Shadows of the Midnights Passed

Game Master nightflier


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The Silver Prince wrote:

Dotting in case Eberron or one of my preferred settings are not the second. Withdrawing interests if one of them are! Here are my rolls.

[dice=ROLL]4d6
[dice=ROLL]4d6
[dice=ROLL]4d6
[dice=ROLL]4d6
[dice=ROLL]4d6
[dice=ROLL]4d6
[dice=ROLL]4d6
[dice=ROLL]4d6

EDIT: HOLY GOD, THEM'S SOME SWEET ROLLS! MWAHAHA!!!

If you like the rolls, you can use them for Eberron game. If not, you can roll again, but you must use those new rolls.

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Tik'Klik wrote:

Nightflier, what do you think of Tik'Klik here? I'll have to modify his stats. His backstory is, he's a golem who was created as an exploratory assistant (works well for him being anywhere, and with anyone who had a patron). He could also be found in his crate by the PCs if we start off in the wilderness (hard to do a full up background without hard details on the starting point). However, due to some mischief by the grandchildren of the golem maker, he ends up with the wrong control crystals and ends up being fully sentient.

He'd start off kind of confused, and not all that talkative (other than his tik'klik noises), but eventually he'd develop manners of talking, etc. I played him in one campaign that was an exploration themed campaign, and had a lot of fun, but the game crashed. He's basically a wyrwood sorcerer (that crystal was highly magical). Rather than carrying equipment, he incorporates it into his body (it can still be removed if he's dead or unconscious of course), so lock picks slide out of his fingers for example, or a mace slides down out of his arm in place of his hand, etc.

If you're curious how he'd play out, you can find the posts he made in the alias's posts for the game that died.

He almost looks like a warforged. And it's a 20 RP race. If you really want to play him, I'll allow it (although, a sorcerer with -2 to Charisma?), but let's leave some space for both you and me coming with some fresh ideas. :)


nightflier wrote:


He almost looks like a warforged. And it's a 20 RP race. If you really want to play him, I'll allow it (although, a sorcerer with -2 to Charisma?), but let's leave some space for both you and me coming with some fresh ideas. :)

LOL, Why I asked. You had said you were ok with most stuff. The charisma is why he's a Sage sorcerer (uses Int for casting rather than Cha). There's an actual character sheet from the last game attached via link (see alias) to give you an idea of the crunch.

EDIT : Crunch, for ease of location

The Exchange

4d6 ⇒ (1, 2, 5, 1) = 9=8 drop
4d6 ⇒ (5, 1, 5, 2) = 13=12
4d6 ⇒ (5, 2, 4, 5) = 16=14
4d6 ⇒ (3, 5, 2, 5) = 15=13
4d6 ⇒ (4, 2, 2, 1) = 9=8 drop
4d6 ⇒ (3, 1, 4, 6) = 14=13
4d6 ⇒ (1, 5, 6, 4) = 16=15
4d6 ⇒ (6, 6, 4, 6) = 22=18

So that makes 18,15,14,13,13,12. Not bad at all.

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Tik'Klik wrote:
nightflier wrote:


He almost looks like a warforged. And it's a 20 RP race. If you really want to play him, I'll allow it (although, a sorcerer with -2 to Charisma?), but let's leave some space for both you and me coming with some fresh ideas. :)

LOL, Why I asked. You had said you were ok with most stuff. The charisma is why he's a Sage sorcerer (uses Int for casting rather than Cha). There's an actual character sheet from the last game attached via link (see alias) to give you an idea of the crunch.

EDIT : Crunch, for ease of location

Know what, if you are willing to rework him as warforged, I'm more than willing to let him play. I propose that he is a prototype warforged, who doesn't know who is his creator (or even what warforged is). I have some interesting ideas that I can incorporate from my own setting and Thunderscape, but it would be a kind of journey of self-discovery for your character. For basic warforged stuff, you can use this site: Eberron Pathfinder. The race of my world is called Servitors and were created by wizards to use in a war, as well as Ferrals, a race of humanoids based on various animals.


