Rise of the Runelords

Game Master Lokiel


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Grand Lodge

come on good stats: 4d6 ⇒ (5, 4, 2, 5) = 1614
come on good stats: 4d6 ⇒ (5, 4, 4, 1) = 1413

come on good stats: 4d6 ⇒ (6, 1, 6, 6) = 1918
come on good stats: 4d6 ⇒ (2, 2, 3, 1) = 87
come on good stats: 4d6 ⇒ (1, 2, 3, 1) = 76

come on good stats: 4d6 ⇒ (1, 6, 2, 6) = 1514

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Here you go, Lokiel, as requested:

Submitted Characters
Regina Vermis Human Life Oracle/Verminous Hunter Ranger by Kroama
16 16 14 13 12 11 pending reroll of 11?
Unlucky Mirren Catfolk Bard/Unchained Rogue by Lady Liilian Medved
15 15 14 12 11 10 pending reroll of 10?
Ingrit Faenwold Human (Ulfen) Urban Barbarian/ Sword Binder Wizard by Reckless
18 16 14 14 13 11 with reroll used

Rolls Made
Dildo_Dabbins 15 14 14 13 13 12 with reroll used
Jodokai 16 15 15 15 12 11 pending reroll of 11?
Ashekelor 18, 14 13 12 11 6 pending reroll of 6?
Valjoen_GM 15 14 14 13 10 10 pending reroll of 10?
VoodooMonkey 17 17 14 13 11 11 with reroll used
Katerena 17 16 16 14 14 11 pending reroll of 11?
Kinderus 15 14 13 13 12 12 with reroll used
Dchenkels 16 15 13 12 12 10 pending reroll of 10?
Raltus 18 14 14 13 7 6 pending reroll of 6?

Other/Interested


Stat: 4d6 - 1 ⇒ (5, 3, 6, 1) - 1 = 14
Stat: 4d6 - 3 ⇒ (6, 6, 3, 5) - 3 = 17
Stat: 4d6 - 1 ⇒ (1, 2, 3, 5) - 1 = 10
Stat: 4d6 - 1 ⇒ (6, 5, 1, 3) - 1 = 14
Stat: 4d6 - 2 ⇒ (5, 2, 6, 6) - 2 = 17
Stat: 4d6 - 1 ⇒ (3, 1, 3, 6) - 1 = 12

Hard to complain about that. I'm thinking of a Skinwalker Unchained Monk/Druid.

I'm superficially familiar with Fantasy Grounds, but would probably need some help setting up my character.


I'll be making Shadow Oracle/Umbral Scion Sorcerer. Pretty sure he'll be gnome, but considering a couple of different options.


4d6 ⇒ (2, 1, 2, 2) = 7 6
4d6 ⇒ (5, 1, 2, 2) = 10 9
4d6 ⇒ (2, 2, 4, 3) = 11 9
4d6 ⇒ (1, 4, 6, 3) = 14 13
4d6 ⇒ (2, 3, 6, 1) = 12 11
4d6 ⇒ (3, 1, 3, 3) = 10 9

-3 or lower point buy, yeah i am going to reroll

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

-1 point build, i must have pissed RNGesus

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

ooh up to 5 points now

4d6 ⇒ (1, 5, 6, 5) = 17 16
4d6 ⇒ (2, 6, 5, 5) = 18 16
4d6 ⇒ (5, 5, 5, 5) = 20 15
4d6 ⇒ (4, 4, 1, 3) = 12 11
4d6 ⇒ (5, 2, 5, 3) = 15 13
4d6 ⇒ (1, 6, 2, 6) = 15 14

Praise be unto RNGesus

I am not going to use reroll for a stat and quit while ahead.
Considering a Hunter/Slayer or Warpriest of calistria/Slayer


Didn't see the information about rerolls! I'm at a 20pt buy, so that's workable. For one of the 10's, I'll take my singular roll:

Reroll of 10: 4d6 - 2 ⇒ (4, 2, 6, 5) - 2 = 15. Nice upgrade to that stat!


That was an impressive series of rolls there, mcridill.


I wasn't planning on rerolling, but TBH, i do like having a low-stat, so if the 11 goes below i wouldn't be too sad about it.
I'll go ahead and do that.

Reroll of 11: 4d6 ⇒ (5, 1, 2, 6) = 14 13
Well it's a change i suppose.

Not too many character submissions yet, surprisingly. BTW, i do intend to use my headset for the game.

