Wrath of Eternity (Inactive)

Game Master Shady_Motives

Survive the rough and wild world that has grown out of the chaos of Second Starfall. Explore the wilds and survive long to begin to pick up the shards of the past and learn the true folly of Second Starfall.


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The war of the World Wound has been lost as some of the mightiest heroes fell. The Ward Stones were shattered and the full might of the demon armies was unleashed on Golarian as the Worldwound grew exponentially. In response the gods moved as never before to quell the sudden onslaught and the deaths of hundreds of thousands of their followers. An unusual alliance between Asmodeus, Iomadae, Sarenrae and Cayden Cailean saved the world but destroyed it at the same time.

The four gods broke Divine Law and appeared on Golarian in the flesh. Iomadae and Cayden moved to fight off the demons with the support of Sarenrae's healing light as Asmodeus used his deep and forbidden knowledge of dark magic to cast a powerful spell that would forcibly seal the World Wound by collapsing the Wound and all the land within twenty miles into a great chasm. That this would kill the millions of soldiers fighting a retreating war against the demons meant nothing to the Father of Lies. To his eternal surprise however the World Wound resisted the Archdevil's magic, pulsing in response and vomiting out even more hordes of demons. Nothing he did seemed to work.

As a last resort Sarenrae tapped into the full depths of her power and summoned forth a lance of pure sunfire and cast it at the wound. The resulting explosion was so immense that people over a thousand miles away could feel the earth shake and hear the boom as a mushroom cloud hundreds of miles tall reached beyond the atmosphere and ejected thousands of tons of debris that would become a ring around the planet. Tidal waves washed over Magnimar and leveled the city as the island of Hermea vanished under the waves. Belkzen disappeared into fire and ash when several dormant volcanoes exploded all at the same time and shattered the orc empire. The great Cypher Gate of Riddleport fell into the bay as Mendev, Ustulav, Numeria and the western part of the Realm of the Mammoth Lords vanished into light and fury.

The Wound was sealed.

At what cost however? Millions were dead as the ground continued to shudder for several days following the explosion as the very land around the survivors warped. Brevoy woke up the day after the explosion to find a great escarpment had risen up to the west, sealing off western travel unless they were willing to travel several hundred miles south through the volatile River Kingdoms. Caliphas residents were thrown from their beds as the city rose up on the edge of a great cliff that overlooked the desolation of Ustalav to their north, now only smoke and shadows covered with thick clouds of volcanic ash and gases from Belkzen.

It was only a week after the initial shock of the explosion did the true horror of the event set in. As the various nations began to pick up the pieces did they realize that magic had stopped working. Wizards in every nation suddenly were little more then custodians of esoteric knowledge. Clerics, paladins, druids and all others who channeled the Divine's power were gone. Not dead, they simply vanished over night. With them went every manner of creature who flew, ran or swam in the oceans with significant magical power. Chaos erupted as mobs descended on the now empty temples to loot and pillage and only in cities with strong governments did law prevail. In Almas the army descended on the mobs headed towards the temples and dispersed them, taking the holy scripts and libraries and storing them under government protection. The Cathedral of the Starstone was sealed and not even a direct hit from a trebuche could open those doors. The Starstone was sealed away, seemingly forever.

The gods had become silent.

Varisia suddenly had to deal with an influx of panicked and demoralized Orcs, the shattered remnants of a once powerful people. To add insult to injury the orcs found no respite from the vengeful Varisians, long subject to the brutality of their neighbors to the east. In a stunning display of bloodlust the Varisians began to slaughter the orcs by the thousands, reducing an already broken people to a shadow of their previous glory. Never again would the orcs rise to prominence as a people.

In Cheliax the opposite happened. With their diabolic allies all cast back into the nine hells and those capapable of summoning infernal servants gone the thrice-damned house of Thrune faced the unimaginable; nothing protected them but the questionable loyalty of normal palace guards. It was at this time that the Army of Light struck for freedom. Despite lacking any magical support the people, with sudden support from Andoran, rose up in revolt and for 3 long years civil war ravaged the the country before Queen Abrogail II herself was marched out and publicly executed in front of her palace.

The army of Andoran moved in with the collapse of the Chalaxian government as the people vented decades of suppressed rage on the noble houses who had publicly supported the devil god Asmodeus. Before the country dissolved into the chaos that was Galt the Andorans stepped in and created an interim government while they taught the now free Chelaxians the ideas of democracy and free market. Those few noble houses still alive were allowed freedom only it was proven they had never openly supported the diabolists and their noble titles gave them no power over the free people. When the armies of Molthune threw off the yoke of Cheliax and invaded Isger and Nidal on either side of it, the armies of Andoran were forced to mobilize to counter the aggressive expansionists. This war was known as the War of Roses and it was the stalwart and unflinching heroism of the Andorans, with unexpected financial support from Druma merchants, that finally severed the country from it's infernal contracts.

After battling against hellknight rebels, Morthal expansionists and what was left of the shadow houses of Nidal for close to 20 years the Andoran's were left with hundreds of miles of new country they didn't want but had defended out of necessity. Many of the free people of Cheliax had joined the Andoran's in battling Morthal and Nidal and now they were a single united force believing in freedom and the choice to choose. But democracy cannot protect such a huge expanse of land and resources and despite the Andoran's best effort to teach the people of Cheliax, they wanted something that the Andoran's weren't willing to give; a new ruler. The Andoran's had developed their country on the idea of democracy and free market and the idea of installing a ruler of any kind over their kin to the west was repugnant. It took close to fifty years for public support to shift enough that the border between Andoran and Cheliax dissolved and they became one country. A new city was founded at the midpoint of the new large country and named Rodan after the name of the Andoran general who led the forces that defeated the forces of Molthune. Rodan became the new capital of Andoran as the borders of the country now spread all the way to the Arcadian Ocean and they became one of the most powerful countries in the world.

Over the next 200 years the strange technology from the Mana Wastes blossomed. With no clerics to channel healing magic wounds festered and killed until more mundane healers could once against become true masters of their craft. Knowledge in the medical fields become more advanced then ever, mainly due to thousands dying to the plague that followed the first years after the war. Now is the era of the steam engine, a mighty device of steel and fire that turned water into vapor and pulled vehicles hundreds of feet long over parallel tracks that wound across the countryside for hundreds of miles. The temples, if they even stand, are edifices of the old world.

And in a world devoid of magic steam technology and it's ilk were allowed to flourish. With Numeria's destruction in the Cataclysm, or Second Starfall as it's called, all of the fantastic technology from the alien ship that had crashed was destroyed. The few pieces that had been smuggled out of the country haven't been replicated and most are out of power now. Geb and Nex have been silent since Second Starfall and tales of an unusually cold winter start filtering from Brevoy. Will you stay safe behind the walls of Westcrown or will you brave the long and perilous journey to glory?

Character Creation: PATHFINDER ONLY MATERIAL.