I have been writing a draft for a background here, have a look Mr Dm and see if it is something to work with or if it is far to silly to fit in.

Background:
It was not a good day to be Liam McGregor...
In fact, it had not been a good day to be Liam McGregor for a long time now.
Imagine going to sleep in your apartment one night, only to suddenly awake in the middle of the night to some weird chanting, only to realize that you are on a cold marble floor in what seem to be an underground crypt of some kind, wearing nothing but your underpants and surrounded by a bunch of tall, pale, robed people who are speaking a language you do not understand.

But wait, the story gets better, because as the people chant, you feel your memories being...drained may be the best word...out of your head and replaced by information that you never knew before and which does not make any sense.
Words dancing behind your eyes, Faerun, Jhamdaath, psion, Elan, chosen one...

Then suddenly there is a massive crash, a rending sound, and the roof is torn apart, ´with a massive tidal wave flooding in.
The robed men panic, you somehow know that the ritual is not finished yet, and that you are now incomplete, neither your old self nor what they wanted you to be.
As the water flood the chamber, you are sealed into some sort of bubble, and you feel yourself drifting to sleep.

When you awake again, it is only to find some strange creature standing over you.
It's an ELF! YES, and ELF! It's like something out of a bad fantasy novel.
So you do the only sensible thing in the circumstance, you panic, scream like a little baby and run for the hills.

That was 4 years ago.
Since then you've been drifting from place in this "Faerun" world, trying to figure out what exactly you are.
You don't seem to grow older much, but at the same time, you seem to make people suspicious by your very nature.
Maybe they can sense you do not belong, or that you are not quite..."right"?

You've been drifting north steadily, trying perhaps to find a more isolated place to call your home, where you can try to put your head together a bit more.


Those actually seem more powerful than Wyrwood. :) They can be healed by healing spells, still don't eat or sleep, and can be resurrected. :)

But sure, if you want me to go with less restrictions on him than the wyrwood get... :)

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I'm more familiar with warforged, so I prefer them.


Marcus of Torm:

Marcus grew up in Waterdeep, the adopted son of a minor merchant. No one knows who his real parents where since he was found abandoned by woodsmen in a stretch of forest to the south of waterdeep. Not able to care for a child they took him to the city orphanage where he was adopted by the De Winters who, unable to have children, raised him as their own. For many years Marcus was happy till one fateful summer when the family decided to visit relatives in far off Amn. Somewhere down the sword coast the caravan train was ambushed by massed ranks of undead raised by a crazed necromancer. The caravan guards slaughtered the first few waves of undead but were soon overwhelmed. The caravan was decimated and everyone would have died if it hadn't been for a handful of knights of Torm who had been tracking down the necromancer and stumbled upon the battle when they saw smoke from the burning caravans. In a blaze of glory the six of them charged the ranks of the undead smashing them like so much kindling. The knight's charge and the grizzly demize of his foster parents left a major impression on the twelve year old Marcus. He knew what he wanted to do, join the ranks of Torm and rid the realms of undead. Naturally becoming a Paladin is easier said than done but nothing could dissuade him. Marcus was never the strongest, or the fastest or the brightest of the would be knights but he was adament that with torm by his side he didn't need to be. Apparently Torm agreed for Marcus passed his trials and was accepted as a Paladin.

Recently Marcus was sent to briarwood with a sad duty. A paladin called Michael had been killed fighting a deamon and someone had to act as executor of his will. Apparently Michael's sister lived in Briarwood and Marcus was sent to deliver the bad news and Michael's sword. Duty done Marcus found himself stuck in Briarwood for the season when the southern pass was blocked by snow...

I'm on holiday and don't have access to my PC and hero lab but crunchwise I'm thinking something on the lines of a switch hitting oath of vengeance paladin. This is a strong archetype but with a bunch of 14s I don't think it'll out shine anyone (particularly given some of the epic dice rolls above). Feat wise, something like fey foundling, quick draw, power attack, deadly aim, greater mercy, extra lay on hands x3, ultimate mercy.