Silver Crusade

Roll 1: 4d6 ⇒ (4, 5, 6, 5) = 20 = 16
Roll 2: 4d6 ⇒ (3, 2, 6, 2) = 13 = 11
Roll 3: 4d6 ⇒ (1, 2, 2, 3) = 8 = 7
Roll 4: 4d6 ⇒ (3, 6, 5, 4) = 18 = 15
Roll 5: 4d6 ⇒ (3, 2, 3, 4) = 12 = 10
Roll 6: 4d6 ⇒ (5, 6, 4, 2) = 17 = 15

Roll 3: 4d6 ⇒ (2, 3, 5, 4) = 14 = 12


4d6 ⇒ (1, 6, 3, 3) = 13 12
4d6 ⇒ (6, 2, 3, 1) = 12 11
4d6 ⇒ (6, 2, 5, 5) = 18 16
4d6 ⇒ (3, 2, 4, 5) = 14 12
4d6 ⇒ (2, 1, 1, 6) = 10 9
4d6 ⇒ (6, 2, 5, 6) = 19 17

I can work with that... This will serve as my dot whilst I think on it.


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

I think I can plug these into a Halfling Alchemist.

Silver Crusade

Please dis-regard my rolls as interest I can't make the play schedule of this game, so have fun all.


Is this campaign still open for applicants? I'm a brand-spankin new player, and I've been looking around for a campaign to join. Character concepts and backstories are easy; it's the other stuff I'm not so good at.

So, if I'm reading this right, Gestalt is taking two classes as if you were multitclassing and treating them both as starting classes (All applicable class bonuses) right?

Okay, let's see if I can use this dice rolling tag...

stats: 4d6 ⇒ (5, 2, 1, 6) = 14
stats: 4d6 ⇒ (1, 2, 2, 2) = 7
stats: 4d6 ⇒ (1, 5, 4, 4) = 14
stats: 4d6 ⇒ (3, 3, 1, 4) = 11
stats: 4d6 ⇒ (6, 1, 4, 1) = 12
stats: 4d6 ⇒ (5, 2, 1, 2) = 10

Woah, neat. So, that puts me at 8 point buy. Lemme try that again...

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

Aaaaand... is that 31 point buy? Am I reading that right? Is... is that allowed?


Applicants are still being accepted until the 16th.

And yes, those rolls are allowed


This is my character.
Will down grade him to level 1.
His backstory is kinda longer than 2 paragraphs so I'll put in a summary.

Also are we using feat taxes?

Rolling for stats.

Less than 15pt:

4d6 ⇒ (2, 1, 2, 3) = 8 7
4d6 ⇒ (6, 3, 1, 6) = 16 15
4d6 ⇒ (1, 4, 2, 6) = 13 12
4d6 ⇒ (2, 3, 1, 3) = 9 8
4d6 ⇒ (4, 3, 5, 4) = 16 13
4d6 ⇒ (2, 4, 3, 3) = 12 10

Uh, 6 pt buy..

4d6 ⇒ (5, 1, 3, 3) = 12 11
4d6 ⇒ (2, 3, 1, 5) = 11 10
4d6 ⇒ (6, 2, 2, 5) = 15 13
4d6 ⇒ (2, 3, 2, 2) = 9 7
4d6 ⇒ (4, 4, 4, 4) = 16 12
4d6 ⇒ (2, 1, 6, 5) = 14 13

5 pt buy

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

14 pt...

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

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Kleit0s wrote:


So, if I'm reading this right, Gestalt is taking two classes as if you were multitclassing and treating them both as starting classes (All applicable class bonuses) right?

Not quite, you take the best bonus between the two classes, and any unique features between the two classes.

So, if you have 1 class with a full bab and the other 1/3 or 1/2, you get the full bab. If one class has good will saves with poor fort and reflex but the other has good fort with poor ref and will, you get good fort and will, and poor ref. If one class has all armor, shields and simple and martial weapon proficiencies and the other just has light and simple weapons, you get the better proficiencies. You get the better of the two's skill points per level, and all of the class skills of both. ETC.


Sheesh, that sounds broke as hell. I'll have to make sure I'm keeping track then.

Okay, I'm filling out a character sheet now. I have a question specific to the gestalt rule: When taking class skills, do we just take them from both classes simultaneously? (No favored class or anything like that?) And if so, do we do anything special for skills that overlap between the two classes? (For instance, Rouges and WIzards both share the Appraise skill. Do I take a bonus rank in that skill if I'm taking both classes?) Also, multiple classes have the Perform and Profession skills. Do we take each of those only once, or do we get multiple different performance/profession skills based on the combined total of the two classes? (I think Reckless may have answered these questions just now, but I'll ask anyway just to be sure.)