So the world the PCs would be in is a world scarce of magic, with a few notable exceptions. Sorcerers, wizards, arcanist, magus, etc., they don't exist anymore. The following classes would be allowed with the exception of any supernatural abilities, either from core class or archetypes:

Fighter
Barbarian
Ranger (trap)
Rogue
Cavalier
Brawler
Gunslinger
Vigilante
Slayer
Swashbuckler
Investigator (Archetypes which replace Alchemy)
Bard**

** The bard will also be allowed, with special exception. The bardic spells do not work anymore but for some reason, bardic performances do. They are harder to perform (requiring a DC 20 to even get them to work) but their effect is magnified. Any bonuses to your allies are doubled. Any abilities that negatively affect an enemy have their DCs increased by 5. An example is the fascinate ability. Normal DC the enemy has to overcome is Will Save 10+ 1/2 Bard Level+ Cha mod. Now that is 15 + 1/2 Bard Level + Cha. I know that makes the Bard a bit janky but those are the rules. This also means the most powerful healers are Bard's above 12th level who don't fail the DC 20 check to perform Soothing Performance.

Stats: I run these a little different since I like high powered games. You get 1 auto 18 and then roll your other stats normally, re-rolling any 1's. You are allowed to roll as many sets of 5 that you want but you have to accept all numbers from a single set, not pick and choose from individual rolls.

Races: Any from CRB and ARG with the exception of Aasimar, Tiefling, Drow and any of the elemental races like Oread. There are story reasons why they are not present. No race creation allowed. Furthermore any races allowed that have (Su) or (Sp) abilities, those abilities don't function.

Starting Level: 3. Since Second Starfall and with the disappearance of all healers with the exception of high level bards life has become much more dangerous. Those who venture into the wilds at level 1 are usually exceptionally foolish and 9 in 10 don't return.

Traits: 1 to start with from any lists with special exceptions to traits listed under Magic or Religion. Any traits from under those 2 is allowed as long as it does not reward any kind of magical ability. More traits will be awarded as the game progresses depending on your RP and character's playstyle.

Skills: I am using the background skill system. Heal is also a class skill for all classes.

Character Appearance and History: I would like more then 1 sentence for appearance and more then 1 paragraph for history. Since this is a world still picking itself up after the ravages of Second Starfall life is dangerous and rich. Think steampunk Tombstone with ruins that are made that much more dangerous for the random and sometimes wild magic that may have resisted the destruction and world reshaping of the war. I like three dimensional characters so don't present me with Beatstick Mcguffin.

Items: Don't worry about this until your character has been approved.

Houserules:

Spoiler:

Skill Checks: Even if your skill check is high enough to pass the DC of the required check without a roll, you must roll regardless. Even with your high skill in that check, you still have a chance of critically failing with a natural 1, but also having a critical success on a natural 20 which will grant additional boons.

Traits: Traits are earn via playing the campaign. These are rewards or affects your characters will gain depending on their actions in the campaign.

PC vs PC Diplomacy Checks: This will not be allowed to force players to think or behave a specific way. You must convince them with traditional means of roleplay.

Feats: Feats are gained as normal, but additional feats may be awarded by group/character play.

Crafting: A whole new system will be replacing Pathfinders crafting rule set to accommodate the campaign.

Combat: Players will be giving one day to post their turn in combat. By the end of day if a player has not taken their turn, they will be put on delay and combat will proceed normally. GM will roll all initiative rolls to keep from breaking the flow of the PbP.

Player Death: In the event of a players death, that is the end of their journey (If there is no chance to get a revival/reincarnation). This also means your participation into he campaign is done. No re-rolling of characters will be permitted. This is to allow other outside players a chance to participate in the campaign.

Party Wipe: In the event of the death of the entire party, a new recruitment will be held. You will be allowed to submit a new character then, but only then.

Combat:

Spoiler:

During small(few to one monsters) combat: Standard book combat rules apply.

During large(many monsters) combat: Players Initiatives will be averaged, so players may take their turn at any time during the players group turn.

Enemy initiatives will be grouped together as well in the initiative order. They will be placed in respect to the averaged players initiative.

During Combat. Due to its lengthy nature, I will speed up posts to once a day. At the end of each day, the monsters will always take their turn. This is to prevent a month long combat sequence.

Ex. 
Combat 1: 
Players have an average initiative roll of 8. Monsters average initiative rolls is a 4. In this event, the Players take their turn first, then the monsters will after.

Crafting System:

Spoiler:

You can craft many items in the campaign, from armor and weapons, but you must have skill points allocated to Craft: [Category] in order to do so. You must obtain raw materials and/or schematics to do. The system is explained in more detail below:

Crafting Categories: 
Armor 
Weapons (guns fall under this category now)  
Alchemy (Knowledge of gunsmithing ammo has progressed to the point that it now falls under this) 
Siege 
Traps

What you need to craft? 

To craft items in the campaign you must have the raw material to do so. Most raw materials can either be found, salvaged, or bought. There will be unique materials and components you can find to add special affects or bonuses. When you have the required materials, you can do one of two things. You can either find/purchase a schematic in order to know the quantity of resources you need. Or you can make a Craft [Category] skill check to see if your character knows how to craft that item that you want. If you fail to pass this knowledge check you have to buy a schematic or take a -5 penalty to your Craft [Category] check to when you craft your weapon.

How long does it take? 
Crafting takes time in the game world, there will be moments when you enter towns where you will have access to what you need to craft your items. The length of time is calculated from a Craft [Category] check and the complexity/quality of the weapon. You can rush your crafts but you will take a penalty on your Craft [Category] check for quality.

How are the stats determined? 
I will determine final base stats of your item. Your will make your final Craft [Category] check to determine your characters success at making the item. This check will help determine the quality of your item, or if your character blunders and wastes the materials.

Can I get an example? 
Of course you can! (Note: All data here is an example and does not represent what the materials actually do.)

Targen the Dwarf decides he wants to make a one handed waraxe. First he makes a check to see if he is knowledgeable enough in crafting it. He has a Craft: Weapons skill of 15. His final roll tallies results in a 25. Crafting a standard waraxe is pretty common knowledge so he doesn't need a schematic. He finds out he needs 2 ingots to craft it and it will take approximately 2 full days to make it.

Targen the Dwarf has enough Darksteel and Obsidian to craft it. He decides to use Darksteel because it gives a inherent +2 to attack rolls against Goblins. He knows this because of a finding a tattered book on Darksteel. Though a Craft Weapons check could reveal if he worked with that material before and possibly gleamed what it might do.

Targen then makes a Craft Weapons Skill check to Craft the weapon. He doesn't have enough time craft it so he wants to attempt to craft it in one day which raises the difficulty of the check. His skill check results in 20. Luckily since it is a simple weapon with no other enhancements he makes it without too much difficulty. His weapon now has the base stats of a common waraxe, but with a +2 to attack rolls against Goblins.

If he had extra time, he could lower the difficulty of the check or opted to use extra materials to try and get a boost to its effect or find a new affect by combining materials.

