Animal Growth
Beast Shape III
Cone of Cold
Dominate Person
Geyser*
Hold Monster
Mirage Arcana
Summon Monster V
Transmute Mud to Rock
Transmute Rock to Mud
6th Level
Beast Shape IV
Chain Lightning
Cloak of Dreams*
Control Water
Eye Bite
Form of the Dragon I
Move Earth
Shadow Walk
Summon Monster VI
* is a spell from the Advanced Player's Guide
ElfChampion466 |
I will compare the Magus from Complete Mage with the current Magus-type prestige classes in PF and d20pfsrd. Should get back to you soon on this. We have time so no immediate hurry.
The Forester class is built for ambush and skirmish action, so it should be easy to blend in for Colin Spear's female elf concept.
So far, I count 11 people who are interested to this point. EXCELLENT!
I have nearly completed the first small kingdom of two, moving along fine as you all have given me energy to help make this happen. Working on a background and the creation rules this week as well.
Jovich |
Wanted to PM you but I seem to not be able to do so...
I will accept you thoughts of the Magus from 3.5 and compared them to Pathfinders Magus. It is your world after all...lol
but
In 3.5 they were based off of a wizard/sorcerers
In pathfinder they are Wizard/Fighters
I am not picking at all, it is your game. I just wanted to make sure you understood the difference..if you did not know that all ready.
Thanks
.Suny. |
Halek |
Ok I got it. A treesinger druid with a crawling vine companion and the feat boon companion to boost it up to usable levels. 3 levels forester 2 levels of druid 1 level of evangelist
She would venture into battle slowly stalking in the foliage and peppering the enemy with arrows from outside there range.
Would swap out every racial trait but weapon familiarity to get fey magic light bringer and darkvision.
Light bringer removes downside of darkvision and gives light as a cantrip.
Fey magic gives me 3 cantrips in favored terrain if i take recharge innate magic as my 1st level spell. So that is light and 3 other druid cantrips in additions to being a level 2 druid. This is gonna be good.
Any update on the point buy and character creation?
CrusaderWolf |
Out of curiosity, why are spellcaster classes so critical? Would a partial-caster class or combat-oriented class not work? As I'm looking into the mounted combat options I find myself drawn to the Beastrider archetype for Cavaliers. Riding about on an armored wolf with bow & spear sounds excellent, but if spellcasters are a must it could easily be a druid/ranger or hunter.
ElfChampion466 |
I recommend spellcaster classes because I believe that magic is the name of the game here. The group(s) will be limited in magic items and potions.
In fantasy gaming, the spellcasters and ranged combatants are targeted first by the enemy if they are smart. With everyone tossing spells and healing, who would the enemy focus their efforts on? With a six-elf team of three arcane and three divine classes, that's a ton of spells at your disposal! This is a recommendation, but not a rule. Also, try to limit to just two classes and wait for a while before using any prestige classes. This is also a recommendation, not a rule as of yet.
Mounted characters may cause an inconvenience as the group(s) are focused on mobility, adaptability, and light infantry tactics. However, since CrusaderWolf brought up a mounted character, I may allow a bit more flexibility. Here's how it may work:
In US Army Special Forces (Green Berets), a company is broken up into 12-man teams called Operational Detachment-A's or ODA's. Each team has a specialty in which they excel in: desert, urban, airborne, air assault, alpine, maritime, mobility, and...er...hmm, can't remember the last one. If enough people wanted to, I COULD have a group specialize in a particular phase of warfare; mobility in the form of mounted combat. A large portion of the area is in open fields, so it's not all forested. I will need to research how the Forester class would work with the Cavalier class. No decisions will be made as of yet, so I will leave this open for now. Just not tonight, as I worked 13 hours and report to work at 6:30AM.
If the group(s) wants to create elfgates for a greater cause to be determined later...GO FOR IT!
Elves available for now are out of the Wardens of the Wilds book: Wood, High, Gray, Half. Everything in that book is fair game: feats, traits, etc.
ElfChampion466 |
Here are the character creation rules for Kingmaker, Angry Pissed Off Elves.
For ability rolls, use 4D6, reroll 1’s and 2’s. Reroll any natural scores below 11. You should have a high Dexterity roll, as your characters will need it for stealth, acrobatics, and other mobile stuff. Your characters represent the best elves in the land, your abilities will show it.
