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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My official submission, Doctor Salim. I think he's pretty much done. Of course, let me know if you have any questions or concerns.


Monkeygod wrote:

@Skull,

And my previous questions, about archetypes and race traits?

Both of those archetypes are fine and switching race traits is fine as well, as long as the new trait is non-magical.

@Everyone: Ok I see some people are creating their character sheets here on the paizo boards and others are doing it on the Mythweavers board. For applications ONLY it's fine for you to use either system but should you be part of the final group chosen you will have to have a character sheet on the paizo boards. I will also want a summary of things like total HP and saves in the little summary window that appears along the top of board entries. That's just easier for me to reference things in the midst of combat.


I can prepare Balduin's sheet on these forums if he gets approved, that'd be fine. Is there a program or format I should use when designing sheets for use on these forums?

If a format already exists where I can fill in blanks and such I'd rather use that than do everything by hand.

Also, expect a backstory tonight.


This will be the alias that Choon will be using. You can copy/edit the profile in this alias if you wish.


.


WARNING: I got a little long-winded and carried away with the backstory. I, err, can cut it down if you'd like.

Backstory:
Balduin was born Balduin Rogarsun. His father, Rogar Evergleam, was the head of the tattered remains of what was once one of the proudest families in Highhelm. But when the gods vanished and took their countless clergy with them, so too disappeared a great many of the Evergleam family, and a religious tradition passed down for generation upon generation was lost.

Entering the world forty-six years after the Worldwound was sealed, Balduin never got to see the mythic world that existed when magic still permeated in the air. He heard many stories from his relatives: of how magic could once move mountains or send a men across nigh infinite distances, of how the gods once spoke directly to their most faithful of clerics, and of how though the world was filled with such terrible horrors as demons and worse, there were always heroes who could face them. And they knew it to be true: they had all lived in those times. They had seen miracles.

The first seeds of doubt appeared in Balduin's mind when a cave-in in the mines took the life of his young cousin and a dozen other workers. He felt doubt, too, when a particularly tough disease swept through the Five Kings Mountains and took more lives. And when his bride to be fell ill with an illness that had no cure, some disease they described as "terminal," he prayed long and hard to Torag and to all the dwarven pantheon for help. He prayed dearly for them to bless her, to save her from death.

His prayers were unanswered. She died of her illness within a year. Balduin's faith died with her, and something in him stirred: a boiling, frothing anger. At first he simply stormed off at his sister's insistence that all was part of a divine plan; but before long he was growling out the doubts he had harbored so long publicly. But when his father demanded that the young dwarf remember his place in the family and honor their traditions, Balduin slammed his fist in anger and renounced his ties to the Evergleam family.

So at the young age of fifty-five, against the wishes of those he once called family, Balduin set out into the world on his own. The dwarf never intended to be a warrior; indeed, he had planned to simply travel to Andoran and work as a laborer there until he could found a business of his own. Putting on some old armor and signing on as a caravan guard just seemed like a better alternative to paying a travel fee.

While en-route to Bellis, Balduin's caravan was attacked. It was an easy fight; the bandits underestimated the defenders and were swiftly routed. But one of the merchants in the caravan saw a talent for combat in the young dwarf, and after they passed through Bellis and entered Almas he offered Balduin a better-paying contract to escort another caravan to Taldor. Before Balduin knew it, he was traveling around the Inner Seas, doing mercenary work for whoever offered the most coin.

Balduin eventually fell in with a band of mercenaries that called themselves the Lucky Bastards. An unruly lot, they proved to be a new kind of family to Balduin, teaching him rough lessons in an unforgiving world. He learned a lot about fighting dirty, military tactics, and who the best paying generals around were. He fought in a few skirmishes with them, and he became a competent sword-for-hire.

The first true test of Balduin's mettle came when his band was contracted to support a Molthuni garrison during a brief dispute with Andoran. An army from Andoran laid siege to the town, bringing all manner of siege weapons with the intent of starving the garrison out. When food supplies ran out, the townsfolk were eating rats; and when the rats were gone, the cats and dogs were next. At one point Balduin was chewing on the leather of his boots to keep from starving, and people all around him fell from starvation and disease. Things got so grim that a few folk were starting to discuss eating the dead.

The siege was eventually broken; when a Molthuni army arrived the defenders sallied out to join their fight against the invading army. But Balduin would never forget that siege. To him, it would always remain proof that though the miracles of the old world were gone, the horrors yet remained.

Yet somehow Balduin found he still had stomach for war. He stayed with the Lucky Bastards as they replenished their numbers and traveled south to find safer employment while they trained their troops. He also saved up a considerable sum of gold with which he purchased his armor: a spiked, menacing black suit of plated mail. He took on the name 'Blacksteel' as his family name, and served in the Bastards for twenty more years. He was eighty-five.

Word came to the Lucky Bastards of lucrative work to be had in what was once Cheliax. It was there that Balduin met his wife, Marelle, a beautiful dwarven woman from a respected family. They had a son together, and though Balduin was on the road frequently with the Lucky Bastards, he nevertheless proved a good and supportive husband. He sent plenty of gold to keep Marelle and their child in good health, and wrote frequently to his family before finally settling down for ten years. But in that tenth year Marelle found Balduin sleeping with another woman.

The marriage was ended, and Balduin's furious in-laws cursed his name. His own son, twenty-three years of age, came to hate him. So he left again, signed on with a new mercenary company, and began to see more of the Inner Seas again.

The dwarf would settle down only once more in his life: when passing through Taldor and finding an old flame - a Qadiran woman he had shared many tender moments with while stationed in Cassomir - she introduced him to a girl she had named Safiyya. The young girl clearly had some dwarven blood in her, being of sturdier and stockier breeding than the other children, and the woman told Balduin she was his daughter.

Seeing this as a chance to make up for past mistakes, Balduin helped raise Safiyya. He never married her mother, nor did they ever live together, but he doted over the girl and taught her how to protect herself. But eventually, as she neared her twenty-third birthday (and seemed to become more a woman than a girl), Balduin felt the need to wander stir in him again. So he wished his daughter goodbye, leaving her with the majority of his life's savings and with a house to her name before setting out into the world again.

Now a hundred and thirty six years old, Balduin Blacksteel has kept his boots on the road for five years since leaving his daughter in Cassomir. He may not be a young man anymore, and he may not be a legend by any stretch, but old Blacksteel is a cunning, reckless warrior and a terror on the battlefield.

