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!


51 to 100 of 168 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Spazmodeus wrote:
Goblin ok for race?

Yup. As long as you don't set the town or the nobility on fire, the populace doesn't really care who you are.


Playing with a couple concepts in my mind right now, based on your mention of allowances for non-standard races in the highly metropolitan nature of the city. Just wanted to check if they would be permittable races before diving too far down the rabbit's hole of character creation??

- Gnoll Barbarian or Bloodrager
- Aquatic Elf Magus or Summoner
- Ratfolk Alchemist


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.

Vigilante warlock, stock 3.5 warlock, or Wilder work well for that, as does unchained rogue/master thrower from 3.5


mittean wrote:

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.

Thanks mittean. It's been a while.

Grand Lodge

Hmm, what would you think of a Forgeborn Aegis? (Especially if I could change the appearance of the race a bit.)

I can easily come up with a character taking advantage of their abilities to basically be working as a wreckage diver who scavages shipwrecks either as part of a small team or freelance.


What the hell - we're doing random stats, let's see how I do with random starting money as well.

Starting Money: 5d6 ⇒ (2, 3, 6, 1, 1) = 13 x 10 = 130 GP. Mmm, that's a bit unfortunate, but I think I can manage.


@Jereru: even a traditional caster can fill that bill: Sorcerer, Wizard, Oracle, or cleric can be blasty; heck, even something like the Psychic can fit that bill.


Yes, yes, a blaster wizard/sorc, but that's not really the feel of what I'm looking for.

Warlock, is that class allowed? Where can I find it?

Anyway, I'm still combing through the pdr pages. Will find something I like, eventually.


Jereru wrote:

Yes, yes, a blaster wizard/sorc, but that's not really the feel of what I'm looking for.

Warlock, is that class allowed? Where can I find it?

Anyway, I'm still combing through the pdr pages. Will find something I like, eventually. [/QUOT

Complete Arcane or the Vigilante archetype in Ultimate Intrigue


set 1: 4d6 ⇒ (5, 6, 3, 1) = 15
set 2: 4d6 ⇒ (2, 1, 6, 6) = 15
set 3: 4d6 ⇒ (5, 5, 2, 5) = 17
set 4: 4d6 ⇒ (3, 5, 4, 1) = 13
set 5: 4d6 ⇒ (6, 5, 4, 2) = 17
set 6: 4d6 ⇒ (1, 1, 3, 2) = 7

Set 1 reroll
1d6 ⇒ 4

Set 2 reroll
2d6 ⇒ (3, 5) = 8

Set 3 reroll
1d6 ⇒ 1

Set 4 reroll
1d6 ⇒ 2

Set 5 reroll
1d6 ⇒ 1

Set 6 reroll
3d6 ⇒ (5, 1, 2) = 8

Results:
Set 1 (5,6,3,4)=15
Set 2 (6,6,3,5)=17
Set 3 (5,5,5,1)=15
Set 4 (5,4,3,2)=12
Set 5 (6,5,4,1)=15
Set 6 (5,3,2,2)=10

If I'm not to late to get in on this, I'd like to make a beefy beat stick druid.


Not too late at all. The recruitment time ends on March 1st, simply due to both the amount of material available, any lack of familiarity with Greyhawk (which is pretty easy given that Sasserine is well away from most of the main areas), and the fact that there are usually more players then there are GMs/DMs these days.


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

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

Re-Rerolls:
1)1d6 ⇒ 1
2)2d6 ⇒ (5, 2) = 7
3)2d6 ⇒ (1, 3) = 4

Re-Re-Rerolls:
1)1d6 ⇒ 4
2)1d6 ⇒ 1
3)1d6 ⇒ 4

Re-Re-Re-Reroll:
2)1d6 ⇒ 1 Seriously?

Re-Re-Re-Re-Reroll:
2)1d6 ⇒ 3

Ok, so that's:
5,5,6,4=16
4,4,5,3=13
3,3,3,4=10
4,4,5,4=13
3,3,6,6=15
5,6,6,6=18

18. 16, 15, 13, 13, 10 Nice.

