Army of Stone

Game Master Matt Adams 259


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It is the day of Prince Zoran's birthday, and many of the country's elite have gathered together in celebration in Celestia, capital city of Thethambia. Amid the food stalls and trinket vendors that have set up shop on the grounds outside the castle, the prince himself appears on a balcony overlooking the festivities. On his command, trumpets quiet the cacophony of noise beneath him. However, just as he is about to speak, the ground starts to shake. A bright, red light erupts from the ground beneath the castle as the earth crumbles underneath the structure. Shouts and screams fill the air as the whole of the royal household is swallowed up by a massive fissure, replaced only by a giant staircase that extends into the darkness of the earth. As the ground settles, so too does the crowd, and for a few precious moments, there is silence as everyone begins to make sense of the situation. Then, a sound like rolling thunder makes its way up the steps. It's as if hundreds of drums were all being beaten in perfect unison. Finally, men begin to take shape amidst the darkness. They are wearing armored uniforms of a strange design and colorful masks and helmets that reveal no skin. An seemingly endless number of them are all marching up the many storied staircase. That's when the panic sets in around you.

This is a homebrew campaign of my own creation. The premise is that the players are front and center when the "Sealed Evil in a Can" breaks free. Unable to fight an entire army emerging right beneath their feet, the players are tasked with getting as many people to safety as they possibly can and leading them to shelter to warn the other cities of the impending threat. From their, they will work to battle one of the greatest armies the world has ever known. Be prepared for court intrigue to unite the different lords who are feuding for power in the vacuum created by the loss of the royal family, guerilla style battles to wear down massive forces no one is prepared to confront directly, and finally build an army that legends will sing about for ten thousands years.

Recruitment guidelines
-Looking for 6 pcs
-Start at level 1
-All Paizo 1e Core with splatbooks and 3rd party by request
-Roll 4d6 or 20pt buy
-Maximum hp at level 1, average for every level after.
-Maximum wealth for level
-Three traits, but no drawbacks for a fourth
-I will be posting once a day
-Recruitment will end next Tuesday. Feb 11


Can we roll first and take the point buy after if it is higher?

Either way here it goes:
4d6 - 3 ⇒ (5, 3, 5, 3) - 3 = 13
4d6 - 1 ⇒ (6, 2, 3, 1) - 1 = 11
4d6 - 1 ⇒ (2, 5, 5, 1) - 1 = 12
4d6 - 1 ⇒ (1, 5, 6, 5) - 1 = 16
4d6 - 2 ⇒ (2, 3, 2, 5) - 2 = 10
4d6 - 2 ⇒ (3, 5, 2, 2) - 2 = 10


4d6: 4d6 - 1 ⇒ (1, 5, 3, 6) - 1 = 14
4d6: 4d6 - 2 ⇒ (5, 4, 3, 2) - 2 = 12
4d6: 4d6 - 2 ⇒ (6, 6, 6, 2) - 2 = 18
4d6: 4d6 - 1 ⇒ (1, 2, 4, 6) - 1 = 12
4d6: 4d6 - 1 ⇒ (6, 4, 1, 1) - 1 = 11
4d6: 4d6 - 3 ⇒ (6, 4, 3, 6) - 3 = 16
A few good stats, not bad.
I'd like to know more about what role the Gods play in your homebrew.


This sounds very interesting. Question: will you be using the Unchained rules? Namely the updated classes and background skills?


You may roll before taking a 20 point buy.

The gods are present, but distant. It is more likely for worshippers to follow a divine avatar such as an angel, demon, or even dragon.
Example: instead of worshipping a god of the sea, like Poseidon, a cleric would worship an aquatic angel or demon lord, or even a great wyrm sea dragon. This means that beliefs are pretty region specific and specialized, but pretty much any domain combination can be found somewhere.

