Reign of Winter - Snows of Summer (Inactive)

Game Master theheadkase

Snows of Summer book from the Reign of Winter AP.


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Sovereign Court RPG Superstar 2009 Top 32

Last night, a cranky teething baby kind of blocked my writing. I'll try to get something up tonight, though


Pendin Fust wrote:
@Votun Raveneye

REPLY:

Thanks for the maximum wealth clarification.

Str 10 - 0 points - post-racial = 10
Dex 14 - 5 points - post-racial = 16
Con 12 - 2 points - post-racial = 10
Int 17 - 13 points - post-racial = 19
Wis 10 - 0 points - post-racial = 10
Cha 10 - 0 points - post-racial = 10

Normally, I would dump the Charisma to 7 and increase his Con to 14-2=12 and Wis to 11. However, I have found that many GMs on this Recruitment board are allergic to dumping ability scores, whatever the rationale. Are you?

Glass cannon? Everyone has a weakness. Full arcane spell-casters are usually relatively weak for the first 4 levels. My four other PbP characters who are all non-casters could easily break this one at the same level. However at fifth level and probably fourth, Votun will be able to hold his own.

Cheers!


Fair enough, thanks for the breakdown!

I am not adverse to dumping...to a degree. I do, however, expect it to show in the roleplay.

Thanks again!


Meet Arpala, the human sorcerer who went to help out her aunt in Heldren.

Background is on the bottom of the sheet.


FLavor is done. Ready to go.

Sovereign Court RPG Superstar 2009 Top 32

Bowing out officially. Another hard night here, and other things are on my mind.


Fair enough TerraNova...but recruitment isn't scheduled to end until this Friday if you change your mind.


Any questions with Gaandik?

Are maps to be used? If so, he will be a holy tactician and help others with teamwork feats.


On my original post I mentioned I do not have the ARG...so no Aasimir.


Will adjust to be human from Hedren.

Will pick dangerously curious as trait.


Have the start of a concept Im trying to flesh out.........Im thinking a magic-hating dwarf from a very traditional old-school clan, probably a dorn dergar fighter with maybe an Inquisitor dip at some point.

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

yeah, looks like I'll be using the buy to build him

Hoping to have the character fleshed out fell before the cutoff.

Silver Crusade

4d6 ⇒ (2, 5, 5, 4) = 16 = 14
4d6 ⇒ (2, 1, 3, 1) = 7 = 6
4d6 ⇒ (6, 6, 6, 1) = 19 = 18
4d6 ⇒ (3, 4, 4, 4) = 15 = 12
4d6 ⇒ (1, 2, 2, 5) = 10 = 9
4d6 ⇒ (6, 3, 5, 3) = 17 = 14

Hmmm, an interesting Aasimar Barbarian build could be cool here...


On further consideration I have decided to allow UM and UC...as the AP book uses quite a few from there. Please feel free to rework your characters.

Didn't think it would be fair to have the enemies using that stuff and the PCs not being able to.

Bear with me though as I will be relying on the PRD for lookup. If I can't find it on the PRD then it is not allowed. I enjoy d20pfsrd.com but I do not usually count it as a valid source during play.


just expressing interest again, I am still around! Just lurking in the shadows.


Submitting Eirnar here:

Statistics:

Eirnar
Male Human (Ulfen) Bard (Court Bard) 1
CG Medium Humanoid (human)
Init +3; Senses Perception +4

Str 10, Dex 16, Con 10, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 13

Defense:

AC 17, touch 13, flat-footed 14 (+3 Dex, +3 Armor +1Shield)
hp 8 (1d8)
Fort +1, Ref +5, Will +2

Offense:

Speed 30 ft.
Melee longword +3(1d8 19-20/x2)

Feats:
Weapon Finesse, Spellsong

Traits:

Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Northern Ancestry:You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Skills:
Disguise 7, Diplomacy 7 +1, Knowledge (history) 6 +1, Linguistics 6, Perception 4, Perform (Lute) 7, Perform (Sing) 7, Stealth 7.

Special Abilities:

Heraldic Expertise: A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks (minimum +1). Once per day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.

Bardic Performance:A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Weapon and Armor Proficiency:A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.

Cantrips.


Bardic Performances:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Satire: A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.


Spells:

Level (1):2
Spells Know:
Level 0:Resistance, Message, Haunted Fey Aspect, Mending.
Level 1:Adoration, Cure Light Wounds.

