| bi0philia |
bunch of lucky devils
here's some more rolls.
4d6 ⇒ (4, 3, 5, 5) = 17 14
4d6 ⇒ (5, 1, 1, 4) = 11 10
4d6 ⇒ (2, 5, 2, 5) = 14 12
4d6 ⇒ (3, 2, 1, 5) = 11 10
4d6 ⇒ (2, 5, 2, 5) = 14 12
meh.
and some more.
4d6 ⇒ (5, 2, 5, 5) = 17 15
4d6 ⇒ (6, 3, 4, 6) = 19 16
4d6 ⇒ (2, 5, 4, 5) = 16 14
4d6 ⇒ (5, 6, 3, 6) = 20 17
4d6 ⇒ (3, 2, 2, 5) = 12 10
Yep that did it. Third times the charm, haha.
This was really just a practice in seeing how my luck was. But I wouldn't be mad if you said I could run with that 3rd set for my Rogue most likely. I like Lentuki so I don't want to be in competition with him for monk.
| "Red Beard" Runolf |
| Khell |
Ok, got my avatar set, will start on his stats.
I'm thinking a lawful neutral Martial Artist Monk. His dedication is to perfecting his body and fighting style and living up to the code his master taught him.
Khel is in the wrong place at the wrong time, but as things progress I see him dedicating himself to either the group or particular members, depending on peoples actions. He could also adopt the pirates code.
| Odaecia the Insatiable |
I present to you, Odaecia the Insatiable!
CG Medium Humanoid
Init +3 Perception +6
Height: 5'4" Weight: 158 lbs.
AC 13, touch 13, flat-footed 10
hp 14
Fort +4 ,Ref +3, Will +2
Speed 30 ft
Special Attacks Rage
Space 5 Reach 5
STR 18 DEX 17 CON 15 INT 16 WIS 14 CHA 11
Base Atk +1 CMB +5 CMD 18
Traits: Eye for Plunder, Dirty Fighter
Feats: Power Attack, Furious Focus
Skills:
Acrobatics +7,
Handle Animal +4,
Intimidate +4
Perception +6
Profession (cook) +3
Profession (sailor) +3
Survival +6
Swim +8
Acrobatics +7
Handle Animal +4
Intimidate +4
Languages Common, Aquan, Giant, Polyglot
Gear on Hand: Piece of Candy, Vial of Spices
Gear Will Have: Greatsword, Studded Leather Armor, mess kit, cauldron, air bladder, crowbar, fishing net, folding pole, cooking kit (iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings), barbarian's kit (backpack, a belt pouch, a blanket, a flint and steel, an iron pot, 50-ft. rope, soap, torches (10), trail rations (5 days), and a waterskin.)
Wealth: 180+50gp
Number crunch for now, fluff and backstory's on its way.
| gresch555 |
Back with my character, Vors Doritan. Hope you like him.
Vors Doritan
Male Human Fighter 1
Chaotic Neutral Medium Humanoid (Human)
Init +4; Senses; Perception -2
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 armor)
HP 12 (1d10+2)
Fort +3, Ref +4, Will -2
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee brass knuckles +2(1d3+3/x2) and brass knuckles +2(1d3+2/x2)
Ranged dagger +4(1d4+2/19-20)
--------------------
STATISTICS
--------------------
Str 14, Dex 19, Con 13, Int 12, Wis 6, Cha 9
Base Atk +1; CMB +3; CMD +17
Feats: Two Weapon Fighting, Weapon Focus(Brass Knuckles), Improved Unarmed Strike
Traits: Dockside Brawler(+1 trait bonus to damage with brass knuckles & improvised weapons, start with pair of brass knuckles), World Traveler (+1 trait bonus to Knowledge(local),always class skill)
Skills: Climb +6, Knowledge(Local)+5, Profession(Gambler) +2, Swim +6
Languages: Common, Dwarven
Combat Gear:
Other Gear: chain shirt, daggers (6), brass knuckles (2), tattoos(heart,crossed out name), 5 dice (2d20, 3d6)
--------------------
SPECIAL ABILITIES
--------------------
Vors Doritan grew up in the seaside town of Ridonport, but stowed away on a ship bound for Absolam to see the world when he was barely more then a child. When he arrived in the city at the center of the world, he was ready and eager to explore it. He never managed to make it off the docks. After realizing that he would need far more money to live then the 5 copper pieces he had brought with him, Vors managed to acquire a job unloading ships in the docks.
The first night after getting his paycheck Vors' coworkers invited him out to a seedy tavern, where he met what would become his life long tormentor: the game of Bounder. Although Vors had never even heard of the game before, he had beginners luck to help him. Despite not even really understanding what he was doing, he made the right bets at the right times, doubled when it was best to double, and managed to walk out with ten times as much silver as he went in with.
If Vors had been a wiser man, he would have used that money to help him get established in the city and never have played Bounder again. Instead, he returned the next night to the same tavern and proceeded to not only lose every copper he made but to get himself into debt with the proprieties of the tavern. When they realized Vors could not pay, they gave him an ultimatum: get them the money he owed by the end of the week or be sold into slavery to pay off the debt.