Now in a world devoid of powerful magical creatures to hunt down and vanquish and their lairs to loot, what's the draw for adventuring parties? Magic items and finding out what has happened in the north! When magic stopped working so too did magical items. Nothing from a 0 level potion to a Staff of Power was immune from this effect. However not all magic items are equal and not all magic items had their powers turned off. Now the big draw is to find and survive the pitfalls of looting countries like Geb and Nex that had a sudden power vacuum as all of their undead masters vanished 200 years ago and the magical defenses were turned off. Sometimes.

Recruitment Ends in 2 weeks, 02/25/2017.


What sourcebooks are we allowed to draw from? Just the standard SRD? Anything on PFSRD?

How are hit points calculated to start and upon leveling?


Monkeygod wrote:

What sourcebooks are we allowed to draw from? Just the standard SRD? Anything on PFSRD?

How are hit points calculated to start and upon leveling?

No 3rd party material allowed, max hit points for the first 3 levels and then roll them for every level thereafter, reroll 1's.


Definitely going to come up with something for this!


All Paizo then? Ie, player's companions, campaign setting, Inner Sea books, etc?


Monkeygod wrote:
All Paizo then? Ie, player's companions, campaign setting, Inner Sea books, etc?

Yup.


Well, let's see what the dice (because the Dice Gods are absent in this campaign) have to say..

Set One:

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

Set Two:

3d6: 3d6 ⇒ (6, 2, 4) = 12 12
3d6: 3d6 ⇒ (6, 6, 2) = 14 14
3d6: 3d6 ⇒ (6, 3, 2) = 11 11
3d6: 3d6 ⇒ (2, 4, 3) = 9 9
3d6: 3d6 ⇒ (3, 6, 5) = 14 14

Set Three:

3d6: 3d6 ⇒ (6, 3, 6) = 15 15
3d6: 3d6 ⇒ (4, 2, 3) = 9 9
3d6: 3d6 ⇒ (3, 1, 3) = 7 9
3d6: 3d6 ⇒ (2, 3, 3) = 8 8
3d6: 3d6 ⇒ (6, 1, 6) = 13 15
Rerolls
1d6: 1d6 ⇒ 3

Set Four:

3d6: 3d6 ⇒ (2, 4, 4) = 10 10
3d6: 3d6 ⇒ (5, 2, 3) = 10 10
3d6: 3d6 ⇒ (1, 4, 6) = 11 12
3d6: 3d6 ⇒ (2, 4, 2) = 8 8
3d6: 3d6 ⇒ (6, 3, 2) = 11 11
Rerolls
1d6: 1d6 ⇒ 2

Set Five:

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

Well, I choose Set Two, making my stats 18, 12, 14, 11, 9, 14.
My inital submission idea is an elven bard, born after Second Starfall, searching the world for signs of the Old Gods, and any magic left behind.


As I said in the interest check, I am interested.

Now stats! As per your rules, and as I fancy rolling for stats, I will roll 4 sets and choose one.

That way I probably happen unto a balanced set of stats so my definitely martial submission isn't a tool in anything but combat.

Stat arrays:

First Set
Statty stat: 4d6 ⇒ (2, 3, 2, 5) = 12
Statty stat: 4d6 ⇒ (4, 5, 3, 2) = 14
Statty stat: 4d6 ⇒ (3, 5, 2, 5) = 15
Statty stat: 4d6 ⇒ (1, 6, 5, 6) = 18
Reroll 1: 1d6 ⇒ 5
Statty stat: 4d6 ⇒ (2, 4, 5, 3) = 14
18-10-12-13-17-12

Second Set
Statty stat: 4d6 ⇒ (6, 1, 3, 2) = 12
Reroll 1: 1d6 ⇒ 3
Statty stat: 4d6 ⇒ (5, 6, 6, 4) = 21
Statty stat: 4d6 ⇒ (3, 4, 1, 3) = 11
Reroll 1: 1d6 ⇒ 3
Statty stat: 4d6 ⇒ (1, 5, 1, 3) = 10
Reroll 1: 2d6 ⇒ (3, 4) = 7
Statty stat: 4d6 ⇒ (5, 1, 4, 6) = 16
Reroll 1: 1d6 ⇒ 6
18-12-17-10-12-17

Third Set
Statty stat: 4d6 ⇒ (1, 5, 5, 1) = 12
Reroll 1: 2d6 ⇒ (5, 5) = 10
Statty stat: 4d6 ⇒ (6, 6, 4, 3) = 19
Statty stat: 4d6 ⇒ (5, 3, 3, 5) = 16
Statty stat: 4d6 ⇒ (1, 2, 3, 6) = 12
Reroll 1: 1d6 ⇒ 2
Statty stat: 4d6 ⇒ (3, 6, 6, 3) = 18
18-15-16-13-11-15

Fourth Set
Statty stat: 4d6 ⇒ (4, 6, 4, 6) = 20
Statty stat: 4d6 ⇒ (1, 6, 1, 4) = 12
Reroll 1: 2d6 ⇒ (1, 5) = 6
Reroll 1: 1d6 ⇒ 5
Statty stat: 4d6 ⇒ (5, 1, 6, 1) = 13
Reroll 1: 2d6 ⇒ (2, 1) = 3
Reroll 1: 1d6 ⇒ 5
Statty stat: 4d6 ⇒ (1, 2, 4, 6) = 13
Reroll 1: 1d6 ⇒ 6
Statty stat: 4d6 ⇒ (1, 5, 3, 5) = 14
Reroll 1: 1d6 ⇒ 5
18-16-16-16-16-15

Well, that was a high amount of rolling. I will keep an eye on others' rolls so mine aren't too good compared, but I must say that even if all four of them are great, the last one is indeed the best anyone can hope for.


-facepalms- I screwed up my own rules. Ok, this should make you all happy. In whatever stat array you chose, drop the lowest dice from each stat and make it a 6.

From now own roll 3d6, drop the lowest and add 6. Reroll 1's. Believe it or not that's the normal way I do stats, don't know why I forgot that.


