The Faceless GM's Golarion Apocalypse (Inactive)

Game Master kamenhero25


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Intro

We lived in a time of change. One greater than anything we had ever dared dream. And by the time we realized how many evils had stood against our world, it was too late. Our greatest heroes had risen up to fight against those that would conquer everything. Through countless battles and inhuman horrors that mortals haven't faced in centuries, they fought for the safety of us all. All for nothing.

One by one, our greatest heroes fell. And evil... evil has triumphed. Now the armies far beyond anything mankind has faced before are carving out their own empires, shaping this new world into whatever they desire of it.

Is there no more hope for humanity? Perhaps the failure of our champions has truly doomed this world to the rule of darkness...

- journal of an unnamed Pathfinder, recovered from a battlefield along the southern Worldwound front, writer presumed deceased

Welcome to the end of the world as you know it. The villains of the APs have won (well, all the ones up to and including Wrath of the Righteous), the heroes are dead, and the worst case scenario has come to pass. This may finally be the end of Golarion. Or is it? If one thing is true of any fantasy story, the greatest heroes can rise from the darkest of times and save the world. So now is your chance to rise up against the greatest darknesses that the world has ever known and try to save it. This is a very different Golarion from what you might know, but that just means that you have a whole new world to explore and hopefully liberate from evil.

It has been three years since the worst came to pass. Fiends, outsiders, and evils of both the mortal and immortal variety have risen to conquer the lands. However, not all hope is lost. Evil may be brutal, cruel, and dangerous, but it is not stupid. And when a threat that could consume all the lands is pushing on its borders, even evil is willing to come to an understanding. Two weeks ago, the biggest demonic assault ever seen emerged from the Worldwound. Territories all along the border were shattered and consumed by bloody demonic fury. The emergence of renewed aggression from the armies of Deskari is something that nobody needs. As such, all those concerned with the growing power of the demonic forces have been called to Absolam for the first ever conference between representatives of the many burgeoning empires of Golarion. People from all across the world have gathered in the city at the center of the world. Some are mercenaries and loyal warriors of one of the many representatives guarding the conference. Some are spies seeking information that their masters might leverage to their advantage. Some are desperate refugees hoping that this might be the first signs that the world isn't doomed to utter destruction. Whatever the case, you have come here to witness this historic event. And to see what lies beyond it...

Lore

This is an annotated version of the current state of the world. Obviously, there are some details that have been left out. If you have any questions about specific people, places, races, or simply setting details, I encourage everyone to ask. I'll try to answer everything to the best of my ability.

The Free Nations Alliance:
When evil came to conquer, the people proved that they are not willing to give in without a fight. Nations rallied together to fight back and hold firm against the hordes that encroach from all directions. Perhaps they are the last bastion of hope for freedom, or perhaps they are simply a doomed last stand that will one day inevitably fall...

The Free Kingdoms were formed in response to the expanse of the Worldwound three years ago. Realizing that they could not stand against the endless hordes alone, Taldor, Andoran, Absalom, and even Galt met in swift secret meetings and forged an alliance to stand as one against the hordes of the Abyss. Yet as other nations have fallen to evil one by one, they are perhaps the only remaining nation on Golarion that is still truly governed by human hands.

The Infernal Empire of Cheliax:
The hand of House Thrune is long and the eyes of the archdevils are on every living soul in the infernal empire. Asmodeus could no longer stand-by as his enemies rose to conquer their own lands and his archdukes claimed territories in the material plane. When the Demon Lord Deskari ascended to godhood, he knew things had gone too far. Now Cheliax is directly under the heel of the Prince of Darkness. And they have never been stronger.

Cheliax now represents the largest single empire in the world. Aside from reabsorbing Molthune and completely taking Nidal and Isgar into their control, their Shackles campaign was an immediate success and governor Druvalia Thrune now rules the Shackles, Sargava, and parts of the Sodden Lands (thanks to their Geryon blessed ships being able to navigate the Eye of Abendego). Additionally, Mediogalti Island technically swears allegiance to them, but there are rumors that the Red Mantis secretly still hold allegiance to another lord (or lady).

The Whispering Realm:
Death walks the earth, and it may consume all life. The greatest necromancer to ever live, and unlive, the one who sought to face Aroden himself, has returned. And the Whispering Tyrant will not be defeated again. His hordes of undeath march across central Avistan and claim everything in their path as his domain. And death smiles on him.

When the Whispering Tyrant was reborn upon the Gallowspire, his actions were swift and bloody. Recognizing a threat, Tar-Baphon did not claim Ustlav immediately. Instead, he marched his hordes south and decimated the Knight of Ozem, shattering them and conquering Lastwall. From there, he laid claim to Ustlav, Nirmathas and the southern fringes of the Hold of Belkzen. Now he plots and carefully plans for... something.

The Shadowlands:
Kyonin was once a kingdom of nature and beauty. Now it is less than nothing. In an event now called Shadowfall, the drow called down a meteor not unlike the one used in the disaster known as Earthfall and struck the elven kingdom with brutal force. The ass and dust from the impact still blacken the skies above the once proud nation.

The Shadowlands were once Kyonin, but with it's utter destruction at the hands of a massive meteor strike, it is little more than a shattered wasteland covered in eternal shadow by a cloud of ass and dust. The impact was strong enough to severely damage neighboring nations and Druma, Five Kings Mountains, Razmiran, and parts of the River Kingdoms all fall under the darkening cloud.

New Thassilon:
The ancient ruins of Thassilon are no longer ruins. Armies of giants and strange clockwork soldier now march across the lands, constantly at odds while tentatively allied in the birth of their new alliance. And this may be only the beginnings of their second rise to power.

Varisia is under the heel of Emperor Karzoug and Chancellor Xin, along with the territories in the Hold of Belkzen that do not bow to the Whispering Tyrant. However, the two are constantly at odds, seeking to gain political dominance over the other so that they might be the sole ruler of their new empire. However, a new player has recently entered the game. Queen Ileosa of Korvosa has claimed incredible power and has managed to forge an alliance with Karzoug, allowing him to claim Korvosa without a fight in exchange for his hand in marriage and co-rulership of the empire. But perhaps she seeks to take the throne for her own. It wouldn't be the first time she's killed a king to take a throne for her own...

Irrisen:
The Winter Witches have always been powerful, but with the power of the Queen of Witches herself usurped and her daughter more powerful then ever, their eternal winter begins to spread beyond the borders of their lands and to all corners of the world.

