Tales of the Hunters

Game Master Sawyer Masonjones


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or, we could run it as no common language, this way it can emphasize some of the more underrated skills, such as linguistics, :P.

this also opens up some hilarious RP potential for when we cannot communicate :3. (I vote we all get "french" for free, since we are in Normandy)

also, updated profile with a couple of images that fit well with Akio's appearance

Dark Archive

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

Seems like 20 point buy might be better.... :P


I'm going to go with no common on this one. Instead everyone gets their native tongue for free. Languages should be fairly important in a game like this. Taking a few ranks in linguistics may be a good idea. I'll also allow a trait granting a couple languages. Something about traveling alot, whether it be a merchant caravan, missionaries, or something else. Or one that makes linguistics a class skill and gives a free language. There will definitely be time where translators will be needed.

Also new rule. You either choose to take 20 or roll. Not take 20 if you roll badly. Any set of rolls that results in less than 15 point buy (14 or less), may be re rolled.

Dark Archive

I'm thinking either way, I may be too under-powered for this. Interesting idea though.


The stat array you rolled isn't all that bad. In fact, it's a 22 point buy. With racials, you can get two +3 stats and no stat below 10. Pretty decent and balanced.


Ok, I'm going to try again with the rolling! My first two arrays worked out to 13 points and 7 points, so re-rolling should be fine.

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

Now those aren't bad at all. With a barbarian in mind, I'd put the good scores in Str Dex and Con. I will come up with more details and post tomorrow night if possible.


We seem to be missing the wandering bard from our party! I will get right on that!


Ah yes, the stat roll, let's give it a swing. I spoilered the first 3 rolls as to not clog up the place. They were all below the 15 point rule.

bad rolls:
4d6 ⇒ (1, 4, 3, 3) = 11 10
4d6 ⇒ (6, 2, 1, 3) = 12 11
4d6 ⇒ (5, 6, 5, 5) = 21 16
4d6 ⇒ (2, 3, 5, 1) = 11 10
4d6 ⇒ (4, 1, 3, 2) = 10 9
4d6 ⇒ (2, 4, 3, 3) = 12 10

so that's a 10 point pb which means I'm eligible for a reroll

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

and that's a 14 point pb, so reroll again. I'm lucky it seems

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

Oh boy. Even before looking at the 5 I'm below 15 point pb, with it I end up at 8 points.

4d6 ⇒ (6, 4, 3, 5) = 18 15
4d6 ⇒ (3, 6, 4, 1) = 14 13
4d6 ⇒ (6, 2, 1, 5) = 14 13
4d6 ⇒ (5, 6, 4, 6) = 21 17
4d6 ⇒ (4, 6, 6, 5) = 21 17
4d6 ⇒ (1, 1, 2, 4) = 8 7

Finally, a good one. The 7 is a little sucky as I hate dumping stats that low but it's more than workable and my designated location for a racial +2.

DM, would you allow a refluffed Aldori Swordlord? I'd be playing a Venetian nobleman, so a fancy swordfighter would fit (basically the predecessor of the swashbuckler). He'd also be a scholar and a bit of a prick.


OK, I'll try my luck again then:

4d6 ⇒ (5, 6, 4, 4) = 19 15
4d6 ⇒ (2, 3, 4, 5) = 14 12
4d6 ⇒ (5, 5, 4, 6) = 20 16
4d6 ⇒ (5, 6, 1, 1) = 13 12
4d6 ⇒ (6, 2, 1, 3) = 12 11
4d6 ⇒ (6, 2, 2, 4) = 14 12

Much better than the 5 point buy I rolled last! Still working on the crunch and fluff, update later.


Here is Thorfinn, aka Finn the Forester.


Still putting the final touches on the fluff but here is most of born_of_fire's Dane.


Dotting for interest.

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

That's a 14 point buy, so reroll:

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


@ Cuan - Yes

@Krisam - Looks good, but can you send me the link for spell less ranger?


I'll see if I can get some good rolls.

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

that comes out to 14-ish or less...

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


I would love to get into this, I have always wanted to make a rogue based off of Garret from the Thief series, very strong at stealth and has 'alchemical' arrows that can put out torches make noise from afar etc.