Unchained classes are allowed. I will use background skills


Stats: 4d6 ⇒ (3, 1, 2, 6) = 12 11
Stats: 4d6 ⇒ (5, 1, 2, 6) = 14 13
Stats: 4d6 ⇒ (6, 6, 3, 5) = 20 17
Stats: 4d6 ⇒ (3, 1, 1, 6) = 11 10
Stats: 4d6 ⇒ (5, 1, 4, 6) = 16 15
Stats: 4d6 ⇒ (2, 3, 5, 4) = 14 12

26 pt buy, not bad. Good division as well...sure, I'll try to come up with something possible. Dotting


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

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

Hm, thoroughly lackluster. I’ll probably take the point buy.


Here's my character submission, Alcott Halas, aasimar paladin of Ragathiel. He took the Exotic Weapon Proficiency to wield a bastard sword like his patron. Clerics of Ragathiel can wield bastard swords with ease, but I ruled on the RAR. Your submission guidelines didn't say anything about a backstory, so none is currently given.


I know it can be hard to build backstories off of homebrew worlds, so rather just give me a general idea of where you imagine your character came from, how he got his training, and a hook I can use for adventure fodder later.

I would also like to know how you each prefer combat to be handled in play by posts.


4d6 ⇒ (4, 1, 2, 4) = 11

4d6 ⇒ (6, 2, 6, 3) = 17

4d6 ⇒ (6, 2, 4, 5) = 17

4d6 ⇒ (5, 4, 3, 1) = 13

4d6 ⇒ (3, 5, 3, 1) = 12

4d6 ⇒ (2, 3, 1, 3) = 9

That is 10, 15, 15, 12, 11 and 8.

I think I will take the 20 point buy.

Goldmyr- I intend to play a Ashtifah witch if accepted.

My question is are you OK with a Bloodmarked [werebat kin] skinwalker? That race has a feat that allows you to turn into a bat. You can't cast spells in that form, but you can use hexes. Some GMs are fine with that, but some object.


Alright, this roll will greatly affect what I intend to play:

4d6 ⇒ (3, 2, 6, 4) = 15 13
4d6 ⇒ (1, 1, 6, 4) = 12 11
4d6 ⇒ (4, 1, 2, 1) = 8 7
4d6 ⇒ (4, 4, 3, 3) = 14 11
4d6 ⇒ (1, 3, 1, 4) = 9 8
4d6 ⇒ (4, 4, 3, 3) = 14 11

This was horrible. I'll see what I can muster with 20pt.


I am fine with the bloodmarked skinwalker


what's the racial and cultural makeup of the country like?


Pathfinder Card Game, Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Dotting for interest!

4d6 ⇒ (5, 3, 1, 5) = 14 = 13 03pts
4d6 ⇒ (5, 5, 5, 2) = 17 = 15 07pts
4d6 ⇒ (3, 6, 4, 5) = 18 = 15 07pts
4d6 ⇒ (3, 3, 3, 4) = 13 = 10 00pts
4d6 ⇒ (2, 3, 4, 3) = 12 = 10 00pts
4d6 ⇒ (3, 4, 1, 1) = 9 = 08 -2pts

15 point buy is good with me, unless you'd rather I take the 20 point buy.

Liberty's Edge

Ok, let's see how I fare!!

4d6 ⇒ (6, 2, 4, 4) = 16 = 14 (+5)
4d6 ⇒ (6, 1, 4, 4) = 15 = 14 (+5)
4d6 ⇒ (1, 3, 6, 3) = 13 = 12 (+2)
4d6 ⇒ (2, 3, 1, 4) = 10 = 09 (-1)
4d6 ⇒ (4, 3, 1, 1) = 9 = 08 (-2)
4d6 ⇒ (6, 3, 5, 2) = 16 = 14 (+5)

Ok, comes out to a sad 14 points...so I think I will go for the 20 point buy!!