Gear:

Armor: Studded Leather
Buckler
Pathfinder kit.(This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.)

Belt pouch().

ENTERTAINER’S KIT PRICE 5 SP WEIGHT 3 lbs.:This kit includes juggling balls, colored handkerchiefs, playing cards, clownish makeup, and other simple props for stage magicians and other street entertainers.


Background:
Eirnar Hammalson is the grandson and son of one of Taldor infamous Ulfen guard, because of this he grew up with stories about the cold and harsh north. And while his grandfather could only tell these tales gladly in the temperate summer of Taldor. They brought a liking to the cold to you Eirnar, a liking that would grow greater as he grew up. Eirnar was also entranced by the storytellers of his people, he was a child that loved stories after all. Eirnar decided thus to take the path of the bard, and with great difficulty managed to be accepted at the Rhapsodic college. There he studied for avout a year until he was rather forcibly recruited to become a Lion Blades. Though he had no interest in being one of them, EIrnar was not going to risk his life by simply saying no. So he trained for an year and half before being sent in missions. During this time Eirnar saw the whole corruption of the empire, and became disgusted by it. He saw the truth of Tadlor, a broken nation surviving in thrall to its past glories. It was during this time that Eirnar began to hate the ballads of Taldor, for all they sang was of a lost past, there was he realized no truework of art. Only pieces made to delude themselves. Still Eirnar might never have left the Lion Blades if he and his teacher had not been discovered and defeated by Qadiran agents, these agents though had not enough time to comfirm their killing. And they left Eirnar barely alive, managing to get hold of hidden healing potion Eirnar was able to escape. Since then he has been travelling through the countryside, not staying in any village for more of a month. Communicating with his family trough coded letters. And playing the part of a traveling bard or cleric.

The letter is pretty much to be read as it was wrotten but it does have important words marked with bold letter, these are either to be understood differently or to be of greater importance than the rest. For example the filth beneath Oppara is not the sewers but rather the intrigue.

Dear Father Ham,
I write to you from a small town in the country side, and while it is lacking in certain comforts, it feels much better than the busy streets of home, certainly the smell is better, with all the filth that flows beneath Oppara, it is rare to appreciate a beautiful scene, without being assaulted by the dirt in the air. I hope that your efforts in rebuilding the chapter house have been met with success, and that the family of the faithfull such as you and your wife, can worship our god, under a covered roof. And on that matter, I must say I have been well, the folk of town appreciate my ministrations. Well which farmer wouldn't like the words I bring? They are after all holy words, as majestic as lions. But I disgress, and as the hour grows late I must end this letter, but before that, please send regards to your wife, I miss these apple tarts she made. I also send regards to the brothers of our order, might they fare well in their endeavors, and finally I pray for your fortune Father Ham. May Erastil watch over you.
Eirsen Drenhe, cleric of Erastil, second fireday of Sarenith, year 4708 AR.


Pendin Fust wrote:
I enjoy d20pfsrd.com but I do not usually count it as a valid source during play.

Might I ask why? As a GM i feel curious.


I will keep my character the same I think, but I have a question. I took an extra feat from the antihero option. Is this ok?

"A PC can elect not to use the hero point system, instead relying more on his skills and abilities. Such characters do not receive hero points, regardless of the source, and can never benefit from their use. In exchange, such characters receive a bonus feat at 1st level. The option to allow such antiheroes in the game is subject to GM discretion."


Is Rondelero Duelist as an archetype okay?

It is from the inner sea primer.

Rondelero Duelist


Also, since it is optional I will roll. I like rolling, but usually end up coming out worst than the point buy! Not that it is the end of the world, but it does limit what is feasibly playable.

4d6 ⇒ (3, 2, 6, 1) = 12 = 11
4d6 ⇒ (5, 6, 3, 6) = 20 = 17
4d6 ⇒ (6, 2, 6, 4) = 18 = 16
4d6 ⇒ (6, 3, 5, 2) = 16 = 14
4d6 ⇒ (5, 3, 1, 4) = 13 = 12
4d6 ⇒ (4, 4, 5, 4) = 17 = 13

edit: Not bad for once. :)


Interested in retooling a cleric of Iomodae that didn't get too board the ship in a Serpent's Skull recruitment....

Let's see what the dice say....will revert to 20pt buy if the dice make something too limited...

