Savage Tide in Greyhawk, 595 CY, by the random DM Stormcrow27 and his 5 personalities

Game Master stormcrow27

Savage Tide, in Greyhawk, 595 CY. The crow of storms calls you to your fate!


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Greetings and salutations, fellow adventurers. The noble family of Stormcrow has invited you to participate in a tale of wonder, pearls, pirates, demons, and death, all in the ye old world of Greyhawk, using the Savage Tide AP converted to Greyhawk. Savage Tide takes place in the city of Sasserine located on the coast of the Amedio Jungle, north of the Isles of the Sea Princes. It is the year CY 596, 2 years after the defeat of the Cagewrights and 1 year after Kyuss was sent back to slumber in his wormy dreams. Sasserine is a city that survives on sea trade and large plantations of tropical vegetables such as coffee, bananas, sugar cane, and so on.

You will start in this city of religious ferment and the power of the sea, plagued by pirates, and the tide of the ocean grows ever stronger...

An example campaign of Savage Tide, including links to the city proper (provided as example, not my game)

Sasserine

I'll update the players guide to Savage Tide tomorrow to Pathfinder standards. I also have Pathfinder conversions of the Greyhawk deities available.

Master list of greyhawk deities here
Greyhawk Deities list

Pathfinder domain list and rank here
Greyhawk deities with domains

Numbers of players sought 5
Starting level 1

Character Creation
Standard starting gold
Stat generation roll 4d6, take the best 3, reroll 1s or 2s
Two starting traits related to the sea, pirates, urban, etc

Allowed races-All stock Pathfinder races plus 3.5 equivalents, such as aarocrocka, avariel, and so on. Catfolk are replaced by tabaxi, tengu by kenku, and others. No trox or noble drow, though common drow are allowed. Normal feat rules apply. Sasserine is very cosmopolitan and accepting of non-standard races/humanoids, so it's not just the big six.

Allowed Classes
All Paizo classes
All Paizo prestige classes
All 3.5 Prestige classes other then Tome of Battle
3.5 spells and magic items on request.

3rd Party is limited to Dreamscarred Press' Psionics Unleashed, The Grimoire of Lost Souls (binding magic update from the 3.5 Tomes of Magic) aka binders, In the Company of Series for monster classes by Rite Publishing (subject to GM approval based on the region), and that's it.

Recruitment starts today and will end the 1st of March.


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

Rerolls:
1st roll → 5, 4, 2d6 ⇒ (3, 2) = 5
2nd roll → 4, 3d6 ⇒ (2, 6, 3) = 11
3rd roll → 5, 4, 2d6 ⇒ (2, 4) = 6
4th roll → 3, 6, 6, 1d6 ⇒ 6
5th roll → 3, 6, 2d6 ⇒ (6, 2) = 8
6th roll → 6, 4, 3, 1d6 ⇒ 1

More rerolls:
1st roll → 5, 4, 3, 1d6 ⇒ 4
2nd roll → 4, 6, 3, 1d6 ⇒ 2
3rd roll → 5, 4, 4, 1d6 ⇒ 2
4th roll → 3, 6, 6, 6
5th roll → 3, 6, 6, 1d6 ⇒ 5
6th roll → 6, 4, 3, 1d6 ⇒ 5

More rerolls, II
1st roll → 5, 4, 3, 4
2nd roll → 4, 6, 3, 1d6 ⇒ 1
3rd roll → 5, 4, 4, 1d6 ⇒ 3
4th roll → 3, 6, 6, 6
5th roll → 3, 6, 6, 5
6th roll → 6, 4, 3, 5

More rerolls, III
1st roll → 5, 4, 3, 4
2nd roll → 4, 6, 3, 1d6 ⇒ 4
3rd roll → 5, 4, 4, 3
4th roll → 3, 6, 6, 6
5th roll → 3, 6, 6, 5
6th roll → 6, 4, 3, 5

Final Rolls:
1st roll → 5, 4, 3, 4 → 13
2nd roll → 4, 6, 3, 4 → 14
3rd roll → 5, 4, 4, 3 → 13
4th roll → 3, 6, 6, 6 → 18
5th roll → 3, 6, 6, 5 → 17
6th roll → 6, 4, 3, 5 → 15

Let's have a look at sea-fluffed archetypes and traits there!


Are taninim (the playable dragons) allowed?

4d6 ⇒ (3, 5, 2, 1) = 11 Rerolling 1 and 2: 2d6 ⇒ (1, 1) = 2 10

4d6 ⇒ (4, 6, 3, 5) = 18 15

4d6 ⇒ (2, 3, 6, 5) = 16 Rerolling 2: 1d6 ⇒ 2 14

4d6 ⇒ (3, 2, 2, 3) = 10 Rerolling 2 and 2: 2d6 ⇒ (4, 2) = 6 10

4d6 ⇒ (5, 3, 1, 3) = 12 Rerolling 1: 1d6 ⇒ 1 11

4d6 ⇒ (4, 5, 6, 3) = 18 15

10, 15, 14, 10, 11, 15.