Queen Elvanna has successfully destroyed Baba Yaga. No one knows how, but the pure mythic power that Elvanna now wields could only have been drained from her mother's corpse. Now she stands as Irrisen's eternal queen, expanding her grip. The Land of the Linnorm Kings and the Realm of the Mammoth Lords have both fallen to her hand already and across Avistan portals carrying her eternal winter open and close at her will, allowing her to attack almost anywhere at almost anytime she desires.

Thousandbreaths:
The people of Brevoy should be thankful. They were spared the spread of the Worldwound and the destruction of their homes. Instead, they were taken, along with the Stolen Lands and parts of the north eastern River Kingdoms, into a space between Golarion and the First World, twisting their realm into a mix of fey madness and the material plane.

Brevoy and part of the River Kingdoms (centered around the Stolen Lands) have become a land that is partially within the First World and partially within the Material Plane. This makes everything about the lands mutable, twisted, and mad. Yet is ruled by the most fickle of lords. The mad nymph Nyrissa still rules these lands, perhaps pining for the First World still as she attempts to shape a poor facsimile in our world.

The Worldwound:
When the fifth crusade fell, it marked the end of everything. The armies of the Worldwound marched across Avistan, torturing and destroying everything in their path. Mendev burning, Numeria crumbled, and the River Kingdoms flowed with the blood of innocents. I'm ashamed to say, the presence of other evils like the Whispering Tyrant may be what holds these monsters in check as they lash out all along their borders trying to claim more territory and lay claim to all of the material plane in the name of their new god, Deskari.

The Worldwound now includes not only Sarkoris, but also Mendev, Numeria, the River Kingdoms (what territory is not already claimed) and small territories that have been won from Irrisen, the Whispering Tyrant, and the Free Nations along all of their borders with the Worldwound horde.

The Domain of Fire:
At first it seemed that Katapesh would be the only nation to suffer under the hand of the Firebleeder. The other nations were fooling themselves. Rampaging efreeti spirits and bloody fire beasts continue to appear and spawn all along the north of Garund. This land has gone from rough desert to blasted barren wastelands of fire and ash as the Firebleeder returns again and again clothed in his new form.

Katapesh, Osirion, Thuvia, Rahadoum, and even Qadira are still roughly intact, but the constant war with the ever encroaching spirits of fire under the lead of Jhavhul has rocked them and left them broken and crippled. They have formed a rough alliance, but it may be too little too late with how devastated many of their territories have become.

The Serpent's Lair:
The Age of the Serpent was a time of slavery and chaos. The mind warping serpentfolk commanded entire empires and ruled over mankind like cattle. Now things begin to stir and their ancient ruins and temples become inhabited again. And legends tell that their god has risen from his own death to restore his people to glory.

The Mwangi Expanse is now home to an ever growing empire of the serpentfolk. Their power grows almost daily and a sense of paranoia has begun to form in other nations. Anyone could be a spy and not even know it...

The Mana Wastes:
No one believed that the final war between Nex and Geb would ever happen. Not with one half of the equation missing. Oh how wrong we were. The battle was swift, the results were brutal. And now we remember why it is truly terrifying to see two masters of magic at war with one another.

The Mana Wastes now include all the was Nex and Geb. The war between these two utterly shattered both territories, reducing both nations to a mess of wastelands and spellscars that are nearly impossible to survive. Some fanatics on each side still holdout in enclaves, seeking to destroy their remaining foes, while many either flee to Alkenstar in hopes of refuge or outright try to make their way to anywhere else.

The Empire of the Oni:
Little word comes from distant Tian Xia anymore. What little we hear is of the armies of spirits and monsters that conquer their lands one by one, capturing all in the name of the Jade Emperor and his allies, the Five Storms.

Much of Tian Xia has fallen under the heel of the oni. Exactly which territories they control is unknown in the Inner Sea region, but it is known that Minkai is their center of power and many nearby nations have been completely consumed by their greed and lust for power.

Character Creation Rules

Crunch

Level: Golarion is not a nice place and strength is needed to survive. As such, PCs will be starting at 3rd level.
Stats: Roll 4d6 and drop the lowest. Do this 6 times and put them in any order you like. If your stats total below 20 point buy or you have two or more stats that are 8 or lower, you may reroll. If you don't like rolling, you may use 20 point buy instead.
Races: All Paizo races are allowed within reason. A lot of more monstrous and odd races have become more prominent with the recent total upheaval of the world order, though some truly strange ones will need a good explanation for approval.
Classes: Any Paizo class is allowed (including Gunslinger, Samurai, Ninja, and anything from Occult Adventures), including prestige classes at higher levels. Unchained Rogue, Barbarian, and Summoner are required and Unchained Monk is recommended but not required. Additionally, I will allow Paladins and Antipaladins to be any good and any evil alignment respectively. CG Paladins and LE Antipaladins replace their Law and Chaos relates spells with the equivalent of the opposite alignment. Archetypes will all be permitted unless something really crazy comes up. I would prefer no 3rd party material, but I might be willing to allow something if it's convincing. And no Ultimate Intrigue Playtest, so no vigilante.
Alignment: Anything is allowed. A good half of the factions present at the conference are very very evil. Just be willing to be reasonable and be willing to work with a party that may include characters with a vastly different alignment. This goes for good characters as well. I'll be fair with alignment, so for example a party with a paladin and an evil character won't result in the paladin being penalized unless he does something particularly nasty on his own.
Skills: In addition to your normal skills, I am using the Background Skills from Unchained. They can be found on the PFSRD for anyone without the book. These should be relevant to your back story.
Traits: You may select two traits. Campaign traits from APs may be allowed, but I reserve the right to approve or deny them on a case-by-case basis. You may take a single drawback and obtain a third trait if you wish, but no more than that.
Wealth: PCs start with 2000gp to spend on their gear and weapons. Wealth by level is altered a bit by the Automatic Bonus Progression system.
Hit Points: Max hit points at each level, with average + 1 for all levels beyond 1st. Bosses will likely get a HP boost, but I’ll make a final decision once I see how the party plays in combat.
The Stamina system in Unchained is free for Fighters at 1st level, and the feat is available for anyone else to take.
The Varient Multiclassing system in Unchained is permitted.
The Wound Threshold system from Unchained will be used. This can be harsh at low levels, but it will improve with time.
The Automatic Advancement system from Unchained will be used. This means generic +X weapons and armor, Bracers of Armor, Rings of Protection, Cloaks of Resistance, Amulets of Natural Armor, and Headbands and Belts of [X Stat] do not exist. Instead you will gain intrinsic bonuses at each character level, starting at 3rd in fact.