Stat: 4d6 ⇒ (3, 3, 1, 2) = 9 8
Stat: 4d6 ⇒ (2, 5, 5, 5) = 17 15
Stat: 4d6 ⇒ (5, 2, 1, 2) = 10 9
Stat: 4d6 ⇒ (1, 3, 2, 6) = 12 11
Stat: 4d6 ⇒ (2, 6, 1, 5) = 14 13
Stat: 4d6 ⇒ (4, 5, 3, 2) = 14 12

If allowed I would probably go with the 20 point buy vs the 10 point buy I rolled above.

I would go with a Wizard of some type. He would have been in the area for years. Studying, but never really honing his craft to perfection. Thinking Human or Elf. Do you use aging rules or would I be allowed to have an older character for the fun flavor or things within out aging effects? Either way I am cool, just want to know your stance on things.


4d6 ⇒ (2, 6, 5, 6) = 19 > 17

4d6 ⇒ (4, 3, 5, 5) = 17 > 14

4d6 ⇒ (3, 5, 2, 1) = 11 > 10

4d6 ⇒ (5, 6, 6, 3) = 20 > 17

4d6 ⇒ (1, 2, 1, 5) = 9 > 8

4d6 ⇒ (4, 4, 1, 1) = 10 > 9

pretty good stats. might still use the point buy for more control depending on what i submit.


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

I guess I can work with it... or go for 20pt buy!


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

A 20pt buy. I'll probably pick the point spread to allow more flexibility anyway. Will work on an Arcanist through the next pair of days.


Racially, the country is mostly human, but the high concentration of celestial worship means that there is an unusually high level of Aasimar. Elves and dwarves are traded with frequently, and halfling have settled alongside humans, but they are less populated. Gnomes come and go, but rarely stay in one place for long. Other races can be found with varying degrees of rarity. However, Tieflings and the genasi encounter a degree of animosity because they represent connections with fiends and elemental outsiders who compete with the celestials for worship.

I am fine with characters starting play older if they don't use the aging bonuses and penalties.


Goldmyr wrote:

I know it can be hard to build backstories off of homebrew worlds, so rather just give me a general idea of where you imagine your character came from, how he got his training, and a hook I can use for adventure fodder later.

I would also like to know how you each prefer combat to be handled in play by posts.

Despite his large well-muscled frame (a stocky 6'6") and a beautiful noble face, the only indicator of Alcott's aasmiar-hood is his missing pinky finger on his left hand and missing pinky toe on his left foot, having 9 fingers and toes. Thanks to Celestia's large aasimar community, Alcott had many peers with similar issues and always felt at home in his celestial-tinged skin.

Alcott was born to House Halas, a now-very minor house based in Celestia, it's prominence gone for several hundred years as other noble houses outpaced them socially. Alcott had recently completed his 10-year squireship to Khargnar Proudhammer, a dwarven paladin of Ragathiel; and completed the ritual to the General of Vengeance two moons ago.
Due to his impressive physical stature, most people can not help but look up to the young noble, his ancient celestial bloodline often shining through nebulous politicing among the young sycophants of court.
Thanks to his long association with his paladin master, Alcott has an appreciation for dwarven things: thick mushroom soups, bagpipes, and dwarven ale, among others.
During the day of Prince Zoran's birthday, Alcott was asked to be a pendant guard during the celebration, which the humble paladin accepts.


What do you mean by "Core with splatbooks"? Like Core classes but feats and archetypes, or what?


Core meaning anything from the main hardcover line. Splatbooks meaning the thin player companions and the like.


Gotcha, just making sure before I got started. So "any 1st party Paizo material".

Setting sounds really interesting, so let's see what I've got to work with:

4d6 ⇒ (2, 1, 2, 2) = 7
4d6 ⇒ (4, 4, 4, 2) = 14
4d6 ⇒ (2, 3, 3, 3) = 11
4d6 ⇒ (6, 4, 5, 5) = 20
4d6 ⇒ (6, 3, 1, 3) = 13
4d6 ⇒ (1, 6, 2, 5) = 14

6 12 9 16 12 13

Oof. Some hefty drawbacks there. I'll take the 20 PB.