With payday two weeks away, Vors turned to his coworkers for help. None of them would spare him even a copper, but they did tell him about a way he might be able to make some money. After hours on the docks another form of gambling took place, illegal boxing matches. People would come from the seedier parts of town to the docks to bet on these matches, and the people who organized them would pay a gold coin a night to anyone who fought, and more if they managed to win. Without any other options, Vors turned to these shady fight organizers. He took to fighting even better then he did to gambling, and by the third night he worked there managed to get enough money to pay off his debts.
Thus started a vicious cycle that has gone on ever since in Vors' life. He works by day at the docks making honest money, then the moment he gets payed he heads to the tavern to gamble. Sometimes he gets a lucky streak and manages to win, but he never knows when to quit and inevitably loses it all and gets into debt. He participates in illegal fights to get money to pay off his debts and keep from being thrown out of wherever he is living, which is inevitably the sketchiest inn in the city.He scrapes by until pay day, then the cycle repeats. This cycle
has been going on for well over a decade.
Vors realizes he can't keep doing what he's doing forever. Several times he has tried to give up gambling. Sometimes he even manages to go a couple weeks without playing Bounder, but sooner or later he starts up again. Every few years he manages to save up enough money to buy passage on a ship to a new city and tries to make a fresh start. His attempts to escape his lifestyle have taken him around the world, from Kalsgard to Eleder. He'll make a go of living a honest life for a few weeks, but inevitably starts gambling, fighting, and getting into debt again at some point.
Port Peril is where Vors has tried making his newest start, and for the week he's been there he's managed to stay completely out of debt. He actually managed to leave his previous home of Ilizmagorti with a decent amount of gold, due to being banned from the tavern he gambled at for winning too much in one week. He's been living life up in a good inn and eating better then he has in months. At the rate he's spending however he'll be back working on the docks within a couple of weeks, and the cycle will likely begin a new.
On Vors left shoulder he has an intricate red and silver heart tattoo with the crossed out name "Soki" going through the middle on a banner. The tattoo is the sole memento of a fling with a Mwangi girl he had during a 3 week winning streak in Eleder. She left him the moment his luck did.
Vors does not own an actual shirt, but instead wears a sleeveless chain shirt he won in a tournament in Katapesh. The chain shirt was originally painted royal blue, but has started to flake and there are large patches of the original steel showing through.He's had the shirt for years, and it's saved his life more then once. He'd sell anything else he owned before he sold that chain shirt.
Vors's nose has clearly been broken several times. He's got a scar under his right eye from where he got clipped with a mace when someone tried and failed to mug him. He shaves about once ever two weeks, and does a poor job when he does, causing him to normally have the stubbly beginnings of a beard.
As implied in his background, Vors has a bit of a gambling problem. If there is a place where he can gamble, he will. Given the choice between spending his last copper on food for the day or gambling, Vors will always gamble, figuring that when he wins he can buy a much nicer dinner. He can resist the urge for a short time,
When he does have money Vors doesn't tend to think too hard about the long term. Rather then saving his money, Vors will blow it on relatively useless trinkets. One thing I'd ideally like to have happen is for him to get some loot from an adventure and then blow it on a neat but gimmicky exotic weapon that he doesn't even know how to use.
Vors isn't stupid, if he was he would have died a long time ago. He just has a bad tendency to act without thinking. If someone makes him sit down and actually think up a plan and the consequences of his actions then he is quite capable of coming up with good ideas.
Vors is by no means antisocial, but he doesn't exactly have the most wining personality either. People tend to find him slightly off putting, especially due to his battered appearance, but he's not boorish enough to be repulsive.
If Vors could only grab one item, it would be his land deed for a 20 square mile property in the Osiron desert that a shifty character in Katapesh sold him. The deed may or may not be for a real property, as a player I really don't mind either way, but the important part is Vors thinks it is real. He figures one day once he's made something of himself he'll retire with his fortune to this property, build a mansion,
and spend the rest of his days living it up in a life of luxury raising prize camels. Vors hasn't ever actually seen a camel, but he's read a lot about them and they sound quite interesting.
If he had time to grab one more item it would be one of his two sets of brass knuckles, as if he is limited on the number of items he can grab then he's probably in a dangerous situation and might need them. This makes for him having two pairs of brass knuckles with the Dockside Brawler trait factored in.
| Lentuki Haku |
Here's some fluffy on Lentuki. I'm hoping to get an actual background/personality/appearance put up in the profile this weekend. And thank you lexibean for the questions. They were awesome and very helpful.
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1. Lentuki loves to travel. He doesn’t care where, just travel. A large part of it is the ability to meet different people and learn about them. He studies all sorts of foreign language and adapts many different cultural aspects.
2. Lentuki loves to sail. He doesn’t know much about it, but he has done it for many of his travels. While he does love to sail, he has a strange fear of swimming. Lentuki will do almost anything to avoid getting in a large body of water.
3. Lentuki learned martial arts from his father. He uses it as a way to keep himself in control and keep himself healthy. Lentuki keeps himself in control with several personal rules.
