Pathfinder Plunder and Peril Table 1 (Inactive)

Game Master Alaric the Barbarian

Loot Sheet


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Plunder & Peril Module the search for treasure begins\

Pathfinder rules.
1. 3 Chances at a 4d6 drop the lowest if do not like it you can use a 20 Point Buy.
2. 4th Level.
3. Max HP 1st level. Roll or 1/2+1 thereafter.
4. 6,000 Gp
5. Paizo Only
6. I will allow most races but reserve the right to say no if it's too far out there.
7. Background Skills will be used.
8. Two Traits
9. No Evil
10. Please include a background explaining why you are venturing into piracy.

Recruitment will END when I feel I have a sufficient number of high quality applications

Selections will be slightly biased towards those who are newer but don't let it dissuade you from applying.

I will take 4 players.

-------

Characters can be from wherever they want but I you will all start on a ship headed for Lilywhite to begin your careers as pirates.
GM Shade


4d6 ⇒ (4, 5, 5, 6) = 20
4d6 ⇒ (3, 3, 4, 1) = 11
4d6 ⇒ (5, 2, 3, 3) = 13
4d6 ⇒ (3, 2, 1, 6) = 12
4d6 ⇒ (1, 1, 1, 4) = 7
4d6 ⇒ (2, 2, 1, 3) = 8

16, 10, 11, 10, 6, 7.

Any chance there's rerolls allowed for if anyone rolls exceptionally bad scores? Or do we just go straight to the point buy option?


I changed it to be three chances so you have two more remaining, then you must take the point buy if you do not like your options.


Thank you!

Is guns allowed?

One concern though; I feel like "no evil" is fundamentally at odds the pirate profession. We're essentially voluntarily deciding to rob people to get wealthy, I have a hard time seeing how we could *not* be evil, or perhaps a grubby sort of neutral at best.

4d6 ⇒ (5, 2, 6, 4) = 17
4d6 ⇒ (6, 5, 2, 6) = 19
4d6 ⇒ (1, 4, 4, 4) = 13
4d6 ⇒ (6, 5, 1, 6) = 18
4d6 ⇒ (5, 5, 2, 6) = 18
4d6 ⇒ (4, 2, 6, 2) = 14

15, 17, 12, 17, 16, 12. This is more than fine.


I'm going to have to say no to guns, I really don't like the way they affect a module. I understand your no evil qualms but this module is built to give some pirate flavor without giving good characters any problems so I am keeping the no evil. Imagine more as seeking out lost treasure than robbing and ransacking.


Aww. There goes my gun and rapier investigator.

I might still be able to come up with something appropriately piratey, though.

Sczarni

4d6 ⇒ (2, 5, 4, 4) = 15 13
4d6 ⇒ (5, 6, 3, 6) = 20 17
4d6 ⇒ (1, 3, 3, 2) = 9 8
4d6 ⇒ (3, 6, 2, 1) = 12 11
4d6 ⇒ (5, 1, 3, 5) = 14 13
4d6 ⇒ (1, 5, 4, 1) = 11 10

4d6 ⇒ (6, 5, 1, 5) = 17 16
4d6 ⇒ (3, 4, 1, 6) = 14 13
4d6 ⇒ (4, 1, 2, 5) = 12 11
4d6 ⇒ (1, 1, 6, 6) = 14 13
4d6 ⇒ (3, 1, 2, 3) = 9 8
4d6 ⇒ (6, 5, 2, 2) = 15 13

4d6 ⇒ (6, 2, 2, 3) = 13 11
4d6 ⇒ (2, 1, 1, 3) = 7 6
4d6 ⇒ (4, 3, 1, 5) = 13 12
4d6 ⇒ (6, 3, 1, 2) = 12 11
4d6 ⇒ (4, 5, 6, 1) = 16 15
4d6 ⇒ (2, 4, 3, 3) = 12 10

I'm guessing a 20 pt buy is in order...


Got a couple ideas in mind for piratey (more scavenging and plundering than pillaging) characters.