I'm also curious what you mean by "Traits". I've scoured the Pathfinder Core Rulebook (The only reference material I have access to, unfortunately) and I can't find any mention of this. Are they like a personality quirk that alters your skills?

Sorry if some of these questions betray my ignorance, learning this game means absorbing a lot of information. By the way, the character I'm shooting for is indeed a rogue/wizard. There's a character I've always wanted to roll stats for, and a gestalt format sounds like the perfect time to try it.

(P.S.: What the heck are "Feat Taxes"?)

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Traits can be found here.

Basically, with class skills, if either or both classes have a skill as a class skill, it is a class skill for the Gestalt class (so you only get the +3 for putting a rank in it once.) If one class has 4+Int Ranks per level, and the other 2+Int, you get 4+Int Ranks each level,

Think of Gestalt as its own class, which combines the best(and unique) features of the two classes you're using to build it.

I'll post what a rogue/wizard would look like as soon as I can for you.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Rogue-Wizard (CRB) Gestalt

Base Attack Bonus: Medium
Hit Dice: d8
Saves: Good Will, Good Reflexes, Poor Fortitude
Skill Points per Level: 8+Int
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha)
Weapon Proficiencies: all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.
Armor Proficiencies: light armor (but spell failure still applies)
Special@1st lvl: Sneak attack +1d6, trapfinding, Arcane bond, arcane school,cantrips, Scribe Scroll
Spells: as wizard

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

See also Background Skills as this system is also being used. Should be a real guru there.


I would like to quote myself from back when he decided to make it gestalt: "Woah woah. What just happened. Did you just say Gestalt? What."

It's a step up in power for sure, but not quite as far as say, a mythic campaign. Granted we're using an overly advantageous system of stats generation, with many over 30point buys built into their character, the power level is fairly high but I'm sure he's aware of this.


Ah, I have actually heard of background skills. They're very cool, I think every campaign should use them.
One more quick question, and then I'll submit my character: If we're using background skills, then do I assign my first level skill ranks to non background skills, then take a couple of ranks in background skills separate from my class and intelligence modifiers, or do I go ahead and assign all my ranks as normal, then when I level up the background skills rule will apply?

That reminds me, I actually do have another question, but it's much less urgent: When we level up, do we gain a level in our of our classes as if we're multiclassing, or do we gain a "gestalt level"? If it's the latter, then how does that work? (We can discuss this later, if you want. It's just something that occurred to me.)

Again, sorry for turning your recruitment thread into my personal tutorial. I promise there'll be less of this in the future.


When background skills are used, normally you get 2 bonus points that can only be used to rank up a background skill.

But some DMs change the amount. Since it wasn't mentioned, safe to assume that it's the default rules.

As for Gestalt levels

You gain the level in both classes, it just takes twice as much exp to gain a level.

So instead of gaining 2nd level when you get 2000 exp you gain 2nd at 4000 exp.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm thinking T.Y. has that wrong on Gestalt; you gain a Gestalt level each time you level up, and I've never run it with doubling the XP like that.

As Gestalt is actually a variant that was created in D&D 3.5, this page has the best, most official explanation of Gestalt.

Srd wrote:


A gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.
Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.
Gestalt characters with more than one spellcasting class keep track of their spells per day separately.
A gestalt character can’t combine two prestige classes at any level, although it’s okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes, because they unduly complicate the game balance of what’s already a high-powered variant. Because it’s possible for gestalt characters to qualify for prestige classes earlier than normal, the game master is entirely justified in toughening the prerequisites of a prestige class so it’s available only after 5th level, even for gestalt characters.


Gestalt, eh?

Well, I don't have to alter her history much, so let's add Wizard to that listing.

Alchemist(Construct Rider)/Wizard(Spellslinger)

Spoiler:

STR 09
DEX 18
CON 13
INT 18
WIS 15
CHA 16

Traits
Alchemical Adept (+2 to Craft(Alchemy) save materials on any -5 failure not a 1)
Scholar of the Ancients (+1 to Knowledge: Arcana/History, speak/read Thassilonian)
Init +4;
Senses - Perception +6

DEFENSE
AC 15, touch 15, flat-footed 11 (, +4 Dex, +1 size)
hp 10
Fort +3, Ref +6, Will +4;

OFFENSE
Base Atk +0; CMB -2; CMD 11
Speed 20 ft.
Melee - Sickle -1(1d4-1)
Ranged - Pistol +4(1d6, X4) 20ft.
Special Attacks: Bomb(DC 14) +2 (20 ft, 5ft radius, 1d6+3 Fire or Electricity) 4 per day