Personality and Relations:
Balduin is a grim, somber dwarf. He has a lot of regrets - such as cutting his ties with his father's family, destroying his marriage, and leaving behind a son that hates him - and feels a need to make up for those mistakes somehow. The blood he's spilled, too, weighs heavily on him; yet despite that he finds himself drawn constantly to war. Battle is where he belongs, it seems. Everything else seems so strange and foreign to him.

Though brash and impulsive as a youth, Balduin has grown to be patient and cool of head. He prefers to have time to himself to think through the day's events, using a smoke pipe and a bit of dwarven stout to ease his nerves. But when battle is imminent, his tone becomes sharper and his decisions quicker. He takes on the air of an old sergeant and begins giving orders to those around him before throwing himself recklessly into the fray.

Though he isn't the friendliest of men, Balduin finds solace in helping teach others the tricks of his trade. He treats younger warriors as pupils, taking them under his wing and doing his best to protect them in battle. He takes pleasure in sharing old war stories around the campfire, and has even developed a bit of a storyteller's tongue.

Balduin believes quite firmly that the gods are dead. To him, there is simply no other explanation for their absence and the terrible things he has seen. He puts his faith only in his armor and the courage of his companions.

The dwarf has family in Highhelm, and although he has not seen them in almost a hundred years, Balduin travels to dwarven settlements in that region from time to time. His daughter Safiyya owns an inn in Cassomir. He avoids traveling to the town in Western Andoran where his ex-wife and son live. He also has some old friends from the Lucky Bastards, though that mercenary group has long since disbanded.


Hi! I have a few questions for you, as I try and figure out what I want to build :)
1: how many years has it been since the Great War in Heaven? Ive seen 10, 20, 50, 100 and 200 and I would just like a concise answer.
1b: just an afterthought, are we able to play a character that was alive for more then 200 years, say an Elf?
2: what level of Technology and guns are there?
3: When you say "dont worry about items", can we at least say things like; "My gunslinger has 2 pistols" or "My fighter wears heavy armor and wields a Bastard Sword" or "I took Weapon Focus: Bastard Sword. Can I have a Bastard Sword please?"
4: If you were going to be that generous with the stat points, why not just let us choose our own stats? We would probably come up with something more humble then 18, 18, 18, 17, 17, 17. As is we are going to be the League of Superhumans (or at least the League of Supercommoners)
5: Drawbacks? Drawbacks are fun :D
6: can you give me a bit more information on the scattered Orcs? My main idea is that of an Unkillable Orc fighter who is part of a lost, minor tribe. He is a very nomad-like character.
7: Edit. Would Monks be allowed? Obviously they lose Ki Strikes but they are otherwise very mundane.
7b: Edit. Unchained classes or normal? I would like to use the Tetori monk archetype.

So far, for ideas I have an Orc Unbreakable fighter who has a very large pool of negitave hps he can dip into, with the Fast Healer feat and probably TWF if I get the Dex for it. Suvrival, K Nature and whatnot to make him a woodsy kind of guy.
Second idea is a human Monk Grappler. He is big, strong, and if he gets his hands on you then you wont get away.
Third idea is a bard of some type, because if I can make a bard work under those kind of rules then he should be fun :)
But I will have to do some more thinking, now! Onto rolls!

Set 1:

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

Set 2:

3d6 + 6 - 1 + 4 - 4 ⇒ (5, 6, 1) + 6 - 1 + 4 - 4 = 17
3d6 + 6 - 1 + 4 - 4 ⇒ (6, 1, 4) + 6 - 1 + 4 - 4 = 16
3d6 + 6 - 1 + 2 - 2 ⇒ (1, 2, 3) + 6 - 1 + 2 - 2 = 11
3d6 + 6 - 2 ⇒ (5, 2, 3) + 6 - 2 = 14
3d6 + 6 - 3 ⇒ (3, 3, 6) + 6 - 3 = 15
3d6 + 6 - 5 ⇒ (5, 6, 6) + 6 - 5 = 18

Set 3:

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

Set 4:

3d6 + 6 - 1 + 6 - 4 ⇒ (6, 4, 1) + 6 - 1 + 6 - 4 = 18
3d6 + 6 - 4 ⇒ (6, 6, 4) + 6 - 4 = 18
3d6 + 6 - 2 + 5 + 2 - 2 ⇒ (1, 3, 1) + 6 - 2 + 5 + 2 - 2 = 14
3d6 + 6 - 1 + 6 - 3 ⇒ (5, 1, 3) + 6 - 1 + 6 - 3 = 17
3d6 + 6 - 3 ⇒ (6, 4, 3) + 6 - 3 = 16
3d6 + 6 - 3 ⇒ (4, 3, 6) + 6 - 3 = 16

Edit: Rerolling 1s, in order:

Rerolls: 11d6 ⇒ (6, 3, 4, 4, 4, 2, 3, 1, 5, 2, 1) = 35
Rerolling last 2 1s: 2d6 ⇒ (6, 6) = 12

Set2 or 4 will probably be what I go with.
18, 17, 16, 15, 14, 11
18, 18, 17, 16, 16, 14


Dice rolls!:

Set one:

3d6 ⇒ (5, 5, 1) = 11
3d6 ⇒ (4, 3, 3) = 10
3d6 ⇒ (2, 2, 6) = 10
3d6 ⇒ (4, 5, 6) = 15
3d6 ⇒ (1, 1, 5) = 7

Reroll-
1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 2

16
13
14
17
13

Set two:

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

Re-roll-
1d6 ⇒ 2

17
18
14
15
14

Set three:

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

Re-roll-
1d6 ⇒ 5
1d6 ⇒ 6

14
17
18
15
17

Final Roll:

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

Re-roll-
1d6 ⇒ 6

13
18
16
13
18

Can somebody double check my math on my rolls please, before I settle on a set?