First one I'd like to put before the GM (mostly so he can approve or prohibit the race) would be Scalybeard. A lizardfolk whose tribe got almost wiped out by an enemy tribe because he was distracted during his watch. He was cast out by the survivors and made ends meet with mercenary work and meager adventuring,
trying to carve a place for himself on the world outside the swamps as the first lizardfolk who owned an inn (He loved the concept, reminding him of the times at the campfire where everyone shared food, drinks and tales). Knowing from his experience with humans and other humanoids that money would greatly help achieve his dream, he accepted the piratey job.

If it helps in any way (I know some people dislike natural weapon builds) I don't plan to focus on that part of being a lizardfolk, mostly using the bite as secondary attack and perhaps the claws too if disarmed or in extreme situations.

In any case, stats!

Rollan:

Stats: 4d6 - 2 ⇒ (4, 4, 2, 5) - 2 = 13
Stats: 4d6 - 4 ⇒ (6, 6, 4, 4) - 4 = 16
Stats: 4d6 - 4 ⇒ (6, 4, 5, 5) - 4 = 16
Stats: 4d6 - 1 ⇒ (1, 1, 4, 5) - 1 = 10
Stats: 4d6 - 1 ⇒ (4, 6, 3, 1) - 1 = 13
Stats: 4d6 - 3 ⇒ (3, 5, 5, 3) - 3 = 13

Stats: 4d6 - 2 ⇒ (2, 4, 5, 2) - 2 = 11
Stats: 4d6 - 4 ⇒ (5, 4, 4, 4) - 4 = 13
Stats: 4d6 - 2 ⇒ (2, 5, 6, 2) - 2 = 13
Stats: 4d6 - 2 ⇒ (5, 2, 5, 2) - 2 = 12
Stats: 4d6 - 4 ⇒ (4, 5, 5, 5) - 4 = 15
Stats: 4d6 - 1 ⇒ (3, 1, 6, 3) - 1 = 12

Stats: 4d6 - 1 ⇒ (4, 4, 4, 1) - 1 = 12
Stats: 4d6 - 1 ⇒ (1, 6, 3, 4) - 1 = 13
Stats: 4d6 - 1 ⇒ (1, 4, 1, 2) - 1 = 7
Stats: 4d6 - 1 ⇒ (1, 3, 5, 6) - 1 = 14
Stats: 4d6 - 4 ⇒ (4, 6, 5, 5) - 4 = 16
Stats: 4d6 - 1 ⇒ (5, 4, 2, 1) - 1 = 11


Looks like it, sometimes the dice can be tough @psionichamster

That sounds perfectly fine to me however remember the limitations of language on the lizardfolk because I believe they only start out with their racial language. @ EmissaryOfTheNorth


Bump*


Is it okay if we don't know anything about the module other than it's "pirate-y"? =)

Dice Rolls:

Set 1:
4d6 ⇒ (4, 3, 1, 5) = 13 = 12
4d6 ⇒ (5, 5, 3, 3) = 16 = 13
4d6 ⇒ (4, 5, 1, 6) = 16 = 15
4d6 ⇒ (1, 4, 5, 2) = 12 = 11
4d6 ⇒ (4, 1, 1, 1) = 7 = 6
4d6 ⇒ (5, 6, 6, 1) = 18 = 17

Set 2:
4d6 ⇒ (4, 5, 2, 6) = 17 = 15
4d6 ⇒ (5, 2, 4, 4) = 15 = 13
4d6 ⇒ (1, 2, 1, 4) = 8 = 7
4d6 ⇒ (6, 5, 1, 1) = 13 = 12
4d6 ⇒ (6, 1, 6, 6) = 19 = 18
4d6 ⇒ (6, 1, 1, 6) = 14 = 13

Set 3:
4d6 ⇒ (6, 4, 5, 6) = 21 = 17
4d6 ⇒ (5, 4, 5, 6) = 20 = 16
4d6 ⇒ (6, 4, 5, 2) = 17 = 15
4d6 ⇒ (3, 1, 4, 1) = 9 = 8
4d6 ⇒ (5, 4, 6, 5) = 20 = 16
4d6 ⇒ (4, 6, 6, 2) = 18 = 16

So...Set 3 looks....really good and still has one low roll for a 'flaw', which I like.