-You must keep yourself in peak physical condition
-Never betray those who depend on you
-Do not fight with anyone who does not have the proper means to defend themselves
-You must not break a promise that you have made
-Strive to continually improve, mentally and physically
-Always treat any new cultures with respect, trying to the fullest to learn their ways
4. Lentuki is very fickle when it comes to religion. He believes that deities have power to bless lives, but does not care which deity. Lentuki has “followed” several different religions throughout his life. Including the cult of Razmir, a cult that worships a powerfull arcane caster who pretended to be a deity. He currently follows Desna, but is not super attached to following her.
5. Lentuki is a collector of stories. He loves to learn and tell all types of stories.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Lentuki would like to become fluent in at least 15 different languages. He also has a continual goal of keeping good health. He will likely spend an hour each day doing martial movement exercises. or some other similar activity.
2. I would eventually like to see Lentuki learn more about sailing. Also, I’d like to see him get over his fear of swimming. He can do it now if he has to, but he would prefer not.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character.
1. Lentuki’s not very good at keeping secrets. He’s never cared enough to keep them. However, one thing that he frequently doesn’t tell people—mostly because it doesn’t come up—is that he is responsible for his mother’s death.
2. Lentuki does not know why his parents left Tian Xia with him. He simply believed it was an opportunity, but they were in fact running from a criminal organization that they angered.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Rekku. This is Lentuki’s younger brother. They don’t see each other often, but occasionally they find a way to meet up. One thing that has made this easy, is that Rekku never took on the nomadic lifestyle that Lentuki did. Rekku settled down in Absalom. Lentuki manages to visit occasionally. Lentuki always felt protective of Rekku, and still feels it now, though he manages to mostly ignore it, as Rekku has done pretty well for himself.
2. Tensil is a close friend of Lentuki’s. They traveled together for several years, but have just recently left one another’s company. Tensil is an elf that Lentuki met in the river kingdoms. They have had many great travels and adventures together.
3. Corsutti is a tengu woman who Lentuki met many years ago, but he could never get her off of his mind. He met her in Taldor and fell instantly in love. He eventually moved on, trying to get Corsutti to move with him, but she stayed. Lentuki still thinks of her often.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. Lentuki has not quite figured out fashion. He is so obsessed with learning and adopting different cultures, that his dress is very eclectic. He borrows different styles for different clothes. But he does keep one thing consistent, most of his clothes are brightly colored.
2. Lentuki may love to travel, but he does not actually bother to find out where he’s going. It has landed him in hot water a few times. Additionally, he has a terrible sense of direction because he’s never worked to develop it. This has sometimes led to him visiting the same two or three cities consecutively.
3. Lentuki loves shiny things. He has a slightly skewed view of value, but not so bad that he’s hopeless. He will often have one or two strange or shiny things in his pockets.
| Dagus Stoneheart |
The 5 Questions for Dagus Stoneheart:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1. Dagus loves to observe nature and apply what he sees as lessons about life. He believes that everything in life can be found reflected in the natural world.
2. Dagus combines his initial upbringing among other traditional dwarves and then working in human cities with his attempt to emulate the lifestyle of the druids. He refuses to give up his metal weapons and armor, but still views himself as a guardian of nature.
3. Dagus doesn't outwardly seem concerned about his appearance. His hair is wild and untamed, and his weapons and armor are worn down with use. Upon inspection, a person would discover that he actually takes very good care of himself and his gear.
4. Dagus does not deal well with politics and intrigue. He is straightforward and simple in his speech.
5. Dagus has spent a good deal of his life around the sea, mainly as a dockworker at Korvosa and then Riddleport. Unlike most followers of Gozreh, he deals just fine with cities. His access to the sea depends on the availability of boats, after all, and you find boats on the docks of cities.
6. Dagus has a pet; It's a toad named Beady. Dagus raised him during his training with Karina as part of his vow to Gozreh. Beady tends to stay in a pouch attached to Dagus's belt.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Dagus wants to explore the ocean, since it's the half of Gozreh's domain that he knows less about.
2. I'd like Dagus to eventually find an area of the natural world where he can settle down and become the guardian of.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character.
1. Dagus has a fear of fire. He was nearly caught in a burning dockside warehouse once and was scarred by the incident.
2. I'll get back to this one.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Karina is the druid who introduced Dagus to the philosophy of Gozreh. She supported him in his conversion and taught him about nature. She lived in the mountains of Varisia, near Korvosa.
2. Captain Dorin is the captain of the merchant ship, The Blue Gull, that Dagus took down as a sailor from Riddleport to the Shackles recently.
3. Krupp was a fellow sailor on The Blue Gull who never really got along with Dagus, partially because Dagus couldn't get over his innate dislike of orcs. They came to blows several times on the trip, and so were both dumped off the ship by the first mate when it came to port.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. Dagus doesn't really like orcs. Or half orcs. Or like them at all, to be honest. In fact, you could even say that he dislikes them.
2. Dagus has a tendency to stare too long at people, sometimes coming across as unsettling.
3. Dagus has a bad habit of acting before thinking, like learning if things are poisonous by eating them, or jumping to conclusions.
I didn't come up with a "secret secret" because I'm still fuzzy on a few details of Dagus's backstory, such as the circumstances surrounding him leaving Janderhoff in the first place.