4d6 ⇒ (5, 3, 6, 4) = 18 15
4d6 ⇒ (2, 6, 2, 3) = 13 11
4d6 ⇒ (6, 2, 1, 6) = 15 14
4d6 ⇒ (6, 2, 5, 5) = 18 16
4d6 ⇒ (2, 1, 3, 3) = 9 8
4d6 ⇒ (5, 5, 1, 6) = 17 16
4d6 ⇒ (2, 6, 6, 4) = 18 16
4d6 ⇒ (5, 2, 3, 3) = 13 11

16, 16, 16, 15, 14, 11

I'm thinking of giving a Slayer a whirl


The 3.5 version or the hybrid version created by the site you gave link to? I have the ebberon books.

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You use warforged from the site I gave link to. You can change the size from Medium to Small or Large, if you want to. If you choose to play Small-sized servitor (warforged), you loose +2 to Con and gain +2 to Dex, as well as benefits of Small size.

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BoggBear wrote:

I have been writing a draft for a background here, have a look Mr Dm and see if it is something to work with or if it is far to silly to fit in.

** spoiler omitted **...

Well, to be honest, I'd prefer a background that is more integrated in a setting - any setting, really. This can work, but more detailed applications will have an advantage over yours, I'm afraid.

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Mark Thomas 66 wrote:
I think I have to go for this one, will get something up tonight. Maybe northern barbarian or ranger.

Ranger would be a good fit for this game, especially a Spell-less Ranger by Kobold Press. I think that you can find the class on d20 pfsrd.

RPG Superstar 2009 Top 16

Ok I'll take a look at it.


nightflier wrote:
You use warforged from the site I gave link to. You can change the size from Medium to Small or Large, if you want to. If you choose to play Small-sized servitor (warforged), you loose +2 to Con and gain +2 to Dex, as well as benefits of Small size.

There are three versions of the warforged on the site you sent me the link to. :) That's why I asked.

Website wrote:


Pathfinder Version Version 1

Humanoid (Living Construct Subtype)
Medium Size or Small Size. Once chosen, this size cannot be changed.
Those that choose to be Small Size get the standard +1 size bonus to hit and armor class and -1 penalty to CMB and CMD.
Those that choose to be Medium Size do not get any size bonuses or penalties.
Base Speed: 30' for both Medium and Small.
Attribute Modifications: +2 Constitution, +2 Intelligence, -2 Charisma
Racial Traits:
+2 natural armor bonus to AC. While this is usually provided by a combination of metal plating that covers the warforged body, it can also be done with darkwood plating as desired. It is still considered natural armor. Warforged can still wear normal armor as can other races. Once chosen, this material cannot be change. This does allow warforged druids or other classes that have a material based limitation.
Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.
Immune to paralysis and sleep effects.
+2 racial bonus vs. disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning and sicken effects.
+2 racial bonus to checks to remove negative levels and stabilization checks.
Do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.
Do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself.
All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.
Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.
Can be targeted by spells and effects that affect objects objects made from metal, stone and wood.
Automatic Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Gnome, Halfling and Orc
Favored Class Options:
Artificer: Add +1/4 to the caster level of any infusion cast that only targets yourself.
Fighter: Add +1 to the fighter's CMD when resisting bull rush or disarm attempts.
Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
Ranger: Add +1 round to the duration when using Hunter's Bond to grant his companions the bonus to a specific favored enemy.
Rogue: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
Wizard: Add 1 spell from the wizard / sorcerer spell list to the wizard's spellbook. This spell must be at least one level lower than the highest-level spell he can cast.
Age:
Adulthood: 0 years
Intuitive: +1d12 / Self-Taught: +1d6 / Trained: +1d4
Middle Age: 150, Maximum 150 years
Base Height & Weight:
Height: 5' 10" (Medium) or 2' 10" (Small)
Weight: 270 lbs (Medium) or 50 lbs (Small)
Modifier: 2d4 / Weight Modifier: x4