This game will (hopefully) run fairly long and will go all the way to 20th level. Additionally, this game will use the mythic rules to bring heroes to a truly epic level and reaching tier 10. Mythic being what it is, I have a somewhat sizable list of mythic nerfs to help balance the system. The party and enemies will be under these restrictions. If anything in unclear, feel free to ask. I would also ask that you include what mythic path you believe would suit your character best in your submission.

Mythic Nerfs:
Rule 0: The GM reserves the right to add to these nerfs as necessary if a mythic ability grows out of hand.
• You only get +1 to stat bonuses as part of advancing in mythic tiers, not +2.
• You cannot get permanent bonuses to your stats through wishes in this campaign.
• The amazing initiative basic mythic ability is replaced with a bonus to initiative checks equal to one-half of your mythic tier. In addition, as a free action when rolling initiative you may expend one use of mythic power to add your surge die to your initiative roll.
• The agile monster template, when applied to PC companions and summons, no longer gives the dual initiative ability. Instead, it gives haste.
• The following abilities: archmage arcana, champion’s strike, guardian’s call, divine surge, marshal’s order, and trickster attack abilities are no longer usable as swift actions. Instead, they are standard actions when sued at the cost of 1 mythic power, move actions at the cost of 2 mythic power, and swift actions at the cost of 3 mythic power.
• You cannot, for any reason, gain more than one additional attack at their highest attack bonus no matter how many such abilities are in effect. (Example: haste, champion’s strike abilities, etc.)
• If you enter the space of a mythic creature with the Titan’s Bane ability, it is considered flat-footed only against the first attack you make against it.
• Player characters (and their allies) can use only one ability that requires the expenditure of mythic power per round. This may be a mythic feat, mythic spell, mythic path ability, a power used by a legendary item, or anything else; if it involves expending mythic power, a character can use only one per round. Characters can use abilities that require spending more than one use of mythic power. Legendary power is considered separate from mythic power.
• You are likewise limited to the use of only one ability that requires the expenditure of legendary power per round.
• Mythic surges may be spent after a d20 has been rolled, but not after the result of the roll has been revealed.
• Mythic power is regained at a rate of 1 use per day. It is refilled to full after completing a mythic trial. This rate of mythic power regeneration cannot be changed in any way through abilities or spells. The GM may allow the heroes to regenerate additional uses of mythic power as a reward for epic feats or good roleplay.
• The foe-biting legendary item ability has been banned. It is replaced with the ability to expend one use of the item’s legendary power after striking an opponent with the weapon to add the bane property against that specific creature (regardless of its type and subtype) for 1 minute. If the item is already a bane weapon against that creature’s type (and subtype, if applicable), using the foe-biting property increases the effect of bane to a +3 enhancement bonus and +3d6 damage, or to +4 and +4d6 if the wielder is a mythic character and expends one use of mythic power as a swift action when expending the item’s legendary power to increase its bane effect.
• The Mythic Power Attack feat is now identical to the Mythic Deadly Aim feat, except it applies to melee damage rolls, not ranged.
• Mythic Vital Strike is banned.
• Instead of granting a flat +20 bonus on the relevant ability check or related skill check, the universal path abilities Display of Strength/Dexterity/Constitution/Intelligence/Wisdom/Charisma grant a bonus equal to three times your mythic tier.
• Using the Recuperation mythic ability costs one-half of each character’s remaining daily uses of mythic power (minimum 1).
• You need to spend 2 uses of mythic power to use the unstoppable mythic ability to remove a debuff caused by a mythic effect, not 1.
• Any ability that allows you to ignore immunity or resistance allows you to ignore up to 5 points of resistance or immunity, plus 5 points per 2 mythic ranks or tiers you possess.
• Any ability that allows you to ignore or bypass damage reduction instead allows you to ignore 5 points of damage reduction, plus 1 point of damage reduction per mythic rank or tier you possess. This applies to mythic abilities like the fleet charge champion path feature as well as non-mythic effects like a paladin’s smite evil.
• When a critical hit is confirmed against a mythic creature with damage reduction and the attack does not ignore damage reduction, the creature has a percentage chance equal to twice its damage reduction to negate the critical hit and treat the hit as a normal hit. If the creature also has the fortification universal monster ability or a similar ability to negate critical hits, add these two percentage chances together and make a single roll.
• An effect that allows you to ignore spell resistance (when it would normally apply) allows you add your mythic tier on caster level checks to ignore spell resistance. You apply an additional +2 circumstance bonus if the target is a non-mythic creature or if you are casting a mythic spell; these circumstance bonuses stack.
• Harmful conditions that occur even on a successful save are halved in duration (minimum 0 rounds) if the mythic rank or tier of an affected creature equals or exceeds that of the creature that created the effect. They are also halved (minimum 0 rounds) for a non-mythic creature whose CR equals or exceeds the caster level (or Hit Dice, for supernatural effects) of the creature that created the effect. This does not apply to effects with an instantaneous or permanent duration.
• Wild Arcana, Inspired Spell, Arcane Surge, and Recalled Blessing can only be used on spells with a casting time of 1 standard action or less. Using these abilities requires expending one use of mythic power, plus one additional use for every 2 levels of the spell.
• For Arcane Surge and Recalled Blessing, you may expend an additional 2 uses of mythic power to cast a spell as a swift action.
• Mythic enemies may expend mythic surges as a swift action to add a bonus to its AC equal to the result of its surge die. If the enemy has DR or hardness, the surge die is also added to DR or hardness. If the enemy has energy resistance, it adds twice the result of its surge die to each type of energy resistance it possesses. This bonus lasts until the beginning of the enemy’s next turn; if it expends two uses of mythic power, it lasts for a number of rounds equal to one- half its mythic rank or tier (minimum 1 round).
• When the actions taken by an enemy during its turn would reduce it below 0 hit points, it can expend one or more uses of mythic power to survive with 10% of its current hit points (before that enemy began its turn) for each use of mythic power you spend. All damage dealt as part of a full attack action is considered a single effect for this purpose.

Fluff

I just have a few simple questions that are a must to think through with your character. However, more detail and depth in a backstory is always a good way to boost your chances of getting in and giving a good base to roleplay off of.

1. What does your character look like? (Height, weight, age, appearance, etc.)
2. What is your character’s personality?
3. Where is your character from? Golarion has changed a lot in the last few years. Where you are from can mean a lot about who your character is.
4. Why does your character have the class, feats, weapon, etc. that they do? Where and how did they learn to fight? What made them take up this path?
5. Is your character religious? If so, who do they worship and why?
6. How has your character's life changed in the last few years? What has the changing world done to your character and what do you intend to do about it?

What I’m Looking For

I’m looking for 6 players and recruitment will be open until November 15th.