Set 1:
3d6 ⇒ (4, 3, 3) = 10 = 10
3d6 ⇒ (1, 6, 5) = 12 = 15
3d6 ⇒ (2, 5, 5) = 12 = 12
3d6 ⇒ (2, 5, 1) = 8 = 12
3d6 ⇒ (6, 1, 1) = 8 = 14
1's Rerolled: 4d6 ⇒ (4, 1, 5, 3) = 13
1's Rerolled Again: 1d6 ⇒ 1
AGAIN: 1d6 ⇒ 5

Set 2:
3d6 ⇒ (2, 4, 2) = 8
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (4, 5, 3) = 12
3d6 ⇒ (4, 4, 5) = 13

Set 3:
3d6 ⇒ (2, 2, 2) = 6
3d6 ⇒ (3, 6, 5) = 14
3d6 ⇒ (5, 3, 6) = 14
3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (2, 2, 5) = 9

Set 4:
3d6 ⇒ (1, 5, 1) = 7 = 18
3d6 ⇒ (5, 6, 6) = 17 = 18
3d6 ⇒ (5, 3, 4) = 12 = 15
3d6 ⇒ (2, 1, 1) = 4 = 16
3d6 ⇒ (5, 4, 2) = 11 = 15
Rerolls: 4d6 ⇒ (1, 1, 5, 5) = 12
More Rerolls: 2d6 ⇒ (1, 6) = 7
AGAIN!: 1d6 ⇒ 6

Set 5:
3d6 ⇒ (2, 4, 1) = 7 = 8
3d6 ⇒ (4, 4, 2) = 10
3d6 ⇒ (6, 5, 3) = 14
3d6 ⇒ (3, 4, 1) = 8 = 9
3d6 ⇒ (3, 5, 4) = 12
Rerolls: 2d6 ⇒ (2, 2) = 4

I will be going with that amazing 4th set. That is too good to pass up. I'll be getting ideas soon!

EDIT: Well...I'll be looking at my potential choices. That stat line allows for absolutely anything.


DM Skull wrote:
-facepalms- I screwed up my own rules. Ok, this should make you all happy. In whatever stat array you chose, drop the lowest dice from each stat and make it a 6.

So, now my stats are 18, 16, 18, 15, 13, and 17.

Yes. Yes, this does make me happy. (rolls a Bluff check to hide girlish giggle of delight!)


TheWaskally wrote:
Yes. Yes, this does make me happy. (rolls a Bluff check to hide girlish giggle of delight!)

Yes. I concur. My lowest is a 15 and I have three 18's. I am pleased. -goes into a room, screams at the stats, comes out and breathes-


DM Skull wrote:

-facepalms- I screwed up my own rules. Ok, this should make you all happy. In whatever stat array you chose, drop the lowest dice from each stat and make it a 6.

From now own roll 3d6, drop the lowest and add 6. Reroll 1's. Believe it or not that's the normal way I do stats, don't know why I forgot that.

Well, this will get real spooky real fast. Allow me to recalculate everything and prepare to see a huuuuuuuge amount of 18s...

Stats under new rule:

First Set
#1 (2, 3, 2, 5) => (6, 3, 2, 5) = 14
#2 (4, 5, 3, 2) => (4, 5, 3, 6) = 15
#3 (3, 5, 2, 5) => (3, 5, 2, 5) = 13
#4 (5, 6, 5, 6) => (6, 6, 5, 6) = 18
#5 (2, 4, 5, 3) => (6, 4, 5, 3) = 15
18-14-15-13-18-15

Second Set
#1 (6, 3, 3, 2) => (6, 3, 3, 6) = 15
#2 (5, 6, 6, 4) => (5, 6, 6, 6) = 18
#3 (3, 4, 3, 3) => (3, 4, 6, 3) = 13
#4 (3, 5, 4, 3) => (6, 5, 4, 3) = 15
#5 (5, 6, 4, 6) => (5, 6, 6, 6) = 18
18-15-18-13-15-18

Third Set
#1 (5, 5, 5, 5) => (6, 5, 5, 5) = 17
#2 (6, 6, 4, 3) => (6, 6, 4, 6) = 18
#3 (5, 3, 3, 5) => (5, 6, 3, 5) = 16
#4 (2, 2, 3, 6) => (6, 2, 3, 6) = 15
#5 (3, 6, 6, 3) => (3, 6, 6, 6) = 18
18-17-18-16-15-18

Fourth Set
#1 (4, 6, 4, 6) => (4, 6, 6, 6) = 18
#2 (5, 6, 5, 4) => (5, 6, 5, 6) = 17
#3 (5, 2, 6, 5) => (5, 6, 6, 5) = 17
#4 (6, 2, 4, 6) => (6, 6, 4, 6) = 18
#5 (5, 5, 3, 5) => (5, 5, 6, 5) = 17
18-18-17-17-18-17

Once again all sets are f%+*ing great, but once again the fourth is simply the best. I mean, it's literally 3 from being perfect.

If this campaign didn't catch my interest greatly already -which it did- the possibility to basically play "Paragon of Humankind" -or Motherf$&+ing Captain America Serum Infused Guy", using other words- has just increased it.

I will return shortly with a submission, need to think which class or classes better suit the concept I had in mind.


Dot


Rolls:

Once in the breach
3d6 ⇒ (5, 4, 4) = 13 = 15
3d6 ⇒ (1, 3, 4) = 8 = 16
3d6 ⇒ (6, 1, 6) = 13 = 18
3d6 ⇒ (6, 1, 2) = 9 = 14
3d6 ⇒ (4, 5, 1) = 10 = 17
1d6 ⇒ 6
1d6 ⇒ 5
1d6 ⇒ 1
1d6 ⇒ 2
1d6 ⇒ 6

Good enough for me!

Silver Crusade

Rolls:

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

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

1: 3d6 ⇒ (4, 2, 1) = 7
2: 3d6 ⇒ (3, 5, 1) = 9
3: 3d6 ⇒ (3, 1, 3) = 7
4: 3d6 ⇒ (4, 4, 6) = 14
5: 3d6 ⇒ (5, 6, 4) = 15

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

1: 3d6 ⇒ (5, 6, 2) = 13
2: 3d6 ⇒ (4, 1, 3) = 8
3: 3d6 ⇒ (6, 6, 6) = 18
4: 3d6 ⇒ (1, 4, 1) = 6
5: 3d6 ⇒ (3, 2, 5) = 10

re-rolls: 2d6 ⇒ (5, 4) = 9
re-rolls: 2d6 ⇒ (2, 6) = 8
re-rolls: 3d6 ⇒ (6, 2, 6) = 14
re-rolls: 5d6 ⇒ (2, 3, 5, 1, 5) = 16
re-rolls: 3d6 ⇒ (6, 5, 3) = 14

5th set 18,18,17,16,15,14


Dotting for interest.

Rolls:

#1

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

Re-Roll of 1's
1d6 ⇒ 3
1d6 ⇒ 6
1d6 ⇒ 4
1d6 ⇒ 4

Yields: 18, 15, 16, 17, 13, 11

#2

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

Re-Roll of 1's
1d6 ⇒ 5
1d6 ⇒ 5

Yields: 18, 17, 16, 14, 16, 17

#3

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

Re-Roll of 1's
2d6 ⇒ (2, 5) = 7
1d6 ⇒ 3
1d6 ⇒ 5
1d6 ⇒ 2

Yields: 18, 13, 13, 17, 17, 16

#4

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

Re-Roll of 1's
1d6 ⇒ 5
1d6 ⇒ 1
2d6 ⇒ (5, 6) = 11
1d6 ⇒ 5

Re-Roll of 1's
1d6 ⇒ 3

Yields: 18, 16, 14, 17, 15, 17

#5

18
3d6 ⇒ (6, 3, 1) = 10
3d6 ⇒ (2, 2, 5) = 9
3d6 ⇒ (3, 2, 2) = 7
3d6 ⇒ (3, 1, 3) = 7
3d6 ⇒ (3, 4, 2) = 9

Re-Roll of 1's
1d6 ⇒ 1
1d6 ⇒ 6

Re-Roll of 1's
1d6 ⇒ 1

Re-Roll of 1's
1d6 ⇒ 6

Yields: 18, 18, 13, 13, 15, 13

Ok, looks like I'm working with 18, 17, 16, 14, 16, 17. Not quite Captain America up there, but still really damn good.


