Redelia's Ironfang Invasion (Inactive)

Game Master Redelia


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The dwarf gets out his dice bag of holding.
"Okay, Dice Gods! Show me what you got!!"
4d6: 4d6 ⇒ (4, 5, 6, 2) = 17 15
4d6: 4d6 ⇒ (3, 4, 3, 1) = 11 10
4d6: 4d6 ⇒ (2, 6, 3, 5) = 16 14
4d6: 4d6 ⇒ (5, 1, 1, 2) = 9 8
4d6: 4d6 ⇒ (1, 6, 1, 2) = 10 9
4d6: 4d6 ⇒ (4, 2, 1, 3) = 10 9
"Eww!"
4d6: 4d6 ⇒ (3, 1, 4, 4) = 12 11
4d6: 4d6 ⇒ (4, 4, 6, 5) = 19 15
4d6: 4d6 ⇒ (2, 2, 3, 2) = 9 7
4d6: 4d6 ⇒ (3, 5, 1, 4) = 13 12
4d6: 4d6 ⇒ (5, 2, 6, 6) = 19 17
4d6: 4d6 ⇒ (5, 4, 6, 3) = 18 15
"Okay, I got a 17 out of that. One more try! All 6s!!"
4d6: 4d6 ⇒ (1, 3, 2, 4) = 10 9
4d6: 4d6 ⇒ (4, 6, 2, 2) = 14 12
4d6: 4d6 ⇒ (3, 1, 5, 5) = 14 13
4d6: 4d6 ⇒ (4, 6, 3, 5) = 18 15
4d6: 4d6 ⇒ (1, 3, 2, 2) = 8 7
4d6: 4d6 ⇒ (6, 5, 3, 1) = 15 14
"Aaaand! Fu<k this!"


GM Redelia wrote:
alexgndl wrote:

You're allowing goblins? Oh man, I'd love to play Ironfang Invasion as a gobbo, they're my favorite race. I'm in two campaigns of multi-goblin characters, they're always so much fun to play. Let's see what we've got here for rolls:

Okay, holy crap-not great rolls across the board, but 4 ones in a row??? Dang, the dice roller on this forum has always hated me but it's been on a real mean streak lately.

Go ahead and roll one more set. Sometimes, the dice just don't like you.

Thanks, man!

4d6 ⇒ (2, 6, 4, 1) = 13 12
4d6 ⇒ (3, 6, 5, 2) = 16 14
4d6 ⇒ (5, 2, 2, 2) = 11 9
4d6 ⇒ (3, 2, 3, 3) = 11 9
4d6 ⇒ (6, 5, 6, 3) = 20 17
4d6 ⇒ (2, 1, 2, 5) = 10 9

...Eh.


4d6 ⇒ (3, 6, 2, 4) = 15 13
4d6 ⇒ (1, 5, 1, 6) = 13 12
4d6 ⇒ (4, 4, 5, 6) = 19 15
4d6 ⇒ (1, 5, 4, 6) = 16 14
4d6 ⇒ (3, 6, 2, 5) = 16 14
4d6 ⇒ (3, 4, 2, 6) = 15 13

4d6 ⇒ (5, 4, 3, 1) = 13 12
4d6 ⇒ (1, 1, 4, 2) = 8 7
4d6 ⇒ (1, 6, 5, 6) = 18 17
4d6 ⇒ (6, 5, 2, 5) = 18 16
4d6 ⇒ (6, 5, 5, 4) = 20 16
4d6 ⇒ (4, 2, 5, 6) = 17 15

4d6 ⇒ (2, 2, 1, 4) = 9 8
4d6 ⇒ (6, 2, 3, 2) = 13 11
4d6 ⇒ (6, 5, 2, 4) = 17 15
4d6 ⇒ (3, 2, 3, 4) = 12 10
4d6 ⇒ (3, 3, 2, 2) = 10 8
4d6 ⇒ (2, 5, 4, 5) = 16 14

2 of those are decent the 2nd has some flavor to it. I'll see what interests me.


Well I like Fetchling for a Shadow Oracle, but they aren't really a 'monstrous' race per se so.

So I'm leaning towards a Duergar Warpriest.


Alright, this is all the crunchy bits of Ira (eye-ra), the Drake of Bottlebreak Pass.

I have him planned as a rather infamous Wyvaran deserter from Molthune's monster regiments. While he did not serve in the Ironfang, he was witness to their particular brand of warfare. It was part of the reason he deserted. Of course, not many in Nirmathas would have much tolerance for a former soldier Molthune living in their midst, save for how he earned his moniker and the little girl he rescued.

I'll finish out his fluff side tomorrow night.


This is most of the crunch for him, will get a background up tomorrow.