I can explain it more, the module involves a party of PC who go to the town of Lilywhite to begin their adventures on the high seas. They will join a crew and set off for a legendary treasure.


I also read the product blurb, so it sounds cool! =)


Pathfinder Roleplaying Game Superscriber

interested... will roll some stats when I get home and off phone.


Pathfinder Roleplaying Game Superscriber

Actually just re-read the recruitment post and I'm far from new... should I still bother to apply... I'd love to play if you can acomodate someone who's not new.

Sovereign Court

I am not a new player by any means, but if there winds up being an opening, I have a somewhat unconventional character that I've been wanting to get into an oceanic adventure for a while now.

Niobe Aptos is a merfolk druid. With the skinshaper archetype, she can assume a human form and move about on land for short periods of time, but of course she really excels in the water. The character's currently set at level 4 as I previously worked it up for another recruitment for a game that didn't go off.


I'm not a new player, though I'm fairly new to these boards.

I'm thinking of an Undine Shaman (Speaker for the Past) who has pirate ancestors in the Shackles.

Are Drawbacks allowed?


Honestly I had intended to give new players a better chance to get in a game but few have showed interest so please go ahead and apply regardless of experience.@ JAF0

Your character seems interesting but I do want to warn you that there are long land periods where you are trekking over islands and I worry about that duration not being long enough. @ Jesse Heinig

I will allow a drawback in place for another trait but it must be explained in the backstory. That also sounds like a cool character concept, sounds good to me. @ ignuspyre

I want to include a formal disclosure, I included it in my interest check but forgot to now. This will be my first time running a game on pbp, I have run them IRL many times but never in a pbp format. I apologize if this is a massive inconvenience and if you feel I am not up to the task I do not blame you from not wanting to apply. For those who are still interested keep it coming.


Rolling SO hard! This looks fun

Rolls:

4d6 ⇒ (5, 6, 2, 5) = 18 - 16
4d6 ⇒ (6, 5, 3, 6) = 20 - 17
4d6 ⇒ (5, 6, 1, 5) = 17 - 16
4d6 ⇒ (3, 1, 2, 4) = 10 - 9
4d6 ⇒ (1, 2, 3, 3) = 9 - 8
4d6 ⇒ (6, 5, 2, 2) = 15 - 13
17, 16, 16, 13, 9, 8

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

4d6 ⇒ (2, 4, 5, 4) = 15 - 13
4d6 ⇒ (4, 3, 2, 3) = 12 - 10
4d6 ⇒ (1, 5, 3, 6) = 15 - 14
4d6 ⇒ (6, 2, 5, 2) = 15 - 13
4d6 ⇒ (1, 1, 6, 6) = 14 - 13
4d6 ⇒ (1, 6, 2, 3) = 12 - 11
14, 13, 13, 13, 11, 10

I think I'm taking the first set. I'm excited to play around a 9 and an 8. :D


Pathfinder Roleplaying Game Superscriber

dice rolls:

set 1:

stats: 4d6 ⇒ (6, 4, 1, 3) = 14=13
stats: 4d6 ⇒ (5, 2, 1, 4) = 12=11
stats: 4d6 ⇒ (5, 6, 4, 4) = 19=15
stats: 4d6 ⇒ (4, 4, 6, 1) = 15=14
stats: 4d6 ⇒ (5, 5, 1, 6) = 17=16
stats: 4d6 ⇒ (4, 4, 6, 6) = 20=16

set 2:

stats: 4d6 ⇒ (4, 1, 6, 4) = 15=14
stats: 4d6 ⇒ (4, 5, 5, 3) = 17=14
stats: 4d6 ⇒ (4, 6, 6, 1) = 17=16
stats: 4d6 ⇒ (6, 2, 4, 1) = 13=12
stats: 4d6 ⇒ (2, 3, 1, 2) = 8=7
stats: 4d6 ⇒ (1, 6, 2, 5) = 14=13

set 3:

stats: 4d6 ⇒ (1, 2, 3, 3) = 9=8
stats: 4d6 ⇒ (2, 6, 6, 6) = 20=18
stats: 4d6 ⇒ (3, 5, 3, 5) = 16=13
stats: 4d6 ⇒ (3, 3, 3, 6) = 15=12
stats: 4d6 ⇒ (1, 2, 2, 6) = 11=10
stats: 4d6 ⇒ (2, 1, 1, 2) = 6=5

I can definitely work with one of these...

Sovereign Court

GM Shade wrote:

Your character seems interesting but I do want to warn you that there are long land periods where you are trekking over islands and I worry about that duration not being long enough. @ Jesse Heinig

Thanks GM. If you don't think it'll work that's understandable. There's always the possible edge case of taking the Extra Wild Shape feat at level 5 and applying it to skinshaping, which would let me do it 3/day instead of 1/day, but that's probably really stretching things as the character is enough of a strange case as-is.


I would allow that as I think it is a cool character concept and I don't see it unbalancing things. It seems as though the progression for skinshaping and wild shape is the same and it replaces wild shape. I see no reason to not let you apply Extra Wild Shape at level 5 to your skin shaping class ability. Until level 5 however it could be tough while you are in Lilywhite but certainly manageable. I will leave the decision up to you but I support applying Extra Wild shape to skinshaping. @ Jesse Heinig


Gah! After the night I've had, I won't have a chance to submit before the deadline. Consider my dot withdrawn. Sorry, friend.


Here's the die rolls. I'll post a character concept tomorrow.

Die Roll:

Set1/Roll1: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (3) + (4) + (4) + (5) = 16-3=13
Set1/Roll2: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (5) + (3) + (5) = 18-3=15
Set1/Roll3: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (6) + (6) + (4) + (5) = 21-4=17
Set1/Roll4: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (3) + (1) + (5) + (3) = 12-1=11
Set1/Roll5: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (1) + (4) + (1) + (2) = 8-1=7
Set1/Roll6: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (3) + (5) + (6) + (6) = 20-3=17

Set2/Roll1: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (4) + (1) + (3) = 13
Set2/Roll2: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (6) + (1) + (6) + (6) = 19
Set2/Roll3: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (6) + (2) + (4) + (3) = 15
Set2/Roll4: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (3) + (1) + (6) + (2) = 12
Set2/Roll5: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (1) + (1) + (2) + (3) = 7
Set2/Roll6: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (4) + (4) + (2) + (3) = 13

Set3/Roll1: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (1) + (6) + (4) + (4) = 15
Set3/Roll2: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (2) + (3) + (3) = 13
Set3/Roll3: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (1) + (2) + (6) = 14
Set3/Roll4: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (1) + (1) + (6) = 13
Set3/Roll5: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (1) + (3) + (1) + (2) = 7
Set3/Roll6: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (2) + (3) + (4) + (5) = 14

Sovereign Court

@GM Shade: I could alternatively buy a druid's vestment from my starting cash, which is 1 extra daily wild shape. That would take away most of my gear, but it would mean I start the game able to spend 8 hours per day on land. Either way is fine with me.


Rolling: 4d6 ⇒ (5, 2, 1, 3) = 11=10
Rolling: 4d6 ⇒ (5, 4, 4, 3) = 16=13
Rolling: 4d6 ⇒ (5, 1, 6, 5) = 17=16
Rolling: 4d6 ⇒ (4, 3, 1, 6) = 14=13
Rolling: 4d6 ⇒ (6, 1, 6, 2) = 15=14
Rolling: 4d6 ⇒ (6, 3, 4, 6) = 19=16
Well, that's a 31 point buy. Not gonna say no to that.