I was kind of hoping for a decent rolled spread that "forced" me into a certain role, actually, but that in itself is telling enough; I think I probably want to play a full caster of some sort. I don't play them very often. I'll brainstorm a bit.

Liberty's Edge

Would a tengu rogue (swordmaster) be possible? That is what I was thinking of building, but just want to make sure it would be OK
thanks


4d6 ⇒ (1, 6, 3, 6) = 16 15
4d6 ⇒ (3, 6, 6, 4) = 19 16
4d6 ⇒ (1, 6, 4, 4) = 15 14
4d6 ⇒ (3, 5, 4, 4) = 16 13
4d6 ⇒ (1, 1, 6, 2) = 10 9
4d6 ⇒ (3, 6, 2, 1) = 12 11

Dotting for interest. GM, are you OK with us creating some world lore, such as organizations like religious or knightly orders, etc?


A tengu rogue should be fine.

I am okay with people making their own religions and guilds and stuff. The only thing I ask is that worship revolve around outsiders, dragons, and other types of things that while powerful, are still killable. CR20+ kinds of things. The creation gods really don't take too much of role in the world.


i'm considering two builds and will gladly submit both for consideration if that's cool. an aasimar skald/oracle support frontliner with social skills though maybe a bit dull witted and impulsive and/or a dwarf foehammer fighter with who was hoping to do some (weaponsmithing) business while in town.


Here is the crunch of the Wood Elemental Wizard. I did use the 20 point buy instead of what I rolled. I do have a few tweaks and purchases that I need to make, but that is just small stuff depending on if I am picked.

EDIT: Unable to select his portrait, but here is one I will be using for Thom Boxdell

Thom:

Thom is a rather spry old man in Celestia. He is known for his nose being deep set in a book, but not in the libraries and universities like other scholars, but in the gardens/woods/streams in around Celestia. Like many druids, Thom loves nature and the powerful force that drives behind it. But, unlike traditional druids, Thom sees the power that civilization has had on the world and tries to consume as much knowledge as he can.

He might be seen as gruff and direct, but deep down he is compassionate for the community. He may be stuck in his old ways, but what he does is for the betterment of the people.

Bit of RP in above scene:

Hope this is ok. figured I would just do a little bit with Thom leading up to the point of mass chaos.

Thinking to himself Ahh, a birthday celebration. How old is the young prince again... seeing the food stalls, his stomach takes over and his mind leaves him. Walking past a few he lets his nose be his guide.

Waiving to the young lass behind the counter "Young lady, how much for the lamb shank? I'll take one." raising a brow at hearing the cost, he slowly pulls the coin/s free from his pouch and places them on the counter. Smiling as he takes his food; "Thank you..." "that much for a lamb shank? They are just gouging the people because it is his birthday..." he grumbles as he moves away back through the crowd.

Catching the trail end of the crescendo of the trumpets, Thom realizes the prince has arrived and is going to address his people "oh for gods sake, how am I ever going to hear him from here? must get closer" struggling to make his way through the crowd he finds a good resting place off to the side and leans against a building. That's better... doesn't anyone have respect for their elders anymore? I would have been whipped if I did not allow the elders to move past us when I was younger...

Waiting in expectation for Prince Zoran's speech, Thom is quickly taken back by the the unexpected theatrics of the ground shaking and lights. Curious Thom cast Detect Magic to see what illusion spells the hired mages are using. Unfortunately, he realizes this is no illusion... Before he has a chance to warn those around him rows and rows of men appear, heavily armed and armored.

Everything happened so fast. The people around him panic and scream in horror simultaneous as he tries to cry out a warning....


I will allow two applications per person, but I will only allow each person to have one character once the game starts.


Elemental Wizard isn’t something I’ve seen a lot of. I’m looking forward to seeing it in action.


Goldmyr wrote:
Elemental Wizard isn’t something I’ve seen a lot of. I’m looking forward to seeing it in action.