For skill points, you will be given the +1 skill point per level as a favored class AND the alternate class bonus ability/power. EXAMPLE: If you choose a wizard, you gain +1 skill point, AND the alternate choice of selecting a school power related to the class such as Divination, etc.
Choose two traits. Mandatory. Do not pick flaws or drawbacks unless you really feel it necessary. In such case, chat with me. Traits allowed may be chosen from any Paizo material, d20pfsrd, and/or the Wardens of the Wild.
Types of elves allowed are High, Wood, Gray, or Half-Elf. Base PF elves or those from other sources such as Wardens of the Wild are ok. I encourage the use of WOTW downloadable from DriveThruPRG.net
Complete a detailed background of your character. Use the Pathfinder backgrounds charts. The finer details are up to you.
You will be given TWO levels of the Forester class in which I will fill out for you. YOU CHOOSE A CLASS FOR THE NEXT THREE LEVELS. Classes allowed are any Paizo material, 2d0pfsrd, Complete Mage, Complete Arcane, Complete Adventurer, and any alternative classes. No prestige classes for now. Do not pick Chaotic Neutral or any evil alignment. Gods are free to choose of your own. Also, do not select any familiars or animal companions. The reasons being is that you will have plenty to keep track of, and “pets” are a problem for your missions. However, if you truly feel an absolute need for familiars/mounts/companions, chat with me. It is highly recommended that your second class is a spell casting class. We are looking for a balance of arcane and divine casters in a six man group but you get to choose what you wish. Druids and Wizards are crucial. Try to avoid the non-spell caster classes, but there may be room for exceptions such as the Stalker class. Psionics classes are allowed.
Do not equip your characters yet. Most of what you need will be provided. Finer stuff will be added upon your request later.
Please use modified Neceros form fillable Pathfinder character sheets. These can be found at numerous websites and are free to download.
I want a minimum of six PCs. If there are many more, I will consider running a second team with perhaps a “command” group. But I want to avoid having too many to keep track of as this will be a play-by-post campaign. We will play the game on this website's community section. Don't worry, we have time and I won't have this ready any time soon.
Good luck, and may the Dice Be With Us!
Grumbaki |
Strength: 4d6 ⇒ (3, 5, 1, 1) = 10
Strength Rerolls: 2d6 ⇒ (6, 6) = 12
Strength (20)
Dexterity: 4d6 ⇒ (5, 2, 4, 4) = 15
Dexterity Reroll: 2d6 ⇒ (2, 3) = 5
Dexterity (18)
Constitution: 4d6 ⇒ (2, 2, 5, 5) = 14
Constitution Reroll: 3d6 ⇒ (2, 4, 4) = 10
Constitution (16)
Intellect: 4d6 ⇒ (3, 1, 1, 2) = 7 9
Intellect Reroll: 4d6 ⇒ (4, 4, 4, 3) = 15
Intellect (17)
Wisdom: 4d6 ⇒ (1, 2, 3, 6) = 12 9...
Wisdom Reroll: 4d6 ⇒ (4, 5, 4, 4) = 17
Wisdom (17...+1 at Lvl 4 = 18)
Charisma: 4d6 ⇒ (6, 4, 5, 5) = 20
Charisma (20)
Thinking dual cursed oracle of time. Grab all those rerolls for myself and the party, and provide party heals as well. With the added benefit of being able to brain someone in close combat as needed.Or a dragon disciple sorceror. Which, to be fair, would help explain the crazy stats...
Saashaa |
AS1: 4d6 ⇒ (2, 4, 3, 3) = 12
AS1 reroll of 2: 1d6 ⇒ 1
AS1 reroll of 1: 1d6 ⇒ 3
AS2: 4d6 ⇒ (1, 3, 2, 5) = 11
AS2 reroll of 2: 1d6 ⇒ 3
AS2 reroll of 1: 1d6 ⇒ 1
AS2 reroll of 1: 1d6 ⇒ 3
AS3: 4d6 ⇒ (5, 5, 2, 5) = 17
AS3 reroll of 2: 1d6 ⇒ 2
AS2 reroll of 2: 1d6 ⇒ 6
AS4: 4d6 ⇒ (5, 6, 1, 3) = 15
AS4 reroll of 1: 1d6 ⇒ 3
AS5: 4d6 ⇒ (4, 5, 2, 4) = 15
AS5 reroll of 2: 1d6 ⇒ 6
AS6: 4d6 ⇒ (4, 5, 5, 2) = 16
AS6 reroll of 2: 1d6 ⇒ 1
AS6 reroll of 1: 1d6 ⇒ 5
Ability score set: 13, 14, 21, 17, 19, 19 not sure if this is what intended?