4d6 ⇒ (4, 3, 6, 2) = 15 = 13
4d6 ⇒ (5, 6, 2, 1) = 14 = 13
4d6 ⇒ (2, 2, 2, 2) = 8 = 6 (oh dear!!!)
4d6 ⇒ (6, 5, 3, 6) = 20 = 17
4d6 ⇒ (5, 3, 2, 5) = 15 = 13
4d6 ⇒ (6, 1, 2, 5) = 14 = 13

Will see if I can create something around that 6!!!!


@Rafael I am slowly working my way towards becoming a PFS GM. So I don't allow d20pfsrd as a habit. Although if I can't find it on the PRD that usually means it is 3pp so that's the other part of it.


@Asmar sure make that archetype. I'm generally not too fond of guns in my fantasy though...

Dark Archive

Posting interest, either as Oracle or Cavalier.

Rolling!
4d6 ⇒ (2, 3, 5, 2) = 12 10
4d6 ⇒ (1, 4, 5, 2) = 12 11
4d6 ⇒ (4, 5, 1, 1) = 11 10
4d6 ⇒ (3, 3, 2, 2) = 10 8
4d6 ⇒ (5, 1, 6, 4) = 16 15
4d6 ⇒ (4, 1, 4, 6) = 15 14

Not bad.


Pendin Fust wrote:
@Asmar sure make that archetype. I'm generally not too fond of guns in my fantasy though...

No guns :). Falcata and Buckler.


Pendin Fust wrote:
@Rafael I am slowly working my way towards becoming a PFS GM. So I don't allow d20pfsrd as a habit. Although if I can't find it on the PRD that usually means it is 3pp so that's the other part of it.

Becoming a PFS Gm is certainly a laudable goal. But I would also say that, since you're going to be sitting at a browser running the game anyway, why not make use of a convenient online resource that's out there? Plus, d20pfsrd is pretty good at citing its sources. 3rd party stuff is pretty easy to identify as such.


Submitting the well travelled Cleric of Iomodoae, Kirridell Jinae for consideration.

Decided to stay with a 20 point buy (that 6 was just too disastrous - couln't decide whether I would end up with a Dex 6 Clumsy Oaf or an Int 6 Borderline Idiot!!!).

As previously posted Kirridell was originally intended for a Serpent's Skull game but I have refocussed him a little towards Reign of Winter (using the Player's Guide)...

Grand Lodge

4d6 ⇒ (5, 3, 6, 6) = 20 17
4d6 ⇒ (2, 4, 3, 3) = 12 10
4d6 ⇒ (2, 3, 5, 1) = 11 10
4d6 ⇒ (5, 5, 6, 2) = 18 16
4d6 ⇒ (3, 3, 4, 5) = 15 12
4d6 ⇒ (6, 5, 6, 6) = 23 18

Good. Very good. Now to come up with a concept.


@Asmar Whoops! For some reason I translated Rondolero into Pistolero in my head! All good.

@Benes It's not valid for PFS play and I'm trying to keep myself of keeping in the habit...that's really the big reason. Nothing at all against it and personally I use it because I like that it DOES have the 3pp stuff (Psionics!!!) I just don't use it for my games I run.

Sczarni

ooh, I like the way Rafael The Silent did his!
Posting interest
Stats:

Spoiler:

Lucky Harralna
Male Catfolk Rogue-Archetype Cutpurse (fav class)
CG Medium Humanoid
Init +4; Senses Perception +4
Str 12, Dex 16, Con 12, Int 14, Wis 11, Cha 16
Base Atk +0; CMB +1; CMD 14

Defense:

Spoiler:

AC 16, touch 13, flat-footed 13 (+3 Dex, +3 Armor)
hp 9 (1d8)+1
Fort +1, Ref +5, Will +0

Offense:

Spoiler:

Speed 30 ft.
Melee Claws +3(1d4+1 19-20/x2)

Feats:

Spoiler:

Finesse Rogue: Claws

Traits:

Spoiler:

Magical Knack - 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 increase your caster level higher than your current Hit Dice.
Harrow Born - You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks.

Skills:

Spoiler:

Acrobatics 7, Appraise 6, Bluff 7, Craft (Alchemy) 6, Diplomacy 7, Disable Device 7, Perception 4, Sense Motive 4, Slight of Hand 7, Stealth 7, Use Magic Device 7

Racial Abilities:

Spoiler:

Low-Light Vision: In dim light, catfolk can see twice as far as humans

Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Cat's Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter

Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.