ARG Build Version 2

Type: Humanoid (Half-Construct Subtype): 7 RP
Size: Medium: 0 RP or Small: 0 RP
Speed: Normal (30'): 0 RP
Ability Score Modifier: Standard (+2 Constitution, +2 Intelligence, -2 Charisma): 0 RP
Language: Standard (Automatic: Common, Bonus: Draconic, Dwarven, Elven, Goblin, Gnome, Halfling and Orc): 0 RP
Subtype Traits: Included with Type
+2 racial bonus vs. disease, exhaustion, fatigue, mind-affecting effects, or poison
Spells from the healing subschool or supernatural abilities that duplicate them are 1/2 effective (replaces 'Cannot be raised or resurrected').
Does not eat, breathe or sleep, but does need to rest for 8 hours to regain spells and similar abilities
Exact Racial Traits:
Natural Armor and Improved Natural Armor (Total: +2 Natural Armor): 3 RP
Natural Attack: Slam (1d4, bludgeoning): 1 RP
Lifebound (+2 racial bonus vs. death effects, negative energy effects, remove negative levels and stabilize checks): 2 RP
Construct Mind (Immunity to paralysis and sleep): 3 RP
Plagueborn (+2 racial bonus vs. nauseated or sickened): 1 RP
Weakness (Does not heal naturally, but can be repaired with the Craft skill or effects that repair constructs): -1 RP
Weakness (Vulnerability to spells and effects that target mixed stone, metal and wood): -2 RP
Removed Racial Traits:
Light Fortification cannot be duplicated
Total: 14 RP

3.5 Version Version 3

Construct (Living Construct Subtype)
Has Constitution score
Does not have low-light vision, darkvision, or immunity to ability damage, ability drain, critical hits, death effects, mind-affecting effects, necromancy effects, nonlethal damage or stunning
Immune to disease, energy drain, exhaustion, fatigue, nausea, poison, paralysis, sickened and sleep conditions
Cannot heal damage normally, but can be repaired with the Craft skill or effects that repair constructs
Spells from the healing subschool or supernatural abilities that duplicate spells from the healing subscholl are 1/2 effective.
Vulnerable to spells and effects that target stone, metal and wood if capable of targeting mixed objects (Heat Metal, Chill Metal, Repel Metal or Stone, Repel Wood and Rusting Grasp work, but Stone to Flesh, Stone Shape or Wood Shape do not).
Automatically stabilizes when reduced to below 0 hits, but cannot heal
Can be raised or resurrected
Does not need to eat, breathe or sleep, but does need to rest for 8 hours to regain spells and similar abilities
Medium Size
Base Speed: 30'
Attributes: +2 Constitution, -2 Wisdom, -2 Charisma
Composite Plating: +2 armor bonus, 5% spell failure, cannot wear armor, but have docent slots instead
Light Fortification: 25% chance to negate critical hits or sneak attacks
Slam: 1d4 / bludgeoning
Automatic Languages: Common, Bonus Languages: None
Favored Class: Fighter
Source: ECB, pg. 20

Dark Archive

The first "version" is what you use. The second entry is the same thing, only broken down to racial points, and the 3rd is old 3.5 warforged. Anyway, you use the first one.


nightflier wrote:
Mark Thomas 66 wrote:
I think I have to go for this one, will get something up tonight. Maybe northern barbarian or ranger.
Ranger would be a good fit for this game, especially a Spell-less Ranger by Kobold Press. I think that you can find the class on d20 pfsrd.

Unless they added it recently, it's only in the Kobold magazine, unfortunately.

RPG Superstar 2009 Top 16

Well there's always Skirmisher which replaces casting with an array of tricks.