Okay - got a background together, still a little rough but the basics are there. Does he meet your specs and is there anything you want changed?


I want to try a roll and see what I come up with. This looks like fun.

Rolls:

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

4d6 - 1 ⇒ (4, 1, 2, 5) - 1 = 11
4d6 - 1 ⇒ (4, 6, 1, 4) - 1 = 14
4d6 - 1 ⇒ (3, 1, 3, 2) - 1 = 8
4d6 - 1 ⇒ (3, 6, 3, 1) - 1 = 12
4d6 - 3 ⇒ (4, 3, 5, 3) - 3 = 12
4d6 - 5 ⇒ (5, 5, 5, 6) - 5 = 16

4d6 - 2 ⇒ (2, 2, 6, 6) - 2 = 14
4d6 - 3 ⇒ (6, 4, 3, 6) - 3 = 16
4d6 - 1 ⇒ (2, 1, 2, 4) - 1 = 8
4d6 - 1 ⇒ (1, 3, 3, 5) - 1 = 11
4d6 - 1 ⇒ (5, 2, 1, 4) - 1 = 11
4d6 - 1 ⇒ (1, 6, 3, 5) - 1 = 14

I will most definitely be taking the first roll. I am not sure what I want to do yet. Thinking a hobgoblin gunslinger.


GM Redelia wrote:
Master Han Del of the Web wrote:

Hmm, set 2 looks very promising. I'm considering a Wyvaran Slayer or Ranger investing in the Natural Weapon combat style and eventually picking up Powerful Wings and other sundry flying related feats.

Looks interesting, and wyvaran is the kind of race I was intending. It's perhaps a little overpowered, but we can adjust that a little after you build a character.

Just looked at the Wyvaran for the first time, sweet! That looks awesome!

So I have an idea, based off of this >:)

I was thinking of creating Wyvaran 'kobold-turned-dragon' but with a catch. He is an earth/rock Wyvaran who tries to fly through the air :p
Rather clumsily too >_>
As such I am going to give him a really durable class like an Aberrant Aegis or Invulnerable Barbarian and really play him up as a clumsy, flying boulder :P
The idea is to have a defensive build with high acrobatics to reduce falling damage and DR to cushion the falls. Oh ya, I'll also take the Bouncy trait if you will let me, giving me more leeway to be clumsy :)

Then I can go flying around like a rock with a clumsy fly speed and charge people from the sky. If something happens then I can just bail and crash into the ground.
In combat it will most likely be a charge attack from the air and then a melee brawl on the ground but there could be some fun applications out of combat :)
I am also seriously thinking of taking the Deadly Diver feat as an extention of this >:)

Edit: oh ya! I should check out the flying related monster feats. There might be something fun there :)


I'll dot in while I think of ideas. I love rolling stats!

Stat sets:

Set the first, stat the first: 4d6 ⇒ (1, 6, 2, 5) = 14 13
Set the first, stat the second: 4d6 ⇒ (3, 3, 3, 4) = 13 10
Set the first, stat the third: 4d6 ⇒ (2, 4, 3, 4) = 13 11
Set the first, stat the fourth: 4d6 ⇒ (1, 5, 5, 5) = 16 15
Set the first, stat the fifth: 4d6 ⇒ (2, 3, 2, 4) = 11 9
Set the first, stat the sixth: 4d6 ⇒ (3, 6, 2, 3) = 14 12

Time to keep going!

Set the second, stat the first: 4d6 ⇒ (4, 5, 2, 1) = 12 11
Set the second, stat the second: 4d6 ⇒ (4, 2, 6, 5) = 17 15
Set the second, stat the third: 4d6 ⇒ (1, 1, 6, 2) = 10 9
Set the second, stat the fourth: 4d6 ⇒ (3, 5, 5, 4) = 17 14
Set the second, stat the fifth: 4d6 ⇒ (6, 6, 6, 2) = 20 18
Set the second, stat the sixth: 4d6 ⇒ (6, 3, 1, 5) = 15 14

That's actually pretty workable, but come on all 18s...

Set the third, stat the first: 4d6 ⇒ (5, 1, 4, 3) = 13 12
Set the third, stat the second: 4d6 ⇒ (1, 6, 2, 5) = 14 13
Set the third, stat the third: 4d6 ⇒ (5, 3, 3, 1) = 12 11
Set the third, stat the fourth: 4d6 ⇒ (5, 6, 6, 2) = 19 17
Set the third, stat the fifth: 4d6 ⇒ (1, 6, 4, 3) = 14 13
Set the third, stat the sixth: 4d6 ⇒ (2, 4, 2, 2) = 10 8

All fairly workable, but I'll go forward with the second set. Back with ideas soon!