Set 1:

16
13
14
17
17***

Set 3:

15***
17
18
15
17

You made a mistake on the first and third set :)


Joseph Bonkers wrote:

Hi! I have a few questions for you, as I try and figure out what I want to build :)

Spoiler:

1: how many years has it been since the Great War in Heaven? Ive seen 10, 20, 50, 100 and 200 and I would just like a concise answer.
1b: just an afterthought, are we able to play a character that was alive for more then 200 years, say an Elf?
2: what level of Technology and guns are there?
3: When you say "dont worry about items", can we at least say things like; "My gunslinger has 2 pistols" or "My fighter wears heavy armor and wields a Bastard Sword" or "I took Weapon Focus: Bastard Sword. Can I have a Bastard Sword please?"
4: If you were going to be that generous with the stat points, why not just let us choose our own stats? We would probably come up with something more humble then 18, 18, 18, 17, 17, 17. As is we are going to be the League of Superhumans (or at least the League of Supercommoners)
5: Drawbacks? Drawbacks are fun :D
6: can you give me a bit more information on the scattered Orcs? My main idea is that of an Unkillable Orc fighter who is part of a lost, minor tribe. He is a very nomad-like character.
7: Edit. Would Monks be allowed? Obviously they lose Ki Strikes but they are otherwise very mundane.
7b: Edit. Unchained classes or normal? I would like to use the Tetori monk archetype.

So far, for ideas I have an Orc Unbreakable fighter who has a very large pool of negitave hps he can dip into, with the Fast Healer feat and probably TWF if I get the Dex for it. Suvrival, K Nature and whatnot to make him a woodsy kind of guy.
Second idea is a human Monk Grappler. He is big, strong, and if he gets his hands on you then you wont get away.
Third idea is a bard of some type, because if I can make a bard...

1) 200 years and it wasn't in Heaven, it was at the World Wound. And yes you can.

2) Steampunk/wildwest. Common guns available with the guns being commonplace (Guns are now martial, cost is 25% of book.) Advanced firearms are still rare and are full cost. I made this decision after looking at the advancement of guns in our own world. The spanish were using firearms in the early 1500's and the breech loading Springfield Rifle that could take metal jacketed bullets wasn't invented until 1865. No ray guns or teleporters or force fields.

3) When I meant by "don't worry" is don't fill your sheet up with a bunch if items that I would have to sift through before you are even chosen. If you want to say "I'm a bruising orc barbarian with a big beatstick" that's fine, just don't go looking up gold amounts and saying "I have alchemists fire and rope and a tent and water skins", those sorts of things.

4) While I'm being generous the dice can still give you a 10 if you roll two 2's. Can't reroll those so that's why I'm using dice. Please don't argue this point, don't look a gift horse in the mouth.

5) Sure, max of 1 drawback.

6) The orcs aren't extinct, just rare. They were shattered when Belkzen erupted with all of those volcanoes and then the Varisians got revenge on the survivors. There are maybe 5% of the numbers still surviving.

7) Monks are not allowed because most of their high level abilities are supernatural, which doesn't work anymore. Wholeness of Body, Diamond Body, Abundant Step, Diamond Soul, Quivering Palm and Empty Body are all supernatural. Not to mention that the moment the monk would hit 20th level, he would vanish. So no monks. If you want to play a hand to hand type martial character, play a Brawler.

8) You can do unchained classes but only barbarian and rogue.

Grand Lodge

Set 1:

3d6 ⇒ (3, 5, 2) = 10 =14
3d6 ⇒ (3, 4, 2) = 9 =13
3d6 ⇒ (3, 4, 2) = 9 =13
3d6 ⇒ (1, 6, 2) = 9 =15
3d6 ⇒ (1, 4, 2) = 7 =15

Set 2:

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

Set 3:

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

Rerolls:

1d6 ⇒ 3
1d6 ⇒ 5
1d6 ⇒ 2
1d6 ⇒ 3
1d6 ⇒ 1
1d6 ⇒ 1
1d6 ⇒ 1
1d6 ⇒ 6
1d6 ⇒ 3
1d6 ⇒ 2
1d6 ⇒ 5
1d6 ⇒ 2

I think that's right. I'll work on a submission using Set 2: 18,17,16,15,13,11. I've been wanting to try out a vigilante ever since picking up Ultimate Intrigue so I might have a go rolling one of them. I'm assuming they would lose some of their abilities due to them being (Su) but it could still be fun.


So all classes lose all (Su) abilities except bardic performance?
That means no more Beast Totem? Very interesting.


Very interesting

I have an idea for a character, but I require a bit of info on what happened in Irisen

P.S. would martial artist monks be allowed?


By War in Heaven, I really meant War in the Skies, I just needed a name for it.
As for the rest, sure, sounds good :)
I will make something other then a monk (I had a neat stunning fist/grapple, half giant grappler but I got lots of ideas -_^)

The Exchange

I probably shouldn't apply, but this looks like fun and I have some empty aliases to reuse. What is the state of Rahadoum? Always wanted to play a character from there, and with their non-reliance when it came to divine magic I can see them doing well in the aftermath.

Edit: Figured it wouldn't hurt to go ahead and do stats.

Set 1:
3d6 ⇒ (2, 6, 5) = 13-2+6=17
3d6 ⇒ (1, 4, 6) = 11-1+6=16
3d6 ⇒ (5, 4, 2) = 11-2+6=15
3d6 ⇒ (2, 6, 4) = 12-2+6=16
3d6 ⇒ (4, 4, 5) = 13-4+6=15
Reroll 1: 1d6 ⇒ 3
18, 17, 16, 15, 16, 15

Set 2:
3d6 ⇒ (2, 3, 4) = 9-2+6=13
3d6 ⇒ (6, 6, 1) = 13-1+6=18
3d6 ⇒ (6, 2, 1) = 9-2+6-1+5=17
3d6 ⇒ (4, 2, 5) = 11-2+6=15
3d6 ⇒ (1, 4, 2) = 7-1+6-2+6=16
Reroll 2a: 3d6 ⇒ (1, 5, 6) = 12
Reroll 2b: 1d6 ⇒ 6
18, 13, 18, 17, 15, 16

Set 3:
3d6 ⇒ (4, 4, 5) = 13-4+6=15
3d6 ⇒ (3, 6, 3) = 12-3+6=15
3d6 ⇒ (4, 5, 2) = 11-2+6=15
3d6 ⇒ (6, 4, 4) = 14-4+6=16
3d6 ⇒ (3, 2, 2) = 7-2+6=11
18, 15, 15, 15, 16, 11

Set 4:
3d6 ⇒ (6, 4, 3) = 13-3+4=16
3d6 ⇒ (2, 5, 6) = 13-2+6=17
3d6 ⇒ (3, 5, 2) = 10-2+6=14
3d6 ⇒ (6, 6, 4) = 16-4+6=18
3d6 ⇒ (6, 5, 5) = 16-5+6=17
18, 16, 17, 14, 18, 17

Set 5:
3d6 ⇒ (1, 4, 4) = 9-1+3-3+6=14
3d6 ⇒ (6, 1, 3) = 10-1+2-2+6=15
3d6 ⇒ (1, 2, 2) = 5-1+4-2+6=12
3d6 ⇒ (3, 1, 1) = 5-1+3-1+5-3+6=14
3d6 ⇒ (1, 2, 2) = 5-1+2-2+6=10
Reroll 5a: 6d6 ⇒ (3, 1, 4, 3, 5, 2) = 18
Reroll 5b: 1d6 ⇒ 2
18, 14, 15, 12, 14, 10

Gonna go with Set 4. Seems to be a reoccurring theme here...