I enjoy combat as much as the next gamer, but I’m not just looking for a character that can kill the best. I’m going to be selecting the characters that are well-rounded, with interesting backgrounds and character traits to inspire roleplay. I’m much more interested in RP than in running combat all of the time.

On that note, please integrate your crunch and fluff to the best of your ability. If your character has an archetype, consider where they learned that style of combat and why. If you have a trait, explain why you have it and work the fluff into your character. Don’t pick Reactionary just because you want better initiative or Rich Parents for extra starting wealth. Pick traits that fit your character concept best.

Also, in the interest of keeping the game moving, I have one more requirement. Please be able to post at least once per day. More is great (preferable even), but at least that please. If you miss a day, it kills the pacing and I will likely bot you to keep things moving. If you have a reason to be unable to post, just message me and we'll work out how to handle things. However, repeated uninformed missed days and unexplained absences will make me assume that you're not interested and I will start looking for a replacement.


Checking in!

4d6 ⇒ (5, 1, 6, 2) = 14 13
4d6 ⇒ (3, 5, 6, 4) = 18 15
4d6 ⇒ (4, 6, 6, 1) = 17 16
4d6 ⇒ (5, 5, 1, 2) = 13 12
4d6 ⇒ (1, 4, 3, 2) = 10 9
4d6 ⇒ (1, 1, 5, 6) = 13 12


4d6 ⇒ (3, 6, 4, 6) = 19 = 16
4d6 ⇒ (4, 2, 1, 5) = 12 = 11
4d6 ⇒ (6, 5, 5, 3) = 19 = 16
4d6 ⇒ (6, 2, 6, 3) = 17 = 15
4d6 ⇒ (3, 5, 3, 5) = 16 = 13
4d6 ⇒ (3, 5, 3, 4) = 15 = 12

Not bad at all.

Considering a Kineticist (Void) from Occult Origins, probably Human.


No Mhar acting as the ultimate wandering monster?


First Set:
4d6 - 1 ⇒ (4, 4, 1, 6) - 1 = 14
4d6 - 1 ⇒ (1, 3, 2, 2) - 1 = 7
4d6 - 1 ⇒ (3, 5, 1, 2) - 1 = 10
4d6 - 1 ⇒ (4, 6, 4, 1) - 1 = 14
4d6 - 1 ⇒ (5, 2, 1, 4) - 1 = 11
4d6 - 2 ⇒ (2, 4, 5, 2) - 2 = 11
8 points. Wow.

Second Set:
4d6 - 1 ⇒ (1, 6, 1, 1) - 1 = 8
4d6 - 1 ⇒ (4, 4, 1, 5) - 1 = 13
4d6 - 2 ⇒ (2, 4, 5, 4) - 2 = 13
4d6 - 2 ⇒ (2, 6, 2, 3) - 2 = 11
4d6 - 1 ⇒ (2, 1, 3, 3) - 1 = 8
4d6 - 1 ⇒ (1, 3, 5, 4) - 1 = 12
5 points. Double wow.

Third Set:
4d6 - 1 ⇒ (1, 1, 5, 6) - 1 = 12
4d6 - 2 ⇒ (3, 6, 5, 2) - 2 = 14
4d6 - 1 ⇒ (5, 4, 2, 5) - 1 = 15
4d6 - 1 ⇒ (4, 2, 4, 1) - 1 = 10
4d6 - 1 ⇒ (2, 1, 1, 2) - 1 = 5
4d6 - 2 ⇒ (6, 5, 2, 3) - 2 = 14
Not even legal for point buy. This is a bad joke. :/

Fourth Set:
4d6 - 2 ⇒ (2, 3, 5, 6) - 2 = 14
4d6 - 1 ⇒ (1, 6, 1, 6) - 1 = 13
4d6 - 3 ⇒ (5, 3, 3, 3) - 3 = 11
4d6 - 2 ⇒ (5, 2, 4, 2) - 2 = 11
4d6 - 3 ⇒ (3, 6, 5, 5) - 3 = 16
4d6 - 1 ⇒ (1, 5, 4, 3) - 1 = 12

If rerolling more than once was allowed, I'll go ahead and use that fourth set. :P


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

Sweet. I can play pretty much anything with that array.

Need some time to read and absorb all the lore before I decide a character to start on. Spitballed ideas include:

-Hobgoblin Fighter or Slayer (to go into the Pain Taster PrC later on. Tentatively thinking he'd be from what is now the Shadowlands, an escaped "plaything" of the Drow there (a bit of a necessity, since being tortured by Dorw is a prereq for the PrC). LE
--Alternately, similar race and backstory, but an Alchemist. Used as a experimental stock by the Drow and transformed. LE

-Necromancer, member of the Whispering Way )they want a planet ruled by the undead, not consisting of nothing but blasted land and corpses). NE.

-Human (Maybe Tiefling?) Monk (Unchained?), refugee from the "Empire of the Oni". LN or LG.
--Alternately, LE envoy of the Oni.


Multiple re-rolls until you meet the 20 points is fine.

In note to the factions, the Empire of the Oni, the Serpent's Lair, Thousandbreaths, and (obviously) the Worldwound do not have official representatives at the conference. There are certainly people from all of those areas around, either as witnesses, spies, or simply people who escaped those regions over the last few years though, so feel free to be from those regions.

Dark Archive

4d6: 4d6 ⇒ (4, 6, 5, 3) = 18
4d6: 4d6 ⇒ (2, 2, 6, 2) = 12
4d6: 4d6 ⇒ (2, 6, 1, 3) = 12
4d6: 4d6 ⇒ (6, 1, 6, 5) = 18
4d6: 4d6 ⇒ (3, 4, 3, 1) = 11
4d6: 4d6 ⇒ (6, 1, 1, 1) = 9

I'm leaning Cleric or Warpriest.
Most likely a LE follower of Asmodeus from Cheliax.
Tiefling, Aasimar, or Human for the race.
If that doesn't fit the campaign I can do something else.

Silver Crusade

Failed rolls:

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

Yeah...no...

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

Average McAverageguy

4d6 ⇒ (6, 6, 1, 1) = 14
4d6 ⇒ (1, 2, 3, 1) = 7
4d6 ⇒ (1, 5, 2, 3) = 11
4d6 ⇒ (5, 5, 6, 3) = 19
4d6 ⇒ (1, 4, 5, 1) = 11
4d6 ⇒ (3, 4, 3, 2) = 12

Not legal...

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

Still low...

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

*sigh*

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

...

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

Yay...21 points...I'll take it.

Thinking LE Antipaladin or LN Fighter. Either way, prestiging into Hellknight Commander at some point.

Might do a dedicated spellcaster instead, though. Will have to think about it.