Extracts
1(1 per day)(DC 14) Cure Light Wounds, Shield, Adhesive Spittle, Expeditious Retreat, Polypurpose Panacea,

Discoveries
Spark Bomb

Feats
Improved Initiative
Exotic Weapon Proficiency(Firearms)
Gunsmithing

Skills
Appraise 1(+6)
Climb 1 (+2)
Craft(Alchemy) 1(+11)(+13 to craft Alchemical Items)
Disable Device 1(+3)
Knowledge(Arcana) 1(+7)
Ride 1(+7)
Stealth (+6)

Knowledge(Engineering) 1(+7)
Sleight of Hand 1(+7)

Traits:
Alchemical Adept
Lost Love(Orphaned)

Spells
1/ Snapdragon Firework
0/At will - Dancing Lights, Prestidigitation, Ray of Frost

Focus School: Evocation
Opposition Schools: Necromancy, Divination, Illusion, Transmutation, Conjuration

Equipment
Light Crossbow, Sickle, Sling, 20 bolts
Studded Leather Armor, Bandolier, Sickle/w hollowed pommel, Alchemist's Kit(alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, torches (10), halfling trail rations (5 days), waterskin), 1 flask Acid, 4 Paper Candle Fireworks, 8 tindertwigs

13 gp

Brass Pony
Starting Statistics: Size Medium; Speed 40 ft.;
HP: 14
AC 18(+2 dex, +6 natural armor,);
Fort +3, Ref +5, Will --(+1)
Attack 2 hooves +3(1d3+2);
Ability Scores Str 14, Dex 14, Con --, Int 2, Wis 11, Cha 4;
Base Attack: +2
CMB: +4, CMD: 16
SQ low-light vision, scent, Construct traits
Skills:
Acrobatics 1
Swim 1

Feats:
Run


Reckless wrote:

I'm thinking T.Y. has that wrong on Gestalt; you gain a Gestalt level each time you level up, and I've never run it with doubling the XP like that.

As Gestalt is actually a variant that was created in D&D 3.5, this page has the best, most official explanation of Gestalt.

My DM must have gotten that from here which is for 5e but looks like it is also a homebrew?


Hey, I'm sorry, but I've got stuff going on IRL that's going to interfere with a regular schedule, so I'm gonna have to back out. Thanks for the help understanding Gestalt and the like, I hope we get a chance to quest some other time.

Sczarni

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

Interesting...

Stats: 4d6 ⇒ (6, 4, 6, 3) = 19 16 to replace the 9...oh fudge yes.

~walks away pleased.~

Ok so hmm...Gestalt eh? Personally I'm think of doing a proper true 'warpriest' and go Fighter/Paladin gestalty goodness....I'm just trying to figure out if I'm gonna talk myself out of it.

Fighter/Inquisitor is also a really good idea for a 'Warpriest'

Stat Block:

Unnamed Hero
Oni-spawn tiefling fighter (phalanx soldier) 1/inquisitor of Kurgess 1/gestalt 1 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Player's Guide 38, 105, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 46)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +6
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bardiche +4 (1d10+4/19-20) or
trident +4 (1d8+3) or
trident +4 (1d8+3) or
trident +4 (1d8+3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks judgment 1/day
Spell-Like Abilities (CL 1st; concentration +0)
1/day—alter self
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—strength surge (+1)
Inquisitor Spells Known (CL 1st; concentration +5)
1st (2/day)—protection from evil, true strike
0 (at will)—create water, detect magic, guidance, stabilize
Domain Strength
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 12, Int 13, Wis 18, Cha 9
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Two-weapon Fighting
Traits armor expert, family ties
Skills Acrobatics -1 (-5 to jump), Craft (weapons) +3, Disguise +1, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +6, Knowledge (nature) +5, Perception +8, Profession (cook) +8, Sense Motive +9, Survival +8; Racial Modifiers +2 Disguise, +2 Intimidate
Languages Abyssal, Common, Orc, Varisian
SQ monster lore +4, prehensile tail[ARG], stern gaze +1
Other Gear scale mail, heavy steel shield, bardiche[APG], trident, trident, trident, bear trap[APG], bear trap[APG], bedroll, blanket[APG], flint and steel, grappling hook, iron spike[APG] (5), jug (2), masterwork backpack[APG], mug/tankard, silver holy symbol of Kugress, small tent, weapon cord[APG], whetstone, winter blanket, 118 gp, 1 sp, 2 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Inquisitor Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Strength Surge (7/day) (Sp) Grant +1 to a melee attack or strength check.