I have a number of ideas. Let's see what the dice say.

Set 1:

3d6 + 6 ⇒ (1, 4, 3) + 6 = 14
reroll: 1d6 ⇒ 3 13
3d6 + 6 ⇒ (2, 4, 4) + 6 = 16 14
3d6 + 6 ⇒ (3, 1, 5) + 6 = 15
reroll: 1d6 ⇒ 2 14
3d6 + 6 ⇒ (5, 5, 3) + 6 = 19 16
3d6 + 6 ⇒ (4, 1, 1) + 6 = 12
reroll: 2d6 ⇒ (1, 4) = 5
reroll: 1d6 ⇒ 2 14
13, 14, 14, 14, 16, 18

Set 2:

3d6 + 6 ⇒ (5, 5, 3) + 6 = 19 = 16
3d6 + 6 ⇒ (3, 4, 4) + 6 = 17 = 14
3d6 + 6 ⇒ (6, 3, 1) + 6 = 16
reroll: 1d6 ⇒ 1
reroll: 1d6 ⇒ 1
reroll: 1d6 ⇒ 6 = 18
3d6 + 6 ⇒ (2, 2, 5) + 6 = 15 = 13
3d6 + 6 ⇒ (3, 2, 4) + 6 = 15 = 13
So 13, 13, 14, 16, 18, 18

Set 3:

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

Set 4:

3d6 + 6 ⇒ (6, 5, 6) + 6 = 23 = 18
3d6 + 6 ⇒ (6, 4, 4) + 6 = 20 = 16
3d6 + 6 ⇒ (2, 6, 6) + 6 = 20 = 18
3d6 + 6 ⇒ (2, 6, 4) + 6 = 18 = 16
3d6 + 6 ⇒ (3, 2, 2) + 6 = 13 = 11
11, 16, 16, 18, 18, 18

Set 4 it is. This could be almost anything. My three front-runners all have to do with reacting to the loss of magic in some way... most likely will go with Lore Warden, perhaps with a Brawler dip. Given the increased prevalence of guns, either Deflect Arrows or Snake Style could be useful to have on occasion.


Speaking of lore related stuff, DM, do I make any assumptions in Balduin's backstory you'd rather I didn't?


Dotting for interest. Dicey-time.

Set 1:

3d6 + 6 ⇒ (3, 6, 3) + 6 = 18, drop 3, final: 15
3d6 + 6 ⇒ (6, 2, 6) + 6 = 20, drop 2, final: 18
3d6 + 6 ⇒ (5, 4, 1) + 6 = 16, drop 1, final: 15
3d6 + 6 ⇒ (2, 4, 3) + 6 = 15, drop 2, final: 13
3d6 + 6 ⇒ (3, 4, 6) + 6 = 19, drop 3, final: 16
Final: 18, 18, 16, 15, 15, 13

Set 2:

3d6 + 6 ⇒ (2, 5, 1) + 6 = 14, drop 1, final: 13
3d6 + 6 ⇒ (5, 4, 6) + 6 = 21, drop 4, final: 17
3d6 + 6 ⇒ (3, 3, 1) + 6 = 13, drop 1, final: 12
3d6 + 6 ⇒ (2, 1, 3) + 6 = 12, drop 1, final: 11
3d6 + 6 ⇒ (2, 1, 4) + 6 = 13, drop 1, final: 12
Final: 18, 17, 13, 12, 12, 11

Liked the first set anyway, couldn't resist doing at least one more. Let's see what I can come up with.


@Kaveek: They only lost a couple of abilities, 95% of what they do is Ex.

@YokaiBoy: Martial Artists would be fine except they would still get and lose Quivering Palm, a big ability for them. So no, no monks. If you are looking at the martial artist just play a Brawler.

Irrisen has gone from bad to worse. The week before Second Starfall the great hag mother herself returned from her journey amongst the stars with all of her 13 daughters she had claimed and recalled all of those loyal to return within the borders of the country. When the sky flashed white a great squall of wind and ice exploded from the walls of Whitethrone and shielded the country from the brunt of the force. This shield remained in placed around the edges of the country as the world shuddered and magic faded. Great Baba Yaga's powers may be but even she was affected by the loss of magic around the world. In the first advancing years beyond the war holes began to form in the Storm Shield and curious and brave adventurers went to see what had happened.

Inside the found the entire country had been turned into an icy tomb. Though braced and equipped for the cold of the north the adventurers had quickly turned back as they began to freeze to death within minutes. In the short span of time they were able to see that far to the north a great wall of Ice had formed where before was nothing but open snow covered land. More quick forays before cold claimed them revealed the glacier advancing south by several feet every day. While there was still miles for it to travel within 250 years the glacier will begin to advance beyond the borders of Irrisen.

@Inlaa: It's fine.


You have said that the orcs are rare but that they are around. Does that mean that we are less likely to get picked as a orc submission? I am working on a orc mad dog barbarian (the one that gets an animal companion) and wanted to make sure that I am moving in the right direction to put forward this character.