4d6 ⇒ (6, 6, 2, 4) = 18 16
4d6 ⇒ (4, 5, 6, 5) = 20 16
4d6 ⇒ (1, 6, 3, 5) = 15 14
4d6 ⇒ (5, 6, 2, 1) = 14 13
4d6 ⇒ (5, 2, 6, 2) = 15 13
4d6 ⇒ (1, 5, 3, 2) = 11 10

decent rolls

fluff:

Icarus' father was a traveling merchant from the city that had no time for him, while his mother was an herbalist and chemist from a small forest town that traveled with the caravan and made herbal remedies and alchemical concoctions who loved trying to teach him all she knew about forestry and archery. His mother became very ill one trip and died driving Icarus' father into a dark depression and further apart from his son. Initially Icarus tried to win his fathers affection by making trades for items that were worth far more then he bought them for to show his business savvy. However no matter how good of a deal he got his father was indifferent. So he begun trying to get more and more expensive items to impress his father, thinking that if he could just amass enough wealth, show his father how good of a businessman he really was his father would shower him with praise. Eventually Icarus turned to thievery as well as trade, using his skill and knowledge of alchemy and archery, to continue to amass said wealth, finally being a thief became a full time job. It was relatively easy constantly traveling from town to town as he did they did not raise much suspicion and were usually out of town before the thefts were discovered. One day an overzealous officer of the law caught up his fathers trade caravan and found some of Icarus' stolen goods. Accusing his father of being the thief that had been raiding the towns he hulled him back to the last town they had visited and hung him. Confiscated all of his trade goods to pay back the citizens that had been robbed and disbanded the caravan. Now all Icarus knows is being a thief and acts as somewhat of a mercenary for people that need a certain set of skills...

Have to head into work for tonight and I don't have internet access there but I will be on tomorrow to add the crunch if this seems like a good fit for the campaign.


Finalized for submission but open to criticism of course.


^ yup. When I finish exams will write up a full story of his growing up :3


Got it! It came to me while watching Ip Man.

4d6 ⇒ (6, 2, 6, 6) = 20 18
4d6 ⇒ (2, 6, 1, 6) = 15 14
4d6 ⇒ (6, 6, 6, 2) = 20 18
4d6 ⇒ (2, 2, 3, 4) = 11 9
4d6 ⇒ (5, 5, 3, 6) = 19 16
4d6 ⇒ (5, 1, 3, 5) = 14 13

Shifu Shi Ju-long, master of the east and slave of the west. Brought low and disgraced by rivals in his distant homeland and passed from slave trader to slave trader heading westward and treated as a fighting curiosity. In this land of hairy savages perhaps he can find something more than violence.

Str: 18
Dex: 18
Con: 14
Int: 13
Wis: 18
Cha: 9

Focussed Study and Flexible Bonus Feat racial traits.

Level Feats: Weapon Focus (Unarmed Strike), Dragon Style

Bonus Feats: Skill Focus (Sense Motive), Combat Reflexes, Dodge, Improved Grapple


So for anyone who is interested, I have decided that for the scholar class, they will focus on alchemy and skills. And they will be the only ones, along with the priest, that get anything resembling magic, if only at the paladin/ranger/bloodrager progression.

Anyone interested in playing one can PM me. We can work on building the class together.


Grixus Nox wrote:

This seems awesome. I grew up with a friend that wasn't very big on magic in games we played. This seems amazing. I am definitely interested.

4d6 13
4d6 16
4d6 14
4d6 10
4d6 12
4d6 17
Hmm, seems decent. Lets see where this takes me.

Str 17

Dex 13
Con 16
Int 14
Wis 12
Con 10
I'm thinking Two-Handed Fighter focusing on Great Sword or Earth Breaker.


If you don't mind, I'm going to put the character into a spoiler for now as opposed to making a new alias.