Have a couple ideas at the moment. the most prevalent being (exploiter)Wizard counterspell specialist.
Saashaa |
Got it
AS1 reroll(was below 11): 4d6 ⇒ (3, 3, 5, 5) = 16
Set alteration: 13, 11, 16, 14, 15, 15
Edit: I'm aware of the power alterations of what I ask, however, if a spell caster were to start 2 levels behind it can be hindering. Would it be possible to have the 2 levels of Forester count as 2 levels of (in my case wizard) instead of the Forester spells? All other multi classing things would be the same. For all intents and purposes I would be 2 Forester/ 3 Wiz except for spell casting.
Jovich |
Stat1: 4d6 ⇒ (4, 3, 6, 3) = 16 13
Stat2: 4d6 ⇒ (4, 2, 2, 6) = 14 13
Stat3: 4d6 ⇒ (3, 5, 1, 4) = 13 13
Stat4: 4d6 ⇒ (3, 6, 4, 6) = 19 16
Stat5: 4d6 ⇒ (2, 6, 6, 2) = 16 18
Stat6: 4d6 ⇒ (6, 2, 3, 4) = 15 15
Stat2 Reroll: 2d6 ⇒ (3, 3) = 6
Stat3 Reroll: 1d6 ⇒ 4
Stat5 Reroll: 2d6 ⇒ (3, 6) = 9
Stat6 Reroll: 1d6 ⇒ 2
Stat6 Reroll 2: 1d6 ⇒ 2
Stat6 Reroll 3: 1d6 ⇒ 2
Stat6 Reroll 4: 1d6 ⇒ 5
Grumbaki |
There's a trait for that.
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Strength: 17
Stat 2: 5d6 ⇒ (6, 2, 4, 5, 6) = 23 17Stat 3: 5d6 ⇒ (1, 3, 6, 3, 4) = 17 13
Stat 4: 5d6 ⇒ (6, 1, 4, 5, 3) = 19 15
Stat 5: 6d6 ⇒ (2, 2, 6, 6, 1, 1) = 18 14 (do we Reroll rerolls? I don't think so, so assuming no for now)
Stat 6: 7d6 ⇒ (5, 1, 1, 1, 3, 6, 4) = 21 15
Classes Forester (2) Oracle (3)
Str (17) Dex (17) Con (13...14 with level bonus) Int (15) Wis (14) Cha (17)
At least that's the plan for now. Thinking of going dual cursed with time mystery. Focus on healing/buffing team and debuffing enemy team.
Certainly taking branded as one curse. The RP is too good for it.
Lvl 8: +1 Cha (18)
Lvl 12 +1 Dex (18)
Lvl 16: +1 Str (18)
Lvl 20: +1 Int (16)
MisterLurch |
Roll #1: 4d6 ⇒ (1, 5, 5, 6) = 17. Reroll 1 1d6 ⇒ 6. Final: 17
Roll #2: 4d6 ⇒ (1, 6, 6, 3) = 16. Reroll 1 1d6 ⇒ 1. Reroll 1 1d6 ⇒ 3. Final: 15.
Roll #3: 4d6 ⇒ (1, 2, 6, 2) = 11. Reroll 1,2,2 3d6 ⇒ (4, 3, 5) = 12. Final: 15.
Roll #4: 4d6 ⇒ (5, 2, 5, 6) = 18. Reroll 2 1d6 ⇒ 5. Final: 16.
Roll #5: 4d6 ⇒ (2, 5, 4, 2) = 13. Reroll 2,2 2d6 ⇒ (2, 2) = 4. Reroll 2,2 2d6 ⇒ (5, 3) = 8. Final: 14.
Roll #6: 4d6 ⇒ (5, 3, 2, 3) = 13. Reroll 2 1d6 ⇒ 5. Final: 13.