Not gonna lie, the whole "redeemed monsters" thing sounds like a great concept, and I'm a sucker for rolling stats.

Here be stats:

Rollan: 4d6 - 1 ⇒ (1, 2, 6, 6) - 1 = 14
Rollan: 4d6 - 1 ⇒ (3, 4, 1, 1) - 1 = 8
Rollan: 4d6 - 1 ⇒ (2, 1, 1, 6) - 1 = 9
Rollan: 4d6 - 3 ⇒ (4, 3, 4, 4) - 3 = 12
Rollan: 4d6 - 2 ⇒ (5, 2, 3, 4) - 2 = 12
Rollan: 4d6 - 2 ⇒ (2, 6, 2, 4) - 2 = 12

Rollan: 4d6 - 4 ⇒ (4, 6, 4, 5) - 4 = 15
Rollan: 4d6 - 1 ⇒ (5, 1, 2, 2) - 1 = 9
Rollan: 4d6 - 1 ⇒ (4, 1, 5, 2) - 1 = 11
Rollan: 4d6 - 1 ⇒ (1, 6, 5, 3) - 1 = 14
Rollan: 4d6 - 2 ⇒ (3, 5, 2, 2) - 2 = 10
Rollan: 4d6 - 1 ⇒ (1, 5, 2, 6) - 1 = 13

Rollan: 4d6 - 3 ⇒ (6, 4, 5, 3) - 3 = 15
Rollan: 4d6 - 3 ⇒ (2, 6, 5, 3) - 3 = 13
Rollan: 4d6 - 1 ⇒ (6, 5, 4, 1) - 1 = 15
Rollan: 4d6 - 1 ⇒ (5, 2, 2, 1) - 1 = 9
Rollan: 4d6 - 1 ⇒ (6, 1, 5, 6) - 1 = 17
Rollan: 4d6 - 2 ⇒ (6, 3, 2, 6) - 2 = 15

Third set it seems, the other two being lackluster at best.

I need to think a lot, but as a preliminary idea I'm thinking about a "Stone Warden" by which I mean a magic infused statue whose purpose was to defend a place of importance for his maker. A sort of wingless Gargoyle defending an Evil Wizard's tower for example.
After the Wizard died and the tower became mere ruins, he found himself free yet feared by the local population so he went to make a name for himself and perhaps find his place in the world.

For that I would request a Gargoyle with obvious nerfing due to being absurdly powerful as it is. Removing the natural attacks(4 rp total), the Damage Reduction (6 rp), the Stealth bonus (another 2) and the Flight (A huge 8 rp there) would bring it down to 16 RP and make it more of a rocky wingless defender, much to my liking.

In any case, I'll wait for the GM's input.


How would you feel about an ogre?


Philo Pharynx wrote:
GM Redelia wrote:
Philo Pharynx wrote:
I'm thinking of a Strix marksman. Any issues there?
Sounds fine after a quick glance at both options. I do reserve the right if your character ends up unbalanced to adjust things a little.
They are a bit of a high point value. How about I give up hatred, nocturnal, and low-light vision?

Sounds reasonable.


Master Han Del of the Web wrote:
Drawbacks?

Nope.


How long will recruitment be open for?


Irraadraank 'Ira' Dhernanil wrote:

Alright, this is all the crunchy bits of Ira (eye-ra), the Drake of Bottlebreak Pass.

I have him planned as a rather infamous Wyvaran deserter from Molthune's monster regiments. While he did not serve in the Ironfang, he was witness to their particular brand of warfare. It was part of the reason he deserted. Of course, not many in Nirmathas would have much tolerance for a former soldier Molthune living in their midst, save for how he earned his moniker and the little girl he rescued.

I'll finish out his fluff side tomorrow night.

Looks interesting so far. Please remember to include an alignment in your profile, also.


Yewleaf Soft Step wrote:
This is most of the crunch for him, will get a background up tomorrow.

We will have to adjust a bit still for the lack of a CON score. Also, please don't forget the requirement to have a good alignment.