Race questions:
Are Skinwalkers or Warforged allowed?
(Warforged might be a hilariously bad idea in a nautical campaign, but I like Warforged. I'll just stock up on life preservers. lol)


Ouachitonian wrote:

1)4d6

2)4d6
3)4d6
4)4d6
5)4d6
6)4d6

Rerolls:
1)2d6
2)2d6
3)2d6
4)1d6
5)1d6
6)1d6

Re-Rerolls:
1)1d6
2)2d6
3)2d6

Re-Re-Rerolls:
1)1d6
2)1d6
3)1d6

Re-Re-Re-Reroll:
2)1d6 Seriously?

Re-Re-Re-Re-Reroll:
2)1d6

Ok, so that's:
5,5,6,4=16
4,4,5,3=13
3,3,3,4=10
4,4,5,4=13
3,3,6,6=15
5,6,6,6=18

18. 16, 15, 13, 13, 10 Nice.

Race questions:
Are Skinwalkers or Warforged allowed?
(Warforged might be a hilariously bad idea in a nautical campaign, but I like Warforged. I'll just stock up on life preservers. lol)

Sure. Warforged/Forgeborn/Wyrwood are all available, as are Skinwalkers. A wereshark skinwalker might be interesting.


I'm actually thinking a Warforged Aberrant Aegis, refluffed a bit to say that he's constantly tinkering and trying to improve himself. I just checked, Swim Speed is an available customization. So I can be a swimming robot. I'm so doing this.

I've seen more than one conversion of warforged to Pathfinder. Do you have a particular one you prefer?


I think I'll try the Soulbolt archetype of the Soulknife. It seems cool.

Now on traits. It will be a titanic task to search through all of them looking for sailor flavoured ones, but that's the kind of tasks I love! :)

I hope I'll have at least the skeleton of a character ready in a pair of days.


You can do a search on aonprd.com for traits with specific keywords, like sailor, sea, city, and so on. It'll search both the name and the body of the trait for your search terms.


I certainly can! Has this been there all the time? One of the things that I've always thought AoN needed was a searching tool!

Thank you, Vrog :) Though now I'm gonna miss the two-days work of reading every fecking trait... :P


Jereru wrote:

I think I'll try the Soulbolt archetype of the Soulknife. It seems cool.

Now on traits. It will be a titanic task to search through all of them looking for sailor flavoured ones, but that's the kind of tasks I love! :)

I hope I'll have at least the skeleton of a character ready in a pair of days.

Well, you picking Soulbolt also means I'm now allowed to potentially play a Blasting Wilder, so I'll continue mulling my now 3 choices. =)

stormcrow27 wrote:


Sure. Warforged/Forgeborn/Wyrwood are all available, as are Skinwalkers. A wereshark skinwalker might be interesting.

This pushes it a bit further toward Wilder. I love Skinwalkers (they're my most played race, next to Half-Orcs), and I've never had a chance to use the Fanglord; it's the second to last one I need to collect all 9.

Although the other one I still need is Bloodmarked...which has perfect stats for a Psion. Dammit.


hahaha


@Storm Dragon: Why not? Is there some kind of interference between the two, or just role overlapping? Because well, just any guy with a longbow would overlap (and probably perform way better than me).


I just don't like to duplicate classes, personally; it's just a me thing. So if you were going to play a Wilder, then it says to me I "can't".


Ah, well, yes, I understand, I have a similar quirk. And now that I've re-read your previous post I understand even better.


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

Reroll 1: 1d6 ⇒ 3
Reroll 2: 1d6 ⇒ 4
Reroll 3: 1d6 ⇒ 2
Reroll 4: 1d6 ⇒ 3
Reroll 5: 1d6 ⇒ 4
Reroll 6: 1d6 ⇒ 5
Reroll 7: 1d6 ⇒ 3
Reroll 8: 1d6 ⇒ 5
Reroll 9: 1d6 ⇒ 5
Reroll 10: 1d6 ⇒ 1
Reroll 11: 1d6 ⇒ 6
Reroll 12: 1d6 ⇒ 2

Reroll 3 again: 1d6 ⇒ 2
Reroll 10 again: 1d6 ⇒ 2
Reroll 12 again: 1d6 ⇒ 4

Reroll 3 again: 1d6 ⇒ 1
Reroll 10 again: 1d6 ⇒ 3
Reroll 12 again: 1d6 ⇒ 6

Reroll 3 again: 1d6 ⇒ 2

Reroll 3 again: 1d6 ⇒ 4

So 16, 16, 12, 15, 16, 18. I can do something with that, yeah.