Set 1:
3d6 ⇒ (4, 6, 3) = 13
3d6 ⇒ (2, 2, 1) = 5
3d6 ⇒ (1, 3, 2) = 6
3d6 ⇒ (1, 5, 5) = 11
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (3, 1, 6) = 10

Set 2:
3d6 ⇒ (2, 2, 4) = 8
3d6 ⇒ (6, 3, 5) = 14
3d6 ⇒ (2, 5, 1) = 8
3d6 ⇒ (4, 1, 3) = 8
3d6 ⇒ (3, 1, 4) = 8
3d6 ⇒ (3, 3, 5) = 11

Set 3:
3d6 ⇒ (4, 2, 5) = 11
3d6 ⇒ (1, 2, 5) = 8
3d6 ⇒ (1, 5, 1) = 7
3d6 ⇒ (4, 6, 5) = 15
3d6 ⇒ (5, 5, 5) = 15
3d6 ⇒ (2, 2, 4) = 8

Set 4:
3d6 ⇒ (5, 1, 5) = 11 = 16
3d6 ⇒ (3, 2, 3) = 8 = 12
3d6 ⇒ (6, 1, 6) = 13 = 18
3d6 ⇒ (1, 4, 5) = 10 = 15
3d6 ⇒ (1, 4, 4) = 9 = 14
3d6 ⇒ (6, 5, 6) = 17 = 18
Line 1: 1d6 ⇒ 2
Line 4: 1d6 ⇒ 5
Line 5L 1d6 ⇒ 2

Set 4 works. Definitely will be a dwarf...have to think of concept


colin spear wrote:
You have said that the orcs are rare but that they are around. Does that mean that we are less likely to get picked as a orc submission? I am working on a orc mad dog barbarian (the one that gets an animal companion) and wanted to make sure that I am moving in the right direction to put forward this character.

No, just that beyond single family units there is no orc culture. They have to acclimate to whatever country they are living in. It has no bearing on what I may or may not choose.


My (Aldizog's) submission from set #4 of rolls, above. An elf of the Enlightenment, also inspired a bit by Doctor Who and a bit by the "theoretical" magicians from Jonathan Strange & Mr. Norrell.

Background:

Alvarel was born about forty years after the Cataclysm. His parents had been adventuring companions, and had settled in a small barony in the River Kingdoms ruled by two of their human comrades, and later by those humans’ descendants. Alvarel grew up in comfort, surrounded by humans and a few dwarves. As a child born after the Cataclysm, he did not receive the normal elven training in spellcasting. Spending so much time among humans, he worked hard to learn their ways and understand their motivations. His childhood friends grew to adulthood, raised families of their own, grew old, and died before he was grown. Alvarel is fond of humans, but generally far more patient than they are.

Alvarel’s father, an Archivist Bard named Paxis, persists in his studies to this day. “Although the spells are gone, true power has always resided in knowledge.” Paxis drilled Alvarel in knowing the history of empires, the layout of the major cities, the abilities of monsters both extant and vanished, and the nuances of theoretical Spellcraft for many years. While his father retained a significant portion of his skills, his mother, a wizard named Gwyriel, became distraught over the loss of her powers. Despite the efforts of her husband to convince her otherwise, she became convinced that she was nothing without her magic. Leaving the adolescent Alvarel in the care of her husband, Gwyriel joined a company that was setting off on a quest into Nex, following rumors of a still-functioning Staff of the Archmagi.

That was a century ago. Alvarel and his father both believe Gwyriel to be deceased, as none of that party ever returned.

In the past hundred years, Alvarel has been many things. A scholar, a thief, a recluse, a warrior, and a wanderer. He spent several years learning to fake magic with Sleight of Hand and flash powder, before realizing that while his hands were quick enough, his dramatic flair was lacking. He spent a decade in an abandoned monastery, reading their books and studying all forms of the martial arts – as a result, he now has a veritable library of combat techniques in his head. He has observed with fascination the advances of clockwork and other machinery in the past century, and has picked up some of that skill as well.

Twelve years ago, he discovered the Pathfinders. The Society was not what it once was, but still existed. He spent some time among them as a Lore Warden, blending martial prowess with learning. He is a freelance associate of the Society these days, checking in with them when in Absalom, and with his father when in the River Kingdoms.

Alvarel is intrigued by rumors of magic, and has a solid background in magical theory should he encounter anything, but he retains his father’s advice that true power is in knowledge. Unlike his mother, he is not desperate to find any remaining magic… merely curious. He also regards with amusement the fact that the savages who used to be extolled as the greatest of warriors due to their supernatural powers now find themselves outclassed by those who never relied on magic in the first place. He recalls an old Shoanti man from his childhood, who had been a fearsome Beast Totem berserker until the totem failed. The barbarian spent years after that trying to learn the proper techniques of swordplay.

In his outlook and demeanor, Alvarel is patient and scholarly. He does not care overly much for gold, seeking to retain enough to live comfortably but not cursed as past adventurers had been with the need to save up for the next magic item. He is good-natured and will go out of his way to help people (especially humans of civilized cultures), but he can also be a bit condescending towards those who do not share his curiosity.


Appearance:

Alvarel stands about 6’5” and weighs about 150 lbs. He is extremely quick, as might be expected for an elf, but the way he handles his glaive indicates that his slender frame contains astonishing strength. His red hair shoots up from his narrow face; his dark blue eyes wander about the room. He wears a black fur cloak, carries a glaive and bow, and wears studded leather armor. At his belt are two wineskins. If bored, he may be seen perusing one of the many books he keeps with him, possibly making notes on a scrap of parchment with a small piece of charcoal.

Character Sheet:

Alvarel
Elf Brawler1/Lore Warden2
Alternate Racial Trait: Forlorn
NG Medium Humanoid
Init +5; Perception +11
-----------------
DEFENSE
-----------------
AC 18, touch 15, flatfooted 13 (Studded Leather +3, Dex +5); Snake Style +14
HP 39 (3d10+9)
Fort +8, Ref +7, Will +3 (+2 vs enchantments, immune to Sleep)
-----------------
OFFENSE
-----------------
Speed 30ft.
Melee MW Glaive +9 (1d10+6) or Unarmed Strike +7 (1d6+4)
Ranged MW Composite Longbow (+4 Str) +9 (1d8+4/x3)
-----------------
STATISTICS
-----------------
Str 18, Dex 20, Con 16, Int 18, Wis 16, Cha 11
BAB +3; CMB +7; CMD 22
Feats Breadth of Experience, Improved Unarmed Strike, Skill Focus (Sense Motive), Weapon Focus (Glaive), Combat Reflexes, Expertise, Snake Style
Traits Worldly (1/day roll twice and take better on an untrained skill check)
FCB Fighter +1 Skill Point
Skills (8 per level + 2 FCB) Escape Artist +11, Spellcraft +8, Arcana +12, History +10, Local +10, Nature +10, Engineering +10, Craft (Clockwork) +8, Perception +11, Stealth +8, Acrobatics +11, Sense Motive +14, Heal +7, Survival +7; all other Knowledge at +6, all Profession at +5, all other Craft at +4
Background Skills Linguistics +10, Sleight of Hand +8
Languages Common, Elven, Draconic, Goblin, Sylvan, Dwarven, Gnome, Giant, Halfling
Special Martial Flexibility 4/day

The Exchange

What about my question about Rahadoum?


