GM Wolf |
Upon a dark night each of you have a present and message delivered to you. The papyrus message is titled with your full name to make sure there is no confusion who it is for. The message and wooden box are in a location that only you would find, a place that no one could easily get to except perhaps a ghost. Once opened the message on the blood red papyrus says,
Hero,
Your accomplishments are known. The order of the Crimson Knights of the Black Blade looks for the best to accept into our fold, we believe you are one of those individuals. We begin a new venture and look for individuals that best fit the role.
If you accept this chance follow the instructions on the back of this message. The mithral dagger is the key to enter the vault. Once you enter the vault you may take one item. Then I will be waiting to answer your questions.
Your future captain,
Ethos Blade
Regional Captain of Crimson Knights of the Black Blade
____________
New homebrew game in Golorian based around the creation of a new order. The main goal of the Crimson Knights of the Black Blade is to setup operations in the belly of the beast and to destroy evil creatures.
The main goal is to create an outpost to venture from in hostile territory, to support the order. You can expect to see your captain once a month with supplies.
The leaders are mainly made of powerful wizards but many high level adventurers call it home or are associated with it.
The following are items that you must have and explain in your background:
•Connection to some form of Power.
•Reason for wanting to destroy evil.
•Pick an element that you have some abilities tied to. (Think of avatar: air bender, fire bender, water bender)
•Which terrain you would prefer to be making an outpost.
Homebrewed Power Game
You will be a legend making history!
The man with hazey features stands alone in the dark. There is several reasons his form is hazey, also translucent and glowing, his form was not substantial for he was in his astral form. He looked in the empty buildings only seeing insects or vermin. He smiled knowing that their was no one to hurt as he searched, reports said it was still inhabited.
A body of some sort of creature passed in front of him. It was monstrous and not like the gnomes who last lived here. He continued not looking for a fight nor caring to start one. His mission was to find the power that was awakened and its source if possible. He found the strange glowing lights though to him they looked golden and bright with power as opposed to the eerie red the reports had said.
Then as he crossed past the lights the light was massive effectively blinding him as he saw a feminine figure step up towards him out of the light. Then all became darkness as some power slammed into him destroying his astral form.
But not before hearing some booming female voice:
THIS LOCAL IS OFF-LIMITS PENDING QUARENTINE. FURTHER TRESPASS WILL RESULT IN TERMINATION.
It seemed to slam into his psyche with all the languages he knew at the same time.
Your captain, Delman Fredrel Vortani III, awoke on the floor of his chambers, unharmed but uneasy. He slowly pulled himself up, standing pensively, absent-mindedly adjusting his crimson robes. Finally he twisted a ring on his finger and spoke.
"Lock the Gate."
****************************************************************
This module will likely pose a challenge for most. As such, please be prepared. Squad size will be 4-5 people.
Rules and requirements
Background skills 2 per level, background feat, and use feat tax adjustments.
Their are many lost or ancient languages such as: Thassilonian, Ancient Elven (Elthimil), Ancient Dwarven (Duemian), Ancient Giant (Helieon), Ancient Draconic (Orthmerlian), and such.
Language is a fickle thing and hard for some to truly be fluent in thus there is different degrees of knowing a language The rules for learning languages are a bit more complicated (there are multiple levels of familiarity with a language):
Fluent - you know the slang and nuances of the language, you are very proficient in written and verbal parts of this language
Novice - you know how to speak the words but might say something wrong once in a conversation or at least not say it the right way. You can write about 200 to 500 words and know the alphabet.
Basics - Anyone can learn the basics of a language and try to struggle through it.
Communication will be important in this game, as you will be traveling to several different countries. Each country has a fluent language and several novice languages that are prevalent in them.
Each level requires the use of a rank in linguistics or equivalent. If you have linguistics as the skill focus feat you skip the basics step. If you are fluent in five languages you gain skill focus as a bonus feat in linguistics. You only start with one original language that you are fluent, all others gained from a high intelligence bonus start off at Novice level.
Roll 5d6 seven times, drop the two lowest for each set, and then take the best 6 to create your base ability scores. You may move them to any ability of your choice.
Max health at first level. Roll onwards, if you roll a 1 reroll it once.
All Paizo material is acceptable. I may however require links from the Archives or the pfsrd if I'm not familiar with something and don't have the book.
Starting level of 3.
You will receive starting equipment of a masterwork set of armor (your choice), a masterwork mithral dagger, and one other masterwork weapon of your choice (must have proficiency with it, if you want it to be a special material it comes out of your following total gold). You will receive 3,500 gp with which to purchase magic items, enchantments, or any other gear you might need.
Any race is legal, but obviously the less common the race, the better your backstory is going to have to be. This will be a general rule of thumb, I will allow most anything so long as you're willing and skilled enough to make it flow well with the story.
Two traits and one campaign trait. One drawback can be taken to gain another trait. Here comes an interesting twist, campaign traits will come from the players. Look at Stolenlands, Wrath of the Righteous, and other regional campaigns for ideas. Please post the original trait as well. I will be adjusting them as needed.
Alignment. Please be concious of which you choose and why. Please no evil or you best give me a reallly good reason.