Set #1: 4d6 ⇒ (6, 3, 3, 6) = 18 15
4d6 ⇒ (6, 3, 2, 2) = 13 11
4d6 ⇒ (4, 5, 6, 1) = 16 15
4d6 ⇒ (1, 1, 3, 6) = 11 10
4d6 ⇒ (5, 1, 5, 2) = 13 12
4d6 ⇒ (5, 1, 2, 6) = 14 13

Set #2: 4d6 ⇒ (6, 4, 5, 1) = 16 15
4d6 ⇒ (5, 4, 5, 5) = 19 15
4d6 ⇒ (3, 6, 1, 2) = 12 11
4d6 ⇒ (2, 6, 5, 2) = 15 13
4d6 ⇒ (3, 1, 2, 3) = 9 8
4d6 ⇒ (2, 5, 2, 1) = 10 9

Set #3: 4d6 ⇒ (3, 6, 2, 6) = 17 15
4d6 ⇒ (2, 2, 2, 3) = 9 7
4d6 ⇒ (5, 3, 2, 6) = 16 14
4d6 ⇒ (6, 4, 3, 4) = 17 14
4d6 ⇒ (3, 4, 4, 4) = 15 12
4d6 ⇒ (4, 6, 4, 6) = 20 16

I was thinking of either a hobgoblin ranger, expelled from his clan for letting unarmed humans escape and covering their tracks OR a goblin alchemist who just doesn't like burning innocents (not that he has anything against burning things or those who he feels deserve it)


Kwiazy wrote:
Okay - got a background together, still a little rough but the basics are there. Does he meet your specs and is there anything you want changed?

On a quick glance, it looks great. We might tweak the background slightly together by being more specific about the village to tie you into the adventure more closely, but we can talk about that later.


Cuàn wrote:
How would you feel about an ogre?

In concept, great. I don't see them in the ARG, so please either find racial stats or make me a proposal, including a race points calculation.


EmissaryOfTheNorth wrote:

Not gonna lie, the whole "redeemed monsters" thing sounds like a great concept, and I'm a sucker for rolling stats.

** spoiler omitted **

I need to think a lot, but as a preliminary idea I'm thinking about a "Stone Warden" by which I mean a magic infused statue whose purpose was to defend a place of importance for his maker. A sort of wingless Gargoyle defending an Evil Wizard's tower for example.
After the Wizard died and the tower became mere ruins, he found himself free yet feared by the local population so he went to make a name for himself and perhaps find his place in the world.

For that I would request a Gargoyle with obvious nerfing due to being absurdly powerful as it is. Removing the natural attacks(4 rp total), the Damage Reduction (6 rp), the Stealth bonus (another 2) and the Flight (A huge 8 rp there) would bring it down to 16 RP and make it more of a rocky wingless defender, much to my liking.

In any case, I'll wait for the GM's input.

Sounds interesting, and probably at a power level that matches most of the other high power characters. Go ahead and build it, and we'll adjust then as needed.


YoricksRequiem wrote:
How long will recruitment be open for?

Once I feel like I have enough high quality submissions, I'll give everyone notice on this thread and give everyone who is still working about a day to finish up.


Gobo Horde wrote:
GM Redelia wrote:
Master Han Del of the Web wrote:

Hmm, set 2 looks very promising. I'm considering a Wyvaran Slayer or Ranger investing in the Natural Weapon combat style and eventually picking up Powerful Wings and other sundry flying related feats.

Looks interesting, and wyvaran is the kind of race I was intending. It's perhaps a little overpowered, but we can adjust that a little after you build a character.

Just looked at the Wyvaran for the first time, sweet! That looks awesome!

So I have an idea, based off of this >:)

I was thinking of creating Wyvaran 'kobold-turned-dragon' but with a catch. He is an earth/rock Wyvaran who tries to fly through the air :p
Rather clumsily too >_>
As such I am going to give him a really durable class like an Aberrant Aegis or Invulnerable Barbarian and really play him up as a clumsy, flying boulder :P
The idea is to have a defensive build with high acrobatics to reduce falling damage and DR to cushion the falls. Oh ya, I'll also take the Bouncy trait if you will let me, giving me more leeway to be clumsy :)

Then I can go flying around like a rock with a clumsy fly speed and charge people from the sky. If something happens then I can just bail and crash into the ground.
In combat it will most likely be a charge attack from the air and then a melee brawl on the ground but there could be some fun applications out of combat :)
I am also seriously thinking of taking the Deadly Diver feat as an extention of this >:)

Edit: oh ya! I should check out the flying related monster feats. There might be something fun there :)

Sounds like it may be fun.


Keddah wrote:


I was thinking of either a hobgoblin ranger, expelled from his clan for letting unarmed humans escape and covering their tracks OR a goblin alchemist who just doesn't like burning innocents (not that he has anything against burning things or those who he feels deserve it)

Sounds like interesting ideas that would fit in well.


GM Redelia wrote:
Cuàn wrote:
How would you feel about an ogre?
In concept, great. I don't see them in the ARG, so please either find racial stats or make me a proposal, including a race points calculation.

They are in the ARG, page 229.

Assuming we still start at Phaendar, the character would be a devotee of Kurgess and part of a travelling troupe of entertainers. He'd function as a brigand deterrent, strong man and as a back up horse for pulling carts.