Special Abilities:

Spoiler:

Sneak Attack 1d6

Measure the Mark (Ex): When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target's Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target's Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.

Gear:

Spoiler:

Armor: Studded Leather
Leather Gloves
Leather Bandanna
Explorer's Outfit

Backpack
Bedroll
Belt Pouch
Flint and Steel
Fortune Teller's Deck(Common)
Iron Plate
Mess Kit
Mirror
Rope
Soap
Torches(3)
Rations(2)
Waterskin

Sling
Stones(3)
Thieves Tools
Crowbar
Drill
Twine
Magnet
Candles(5)
Small compartmentalized wooden box

Background:

Spoiler:

He goes by the name "Lucky" and boasts himself as the fastest hands and the smartest wit wherever he goes. Abandoned shortly after birth at a lonely country orphanage, the current whereabouts of his parents are unknown. As a kittenfolk, he was playful with all the other orphans but he frequently stole and stashed things away from other children. After some time growing up he eventually taught himself how to unlock locks to the food cabinets, how to sneak quietly up on kids during hide and seek. Other children looked to him fondly as a friend but always had a distrust in his actions, at any moment he could be housing their prized toys in his pockets. When he became a young adult he left the orphanage to try and make a living in the real world. He found an old abandoned treefort in the woods close to Cadwallon and here is where he called home. Lucky was no good at living on his own, he had a tough time growing food, or catching fish, and hunting was a little tough for him. But he knew his hands were faster, he knew he could get what he wanted with smart talk and fast hands. He began to practice fast hands to steal what he needed to survive. He began making a living as a cutpurse of the streets, stealing coin, jewelry, and food; much of which he stashed away. Lucky does have morals though, he won't kill to rob, but he will rob to eat. He does not fancy himself a murderer at all, just someone who's trying to make a living at what he does best, and to try to stay out of harms way. He's helpful for the right friend, and perhaps the right price. Now a young adult catfolk he still calls the street his own and everyone's pockets his gold.


Sorry Lucky Harralna, no catfolk. I'm still keeping it to Core races. I haven't even had exposure to the ARG yet and something as intrinsic as race choice is too big of a choice throughout the game to have me GM it without experience or knowledge.

Sczarni

Pendin Fust wrote:
Sorry Lucky Harralna, no catfolk. I'm still keeping it to Core races. I haven't even had exposure to the ARG yet and something as intrinsic as race choice is too big of a choice throughout the game to have me GM it without experience or knowledge.

awwww, boo urns, ok


I need to flesh out some additional details but heres the start of Bomen Spellbane

Basic Character Sheet

GM Approval:
A few things that would obviously require approval:
- there are a few racial trait replacements listed here, Ive confirmed that both are in the PRD.
- Ive used Chosen Child trait which isnt in the PRD but is exactly the same as Rich Parents which IS. If you read the background you can see why and probably guess what I'd do with it: MW weapon and MW armor. Understanding that these are pretty big advantages to a lvl 1 character I left the equipment sections unfinished and if selected/approved would finish those out accordingly.

Also, if there was going to be an Inquisitor dip at some point do you need anything else or any other multiclass rules I need to be aware of?

Thanks again for consideration and good luck to all!

Dark Archive

Also stealing.

Stats:

Gaberiel Strongarm
Male Human Cavalier (fav class)
CN Medium Humanoid
Init +2; Senses Perception -1
Str 15, Dex 11, Con 14, Int 10, Wis 8, Cha 10
Base Atk +1; CMB +3; CMD 13

Defense:

I saw max starting gold, so 5d6*10 is 300, right?
AC=18, (0 dex, 6 armor, +2 shield) Breastplate + heavy steel sheild
HP=12 (1d10+2)
Fort +4, ref +0, will +2

Offense:

Lance: +4, 1d8+2
Warhammer: +3, 1d8+2

Feats:

Iron Will: +2 to will
Weapon focus: Lance

Traits:

Reactionary: +2 to init
Skeptic: +2 to saves vs. illusions

Skills:

Ride +7 (+1 when not on own horse)
Climb +9 (+3 with armor)
Diplomacy +7
Intimidate +7

Mount:

Willam
Horse (animal compainion)
N Large Animal
Speed 50 ft.
AC 14 (+4 natural armor, +1 dex, -1 size)
Attacks: bite +4, 1d4+3; 2 hooves -2, 1d6+1
Ability Scores: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6;
Special Qualities low-light vision, scent.
Feats: Light Armor Proficiency, Weapon Focus: bite

Edit: Drat. I forgot to add a backstory. Go, creative juices!