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

stats: 4d6 ⇒ (4, 3, 6, 2) = 15
stats: 4d6 ⇒ (6, 5, 3, 4) = 18
stats: 4d6 ⇒ (2, 2, 5, 5) = 14

---rerolls---

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

stats: 2d6 ⇒ (2, 3) = 5
stats: 6d6 ⇒ (5, 2, 1, 2, 1, 3) = 14

final stats

14,13,16, 13, 15, 15

Not sure what i'm playing but im interested in seafaring and old settings. Good stats, might make a Monk with stats of that kin

Sczarni

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

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

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

4d6 ⇒ (5, 2, 1, 2) = 10
Rerolls: 2d6 ⇒ (4, 4) = 8
Rerolls: 1d6 ⇒ 5

4d6 ⇒ (5, 3, 5, 6) = 19

4d6 ⇒ (2, 4, 2, 6) = 14
Rerolls: 2d6 ⇒ (1, 2) = 3
Rerolls: 2d6 ⇒ (2, 4) = 6
Rerolls: 1d6 ⇒ 4

Final Stats:
13, 15, 15, 14, 16, 14

I will ponder and see what strikes my fancy. Probably a melee type, possibly a rogue or dex-fighter, unchained monk or something

Very OP stats, but I guess that's to be expected for the reroll 1s&2s.


It's been a long time since I have cracked into the lore of Greyhawk.

5d6 ⇒ (2, 4, 3, 5, 4) = 18 (3,4,4,5) = 13
7d6 ⇒ (6, 4, 2, 4, 2, 1, 5) = 24 (4,4,5,6) = 15
6d6 ⇒ (6, 2, 2, 2, 6, 6) = 24 (6,6,6,-) = 18
7d6 ⇒ (1, 1, 5, 3, 5, 1, 3) = 19 (3,3,5,5) = 13
7d6 ⇒ (6, 6, 2, 4, 3, 1, 1) = 23 (3,4,6,6) = 16
5d6 ⇒ (6, 5, 6, 2, 6) = 25 (5,6,6,6) = 18

18, 18, 16, 15, 13, 13

Wow, that is impressive. Now, for a concept.


Were we only supposed to be rerolling stats once or more than once?


OK, he goes nothing.

Ability #1: 4d6 + 2d6 + 1d6 ⇒ (1, 3, 4, 1) + (4, 2) + (4) = 19 (4, 4, 4 = 12)
Ability #2: 4d6 + 1d6 + 1d6 ⇒ (6, 1, 3, 6) + (2) + (3) = 21 (6, 6, 3 = 15)
Ability #3: 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 5, 6, 6) + (2) + (2) + (5) = 28 (6, 6, 5 = 17)
Ability #4: 4d6 + 1d6 ⇒ (3, 3, 2, 5) + (6) = 19 (6, 5, 3 = 14)
Ability #5: 4d6 + 1d6 ⇒ (1, 4, 5, 3) + (6) = 19 (6, 5, 4 = 15)
Ability #6: 4d6 + 3d6 ⇒ (2, 2, 5, 2) + (6, 4, 3) = 24 (6, 5, 4 = 15)

I'm leaning toward a human bard or cleric of some sort.


Vrog Skyreaver wrote:

Are taninim (the playable dragons) allowed?

4d6 [dice=Rerolling 1 and 2]2d6 10

4d6 15

4d6 [dice=Rerolling 2]1d6 14

4d6 [dice=Rerolling 2 and 2]2d6 10

4d6 [dice=Rerolling 1]1d6 11

4d6 15

10, 15, 14, 10, 11, 15.

Tannimim are allowed. Who better to defeat (or manipulate) the forces of evil then a dragon? As for rerolling, that applies to any one or twos you get out of the stat group you roll. The stats may seem overpowered, but Savage Tide is designed to go through 20th level and deals with some powerful classics of the Greyhawk setting. Plus, this particular stat generation technique allows for MAD characters.


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

Dotting for interest!

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

rerolls

1st 1d6 ⇒ 3
3rd 1d6 ⇒ 2

14, 9, 12, 12, 14, 13

Looks like a workable spread to me. I'll try to think something up.


Can't resist savage tide or rolling

4d6 ⇒ (6, 1, 4, 3) = 14
rerolling 1: 1d6 ⇒ 6 =16
4d6 ⇒ (6, 2, 3, 2) = 13
rerolling 2s: 2d6 ⇒ (3, 1) = 4
rerolling 1: 1d6 ⇒ 2
rerolling 2: 1d6 ⇒ 1
rerolling 1: 1d6 ⇒ 4 =13
4d6 ⇒ (5, 2, 5, 3) = 15
rerolling 2: 1d6 ⇒ 5=15
4d6 ⇒ (5, 2, 4, 5) = 16
rerolling 2: 1d6 ⇒ 6=16
4d6 ⇒ (3, 4, 5, 3) = 15 =12
4d6 ⇒ (5, 4, 2, 5) = 16
rerolling 2: 1d6 ⇒ 2

rerolling 2: 1d6 ⇒ 4=14

Pretty good....


stormcrow27 wrote:
Tannimim are allowed. Who better to defeat (or manipulate) the forces of evil then a dragon? As for rerolling, that applies to any one or twos you get out of the stat group you roll. The stats may seem overpowered, but Savage Tide is designed to go through 20th level and deals with some powerful classics of the Greyhawk setting. Plus, this particular stat generation technique allows for MAD characters.