Shi Ju-long:

Str: 18 | Dex: 18 | Con: 14 | Int: 13 | Wis: 18 | Cha: 9
Favored Class: Monk
Medium
Initiative: +4
Senses:
Land Speed: 40ft
Status Effects:
HP: 32

Defense:
AC: 19
Touch: 19
Flat-Footed: 18
Fort: 5
Ref: 7
Will: 7
CMD: 24

Offense:
BAB: 2
CMB: 8
Stunning Fist (DC 16): 3/3
-Stunned: 1 round

Weapons
Unarmed Strikes
Attack: +7 (6/6)
Damage: 1d6+(7/5)
Critical: +3x2

Skills:
(Class+Bonus+Ranks+Misc)
Acrobatics: 10 (3+4+3)
Climb: 10 (3+4+3)
Heal: 10 (3+4+3)
Perception: 10 (3+4+3)
Sense Motive: 13 (3+4+3+3)

Gear:
Gold:

Class Abilities:
AC Bonus: Wis modifier to AC and CMD
Flurry of Blows: +1/+1
Unarmed Strike: 1d6
Evasion
Fast Movement: +10
Maneuver Training
Pain Points: +1 to Stunning Fist save DC, and +1 to confirm critical hits

Feats and Traits
Traits:
Bājíquán (Heavy Hitter): +1 Unarmed damage
Martial Manuscript: +2 to confirm critical hits with unarmed strikes or monk weapons
Paranoid
Yellow Emperor's Disciple (Battlefield Surgeon): Heal as a class skill and able to treat deadly wounds on the same creature twice a day.

Racial Traits:
Focussed Study
Bonus Feat

Feats:
1st
Level: Weapon Focus
Racial: Toughness
Racial: Skill Focus (Sense Motive)
Monk: Improved Unarmed Strike
Monk: Stunning Fist
Monk: Dodge

2nd:
Monk: Improved Grapple

3rd:
Level: Dragon Style

The Man:
"So where is this eastern mystery you promised us Al? We got some fighters here itching for a challenge," a scruffy frenchman demanded of his moorish compatriot.

Almahdi, who disliked the nickname his customer's tendency to shorten his name for their own amusement faked a smile for the sake of making some coin. Almahdi, a one-time textile merchant, had learned to put up with things that he personally disliked for the sake of keeping his family fed. Sadly for his new wares, it meant the buying and selling of people. Family connections and old business partners meant he could make more money selling exotic foreigners than he could selling exotic silks. The trade routes were even mostly the same. Which brought him to his latest acquisition.

The man in question was not much to look at and the heavy manacles on his hands and feet almost seemed excessive. Despite the rain, the chains, the mud, and being surrounded by the french, this little did not seem perturbed. He was from far to the east, Almahdi knew that much, from the far end of the Silk Road. He was healthy enough despite his status as a slave and would probably fetch a fair price at any market. Almahdi would have sold him without a second thought if he had not seen what the easterner could do with his hands alone. Almahdi decided that this slave was too valuable to end up working some farm.

"Slave!" Almahdi shouted in his native arabic, getting the little man's attention, "Time to get to work!" A collar with a long chain was locked around the easterner's throat and the chain was threaded through a heavy iron ring anchored to a post.

"Does he have a name?" One of the frenchmen asked idly, their fighter it seemed, as the man stripped off his shirt and rolled his shoulders. The french fighter towered over the slave.

"I must admit that I have never bothered to learn it," Almahdi replied keeping his eyes on the slave as he approached.

"Sifu," the slave said suddenly, catching everyone off guard.

"So he can talk. I was wondering if I was going to end up beating a mute," the fighter said grinning nastily. He got some laughs, Almahdi had seen this sort before. The frenchman was the kind of man who found the idea of having an excuse to kill people chained to posts with his bare hands too appealing to simply live a quiet life. Almahdi began to regret coming here with such a valuable slave.

"Quiet," Almahdi said, rapping the slave's shoulders with his cane. It barely got a reaction from the man. Finally the manacles came off and Almahdi joined to frenchmen at the chain, ready to drag the slave back and shackle him again when the fight was over.

Without warning, the french fighter was on the man. The big man threw punch after punch but could not so much as lay a finger on the more nimble easterner.

"Quit dodging little rabbit," the frenchman said, breaking out in a sweat despite the cool air.

"Sifu," the little slave said, suddenly locking the man's striking arm and turning him around. With a foot on the man's rump, he sent the frenchman into the mud.

"Bastard!" the frenchman said getting up quickly and slipping in the mud before regaining his feet. The easterner was looking off into the distance, apparently ignoring the angry man. When the frenchman tried to tackle him into the mud, the easterner stepped and struck upwards. There was a clack and the frenchman stumbled back, paused and spat a few fragments of teeth into the mud. Before he could react, the easterner grabbed his other arm and twisted. The frenchman went to the ground with a cry of pain. Two more strikes to the face and it was over.