I've used these questions before for another character a long time ago, but had forgotten about them. A big thanks to lexibean for using them to give us all the idea. They really help with feeling more comfortable with characters.
| Odaecia the Insatiable |
Here's the fluff and backstory for Odaecia.
1. Odaecia is a plunderer. She enjoys the finer things in life, but wants to share her experiences with others. Though she’ll take, she’ll eventually try to give back. She’s not one to be snooty about enjoying the finer things in life—in fact, she’s a little boorish, likely from living around sailors (and their ale) her entire life.
2. Odaecia loves fine food. A lot. In fact, she’s rather self-conscious of her size. Despite being active, she can eat enough to fuel a small crew—and it shows.
3. Descended from a wealthy Taldan family on Absalom—bastard child of the Vorsic merchant family.
4. She grew strong, working on her father’s crew—working both on the ship and in the galley. She took an interest in good food, and her father, lavish as he was, only provided the best chefs to his crew. She learned how to cook under him, and how to pull more than her weight on the ship under the sailors. Still, the other sailors treated her poorly, for her womanhood and her size.
5. Tired of working for her father’s merchant crew, Odaecia stowed away on a ship. She dressed up as a boy, planning to visit Eleder, and escape the mediocrity of her life. However, on its way to the Sargavan capital, it was hijacked by a gang of berserking pirates of Shoanti descent. Instead of killing her, she became part of the crew, making a solid effort to covering up her femininity, wearing the bulkiest armor she could find, as to not draw attention to herself.
1. Odaecia wants to experience the best that life offers and take it for herself. The best things in life are to be experienced, by her and those she cares about.
2. Odaecia will either make a strong connection with her half-sister (mentioned under secrets) or have a major conflict with her.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1. Odaecia has a half-sister, the favored child of her father. Unbeknownst to her, Odaecia’s sister is looking to bring her back to her father to regain his favor, after leading a failed trade expedition to Katapesh.
2. Odaecia has a fear of drowning.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Narien Vorsic, Odaecia’s father. He is a wealthy merchant, and a cunning businessman. He is weak for the women of the Pleasure Salon of Calistria, fathering many bastard children in the process.
2. Chef Parscian, the chef her father hired for his merchant crew. One of the few people on her father’s merchant vessel that was kind to her. Often treated her to good food to show kindness, however.
3. The Man in the Turban—the mysterious stranger who saved her the day she fell into the ocean.
1. While working on her family’s merchant fleet, she lost her balance and fell into the water. She almost drowned that day, but she was saved by a strange man in a turban. Despite this, none of her crewmates saw any man with a turban.
2. She picked up a small penchant for gambling, and gets angry quickly when losing.
3. When looting a ship, she searches the galley for exotic spices before she searches for gold or treasure.
| Tazo |
I'm definitely interested, but in fairness need to see if another application pans out. Let me try rolling stats and mulling on this.
4d6 ⇒ (6, 4, 3, 4) = 17 = 14
4d6 ⇒ (2, 2, 2, 6) = 12 = 10
4d6 ⇒ (3, 6, 6, 4) = 19 = 16
4d6 ⇒ (2, 4, 1, 6) = 13 = 12
4d6 ⇒ (4, 2, 3, 5) = 14 = 12
4d6 ⇒ (1, 5, 2, 4) = 12 = 11
Yikes - these stats are so... normal.
| Lentuki Haku |
Oh. I forgot to let you know about Lentuki's items:
2. A small tuft of dried grass tied together in a bundle. This grass came from his home land and has been preserved and given to him to remind him where he came from.
| leinathan |
Here's my freedom-loving inquisitor of Cayden.
Nico- CR 1/2
Male human inquisitor of Cayden Cailean (infiltrator) 1
CG medium humanoid (human)
Init +1; Senses Perception +7
EXP: 0
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d8+1)Current: 9/9
Fort +3, Ref +1, Will +5
--------------------
OFFENSE
--------------------
Spd 40ft.
Melee rapier +3 (1d6+3/18-20)
Ranged light crossbow +1 (1d8/19-20)
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 12, Int 11, Wis 17, Cha 15
Base Atk +0; CMB +3; CMD 14
Feats Judgment Surge, Skill Focus (Diplomacy)
Traits charming, ancient explorer
Skills Bluff +9 (+10 vs. attracted), Diplomacy +12 (+13 vs. attracted), Disguise +5, Knowledge (history) +5, Knowledge (religion) +4, Perception +7, Sense Motive +7
Languages Common, Cyclops
SQ misdirection, guileful lore, judgment 1/day, travel domain, agile feet 6/day
Gear (on hand: wooden holy symbol of Cayden Cailean, iron key)(purchased: chainmail, rapier, light crossbow, 10 bolts, buckler, pathfinder's kit)
--------------------
SPELLS KNOWN
--------------------
0 (at will)-create water, daze, guidance, light
1st (2/day)-shield of faith, cause fear
COIN:
PP:
GP: 23
SP:
CP:
Appearance-Nico is a large, rugged-looking man with a constant grin and a knowing look in his winking eye. With solid bone structure and a toned musculature, he's a fairly good-looking man. He has a brand on his chest that he hides.
Personality-Nico hates the concept of compulsion, and he rallies against anyone that tries to assume undue command of anything. He is a fairly generous and kind soul, although he tries to disguise it under a gruff exterior.