Good deal. I just asked because it said to =)

As far as the stats go, I'll go ahead and reroll my 1s again then:

First set Rerolling 1s: 2d6 ⇒ (4, 6) = 10
Second Set is fine.
Third set rerolling 2: 1d6 ⇒ 4
Fourth set rerolling 2: 1d6 ⇒ 1 Fourth set rerolling 1: 1d6 ⇒ 6
Fifth set rerolling 1: 1d6 ⇒ 6
Sixth set is fine.

New results:
4+5+6=15
4+5+6=15
4+5+6=15
3+4+6=13
5+3+6=14
4+5+6=15

Very well rounded.


4d6 ⇒ (4, 6, 2, 1) = 13
Reroll: 2d6 ⇒ (5, 6) = 11
17

4d6 ⇒ (3, 5, 2, 2) = 12
reroll: 2d6 ⇒ (4, 1) = 5
12

4d6 ⇒ (3, 1, 1, 2) = 7
Reroll: 3d6 ⇒ (3, 2, 3) = 8
9

4d6 ⇒ (6, 6, 2, 5) = 19
Reroll: 1d6 ⇒ 5
17

4d6 ⇒ (4, 2, 4, 6) = 16
reroll: 1d6 ⇒ 6
16

4d6 ⇒ (6, 2, 5, 3) = 16
reroll: 2d6 ⇒ (2, 5) = 7
16

17/17/16/16/12/9

Str (17) Dex (14) Con (18) Int (9) Wis (12) Cha (19)

Very good rolls. Only played a taninim once before, as seen with this alias. It was a blast, and was really sad to see the campaign end when it did. I’ll rework him into this one. Race: Taninim /// Class: Taninim Exemplar. Would love to be in a party with more than one flying lizard.

When playing a taninim can I use automatic bonus progression? Because a dragon with a cloak, a headband, an amulet and two rings just sounds...strange.


Sounds pretty cool.
Ok, just doing the dice rolls in 1 post is going to be complicated.

first ability: 4d6 ⇒ (1, 2, 6, 6) = 15
Edit(s)
rerolls first ability: 2d6 ⇒ (1, 1) = 2
Final Results:

second ability: 4d6 ⇒ (2, 6, 2, 3) = 13
Edit(s)
rerolls Second ability: 2d6 ⇒ (6, 4) = 10
Final Results:

third ability: 4d6 ⇒ (1, 3, 2, 6) = 12
rerolls third ability: 1d6 ⇒ 6
Edit(s)

Final Results:

fourth ability: 4d6 ⇒ (4, 3, 5, 4) = 16
Edit(s)
rerolls fourth ability: 2d6 ⇒ (6, 5) = 11
Final Results:

fifth ability: 4d6 ⇒ (2, 2, 2, 4) = 10
Edit(s)

Final Results:

sixth ability: 4d6 ⇒ (5, 5, 6, 3) = 19
Edit(s)
rerolls sixth ability: 1d6 ⇒ 4
Final Results:


Ok, disregard previous - it's doing goofy things rerolling things that it has already rolled, when I try to edit in the re-rolls...
first Ability: 4d6 ⇒ (2, 3, 6, 6) = 17

second Ability: 4d6 ⇒ (3, 6, 6, 3) = 18

third Ability: 4d6 ⇒ (6, 2, 5, 6) = 19

fourth Ability: 4d6 ⇒ (6, 2, 4, 5) = 17

fifth Ability: 4d6 ⇒ (6, 6, 1, 2) = 15

sixth Ability: 4d6 ⇒ (4, 6, 1, 6) = 17


pad300 wrote:

Ok, disregard previous - it's doing goofy things rerolling things that it has already rolled, when I try to edit in the re-rolls...

first Ability: 4d6 ⇒ (2, 3, 6, 6) = 17

second Ability: 4d6 ⇒ (3, 6, 6, 3) = 18

third Ability: 4d6 ⇒ (6, 2, 5, 6) = 19

fourth Ability: 4d6 ⇒ (6, 2, 4, 5) = 17

fifth Ability: 4d6 ⇒ (6, 6, 1, 2) = 15

sixth Ability: 4d6 ⇒ (4, 6, 1, 6) = 17

rerolls for the first ability: 1d6 ⇒ 5

rerolls for the third ability: 1d6 ⇒ 6

rerolls for the fourth ability: 1d6 ⇒ 6

rerolls for the fifth ability: 1d6 ⇒ 5

rerolls for the sixth ability: 1d6 ⇒ 3

Edit final results
first Ability 17
second ability 15
third ability 18
Fourth ability 17
fifth ability 17
sixth ability 16

This is in fact categorically insane.... does the GM think I should re-roll this lot?


Iorskan wrote:

4d6

[dice=Reroll]2d6
17

4d6
[dice=reroll]2d6
12

4d6
[dice=Reroll]3d6
9

4d6
[dice=Reroll]1d6
17

4d6
[dice=reroll]1d6
16

4d6
[dice=reroll]2d6
16

17/17/16/16/12/9

Str (17) Dex (14) Con (18) Int (9) Wis (12) Cha (19)

Very good rolls. Only played a taninim once before, as seen with this alias. It was a blast, and was really sad to see the campaign end when it did. I’ll rework him into this one. Race: Taninim /// Class: Taninim Exemplar. Would love to be in a party with more than one flying lizard.