Grand Lodge

@ Faceless GM
SO excited for this.
How do you feel about Lyrakiens?

4d6 ⇒ (5, 1, 6, 6) = 18
4d6 ⇒ (3, 4, 1, 6) = 14
4d6 ⇒ (5, 6, 1, 1) = 13
4d6 ⇒ (5, 5, 6, 6) = 22
4d6 ⇒ (2, 3, 5, 4) = 14
4d6 ⇒ (4, 3, 6, 2) = 15


As a familiar, by all means.

As a character, I'd rather not. I'd prefer sticking to races that are built to be played.


Have been reading from the beginning and I am interested in the game.

4d6 ⇒ (5, 5, 4, 3) = 17 = 14
4d6 ⇒ (5, 4, 5, 1) = 15 = 14
4d6 ⇒ (6, 6, 3, 3) = 18 = 15
4d6 ⇒ (5, 2, 1, 2) = 10 = 9
4d6 ⇒ (5, 3, 6, 1) = 15 = 14
4d6 ⇒ (2, 3, 2, 6) = 13 = 11

Hmmm...not bad. Above average with a 9 to allow a quirk/realism.

----

Question?

1) Will you allow piecemeal armor varoant?

2) Is it possible to play a Kobold or a full orc?

3) Having trouble finding the background skills on PFSRD, can you please link?

Grand Lodge

@ Faceless GM

That's totally fair. As a character, I figured it would serve a role in the group similar to Navi(Zelda) but with actual goals and personality. The concept of the fey creatures lost in a world of darkness, trying to find purpose, is interesting to me.

But I can absolute understand if you want to go more traditional. Whatever character I submit will hopefully have a lengthy and rich backstory broken up into vital scenes in the characters life, including before and after the fall of Golarion.


Speaking of "before and after" what kind of timespan are we looking at here from the "First failure" to the most recent?


Since statting the crunchy bits is a bit easier and quicker than coming up with the fluffy bits, here is a preliminary draft of my intended submission. It is, of course, subject to change, but it should give some idea about what it is I am going for, at least mechanically.

Kineticist (Void):
? ? CR 2
Male Human (?) Kineticist (Void) 3
CG Medium Humanoid (Human)
Init +6; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 10. . (+4 Dex)
hp 27 (3d8+9)
Fort +7*, Ref +8*, Will +3*; +1 vs. emotion
Defensive Abilities Fortification (5%); Resist Negative energy 2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Gravity blade +6 (2d6+5/20/x2/bludgeoning) or
. . Unarmed strike +6 (1d3+1/20/x2/bludgeoning, nonlethal)
Ranged Gravity blast +7 (2d6+6/20/x2/30 ft./bludgeoning)
Special Attacks Elemental Overflow +1, Kinetic Blast
--------------------
SPELLCASTING
--------------------
Kineticist Wild Talents Known (CL 3rd; concentration +6)
Defense - emptiness
Infusions - ?, kinetic blade
Kinetic Blasts - gravity blast
Utility - basic chaokinesis, ?
--------------------
STATISTICS
--------------------
Str 12, Dex 18, Con 16, Int 15, Wis 13, Cha 11
Base Atk +2; CMB +3; CMD 17
Feats Additional Traits, Point-Blank Shot, Weapon Finesse
Traits Reactionary, Scholar of the Great Beyond, Suspicious, World Traveler
Skills (Trained) Acrobatics +10, Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (History)* +6, Knowledge (Local) +9, Knowledge (Planes) +9, Linguistics* +5, Perception +7, Sense Motive +8, Stealth +10
Skills (Untrained) Appraise +2, Bluff +0, Climb +1, Craft +2, Diplomacy +0, Disguise +0, Fly +4, Heal +1, Intimidate +0, Perform +0, Ride +4, Survival +1, Swim +1
Languages Aklo, Common, Draconic, Dwarven, Elven, Tien
SQ Bonus Feat, Burn (1 point/round, maximum 6), Elemental Defense, Elemental Focus (Void), Gather Power, Skilled
Automatic Bonus Progression Resistance +1
Combat Gear None; Other Gear None
Magic Items None; Potions None
Money 0 platinum pieces, 2000 gold pieces, 0 silver pieces, 0 copper pieces; Other Wealth None

Gilthanis wrote:
3) Having trouble finding the background skills on PFSRD, can you please link?

There you go.

Background Skills


@ Gilthanis
1) No to the piecemeal armor. Sorry.
2) Both are fine.
3) Background Skills are right here.

@ Yolollam: I'll be interested to see what you come up with.

@ Rynjin: Here's a rough timeline.

History Stuff:
The first failure was the rise of Karzoug almost five years ago (Rise of the Runelords). He barely had six months to start shaping New Thassilon when Xin raised his city and invaded Magnimar (Shattered Star). They had a cold war for another six months before they came to an alliance and merged their forces. During that time Ileosa successfully performed her ritual and killed most of the population of Korvosa (Curse of the Crimson Throne) to gain power and eternal youth (it counted as a Mythic Ascension for her). Realizing that fighting Karzoug was a bad idea with what she had left, she allied with him instead.

Jhavhul (Legacy of Fire), Mammon (Council of Thieves), and Nyrissa (Kingmaker) all happen in that year as well. Then Shadowfall happens (Second Darkness). Needless to say, that distracts people a bit. During this time, Ameiko slips out of New Thassilon and heads to Minkai, but dies at the hands of the Jade Regent leading to his victory (Jade Regent). Additionally, the chaos in the area allows the Whispering Way to launch their plans in Ustlav and Tar-Baphon is freed (Carrion Crown). This is also when the final war between Nex and Geb obliterated eastern Garund (not an AP, but it happened anyway).

Responding to the rising threats, Asmodeus takes direct command of Cheliax what would have been a little more than three and a half years ago and the Shackles conquest is launched (Skulls and Shackles). Right around this time, the serpent god is reborn (Serpent's Skull) and they begin infiltrating nearby lands. Everyone is caught off-guard by the Winter Portals beginning to open and spread Irrisen's power. However, they're quickly overlooked when Deskari ascends to godhood and the Worldwound spreads unchecked into central Avistan (Wrath of the Righteous). That was about three years ago.

Pretty much everything during the next three years is consolidating power, testing each other's borders, and building the strength of their new empires. The resurgence of activity in the Worldwound is the first big move in several years.


Nice!


Just gonna dot this one right here while I am on the train to work, since I was following the Interest thread, and think the idea is really my kind of thing - dark and gritty.


Hm. Tighter timeline than I thought (I was assuming/hoping it would have been at least as long as when RotRL was first released, which is almost 15 years now IIRC).