Backstory-Nico was raised in Cheliax by a middle-class family of glassblowers. When he was very young, no one would have thought he was exceptional, least of all him. He was on the track to become a glassblower and take over his parents' business.
Then his parents fell to financial troubles and under the predations of a so-called "friend". This friend tricked them into bad choice after bad choice, obfuscating what exactly the investment was buying or the risk would get them, until he revealed that he now owned nearly everything of value the family once had.
Nico was infuriated by this, and attacked the man, who quickly summoned the authorities while defending himself from the still young boy. Nico was swiftly arrested for assault and confined to a nearby prison for several years. He emerged with a burning hatred for oppression and Cheliax and imprisonment. He brought with him the key to his cell, lifted from the man who finally released him. His first destination was his parents' old glassblowery, now an alehouse under the ownership of the man who had cheated them. He couldn't find his parents anywhere, but it had been years. They could have gone anywhere.
Nico wanted desperately to leave, but he still had a task that needed to be done. He waited until the dead of night, went into the tavern, and set it aflame. He flew from the scene as quickly as he could, which was surprisingly fast, and stowed away on a ship. He spent a few months at sea before arriving in Absalom, and having little else to do, he went to the temple to Cayden Cailean. He chose Cayden because the temple was a tavern filled with partying and beautiful women, and because he desperately needed someplace clean to stay. The deity of freedom had always held a certain appeal to him, but when he met the priests and the kindness that they showed him, as well as the level of fun party they could throw. He stayed there for a long time, swearing himself to Cayden and serving the priests in every way he could. Every day he prayed to Cayden, and he swore that he would never abide any tyranny or slavery. Eventually, though, his wanderlust struck him. He went to the head priest to ask for his blessing to go to the Pathfinder Lodge, as Nico knew that if he wanted to travel, the Pathfinder Lodge was the place to go.
The priest did him one better. He took him to his private study. Explaining to Nico that the priest had heard his prayers to Cayden, and asked him if he could be dedicated to rooting out the enemies of the faith and whatever profession Nick chose. Nico responded that yes, of course he could. He was thereafter sworn into the faith as an inquisitor, dedicated to freeing the oppressed and defending the faith whenever possible.
The next day Nico went to the Grand Lodge to apply to the Pathfinder Society, and passed the tests and won the approval of the veteran Pathfinders through a mixture of charm, skill, physical power, and spontaneous magic powers manifesting themselves.
Reading through the Lodge libraries when researching a place to go, he stumbled upon incomplete accounts of an ancient Cyclopean empire across the sea, and hit upon it. He began to research the place, and after a few weeks was ready to go. He hopped onboard a ship, but unlike t he last time was not bereft of direction or purpose. He had a deity and a world-spanning organization at his back, and his eyes were fixed firmly towards The Shackles. He had made contact via sending with a man in the Shackles that claimed to have an important lead to begin his research on, and upon arriving in The Shackles went to a tavern to meet the man. Sitting down at the bar, he ordered a drink, uttering a silent prayer to Cayden. Unfortunately, the drink must have been laced with something, and the last thing Nico remembers in the world going dark and the mug looming into his vision as his head fell onto the bar.
Here! I hope you like 'im.
Nostrum
|
Characters So Far
Astain Longblade - witch
Strom Burlag - Barbarian (sea reaver)
Bratix - alchemist
Corvo - witch (sea witch)
Bevel -cleric of besmara
Varithuda - Wizard (evoker)
Tasha del mar - oracle
Freak - tiefling ranger
GRUNT - Orc barbarian
Dagus Stonehart - inquisitor of gozreh
Lentiku haku - Monk (Flowing monk)
Tipsy jayl - Illusionist
Cedrus - Wizard (wood elementalist)
Lorin val - Cleric of Dagon
"red beard" runolf - rogue (pirate)
Knell - Martial artist monk
Odaecia - Barbarian
Vars doritan - fighter
Nico - inquisitor of Cayden
Wow.... What a cohort! As I mentioned, I'll make selections this Friday, so until then feel free to modify submissions. Similarly, for anyone who hasn't submitted so far, you still have time.
Tazo: I'll allow it.
| Tie My Shöelace |
*Posts pieces of paper all over Port Peril*
----LOST ORC!----REWARD!----
Age 18 Height 7’0” Weight 280 lbs Eyes Black
HEY! Anyone seen 'GRUNT.' Big nasty orc that likes to swing things as hard as he can, whether that be his fists or anything else within reach. They call him grunt because that is what they raised him to be and that is all he does... grunt. The poor orc isn't smart enough to even speak, barely smarter than an animal I tell you, and not much wiser either. But that doesn't make him any less scarier, he'll rip you to pieces if he doesn't get his way. The thing stands at like 7 feet tall with arms as big as your waist, I wouldn't be surprised if he could trow a cannon ball better than a cannon itself. Just be careful not to piss him off or you are basically dead, I swear his muscles double in size when he gets angry.
No idea how anyone does keeps him under control though. We found the thing when it was a wee pup, an raised it ever since. Guess it sees him us as family or something. But I am mighty glad we did keep him. Makes my work loads easier, he takes care of all the grunt labor around the ship. He’s especially useful in battle, he is our surprise. We send him up to the deck to mow down anyone on board. Though he does have a tendency to leave a mess wherever he's been, but I guess a ship dyed red ain't so bad.