@Valasha: Rhahadoum, long known as the realm of the godless, experienced an unexpected boom as settlers flooded into the desert stronghold, the actions of the four deities on the Worldwound more then enough evidence to show that devotion to the gods ultimately led to a long drop and a short stop, well before one's time. The flat island of Nuat and the settlers slowly turning it into a farmer's paradise with fields of sugarcane were lost as immense waves undulated across the oceans as the earth heaved in agony. A crack appeared in the Eternal Oasis as a huge spray of fresh water forced it's way up. The crack spread north-east until it met up with the Winding Way and swelled that river to three times it's normal size. More and more water pushed it's way up at the wellspring of the Eternal Oasis until a huge lake appeared in the very center, surrounded by a soon growing jungle. More and more rivers branched off from the primal source, cutting their way through the western deserts until they dumped into the ocean near Botosani.

The water was an immense boon but soon that joy grew into consternation as the crack that had first born the liquid life to the surface continued to grow in a north-eastern direction. Within three years of the Cataclysm the crack, now known as the Dayspring Canyon, began to split the Napsune Mountains in half. For two more years the mountains trembled with small earthquakes almost daily as the inevitable press of water springing up from the Oasis hundreds of miles way shattered the rock blocking it's path. Once the canyon had grown up and separated the land path between Ghataking and Shepherds Rock it suddenly began to turn towards the north-west.

Within ten years of the crack's first appearance it had linked the northern and southern deserts with an immense river soon called Jalpuuri that wound from the center of the Eternal Oasis, cut it's way through the Napsune Mountains before turning and dumping into the Jodin River as an immense waterfall named Rainbow Falls for the scintillating colors that played out as the desert sun hit the millions of water drops.

In the land now enclosed by rivers, starting with Botosani in the south-west, flowing down from Crystal Lake in the center of the Eternal Jungle and also north in the Dayspring Canyon holding the immense Jalpuuri River flowing between Ghataking and Shepherds Rock before dumping into the Jodin River, settlers began to flock. Farms sprang up as barren desert soon transformed into arable land that could grow an astonishing varieties of goods from wheat and corn to sweet white grapes that was turned into a semi-dry sweet white wine that became a staple export of the country.

With such prosperity now available to anyone believing in the power of mortality over the fallible gods Rahadoum also became a premier center of trade and technology as the dwarves of Arkenstar soon built fabrication and research centers at the base of the north-west tip of the Napsun Mountains. This settlement took advantage of the rich mineral content of the mountains as well as the powerful Winding Way that served as a two lane highway to and from Azir.

Two hundreds years after the silence of the gods and the growth of prosperity within the country there are rumors that the Pure Legion is slowly mobilizing arms and soldier's in a bid to sweep east and take the weakened country of Thuvia. Despite the disappearance of Sarenrae and magic the Elixir of the Sun Orchid still continues to be produced once a year and the prosperous and cosmopolitan Rahadoum wishes to finally crush their longtime enemies and claim the alchemist Artokus and his Citadel for themselves.


Set 1:

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

Reroll: 3d6 ⇒ (1, 6, 5) = 12

18, 9, 12, 10, 11, 10

Set 2:

3d6 ⇒ (6, 5, 6) = 17
3d6 ⇒ (1, 2, 3) = 6 - 9
3d6 ⇒ (4, 3, 6) = 13
3d6 ⇒ (1, 1, 4) = 6 - 16
3d6 ⇒ (2, 3, 4) = 9

Reroll: 3d6 ⇒ (4, 6, 6) = 16

18, 17, 9, 13, 16, 9

Set 3:

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

Reroll: 2d6 ⇒ (4, 4) = 8

18, 14, 12, 11, 15, 12

I should be able to use set 2 or 3 :)

The Exchange

Trying to decide on either investigator or gunslinger, but with this info def going for a member of the Pure Legion. Sad news is that the Pure Legion Enforcer PrC has several Su abilities so wouldn't work in this setting...


definitely dotting in. This looks pretty cool :D
I'll throw some rolls up while I think about classes & concepts...

Set1:
3d6 ⇒ (6, 2, 6) = 14
3d6 ⇒ (6, 2, 4) = 12
3d6 ⇒ (6, 2, 4) = 12
3d6 ⇒ (4, 2, 5) = 11
3d6 ⇒ (5, 2, 2) = 9
18 14 12 12 11 9

Set2:
3d6 ⇒ (4, 4, 1) = 9
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (5, 6, 6) = 17
3d6 ⇒ (6, 2, 3) = 11
3d6 ⇒ (6, 5, 6) = 17

reroll:1d6 ⇒ 2
18 10 9 17 11 17

Set3:
3d6 ⇒ (4, 2, 4) = 10
3d6 ⇒ (3, 4, 2) = 9
3d6 ⇒ (5, 2, 1) = 8
3d6 ⇒ (3, 3, 1) = 7
3d6 ⇒ (4, 3, 3) = 10

reroll:1d6 ⇒ 5
reroll:1d6 ⇒ 6

18 10 9 12 12 10

Set4:
3d6 ⇒ (1, 6, 4) = 11
3d6 ⇒ (6, 6, 6) = 18
3d6 ⇒ (5, 3, 5) = 13
3d6 ⇒ (6, 5, 1) = 12
3d6 ⇒ (3, 1, 6) = 10

reroll:1d6 ⇒ 1
reroll:1d6 ⇒ 6
reroll:1d6 ⇒ 6
reroll:1d6 ⇒ 6
18 16 18 13 17 15


Alright I see too many good ideas being shutdown because of my initial rule of no Su or Sp capable classes. However you've seen in my reordering of Golarian that there are many instances of magic still existing, just that it's wild and uncontrollable. Don't assume that because magic is uncontrollable NOW that it will always remain that way. That is one of the mysterious I intend for the party to start working on.