The audience was so shocked that Almahdi could not get the others to drag the chain in before the slave walked up to him. With a stomp, he snapped Almahdi's cane and placed a hand on the man's shoulder.

"See-fuu," the little man said with a smile. Slowing down the word so that Almahdi would get it like a father patiently teaching his child how to pronounce a new word.

"Sifu," Almahdi replied scared for the moment but the slave's laugh was oddly disarming. Peacefully, he allowed himself to be shackled again and escorted to the cart. There was a tense moment before it was determined that the other fighter was alive, albeit with an even nastier grin. Almahdi breathed a sigh of relief and decided it was best to move on after collecting his winnings. He had heard there were fights up in North some. Perhaps 'Sifu' would fit in a little better there.


Dotting for interest, Probably going to make a thug... err... rogue, since everyone seems to be on the ranger/barbarian front.

Rolls: 4d6 ⇒ (5, 1, 5, 5) = 16 15
Rolls: 4d6 ⇒ (4, 1, 6, 3) = 14 13
Rolls: 4d6 ⇒ (1, 5, 3, 5) = 14 13
Rolls: 4d6 ⇒ (4, 3, 5, 6) = 18 15
Rolls: 4d6 ⇒ (3, 4, 6, 6) = 19 16
Rolls: 4d6 ⇒ (4, 3, 6, 2) = 15 13

Solid array. I can probably have something up in the next day or two.

I didn't see anything about alignments, are there restrictions? What about PvP. Not that I plan on getting into it, but when playing a backstabber, its good know if someone can actually stab it, lol.

ACTUALLY: DM, check your PM's, I might like giving the priest a trial run.


No alignments, just natural consequences.


Sifu is not a given name, it means "teacher". You may already know this and want your character to have people address him as "teacher" but I thought it was worth mentioning in case you didn't


Ptolmaeus Arvenus wrote:

Spoiler:
Got it! It came to me while watching Ip Man.

4d6 18
4d6 14
4d6 18
4d6 9
4d6 16
4d6 13

Shifu Shi Ju-long, master of the east and slave of the west. Brought low and disgraced by rivals in his distant homeland and passed from slave trader to slave trader heading westward and treated as a fighting curiosity. In this land of hairy savages perhaps he can find something more than violence.

Str: 18
Dex: 18
Con: 14
Int: 13
Wis: 18
Cha: 9

Focussed Study and Flexible Bonus Feat racial traits.

Level Feats: Weapon Focus (Unarmed Strike), Dragon Style

Bonus Feats: Skill Focus (Sense Motive), Combat Reflexes, Dodge, Improved Grapple

Holy crap, those rolls. o.o


To all those making Asian characters (ninja, samurai, or monks), you should know that I plan to accept max one of those characters. If you want to improve your chances in getting into this game, you (and everyone else) may submit multiple characters.

Also, to everyone still thinking about characters, we happen to have quite a few rangers. For some reason Danish ones. If you think you have a really good concept/backstory, submit it, but you may also want to think about making a secondary submission from the fighter, rogue, cavalier, or the homebrew scholar and priest (pm me for details on those). You may also choose from the Brawler, Swashbuckler, or the Slayer from the ACG. There also seems to be a lot of melee, so there is opportunity for some ranged characters.

If you do submit more than one character, make sure that you post all of them from the same alias so I don't accidentally choose you twice.


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

12... heh.
stats: 4d6 ⇒ (4, 2, 2, 2) = 10
stats: 4d6 ⇒ (2, 6, 4, 4) = 16
stats: 4d6 ⇒ (3, 2, 1, 1) = 7
stats: 4d6 ⇒ (4, 1, 5, 3) = 13
stats: 4d6 ⇒ (6, 1, 1, 1) = 9
stats: 4d6 ⇒ (1, 2, 3, 5) = 11

stats: 4d6 ⇒ (2, 4, 1, 5) = 12
stats: 4d6 ⇒ (1, 1, 2, 2) = 6
stats: 4d6 ⇒ (3, 5, 2, 4) = 14
stats: 4d6 ⇒ (2, 3, 4, 2) = 11
stats: 4d6 ⇒ (3, 6, 3, 1) = 13
stats: 4d6 ⇒ (3, 4, 6, 5) = 18

well, with that, I think some of my ancestors are telling me to not stray too far from Akio... lol.


well, I have an idea, lets give it one last whirl.