They are pretty cool. Instead of banned schools they have banned elements. They are: wood overcomes earth, earth overcomes water, water overcomes fire, fire overcomes metal, and metal overcomes wood.

So for a Wood Elemental Wizard, the Metal Elemental spells are banned. There are a good amount that I will totally miss, but that is all part of playing a wizard.

Metal Spells:

0th—mending
1st—gravity bow, magic weapon, shocking grasp
2nd—defensive shock, glitterdust, make whole, shatter, silk to steel
3rd—chill metal, heat metal, lightning bolt, keen edge, magic weapon (greater), versatile weapon
4th—malfunction, shout, stoneskin
5th—lightning arc, major creation, rapid repair, rusting grasp, soothe construct, unbreakable construct
6th—chain lightning, disintegrate, wall of iron
7th—control construct, lightning rod (?), statue
8th—call construct, iron body, shout (greater), stormbolts
9th—meteor swarm, repel metal or stone, ride the lightning

EDIT: Whoops.... I also realized I need to pick traits. I'll be doing that today at some point.


Goldmyr wrote:
Elemental Wizard isn’t something I’ve seen a lot of. I’m looking forward to seeing it in action.

Ehhhh... Okay, that makes me think I should reconsider applying with an arcanist, if you are to pick a somewhat balanced party.

So, I guess we are free to reflavour some Golarion-specific fluffed choices like archetypes, traits, prestige classes, etc, aren't we?


Sounds fun!

4d6 ⇒ (1, 5, 3, 6) = 15 = 14
4d6 ⇒ (4, 5, 2, 2) = 13 = 11
4d6 ⇒ (1, 3, 3, 1) = 8 = 7
4d6 ⇒ (5, 6, 1, 5) = 17 = 16
4d6 ⇒ (3, 3, 6, 1) = 13 = 12
4d6 ⇒ (1, 6, 6, 6) = 19 = 18

Wow, those are some good stats. I'll see what I can come up with, I do love intrigue games.


Goldmyr wrote:
I am okay with people making their own religions and guilds and stuff. The only thing I ask is that worship revolve around outsiders, dragons, and other types of things that while powerful, are still killable. CR20+ kinds of things. The creation gods really don't take too much of role in the world.

OK, great - thank you! Still mulling over ideas.

EDIT: But I'm leaning towards a medium, refluffed as belonging to a religious order based around ancestor worship.


1 person marked this as a favorite.

You can absolutely reflavor Golarion specific stuff.


Well, Paizo's dice roller was hateful last time I rolled today. Let's see if it's mellowed out any....

Ability Score #1: 4d6 ⇒ (5, 4, 2, 2) = 13
Ability Score #2: 4d6 ⇒ (3, 2, 3, 4) = 12
Ability Score #3: 4d6 ⇒ (3, 2, 6, 4) = 15
Ability Score #4: 4d6 ⇒ (2, 3, 3, 2) = 10
Ability Score #5: 4d6 ⇒ (4, 1, 6, 5) = 16
Ability Score #6: 4d6 ⇒ (1, 3, 4, 1) = 9

Nope, not really. :)

Grand Lodge

I'm going to roll my dice and see if there is anything I can make of it.

Score 1: 4d6 ⇒ (6, 6, 6, 6) = 24 = 18
Score 2: 4d6 ⇒ (3, 1, 5, 3) = 12 = 11
Score 3: 4d6 ⇒ (6, 1, 3, 1) = 11 = 10
Score 4: 4d6 ⇒ (2, 5, 2, 2) = 11 = 9
Score 5: 4d6 ⇒ (4, 2, 6, 4) = 16 = 14
Score 6: 4d6 ⇒ (4, 4, 3, 4) = 15 = 12

Hmm, 21 point buy with one high, and one decent. Seems like I need a single stat class.....


I usually post at least once a weekday. Weekends can be more hectic based on what’s going on.