3d6 - 3 + 6 ⇒ (3, 4, 4) - 3 + 6 = 14
3d6 - 2 + 6 ⇒ (2, 4, 5) - 2 + 6 = 15
3d6 - 4 + 6 ⇒ (4, 5, 6) - 4 + 6 = 17
3d6 - 1 + 6 ⇒ (1, 4, 4) - 1 + 6 = 14
3d6 - 3 + 6 ⇒ (3, 6, 5) - 3 + 6 = 17

reroll set 1: 1d6 ⇒ 2

18, 14, 15, 17, 14, 17

Is that correct if so I won't bother with rolling further.

Also, will there be scrolls/wands/staffs about


Wait, we can take Drawbacks? Ooo.

I'm not going to ask for a trait in return as I think Drawbacks are just conducive to good RP, so I'll take... Overprotective:

Quote:
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

I don't know if you count Bull Rush and Overrun as attack rolls, but I'm going to count them as such for the purpose of this drawback (meaning I get a -2 to those if an ally falls and I don't protect them).

I'm specifically calling those out because this build will operate largely on bull rush and overrun.


ElbowtotheFace wrote:

3d6-3+6

3d6-2+6
3d6-4+6
3d6-1+6
3d6-3+6

[Dice=reroll set 1]1d6

18, 14, 15, 17, 14, 17

Is that correct if so I won't bother with rolling further.

Also, will there be scrolls/wands/staffs about

If you get selected you'll find that out. And straight out the gate I can tell everyone NO MAGIC ITEMS AT THE BEGINNING.


DM skull, I'd like to introduce you to Pylian Arkenaeplith, traveling elven bard and archaeologist from Kyonin, my submission to your Wraith of Eternity campaign.


DM Skull wrote:
Alright I see too many good ideas being shutdown because of my initial rule of no Su or Sp capable classes. However you've seen in my reordering of Golarian that there are many instances of magic still existing, just that it's wild and uncontrollable. Don't assume that because magic is uncontrollable NOW that it will always remain that way. That is one of the mysterious I intend for the party to start working on.

Wait, so would you now be willing to allow me to play a Ki-less Monk with the assumption of dealing with its supernatural abilities some half-dozen levels down the road when we cross that bridge? (And there is always multiclassing)

DM Skull wrote:
If you get selected you'll find that out. And straight out the gate I can tell everyone NO MAGIC ITEMS AT THE BEGINNING.

I just kinda assumed that in a no-magic game that there would be no magic items ;)


Joseph Bonkers wrote:
DM Skull wrote:
Alright I see too many good ideas being shutdown because of my initial rule of no Su or Sp capable classes. However you've seen in my reordering of Golarian that there are many instances of magic still existing, just that it's wild and uncontrollable. Don't assume that because magic is uncontrollable NOW that it will always remain that way. That is one of the mysterious I intend for the party to start working on.

Wait, so would you now be willing to allow me to play a Ki-less Monk with the assumption of dealing with its supernatural abilities some half-dozen levels down the road when we cross that bridge? (And there is always multiclassing)

DM Skull wrote:
If you get selected you'll find that out. And straight out the gate I can tell everyone NO MAGIC ITEMS AT THE BEGINNING.
I just kinda assumed that in a no-magic game that there would be no magic items ;)

Sorry, simple fact of the matter is all of the monks vanished since all of their 'mystic' powers are Su, just like all of the magic creatures did. There is no one to learn the monk arts from.


DM Skull wrote:
Sorry, simple fact of the matter is all of the monks vanished since all of their 'mystic' powers are Su, just like all of the magic creatures did. There is no one to learn the monk arts from.

Luckly, there's still brawlers to sate your need for fistycuffs.

Scarab Sages

My noble elf is undergoing a rather drastic transformation. Still working.


You know, I never looked at the brawler before but now that I have, I just might be able to pull off my idea using it >:)
Ghan the Giant is back on!
Edit: The Strangler archetype is a weird one :/ It replaces the free Unarmed Strike feat for sneak attacks made during a grapple, but the character then must take the Imp Unarmed Strike feat to qualify for Imp Grapple :S


dotting.


Dotting with rolls!

Set 1:

18 = 18
3d6 + 6 - 2 ⇒ (6, 2, 3) + 6 - 2 = 15
3d6 + 6 - 4 ⇒ (5, 6, 4) + 6 - 4 = 17
3d6 + 6 - 2 + 4 ⇒ (3, 1, 1) + 6 - 2 + 4 = 13 Reroll: 1d6 ⇒ 31d6 ⇒ 4
3d6 + 6 - 3 ⇒ (6, 2, 5) + 6 - 3 = 16
3d6 + 6 - 2 + 4 ⇒ (1, 6, 1) + 6 - 2 + 4 = 16 Reroll: 1d6 ⇒ 31d6 ⇒ 4

Set 2:

18 = 18
3d6 + 6 - 2 + 4 ⇒ (6, 1, 1) + 6 - 2 + 4 = 16 Reroll: 1d6 ⇒ 41d6 ⇒ 1
3d6 + 6 - 2 ⇒ (2, 3, 5) + 6 - 2 = 14
3d6 + 6 - 1 + 4 - 3 ⇒ (3, 3, 1) + 6 - 1 + 4 - 3 = 13 Reroll: 1d6 ⇒ 4
3d6 + 6 - 3 ⇒ (5, 3, 3) + 6 - 3 = 14
3d6 + 6 - 2 ⇒ (2, 3, 2) + 6 - 2 = 11

Set 3:

18 = 18
3d6 + 6 - 3 ⇒ (3, 6, 3) + 6 - 3 = 15
3d6 + 6 - 4 ⇒ (5, 4, 6) + 6 - 4 = 17
3d6 + 6 - 1 ⇒ (5, 1, 4) + 6 - 1 = 15 Reroll: 1d6 ⇒ 2
3d6 + 6 - 4 ⇒ (1, 6, 4) + 6 - 4 = 13 Reroll: 1d6 ⇒ 5
3d6 + 6 - 1 ⇒ (1, 3, 6) + 6 - 1 = 15 Reroll: 1d6 ⇒ 3

Set 4:

18 = 18
3d6 + 6 - 1 + 4 - 2 ⇒ (2, 1, 2) + 6 - 1 + 4 - 2 = 12 Reroll: 1d6 ⇒ 4
3d6 + 6 - 2 ⇒ (6, 6, 2) + 6 - 2 = 18
3d6 + 6 - 5 ⇒ (5, 5, 6) + 6 - 5 = 17
3d6 + 6 - 2 ⇒ (4, 2, 3) + 6 - 2 = 13
3d6 + 6 - 2 ⇒ (2, 3, 4) + 6 - 2 = 13

Set 5:

18 = 18
3d6 + 6 - 1 ⇒ (1, 5, 5) + 6 - 1 = 16
3d6 + 6 - 4 ⇒ (6, 6, 4) + 6 - 4 = 18
3d6 + 6 - 3 ⇒ (3, 5, 6) + 6 - 3 = 17
3d6 + 6 - 3 ⇒ (5, 5, 3) + 6 - 3 = 16
3d6 + 6 - 4 ⇒ (5, 4, 4) + 6 - 4 = 15

Reroll: 1d6 ⇒ 3

And it looks like Set 5 will be the winner of this slot machine experience.