Cuàn wrote:
GM Redelia wrote:
Cuàn wrote:
How would you feel about an ogre?
In concept, great. I don't see them in the ARG, so please either find racial stats or make me a proposal, including a race points calculation.

They are in the ARG, page 229.

Assuming we still start at Phaendar, the character would be a devotee of Kurgess and part of a travelling troupe of entertainers. He'd function as a brigand deterrent, strong man and as a back up horse for pulling carts.

Silly index that didn't have that!

23 RP is a bit high. Other high power races we've been nerfing down to around 15 RP, which seems to be enough to keep the flavor but low enough for some balance. Why don't you let me know how you think we can adjust the race down a bit?


Here's a Goblin Alchemist, background is mostly done, crunch just in my mind for the moment. He may be a bit weak for the concepts I'm seeing
:(


Charzark "Twice Burned" wrote:

Here's a Goblin Alchemist, background is mostly done, crunch just in my mind for the moment. He may be a bit weak for the concepts I'm seeing

:(

Looks very interesting.

I understand your concern about the power level. It seems there are a bunch of high powered monsters we have nerfed to about 15 RP, and a bunch of characters around 10 RP, such as goblins and hobgoblins. A few have even suggested kobolds, who are 5 RP. I'll adjust if chosen characters are of different power levels, probably by giving a bonus of some kind to the lower powered characters.


Well, easiest way I'd see is by ditching the extra Con (4 rp), the improved NA (1 rp) and the low-light vision (1 rp). That brings it to 17, same as the Wyvaran.

If needed the NA could be ditched altogether, which is another 2 rp and brings it to 15.


Cuàn wrote:

Well, easiest way I'd see is by ditching the extra Con (4 rp), the improved NA (1 rp) and the low-light vision (1 rp). That brings it to 17, same as the Wyvaran.

If needed the NA could be ditched altogether, which is another 2 rp and brings it to 15.

Charzark enjoys the idea of riding on an ogre's back while throwing bombs around


As a kobold my good rolls make up for a lot. The statline after a kobolds terrible racials still reads Str 9, Dex 19, Con 13, Int 14, Wis 8, Cha 16. If you'd be willing to drop a free feat on top of that I'd be obliged, but it's not entirely necessary.


stat rolls:

4d6 ⇒ (3, 3, 3, 1) = 10 = 9
4d6 ⇒ (5, 2, 1, 2) = 10 = 9
4d6 ⇒ (6, 6, 1, 1) = 14 = 13
4d6 ⇒ (6, 1, 6, 5) = 18 = 17
4d6 ⇒ (5, 6, 2, 3) = 16 = 14
4d6 ⇒ (3, 2, 4, 3) = 12 = 9

4d6 ⇒ (2, 6, 3, 1) = 12 = 11
4d6 ⇒ (5, 1, 5, 4) = 15 = 14
4d6 ⇒ (1, 6, 3, 1) = 11 = 10
4d6 ⇒ (5, 4, 4, 5) = 18 = 14
4d6 ⇒ (6, 2, 4, 6) = 18 = 16
4d6 ⇒ (5, 1, 6, 6) = 18 = 17

4d6 ⇒ (6, 4, 4, 6) = 20 = 16
4d6 ⇒ (1, 5, 4, 3) = 13 = 12
4d6 ⇒ (3, 1, 4, 1) = 9 = 8
4d6 ⇒ (6, 2, 1, 4) = 13 = 12
4d6 ⇒ (4, 6, 2, 4) = 16 = 14
4d6 ⇒ (2, 5, 6, 3) = 16 = 14

18 PB
34 PB
22 PB

I kinda hate rolling for stats.

Also, what about core races Lycanthropes?


Would the Mindchemist archetype be valid?


My submission here for GM Star Drake. Jarvak the Goblin Bard, who hopes to learn ballad and tunes of the longshanks and bring them to his tribe and goblins everywhere, hoping that these songs can make goblins aspire to more than raiding, explosions and mere survival.

He's now working in Phaendar plying his trade and getting pelted by rotten fruit, but the good-natured goblin takes it all in his stride.

(I imagine the current image comes from one of his stints acting in a pantomime. Got to start somewhere... )


Charzark "Twice Burned" wrote:
Would the Mindchemist archetype be valid?

Yep.


Here's the basic CS I got for the Orc Mad Dog application, Valax and Zragash, his Roc animal companion.

I've originally had him as an application for Giantslayer, so his backstory is based around the Hold of Belkzen and Realm of the Mammoth Lords (Of which he hopes to be, one day), so I'll work around onto changing it.

I'm thinking the apprentice of a tribal beast master, tired of mistreatment of animal and wanton slaughter commited by the tribe, who has decided to live off the land.