Ouachitonian wrote:

I'm actually thinking a Warforged Aberrant Aegis, refluffed a bit to say that he's constantly tinkering and trying to improve himself. I just checked, Swim Speed is an available customization. So I can be a swimming robot. I'm so doing this.

I've seen more than one conversion of warforged to Pathfinder. Do you have a particular one you prefer?

This one is what I normally use Standard Warforged Conversion, but the alternate armor features can be done as the 3.5 feat equivalents if you wish. This one allows the warforged to wear armor rather than having to have themselves enchanted, but I'll leave it up to you.


Azubuike Thoradel.
Druid 0/Ranger 1
Half-elf (bonding between human warrior and elven druid of the Amedio Jungle).
STR 17
DEX 14 (12 + 2)
CON 13
INT 13
WIS 16
CHA 11

6-feet-4, 178-lbs. Brown skin, brown eyes, brown hair.

I think my computer is not allowing me to make adjustments to my profile here.

Grand Lodge

Pearl - Forgeborn Aegis

Pearl isn't really sure what she is, she became aware a few years ago on a broken down rowboat far out to sea.

Her appearance makes her...unpopular at port, she spends most of her time underwater, salvaging wreckage for the few supplies she needs to survive.

Her plans for the future are vague at the moment, she would like to investigate her past, but does not yet have a starting point and no immediate thoughts of how to begin.

Stat Block:

Pearl
Female forgeborn aegis 1
NG Medium humanoid (forgeborn, half-construct)
Init +1; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 natural)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +3 (+2 vs. fear.); +2 bonus vs. disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Defensive Abilities form astral suit
--------------------
Offense
--------------------
Speed 20 ft., swim 20 ft.
Melee nodachi +7 (1d10+10/18-20)
Psi-Like Abilities (CL 1st; concentration +0)
At will—astral repair (2 hp)
Aegis Powers Known (power points 4, ML 1st; concentration +0)
0 (at will)—
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 17, Wis 13, Cha 9
Base Atk +1; CMB +6; CMD 17
Feats Power Attack, Psionic Talent
Traits eye for plunder, ship aptitude
Skills Acrobatics -4 (-8 to jump), Appraise +4, Autohypnosis +5, Intimidate +1, Knowledge (engineering) +7, Knowledge (psionics) +7, Perception +2, Profession (sailor) +6, Swim +4, Use Magic Device +3
Languages Common, Dwarven, Elven, Forgeborn, Maenad
SQ astral armor, half-construct, natural armor
Other Gear nodachi[UC], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), torch (10), waterskin, 3 gp, 5 sp
--------------------
Special Abilities
--------------------
Astral Armor Chainmail/Breastplate; Free customizations: brawn, improved damage.
Brawn (+2 Str) +2 enhancement bonus to Strength while wearing astral suit.
Crystallized Weapon melee weapons treated as deep crystal.
Fearless +2 bonus vs fear effects.
Form Astral Suit (Su) Form an astral suit around your body.
Half-Construct You do not breathe, eat, or sleep, but can drink potions and sleep to regain spells.
Improved Damage Gain a dmg bonus based on weapon type.
Natural Armor Forgeborn are sturdier than other races and gain a +1 natural armor bonus to their AC.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Psionic Talent Gain 2 extra power points.
Source Crystal Unlike most half-constructs, forgeborn can be raised and resurrected.
Swim Swim speed = base land speed.
Swim (20 feet) You have a Swim speed.


Ammon's Submission

Just need to set spells and equipment, the fluff and basic stuff is all present


stormcrow27 wrote:
Ouachitonian wrote:

I'm actually thinking a Warforged Aberrant Aegis, refluffed a bit to say that he's constantly tinkering and trying to improve himself. I just checked, Swim Speed is an available customization. So I can be a swimming robot. I'm so doing this.

I've seen more than one conversion of warforged to Pathfinder. Do you have a particular one you prefer?