Final: 18/16/18/17/16/15

Will work pretty well with what I have in mind. Will post with my submission soon.

Scarab Sages

I love how people (me included) are getting monster stat arrays and saying, "eh. That'll work."


Set 4:

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

Reroll: 1d6 ⇒ 6

18, 14, 6, 16, 11, 13

Set 5:

3d6 ⇒ (4, 1, 4) = 9
3d6 ⇒ (3, 2, 3) = 8
3d6 ⇒ (2, 2, 6) = 10
3d6 ⇒ (6, 5, 6) = 17
3d6 ⇒ (4, 5, 5) = 14

Reroll: 1d6 ⇒ 1

18, 9, 8, 10, 17, 14

Set 6:

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

Reroll: 4d6 ⇒ (6, 5, 6, 6) = 23

18, 11, 18, 17, 11, 14

It seems I could roll some more sets? If not, I'm happy with the sets I rolled before.


Roll 1:

3d6 + 6 ⇒ (2, 5, 5) + 6 = 18 = 5,5,6 = 16
3d6 + 6 ⇒ (4, 4, 1) + 6 = 15 = 4,6,6 = 16
3d6 + 6 ⇒ (4, 3, 1) + 6 = 14 = 4,4,6 = 14
3d6 + 6 ⇒ (6, 5, 1) + 6 = 18 = 6,5,6 = 17
3d6 + 6 ⇒ (6, 6, 6) + 6 = 24 = 6,6,6 = 18

rerolls:
1d6 ⇒ 6
1d6 ⇒ 4
1d6 ⇒ 2

Uh yeah. I'll take that one. 18, 18, 17, 16, 16, 14. Thought that was unfair until I saw Vinsomner's abilities. And I wanted to play a bard. The original concept for one of my characters was that he was a refugee from a nation that militarized bards into a group called the Warsongs. They have a notoriously high rate of death so he fled. Is it all right if he has a love interest? Someone he ran away with that was in the same group? This fits perfectly with how bards are in this game. Two questions though:

Is being mute okay? Not as much omebrewing necessary since I don't have to worry about magic but I have had issues before. He carries a chalkboard so he can still communicate.

What places would probably do this? Morthal?


Rolling and dotting for this.

rolls:

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

reroll 1: 1d6 ⇒ 5

3d6: 3d6 ⇒ (1, 6, 6) = 13 18
3d6: 3d6 ⇒ (4, 5, 2) = 11 15
3d6: 3d6 ⇒ (1, 5, 4) = 10 16
3d6: 3d6 ⇒ (5, 3, 4) = 12 15
3d6: 3d6 ⇒ (5, 6, 5) = 16 17

reroll 1: 2d6 ⇒ (4, 5) = 9


I have an idea of a Swashbuckler that is determined that the gods are still somewhere and has to find them, or at least his chosen deity, Desna. Would the feat Divine Fighting Technique be allowed? Thinking that he is from a long line of used-to-be clerics of Desna that now no longer have cleric powers but still try to worship her, and the technique would just passed down as it did not rely on magic.

Rolls:
Rolling just one set since I like being random:
Stat 1: 3d6 ⇒ (2, 1, 4) = 7 = 16
Stat 2: 3d6 ⇒ (2, 6, 5) = 13 = 17
Stat 3: 3d6 ⇒ (5, 4, 5) = 14 = 16
Stat 4: 3d6 ⇒ (3, 4, 6) = 13 = 16
Stat 5: 3d6 ⇒ (1, 2, 3) = 6 = 11
Reroll 1: 1d6 ⇒ 6
Reroll 5: 1d6 ⇒ 2
So 18, 17, 16, 16, 16, 11. Nice. Like having a low stat in a high stat set, too, for good rp potential.


Zayne Iwatani wrote:

** spoiler omitted **

Uh yeah. I'll take that one. 18, 18, 17, 16, 16, 14. Thought that was unfair until I saw Vinsomner's abilities. And I wanted to play a bard. The original concept for one of my characters was that he was a refugee from a nation that militarized bards into a group called the Warsongs. They have a notoriously high rate of death so he fled. Is it all right if he has a love interest? Someone he ran away with that was in the same group? This fits perfectly with how bards are in this game. Two questions though:

Is being mute okay? Not as much omebrewing necessary since I don't have to worry about magic but I have had issues before. He carries a chalkboard so he can still communicate.

What places would probably do this? Morthal?

The warlords of Molthune were defeated over 150 years ago. They've been under the rule of Andoran since then. And any country that MIGHT have censored bards by cutting out tongues was destroyed either by the cataclysm or the wars that followed between 150-200 years ago.


Blue Drake wrote:

I have an idea of a Swashbuckler that is determined that the gods are still somewhere and has to find them, or at least his chosen deity, Desna. Would the feat Divine Fighting Technique be allowed? Thinking that he is from a long line of used-to-be clerics of Desna that now no longer have cleric powers but still try to worship her, and the technique would just passed down as it did not rely on magic.

** spoiler omitted **

That would be fine since these are fighting styles, IE they are trained. As long as there are no supernatural or spell-like abilities granted by the feat I have no issue with it.


I'm actually having trouble finding Morthal on the Golarion wiki. Where can I read on it?


Inlaa wrote:
I'm actually having trouble finding Morthal on the Golarion wiki. Where can I read on it?

Der, not Morthal. It's Molthune.


Oh. Molthune is GONE?

So I should change my backstory, then. Okay. I'll edit it later.

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