Oh and one last thing, if he wants something, he’ll let you know, and I advise giving it to him, ‘less you have one fewer arms afterwards.
Reward: 300g (or some other appropriate amount of gold) for his return to the Dragon’s Death
| Moonlooper |
Guess I'll try my luck with the dice before making any cool character ideas.
4d6 ⇒ (6, 3, 1, 6) = 16 -> 15
4d6 ⇒ (5, 3, 3, 6) = 17 -> 14
4d6 ⇒ (6, 6, 4, 5) = 21 -> 17
4d6 ⇒ (2, 5, 6, 2) = 15 -> 13
4d6 ⇒ (5, 6, 4, 4) = 19 -> 15
4d6 ⇒ (3, 3, 3, 6) = 15 -> 12
37 point-buy, excuse me but I definitely expected a bit lower stats.
| Moonlooper |
Here's the character, thanks for that lucky wriggling Lexi. Still lots to be done, but I'll try to finish it today.
Female Elf Fighter
Stats
Str 17 +3
Dex 17 +3
Con 13 +1
Int 14 +2
Wis 13 +1
Cha 14 +2
HP 12
AC 19, flatfooted 16, touch 13 (+6 Armor, +3 Dex)
Fort +3
Ref +3
Will +1
Melee
Greatsword +5, 1d10+4, 19-20/x2
Spiked gauntlets +4, 1d4+3, x2 or 0/-4, 1d4+3/1d4+1, x2/x2
Ranged
Darts +4, 1d4+3, x2, 20'
BAB+1 CMB+4 CMD17
Skills
Intimidate +6
Knowledge (engineering) +6
Profession (sailor) +5
Profession (siege engineer) +5
Feats
Exotic Weapon Proficiency (catapult)
Weapon Focus (greatsword)
Equipment
Greatsword
Spiked gauntlets
20 darts
Breastplate
Backpack
Bedroll
Flint and steel
Hooded lantern
2 oils
2 trail rations
Explorer's outfit
Saint Abel
|
Let's see what the dice gods grant me with.
4d6 ⇒ (2, 2, 3, 1) = 8 7
4d6 ⇒ (3, 1, 2, 5) = 11 10
4d6 ⇒ (3, 1, 1, 1) = 6 5
4d6 ⇒ (2, 2, 2, 4) = 10 8
4d6 ⇒ (6, 4, 5, 1) = 16 15
4d6 ⇒ (1, 4, 2, 1) = 8 7
ok way below 8pt buy lol... second round
4d6 ⇒ (6, 4, 3, 3) = 16 13 3pts
4d6 ⇒ (6, 1, 1, 4) = 12 11 1pt
4d6 ⇒ (1, 6, 1, 5) = 13 12 2pts
4d6 ⇒ (3, 2, 6, 4) = 15 13 3pts
4d6 ⇒ (1, 3, 4, 5) = 13 12 2pts
4d6 ⇒ (5, 2, 3, 1) = 11 10 0pts
I could be someones pet kobold or something lol... does Grunt want a lacky who fetches his stuff?
| Moonlooper |
Here's the final character, couldn't edit last post anymore so had to do new one.
For the traits, I'd modify the backstory of Buccaneer's Blood for a bit. Pral isn't ancestor of pirate, but a very well known mercenary, and she's in Formidably Maid to look for more jobs.
Praeldral Entwë aka Pral
CN Female Elf Fighter
Praeldral Entwë - CR 1/2
Female elf Fighter 1
CN medium humanoid (elf)
Init +3; Senses Perception +5, Low-Light Vision
EXP: 0
DEFENSE
AC 19, touch 13, flat-footed 16 (+6 Armor, +3 Dex)
hp 12 (1d10+1+1) Current: 12/12
Fort +3, Ref +3, Will +1
OFFENSE
Spd 20ft. (30ft. if not armored)
Melee Greatsword +5 (2d6+4, 19-20/x2) OR
Spiked gauntlets +4 (1d4+3, x2) OR
Spiked gauntlets 0/-4 (1d4+3/1d4+1, x2/x2)
Ranged Darts +4 (1d4+3, x2, 20')
STATISTICS
Str 17, Dex 17, Con 13, Int 14, Wis 13, Cha 14
Base Atk +1; CMB +4; CMD 17
Feats Exotic Weapon Proficiency (catapult), Weapon Focus(greatsword)
Traits Buccaneer's Blood, Warrior of the Old
Skills Disguise +3, Intimidate +7, Knowledge (engineering) +6, Profession (sailor) +6
Languages Common, Elven, Orc
SQ Elf Racial Traits
Gear Greatsword, Spiked gauntlets, 20 darts, Breastplate, Backpack, Bedroll, Flint and steel, Hooded lantern, 2 oils, 2 trail rations, Explorer's outfit, Silver necklace, 13gp, 7sp
"Small Items"
Spiked gauntlets, saved her from countless of situations
Silver necklace, symbolises her dead parents
Encumbrance
Currently carrying: 79
Carrying capacity: 86/173/260
It was hundred and some years ago that the elven village of Entwë fell in clash of orcs and humans that the peaceful elves wanted to have nothing to do with. Orc tribes came to plunder and destroy Entwë, but during their michief hired mercenaries come to slaughter the Orcs. It was this band of mercenaries that found Praeldral from the burning ruins of the elven village.