I will apply with a Human Swashbuckler(Inspired blade with LOADS of knowledges.

Scarab Sages

As stated in the interest check, I'm going Elven Brawler focusing on Int based shenanigans like Kirin style or Elven battle styles paired with an elven curve blade. Depending on stats I may go with the Exemplar archetype and bring some bard into it.

roll, baby, roll!:

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

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

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

Rerolls:
block 1, line 2: 1d6 ⇒ 4
block 1, line 3: 1d6 ⇒ 6
block 1, line 5: 1d6 ⇒ 3
block 2, line 3: 1d6 ⇒ 6
block 2, line 3: 1d6 ⇒ 5
block 2, line 5: 1d6 ⇒ 3
block 3, line 2: 1d6 ⇒ 3

Block 3, I choose you! That will make my concept work nicely, I think!


Hm. Let's give it a go.

Set One:
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (1, 1, 1) = 3
3d6 ⇒ (1, 3, 2) = 6
3d6 ⇒ (4, 3, 3) = 10
3d6 ⇒ (1, 5, 5) = 11

Set Two:
3d6 ⇒ (1, 1, 2) = 4
3d6 ⇒ (4, 2, 3) = 9
3d6 ⇒ (1, 2, 2) = 5
3d6 ⇒ (4, 1, 2) = 7
3d6 ⇒ (3, 3, 3) = 9

Set Three:
3d6 ⇒ (5, 6, 5) = 16
3d6 ⇒ (6, 1, 1) = 8
3d6 ⇒ (1, 3, 2) = 6
3d6 ⇒ (6, 5, 5) = 16
3d6 ⇒ (2, 6, 2) = 10

To Be Filled With Rerolls:
Whoa, I REALLY need those rerolls.

Set 1 stat 2: 3d6 ⇒ (3, 3, 6) = 12
Set 1 stat 3: 1d6 ⇒ 4
Set 1 stat 6: 1d6 ⇒ 3

Set 2 stat 1: 2d6 ⇒ (2, 3) = 5
Set 2 stat 3: 1d6 ⇒ 3
Set 2 stat 4: 1d6 ⇒ 5

Set 3 stat 2: 2d6 ⇒ (3, 2) = 5
Set 3 stat 3: 1d6 ⇒ 5

Well, the rerolls make set 3 have a stat array of 18, 16, 16, 11, 10, 10. I'm going to allow myself one last set of rolls (so, 4 sets total) and if I don't get anything good, I'll keep Set 3.

Set Four:
3d6 ⇒ (2, 1, 2) = 5
3d6 ⇒ (3, 5, 2) = 10
3d6 ⇒ (3, 6, 3) = 12
3d6 ⇒ (6, 6, 3) = 15
3d6 ⇒ (6, 4, 2) = 12

Yeah, keeping set 3. Now to make this dwarf.


Inlaa wrote:

Hm. Let's give it a go.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Well, the rerolls make set 3 have a stat array of 18, 16, 16, 11, 10, 10. I'm going to allow myself one last set of rolls (so, 4 sets total) and if I don't get anything good, I'll keep Set 3.

** spoiler omitted **

Yeah, keeping set 3. Now to make this dwarf.

DM Skull wrote:

-facepalms- I screwed up my own rules. Ok, this should make you all happy. In whatever stat array you chose, drop the lowest dice from each stat and make it a 6.

From now own roll 3d6, drop the lowest and add 6. Reroll 1's. Believe it or not that's the normal way I do stats, don't know why I forgot that.

With that in mind, set 3 becomes: 18, 17, 15, 14, 17, 14


Talomyr wrote:
DM Skull wrote:

-facepalms- I screwed up my own rules. Ok, this should make you all happy. In whatever stat array you chose, drop the lowest dice from each stat and make it a 6.

From now own roll 3d6, drop the lowest and add 6. Reroll 1's. Believe it or not that's the normal way I do stats, don't know why I forgot that.

With that in mind, set 3 becomes: 18, 17, 15, 14, 17, 14

Oh.

OOOOOOOH.

That's way better, wow. I just assumed everyone else was getting super lucky.


Set 1:
3d6 ⇒ (6, 6, 6) = 18
3d6 ⇒ (1, 3, 1) = 5 -> 5,3,2 6 = 13
3d6 ⇒ (5, 4, 4) = 13 -> 5,4,6 = 15
3d6 ⇒ (5, 6, 3) = 14 -> 5,6,6 = 17
3d6 ⇒ (1, 2, 4) = 7 -> 3,6,4 = 13
rerolls: 3d6 ⇒ (5, 2, 3) = 10

18,18,17,15,13,13

Set 2:
3d6 ⇒ (1, 6, 2) = 9 -> 4,6,6 = 16
3d6 ⇒ (5, 1, 5) = 11 -> 5,5,6 = 16
3d6 ⇒ (1, 3, 1) = 5 -> 3,6,5 = 14
3d6 ⇒ (1, 3, 3) = 7 -> 2 6,3,3 =12
3d6 ⇒ (1, 5, 2) = 8 -> 5,5,6 = 16
rerolls: 6d6 ⇒ (4, 5, 3, 5, 2, 5) = 24

18,16,16,16,14,12

Set 3:
3d6 ⇒ (3, 3, 4) = 10 -> 6,3,4 = 13
3d6 ⇒ (6, 5, 2) = 13 -> 6,5,6 = 17
3d6 ⇒ (4, 3, 5) = 12 -> 4,6,5 = 15
3d6 ⇒ (2, 1, 1) = 4 -> 6,2,4 = 12
3d6 ⇒ (6, 3, 6) = 15 -> 6,6,6 = 18

18,18,17,15,13,12
rerolls: 2d6 ⇒ (2, 4) = 6

Set 4:
3d6 ⇒ (2, 4, 4) = 10 -> 6,4,4 = 14
3d6 ⇒ (1, 2, 2) = 5 -> 6,2,2 = 10
3d6 ⇒ (6, 1, 6) = 13 -> 6,6,6 = 18
3d6 ⇒ (4, 2, 5) = 11 -> 4,6,5 = 15
3d6 ⇒ (3, 2, 4) = 9 -> 3,6,4 =13
rerolls: 2d6 ⇒ (1, 6) = 7
reroll the reboot: 1d6 ⇒ 2