Though I suppose that would give Karzoug a bit of an unfair advantage (a year's head start over the rest, with no real opposition).

Still, I need to mentally shift timelines forward/compress now.


1 person marked this as a favorite.
Quote:
The Shadowlands were once Kyonin, but with it's utter destruction at the hands of a massive meteor strike, it is little more than a shattered wasteland covered in eternal shadow by a cloud of ass and dust.

*immature giggling*

Now that that's out of the way...I'm tempted. Not sure how I feel about the wound thing but I liked the other stuff I read. I'll have to think about it so just dotting and rolling for now. How do you feel about building custom races?

Rolls:
4d6 ⇒ (1, 1, 6, 3) = 11
4d6 ⇒ (5, 4, 1, 6) = 16
4d6 ⇒ (2, 5, 6, 3) = 16
4d6 ⇒ (6, 1, 6, 4) = 17
4d6 ⇒ (2, 3, 2, 2) = 9
4d6 ⇒ (4, 6, 1, 5) = 16


Checking in. :)

I don't trust my dice luck, so I think I'll stick with 20-point buy.


1 person marked this as a favorite.

This sounds really, really cool. I'm a bit wary of Mythic, though, but I suppose it fits the theme.

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

Unholy cheese, that's 42-point buy?!?! I don't want to play this array, I'll just switch to 20-point buy.

Anyway, I'm thinking of taking this opportunity to play a NE female cleric of Urgathoa, follower of recently reborn Whispering Tyrant. But that'd be boring on its own, so I have a proposal if anyone is willing to take a roleplaying opportunity:

Would anyone want their character to have my character to fall in love with them?

Love at first sight, childhood friends, doesn't matter. My necromancer cleric falls in love with your character. Preferably someone good-aligned who has reservations of answering to the feelings of a creepy cultist. Hm, I might giver her some yandere flavor as well. How about it?

Grand Lodge

Dotting. Followed the initial interest thread, now I just need to update my character to level 3.

Mighty Glacier, my character could be the target for your cleric's misplaced interests. I think that could be awkwardly fun roleplay :=)


Sweet, it's finally up! Gonna use the point buy system because my rolls of late had been horrible. Going for either a Strix Synthesis Witch or a Human Titan Fighter with the Giant Blooded trait from the Giantslayer AP.


calmlight wrote:

*immature giggling*

Now that that's out of the way...I'm tempted. Not sure how I feel about the wound thing but I liked the other stuff I read. I'll have to think about it so just dotting and rolling for now. How do you feel about building custom races?

*facepalm*

That got pointed out in the other thread and I still forgot the correct that typo.

I've found that wound thresholds become less prominent once you hit higher levels because the penalties become more negligible and they take longer to come into effect. I'm going to have to say no to custom races though. Sorry.


Finally, got on when the site isn't down!

I will be tossing in a kobold paladin of Apsu using the Chosen One archetype. That, or a Sacred Huntmaster Inquistor with a giant weasel companion.

NO MORE DESTRUCTION! NOW IS THE TIME FOR CREATION!

I'm going the point buy route because I don't trust my character creation luck... it rarely ends well.


Mighty Glacier wrote:
Would anyone want their character to have my character to fall in love with them?

I don't think my drow spiritualist would object too much.

Her phantom twin... might have an issue or two with it. :)

I wouldn't object to it, myself.


Kase Mursoon wrote:

Dotting. Followed the initial interest thread, now I just need to update my character to level 3.

Mighty Glacier, my character could be the target for your cleric's misplaced interests. I think that could be awkwardly fun roleplay :=)

Please, why would you choose a boring human, when you could be infatuated with a dragon! A HOLY dragon, at that!


Checking in!

Spoiler:

Roll One
4d6 ⇒ (2, 2, 6, 5) = 15
4d6 ⇒ (4, 1, 2, 2) = 9
4d6 ⇒ (1, 6, 3, 3) = 13
4d6 ⇒ (1, 4, 6, 6) = 17
4d6 ⇒ (4, 2, 3, 3) = 12
4d6 ⇒ (1, 2, 1, 5) = 9

13, 8, 12, 16, 10, 8. Yeesh. Is that an 11-Point Buy?

Roll Two
4d6 ⇒ (6, 2, 1, 1) = 10
4d6 ⇒ (4, 4, 3, 6) = 17
4d6 ⇒ (6, 6, 1, 3) = 16
4d6 ⇒ (6, 3, 1, 4) = 14
4d6 ⇒ (3, 4, 1, 5) = 13
4d6 ⇒ (2, 3, 3, 1) = 9

9, 13, 15, 13, 12, 8 12. Not Much better, 12 Point Buy I think?

One more Try?
Roll Three
4d6 ⇒ (1, 4, 5, 2) = 12
4d6 ⇒ (3, 5, 2, 2) = 12
4d6 ⇒ (4, 6, 2, 1) = 13
4d6 ⇒ (3, 5, 4, 4) = 16
4d6 ⇒ (1, 5, 1, 6) = 13
4d6 ⇒ (3, 1, 1, 3) = 8

11, 10, 12, 13, 12, 7? I think I am getting worse...

If this one doesn't hit around the 20pb mark, I'll just take the 20 pb.

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

10, 16, 12, 14, 16, 12
Oh, wow. Much better. That is like night and day from the first ones! I'll go with this.


Spoiler:
4d6 ⇒ (5, 3, 2, 4) = 14
4d6 ⇒ (6, 1, 4, 2) = 13
4d6 ⇒ (3, 6, 5, 3) = 17
4d6 ⇒ (5, 2, 4, 3) = 14
4d6 ⇒ (4, 6, 2, 3) = 15
4d6 ⇒ (1, 1, 6, 5) = 13

12, 12, 14, 12, 13, 12 (16pb)

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

16, 5, 9, 14, 10, 13 (13pb at best)

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

16, 9, 15, 13, 11, 14. 25 poinst. Very nice.


I know Triaxian is kind of an out there race, but I was thinking of trying their Season Keeper Druid archetype. I really like the vibe it has. I think it could be a terrific character. That said, I wanted to check with you first. It would probably be a spellcaster-style druid, with some elements of a guide and healer.


4d6 ⇒ (2, 4, 6, 3) = 1513
4d6 ⇒ (5, 5, 5, 1) = 1615
4d6 ⇒ (1, 6, 6, 6) = 1918
4d6 ⇒ (5, 6, 6, 6) = 2318
4d6 ⇒ (4, 1, 6, 3) = 1413
4d6 ⇒ (3, 6, 4, 3) = 1613

Thank you dice gods! I was originally thinking witch, but with this I'm almost obligated to go for a gish. Maybe Magus? A cleric necromancer would also be a good idea, but I see that several others have proposed that already...