When playing a taninim can I use automatic bonus progression? Because a dragon with a cloak, a headband, an amulet and two rings just sounds...strange.

Sure, or you can accessorize as you like. Dragons love their bling after all.


If it is all the same I’ll go with ABP. The way I did it before was assuming that his share of the treasure was just hoarded away, never to be used or spent. It felt very Draconic.

Then again that campaign only lasted until Lvl4, so it’s not like he ever got *that* much of a hoard.

Starting Gold: 1d6 ⇒ 6


pad300 wrote:
pad300 wrote:

Ok, disregard previous - it's doing goofy things rerolling things that it has already rolled, when I try to edit in the re-rolls...

first Ability: 4d6 ⇒ (2, 3, 6, 6) = 17

second Ability: 4d6 ⇒ (3, 6, 6, 3) = 18

third Ability: 4d6 ⇒ (6, 2, 5, 6) = 19

fourth Ability: 4d6 ⇒ (6, 2, 4, 5) = 17

fifth Ability: 4d6 ⇒ (6, 6, 1, 2) = 15

sixth Ability: 4d6 ⇒ (4, 6, 1, 6) = 17

[dice=rerolls for the first ability]=1d6

[dice=rerolls for the third ability]=1d6

[dice=rerolls for the fourth ability]=1d6

[dice=rerolls for the fifth ability]=1d6

[dice=rerolls for the sixth ability]=1d6

Edit final results
first Ability 17
second ability 15
third ability 18
Fourth ability 17
fifth ability 17
sixth ability 16

This is in fact categorically insane.... does the GM think I should re-roll this lot?

If you want to reroll, you're more then welcome to. I'm well aware the stat layouts will come as a surprise for those more used to point buy or the standard 4d6, take the best 3, but I don't mind high stat characters. As a little background on myself as a GM/DM

I've played RPGs starting with the D&D Basic Mentzer Red Box in 1984 at the age of 8. I've run games from BECMI to 1E Pathfinder, Paranoia, Marvel Super Heroes via FASERIP, Mekton, Rolemaster (, Middle Earth Role Playing, Rifts, all of the remaining Palladium Books series of games, Cyberpunk 2020 (man did they get the tech advances wrong), Runequest, Classic World of Darkness, most of the main d20 systems such as Mecha d20, Lone Wolf the Adventure Game d20, and more. My GM style is to adapt to the PCs, since the players are the one I like to see driving the story, rather then being railroaded into one quest line (cough Reign of Winter cough). I decided on Savage Tide and Greyhawk because they're both interesting adventure settings that don't get much attention these days with Golarion and the Realms dominating the typical fantasy campaigns. So yes, when you cast Acid Arrow, it's Melf's acid arrow, and Mordenkainen made his faithful hound for the masses.


Iorskan wrote:

If it is all the same I’ll go with ABP. The way I did it before was assuming that his share of the treasure was just hoarded away, never to be used or spent. It felt very Draconic.

Then again that campaign only lasted until Lvl4, so it’s not like he ever got *that* much of a hoard.

[dice=Starting Gold]1d6

That's fine by me lorksan. There is also a prestige class that allows a PC to draw strength from their horde, whether draconic or not, and ABP allows for some better exploration of items people don't normally use, such as iron bands, instruments of the bards, or apparatuses of Kwalish.


What prestige class is this? It sounds interesting.


Since it's been allowed, I'll take advantage of ABP as well =)

Jira is going to be a Kaiju eventually....

Jira:

NG Taninim Draconic Exemplar 1

str 17
dex 15
con 17
int 12
wis 15
cha 13

HP 15
AC: 15; T: 13; FF: 13 (10 base +2 dex +2 natural +1 size)
BAB 1
Init +4

Fort +5
Ref +4
Will +5/+7 vs. Fear

Speed 20'

Weapons:
1) Claws (2): +5 to hit; 1d4+3s+p damage; 20/x2 crit.

2) Bite: +5 to hit; 1d6+4b,p,+s damage; 20/x3 crit.

Skills:
Climb r1 +7
Intimidate r1 +5
Perception r1 +6
Sense Motive r1 +6
Survival r1 +6
Swim r1 +7

Languages:

Alternate Racial Traits:
*Brutish (+2 str, con; -2 int; +2 to saves vs fear; replaces ability score modifiers and superior awareness)

*Lung (lack wings, back claws can manipulate tools; replaces glide)

Class Features:
*Compulsion DC 12

*Draconic Essence (Protective; Fire: Cone; Compulsion: make a save or attempt to help any creature not id'ed as evil that is helpless or asks for help; +4 to DC if the creature looks like a child)

*Draconic Essence (Heroic; Sonic: Cone; Compulsion; make a save or attempt to defend anyone not id'ed as evil from harm; the DC increases by 4 if the harm is coming from a blue dragon)

*Draconic Weaponry (4 uses/day)
- Breath Weapon (1d6 fire or 1d4 sonic; 20' cone; DC 14 Ref Save)

*Predator's Claws (gain 2 primary claw attacks that deal 1d4 damage)

Traits:
*Reactionary (+2 trait bonus to initiative checks; combat)

*Indomitable Faith (+1 to will saves; faith)

Feats:
*Complex Essence (Heroic)

Equipment:
150 gp

Backstory:

Jira is a newly born dragon. He has quickly grown in his first week of life, and knows that he hasn't nearly reached his maximum size.