Dice Rolls:

4d6 ⇒ (4, 5, 6, 4) = 19
4d6 ⇒ (1, 2, 3, 6) = 12
4d6 ⇒ (6, 1, 5, 3) = 15
4d6 ⇒ (5, 3, 5, 4) = 17
4d6 ⇒ (5, 5, 1, 4) = 15
4d6 ⇒ (2, 6, 4, 4) = 16
15, 11, 14, 14, 14, 14

4d6 ⇒ (5, 5, 6, 1) = 17
4d6 ⇒ (2, 1, 3, 6) = 12
4d6 ⇒ (1, 1, 2, 1) = 5
4d6 ⇒ (1, 2, 3, 5) = 11
4d6 ⇒ (2, 4, 2, 5) = 13
4d6 ⇒ (5, 1, 5, 3) = 14
16, 11, 4, 10, 11, 13

4d6 ⇒ (2, 3, 4, 6) = 15
4d6 ⇒ (1, 4, 5, 2) = 12
4d6 ⇒ (6, 1, 3, 3) = 13
4d6 ⇒ (2, 5, 5, 6) = 18
4d6 ⇒ (1, 1, 2, 5) = 9
4d6 ⇒ (5, 4, 4, 3) = 16
13, 11, 12, 16, 8, 13

I think I'll go with the first one. I'll try to get a concept submitted sometime tomorrow. This sounds like fun.


Dice Rolls:
4d6 ⇒ (3, 4, 5, 6) = 18 - 3 =15
4d6 ⇒ (3, 1, 2, 2) = 8 - 1 = 7
4d6 ⇒ (2, 1, 2, 4) = 9 - 1 = 8
4d6 ⇒ (2, 3, 1, 4) = 10 - 1 = 9
4d6 ⇒ (6, 5, 2, 1) = 14 - 1 = 13
4d6 ⇒ (5, 4, 2, 4) = 15 - 2 = 13

4d6 ⇒ (2, 3, 4, 4) = 13 - 2 = 11
4d6 ⇒ (3, 6, 6, 6) = 21 - 3 = 18
4d6 ⇒ (3, 4, 5, 4) = 16 - 3 = 13
4d6 ⇒ (4, 6, 6, 2) = 18 - 2 = 16
4d6 ⇒ (6, 6, 4, 4) = 20 - 4 = 16
4d6 ⇒ (5, 2, 1, 6) = 14 - 1 = 13

4d6 ⇒ (1, 3, 3, 2) = 9 - 1 = 9
4d6 ⇒ (5, 1, 6, 5) = 17 - 1 = 16
4d6 ⇒ (5, 6, 3, 2) = 16 - 2 = 14
4d6 ⇒ (3, 5, 3, 3) = 14 - 3 = 11
4d6 ⇒ (2, 1, 6, 2) = 11 - 1 = 10
4d6 ⇒ (6, 2, 6, 3) = 17 - 2 = 15

Middle set it is.
18, 16, 16, 13, 13, 11


I feel that investing all your money into one item may harm you later on but it should be ok and I am fine with that as one of your items so again I leave it up to you. @ Jesse Heinig


Ooh, If it's now open I'll have to think about the options. Let my muse work.


I would like to throw my name in the pool of potential players.

I'm thinking an Areokineticist, if it's possible.

After looking at my rolls, it's a hard choice, but I guess I'll take the third rolls. ;)

rolls:

4d6 ⇒ (2, 1, 1, 3) = 7 6
4d6 ⇒ (6, 6, 4, 1) = 17 16
4d6 ⇒ (4, 3, 3, 5) = 15 12
4d6 ⇒ (1, 4, 1, 2) = 8 7
4d6 ⇒ (2, 4, 6, 6) = 18 16
4d6 ⇒ (6, 1, 3, 1) = 11 10