Play style wise, I strive to find a mix between combat and social interaction. I like to make customized monsters and NPCs. While I do use a lot of stuff from the books, I do like to experiment. Named NPCs that are supposed to be minibosses or bosses get the same rolled ability scores with a 20pt buy default that the players get. And people in my RL groups (and at least one prior PBP) tend to think I roll like fire.

What do you all look for?


I've found I don't much care what exactly is going on as long as a lot of it is happening, if that makes sense. I've had very fun games where we go back and forth RPing some social scenario for a week straight of real time, and ones where we commando tacticool dungeon after dungeon, and everything in between.

As long as the game stays well paced it's all good to me.

Still mulling over what to pitch. the idea of a Vigilante struck me; a "hometown hero" sort who's way over their head but still honorbound to protect people. An Arcanist also sounds fun, so I may split the difference and play a "vigilante" Arcanist who dresses up and plays crimefighter before getting sucked into this insane situation.

Liberty's Edge

OK, here is the crunch for my submission.

Chu-Ko:

Chu-ko
Tengu unchained rogue (swordmaster) 1 (Pathfinder RPG Advanced Race Guide 164, Pathfinder RPG Bestiary 263, Pathfinder Unchained 20)
N Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +3 (1d6+1/18-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Two-weapon Fighting, Weapon Finesse
Traits criminal, reactionary, vagabond child (urban)
Skills Acrobatics +6, Appraise +5, Climb +4, Diplomacy +4, Disable Device +8, Escape Artist +3, Knowledge (local) +5, Perception +7, Sense Motive +7, Sleight of Hand +6, Stealth +6, Survival +7
Languages Common, Orc, Tengu
SQ deft swords, gifted linguist, swordtrained, trapfinding +1
Combat Gear caltrops; Other Gear studded leather, wakizashi[UC], backpack, bedroll, belt pouch, chalk (10), flint and steel, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), thieves' tools, trail rations (5), waterskin, 61 gp, 9 sp, 1 cp
--------------------
Special Abilities
--------------------
Deft Swords +2 dodge bonus to CMD while wielding a swordlike weapon.
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


So maybe I am just missing it... but why are folks taking off the lowest roll on their rolls? I mean, yeah, often rolling 4d6 for stats includes that... but it wasn't (unless I am missing it) specified.

Don't get me wrong... will probably not be submitting an application myself (I have a decent number of games on my roster... just scanning the threads out of habit and to make sure that nothing that is on my "apply immediately regardless" list (AKA, my campaign bucket list) slips through my fingers) but I did find it to be odd.


Dropping the lowest of 4d6 is the default and the method used in the core rulebook, so I didn’t feel like I needed to specify that. It seems to have come across regardless in the recruitment thread.


No worries, just checking. While I am at it, I will check my luck as well.

Stats: 4d6 - 1 ⇒ (3, 1, 2, 6) - 1 = 11 One point...
Stats: 4d6 - 1 ⇒ (2, 1, 1, 1) - 1 = 4 Not even sure how many negative points that is... pretty sure that isn't a legal stat value for a lot of abilities
Stats: 4d6 - 1 ⇒ (1, 2, 3, 2) - 1 = 7 Minus 4 points
Stats: 4d6 - 3 ⇒ (3, 4, 6, 3) - 3 = 13 Three points
Stats: 4d6 - 3 ⇒ (4, 3, 6, 3) - 3 = 13 Three points
Stats: 4d6 - 1 ⇒ (2, 2, 1, 2) - 1 = 6 again, not sure how many minus...

For a grand total of 3 points (not counting the negatives I don't have accurate values for... either of which would likely drop it into a negative point buy)

...OUCH... luck is not with me, but hopefully it will be with y'all.


Imagine doing 4d6 without dropping the lowest. Someone could start off with a 24 in a stat. No idea how a gm would balance that.

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

Str (17) Dex (17) Con (15) Int (13) Wis (19) Cha (9)
So many odd numbers!