@Deylinarr I have that dragon empire primer :) I'll allow it, but we'll say that is IS Rich Parents...renamed just to work with your backstory.

If you're chosen of course.


Any comments on Sigrun?


@Sigrun It'll be tough with people who choose 20 pt buy. I'm working this out in my head still but I may ask you to choose 2 abilities and take a -2 to those in fairness...if you were chosen.


Pendin Fust wrote:

@Sigrun It'll be tough with people who choose 20 pt buy. I'm working this out in my head still but I may ask you to choose 2 abilities and take a -2 to those in fairness...if you were chosen.

Actually those stats are rolled earlier in the thread. That is definitely not a 20 point buy. The character was made originally with 20pt but then was changed after the rolls were awesome, which makes me slightly jealous. Haha

Also any issues with Dwarf Ranger Colberg (which is a 20pt buy)? I don't think I will have be able to update him with anything else for the next few days (ie. more detailed back story, Kind of having writers block for this guy at the moment) but if you have any specific questions/issues I can certainly address them (and possibly unblock that writers block).


Thing is I'd created the character before with 20 pt buy. When I saw the option to roll I figured, ok, let lady luck have her say.

Turned out well. I'd be willing to reduce the stats to be fair if you chose me and the other characters chosen were primarily 20 pt buy.

It kind take the point out of leaving it up to luck to see what stats you end up with, but the true point is for everybody to have fun so whatever works.


Thanks for being a good sport Sigrun. You'd still be above a 20pt if you reduce 2 abilities by 2.

@Colberg no questions presently :)


Pendin Fust wrote:
@Rafael I am slowly working my way towards becoming a PFS GM. So I don't allow d20pfsrd as a habit. Although if I can't find it on the PRD that usually means it is 3pp so that's the other part of it.

Thanks for answering, and yeah I understand it now. By the way anything wrong with Eirnar?


@Rafael so far Eirnar looks good.

Silver Crusade

ROM:
Rom the Purified
Male Kellid Invulnerable Rager Barbarian
N Medium Humanoid
Initiative +3; Senses Perception +6
STR 17; DEX 12; CON 15; INT 13; WIS 14; CHA 7
BAB: +1; CMB: +4/+6; CMD: +15

DEFENSE
AC 11 (9); Touch 11 (9); FF 10 (8)
HP: 15 (17)
F +4 (+6); R +1; W +2 (+3)

OFFENSE
SPEED 40 Feet
Nodochi +4/+6 (1d10+4/+7 18-20x2)

FEATS
Endurance (Ice)
Diehard

TRAITS
Berserker
Hermean Paragon

SKILLS
Climb +7/+9;
Craft (Weapons) +5
Know Nature +5;
Linguistics +2; Taldane, Celestial, Abyssal
Perception +6
Swim +7/+9

SPECIAL ABILITY
Rage 9 Rounds/Day

BACKGROUND
Rom appeared in the frozen wastes, like an unexpected blizzard. No one knew where he came from or why he was there. He traveled the wastes, denouncing the influence of outsiders and aberrations. Declaring them an affront to the natural order of creation, while claiming that he had been chosen to purify the land of their stain.

Yet despite his conviction, he gained no followers in his call for a crusade. Some say that the Kellid tribes believed his mind touched by the spirits and feared his madness would spread. Others say that his complete lack of charisma and charm prevented his message from taking root. But alone as he is, he holds firm to his claims and doesn’t hesitate to share his “vision” with any who meet him.


Looks like I'm a little late to the party but definitely interested in this campaign!

I've finished the fluff for my character, Yagello, a skirmisher ranger and hopefully will have his crunch finished by tomorrow. I'll have his alias up by tomorrow or Thursday at the latest.

Here are my rolls:

4d6 - 1 ⇒ (4, 1, 1, 1) - 1 = 6
4d6 - 1 ⇒ (3, 1, 3, 6) - 1 = 12
4d6 - 1 ⇒ (2, 3, 2, 1) - 1 = 7
4d6 - 1 ⇒ (2, 1, 5, 5) - 1 = 12
4d6 - 1 ⇒ (1, 3, 1, 2) - 1 = 6
4d6 - 3 ⇒ (5, 4, 3, 6) - 3 = 15

Yikes, that's pretty bad! GM, want me to stick with these or switch to 20 point buy? My memory fails me, but wasn't there also an old rule from 3.5 that you could reroll if your scores were particularly bad?