4d6 ⇒ (6, 4, 1, 6) = 17 16
4d6 ⇒ (3, 2, 2, 2) = 9 7
4d6 ⇒ (2, 6, 4, 1) = 13 12
4d6 ⇒ (6, 2, 2, 2) = 12 10
4d6 ⇒ (3, 4, 3, 5) = 15 12
4d6 ⇒ (3, 5, 6, 6) = 20 17

4d6 ⇒ (6, 1, 4, 6) = 17 16
4d6 ⇒ (1, 1, 5, 2) = 9 8
4d6 ⇒ (1, 6, 4, 1) = 12 11
4d6 ⇒ (1, 6, 6, 6) = 19 18
4d6 ⇒ (1, 4, 6, 5) = 16 15
4d6 ⇒ (3, 1, 3, 6) = 13 12


Hmmm... I'm thinking alchemist grenadier. Somebody who shoots bombs onto enemy ships.


Well I will warn you now that there are not many enemy ships to bomb in the module but I could still see that type of character being effective in other ways. @ Philo Pharynx


Ok... this is JAF0, and this is my submission - still needs to finish the backstory and the equipment, but I wanted to get this posted before the deadline... will finish up the final details today.


Okay, it's still an interesting character.

dice:

4d6 ⇒ (2, 6, 5, 3) = 16 = 14
4d6 ⇒ (4, 2, 5, 2) = 13 = 11
4d6 ⇒ (3, 4, 2, 6) = 15 = 13
4d6 ⇒ (3, 3, 4, 1) = 11 = 10
4d6 ⇒ (5, 2, 3, 4) = 14 = 12
4d6 ⇒ (6, 6, 2, 3) = 17 = 15

4d6 ⇒ (3, 4, 4, 5) = 16 = 13
4d6 ⇒ (2, 5, 6, 5) = 18 = 16
4d6 ⇒ (6, 4, 6, 4) = 20 = 16
4d6 ⇒ (4, 6, 6, 1) = 17 = 16
4d6 ⇒ (2, 5, 1, 6) = 14 = 13
4d6 ⇒ (6, 5, 3, 3) = 17 = 14

4d6 ⇒ (2, 4, 3, 1) = 10 = 9
4d6 ⇒ (6, 1, 2, 6) = 15 = 14
4d6 ⇒ (6, 5, 2, 2) = 15 = 13
4d6 ⇒ (1, 5, 6, 5) = 17 = 16
4d6 ⇒ (6, 2, 6, 6) = 20 = 18
4d6 ⇒ (1, 5, 4, 1) = 11 = 10


Philo Pharynx wrote:

Okay, it's still an interesting character.

** spoiler omitted **

I can say from experience that Grenadier + Explosive Missile on an archer is great fun. I have one at level 9 in Carrion Crown right now, and between Hybridization Funnel (Alchemist's Fire + Acid), Unstable Accelerants, and bombs, he's shooting a single arrow for 8d6 + 1d8 + 18ish (2*5 int, Point-Blank, Deadly Aim, +1 bow, +2 Str). Plus he's got all of the fun Alchemist toys to play with.


Rannik here.

Crunch is almost all done. Backstory will come soon.


Interested.

Dice Rolls:

SET #1
Ability #1: 4d6 ⇒ (4, 2, 6, 4) = 16 - 2 = 14
Ability #2: 4d6 ⇒ (4, 2, 2, 3) = 11 - 2 = 9
Ability #3: 4d6 ⇒ (3, 4, 2, 2) = 11 - 2 = 9
Ability #4: 4d6 ⇒ (6, 2, 4, 1) = 13 - 1 = 12
Ability #5: 4d6 ⇒ (5, 4, 4, 4) = 17 - 4 = 13
Ability #6: 4d6 ⇒ (1, 6, 5, 6) = 18 - 1 = 17

SET #2
Ability #1: 4d6 ⇒ (2, 1, 4, 6) = 13 - 1 = 12
Ability #2: 4d6 ⇒ (2, 2, 4, 4) = 12 - 2 = 10
Ability #3: 4d6 ⇒ (6, 1, 4, 1) = 12 - 1 = 11
Ability #4: 4d6 ⇒ (3, 4, 3, 5) = 15 - 3 = 12
Ability #5: 4d6 ⇒ (2, 1, 1, 1) = 5 - 1 = 4
Ability #6: 4d6 ⇒ (4, 1, 6, 4) = 15 - 1 = 14