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

well I guess thats good enough!

thinking cavalier/fighter mounted knight.


born_of_fire wrote:
Sifu is not a given name, it means "teacher". You may already know this and want your character to have people address him as "teacher" but I thought it was worth mentioning in case you didn't

Oh, I know what sifu means. The country bumpkins of medieval France certainly do not. It is his joke on them.


ANother questions, how detailed are we going to make the languages? Major ones? or wil lthere be the smaller ones prevalent as well?


The Dragon Master wrote:

To all those making Asian characters (ninja, samurai, or monks), you should know that I plan to accept max one of those characters. If you want to improve your chances in getting into this game, you (and everyone else) may submit multiple characters.

Also, to everyone still thinking about characters, we happen to have quite a few rangers. For some reason Danish ones. If you think you have a really good concept/backstory, submit it, but you may also want to think about making a secondary submission from the fighter, rogue, cavalier, or the homebrew scholar and priest (pm me for details on those). You may also choose from the Brawler, Swashbuckler, or the Slayer from the ACG. There also seems to be a lot of melee, so there is opportunity for some ranged characters.

If you do submit more than one character, make sure that you post all of them from the same alias so I don't accidentally choose you twice.

Speaking of that, I've got a crossbow archetype for Gunslinger that I have been working on. Similar flavor and mechanics without those pesky firearms. I haven't got the deeds above level three all worked out yet but I've got most of the other things worked out. I'd like a chance to play one or at least see someone playtest one for me.


Ptolmaeus Arvenus wrote:
born_of_fire wrote:
Sifu is not a given name, it means "teacher". You may already know this and want your character to have people address him as "teacher" but I thought it was worth mentioning in case you didn't
Oh, I know what sifu means. The country bumpkins of medieval France certainly do not. It is his joke on them.

I sort of figured as much. On a related note, I have a friend who thought for the longest time that I was learning kung fu from seafood johnny, seafood barry and seafood edmund lol


@Ptolmaeus Let me see what you have, and I'll certainly consider it.


Well here are my two character ideas so far.

Icarus 'Wraith' Tradesman:

Rogue 3: A master of stealth, getting places that he is not supposed to and getting items that people would rather not have stolen. Using Alchemical and skillful means, a master with the bow.

Stats(from my earlier rolls)
Str 14
Con 13
Dex 18
Wis 13
Int 16
Cha 10

Re-fluf
Icarus' father was a traveling merchant from the city that had no time for him, while his mother was an herbalist and chemist from a small forest town that traveled with the caravan and made herbal remedies and alchemical concoctions who loved trying to teach him all she knew about forestry and archery. His mother became very ill one trip and died driving Icarus' father into a dark depression and further apart from his son. Initially Icarus tried to win his fathers affection by making trades for items that were worth far more then he bought them for to show his business savvy. However no matter how good of a deal he got his father was indifferent. So he begun trying to get more and more expensive items to impress his father, thinking that if he could just amass enough wealth, show his father how good of a businessman he really was his father would shower him with praise. Eventually Icarus turned to thievery as well as trade, using his skill and knowledge of alchemy and archery, to continue to amass said wealth, finally being a thief became a full time job. It was relatively easy constantly traveling from town to town as he did they did not raise much suspicion and were usually out of town before the thefts were discovered. One day an overzealous officer of the law caught up his fathers trade caravan and found some of Icarus' stolen goods. Accusing his father of being the thief that had been raiding the towns he hulled him back to the last town they had visited and hung him. Confiscated all of his trade goods to pay back the citizens that had been robbed and disbanded the caravan. Now all Icarus knows is being a thief and acts as somewhat of a mercenary for people that need a certain set of skills...

Damion of the Enlightened Minds:

Scholar 3: An encyclopedic knowledge and a curious mind, he supports his party with knowledge, translations, and healing.