@GM, since orcs are a bit low on the RP scale (at 8), but still incredibly potent combat monsters, would it be possible to remove the Wis penalty, or get a Skilled for +2 to Ride and Handle Animal? Both would bring the RP to 12, I believe. I'd be willing to downgrade the ferocity to the half-orc version for the latter, if that makes it better?


Valax Soars-on-Land wrote:

Here's the basic CS I got for the Orc Mad Dog application, Valax and Zragash, his Roc animal companion.

I've originally had him as an application for Giantslayer, so his backstory is based around the Hold of Belkzen and Realm of the Mammoth Lords (Of which he hopes to be, one day), so I'll work around onto changing it.

I'm thinking the apprentice of a tribal beast master, tired of mistreatment of animal and wanton slaughter commited by the tribe, who has decided to live off the land.

@GM, since orcs are a bit low on the RP scale (at 8), but still incredibly potent combat monsters, would it be possible to remove the Wis penalty, or get a Skilled for +2 to Ride and Handle Animal? Both would bring the RP to 12, I believe. I'd be willing to downgrade the ferocity to the half-orc version for the latter, if that makes it better?

Looks good at a quick glance. We can talk about adjusting the power level after the final group is chosen. You are certainly in the lower power level cluster of characters, and I will deal with this later when I better see what I'm dealing with.

Grand Lodge

@ GM Redelia - What about Kobolds? They have a -3 to their CR when they are made into PCs so they have a lot of negatives.

My idea for a Kobold is a trapper/guide of the army who helps them make their way safely through enemy territory.


For my submission GM the construct traits say for anything requiring a constitution score just use a value of 10 so what other concerns are there for constitution. The big question is obviously the healing, any chance we could flavor my redemption allowing positive energy to heal me. Also how are you ruling the overlap of construct and rouge class abilities.


Raltus wrote:

@ GM Redelia - What about Kobolds? They have a -3 to their CR when they are made into PCs so they have a lot of negatives.

My idea for a Kobold is a trapper/guide of the army who helps them make their way safely through enemy territory.

Kobolds are at the very low end of the range of race points I'm taking as submissions. I realize that if any are chosen, there will be adjustment needed.


Potentially Interested. Let's see how the dice fare.

Spoiler:
Set 1
Stats: 4d6 ⇒ (6, 5, 3, 6) = 20 = 17
Stats: 4d6 ⇒ (2, 3, 4, 5) = 14 = 12
Stats: 4d6 ⇒ (6, 3, 2, 3) = 14 = 12
Stats: 4d6 ⇒ (1, 5, 1, 6) = 13 = 12
Stats: 4d6 ⇒ (2, 6, 5, 6) = 19 = 17
Stats: 4d6 ⇒ (5, 6, 1, 6) = 18 = 17
Boy if I can't make something out of that, I'm a sorry sight.

Set 2
Stats: 4d6 ⇒ (3, 2, 4, 5) = 14 = 12
Stats: 4d6 ⇒ (3, 2, 6, 5) = 16 = 14
Stats: 4d6 ⇒ (2, 5, 6, 1) = 14 = 13
Stats: 4d6 ⇒ (6, 2, 3, 4) = 15 = 13
Stats: 4d6 ⇒ (4, 1, 3, 1) = 9 = 8
Stats: 4d6 ⇒ (5, 1, 5, 2) = 13 = 12
That's a seriously average set. Only a 13 PB...

Set 3
Stats: 4d6 ⇒ (1, 3, 3, 6) = 13 = 12
Stats: 4d6 ⇒ (4, 2, 2, 4) = 12 = 10
Stats: 4d6 ⇒ (1, 3, 1, 5) = 10 = 9
Stats: 4d6 ⇒ (3, 2, 2, 2) = 9 = 7
Stats: 4d6 ⇒ (4, 4, 6, 1) = 15 = 14
Stats: 4d6 ⇒ (5, 3, 4, 3) = 15 = 12
That's just subpar.

Looks like set 1.

What to make with the most amazing stat block I am ever likely to see...