SET #3
Ability #1: 4d6 ⇒ (6, 6, 1, 3) = 16 - 1 = 15
Ability #2: 4d6 ⇒ (2, 4, 5, 1) = 12 - 1 = 11
Ability #3: 4d6 ⇒ (3, 6, 6, 1) = 16 - 1 = 15
Ability #4: 4d6 ⇒ (6, 5, 3, 2) = 16 - 2 = 14
Ability #5: 4d6 ⇒ (5, 4, 6, 4) = 19 - 5 = 15
Ability #6: 4d6 ⇒ (5, 1, 3, 2) = 11 - 1 = 10


HedwickTheWorldly wrote:
Philo Pharynx wrote:

Okay, it's still an interesting character.

** spoiler omitted **

I can say from experience that Grenadier + Explosive Missile on an archer is great fun. I have one at level 9 in Carrion Crown right now, and between Hybridization Funnel (Alchemist's Fire + Acid), Unstable Accelerants, and bombs, he's shooting a single arrow for 8d6 + 1d8 + 18ish (2*5 int, Point-Blank, Deadly Aim, +1 bow, +2 Str). Plus he's got all of the fun Alchemist toys to play with.

Personally, I'd like using a heavy crossbow with that build, just for style points.


I would like to submit Wesh Meloi for consideration. Please let me know if you have any questions.


Looks good to me, will look at the crunch stuff when I have some free time but at first glance your good to go. @ Wesh Meloi


Sounds good. Thank you.


Zeex is complete now with equipment and backstory... hope he makes it in - sounds like a fun game! Let me know if you want any changes made...

Sczarni

Mechanics, story to come soon.:

[/b]
[b]Male Undine Unchained Monk 4

LG Medium outsider (native, aquatic [amphibious])
Init: +3; Senses: Perception +11; Darkvision 60’
Speed: 30 (40); Swim: 30, Languages: Common, Aquan, Elven

DEFENSE
AC 16 (Dex +3, Wis +4, Monk +1, Dodge +1) Touch 16 FF 10
HP 27 (4d8+4)
Fort +6 Ref +8 Will +6 (+2 vs enchantment)
Resist: Cold 5

OFFENSE
Melee: Unarmed Strike +7 (1d8 20/x2) (Flurry +7/+7)
Ranged: Shuriken +7 (1d2 20/x2) Range 10, Ammo: 25
BAB 4 CMB +4 CMD 21

STATISTICS
Abilities: Str 10 Dex 16 Con 12 Int 13 Wis 18 Cha 10
SQ: Favored Class (Monk), Evasion, Fast Movement (+10’), Ki strike (magic), Amphibious, Still Mind
SA: Stunning Fist (4/day, DC 16, Stunned 1rd or fatigued)
Ki Pool / Ki Powers: 6/day; High Jump
Feats: Improved Unarmed StrikeB, Stunning FistB, DodgeB, 1, Deflect ArrowsB, Weapon Finesse
Traits: Acrobat (+1 skill, -2 instead of -5 for accelerated climbing), Stealthy Escape (sleight of hand rather than escape artist to escape manacles, +2 Bluff to appear still bound up)
Skills: Acrobatics +13 (4+3+3+2+1), Climb +7 (4+3), Perception +11 (4+3+4), Profession (Sailor) +8 (1+3+4), Knowledge (geography) +6 (2+3+1), Sense Motive +11 (4+3+4), Sleight of Hand +10 (4+3+3), Stealth +10 (4+3+3), Swim +8 (1+3+4)
Combat Gear:
Equipment: aquatic cumberbund, cloak of resistance +1, bracers of armor +1, backpack, belt pouch, blanket, 50’ silk rope, soap, torches (10), trail rations (5 days), waterskin, quarterstaff, dagger, shuriken (25)
Coin 6000gp -2600-1000-1000-2-5

Elevator pitch: Undine privateer driven to travel the seas and explore as much as possible. Turns to piracy to "pay the bills," especially if he can aid the Eagle Knight fleet and inconvenience Cheliax.