This one is what I normally use Standard Warforged Conversion, but the alternate armor features can be done as the 3.5 feat equivalents if you wish. This one allows the warforged to wear armor rather than having to have themselves enchanted, but I'll leave it up to you.

Trying to build that in Herolab, I can't seem to find the following:

Construct Mind (Immunity to paralysis and sleep): 3 RP
Weakness (Does not heal naturally, but can be repaired with the Craft skill or effects that repair constructs): -1 RP
Weakness (Vulnerability to spells and effects that target mixed stone, metal and wood): -2 RP

I suppose I can just splice them in manually if need be. Question:

1) About "Light Fortification cannot be duplicated", can't I just add that in manually by putting it on the armor?

I might just take that Adamantine Plating one. Adamantine Slam/Unarmed Strike from level one? Yes Please. But is it worth the speed reduction (one I'd take in medium/heavy armors anyway, it must be said) and being 8x as heavy as normal? That could be an issue. None of the optional armors there seem to grant an actual Armor bonus, just Natural Armor. So I could still wear armor one way or another, right?


I've picked two traits for the character, let me know if they're okay for the setting.

One is River Sniper, though the "reflavour" should be something like Canal Sniper, probably, since the character pilots a boat through the canals in the Merchant district (and sometimes Shadowshore).

The other is Tropical Upbringing - being Sasserine in a tropical area, I thought this one would fit a native.

They're not pirate or sea related, but I think they work fine. Do you agree?


Arg, 15 minutes too late to edit post, sorry xD

Just wanted to ask, we're not using background skills, are we. Cause I didn't see it mentioned anywhere, but it's so common an alternate rule that I thought maybe everyone just took it for granted.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Rolling some dice for inspiration:

Stats: 4d6 ⇒ (6, 1, 4, 1) = 12
Stats: 4d6 ⇒ (6, 2, 3, 3) = 14
Stats: 4d6 ⇒ (4, 6, 3, 5) = 18
Stats: 4d6 ⇒ (2, 4, 1, 2) = 9
Stats: 4d6 ⇒ (1, 3, 3, 5) = 12
Stats: 4d6 ⇒ (5, 5, 2, 5) = 17

1st: Reroll: 1d6 ⇒ 1, Reroll: 1d6 ⇒ 3, Reroll: 1d6 ⇒ 2, Reroll: 1d6 ⇒ 4
2nd: Reroll: 1d6 ⇒ 3
4th: Reroll: 1d6 ⇒ 2, Reroll: 1d6 ⇒ 1, Reroll: 1d6 ⇒ 4, Reroll: 1d6 ⇒ 6, Reroll: 1d6 ⇒ 2, Reroll: 1d6 ⇒ 3
5th: Reroll: 1d6 ⇒ 3
6th: Reroll: 1d6 ⇒ 6


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

(1) 6,3,4,4 => 14
(2) 6,3,3,3 => 12
(3) 4,6,3,5 => 15
(4) 4,4,6,3 => 14
(5) 3,3,3,5 => 11
(6) 5,5,6,5 => 17


Ok, I will not be submitting, having been accepted into other games. If anyone wants to steal a ridiculously good set of stats (and Stormcrow27 doesn't mind), you can use : these


You know it occurs to me that I don't really have to choose, I could just play a Dual Disciple and then have 6 levels to decide whether I want to go Metamorph or not.

So I will be submitting Richter Ghostwood, with the backstory posted above, statted as a Human(?) Psion (Dual Disiple Transmogrifist/Constructor).

The two Disciplines are pretty complementary so I don't think I'll be feeling the lack of versatility due to the ML hit too much.

Coming Soon to a Recruitment thread near you: character sheet.

Edit: Would you allow the Psionic Knack trait, even though it's not an ocean themed trait?

Perhaps better, would you allow Prestigious Spellcaster to work under the Psionics/Magic transparency rules?


I have a background, more or less. Still subject to polishing and changing, but more or less that's it. Didn't really want to write a novel, just give some basic idea of the character.