Though they took her as a slave, they couldn't find a buyer for her. Elven girl who's seen only bit over ten winters is not very wanted. So they decided to make an exception, they decided to raise her to be a part of their band of mercenaries. Thus Praeldral grew in an un-loving and harsh environment where one's value is measured by the strength of their arm. Wielded by a clumsy and oversized adult's sword, she made her first kill at the age of 19.
She also learned the hard way what it meant to be a fair-looking elven woman in a band of mercenaries. Praeldral decided to hide her heritage and gender and started wearing hoods and helmets, shortened her name to Pral and learned to talk to like a man. What it meant for her was low tone and a lot of bullying. Even after all these precautions things went awry sometimes, and why she always had her spiked gauntlets equipped. They had saved her from so many situations.
You learn a bit of everything in the battlefield, especially if you get live over hundred years. Pral's seen it all: 6-year long sieges, naval combat, betrayals, hunts on horseback, dead enemies and of course, dead comrades. She knows that you can lose everything you have in whim. She only knows how to live by the sword and that's why she's still looking for more job.
Why is Prealdral always fighting?
She fights for two reasons. First, it is what she's grown to do and it is what she's best at. And second, it helps her to forget her past and her sins. When weaving that huge blade she doesn't have to think anything, she can just concentrate on the moment.
What is it that she wants to forget?
Well her past obviously, seeing your parents torn by half or raped and burned alive leaves deep scars that won't heal even in over hundred years. She also has really strong juxtaposition going on inside of her.
She kills to forget and that's all she'll ever do, but at the same time she is really ashamed of what she's became. Praeldral sees herself no elf any more, there is no art, magic or divinity within him, there is only blade and death. Every night before sleep she prays to her parents that she won't turn into a similar murderer like the orcs that slew her mother. She has a silver necklace that is from her mother and she dedicates her prayers to it.
Okay, enything else about personality?
She's used to life where only strong survive and thus she's really into bullying. This is also to hide her fragile real personality. She is smart and cunning in combat and knows lots of different tactics used in the battlefield during the years, but isn't very patient, not in meetings nor in battlefield, where she's usually very reckless. She also loathes those who are not able to protect themselves, and is not afraid to say her opinions. She's gonna be real aggressive to anyone abusing or making fun of her gender. She doesn't have a problem being a female, she has a problem with the attitude of the people, and thus tries to not make a note of her gender.
| Alex Mack |
4d6 ⇒ (5, 6, 1, 6) = 1817
4d6 ⇒ (1, 4, 2, 1) = 8 7
4d6 ⇒ (6, 1, 5, 6) = 1817
4d6 ⇒ (2, 3, 1, 1) = 76
4d6 ⇒ (4, 6, 6, 2) = 1816
4d6 ⇒ (1, 2, 6, 2) = 1110
Skulls and Shakles would be awesome. I'll see what the dice suggest...
Rather interesting set of stats I got there. Two true dump stats and three high ones should make this tricky to figure out. I've been wanting to build a magus, which could work with these rolls.
| Djulla "Sea Charm" Olavess |
This is Saint Abel.. so using those rolls
Female Gillman Eldritch Raider (Rogue) 1
Chaotic Good and worships Calistria
STATS (13, 13, 12, 12, 11, 10)
Str 12
Dex 13
Con 14 (12 +2 Race)
Int 11
Wis 8 (10 -2 Race)
Cha 15 (13 +2 Race)
HP 10
..working on the stat bits now... going to go ahead and post edit as I add them.
1. Djulla is fascinated with history. Particularly history involving her race and any artifacts found in the sea. She loves to find artifacts and treasure in the sea.
2. Djulla doesn't like to get in fights or kill anyone, however, in the event her or her friends have no other choice on those matters she will fight and if no other option will kill.
3. Djulla is terrified of sharks due to an encounter of one when she was a child. She was running away from a shark at age 11 that got the scent of her blood due to a cut she got from scavenging for artifacts. She is lucky that a ship "The Strapping Eel" was near fishing and got caught in the webs and pulled out before she was attacked.
4. Djulla was forced to stay on the ship as the Captain Carl Mormuck's "sea charm". He caught a lot of fish when he caught her and since they picked her up continued to do so. She was allowed to do whatever she pleased as long as she didn't try to run away. She spent 13 years on that ship and crew until a storm took out the ship. She managed to save the captain and brought him to a nearby island. They spent 3 years there until she discovered a passing ship that was looking for treasure deep in the sea.
5. That ship "The Temptress' Pleasure" took both of them and would let the Mormuck go if she would travel deep down to get the treasure they sought. If she didn't return they would kill him. She returned with vast amounts of treasure that was deep in the ocean. She kept a small relic for herself. The captain was set free on their next dock, but she was now someone else's "sea charm". Djulla was now with Captain Catherine "The Succubus" Everfiend treasure seeking crew for 3 years until they mutinied against "The Succubus" and she slipped away during the fighting due to help from a friend Nevik "Weird Eye" Cazu. Now she sits quietly at a tavern at some port until someone else discovers how lucky she is to have on their ship.