I must say I'm glad to see the minimum a post per day hard requirement. Too many games die because things slow down when someone takes a couple days, then someone else and before long several people have lost interest which leads to the eventual death of the game.


Roll 1:

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

Roll 2:

4d6 ⇒ (1, 3, 1, 2) = 7 = 14
4d6 ⇒ (5, 3, 4, 6) = 18 = 6
4d6 ⇒ (4, 5, 5, 3) = 17 = 15
4d6 ⇒ (1, 4, 4, 2) = 11 = 14
4d6 ⇒ (6, 2, 2, 3) = 13 = 10
4d6 ⇒ (6, 6, 1, 6) = 19 = 11

Screw it, I might just go for 20 point-buy instead.


oyzar wrote:

4d6

4d6
4d6
4d6
4d6
4d6

Holy crap. Just casually rolling a 50 point buy.


Quote:
Harmful conditions that occur even on a successful save are halved in duration (minimum 0 rounds) if the mythic rank or tier of an affected creature equals or exceeds that of the creature that created the effect. They are also halved (minimum 0 rounds) for a non-mythic creature whose CR equals or exceeds the caster level (or Hit Dice, for supernatural effects) of the creature that created the effect.

Just confirming that this would apply to the Evil Eye Witch hex right? Which would make it pointless to pick up and use because against any non mook it has a 0 round duration. Am I understanding this correctly?


Third Roll:
4d6 ⇒ (1, 3, 1, 3) = 8
4d6 ⇒ (4, 5, 3, 2) = 14
4d6 ⇒ (2, 4, 1, 1) = 8
4d6 ⇒ (6, 2, 1, 3) = 12
4d6 ⇒ (1, 6, 2, 4) = 13
4d6 ⇒ (6, 2, 4, 3) = 15

Fourth Roll:
4d6 ⇒ (3, 2, 4, 1) = 10 = 9
4d6 ⇒ (2, 2, 5, 4) = 13 = 11
4d6 ⇒ (3, 4, 6, 3) = 16 = 13
4d6 ⇒ (6, 3, 5, 4) = 18 = 14
4d6 ⇒ (4, 6, 4, 1) = 15 = 14
4d6 ⇒ (3, 3, 3, 4) = 13 = 10

Fifth Roll:
4d6 ⇒ (3, 3, 4, 5) = 15 = 12
4d6 ⇒ (3, 5, 3, 6) = 17 = 14
4d6 ⇒ (5, 4, 2, 1) = 12 = 11
4d6 ⇒ (5, 3, 3, 4) = 15 = 12
4d6 ⇒ (5, 3, 3, 6) = 17 = 14
4d6 ⇒ (1, 3, 6, 2) = 12 = 11

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

4d6 ⇒ (5, 1, 4, 1) = 11 = 10
4d6 ⇒ (6, 5, 1, 6) = 18 = 17
4d6 ⇒ (6, 6, 6, 6) = 24 = 18
4d6 ⇒ (2, 1, 1, 6) = 10 = 9
4d6 ⇒ (1, 3, 2, 2) = 8 = 7
4d6 ⇒ (3, 6, 2, 5) = 16 = 14

Yeah... 20 point buy it is.


Viviana Masters wrote:
Just confirming that this would apply to the Evil Eye Witch hex right? Which would make it pointless to pick up and use because against any non mook it has a 0 round duration. Am I understanding this correctly?

It would. Basically what it would do would make it that anyone who passes their saving throw wouldn't be effected at all instead of being hit for one round. If they fail the save, it still takes full effect unless the enemy has some kind of special power to resist it or throw it off.


As alluded to in the other thread, I'll be happy to toss my hat in the ring here. Let's see how much the dice hate me today:

Hopefully, I'll have an array that fits what struck my fancy fluff-wise in this setting.

Toss 1: 4d6 ⇒ (2, 1, 2, 6) = 11 = 10
Toss 2: 4d6 ⇒ (5, 3, 3, 2) = 13 = 11
Toss 3: 4d6 ⇒ (2, 1, 6, 2) = 11 = 10
Toss 4: 4d6 ⇒ (1, 1, 1, 1) = 4 = 3
Toss 5: 4d6 ⇒ (4, 2, 4, 4) = 14 = 12
Toss 6: 4d6 ⇒ (5, 4, 5, 2) = 16 = 14

... evidently not. Does anyone know what the point buy is on a 3?

I doubt Golarion has welfare for such people, so attempt #2:

Toss 1: 4d6 ⇒ (4, 4, 4, 1) = 13 = 12
Toss 2: 4d6 ⇒ (6, 5, 5, 5) = 21 = 16
Toss 3: 4d6 ⇒ (6, 1, 6, 4) = 17 = 16
Toss 4: 4d6 ⇒ (4, 1, 2, 6) = 13 = 12
Toss 5: 4d6 ⇒ (4, 3, 5, 1) = 13 = 12
Toss 6: 4d6 ⇒ (5, 3, 2, 6) = 16 = 14

I'll go with that. Still ... it would be tempting to play with a 3 Con character :)

Writeup for paladin of freedom incoming.


Really cool idea for a campaign kickoff.

I think I'd like to submit a character.

Rolls:

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

15,14,14,13,12,9 = 21 point buy

Grand Lodge

Dotting, gonna make a inquisitor
Edit: actually scratch that, I'm gonna make a weapon master


Forums just ate my post. Let me try these rolls again:

Toss 1: 4d6 ⇒ (2, 4, 1, 6) = 13 = 12
Toss 2: 4d6 ⇒ (1, 3, 6, 3) = 13 = 12
Toss 3: 4d6 ⇒ (6, 3, 1, 2) = 12 = 11
Toss 4: 4d6 ⇒ (1, 5, 4, 2) = 12 = 11
Toss 5: 4d6 ⇒ (1, 4, 1, 1) = 7 = 6
Toss 6: 4d6 ⇒ (1, 5, 4, 6) = 16 = 15

Still not 20. Let's try again:

Toss 1: 4d6 ⇒ (2, 3, 1, 5) = 11 = 10
Toss 2: 4d6 ⇒ (1, 2, 1, 5) = 9 = 8
Toss 3: 4d6 ⇒ (1, 5, 6, 5) = 17 = 16
Toss 4: 4d6 ⇒ (1, 3, 6, 6) = 16 = 15
Toss 5: 4d6 ⇒ (4, 3, 4, 1) = 12 = 11
Toss 6: 4d6 ⇒ (4, 6, 2, 3) = 15 = 13

Buy of 19. Fourth time's a charm!