18,18,15,14,13,10

Set 5:
3d6 ⇒ (5, 3, 4) = 12 -> 5,6,4 = 15
3d6 ⇒ (4, 4, 1) = 9 -> 4,4,6 = 14
3d6 ⇒ (2, 3, 1) = 6 -> 2,3,6 = 11
3d6 ⇒ (4, 4, 2) = 10 -> 4,4,6 = 14
3d6 ⇒ (5, 4, 4) = 13 -> 5,4,6 = 15

18,15,15,14,14,11
rerolls: 2d6 ⇒ (4, 2) = 6

Set 6:
3d6 ⇒ (1, 4, 2) = 7 -> 3,4,6 = 13
3d6 ⇒ (5, 5, 3) = 13 -> 5,5,6 = 16
3d6 ⇒ (1, 4, 1) = 6 -> 5,6,6 = 17
3d6 ⇒ (3, 1, 2) = 6 -> 3,4,6 = 13
3d6 ⇒ (1, 4, 2) = 7 -> 2,4,6 = 12
rerolls: 6d6 ⇒ (1, 5, 1, 4, 2, 2) = 15
reroll the reboot: 2d6 ⇒ (3, 6) = 9

18,17,16,13,13,12

Set 7:
3d6 ⇒ (3, 1, 4) = 8 -> 3,6,4 = 13
3d6 ⇒ (3, 3, 1) = 7 -> 3,6,5 = 14
3d6 ⇒ (4, 2, 3) = 9 -> 4,6,3 = 13
3d6 ⇒ (6, 6, 4) = 16 -> 6,6,6 = 18
3d6 ⇒ (2, 4, 6) = 12 -> 6,4,6 = 16
rerolls: 2d6 ⇒ (3, 1) = 4
reroll the reboot: 1d6 ⇒ 5

18,18,16,14,13,13

Set 8:
3d6 ⇒ (4, 1, 4) = 9 -> 4, 2 6, 4 = 14
3d6 ⇒ (1, 6, 3) = 10 -> 6,6,6 = 18
3d6 ⇒ (3, 3, 6) = 12 -> 3,6,6 = 15
3d6 ⇒ (2, 1, 6) = 9 -> 6,5,6 = 17
3d6 ⇒ (5, 5, 2) = 12 -> 6,6,4 = 14
rerolls: 3d6 ⇒ (2, 6, 5) = 13

18,18,17,15,14,14

Definitely a case of that infectious slot machine just one more spin, lol. I had been pretty sure Set 1 was going to take the pot, but the just one more Set 8 edged it out by a hair at the end. :P

I've never tried Gunslinger and a High Plains Drifter Eastwood character might in order. But then again some kind of Mad Max Road Warrior might be needed in this sad new world.

Hmmm...


Ok, I think I'm a little mathematically challenged so please correct me if I'm wrong with my stat totals here.
.
.
.
.

Dice time:

3d6 ⇒ (5, 2, 4) = 11 = 15
3d6 ⇒ (5, 1, 3) = 9
|reroll: 1d6 ⇒ 1
||rereroll: 1d6 ⇒ 5 = 16
3d6 ⇒ (3, 6, 1) = 10
|reroll: 1d6 ⇒ 1
||rereroll: 1d6 ⇒ 6 = 18
3d6 ⇒ (6, 3, 1) = 10
|reroll: 1d6 ⇒ 1
||rereroll: 1d6 ⇒ 4 = 16
3d6 ⇒ (6, 6, 4) = 16 = 18

15-16-18-16-18

If I did that correctly, I'm happy with those totals :)
Thinking of playing an orc. Gotta work out the crunch.


My build thus far, currently posted on Myth-weavers: Click.

I'll write up Balduin's backstory and personality when I get home. But he's a war veteran through and through.


Dice gods grant me strength.#1:

Rolling baby,set one: 3d6 ⇒ (4, 6, 2) = 12
Rolling baby,set one: 3d6 ⇒ (6, 3, 1) = 10
Rolling baby,set one: 3d6 ⇒ (6, 1, 4) = 11
Rolling baby,set one: 3d6 ⇒ (5, 5, 2) = 12
Rolling baby,set one: 3d6 ⇒ (5, 3, 1) = 9

ReRolls baby,set one: 1d6 ⇒ 5
ReRoll baby,set one: 1d6 ⇒ 6
ReRoll baby,set one: 1d6 ⇒ 6
Set one
16
17
18
16
17
18
...This is good.

Dice gods grant me strength.#2:

Rolling baby,set two: 3d6 ⇒ (5, 4, 3) = 12
Rolling baby,set two: 3d6 ⇒ (4, 4, 4) = 12
Rolling baby,set two: 3d6 ⇒ (4, 5, 2) = 11
Rolling baby,set two: 3d6 ⇒ (5, 3, 1) = 9
Rolling baby,set two: 3d6 ⇒ (3, 1, 6) = 10

ReRolls baby,set two: 1d6 ⇒ 3
ReRoll baby,set two: 1d6 ⇒ 3
First set is looking nice.

Dice gods grant me strength.#3:

Rolling baby,set three: 3d6 ⇒ (4, 3, 6) = 13
Rolling baby,set three: 3d6 ⇒ (6, 6, 1) = 13
Rolling baby,set three: 3d6 ⇒ (3, 5, 6) = 14
Rolling baby,set three: 3d6 ⇒ (2, 6, 5) = 13
Rolling baby,set three: 3d6 ⇒ (6, 3, 6) = 15

ReRolls baby,set three: 1d6 ⇒ 2

So
16
18
17
17
18
18
wow.

So set one:
16
17
18
16
17
18

or set two:

16
18
17
17
18
18

probably going to do with set two, not sure why? ;)


1st Set:

4d6 ⇒ (2, 3, 6, 3) = 14
4d6 ⇒ (2, 5, 4, 4) = 15
4d6 ⇒ (2, 4, 3, 1) = 10 re-roll: 1d6 ⇒ 5
4d6 ⇒ (1, 1, 3, 3) = 8 re-rolls: 2d6 ⇒ (3, 3) = 6
4d6 ⇒ (6, 1, 3, 6) = 16

2nd Set:

4d6 ⇒ (5, 3, 1, 4) = 13 re-roll: 1d6 ⇒ 5
4d6 ⇒ (2, 2, 6, 5) = 15 re-roll: 1d6 ⇒ 3
4d6 ⇒ (2, 4, 4, 3) = 13
4d6 ⇒ (6, 1, 4, 4) = 15
4d6 ⇒ (5, 5, 6, 2) = 18 re-roll: 1d6 ⇒ 4

3rd Set:

4d6 ⇒ (4, 6, 4, 3) = 17
4d6 ⇒ (5, 4, 5, 3) = 17
4d6 ⇒ (5, 6, 1, 4) = 16
4d6 ⇒ (3, 4, 6, 3) = 16
4d6 ⇒ (4, 2, 3, 3) = 12 re-roll: 1d6 ⇒ 6

4th Set:

4d6 ⇒ (6, 1, 3, 6) = 16
4d6 ⇒ (5, 3, 2, 2) = 12
4d6 ⇒ (1, 2, 3, 4) = 10
4d6 ⇒ (2, 2, 5, 5) = 14 re-roll: 1d6 ⇒ 5
4d6 ⇒ (6, 4, 4, 1) = 15

5th Set:

4d6 ⇒ (2, 3, 1, 5) = 11
4d6 ⇒ (5, 4, 3, 5) = 17
4d6 ⇒ (1, 5, 4, 3) = 13
4d6 ⇒ (4, 5, 6, 5) = 20
4d6 ⇒ (2, 2, 4, 2) = 10

6th Set:

4d6 ⇒ (6, 6, 6, 4) = 22
4d6 ⇒ (6, 3, 3, 1) = 13
4d6 ⇒ (6, 6, 3, 6) = 21
4d6 ⇒ (5, 4, 4, 3) = 16
4d6 ⇒ (1, 4, 6, 6) = 17

re-roll: 1d6 ⇒ 2
re-roll: 1d6 ⇒ 3

18,12,18,13,16

I'll take set six, +free 18 =18,18,18,16,13,12


Question for the Dm, for those that aren't picked. Do they receive a number and when the next person dies, we move up the line?

Grand Lodge

Round 1:
3d6 ⇒ (4, 2, 4) = 10
3d6 ⇒ (5, 3, 5) = 13
3d6 ⇒ (5, 2, 6) = 13
3d6 ⇒ (3, 3, 1) = 7
3d6 ⇒ (4, 4, 6) = 14

rerolling 1: 1d6 ⇒ 1
and again: 1d6 ⇒ 1
and again: 1d6 ⇒ 2
14, 16, 17, 12, 16, 18

Round 2:
3d6 ⇒ (3, 4, 1) = 8
3d6 ⇒ (5, 2, 5) = 12
3d6 ⇒ (5, 6, 5) = 16
3d6 ⇒ (5, 4, 3) = 12
3d6 ⇒ (1, 6, 6) = 13

rerolling 1: 1d6 ⇒ 4
rerolling 1: 1d6 ⇒ 1
and again: 1d6 ⇒ 4
14, 16, 17, 15, 18, 18

Round 3:
3d6 ⇒ (6, 1, 3) = 10
3d6 ⇒ (2, 4, 6) = 12

3d6 ⇒ (6, 1, 3) = 10
3d6 ⇒ (3, 1, 1) = 5
3d6 ⇒ (3, 3, 5) = 11

rerolling 1: 1d6 ⇒ 4
rerolling 1: 1d6 ⇒ 1
rerolling 1: 1d6 ⇒ 6
rerolling 1: 1d6 ⇒ 4
and again: 1d6 ⇒ 2
16, 16, 15, 16, 14, 18

I'll take set 3


Ok, I often enjoy playing support characters and I had an idea, not sure if it would be as viable in practice as it is in my head, so I'd appreciate your two cents (DM Skull, or other applicants).

Half-elf for free skill focus (Heal).
Investigator for inspiration (Sleuth archetype to get rid of alchemy).
Expanded Inspiration talent for free inspiration on heal checks.
Focused Inspiration feat to use d8's instead of d6's when using inspiration on two skills (heal and perception in this case).
Precise Treatment trait to key heal off int.
With an int score of 20 (+2 floating bonus from race), I'll have a +15 to my heal skill at level 3.
At fifth level I can also take signature skill to get skill unlocks.
Also a +2 bonus for using a healer's kit

One more question: Do things like Healy Myrrh and Troll Styptic work in this setting? If so, some points in craft (alchemy) would be well spent.

Scarab Sages

You will get more mileage out of something like that here then anywhere else, probably. I think it will definitely make for a unique character as far as build goes.

Grand Lodge

I think troll styptic requires troll blood and, to my understanding, trolls fall under the magical creatures/races.


Interesting point, servant6.

While I understand that potions being imbued with magic are no longer around, alchemy is more or less the great-grandfather of chemistry and many helpful healthful things were discovered through that. Clock two hundred years of advancement in that and other physical sciences, it seems odd that while perhaps a mundane extract or unguent may not officially be labeled as cure light wounds, wouldn't there be non-magic equivalents that function mechanically the same? Maybe they wouldn't function instantaneously, but maybe more like "drink this and regain 1 HP an hour for 8 hours if resting the whole time."

And all that without even pointing out that advanced pharmaceuticals were already on the planet. While Numeria was destroyed per the settings, there were plenty of artifacts from Silver Mount smuggled around the world.

Hmmm...

Anyway, nice build for a healing-poor world!

Now to make the guy who makes the healers necessary.

/me evil neutral cackle


@Aspissassin
I think they are not magical since they're classified as humanoids with the giant subtype. Then again, just because they aren't listed as "magical" doesn't mean they aren't counted as such in this world. /shrug

@Choon and pinvendor
Thanks :)


@servant6: That's the idea with a low-no magic world. Things like Penicillin do exist in this world and would be prescribed to someone to give bonuses VS. disease checks and also help with heal checks vs. infection. Trolls are not magical and their regenerative powers are based in biology that can be harvested and utilized alchemically. Your two items do exist in this world. And flavor wise you will definitely be called Doctor with that build. Don't forget things like K. Nature and Survival to be able to know about, find and harvest materials that will aid you.

@pinvendor: As for potions analogous to old world cure potions, don't be so quick to assume they've been discovered. While purely alchemical cure potions DO exist, they are far more expensive and provide less benefit than a high heal skill check. When you have a society where ALL mid-high level healing was based in magic, that will get severely crippled for a long time while the alchemists fumble with the suddenly purely non-magical side of their craft. No magical travel makes it harder for them to commision adventurers to go out and gather hard to come by materials for their craft and when they DO find a group, it's expensive. Flasks of alchemically treated troll blood ( a minor acid to keep the blood from turning into a full fledged troll) will provide regeneration for a number of rounds equal to the donating trolls' HD and the higher the CR of the troll, the higher the regeneration.

@Teiidae: I will have a private list of preferred applications for those who don't get chosen first time around. When someone dies I will contact the top of the list with a PM inviting them. They will have 3 days to respond before I move to the second person on the list.


@Dm Skull: Wonderful, thanks for your answer Dm Skull.


3d6 ⇒ (1, 3, 5) = 9
3d6 ⇒ (5, 5, 3) = 13
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (2, 3, 5) = 10
3d6 ⇒ (4, 3, 6) = 13

reroll: 2d6 ⇒ (6, 6) = 12

665 = 17
556 = 16
666 = 18
635 = 14
466 = 16
Free 18

Scarab Sages

Character is coming along nicely, I must say. Mechanics are nearly done. This guy drips with elven, if I do say so myself. Time to get creative!


Okay, let's have a try. I deleted my previous post because editing to put the rerolls in the proper places messed up everything.