Jira's egg was found by one of the other group members, and for the first day Jira treated that group member like his mother, until his Draconic Memory kicked in and he learned about who he is and what he is.

Jira now adventures to grow both his hoard and himself in power and size.


Maybe you can consider to use ABP for everyone. Might be easier to follow advancement if the rules are standardized.


set1: 4d6 ⇒ (1, 4, 4, 6) = 15
set2: 4d6 ⇒ (2, 2, 1, 1) = 6
set3: 4d6 ⇒ (5, 2, 6, 6) = 19
set4: 4d6 ⇒ (3, 3, 4, 6) = 16
set5: 4d6 ⇒ (1, 4, 2, 6) = 13
set6: 4d6 ⇒ (2, 5, 1, 5) = 13

reroll set1: 1d6 ⇒ 3
reroll set2: 4d6 ⇒ (5, 1, 3, 6) = 15
reroll set3: 1d6 ⇒ 2

reroll set5: 2d6 ⇒ (6, 2) = 8
reroll set6: 2d6 ⇒ (1, 4) = 5

Set1: 4,4,6,3 = 14
Set2: 5,1,3,6 = 14
Set3: 5,2,6,6 = 17
Set4: 3,3,4,6 = 13
Set5: 6,2,4,6 = 16
set6: 1,4,4,6 = 14

Thinking about a Cleric of Dalt


Let's see what I get here.

First: 4d6 ⇒ (1, 4, 2, 2) = 9
Second: 4d6 ⇒ (1, 6, 6, 3) = 16
Third: 4d6 ⇒ (5, 3, 1, 5) = 14
Fourth: 4d6 ⇒ (5, 6, 3, 1) = 15
Fifth: 4d6 ⇒ (1, 3, 1, 3) = 8
Sixth: 4d6 ⇒ (5, 6, 3, 2) = 16

First Rerolls: 3d6 ⇒ (4, 6, 5) = 15
Second Rerolls: 1d6 ⇒ 2
Third Rerolls: 1d6 ⇒ 4
Fourth Rerolls: 1d6 ⇒ 2
Fifth Rerolls: 2d6 ⇒ (4, 3) = 7
Sixth Rerolls: 1d6 ⇒ 4

Second Re-Re-roll: 1d6 ⇒ 1
Fourth Re-Re-roll: 1d6 ⇒ 2

Second Rolling Dice Till it Works: 5d6 ⇒ (4, 1, 6, 1, 2) = 14
Fourth Rolling Dice Till It Works: 5d6 ⇒ (3, 2, 2, 5, 3) = 15

Okay!
So we've got:
1st Set: 4, 6, 5 = 15
2nd Set: 6, 6, 4 = 16
3rd Set: 5, 4, 5 = 14
4th Set: 5, 6, 3 = 14
5th Set: 4, 3, 3 = 10
6th Set: 5, 6, 4 = 15

Looks like a pretty good set all-in-all. See if I can put some sort of heavy armor tank together.


Jereru wrote:
Maybe you can consider to use ABP for everyone. Might be easier to follow advancement if the rules are standardized.

That's not a bad idea, Jereru.

Ok, we'll use automatic bonus progression for everyone. Consider it part of a being a PC and having a mystical link to destiny. Stock magic items such as rings of protection and so on will still exist, but ABP allows for some more focus on your choices of how you deploy your bonuses. Plus it also means I don't have as much work to change out stat blocks....


Stats: 4d6 ⇒ (2, 5, 1, 5) = 13 Becomes 6,5,2,5. Becomes 6,5,3,3 16
Stats: 4d6 ⇒ (5, 3, 5, 4) = 17 14
Stats: 4d6 ⇒ (6, 6, 6, 4) = 22 18
Stats: 4d6 ⇒ (4, 2, 3, 2) = 11 Becomes 4,3,3,1. Becomes 4,3,3,3 10
Stats: 4d6 ⇒ (5, 1, 4, 1) = 11 Becomes 5,4,4,6 15
Stats: 4d6 ⇒ (2, 4, 3, 5) = 14 Becomes 6,4,3,5 15

Rerolls: 7d6 ⇒ (6, 2, 3, 1, 4, 6, 6) = 28

Reroll of rerolls: 2d6 ⇒ (3, 3) = 6

18, 16, 15, 15, 14, 10

Definitely not a bad stat array. I'll scratch my head for a hot minute.


I'd like to put forth Raekhon Wyk, a tiefling Brawler (mutagenic mauler) that will take classes in Bloodrager (Primalist/ Blood conduit). He is a dockworker currently.

Will potentially work on the background some more.


Current thoughts, A Drow Cleric (Cardinal) of Procan.

Would likely have been on a ship most if not all of his/her life as a healer and good luck charm vs the weather.


I’ll cook something up. Final stats 17, 17, 16, 14, 12, 12

4d6: 4d6 ⇒ (6, 1, 3, 3) = 13
reroll: 1d6 ⇒ 3

4d6: 4d6 ⇒ (6, 5, 5, 6) = 22

4d6: 4d6 ⇒ (4, 1, 2, 4) = 11
reroll: 2d6 ⇒ (3, 1) = 4
reroll: 1d6 ⇒ 2
reroll: 1d6 ⇒ 1
reroll: 1d6 ⇒ 6

4d6: 4d6 ⇒ (3, 3, 2, 2) = 10
reroll: 2d6 ⇒ (5, 4) = 9

4d6: 4d6 ⇒ (4, 6, 4, 6) = 20

4d6: 4d6 ⇒ (1, 5, 6, 6) = 18


Let's see what the dice come up with.