Will be making a Perfect Scholar Dwarven Unchained Monk. With these stats can go for a MAD class.

Edit: Crunch is done. Due to good stat rolling, was able to branch out into some out of combat abilities. Will have Background soon.


Aelwulf

Stats:
Male Human Rogue 1
NG Medium humanoid
Init +4; Senses- Low-light vision, Perception +4 (+5 when searching for traps)
_____________________
Defense
_____________________
AC 16, touch 14, flat-footed 12, CMD 15
HP 10 (1d8+2)
Fort +2, Ref +6, Will +0
_____________________
Offense
_____________________
Speed 30ft
Short Sword: +5 (1d6+1)[19-20 x2]
TWF Short Sword/Short Sword: +3/+3 (1d6+1/1d6)[19-20 x2]
Short bow: +5 (1d6)[x3]
____________________
Statistics
_____________________
Str 12, Dex 18, Con 14, Int 10, Wis 11, Cha 12
Base Attack +0, CMB +1, CMD 15
Feats: Two weapon fighting, Weapon focus (short sword)
Traits: Dirty Fighter, Calculated Bribe, Blood of Dragons (low light vision)
Adventure skills:
Acrobatics (Dex), +8 (1 rank, 3 class, 4 dex)
Bluff (Cha), 
Climb (Str), +5 (1 rank, 3 class, 1 Str)
Diplomacy (Cha), 
Disable Device (Dex), +8 (1 rank, 3 class, 4 Dex)
Disguise (Cha), 
Escape Artist (Dex),  +8 (1 rank, 3 class, 4 Dex)
Intimidate (Cha), 
Knowledge (dungeoneering) (Int), +4 (1 rank, 3 class)
Knowledge (local) (Int), +4 (1 rank, 3 class)
Linguistics (Int), 
Perception (Wis), +4(1 rank, 3 class)
Sense Motive (Wis), 
Sleight of Hand (Dex), 
Stealth (Dex), +8 (1 rank, 3 class, 4 Dex)
Swim (Str), +5 (1 rank, 3 class, 1 Str)
Use Magic Device (Cha).

Background skills:
Appraise (Int) +4 (1 rank, 3 class)
Sleight of Hand (Dex) +4 (1 rank, 3 class, 4 Dex)
____________________
Racial Abilities
____________________
Bonus feat
Skilled
______________________
Special Abilities
_______________________
Finesse training, Sneak attack 1d6, trap finding
________________________
Equipment
________________________
240 gp
Leather Armor 10gp
Short Sword x2 20gp
Shortbow 30gp
Arrows (20) 1gp
Dagger 2gp
Handaxe 6gp
Rogue's kit 50gp
121gp left

brief background and description:

Aelwulf the Joyful
5'7" 175lbs, 16 years of age.
Fair skinned with deep amber eyes.
Black hair cut into a wide and short mohawk.
Has a happy and gregarious manner, often attempts to raise others spirits.

Born to a half orc thug father and human fishmonger mother, Aelwulf was raised in a less than reputable manner. He was put to work frequently as a lookout or distraction during strong arm robberies and shake downs. He never particularly enjoyed the work as it never sat well in his gut but the gang always liked having him around and eventually taught him how to fight and the art of fencing (the buying and selling of stolen goods kind, not the stab you with a sword kind).
When things went bad on a shakedown with a turnip monger his father and the rest of the gang had to flee the area and hadn’t been heard from for several months when Aelwulf decided to turn to adventuring to support his mother and younger sisters.


Background:
Bolkvar was the kind of dwarf who just didn’t fit in. Possessed with a sense of curiosity that most of his peers and clan deemed ‘unhelpful’ at best and ‘downright elven’ at worst, he had something of a rough youth. It wasn’t that he was lazy, rather it was that he was curious. How was ale made? Why was the sky blue? Did Thane Restup III dispute the rights to the Brightstone Tunnels have a legitimate claim, or was it purely opportunistic? This and a hundred other different questions occupied his mind. Which was an issue as he was expected to *master* a craft. Which he never did. Rather he finished his apprenticeship to his father to become a miner, and then promptly took up leather working. And then brewing. At which point he signed up as a mercenary to clear a kobold infestation out of the Sixth Hall of Clan Brightaxe. And on and on this went, until he became a source of constant ‘amusement’ in his Hold and shame to his family.