Toss 1: 4d6 ⇒ (1, 1, 3, 3) = 8 = 7
Toss 1: 4d6 ⇒ (5, 6, 5, 6) = 22 = 17
Toss 1: 4d6 ⇒ (5, 2, 3, 6) = 16 = 14
Toss 1: 4d6 ⇒ (1, 2, 4, 1) = 8 = 7
Toss 1: 4d6 ⇒ (1, 6, 5, 5) = 17 = 16
Toss 1: 4d6 ⇒ (2, 1, 2, 2) = 7 = 6

Or not. I must have failed my diplomacy check on the dice. Let's try intimidate.

*Evil glare*

Toss 1: 4d6 ⇒ (3, 1, 1, 5) = 10 = 9
Toss 1: 4d6 ⇒ (3, 1, 6, 3) = 13 = 12
Toss 1: 4d6 ⇒ (2, 3, 1, 3) = 9 = 8
Toss 1: 4d6 ⇒ (3, 4, 2, 2) = 11 = 9
Toss 1: 4d6 ⇒ (5, 6, 5, 4) = 20 = 16
Toss 1: 4d6 ⇒ (1, 5, 2, 1) = 9 = 8

I always liked 6. Let's hope sixes like me!.. More than that 6 point buy...

Jettison of cursed cubes #1: 4d6 ⇒ (2, 5, 5, 2) = 14 = 12
Jettison of cursed cubes #2: 4d6 ⇒ (6, 5, 4, 3) = 18 = 15
Jettison of cursed cubes #3: 4d6 ⇒ (6, 3, 3, 1) = 13 = 12
Jettison of cursed cubes #4: 4d6 ⇒ (4, 2, 4, 5) = 15 = 13
Jettison of cursed cubes #5: 4d6 ⇒ (1, 1, 1, 3) = 6 = 5
Jettison of cursed cubes #6: 4d6 ⇒ (2, 1, 3, 5) = 11 = 10

Seven is a very fun prime number. Hopefully it will be my salvation. RNGsus, help us!

Redeeming throw #1: 4d6 ⇒ (2, 3, 5, 6) = 16 = 14
Redeeming throw #2: 4d6 ⇒ (4, 3, 4, 2) = 13 = 11
Redeeming throw #3: 4d6 ⇒ (3, 1, 4, 6) = 14 = 13
Redeeming throw #4: 4d6 ⇒ (1, 5, 1, 6) = 13 = 12
Redeeming throw #5: 4d6 ⇒ (2, 3, 1, 5) = 11 = 10
Redeeming throw #6: 4d6 ⇒ (1, 6, 6, 6) = 19 = 18

Finally. Write-up for character incoming.

Aren't you glad I'll be rolling die to help out the rest of the party?

EDIT: I see they finally reinstated my post from before. DM, I can take either final set of rolls. I'm inclined towards the first final set rolled as it was rolled first and should preclude the second, but the call is yours!


Dot for interest/lurking in this campaign, though I probably won't submit a character.

Silver Crusade RPG Superstar Season 9 Top 32

I'll go for some rolls and stew on a character idea.

Spoiler:

4d6 ⇒ (3, 6, 5, 3) = 17 14
4d6 ⇒ (6, 6, 5, 6) = 23 18
4d6 ⇒ (3, 6, 5, 3) = 17 14
4d6 ⇒ (3, 6, 5, 5) = 19 16
4d6 ⇒ (4, 6, 3, 6) = 19 16
4d6 ⇒ (4, 6, 3, 2) = 15 13

Holy moly. I'll think about whether I want to keep that or not. Could I selectively drop or exchange some of the dice in those rolls? I like having high stats but this is ridiculous. :P

Silver Crusade

mechaPoet wrote:

I'll go for some rolls and stew on a character idea.

** spoiler omitted **

Holy moly. I'll think about whether I want to keep that or not. Could I selectively drop or exchange some of the dice in those rolls? I like having high stats but this is ridiculous. :P

Trade you ;-)


Sounds interesting, going to be epic (:
Not sure if I have time to make a character before 15th (it is insanely busy at work and I'll be pulling a lot of overtime.)
4d6 - 1 ⇒ (1, 5, 2, 2) - 1 = 9
4d6 - 2 ⇒ (2, 4, 3, 2) - 2 = 9
4d6 - 1 ⇒ (6, 6, 1, 4) - 1 = 16
4d6 - 2 ⇒ (6, 2, 6, 6) - 2 = 18
4d6 - 2 ⇒ (3, 6, 6, 2) - 2 = 15
4d6 - 2 ⇒ (4, 4, 5, 2) - 2 = 13

I'm not going to bother adding up pts as that is well over 20 pt buy (in fact a little too much over you might want to limit this one if it gets in)


Interest!


mechaPoet wrote:

I'll go for some rolls and stew on a character idea.

** spoiler omitted **

Holy moly. I'll think about whether I want to keep that or not. Could I selectively drop or exchange some of the dice in those rolls? I like having high stats but this is ridiculous. :P

High stats just means you can play more weird, off the wall MAD classes you NEVER get to play effectively otherwise.

Like a Champion of Irori (Monk/Paladin Prestige Class).

Look at it this way: For most classes, a 16, a 14, and another 14 are all you REALLY need. For some classes (mostly full casters) that 16 is it.

Everything else just expands your available options, rather than your total power.


Hmmm... 3rd Party is a possibility... hmmm... well for the Apocalypse.. there could be one concept that works... Faceless, do you know of 3.5's King of Smack Build? Because I'm wondering if I could do something like that... DSP's Elan and Psychic Warrior (both on the srd), with the story being of an old survivor... someone who has managed to eek out on the harshest of environments due to his ability to sustain on his psychic power alone, and survive mortal wounds by burning through his power...

4d6 ⇒ (1, 5, 4, 1) = 11 - 10
4d6 ⇒ (4, 1, 6, 2) = 13 - 12
4d6 ⇒ (2, 6, 6, 4) = 18 - 16
4d6 ⇒ (2, 3, 4, 4) = 13 - 10
4d6 ⇒ (2, 6, 2, 3) = 13 - 11
4d6 ⇒ (6, 6, 2, 6) = 20 - 18

... That's 30 point buy. I'll take that.


Hm. I'm currently thinking of a gnome fighter from the Isgeri settlement of Umok. He's a veteran of the Goblinblood Wars that just wanted to settle down and live his life peacefully, up until all hell broke loose just years later. I don't imagine that he is very happy about the nation now being under Cheliax's heel.


Wait, how are we doing HP?

Quote:
Max hit points at each level, with average + 1 for all levels beyond 1st.

seems to contradict itself.

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