Rolls I:

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

Reroll: 1d6 ⇒ 2
Reroll: 1d6 ⇒ 3

Rolls II:

3d6 ⇒ (1, 5, 5) = 11 => 2, 5, 5 +6= 16
3d6 ⇒ (5, 6, 1) = 12 => 5, 6, 3 +6 = 17
3d6 ⇒ (6, 5, 4) = 15 => 6, 5, 4 +6 = 17
3d6 ⇒ (4, 1, 1) = 6 => 4, 4, 2 +6 = 14
3d6 ⇒ (2, 4, 1) = 7 => 2, 4, 6 +6 = 16

Reroll: 1d6 ⇒ 2
Reroll: 1d6 ⇒ 1
Reroll: 1d6 ⇒ 4
Reroll: 1d6 ⇒ 2
Reroll: 1d6 ⇒ 1

Reroll: 1d6 ⇒ 3
Reroll: 1d6 ⇒ 6

Rolls III:

3d6 ⇒ (6, 5, 1) = 12 => 6, 5, 5 +6= 17
3d6 ⇒ (4, 5, 6) = 15 => 4, 5, 6 +6 = 17
3d6 ⇒ (4, 5, 1) = 10 => 4, 5, 4 +6 = 15
3d6 ⇒ (4, 2, 3) = 9 => 4, 2, 3 +6 = 13
3d6 ⇒ (3, 3, 1) = 7 => 3, 3, 4 +6 = 13

Reroll: 1d6 ⇒ 5
Reroll: 1d6 ⇒ 4
Reroll: 1d6 ⇒ 1

Reroll: 1d6 ⇒ 4

Rolls IV:

3d6 ⇒ (5, 1, 6) = 12 => 5, 3, 6 +6= 17
3d6 ⇒ (5, 1, 4) = 10 => 5, 3, 4 +6 = 15
3d6 ⇒ (5, 5, 1) = 11 => 5, 5, 6 +6 = 17
3d6 ⇒ (1, 4, 6) = 11 => 6, 4, 6 +6 = 18
3d6 ⇒ (5, 1, 2) = 8 => 5, 6, 2 +6 = 17

Reroll: 1d6 ⇒ 3
Reroll: 1d6 ⇒ 3
Reroll: 1d6 ⇒ 6
Reroll: 1d6 ⇒ 6
Reroll: 1d6 ⇒ 6

So I was planning on rolling 5 times, but I guess after Roll IV keep going is abusing a bit :P

It'll be, then: 18, 17, 15, 17, 18, 17


DM Skull, could you tell me how Kyonin was affected by Second Starfall? I'd like some more info for my elf's backstory.


Could I take Skirmisher instead of trap ranger? Both replace spellcasting, and none of the hunter tricks are SU.

Also thinking maybe going Hooded Champion as I feel that sort of fits with the overall theme of the campaign.

Are we allowed alternate racial traits, so long as none of the are SU/magical? Ie, the Heart traits for humans, or anything that replaces Elven Magic, for example.

Scarab Sages

TheWaskally wrote:
DM Skull, could you tell me how Kyonin was affected by Second Starfall? I'd like some more info for my elf's backstory.

This would be important for my character as well.


1d100 ⇒ 13 Ooh nice.
1d100 ⇒ 80 Double Nice.
And final roll 1d100 ⇒ 86 Not so nice.


Are we starting in Westcrown?

Also, what's the current state of Nirmathas?


@Choon and TheWaskally: For the most part Kyonin escaped the devastation unscathed. It's unknown how many of the magical items retained their powers but enough were functional but unstable that almost all had to be submitted to the High Arcanists for inspection. The biggest change was the collapse of the barrier spells they had layered throughout the forest kingdom for millennia. Gone where the illusions that left the unwanted running in circles until they dropped from exhaustion. Gone were the enchanted glades that would lull enemies into a deep and final sleep so that their bodies would nourish the trees. Gone were the enchanted animals that would prowl and protect from the shadows.

Where once had been a magnificent and mysterious forest filled with danger and beauty was now just a big forest with lots of healthy trees and normal animals. While that would normally just result in patrols being more vigilant something happened up at the palace that caused the kingdom to close it's borders. Kill on sight commands were issued to all guardians and walls and fortifications were built in the most vulnerable passes. Within fifty years the elven kingdom of Kyonin became known as fearsome isolationists who would kill anyone they caught within the borders of their forest. Even Queen Telandia Edasseril became more warlike, usually appearing in full mithril chainmail whenever she appeared in public. The palace was sealed and only by previous invitation could anyone set one foot past the front gate. Anyone, elf or otherwise, who was caught on palace grounds without approval was summarily executed.


@Monkeygod: With the destruction of Morthal at the hands of Andoran, Nirmathas found unexpected bounty. With their southern borders now shared with the democratic and just Andorans, the citizens of Nirmathas had nothing to fear from their new neighbors. And with the most powerful supernatural monsters having vanished from the mountains and forests the people stepped into an era of peace and bounty they had never expected to achieve. Still, life was not without challenge as the country is mostly rugged wilderness that resisted taming filled with a tough and independent people who refused to bend to a central government. Only in times of threat to the entire kingdom will the various militia and clans come together.

With the destruction of magic the area known as Deadeyes Haunt has finally become quiet. While there are no priests or druids with power to cleanse the undead soldiers who once haunted the region, a whole faction was formed to dig and sort through the jumbles of bodies and place each body in a grave. It took over 100 years to sort through the thousands of soldiers who had died on that battlefield but eventually the tainted charnel house was turned into a vast, quiet glade renamed The Soldier's Lament, dotted with thousands of neat and orderly gravesights. And just in case this sort of 'cease fire' ever fell apart, each coffin was wrapped in silver chains engraved with holy symbols of Pharasma. Knight's loyal to the now silent Lady of the Graves keep the glade undisturbed and deal harshly with any grave robbers.

The area known as the Fangwood has also had an unexpected and unstable bounty. Whatever dark magic was slowly killing the trees seems to not only have stopped but completely reversed. The trees there began to grow at an astonishing rate and soon began to spread out into the more 'civilized' areas. As the bulk of their international exports comprise of wood from the numerous forests the Nirmathans' took to the aggressive forest with almost glee. Entire villages sprung up along the edge of the forests where the hammer of axes and the rasping of saws is an almost constant sound. A tentative border has been thrown up with trees getting cut down almost as soon as they grow.

Scarab Sages

That's interesting. Ok, why am I not there? Exiled? Stuck outside? Hmmm


@Choon: You can go back whenever you want but you know that even as an elf you have to stop at the edge of the forest and call out and wait until a patrol stops to inspect the token all elves are expected to carry whenever they leave the kingdom. They will then give a codeword that will allow you to pass the sentries further in. Failure to stop and wait for a patrol or failure to produce the token is a very, very dangerous thing to do.

The only place non-elves are allowed to go is the city of Greengold, and only along specific roadways that are closely watched. Deviation from the established pathways is means for summary execution. Any non-elves moving beyond the border of Greengold without permission with the exception of the roadway are executed on the spot.


@Skull,

And my previous questions, about archetypes and race traits?

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