Ok so a couple of questions before I begin detailing the character out with hair, personality, appearance, etc.

1. Is a Tiefling ok? I am going with a roaming Varisian band origin, and I feel that this character might be interesting...if I go the festival putting on type (The strong man/freak of the circus band).
2. Do you prefer by choosing a Tiefling variant type that they be the look of what they are spawned or are you ok with Tieflings being varied, choose a variant and create your look as you see fit?
3. What do you think about long lived species like Tieflings and Aasimar...are they super old like dwarves, super super old like elves, or more human in age as adults. (IE am I an adult at 20, 60, or 100)
4. Potato.


Character finished, although I may hold off on applying - schedule is in flux right now.


Checking on a few things...was going with a Tiefling Gestalt Alchemist/Sorcerer built for maximum insanity...Alchemist plans are a triple archetype stack Chirurgeon/Wasteland Blighter/sacrament Alchemist...(all legal to stack as long as you allow 3 archetypes) Cross-blooded sorcerer Djinn/Daemon...using Tiefling variant heritage Daemon (as explained in the storyline) and the variant tiefling ability #46-+2 INT-which will put his Int to a starting 21 after roll allocation and variant heritage alternate skill mods. If I need to scale any of this back I will gladly do so...And as you said not to use the variant heritage feat...just explain it...I am assuming I will get a level 1 feat as normal


4d6 ⇒ (6, 5, 6, 6) = 23 = 18
4d6 ⇒ (6, 3, 3, 5) = 17 = 14
4d6 ⇒ (1, 1, 5, 1) = 8 = 7
4d6 ⇒ (1, 6, 5, 6) = 18 = 17
4d6 ⇒ (6, 2, 4, 4) = 16 = 14
4d6 ⇒ (3, 3, 3, 4) = 13 = 10

That should work!


Just saw about the reroll so I will see if I can reroll the 7

4d6 ⇒ (6, 6, 3, 5) = 20


That just makes it absurd. I will keep the 7

Thinking I may try a Changeling Paladin / Alchemist


What, gimping yourself with a 36 point buy? 53 point buy too much for you? xD
Damn.. that's silly rolls. May as well just put a 20 in each stat, play a monk, and call it a day.


Ah~ so eager. Also, so many people that haven't finished submissions yet.

If selected, will we be planning to begin on the first Tuesday, after this Sunday? :D


Stat block done. Working on background and description now.

Sczarni

I assume a bit of my questions are possibly repeats but still waiting on GMs answers before making description of character and such. (Personally I like my tieflings to be animalistic in nature not quite as demonic...so I like the Rakshasa born looks a lot better. It's a bit of a probably not big issue, but I understand by taking a variant Heritage some prefer you to look like what should've spawned you.)

Honestly I don't see any tiefling abilities I'd want (I mean, yeah you can grab up the optimization +2 to whatever stat...but meh. Though the exuding scorching heat one is pretty cool albeit really really circumstantial.
I suppose being able to use large weapons would be cool too. But you'd look like an odd looking knuckle dragger...and that is awkward, though would work with the background of being a strong man "freak' in a circus.

Liberty's Edge

This is VoodooMonkey's submission...crunch is still in the works

BIO-Long Version:
"How far are you willing to go?"
The words echoed through the halls Of the sylph's mind down to the very aether of her soul. How many times was she asked that? How many times did she ask herself that? Since being taken into the tutelage of Brother Soljen, it was a nightly ritual..."How far are you willing to go DJ?"

Brother Soljen was a veteran Wasteland Blighter/chirurgeon, in a long line of Alchemists stationed at a church of Desna, in Katapesh. Aiding tomb raiding parties there, in the effort to reclaim and protect knowldege and artifacts of ancient ruins, was the pride of his line. Always about the knowledge gained, not ever too much about the compensation...oh, not that payment wasn't nice or useful, mind you! But to gain and become a part of ancient knowledge-to hold an artifact in your hands, even for the few moments you were allowed to-after a successful tomb raid, that's where the true value of it all was!

The little sylph girl, that was said to have been left on the doorsteps of the church, had the thirst-and the talent for that matter. She was about as intelligent and nimble as they came-quick to grasp everything about keeping adventurers alive that Brother Soljen had to offer, and also, everything the stationed elven wizards had to offer, as well. It was a common, but friendly argument between Brother Soljen and the Elven masters which she was better at-being an Alchemist or Wizard-forever destined to be at an impasse, as she was quite adept at both. "How far are you willing to go DJ?" Every night before she went to bed he would ask her that...it was only fitting she would end up always asking herself the same question before every reclamation excursion.