4d6 ⇒ (4, 6, 6, 3) = 19
4d6 ⇒ (2, 5, 3, 6) = 16
4d6 ⇒ (5, 3, 5, 4) = 17
4d6 ⇒ (4, 2, 6, 5) = 17
4d6 ⇒ (3, 1, 1, 6) = 11
4d6 ⇒ (5, 6, 5, 2) = 18

Reroll stat 2: 1d6 ⇒ 2
Reroll stat 2: 1d6 ⇒ 6

Reroll stat 4: 1d6 ⇒ 6

Reroll stat 5: 2d6 ⇒ (6, 3) = 9

Reroll stat 6: 1d6 ⇒ 6

So if I'm reading this right, stats are:

16
17
14
17
15
17

I don't know if rolled stats have ever been so kind to me; I even liked the pre-reroll spread.

That screams to me I should play something turbo MAD so maybe I'll finally bite the bullet and make my Metamorph Psion. Takes a while to come online though, and I know the pre-Pathfinder Paizo APs can be hella brutal. Maybe a Psychic Warrior then?

Or a Champion of the Enlightened...choices, choices.

Edit: When you say "Psionics Unleashed" do you mean all psionics or is eg. Ultimate Psionics material not allowed? I actually don't own a copy of the initial book so I'm not 100% sure what's Ultimate Psionics and what's Unleashed.


Definitely interested!

4d6 ⇒ (6, 3, 4, 5) = 18 = 15
4d6 ⇒ (4, 5, 6, 5) = 20 = 15
4d6 ⇒ (3, 1, 3, 2) = 9 = 9 (will re-roll 2)
4d6 ⇒ (5, 5, 6, 1) = 17 = 16
4d6 ⇒ (1, 3, 4, 5) = 13 = rerolling 1
4d6 ⇒ (2, 6, 5, 5) = 18 = 16

2d6 ⇒ (3, 2) = 5 = rerolling 2
1d6 ⇒ 2 = rerolling
1d6 ⇒ 2
1d6 ⇒ 6
So 6+3+3 = 12

1d6 ⇒ 3
5+4+3=12

Final stats:
15,15,12,16,12,16

Thinking some type of monk...will get back to you.


Storm Dragon wrote:

Let's see what the dice come up with.

4d6
4d6
4d6
4d6
4d6
4d6

[dice=Reroll stat 2]1d6
[dice=Reroll stat 2]1d6

[dice=Reroll stat 4]1d6

[dice=Reroll stat 5]2d6

[dice=Reroll stat 6]1d6

So if I'm reading this right, stats are:

16
17
14
17
15
17

I don't know if rolled stats have ever been so kind to me; I even liked the pre-reroll spread.

That screams to me I should play something turbo MAD so maybe I'll finally bite the bullet and make my Metamorph Psion. Takes a while to come online though, and I know the pre-Pathfinder Paizo APs can be hella brutal. Maybe a Psychic Warrior then?

Or a Champion of the Enlightened...choices, choices.

Edit: When you say "Psionics Unleashed" do you mean all psionics or is eg. Ultimate Psionics material not allowed? I actually don't own a copy of the initial book so I'm not 100% sure what's Ultimate Psionics and what's Unleashed.

Sorry I should have been more clear on psionics. All psionics by Dreamscarred Press/3.5 are fine (aka stuff that didn't get converted over). I just didn't want martial maneuvers or their version of incarnum because it's harder to balance encounters with them. PFSRD20 has most of the stuff by DSP at this point. Metamorph psions can be fun.


Iorskan wrote:
What prestige class is this? It sounds interesting.

I'll see where I can dig it up. It was in an old book by Bastion Press back in the days of early 3e, called Magic. Essentially it allowed characters of various backgrounds to draw strength from treasure they hoarded, depending on their class background. It was designed to allow dragons/other PCs to take advantage of all that stuff they collect and never use (kind of like how people never use expendables in video games, ever...)


It is in Bastion Press's Spells & Magic, p. 8. It is called Dragon magic, or Trove magic.

Translating roughly to PF rules, you'd need Spellcraft 9 ranks, Kno (arcana) 6 ranks, Kno (dragons) 6 ranks, be able to cast 1st level spells and have gone through a trovebond ritual.


In the company of Dragons Expanded has something about treasure troves in it as well. Lemme grab my copy and I'll point you at page numbers.

EDIT: It's on page 17. You basically get telepathic signals if someone messes with your horde, and you can appoint specific creatures to be guardians of it; finally, if you horde is worth a lot, you get ac, save, and spell/effect DC bonuses while in your lair, and so do the guardians of the hoard.