Background:

Sebastian was born in the humble part of the town, known as Azure District. Second son of Oswald and Magrette, he was to follow his father and eldest brother Fowler’s steps fishing with the family boat. Life, however, brought him a different path, and by chance he was hired by a foreigner, a wealthy merchant, to guide him around town. He realised this could be an alternate way of putting food on the table, so he started offering himself as a guide every time a new ship arrived. When he collected enough money, he hired a small boat to carry people around through the canals, and then he ended up buying his own. Owning a boat opened his market to smuggling, and he knew that was a good profit, so he offered himself for it from time to time, as sneaking in a pack under the guard’s eyes was way easier when carrying a respected merchant in the boat to the Merchant District. It seemed life was smiling at him.

Two big events changed that, both happening in a short while. First, his father had a stroke and passed. Being the natural order of things didn’t mean it wasn’t painful, for old Oswald was a good-hearted man and appreciated by everyone. Then not soon after, Sebastian lost his boat, which was destroyed when a smuggling vessel was fleeing from the patrols. Sebastian’s vessel was docked when the larger boat crashed into it.
Both events made Sebastian meditate about his life. He usually slept in the boat, so he was lucky not to have been there at the time the accident happened. He doesn’t feel like going smuggling again through the canals, but he needs the money, and his mother as well. He’s sold most of his stuff he doesn’t need in order to buy a new boat and give the rest to his mom, but he hasn’t bought it yet. He’s got the feeling life prepares something else for him, though he doesn’t know what.

Sebastian
When you meet Sebastian, you usually find a serious but kind guy, offering you a ride through the canals and transportation to anywhere in town. He’s got good manners, and being around with foreigners has polished his education and accent a bit. Tall and graceful, ladies appreciate his company, though he is a bit shy in that matter, so even though he’s had his affairs, they were few compared to what they could have been. If you’re trying to look for Sebastian, you’ll find his unmistakable blue poncho around the Market district or the docks, looking for someone in need of his services.
On his special abilities, that is something Sebastian has, for now, developed himself. He was always carrying a weapon around in case he needed to defend himself, and learned a trick or two by drilling on his own. This, combined with his strong will (who most would call pigheadedness) made him develop his latent aptitude in a way he hasn’t seen before. Still a bit new to it, he still carries his dagger, worried that his new powers might fail him when he needs them most, and also to pretend since it would be suspicious to be unarmed when sailing through some particularly shady parts of the town.

Note: the vague physical description is due to Paizo’s avatar system not currently working, since that’s where I usually get the idea - I comb through the avatars, see one I like and go on from there.


Is it a single reroll of each 1 or 2, or keep going until it's no longer that score? I'm going to assume the former unless you correct me.

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

Roll 2: 4d6 ⇒ (4, 6, 2, 5) = 17
Reroll 2: 1d6 ⇒ 1
6, 5, 4 = 15

Roll 3: 4d6 ⇒ (3, 6, 2, 2) = 13
Reroll 3: 2d6 ⇒ (3, 2) = 5
6, 3, 3 = 12

Roll 4: 4d6 ⇒ (1, 3, 5, 5) = 14
Reroll 4: 1d6 ⇒ 4
5, 5, 4 = 14

Roll 5: 4d6 ⇒ (4, 5, 4, 2) = 15
Reroll 5: 1d6 ⇒ 4
5, 4, 4 = 13

Roll 6: 4d6 ⇒ (2, 6, 4, 4) = 16
Reroll 6: 1d6 ⇒ 1
6, 4, 4 = 14

The final tally is (15, 14, 14, 13, 13, 12). I bet you never thought the equivalent of 25 points could look so boring, did you? ;)

If a concept clicks for me, I'll use that to put something together.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Right now I'm leaning towards a soulknife or a storm druid, although I may need some ideas on how to integrate them into the campaign. I figure the storm druid is easy for the nautical theme, but may be more difficult at times for party goals. Honestly, I never associated psionics with Greyhawk, so it might be easier to invent a new order/organization to justify the powers.


Ouachitonian wrote:
stormcrow27 wrote:
Ouachitonian wrote:

I'm actually thinking a Warforged Aberrant Aegis, refluffed a bit to say that he's constantly tinkering and trying to improve himself. I just checked, Swim Speed is an available customization. So I can be a swimming robot. I'm so doing this.

I've seen more than one conversion of warforged to Pathfinder. Do you have a particular one you prefer?