Brother Soljen's interests were never solely limited to Katapesh, though. The extracurricular research of his line had long been pointing to something big on the horizon. The timing would put it in in to the generation of his grandchild, if he had one-but the location of the staring point?...now, that was the part that seemed to evade every single attempt of divination. Meeting with this ancient crone was the little sylph's latest task...to find out where.

"How far are you willing to go?" the crone asked. Before any answer could be attempted, two grotesque humanoids phased into the dwelling. Carrying a full set of painter's equipment, the tentacled and lobster-clawed fiends set up for-what looked to be-a portrait session."Don't mind them, dear, they're just here to capture the beautiful moment." At that, the crone started convulsing. She then buckled for a few moments, before being seemingly raised to her tip-toes by a set of invisible marionette strings. Her jaw unhinged-further than any serpentine creature the sylph had even known to be researched. Crawling out of the mouth of cackling witch-who seemed to be in throes of an equal mix of agony and ecstasy-was a dark, lithe, feminine figure. Shaken, the sylph stood her ground. The crucidaemon then shed the amorphous costume-like form of the crone-which oozed back to a dark corner, to consume the contents of an unstoppered flask.

The fiend's chain daggers lept at the sylph, piercing her hands through. In a flurry of graceful whips, the daemon spiraled the chains up the arms of her victim and hooked a couple of wall sconces behind each side of the girl-creating a sick torture-device pulley system. The crucidaemon pulled the chains as it slowly advanced, dragging the sylph back to the wall and suspending her in air to full crucifixion pose.
"Yes, dear...something big on the horizon...and Soljen wants to know where it all starts. And my payment? Your pain, your suffering, and..."

"My soul, I know!" the sylph grunted.

The crucidaemon reared back in laughter, "Oh, no, no, no...normally, yes, but I can see all the precautions put in place upon you dear," the crucidaemon sniffed at the sylph, "You reek of the divinity of Desna! Not your soul...your heir."

A quizzically horrified expression eclipsed the sylph's face.

"Oh, yes...we take on a form your plane recognizes as feminine. But, I assure you, more than a few of us have the right tool for the job." Valdesqua, the crucidaemon nuzzled up to the suspended sylph girl, "So...how far are you willing to go DJ?"

She knew the answer-whether to Soljen during her training, or herself before every tomb raid-it was always the answer. Di'Jhanna Bituin gritted her teeth and nearly spat out the words at her tormentor... "As far as I have to!"

"All will be revealed upon the birth of the baby." That was the deal. Sometimes, it seemed to be the only thing that kept the sylph going, that and Betha. The time spent carrying her child was uncomfortable to say the least-but considering what "fathered" it, pain was to be expected. It didn't help that the broth her hired nursemaid served her seemed to make it worse. "Is good for baby, yah!" is what she would say, and no matter how much Di'Jhanna protested in he most stubborn fits, the phrase would always win. Having isolated herself from Soljen and the church, Betha was all she had taking care of her in the remote cottage. Soljen respected her wishes and kept his distance.

Then came the morning of the arrival. Betha appeared at the bedside, before the sylph could even think about working up the strength to cry out. Panting, the sylph asked, "When should I push?" Betha took a step back, "Won't be necessary." Before Di'Jhanna could could react, two grotesque humanoids phased into the dwelling. Carrying a full set of painter's equipment, the tentacled and lobster-clawed fiends set up for-what looked to be-a portrait session. Betha looked into the eyes of the sylph, "To capture beautiful moment." This time, instead of crawling out, Valdesqua tore out of the body of the nursemaid-possibly to foreshadow what was about to happen to the sylph.

The two piscodaemons painted away as the child tunneled its own way out of the girl-sometimes deftly catching some of the gore, on their brushes, to use as part of their art projects. A final stream of blood made its way out of the carnage. Seemingly an entity of its own-and crackling with the electricity of her Djinn heritage-it snaked up the base of the desk holding a mess of the sylph's collected knowledge, including a map of Galorian. As it settled at a stopping point on the map, Di'Jhanna Bituin mused in her last breath, "Huh...Sandpoint."

Upon the conclusion, the crucidaemon bundled up the child and dismissed the two "artists." At that, as punctual as its presence at the start of the birth, a green glow encompassed the cottage. "Oh bother,"the fiend sighed. It paused, squinting one eye as it looked up with the other, as if waiting for something to happen. A series of grates, snaps, and explosive reports answered the daemon's patience. "Now, let's go see what we've caught, now shall we!" it cooed at the infant.