Sczarni

Starting Monies: 4d6 ⇒ (4, 2, 2, 1) = 9 *10 GP

My Sylph Unchained Rogue:
Nayala
Female Sylph Unchained Rogue 1
CG Medium Outsider [Native]
Init: +4; Senses: Perception +6; Darkvision 60’
Speed: 30, Languages: Common, Auran, Aquan, Elven, Dwarven

Defense
AC 16 (+2 Armor, +4 Dex) Touch 14 FF 13 [+2 vs Ranged]
HP 9 (1d8+1)
Fort +1 Ref +6 Will +2

Offense
Melee: Kukri +4 (1d4+2 18-20/x2)
Ranged: Dagger +4 (1d4+2 19-20/x2) Range 10
BAB 0 CMB 2 CMD 16
Resistance: Electricity 5

Statistics
Abilities: Str 15 Dex 18 Con 12 Int 16 Wis 15 Cha 13
SQ: Breeze Kissed (+2 Racial to AC vs non-magical ranged attacks), Whispering Wind (+4 stealth), Favored Class (Rogue; Skills), Trapfinding (+1), Finesse Training
SA: Sneak Attack +1d6
Feats: Weapon FinesseB, Airy Step
Traits: Natural Flyer (+1 to Fly, Class skill), Following Breeze (+2 Trait to Acrobatics to jump after running. Speed +5’ when using Run action.)
Skills: Acrobatics +8 (+2 to jump), Bluff +5, Climb +6, Diplomacy +5, Disable Device +8, Escape Artist +8, Knowledge (Local) +7, Perception +6, Profession (Sailor) +6, Sleight of Hand +8, Stealth +12, Use Magic Device +5
Combat Gear:
Equipment: kukri, dagger (2), lamellar cuirass (leather), backpack, bedroll, belt pouch, caltrops, chalk (10), flint & steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope (50’), soap, thieves’ tools, torches (10), rations (5), waterskin
Coin 23gp

Background Nayala was born on the seas, to a ship-faring couple. Conceived and born during a storm, she was attracted to the skies and breezes from a very young age. Her parents worked as sailors and navigators while raising the young Sylph, teaching her the ins and outs of the waterborne life along the way. She yearns for adventure on her own, however, whether on the high seas or in the tropical cities they border. She knows her skills will earn her coin wherever she travels, and has little fear of danger.

Description: Nayala is a very slight woman of 19, standing barely 5’1” tall and weighing less than 90 lbs. Her ancestry appears to anyone familiar with Sylphs, as her clothing and long blonde hair are constantly moving as if under a slight breeze. When she moves, it is with an unearthly grace, like a dance or acrobat or someone who weighs less than you would believe. She is stronger than she first appears, and offers a kind look and smile to most people she meets along her way. Wearing simple sailor’s clothing, with a well-worn backpack that would not look amiss on any ship in the area, her only weapons are a wickedly curved heavy kukri at the small of her back and a pair of straight bladed daggers with leather-wrapped hilts tucked into the tops of her soft boots.


Goblin ok for race?

Scarab Sages

Let's see what I get...

Roll 1: 4d6 ⇒ (6, 2, 5, 2) = 15

Roll 2: 4d6 ⇒ (6, 3, 3, 3) = 15

Roll 3: 4d6 ⇒ (3, 6, 3, 5) = 17

Roll 4: 4d6 ⇒ (1, 2, 2, 2) = 7

Roll 5 4d6 ⇒ (2, 3, 5, 2) = 12

Roll 6 4d6 ⇒ (5, 4, 3, 5) = 17
----------------------------------
Reroll 1 (2 dice): 2d6 ⇒ (2, 2) = 4

Reroll 4 (all of them):4d6 ⇒ (5, 3, 1, 5) = 14

Reroll 5 (2 dice): 2d6 ⇒ (4, 3) = 7
-----------------------------------
Reroll 1 again (2 dice): 2d6 ⇒ (3, 2) = 5

Reroll 4 (1 die) 1d6 ⇒ 1
-----------------------------------
Reroll 1 (1 die) 1d6 ⇒ 5

reroll 4 (1 die) 1d6 ⇒ 3
-----------------------------------

Final: 16, 12, 14, 13, 13, 14

Not stellar but very solid. I will think on this.


Roll 1: 4d6: 4d6 ⇒ (2, 5, 3, 5) = 15
reroll 2 1d6: 1d6 ⇒ 1
reroll 1 1d6: 1d6 ⇒ 6 Final roll 1: 16

Roll 2: 4d6: 4d6 ⇒ (3, 3, 4, 4) = 14 Final roll 2: 11

Roll 3: 4d6: 4d6 ⇒ (4, 3, 6, 1) = 14
reroll 1 1d6: 1d6 ⇒ 2
reroll 2 1d6: 1d6 ⇒ 3 Final roll 3: 13

Roll 4: 4d6: 4d6 ⇒ (4, 2, 1, 4) = 11
reroll 1 and 2 2d6: 2d5 ⇒ (1, 2) = 3
reroll 1,2 again 2d6: 2d6 ⇒ (3, 5) = 8 final roll 4: 13

roll 5: 4d6: 4d6 ⇒ (1, 5, 4, 3) = 13
reroll 1 1d6: 1d6 ⇒ 3 final roll 5: 12

roll 6: 4d6: 4d6 ⇒ (5, 6, 6, 1) = 18
reroll 1 1d6: 1d6 ⇒ 1
reroll 1 again 1d6: 1d6 ⇒ 1
reroll 1 again part 3 1d6: 1d6 ⇒ 1
AGAIN! 1d6: 1d6 ⇒ 1
AAUGH! 1d6: 1d6 ⇒ 5 final roll 6: 17

16 11 13 13 12 17

Azubuike (He with great strength) Tholardel is a half-elf. A merger of a wood elf druid maiden and the strongest human warrior from one of the Amedio Jungle tribes. Chaotic Good. I have not picked a multiclass yet.