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

Re-Stats
4d6 ⇒ (3, 6, 2, 3) = 14 12
4d6 ⇒ (1, 4, 6, 3) = 14 13
4d6 ⇒ (2, 6, 3, 4) = 15 13
4d6 ⇒ (3, 2, 5, 3) = 13 11
4d6 ⇒ (1, 2, 6, 5) = 14 13
4d6 ⇒ (5, 3, 5, 1) = 14 13

Re-re-Stats per request
4d6 ⇒ (1, 5, 6, 3) = 15 14
4d6 ⇒ (4, 4, 4, 5) = 17 13
4d6 ⇒ (2, 5, 1, 1) = 9 8
4d6 ⇒ (4, 1, 1, 1) = 7 6
4d6 ⇒ (1, 6, 6, 6) = 19 18
4d6 ⇒ (2, 1, 4, 3) = 10 9

Damion was the late son of a minor lord, the 9th son in line for any sort of inheritance and as such had spent most of his time using his families money to go to schools and hire the most knowledgeable tutors in all subjects while his parents were still alive knowing he would most likely not benefit from their death. After years of scholarly pursuit he got an itch to actually travel out into the world and see many of the things that he had studied first hand. He found a small group of adventurers and attached himself to them in the hopes of learning outside of a library. Very bookish, yet still good with people due to the number of tutors that he has interacted with over the years. He is surprisingly versatile, able to use alchemical substances, poisons, a very grounded knowledge in healing. He obviously could not hold his own in direct combat but he generally tries to stay out of the fray and shout useful things to the people who are doing the fighting and occasionally toss and explosive or something into the mix where it is needed. He has near perfect recall of nearly everything he has ever read and uses that to assist in social situations and in knowing dangers in the wilderness.

Updated with fluff for both characters, if either one is preferred/chosen I will post the full character sheet that I have written on paper for that character.


The Dragon Master wrote:
@Ptolmaeus Let me see what you have, and I'll certainly consider it.

I'll shoot it to you in a minute, the creative juices just started flowing again. Might be able to finish it before the night is over.


@Dementia Good so far, but we are starting at 3, not 5.

@Ptolmaeus Don't worry about getting done tonight.


It was a different recruitment thread that I was looking into that was starting at 5, got the two confused. Fixed now. Also Damion's background is more fleshed out now.

All three of my roll sets for Damion were terrible, maybe it is a sign


This is my first attempt at building an Archetype so please be easy on me.
Master Artillator might be a little too powerful in such a setting so it may need to be removed for now.

Arbalist Prototype:
Arbalist (Gunslinger Archetype)
Skills: An Arbalist gains Escape Artist and Stealth as class skills but loses Handle Animal and Ride.

Weapon and Armor Proficiency: an Arbalist is proficient with all simple and martial weapons and with all crossbows. They are proficient with light armors and bucklers.

Master Artillator
At 1st level an Arbalist gains the benefits of the Master Craftsman Feat for the purposes of producing crossbows, bolts, and bayonets.

Grit
An Abalist is dangerously cunning and as such his Grit is based off of Intelligence as opposed to wisdom but otherwise this class feature operates exactly as the Gunslinger class feature except that it uses crossbows instead of firearms.

Deeds
An Arbalist gains the following deeds
-Bodkin-Tipped: At 1st level, by spending 1 grit point, an Arbalist can target touch AC instead of regular AC when firing within half of his weapon’s first range increment. This replaces the Deadeye Deed.

-Fixed Bayonet: At 1st level, the Arbalist can fire their weapon normally when a bayonet has been affixed by spending 1 grit point. This replaces the Quick Clear Deed.

-Quick Bayonet: At 3rd level, the Arbalist gains the benefits of the Weapon Finesse feat when using a fixed bayonet as long as they have 1 grit point remaining. This replaces the Pistol-Whip Deed.

-Pilfering Shot: At 3rd level, the Arbalist can use his crossbow to deprive opponents of their possessions. By spending 1 grit point, the Arbalist can treat their crossbow as though it had the Steal special property, gaining a +2 to CMB on for their next Steal combat maneuver. If the Arbalist is adjacent to his opponent when attempting to steal from them, the targeted item is treated as dropped and in the opponent’s square. If the Arbalist is not adjacent to his opponent, then the object ends up knocked to the edge of the first range increment of the crossbow in a straight line away from the Arbalist and his opponent. If the flying item would strike an obstacle before reaching the end of the range increment, then it falls to the base of the object without doing any damage. This replaces the Utility Shot Deed.