Scarab Sages

Current build subject to DM approval:

Gary
Elf Magus (Greensting Slayer) 1 (Pathfinder Player Companion: Bastards of Golarion 0; Pathfinder RPG Ultimate Magic 9)
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +2 (1d8+2/19-20)
Ranged longbow +3 (1d8/×3)
Magus (Greensting Slayer) Spells Prepared (CL 1st; concentration +5):
1st—energy missile, magic missile
0 (at will)—light, prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 15, Int 18, Wis 13, Cha 13
Base Atk +0; CMB +2; CMD 15
Feats Combat Casting
Traits armor expert, classically schooled
Skills Climb +6, Intimidate +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +3, Spellcraft +9 (+11 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Gnome, Orc
SQ arcane focus, arcane pool, elven magic, spell combat
Combat Gear arrows (50); Other Gear parade armor, longbow, longsword, magus's kit, 10 gp, 5 sp
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool (+1d6 sneak attack, 5/day) (Su) Expend Arcane Pool to add sneak attack dmg to next melee atk.
Armor Expert -1 Armor check penalty.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

-------
In my spell book I have a spell fron 1001 spells from Right Publishing ( Energy Missile). Are spells from 3pp ok to take?

RPG Superstar 2009 Top 16

4d6 ⇒ (2, 1, 3, 4) = 10Dropped
4d6 ⇒ (3, 6, 4, 6) = 19 16
4d6 ⇒ (3, 6, 5, 6) = 20 17
4d6 ⇒ (1, 5, 5, 6) = 17 16
4d6 ⇒ (1, 4, 6, 6) = 17 16
4d6 ⇒ (5, 4, 5, 1) = 15 14
4d6 ⇒ (1, 1, 4, 1) = 7 Dropped
4d6 ⇒ (2, 6, 1, 1) = 10 9

Awesome stats for a Ranger.


I'm new to this this sight so I don't know how to do the green typing but my rolls are below.
If I did something wrong pls let me know so I can fix it (like I said new to the sight and pathfinder)

5,5,4,2=14
6,5,4,3=15
5,4,3,3=12 dropped
6,6,3,1=15
6,5,4,2=15
6,5,5,3=16
6,6,1,1=13
5,5,3,3=13 dropped

So that leaves me with: 16, 15, 15, 15, 14, 13.
I had planned to make a ratfolk summoner and I think that's what I'm gonna do.


As awesome as my rolls are, I think I'll skip this one. Just not feeling a good character concept at the moment. Have fun everyone.


Are you allowing Drawbacks?


Ok, assuming you are allowing drawbacks, I believe he's done.

Tik'Klik (As Warforged)


Ok, maybe this background is a little more serious.

Background:
It was a good day to be Liam McGregor, in fact, it may have been one of the first in a long while.
On good days, memories of his past life were not as painful as other times.

Liam had been born in the Vilhon reach, along the coastline, not to far away from the Turkish border, in one of the scattered communities dedicated to the ideal preached by Nobanion, Lurue and Selune, and protected by the Fangshiled.
Being a bright boy and fairly sturdy, it was assumed by his proud parents that he too would serve in the Fangshield at least for awhile, like all able-bodied men and women are wont to do.

Like most young boys, Liam was fascinated by stories of the past, of great heroics and champions of old.
Especially happy was he, when his uncle Larek would tell stories of the old empire that had once existed at was now the coast.
According to his uncles stories, they had been a powerful empire, know as the empire of swords.
Using strange powers of the mind, not magic, his uncle had been quick to point out, they had subjugated the area and become lords of all.

Until all was lost, their god disappeared and the powers lost for all times.
And now, what ruins was left lies covered in centuries of mud and sand, at the very bottom of the reach.

Was it any real surprise that Liam would spend time along the beach, diving in the forlorn hope of finding an old sword or some other artefact left from that time?

For years he did this, spending most of his free time there, growing tall and healthy, and with an inquisitive mind, a swimmers physique and a talent for history.

One day, things changed, because that day, Liam DID find something.
At first it was a disappointment, a single, unmarked bottle covered in grime.
But when cleaned of, it seemed to contain a liquid, maybe wine? That would be worth a few coins surely?
But curiosity overcame Liam and he opened the bottle.
What came next is a haze, even to this day, nearly a decade later.