Redeemed monsters. How interesting! Let's roll and see what happens

Set 1
Roll: 4d6 ⇒ (1, 4, 3, 5) = 13 -> 12
Roll: 4d6 ⇒ (5, 6, 3, 2) = 16 -> 14
Roll: 4d6 ⇒ (6, 3, 3, 2) = 14 -> 12
Roll: 4d6 ⇒ (4, 4, 4, 1) = 13 -> 12
Roll: 4d6 ⇒ (2, 5, 1, 6) = 14 -> 13
Roll: 4d6 ⇒ (1, 5, 5, 6) = 17 -> 16

Set 2
Roll: 4d6 ⇒ (1, 2, 2, 6) = 11 -> 10
Roll: 4d6 ⇒ (1, 3, 4, 5) = 13 -> 12
Roll: 4d6 ⇒ (6, 2, 4, 6) = 18 -> 16
Roll: 4d6 ⇒ (6, 5, 1, 5) = 17 -> 16
Roll: 4d6 ⇒ (4, 6, 1, 3) = 14 -> 13
Roll: 4d6 ⇒ (3, 5, 2, 6) = 16 -> 14

Set 3
Roll: 4d6 ⇒ (4, 3, 5, 4) = 16 -> 13
Roll: 4d6 ⇒ (1, 4, 5, 2) = 12 -> 11
Roll: 4d6 ⇒ (1, 2, 2, 3) = 8 -> 7
Roll: 4d6 ⇒ (3, 5, 6, 2) = 16 -> 13
Roll: 4d6 ⇒ (4, 4, 5, 2) = 15 -> 13
Roll: 4d6 ⇒ (2, 1, 4, 5) = 12 -> 11

GM, how do you feel about a Shabti? Does that fit the theme you were looking for?

EDIT: Also, how about the Gathlain?


Charzark "Twice Burned" wrote:
Cuàn wrote:

Well, easiest way I'd see is by ditching the extra Con (4 rp), the improved NA (1 rp) and the low-light vision (1 rp). That brings it to 17, same as the Wyvaran.

If needed the NA could be ditched altogether, which is another 2 rp and brings it to 15.

Charzark enjoys the idea of riding on an ogre's back while throwing bombs around

How iz this? A literal ogre riding alchemist ^_^

(you are probably looking for a shade greener, but its close!

Grand Lodge

GM Redelia wrote:
Raltus wrote:

@ GM Redelia - What about Kobolds? They have a -3 to their CR when they are made into PCs so they have a lot of negatives.

My idea for a Kobold is a trapper/guide of the army who helps them make their way safely through enemy territory.

Kobolds are at the very low end of the range of race points I'm taking as submissions. I realize that if any are chosen, there will be adjustment needed.

I will have to maybe look at changing the race then.


ScorchedOne wrote:

Potentially Interested. Let's see how the dice fare.

Set 1
Stats: 4d6 ⇒ (6, 5, 3, 6) = 20 = 17
Stats: 4d6 ⇒ (2, 3, 4, 5) = 14 = 12
Stats: 4d6 ⇒ (6, 3, 2, 3) = 14 = 12
Stats: 4d6 ⇒ (1, 5, 1, 6) = 13 = 12
Stats: 4d6 ⇒ (2, 6, 5, 6) = 19 = 17
Stats: 4d6 ⇒ (5, 6, 1, 6) = 18 = 17
Boy if I can't make something out of that, I'm a sorry sight.

What to make with the most amazing stat block I am ever likely to see...

I once got an insane 82pb ^_^

I am quite intrested!

5d6 ⇒ (4, 3, 1, 4, 4) = 16 12
5d6 ⇒ (4, 6, 6, 6, 2) = 24 18
5d6 ⇒ (2, 3, 3, 6, 4) = 18 13
5d6 ⇒ (4, 6, 6, 6, 1) = 23 18
5d6 ⇒ (1, 6, 6, 6, 1) = 20 18
5d6 ⇒ (2, 5, 6, 2, 5) = 20 16
5d6 ⇒ (6, 6, 6, 6, 4) = 28 18

I have the epic idea of building a claptrap, will have to shimmy off to the race builder to see what I can come up with :D

Edit: Wowzers. That's a lot of 6s...
4 18s and a 16... do you want me to reroll?


This sounds interesting, although there are a lot of good character ideas out already. Let's see what the dice say.

Rolls:

set #1: 4d6 - 2 ⇒ (5, 3, 2, 6) - 2 = 14
set #1: 4d6 - 2 ⇒ (5, 5, 4, 2) - 2 = 14
set #1: 4d6 - 1 ⇒ (3, 3, 6, 1) - 1 = 12
set #1: 4d6 - 1 ⇒ (1, 4, 2, 6) - 1 = 12
set #1: 4d6 - 3 ⇒ (3, 5, 6, 4) - 3 = 15
set #1: 4d6 - 1 ⇒ (1, 4, 3, 3) - 1 = 10

set #2: 4d6 - 4 ⇒ (5, 6, 6, 4) - 4 = 17
set #2: 4d6 - 2 ⇒ (2, 5, 2, 3) - 2 = 10
set #2: 4d6 - 2 ⇒ (2, 3, 5, 3) - 2 = 11
set #2: 4d6 - 1 ⇒ (4, 1, 5, 1) - 1 = 10
set #2: 4d6 - 1 ⇒ (6, 2, 1, 5) - 1 = 13
set #2: 4d6 - 2 ⇒ (3, 2, 4, 4) - 2 = 11