-Hobbling Shot: At 7th level, the Arbalist can spend 1 grit point as a full-round action to make an attack against an opponent. The target is damaged normally and their speed is reduced by half. This ability does not stack with itself. This replaces the Startling Shot Deed.

-Specialization: At 11th level, the Arbalist chooses one of the following Deeds:
-Cunning reload: An Arbalist does not need a free hand to reload hand crossbows as long as he has 1 grit point.
-Dangerous Aim: An Arbalist using crossbows or repeating crossbows increases the critical multiplier by 1 as long as he has 1 grit point.
-Strong Draw: An Arbalist using heavy crossbows or heavy repeating crossbows can add his strength score to damage as long as he has 1 grit point.
This replaces the Lightning Reload and Expert Loading deeds

To be replaced:
-Menacing Shot

Crossbow Training: At 5th level, the Arbalist can a bonus equal to his dexterity modifier to damage when using crossbows. At 9th, 13th, and 17th level this bonus increases by 1. This ability replaces Gun Training.


Heres my notes -

Note sure why the grit should be int based. Rationale?

Bodkin tipped - Crossbows have a long range. Even at half, its a longer range for hitting touch than any gun. Maybe put it at a static 30ft?

Fixed Bayonet - maybe should be able to do as long as they have one remaining.

Pilfering Shot - Interesting ability, but I don't really see it. Maybe an ability like the archer's trick shot.

Hobbling shot - I like it, but a full round action seems pricy. Making it a standard should be sufficent.

Specialization - The first two seem fine, but with the way crossbows work, I don't see strength being added to damage.

I do have an idea for an ability
Impaling shot: Take a full round action and spend a grit point to fire a bolt. This bolt stays in the foe until pulled out by a move action, doing damage every round equal to the damage die + the enchancement bonus.

Alt Spend all grit points (min three) and take a full round action to fire a bolt. This bolt stays in the target until the target takes a standard action to remove it, taking damage every round equal to the damage die + the enchancement bonus. While impaled the target's movement is halved. When removed, the target continues to take bleed damage equal to the minimum impaling damage.

Needless to say, both would be high level abilities.


Grit - from a flavor perspective, I wanted it to seem more like a rogue. Mechanically, I wanted better synergy with both rogue and assassin as well as their Master Artillator feature

Bodkin Tipped - That's a good idea. I had wanted the archetype to still reasonably stack against with other gunslinger builds. I had thought the extra range would be balanced out against the grit requirement but 30ft might be a good change.

Fixed Bayonet - Probably a better balance

Pilfering Shot - I was trying to balance it against Utility Shot, something with limited direct combat applications that stayed with the rogue-y flavor. I'll re-think it, maybe make it into another specialization type deed.

Hobbling Shot - Good point

Specialization - Maybe something to play into Vital Strike? That's a giant can of worms though. I might just rework it to be some unique abilities as opposed to weapon specific.

Impaling Shot sounds good but there are already two deeds that have a similar effects, I'll think about it.


For a replacement for utility shot, why not replace it with, well, utility abilities.

For example, using the bolts as pitons or hand/foot holds for climbing when fired into a wall.

Scoot object still works for crossbows. Just have to come up with one more.


I'll throw my interest in and think about a character. I am thinking a viking to be honest though. The setting is spot on.

4d6 ⇒ (3, 1, 2, 6) = 12 = 11
4d6 ⇒ (6, 1, 1, 5) = 13 = 12
4d6 ⇒ (6, 3, 1, 3) = 13 = 12
4d6 ⇒ (4, 6, 6, 6) = 22 = 18
4d6 ⇒ (2, 3, 5, 1) = 11 = 10
4d6 ⇒ (4, 3, 2, 6) = 15 = 13

A 25 point buy. Not bad to work with.

Okay, I'll try my luck; being a viking.
2d10 ⇒ (8, 3) = 11


Mighty Beowulf wrote:

I'll throw my interest in and think about a character. I am thinking a viking to be honest though. The setting is spot on.