I do not have the WotW, so I am using Paizo resources for now. I will pick up the book tomorrow.
Height/Weight: 2d6 ⇒ (5, 5) = 10.
Time for bed for me. I will work on this more tomorrow.
Lidras Mitheredal |
This is Grumbaki with my Crunch
Please see my profile. The idea behind the character is as follows:
(1) Dual Cursed: Besides for giving me the chance to write up an interesting background, it also gives me the ability to buff/debuff. As an immediate action I can make anyone re-roll any d20 roll. Friends and foes alike. After making someone re-roll I can't target them again until the next day.
Friend rolls a 1 for a critical save or suck spell? Re-roll it.
Enemy crits one of us? Re-roll it.
Amazing ability.
(2) Apocalypse Mystery. We are here to aid elven interests and to ensure that humans don't muck things up for us. This mystery lets me turn everything into difficult terrain around me (ie: really mess up nearby buildings), sunder all nearby weapons (say goodbye to human armories!) and rip information right out of someone's head. All very useful covert tools.
(3) Combat. I figured that as we have to take 2 levels of forester, I might as well make it into something fun. The basic idea is this:
Step 1: Cast Gravity Bow.
Step 2: Cast Divine Favor.
Step 3: Spend the next 4 rounds moving 10ft and shooting.
Using deadly aim and the above, I get +8 to hit. This does 3d6+11 damage. That's pretty hefty damage for an arrow. While that is indeed 2 rounds of casting, we're elves. We should all have stealth maxed out. So we should be the ones setting the ambushes, so I hope that we'd have 12 seconds to spare.
----
I'll get background up soon. The bare bones of it, is that Lidras was a forester who made the mistake of exploring an elven crypt deep in the wild borders of the River Kingdoms. This was a mistake, as within the crypt he found a cursed amulet of Calistra. Upon touching it, the mark of the goddess was seared onto his arm (branded curse). Soon afterwords he began hearing whispered voices on the wind, and minor mishaps continually occurred around him. Seeking assistance from the loremasters of his people, he found that he was indeed cursed, both by the goddess, but also from the elf who originally bore the amulet. The elf had died in service to the goddess of vengeance, as he attempted to drive human settlers out of the River Kingdoms, as he and his people claimed it as their own. Neither he, nor his kinsmen, survived the clash (hence the haunted curse). Since then he has grown to live with the curse, and has even taken up the dead elf's cause as his own. As a forester he already had fought for years on a similar cause. Now, with the blessing (and curse) of a goddess, he was all too willing to join in on this mission.
Anyways, that's the gist of it. A more fleshed out backstory can be written later.
Corerue |
Str: 4d6 ⇒ (1, 1, 4, 5) = 11 Str = 13
Dex: 4d6 ⇒ (3, 1, 4, 3) = 11 Dex = 12
Con: 4d6 ⇒ (2, 3, 4, 6) = 15 Con = 16
Int: 4d6 ⇒ (5, 3, 6, 4) = 18 Int = 15
Wis: 4d6 ⇒ (5, 1, 5, 2) = 13 Wis = 16
Cha: 4d6 ⇒ (1, 1, 4, 1) = 7 Cha = 17
Str Reroll: 2d6 ⇒ (3, 4) = 7
Dex Reroll: 1d6 ⇒ 1
Con Reroll: 1d6 ⇒ 6
Wis Reroll: 2d6 ⇒ (5, 1) = 6
Cha Reroll: 3d6 ⇒ (6, 6, 3) = 15
Dex ReRoll: 1d6 ⇒ 2
Dex ReRoll: 1d6 ⇒ 1
Dex ReRoll: 1d6 ⇒ 5
Going to puirchase the book today, looking at Magus Forester.
Are any templates available to use? Like Lycanthrope and such?
ElfChampion466 |
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Everyone will be fifth level with the multiclass. So 2 levels in Forester, 3 levels in the class of choice.
Saashaa, turn that 11 into an 18.
Letcher, turn that 11 into a 13.
Corerue, I would rule out Lycanthrope. The elves enjoy being "pure" and something like that would not go well with the White Council.
Grumbaki, I'm not feeling the Oracle thing. Something about flaws is just not rubbing off well. The White Council wants the best they can field. But I do like the background. Give me some time on this one.
MisterLurch, Jovich, good rolls.