Overcome by a compulsion, Liam believe he drank the contents of the bottle.
How long time passed then he does not know, but when he came too, he felt strange.
His hair had turned red, and his skin pale, his eyes green, and he spoke with a different voice.

Perhaps it was because he was still Liam, but looked different that he was treated differently.
Oh, he was not made unwelcome, but people did seem...uncomfortable in his presence.

It is strange to reflect that in a community where a large number of people are Lycanthropes, someone should be made to feel unwelcome because they are different no?

Eventually, Liam left, determined to find out more of the world that suddenly seemed so small to him.
And it also gave him a chance to discover more of these strange powers that he now possessed.
Powers of the mind, but not magic...

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Mark Thomas 66 wrote:
Well there's always Skirmisher which replaces casting with an array of tricks.

Spell-less Ranger

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Harper101 wrote:

Current build subject to DM approval:

Gary
Elf Magus (Greensting Slayer) 1 (Pathfinder Player Companion: Bastards of Golarion 0; Pathfinder RPG Ultimate Magic 9)
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +2 (1d8+2/19-20)
Ranged longbow +3 (1d8/×3)
Magus (Greensting Slayer) Spells Prepared (CL 1st; concentration +5):
1st—energy missile, magic missile
0 (at will)—light, prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 15, Int 18, Wis 13, Cha 13
Base Atk +0; CMB +2; CMD 15
Feats Combat Casting
Traits armor expert, classically schooled
Skills Climb +6, Intimidate +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +3, Spellcraft +9 (+11 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Gnome, Orc
SQ arcane focus, arcane pool, elven magic, spell combat
Combat Gear arrows (50); Other Gear parade armor, longbow, longsword, magus's kit, 10 gp, 5 sp
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool (+1d6 sneak attack, 5/day) (Su) Expend Arcane Pool to add sneak attack dmg to next melee atk.
Armor Expert -1 Armor check penalty.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

-------
In my...

I'm sorry, but I will not review builds that lack background.

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Craztok wrote:

I'm new to this this sight so I don't know how to do the green typing but my rolls are below.

If I did something wrong pls let me know so I can fix it (like I said new to the sight and pathfinder)

5,5,4,2=14
6,5,4,3=15
5,4,3,3=12 dropped
6,6,3,1=15
6,5,4,2=15
6,5,5,3=16
6,6,1,1=13
5,5,3,3=13 dropped

So that leaves me with: 16, 15, 15, 15, 14, 13.
I had planned to make a ratfolk summoner and I think that's what I'm gonna do.

Beneath your window for posting, there's a tab "How to format your text". When you click "show", you'll see a number of options. One of those looks like this Perception: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 2 ⇒ (4) + 2 = 6. That is what you use for rolling dice. You just imput the dice you want, in this case 4d6. I'm afraid I can not except your current rolls.

RPG Superstar 2009 Top 16

nightflier wrote:
Mark Thomas 66 wrote:
Well there's always Skirmisher which replaces casting with an array of tricks.
Spell-less Ranger

Nice, thanks. Need to read up a bit for the background. Stopped reading Forgotten Realms stuff when they went al spellplague.

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mdt wrote:

Ok, assuming you are allowing drawbacks, I believe he's done.

Tik'Klik (As Warforged)

MDT, I'm gonna accept Tik'Klik, but I need you to reformat him to usual HeroLab-like format and add background. This character sheet of yours is too pretty and makes it hard for me to concentrate. :)


It's been a while since I last played FR. But I think I'd enjoy this game. Any chance a homebrew Rogue would be allowed (really looking for a chance of playing this :P).

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@all

Guys, please post your applications under your PC profile. Be sure to include as detailed background as you can. I am GM that pays less attention to crunch than to flavor of characters, so the background and personality will get you in this game.

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Lemmy wrote:
It's been a while since I last played FR. But I think I'd enjoy this game. Any chance a homebrew Rogue would be allowed (really looking for a chance of playing this :P).

Click on my profile and then on a link for my houserules. You'll find a Rogue class there that I think it will be interesting to you.