Maybe you guys can help me, since I have close to zero experience with psionics or the other 3PP books cited as available on the original post. I feel like making a blasty, ranged character, either throwing things or having something similar to an Eldritch Blast. Is there a way to do that with these rules? Rolls were fine enough to permit a certain amount of MADness.


Jereru wrote:
Maybe you guys can help me, since I have close to zero experience with psionics or the other 3PP books cited as available on the original post. I feel like making a blasty, ranged character, either throwing things or having something similar to an Eldritch Blast. Is there a way to do that with these rules? Rolls were fine enough to permit a certain amount of MADness.

I don't think you need 3ed party for that : Kineticist... Needs con and dex as stats, and anything else is pretty much gravy.


Ah, yes, had a try once, almost forgot. Not much of a fan of killing myself, but I guess it's an option. Thank you, pad300!


Decided on a Ifrit Oracle of the Wind, oddly he has a fascination with the ocean and wind, sailing, ect. Despite his origins as a creature of fire.

He's going to be the scout type with really good perceptive abilities, Probably going to Scaled Fist as a dip and make some type of martial caster hybrid.

Lawful good probably but not the jerk type of lawful. he honestly is someone who respects the laws of a country and tries to help those in need


Jereru wrote:
Ah, yes, had a try once, almost forgot. Not much of a fan of killing myself, but I guess it's an option. Thank you, pad300!

This : https://paizo.com/threads/rzs42dww?Monk-and-what-it-gets#27

and
This : https://paizo.com/campaigns/v5748p75ivkw8/recruiting&page=2#82

might be of interest... Although you should ask the GM for his interpretation.

Grand Lodge

How could I pass up the chance to play with Ultimate Psionics?

4d6: 4d6 ⇒ (6, 3, 5, 3) = 17 = 14
4d6: 4d6 ⇒ (3, 4, 5, 2) = 14 Reroll: 1d6 ⇒ 4 = 13
4d6: 4d6 ⇒ (5, 5, 6, 4) = 20 = 16
4d6: 4d6 ⇒ (2, 2, 6, 3) = 13 Reroll: 2d6 ⇒ (3, 4) = 7 = 13
4d6: 4d6 ⇒ (4, 1, 2, 1) = 8 Reroll: 2d6 ⇒ (6, 5) = 11 = 15
4d6: 4d6 ⇒ (3, 1, 1, 3) = 8 Reroll: 2d6 ⇒ (4, 5) = 9 = 12

16, 15, 14, 13, 13, 12

30 points. That's actually pretty good, though my brain thinks those are low numbers.

...Not quite sure what to play though. I'll have to think about it.

Edit: I mean I'm not super good at playing "face" and given the nature of the campaign a lot of the options on "try maybe" list aren't super valid.


Jereru wrote:
Ah, yes, had a try once, almost forgot. Not much of a fan of killing myself, but I guess it's an option. Thank you, pad300!

If you wanted to try Psionics, you could also play a Wilder with the Blasting Wilder archetype.

It's like being a Kineticist, but better, and you get 9th level "spells".


I'll have a look at that as well. Thank you, Storm Dragon.


NP.

As for myself, I've settled on a Psion, either an Egoist (Transmogrifist) into Metamorph, or a straight Psion Metacreative (Constructor).

The latter would be a recreation of a short lived Roll20 game character: Richter Ghostwood. He was a sailor that spent years in prison after his merchant vessel was boarded by a corrupt navy vessel; the entire crew was framed as pirates to justify the confiscation of their goods. He'd be he ship's carpenter.


4d6 ⇒ (5, 4, 2, 4) = 15
reroll: 1d6 ⇒ 6
15

4d6 ⇒ (6, 5, 1, 2) = 14
reroll: 2d6 ⇒ (2, 5) = 7
reroll: 1d6 ⇒ 6
17

4d6 ⇒ (1, 5, 1, 1) = 8
reroll: 3d6 ⇒ (1, 6, 2) = 9
reroll: 2d6 ⇒ (2, 1) = 3
reroll: 2d6 ⇒ (5, 5) = 10
16

4d6 ⇒ (4, 2, 1, 5) = 12
reroll: 2d6 ⇒ (1, 1) = 2
reroll: 2d6 ⇒ (3, 4) = 7
13

4d6 ⇒ (5, 5, 2, 1) = 13
reroll: 2d6 ⇒ (2, 5) = 7
reroll: 1d6 ⇒ 1
reroll: 1d6 ⇒ 4
15

4d6 ⇒ (1, 2, 1, 3) = 7
reroll: 3d6 ⇒ (2, 2, 4) = 8
reroll: 2d6 ⇒ (2, 1) = 3
reroll: 2d6 ⇒ (5, 1) = 6
reroll: 1d6 ⇒ 1
reroll: 1d6 ⇒ 4
13

Not sure if I have the bandwidth for it, but a freebooter ranger or dragon skald might be fun.

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