This one is what I normally use Standard Warforged Conversion, but the alternate armor features can be done as the 3.5 feat equivalents if you wish. This one allows the warforged to wear armor rather than having to have themselves enchanted, but I'll leave it up to you.

Trying to build that in Herolab, I can't seem to find the following:

Construct Mind (Immunity to paralysis and sleep): 3 RP
Weakness (Does not heal naturally, but can be repaired with the Craft skill or effects that repair constructs): -1 RP
Weakness (Vulnerability to spells and effects that target mixed stone, metal and wood): -2 RP

I suppose I can just splice them in manually if need be. Question:

1) About "Light Fortification cannot be duplicated", can't I just add that in manually by putting it on the armor?

I might just take that Adamantine Plating one. Adamantine Slam/Unarmed Strike from level one? Yes Please. But is it worth the speed reduction (one I'd take in medium/heavy armors anyway, it must be said) and being 8x as heavy as normal? That could be an issue. None of the optional armors there seem to grant an actual Armor bonus, just Natural Armor. So I could still wear armor one way or another, right?

Having considered it, I think that weighing literally a ton is too big a downside, especially in a naval campaign, so I’m not going to go with adamantine.


You could just walk on the sea basin xD


Jereru wrote:

Arg, 15 minutes too late to edit post, sorry xD

Just wanted to ask, we're not using background skills, are we. Cause I didn't see it mentioned anywhere, but it's so common an alternate rule that I thought maybe everyone just took it for granted.

Nope I'm not using background skills for this one since we have a lot of alternate rules in play already.


1 person marked this as a favorite.

Sebastian Crenshaw


stormcrow27 wrote:
Jereru wrote:

Arg, 15 minutes too late to edit post, sorry xD

Just wanted to ask, we're not using background skills, are we. Cause I didn't see it mentioned anywhere, but it's so common an alternate rule that I thought maybe everyone just took it for granted.

Nope I'm not using background skills for this one since we have a lot of alternate rules in play already.

Can I get a quick answer for this when you get the chance:

Storm Dragon wrote:


Edit: Would you allow the Psionic Knack trait, even though it's not an ocean themed trait?

Perhaps better, would you allow Prestigious Spellcaster to work under the Psionics/Magic transparency rules?

It's the last bit of info I need to complete my character sheet.


4d6 ⇒ (5, 6, 1, 6) = 18

1 reroll - 1d6 ⇒ 2
again - 1d6 ⇒ 4
Total = 16

4d6 ⇒ (3, 1, 1, 6) = 11

2 reroll 1d6 ⇒ 4 1d6 ⇒ 5

Total = 15

4d6 ⇒ (1, 3, 2, 1) = 7

3 reroll 1d6 ⇒ 6 1d6 ⇒ 2 1d6 ⇒ 6

1 reroll 1d6 ⇒ 5

Total = 17

4d6 ⇒ (2, 4, 4, 6) = 16

1 reoll 1d6 ⇒ 3

Total = 14

4d6 ⇒ (6, 6, 3, 6) = 21

Total = 18

4d6 ⇒ (6, 1, 5, 3) = 15

1 reroll 1d6 ⇒ 5

Total = 16

Final stat array - 16,15,17,14,18,16


Ok, this is Ouachitonian's submission. I'll add a picture when that works again. Lambda-42, called Manticore by his friends and shipmates, is an Aberrant Aegis Warforged. As an Aberrant Aegis, he is constantly tinkering with his own form, adding or removing various parts (usually mechanical), hence his nickname. His standard configuration is built for life at sea, with enlarged, flipper-like feet and elongated arms and fingers for climbing rigging (ie, he has the Swim and Climb customizations). He is durable, and capable of using any regular weapon, though he prefers a boarding pike (or slam for those foolish enough to try to get inside the pike's reach).

Basically, he's a fairly generic martial. He can use any weapons or light armor. He'll be using customization points to improve his fighting capability, for example by adding tentacles, stingers, enhanced ability scores, natural armor, DR, etc. Eventually he'll be a bit of a natural attack nightmare*, and still able to carry a pike for reach and naval flavor (as if tentacles weren't good naval flavor too). The background's lighter than I'd like, I'm wholly unfamiliar with Greyhawk. I've also slightly reflavored his pair of spring-loaded wrist sheathes to be compartments built into his forearms (holding a pair of daggers currently). And those Swim and Climb customizations give him a Swim speed of 30 and a Climb speed of 15. Get to the Crow's nest? On the double, captain! Get that man overboard before the sharks smell him? On it!