Scarab Sages

nightflier wrote:
...

I posted his back story yesterday. Posting again for ease.

Follower of Charon (the hourseman of death.. if thats ok). The Character was forced out of his elven community at an early age after the death of his family. Has come to rely on himself and not others.
Having been partially been raised by the underworld of Warterdeep (gaining some grounding in the ways of the wealth distribution agents) he was found on a job by a wizard, who saw his arcane talent and put him into his service as an apprentice/bodyguard.
He has recently been released of his service to the wizard, and has headed North for adventure, and vengeance against those who killed his family.

He only talks when he needs to, and while he may appear to be self centred, he likes working with others as he has found often working with others gets him to were he wants to get quicker and as such will defend thouse he works with as it is in his best interest.

Dark Archive

That looks fine as a starting point.

Dark Archive

Okay, starting Monday I'm gonna finish recruitment. Those of you who applied, please post under your character profiles, so that I can choose the party members. You will have till the rest of the week to fine-tune them. Right now I'm looking for concepts and backgrounds primarily.

RPG Superstar 2009 Top 16

Will have background up by tomorrow.


nightflier wrote:
Lemmy wrote:
It's been a while since I last played FR. But I think I'd enjoy this game. Any chance a homebrew Rogue would be allowed (really looking for a chance of playing this :P).
Click on my profile and then on a link for my houserules. You'll find a Rogue class there that I think it will be interesting to you.

Lemmy, I say go for this homebrew Rogue, really does allow you to make a rogue type character to fit character concept very well, as it includes options for normal rogue abilities (sneak attacks, trap finding), acrobatic expert, assassin, PF Ninja, and few other utility abilities. You can really mix and match, and develop dynamically. I always found normal PF Rogue never fitting in the desired type rogue character I wanted to build. The PF Ninja, did resolve the assassin variety of rogue, but too me still too rigid in build, as you get many types of assassins in the world.


I present the concept of Liam McGregor, with new and improved background.
Still some work needed to be done, but the meat and bones are there.

Dark Archive

A bit more info on the starting place:

The game will begin in a small village called Briarwood. The village is located in the foothills of the Spine of the World, beneath the ruins of once great and proud castle. Village is populated almost exclusively by exiles and expatriates. A small town in fact, Briarwood is large enough for at least 2000 inhabitants, but there are no more than 400 people living in there at any given time. There are a lot of empty buildings, in various states of disrepair. There is no law and structure in Briarwood beyond what you can make for yourself, but there is surprisingly small level of crime, except the petty theft and that's mostly in the case of newcomers to the village.

Area around Briarwood is - by some quirk of nature or perhaps unnatural phenomenon - immune to scrying and teleportation magics, as well as Gate spells and various summoning spells, so the village attracts a lot of travelers who wish to use it to conclude some covert business or simply to hide for some time.

The largest building in the village is former town hall, now repaired and made into an inn. The proprietor is a typically gruff dwarf, named Kaigan, and the inn is called The Golden Pig. The inn has a ground floor, three stories above it and an attick. The ground floor is divided into common room and kitchen. The common room is dominated by a huge fireplace built into a wall that separates it from the kitchen and polished oak bar on the other side of the kitchen doors. Proprietor is rarely to be seen, but the barkeep, a huge albino Quaggoth is never away from his bar as long as the inn is open.

There are 13 large tables in the common room, bigh enough for ten persons to sit comfortably, as well as at least a dozen smaller tables, but their number is subject to change and Kaigan's whims.

One of the big tables is constantly occupied by trio on unlikely patrons: Goblin brothers, called Kvarezh, Smrdezh and Palezh. Old witchdoctors are constantly playing an ever-evolving card game with an ever-changing set of cards like no others ever seen. Sometimes strange visitors to the village come to play with goblins and they always loose huge amounts of money, but somehow there are never hard feelings, almost as if they came expecting to loose.