Kind of a silly question but would Psionics Unleashed be acceptable? I'd like to play a half-giant magus. If not I'll do a human.


Modulok wrote:

Looks like I'm a little late to the party but definitely interested in this campaign!

I've finished the fluff for my character, Yagello, a skirmisher ranger and hopefully will have his crunch finished by tomorrow. I'll have his alias up by tomorrow or Thursday at the latest.

Here are my rolls:

4d6-1
4d6-1
4d6-1
4d6-1
4d6-1
4d6-3

Yikes, that's pretty bad! GM, want me to stick with these or switch to 20 point buy? My memory fails me, but wasn't there also an old rule from 3.5 that you could reroll if your scores were particularly bad?

I'm not the GM but reroll them at worst you have to go with the 20p, because these numbers you got are impossible to use for adventuring. (Okay not impossible but this is an AP difficulty is standard.)


Feel free to use 20pt. Those are terrible rolls :p After reading through, this AP can be deadly.

Sorry no Psionics. Much as I love them I am not doing any 3pp for this.


That's fine. I kinda figured that but no harm in asking, right?
Just so I'm sure, its Core, UM. UC an UE, right? I should have something up tomorrow or the day after. Lacking a computer I'm using my 3DS and Wii U for posting, and its a bit akward.


Yep, those books.

Dark Archive

Backstory time!

Backstory:

Growing up, Gabe was your standard dupe. He ended up in trouble a lot, but not because he did anything on his own, as the neighborhood rascals knew that he was an easy to convince scapegoat. As such, there were many times where he would end up with people angry at him while his “friends“ disappeared down an alley. Gabe attempted to break off relationships with the most common “friend“, but this “friend“ was a budding sorcerer, who‘s mastered trick was an illusion that made him look like a different person, and had managed to “befriend“ Gabe as a varity of different people.

Gabe managed to finally dissuade his sorcerous friend, mostly by being extremely suspicious of anyone who was overly friendly, and by punching anyone who showed a knack for illusions. However, the fact that he ended up in fights a lot (due to his friend) he had made a bit reputation for himself, and soon ended up with a bit of a gang, consisting mostly of boys who wouldn't go away. Gabe soon found the benefits of an ally (or a distraction, at least) in a fight were invaluable and grudgingly allowed his gang to grow, and soon controlled three streets.

One day, Gabe was walking around his territory with four members of his gang when he was ambushed by eleven boys from a rival gang. A cavalier of the dragon order was passing by at the time, and was surprised to see Gabe lead his gang to victory. The cavalier walked over the Gabe and offered him what every boy dreamed of, the chance to train under a knight and eventually become one himself. After he got over his shock, Gabe accepted. Soon, dressed in some old leather armor and wielding the first weapon he came upon, a old smithy hammer, Gabe rode out on a pony with his master‘s group and the convoy they had been hired to guard.

He soon discovered, that as hard as he was from leading a gang, that the world outside the city was harder, and his master was harder yet. In the first week, Gabe earned several dozen bruises from sparring with his master. That did not deter him, as the convoy was attacked twice on the trip, and his master was always in the center of the fighting, taking blows meant for his allies and dealing back twice for every one he took. So with hero-worship giving a rosy tint to his world, Gabe attacked his training with a glee normally reserved for kids in candy shops.

After four years of training, on his nineteenth birthday, Gabe's master decided that there was nothing more he could teach Gabe, and Gabe set off on his own, looking for his own companions and adventures.

Also, due to story going sideways, I'm dropping the reactionary trait for dirty fighting. I also forgot that I get an extra teamwork feat so I'm taking Shake It Off from UC.


Ok, I'd like to play a human Bladebound Hexcrafter Spellblade Magus and had some questions.
1. Is this even allowed? I know hexcrafter can replace any or ALL the normal magus arcana but since their optional can I just not replace the 3rd level arcana?
2. Can I start with the weapon that is to become my black blade and have it not gain its powers till 3rd level? I know this has been addressed elsewhere (to no conclusion as far as I can see) but I wanted your ruling on it.
3. A black blade must be a light or one-handed slashing weapon, rapier or sword-cane. Presumably it can be an axe or something exotic like a scorpion whip, right?

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