*GM permitting, an Aberrant Aegis can get 4 tentacles, a stinger, body-mounted "armor" spikes, Improved Unarmed Strike-equivalent, and more spikes he can fire at range, all with customization points. And warforged get a natural slam. And there's warforged feats for a bite and an extra slam. That's what, 8 natural attacks plus the choice of IUS or Armor spikes as a "manufactured" weapon? (Or just keep carrying my spear, since none of those NAs take up hands)

BTW, the Aegis also can get a Light Fortification equivalent. Given that's a Warforged feature in 3.5 that the PF Race Builder can't replicate, could I add that in too for free? If no, I totally get it.


Minor nitpick: Slams do take up hands. Everything else would be valid as Secondary natural attacks if you use a spear though, save the Unarmed Strikes (you'd need to use TWFing to use both spear and IUS).


Do they? There are definitely some things without hands that have slams (elephants, for example), and I've never seen anything in the rules that says what they're made with. I've know seen GMs rule that slams could be done as kicks or head butts or something. If a slam is just a punch, why treat it as different from an unarmed strike? (You may be right, and I'm open to correction. I've just seen a lot of variance on how slams are treated.)


Ouachitonian wrote:
Do they? There are definitely some things without hands that have slams (elephants, for example), and I've never seen anything in the rules that says what they're made with. I've know seen GMs rule that slams could be done as kicks or head butts or something. If a slam is just a punch, why treat it as different from an unarmed strike? (You may be right, and I'm open to correction. I've just seen a lot of variance on how slams are treated.)

There's a variance based on body shape, but Slams are one of the ones that take up "primary appendage", basically.

It's also not quite a "punch". Zombies are probably the prime example, where it's clearly based on movies where they'll bludgeon people with like the full force of their torso swinging their arms stiffly.


stormcrow27 wrote:
Nope I'm not using background skills for this one since we have a lot of alternate rules in play already.

I've got a soft spot for BG skills, are you open to bribery? ;)

My UnBar is coming along, really just a matter of getting his fluff down.


Dot. This could be interesting for stat generation.

Rolls:

Stat 1: 4d6 ⇒ (1, 4, 6, 4) = 15
Stat 2: 4d6 ⇒ (6, 2, 1, 6) = 15
Stat 3: 4d6 ⇒ (5, 5, 6, 6) = 22
Stat 4: 4d6 ⇒ (2, 2, 1, 2) = 7
Stat 5: 4d6 ⇒ (3, 5, 2, 2) = 12
Stat 6: 4d6 ⇒ (2, 5, 2, 3) = 12

Stat1 Reroll: 1d6 ⇒ 6
Stat 2 Reroll: 2d6 ⇒ (3, 4) = 7
Stat 4 Reroll: 4d6 ⇒ (1, 3, 3, 4) = 11
Stat 5 Reroll: 2d6 ⇒ (1, 6) = 7
Stat 6 Reroll: 2d6 ⇒ (3, 1) = 4

Stat 4 Reroll: 1d6 ⇒ 2
Stat 5 Reroll: 1d6 ⇒ 3
Stat 6 Reroll: 1d6 ⇒ 6

Stat 4 Reroll: 1d6 ⇒ 4

Final: 17, 16, 16, 14, 14, 11

Nice spread. I'll see what I come up with.


Stat gen:

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

Stat 5 reroll: 2d6 ⇒ (4, 4) = 8
Stat 6 reroll: 2d6 ⇒ (5, 6) = 11
Stat 4 reroll: 2d6 ⇒ (1, 2) = 3
Stat 4 reroll 2: 2d6 ⇒ (1, 2) = 3
Stat 4 reroll 2: 2d6 ⇒ (6, 5) = 11

Final stats 13, 14, 13, 16, 15, 13

51 to 100 of 168 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Savage Tide for Pathfinder 1E, set in Greyhawk All Messageboards

Want to post a reply? Sign in.