There are other curious patrons of the Golden Pig. One is a man simply called "Zent". This tall and thin man with a pointy black beard and bald head always dresses in black, so most people think he is a former or current member of Zentharim, but he never talks about his past and no one is fool enought to ask him, just in case that the rumors are true.


I've not done the crunch yet, but here's the background for a Paladin of Torm.


GM do we use racial modifiers after the dice rolls? I assume we do but just wanted to check :)


4d6: 4d6 ⇒ (2, 2, 6, 5) = 15
4d6: 4d6 ⇒ (4, 6, 2, 5) = 17

Dark Archive

Marcus of Torm wrote:
GM do we use racial modifiers after the dice rolls? I assume we do but just wanted to check :)

Of course.


stat roll: 4d6 ⇒ (4, 3, 2, 4) = 13 11
stat roll: 4d6 ⇒ (6, 6, 5, 4) = 21 17
stat roll: 4d6 ⇒ (1, 4, 1, 6) = 12 11
stat roll: 4d6 ⇒ (5, 6, 5, 3) = 19 16
stat roll: 4d6 ⇒ (3, 1, 4, 2) = 10 9
stat roll: 4d6 ⇒ (2, 1, 6, 6) = 15 14
stat roll: 4d6 ⇒ (3, 5, 3, 3) = 14 11
stat roll: 4d6 ⇒ (5, 5, 6, 5) = 21 16

11, 17, 11, 16, 14, 16

I will be posting a dwarf wizard shortly.


Ignore the rolls before i had to go do something and posted those rolls without the rest by mistake.

4d6: 4d6 ⇒ (4, 2, 4, 3) = 13
4d6: 4d6 ⇒ (1, 3, 4, 1) = 9
4d6: 4d6 ⇒ (2, 6, 4, 6) = 18
4d6: 4d6 ⇒ (4, 4, 6, 4) = 18
4d6: 4d6 ⇒ (5, 6, 6, 4) = 21
4d6: 4d6 ⇒ (5, 5, 6, 5) = 21
4d6: 4d6 ⇒ (1, 5, 5, 1) = 12
4d6: 4d6 ⇒ (5, 3, 1, 1) = 10

As for character, I present Snikch Thanquol, the ratfolk summoner.

Back Story:
Snikch Thanquol was born to the leader of a little known ratfolk warren located in the Silverwood. Relations and trade were good between the warren and the nearby town Silverymoon and because of this he had a fairly wealthy early life. That was up until his warren was destroyed by a group of feral orcs that had traveled north-west from the High Forest. The orcs stumbled into the warren and killed everyone and most likely would have killed him too if it had not been for his eidolon appearing for the first time, taking the form of giant rat, and helping him escape the onslaught. That day was when his severe hate for orcs was born.

That was six years ago but his hate for orcs has not waned since. Since then he has traveled with his eidolon, who would only appear at random times or times where he was greatly needed, just trying to survive.He met many helpful people throughout his travels including another summoner who taught him to summon his eidolon at will instead of it being a random occurrence. Another individual he met was a ranger that taught him to be a fairly good shot with a crossbow. After meeting these people he took a slight interest in adventuring and although he has not done anything major, he has taken small jobs for exploration and such. As of recent he has stumbled upon the town of Briarwood and thought that with all the empty buildings for shelter, it would be a good place to stay if only for a little while.

The Exchange

French Wolf wrote:

4d6=8 drop

4d6=12
4d6=14
4d6=13
4d6=8 drop
4d6=13
4d6=15
4d6=18

So that makes 18,15,14,13,13,12. Not bad at all.

I'll hit the books tomorrow and see what I can come up with. Lost both games where I played healers so maybe I might manage one of them. Remember playing a crusader of Mystra in 2e which had fighting, cleric domain and one arcane school. Felt great. Wonder if I can emulate that, maybe with an inquisitor?

cheers


Here is my Dwarven Warpriest Attikus Blanc. I took a bit of liberty with Canon, but if anything doesn't jive, I'll be happy to change it.

I'll clear up the grammar and mis-spellings later, as I'm beat for the day.


Are there any open slots yet?

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