Emerging from the cottage, Valdequa surveyed the results of her trap-setting. A staggered semicircle of bodies littered the lawn. The daemon sauntered up to the height of the arc, where the profusely bleeding form of Soljen knelt. "You should have been a Trap Breaker, Soljen! All this time and effort you put in, just to fail now...how pathetic!"

Brother Soljen glared up at the crucidaemon, his face curling into a wry smile, "Not as pathetic as the arrogant carelessness your kind shows when you think you've won!" he spat. At that, a decade of rays-made of the same green energy as that which engulfed the cottage-hit Valdesqua, preventing any escape by teleportation. Simultaneously, a flock of spectral hands reached out-grasping and delivering healing magic-to the dying bodies, which dutifully snapped to attention. As a flurry of scorpion whips lashed about Valdesqua, the closest elf to Soljens left, deftly snatched the child away and dematerialized before them.

As Soljen produced a glowing starknife, the tethered crucidaemon growled at him,"Portraits of your daughter's suffering will grace certain halls in Abaddon for centuries to come!"

"It will only serve as a reminder of how badly you failed!" the Alchemist retorted. With that, Brother Soljen ended the existence of Valdesqua.

Hastily, Soljen turned his attention to the cottage. As he entered the bedroom, he regarded the elven wizard that was holding the newborn child. He made his way over to the bed, sat down, and cradled the lifeless body lying there, "You did good, DJ! I'm so proud of you! You did so good!" he wept.

Arkien, the elven wizard master spoke, "The clerics are prepared to perform the resur..."

"No!" Soljen snapped, "There will be no resurrection. Not after what that thing..." the alchemist bowed his head, "...what I put her through. Have her buried, and hollow the ground...please."

"Excuse any unintended disrespect, but why would you spoil your bloodline with such foul ilk as Velesqua?" Arkien inquired. "I mean, I understand you breeding with Djinn, but that..."

"Though somewhat reckless, the daemon are a crafty lot," the Alchemist interjected, "with that, and the Djinn blood of DJ-and her mother before her-running through him, this child's mind will be vast enough to harbor the knowledge of a council of sages!" Soljen beamed. "Daemon blood is strong, and it will make him strong! He, Kutsilyo, as he will be called, will be strong enough to defy death itself! Or, at least give her a good run for her money!" he allowed himself a small chuckle. Soljen regarded the map, the living-electric stream of blood, now flowing around its edges. "A final thumb to the nose, eh DJ? Well, I suppose, I will have to be satisfied with Kutsilyo being the only one to know where!" He shook his head as he left the room, cuddling the baby in his arms.

Over the coming years, Kutsilyo Bituin was trained by his grandfather in the ways of the Wasteland Blighter/Chirurgeon alchemist, as well as in arcane magic by the stationed elven wizards. Somewhere along the line, he was anointed as a Sacrament Alchemist of Desna-most likely by someone trying to exorcise the daemon blood from him, rather than stack another ability on top of what he was already learning. Arcane magic came more as the natural talent of a sorcerer than the scholastic memorization of the wizard masters, so they just rolled with it. Soljen's final years weren't kind to him. Madness, as a result of the guilt-wracked pain the Alchemist carried, not only gave Kutsilyo more of his family's history than Soljen would have allowed, but it also gave him his purpose.

As Kutsilyo made his way to the doors of the temple, Arkien reached out his hand. "You know, your family's presence here was always, well, unofficial. When you leave, we won't be able to aid you."

Kutsilyo clasped the out-stretched hand, "You have done too much for us as it is. There's nothing more I would dare ask of you."

"Where will you go?" the elven wizard inquired.

"I will say goodbye to my mother, and then..." Kutsilyo shrugged, "...who knows..."Kutsilyo smiled, winked, and then turned to the journey ahead. As the doors to the temple shut, he pulled the map out of his backpack. The electrical Djinni blood shifted, and then snaked its way to form a line to his destination, "...at least as far as Sandpoint!"