4d6 = 11
4d6 = 12
4d6 = 12
4d6 = 18
4d6 = 10
4d6 = 13

A 25 point buy. Not bad to work with.

Okay, I'll try my luck; being a viking.
2d10

And here it is. I have appearance and crunch (all available through this alias), working on the story right about now.


I think I'm actually going to pull Ralph out of the running. I'm not really feeling this setting so much anymore. Sorry!


Here's Thorfinn reskinned as a slayer, in case you prefer:

Thorfinn Skovlund:

CLASS: Slayer (<-- Favored)

Str 15
Dex 18 (racial +2)
Con 12
Int 12
Wis 12
Cha 11

SENSES Perception +7

DEFENSE
AC 18 Touch 14 FF 14 (+4 Dex, +4 armor)

CMD 19

HP: 19 (d8+1)

SAVES
Fort: +4
Ref: +7
Will: +3

OFFENSE
Init: +4

Melee
dagger +7 (1d4+2, 19-20) P/S Weapon finesse
MW handaxe +8 (1d6+2, x3) Weapon finesse
PAFF: +8 (1d6+4, x3) Weapon finesse, Power attack, Furious focus
TWF: +6/+6 (1d6+2/1d6+1, x3) Weapon finesse, Two-weapon fighting
TWF PAFF: +6/+5 (1d6+4/1d6+2, x3) Weapon finesse, Power attack, Furious focus, Two-weapon fighting

Ranged
dagger +7 (1d4+2, 19-20) 10' P/S
MW comp.lngbow +7 (1d8, x3) 110' P

+1 att/dmg vs FT
SA +1d6

BAB: +3 CMB: +5

Class abilities

Favored target (Ex)
Track (Ex)
Sneak Attack: +1d6

Traits:
Armor expert (combat)
Indomitable faith (faith)
Pride (drawback)
Under siege (religion)

Feats:
Furious focus
Power attack
Two-weapon fighting
Weapon finesse

Skills:
Bluff +1
Intimidate +6
Knowledge: geography +7
Knowledge: local +7
Perception +7
Ride +8
Sense motive +6
Stealth +10
Survival +7 (+1 to track)
Swim +6

+1 to Bluff, Knowledge, Perception, Sense motive, Survival vs. Favored Target


my secondary submission will be a knight.

dragoon1/cavalier2

haven't worked out much more than that :P


@Beowulf Looks good. With this many Scandinavians we may have to make this a Viking game

@Rorrix Sorry to here that. Good luck in other recruitments!

@Krisam From what I am reading for furious focus, you can only use it if you are wielding one weapon in two hands. It doesn't work with TWF. You may want to look into replacing that with double slice or maybe cleave.

@Darien Go for it! Honestly I would prefer a knight over a samurai.

Sczarni

VERY inteterested. I love games like this.

Let's see how the dice gods feel today!

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

^ That's a reroll, thank goodness :)

4d6 ⇒ (1, 4, 2, 3) = 10 - 9
4d6 ⇒ (1, 2, 1, 2) = 6 - 5
4d6 ⇒ (3, 4, 6, 1) = 14 - 13
4d6 ⇒ (5, 3, 2, 6) = 16 - 14
4d6 ⇒ (5, 6, 6, 5) = 22 - 17
4d6 ⇒ (2, 3, 1, 2) = 8 - 7

^ Gross

4d6 ⇒ (6, 6, 2, 6) = 20 - 18
4d6 ⇒ (2, 5, 2, 1) = 10 - 9
4d6 ⇒ (1, 1, 3, 3) = 8 - 7
4d6 ⇒ (6, 6, 2, 6) = 20 - 18
4d6 ⇒ (1, 1, 5, 1) = 8 - 7
4d6 ⇒ (1, 1, 4, 6) = 12 - 11

^ Can I make Hodor? (I'm only half kidding...)

I think I'll go with point buy unless I can think of a really good Hodor type character.


Whoops! Thanks for the catch, DM. I replaced Furious Focus with Double Slice.

Darksmokepuncher: A brawler Hodor-type character might be interesting?


@dragon, you see, I would much prefer the samurai :P, I could even flavor it as he has been there say, 2-3 years and has started adopting some of the "native" practices :P. Its just his story is much more developed in my head and would have better RP than the would be peasantknight.

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