set #3: 4d6 - 1 ⇒ (4, 6, 6, 1) - 1 = 16
set #3: 4d6 - 2 ⇒ (5, 4, 2, 5) - 2 = 14
set #3: 4d6 - 1 ⇒ (1, 3, 2, 6) - 1 = 11
set #3: 4d6 - 3 ⇒ (6, 5, 6, 3) - 3 = 17
set #3: 4d6 - 1 ⇒ (2, 6, 1, 4) - 1 = 12
set #3: 4d6 - 2 ⇒ (4, 5, 6, 2) - 2 = 15

Looks like set #3 is the winner. I'll see what I can come up with.

Silver Crusade

Roll 1: 4d6 ⇒ (3, 2, 1, 6) = 12 = 11
Roll 2: 4d6 ⇒ (6, 6, 2, 4) = 18 = 16
Roll 3: 4d6 ⇒ (1, 2, 3, 4) = 10 = 9
Roll 4: 4d6 ⇒ (2, 5, 3, 6) = 16 = 14
Roll 5: 4d6 ⇒ (2, 4, 1, 2) = 9 = 8
Roll 6: 4d6 ⇒ (5, 6, 5, 1) = 17 = 16

Roll 1: 4d6 ⇒ (5, 3, 5, 4) = 17 = 14
Roll 2: 4d6 ⇒ (4, 3, 3, 3) = 13 = 10
Roll 3: 4d6 ⇒ (6, 5, 4, 6) = 21 = 17
Roll 4: 4d6 ⇒ (6, 1, 1, 3) = 11 = 10
Roll 5: 4d6 ⇒ (4, 5, 5, 5) = 19 = 15
Roll 6: 4d6 ⇒ (4, 6, 2, 4) = 16 = 14

Roll 1: 4d6 ⇒ (6, 1, 1, 1) = 9
Roll 2: 4d6 ⇒ (2, 2, 4, 1) = 9
Roll 3: 4d6 ⇒ (4, 6, 3, 4) = 17
Roll 4: 4d6 ⇒ (1, 2, 6, 5) = 14
Roll 5: 4d6 ⇒ (1, 4, 3, 3) = 11
Roll 6: 4d6 ⇒ (1, 4, 2, 3) = 10

Hmm thinking bugbear monk.. lets see if I can write up a good story.


I've changed the backstory and appearance and decided that Valax has found redemption after meeting the Burning Sun Tribe, and was exposed to the teachings of Sarenrae. He'll be somewhere around Nirmathas due to being there to spread word of the tribe, and occasionally attempt at negotiating a trade with someone else outside the Hold.


And okay, question. I understand we're "redeemed". I was currently looking at a gnoll barbarian, and I'm having trouble making the leap to "redeemed", I'm feeling the idea really about a gnoll who learns better ways than the marauding, killing, enslaving, but it's a long hop. Maybe I'd be better served with a Hobgoblin? I really liked the idea of a gnoll though. They're adorbs.

Sczarni

Updated Background:
Background Falko was born on the streets of Westcrown nearly 70 years ago. An obviously infernal blooded tiefling, he learned quickly just how hated, feared, and ostracized he would be in Cheliax. He ran with more than a few gangs and groups, learning how to act fast, remain stealthy, and pick his targets well. Avoiding the more lethal means some other street kids favored, he quickly earned a name amongst the street level thieves.

That name is what got him captured, branded, and pressed into slavery. Caught for petty theft when a jealous rival ratted him out, he spent over 10 years in prison and on chain-gangs. His experience in prison hardened his heart towards the Infernal House of Thrune, and against Cheliax in general. At his first opportunity, when a riot at the jailhouse broke out while a group of adventurers freed one of their own, Falko made a run for it.

The adventurer at the center of the prison break, a priest Cayden Cailean named Jorge Finster, took notice of Falko in lockup. The tiefling avoided conflict as much as possible, choosing not to use his obvious claws in the few scuffles that erupted inside. Once free of the walls, Jorge offered Falko hospitality and camaraderie with his group, seeing the tiefling’s potential despite his fiendish appearance. As they traveled North, Falko took more and more to the teachings of the Drunken God, espousing freedom, family, and protecting those who cannot protect themselves. By the time he separated from the party and headed off on his own, Falko considered himself a follower of Cayden Cailean. Desiring nothing more than to open his own tavern and settle down, he found himself in the country of Nirmathas with some coin in his pocket and a desire to finally have a place to call home.

Also changed alignment to CG and religion to Cayden Cailean.

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