It was when Bolkvar turned seventy-five that he made his decision. He didn’t care what others thought of him, but he did care about the stress he was putting on his parents and siblings. That, and he wanted to see the outside world. After selling all of his worldly possessions, he left his home behind and made his way to the lands of Prince Zoran. There, he donated all that he had to the Temple of Open Hand. It was a monastery dedicated to the pursuit of perfection. It was their teaching that perfection was attainable, and the meaning of life was it’s pursuit. And this mean perfection of the body, the mind, and the soul, or Ki as they called it. Joining their order was the best decision he had ever made.

Now a hundred years old, Bolkvar is a full member of the order. A monk! A title only given when one has unlocked the secret of materializing their ki and controlling it. A feat he has only recently realized. And it is thus that he training has taken on a new stage. For perfection cannot be found locked away from the outside world, and as such the monks of his order are expected to travel and to learn. Which is what Bolkvar must do. It is such a desire to experience the world around him which led him to travel to the festival in Celestia...

Combat - To Hit: +4 Damage: 1d6+4

AC - 18/18/14, not flat-footed during a surprise round that he doesn’t get to act in or before he gets to act at the start of a battle

Saves - 4/5/4, +2 Hardy

HP - 14

Ki - 2 points (used to add +20ft movement speed)

Skills - Knowledge All (+3) Diplomacy (+5) Profession All, Acrobatics, Knowledge Religion, History, Linguistics, Dungeoneering (+7) Perception (+9)

Perception: +2 stone and auto-check within 10ft
History: +2 regarding dwarves and their enemies

So, he’s useful for skill checks, is a decent diplomat, and is fairly tanky for a lvl1 character. Hopefully the background will explain is good stats and plethora of skills while still being lvl1.


When ashes fall... legends rise.

I submit Baranin, my half-elf cavalier.

Crunch:

Half-elf Cavalier 1
Alternate racial trait: Kindred-Raised (+2 Dex, +2 Cha; replaces the half-elf ’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented)

Init +5
-------------------  
DEFENSE  
-------------------  
AC:
HP: 11
Fort +3, Ref +3, Will +0 
-------------------  
OFFENSE  
-------------------  
Speed: 30 ft 
Melee: glaive +4, 1d10+9 (x3) 
- or longsword +4, 1d8+6 [+9] (19-20/x2)
Ranged: longbow +4, 1d8 (x3)

Special:  
Challenge 1/day - +level to damage, -2 AC vs all other targets 
Mount (+3 trait bonus to HP)
Order - Order of the Lion 
Tactician - 1/day for 3 rounds
Order abilities: 
Challenge - Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
-------------------  
STATISTICS  
-------------------  
Str 18, Dex 16, Con 12, Int 7, Wis 11, Cha 18
Base Atk +1
Feats: Power Attack, Escape Route (bonus)
Traits: Beast Bond, Blackthorn Rancher, Reactionary
Skills: 
Handle Animal +8
Knowledge (nobility) +2 (+1 when check involves sovereign) 
Ride +8
Equipment: 300 gp

Baranin is a handsome and affable stable boy who works for the royal family. What I have in mind for his backstory is that he had a secret fling with one of the royals; with them gone, Baranin, who was never much respected or even recognized, proves over the course of the campaign to be a cunning and effective leader.

(I didn't know what equipment we'll have access to at the start so I didn't spend any gold, although I did pick his preferred weapons.)

Grand Lodge

I have a quick question that the others might want to know as well. What is your stand on firearms, and on the Words of Power?

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