Dice rolls:
4d6 ⇒ (5, 1, 5, 4) = 15
4d6 ⇒ (2, 1, 1, 1) = 5
4d6 ⇒ (2, 3, 4, 3) = 12
4d6 ⇒ (4, 1, 1, 5) = 11
4d6 ⇒ (4, 6, 5, 3) = 18
4d6 ⇒ (1, 4, 6, 6) = 17

4d6 ⇒ (6, 3, 5, 6) = 20
4d6 ⇒ (1, 5, 1, 1) = 8
4d6 ⇒ (5, 2, 5, 6) = 18
4d6 ⇒ (4, 1, 3, 5) = 13
4d6 ⇒ (6, 1, 4, 2) = 13
4d6 ⇒ (2, 4, 1, 5) = 12

4d6 ⇒ (5, 4, 3, 3) = 15 12
4d6 ⇒ (4, 4, 3, 6) = 17 14
4d6 ⇒ (3, 6, 5, 6) = 20 17
4d6 ⇒ (2, 4, 3, 5) = 14 12
4d6 ⇒ (4, 2, 2, 6) = 14 12
4d6 ⇒ (6, 6, 6, 3) = 21 18

Hey, I'm thinking Dwarven Saltbeard Barbarian (Sea Reaver). Will post background shortly.
Roll for hps: 3d12 ⇒ (12, 9, 10) = 31


Looks good to me, no changes needed that I can see. @Zeex

Sounds good and the crunch looks good, all you are missing is the backstory. @psionichamster


hp: 3d8 ⇒ (7, 5, 6) = 18

Sovereign Court

I've gone ahead and changed gear so that Niobe has a druid's vestment. This lets her skinshape 2/day (total of 8 hours), so as long as we aren't traveling overland more than 8 hours in a day she should be fine. This reduces her melee ability slightly but really she should be casting spells in combat.

Anyone playing a Pathfinder (or former member of that organization) who might have connections with a curious young mermaid?


Dot and will come up with a concept shortly.

Rolls:

4d6 ⇒ (4, 5, 2, 5) = 16 14
4d6 ⇒ (6, 6, 6, 6) = 24 18
4d6 ⇒ (6, 1, 6, 3) = 16 16
4d6 ⇒ (4, 4, 6, 4) = 18 12
4d6 ⇒ (4, 1, 5, 3) = 13 12
4d6 ⇒ (2, 5, 1, 5) = 13 12

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

4d6 ⇒ (6, 2, 2, 4) = 14 12
4d6 ⇒ (3, 5, 1, 1) = 10 9
4d6 ⇒ (4, 6, 6, 4) = 20 16
4d6 ⇒ (6, 3, 6, 3) = 18 15
4d6 ⇒ (3, 6, 4, 5) = 18 15
4d6 ⇒ (6, 3, 2, 1) = 12 11


Oh, DM, how do you feel about a naive, human-raised gobbo with dreams of becoming a salty sea-dog?

Obviously, I'd have to change his stats and level him up... but you can see where I'm going with his backstory, etc. He was originally built for a good-aligned Skull and Shackles campaign. Let me know if he is just too far off the beam for you.

Stats Roll
4d6 - 2 ⇒ (5, 4, 2, 3) - 2 = 12
4d6 - 4 ⇒ (4, 5, 6, 5) - 4 = 16
4d6 - 1 ⇒ (5, 1, 3, 6) - 1 = 14
4d6 - 4 ⇒ (4, 5, 6, 4) - 4 = 15
4d6 - 1 ⇒ (4, 4, 1, 6) - 1 = 14
4d6 - 2 ⇒ (2, 5, 5, 4) - 2 = 14

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