1. To live a peaceful life away from people trying to keep her as a "sea charm".
2. To find an artifact or legendary treasure that will go down in history.
1. Djulla is blessed by Desna and has a mark on her thigh of the goddess. This is what causes her to be so "lucky". Her mother was a priestess of Desna and died during the birth of her daughter. She does know this and despises Desna for giving her this gift.
2. Djulla is unknowingly caring a relic of the "old ones". One of them may take control of her mind and do their bidding. But it is watching everything she sees and does.
1. Captain Carl Mormuck was the captain of "The Strapping Eel". He was a fisherman and was the first one to discover Djulla as a "sea charm". He was saved by her twice. The first time she saved him from the storm that took his ship and his crew. The second time she stayed with him after saving him for three years and helped him escape the island by becoming a new crew's "sea charm". He is forever indebted to her and hopes she is still alive, so he may repay and aid her in whatever she needs.
2. Nevik "Weird Eye" Cazu was the only one on "The Temptress' Pleasure" that treated Djulla with respect and helped her slip away during the mutiny over the latest find of treasure the crew found. He is an ally, but still is a pirate and may ask Djulla for a favor since he helped her escape.
3. Captain Catherine "The Succubus" Everfiend was the captain of "The Temptress' Pleasure". She lost it, her crew, and her favorite "sea charm" Djulla. She will get them back and this time Djulla will not escape her clutches.
1. Djulla stares at her special relic every single night before bed.
2. Djulla likes to eat her fish raw.
3. Djulla loves to stir up trouble and is great at lying.
| Alex Mack |
I'm still waiting on someone to dump unconventionally.
Where is the CON dump? or the STR dump? or the DEX dump?!?!
Feh. powergamers, the lot of you :P
I'm actually planning on dumping STR however solely for power gaming purposes :) a Kensai Magus with a scimitar and no Armor can probably afford to do so.
| Padawan09 |
9, 9, 13, 13, 14, 11
I forgot to subtract the lowest when I said the stats were definitely doable.
Got reduced to a ten point buy and am hoping the GM will let me use a second set of stats since people have redone 14pt buys ;)
4d6 ⇒ (5, 5, 1, 2) = 13 12
4d6 ⇒ (6, 4, 1, 1) = 12 11
4d6 ⇒ (3, 4, 4, 3) = 14 11
4d6 ⇒ (4, 4, 2, 1) = 11 10
4d6 ⇒ (2, 1, 1, 3) = 7 6
4d6 ⇒ (4, 3, 1, 2) = 10 9
Guess I shouldn't have opened my mouth 0_o
| Djulla "Sea Charm" Olavess |
sorry, so apparently I can't edit that again so here is a second post with the statistics part... the first one was mainly story concept and all that.
Female Gillman Eldritch Raider (Rogue) 1
CG Medium Humanoid (aquatic, human)
Init +3; Senses Perception -1
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 Leather)
hp 10 (1d8+2)
Fort +2, Ref +3, Will -1
--------------------
Offense
--------------------
Speed 30 ft.; Swim 30 ft.
Melee Rapier +1 (1d6+1/19-20/x2}
Dagger +1 (1d4+1/19-20/x2)
Shortbow +1 (1d6/x3/60ft.)
Special Attacks Sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 14, Int 11, Wis 8, Cha 15
Base Atk +0; CMB +1; CMD 12
Feats Deceitful
Traits Reactionary, Charming
Skills Bluff +8, Diplomacy +6, Disable Device +6, Disguise +8, Knowledge (history) +4, Swim +5, Use Magical Device +6
Languages Aboleth, Common
SQ trapfinding +1, Amphibious(breathe air and water), Water Dependent
Combat Gear Potion of Cure Light Wounds(2); Other Gear Dagger(5), Rapier, Shortbow, Arrows(20), Leather armor, Rogue's Kit(This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin),and 18g
| Nameless Nick |
I'm still waiting on someone to dump unconventionally.
Where is the CON dump? or the STR dump? or the DEX dump?!?!
Feh. powergamers, the lot of you :P
I thought we had to keep the stats where they were. Like your first roll is your strength, etc. I just got lucky rolls.
| "Red Beard" Runolf |
Any way you'd let me consider swapping my proficiency with the rapier to proficiency with the cutlass?
They're statistically the same*.
Cutlass 15 gp 1d4 1d6 18-20/×2 — 4 lbs. S
Rapier 20 gp 1d4 1d6 18–20/×2 — 2 lbs. P
*save for the fact the rapier costs 5 gp more and is two pounds lighter.
Overall though I just feel like it fits the theme for my Ulfen descended pirate to be brandishing cutlass rather than a rapier.
| leinathan |
I only do weird unconventional drops when I want to keep a stat that isn't usually used with a class.
Like for instance one time I made a Dhampir Alchemist that wanted to be all sneaky and convincing, so his stats ended up being 12 STR, 6 CON, 16 DEX, 16 INT, 10 WIS, 15 CHA.
The reason people don't dump DEX or CON is because not dying is really nice.