BIO-Short version:
Kutsilyo Bituin is the result of his grandfather's purposeful breeding. Brother Soljen, as his grandfather was known, bred with a Djinn, who gave birth to a Sylph daughter. He then set up a rendezvous with his daughter and a crucidaemon to breed Kutsilyo. Soljen was wasteland blighter/chirurgeon alchemist stationed in a temple of Desna in Katapesh, whose line was involved with helping tomb raiding parties reclaim lost knowledge and artifacts in the area. His sylph daughter, Di'Jhanna Bituin, was trained in the arts of his line, as well as wizardry from the stationed elves. Soljen's line had long been researching some "event" on the horizon. In an attempt to find out the starting point, Di'Jhanna was set up with a crucidaemon, who impregnated her with it's child as a part of the deal. Kutsilyo was delivered into the hands of Valesqua, the crucidaemon. As a result of the vicious and blood delivery, Di'Jhanna died. Kutsilyo was promptly saved from the clutches of the daemon by Soljen, as well as the stationed wizards and clerics of the temple. He, too, was brought up in "the family business" as well as displaying a sorcerer's natural spell casting ability, rather than that of a wizard. Along the way, he was also anointed as a Sacrament Alchemist of Desna. A map, which houses a portion of the still-living blood of his mother, has pointed him to Sandpoint as the starting point of whatever "event" his line has been researching.

Personality, classes, archetypes, ability score allocation:

Born of both Djinni and Daemon blood, Kutsilyo is highly intelligent. Inheriting his family's thirst for knowledge, he lives life to amass a great amount of knowledge-specifically from the knowledge passed down from his ancestry and whatever his storyline is pointing to in Sandpoint. Born into the business of keeping tomb raiders alive, the welfare of fellow party members is his top priority- keep them alive and you stay alive. He is less concerned with treasure than whatever knowledge and experience is to be gained in Sandpoint. (not that he won't take his fair share!)Thus carries the Outlander- Lore Seeker campaign trait

Kutsilyo is a gestalt alchemist/Sorcerer

Alchemist archetypes:
Wasteland Blighter-replaces poison resist +2, swift poisoning, poison resist +6, and discovery at 8th level
Chirurgeon-replaces poison use, poison resist +4, and poison immunity
Sacrament alchemist-replaces mutagen and swift alchemy

Sorcerer archetype:
Crossblooded: Djinni/Daemon

Stat allocation: Rolls: 17 17 14 13 11 11 with reroll used

STR:11= Base roll 11
DEX:16= Base roll 14--Alternate Heritage Daemon +2
CON:11= Base roll 11
INT:21= Base roll 17--Alternate Heritage Daemon +2/Variant ability (replacing "darkness" ability) #46 +2
WIS:11= Base roll 13--Alternate Heritage Daemon -2
CHA:17= Base roll 17

Thank you for the opportunity and all consideration I receive.


How long until the recruitment ends?
Prefer hours for those in different time zones

Liberty's Edge

WAS there any confirmation on starting traits...was that 2 including a campaign or 2 plus a campaign?


I just made mine as 1 trait, 1 campaign trait. I asked that pretty early on and never got an answer, so just went with the lesser option with the ability to add another down the road.

Liberty's Edge

Regina Vermis wrote:
I just made mine as 1 trait, 1 campaign trait. I asked that pretty early on and never got an answer, so just went with the lesser option with the ability to add another down the road.

cool


Okay crunch and all background and personality parts done.

If you have any questions let me know.


Jing the Bandit wrote:

I assume a bit of my questions are possibly repeats but still waiting on GMs answers before making description of character and such. (Personally I like my tieflings to be animalistic in nature not quite as demonic...so I like the Rakshasa born looks a lot better. It's a bit of a probably not big issue, but I understand by taking a variant Heritage some prefer you to look like what should've spawned you.)

Honestly I don't see any tiefling abilities I'd want (I mean, yeah you can grab up the optimization +2 to whatever stat...but meh. Though the exuding scorching heat one is pretty cool albeit really really circumstantial.
I suppose being able to use large weapons would be cool too. But you'd look like an odd looking knuckle dragger...and that is awkward, though would work with the background of being a strong man "freak' in a circus.

I'd prefer for a tiefling to match it's heritage. also yes, 1 regular trait and 1 campaign. It'll end at 10am Central, also first stay will be the 25th to allow me to handle some medical hoopla.

Liberty's Edge

For the Alchemist: Alchemy Crafting Kit

Price 25 gp; Weight 5 lbs.

An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost

But as a sorcerer I have Eschew Materials Would you say this feat takes care of the need for the Alchemy Crafting Kit for the Alchemist side of things?


You'll still need the crafting kit.


I'll be announcing the chosen party tomorrow


Hype overwhelming.


And the winners are.......

Kutsilyo Bituin
Tavius Movici
Regina Vermis
Wesh the Singing Summoner
Ingrit Faenwold

Thank you everyone for participating and would the winners please send me their skype handles so I can add them to the group chat.


Thanks a ton :D
Skype is...
"Kroama", under the username "kroamaa"...
the one with the fox and rabbit icon.

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