What I need from you:
• A complete character sheet,
• Short description,
• Short personality,
• Quirks and flaws,
• Background story,
• What element or type of abilities you have gained and some examples of abilities,
• At least one 'plot hook' for me to use for a side quest involving your character
• At least one NPC or PC that is important to you and why.
Free story Feats, an extra Favored Class Bonus, an extra trait, a simple or complex magical item are possible depending on your creativity and helpfulness. There is a high chance to gain a normal feat once you accomplish something unique and of importance.
We will need at least one leader type. There is a high chance of having a rotating leadership system unless the group can decide on a leader and second.
Daily posts are expected, Sunday thru Thursday, please post at least once during the weekend.
Because this is a PbP, encounters will be changed or removed and there will be more story and RP rewards.
The group will level as a whole, instead of handing out XP. You will also all be given XP to use for item creation each level.
Please provide your timezone: I am in Pacific Time Zone.
such as fire - torch, pyrotechnics, burning hand, fire shield, fire burst
Ice: ray of frost, endure elements, ice claws, ice skin/armor, frost breath
Several other generic options that I have thought of but in no means should be all that you could choose from: fire, water, earth, air, ice, lightning, thunder, acid, positive, negative, undeath, any of the domains, the options are limitless.
Though in truth you should likely have 5 abilities, one for each level, though the less abilities you have the more you may use them. Weak but embodies your 'domain', some sort of movement or retreat, offensive vs. one target, buff or defensive ability, crowd attack.
When combat starts, normally I roll initiative and depending on where the opponents go, will either roll their move, spell, attack (and damage) as necessary, or have the party go. I try and clump all the opponents at one point in the initiative order, or at worst two points if there is a “boss” and minions. I expect that everyone will post actions for the entire round, even if it is “I move to the nearest alive opponent and bash it.” DO NOT WAIT for folks earlier in the initiative order to post before you do.
Each round of combat will be at most 24 hours real time. I will DMbot the PC if they have not acted in 18 hours. After your actions have been posted I will make a recap and some vital info that can move the game ahead faster, such as revealing AC of enemies so that you can be more descriptive with your actions. 'You will know if you hit.'
As mentioned above, at least one post per day, Sunday thru Thursday.
To speed up play, I will usually roll perception, survival, initiative, and all other rolls for the group as appropriate.
In your profile your skills should show how you got your modifier, something along the lines:
Skills: CS=class skill (0 ACP)
Acrobatics +9 (2 Rank, +3 CS, +4 Dex)
Climb +11, (1 ranks, +3 CS, str +7 )
Craft (armor) +7, (2 rank, +3 CS, +0 Int, +2 MW items)
Handle Animal +4, (2 ranks, +3 CS, -1 Cha)
Heal +3, (0 ranks, +1 Wis, +2 Kit)
Intimidate +7, (+4 size, 1 ranks, +3 CS, -1 Cha)
Linguistics +1, (1 ranks, +0 Int)
Perception +5 (0 ranks, +1 Wis, +4 racial)
Ride +9 (2 ranks, +3 CS, +4 Dex)
Sense Motive +1, (0 ranks, +1 Wis)
Stealth +4, (0 ranks, +4 Dex)
____________
In your profile either make a link to the information or have the information available for your feats and traits. If not in the core books please link it.
____________
I want your basic info readily available:
How I would like your vital info to be displayed:
(Make sure to put it in your race profile line, spoiling is optional)
spoiler=Vital] HP: 49/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30 spoiler]
How I would like your skills to be displayed:
(Make sure to put it in your class profile line, also include any skills that you are trained in or do not need to be trained in to use. Spoiling is optional.)
spoiler=Skills] Acrobatics +9_ Bluff -1_ Climb +11_ Diplomacy -1_ Escape Artist +4_ Handle Animal +3_ Heal +3_ Intimidate +7_ Linguistics +1_ Ride +9_ Stealth +4_ Survival +8_ Swim +11 spoiler]
This helps me find the key information as opposed to looking through everyone's different format.
Round 4
Or some sort of variation:
**Round 4**
****Round 4****
{}Round 4{}
¥Round 4¥
Also in the future please note which color or numbered enemy you strike and what it is, such as blue mite. It would also nice to see some more flavorful words in describing what the attack does or what is special about the swing, attack, victim, spell, etc.
For example:
Oscar strikes at blue mite with his greatsword.
A better example:
Oscar takes his greatsword in both hands and with an over head chop brings the mighty sword down upon the small blue creature.
Then there are other descriptive words you could use:
It has been several rounds of swinging his heavy blade, he can feel the sweat build on his brow and on his body through the exertions he is forcing himself through. Bringing the blade around his body from the last strike he brings it up over his body and crashing down upon the little blue man. Staying alert he looks around him to see how his allies are faring against the fey and their allies.
AoO because of a Spear attack make sure that you write in spear attack as opposed to Xara's attack. Though, with your multiple summons and mount attacking as well perhaps the best choice is {Xara's spear attack}. You could also have reach in there or explain how she strikes the mite with her spear before it becomes adjacent to her.
Please submit your character for me to review in the bestiary block style/crunch, then once I accept go over to the discussion thread for your initiation. If you have any questions about builds or how I run things please ask. Recruitment end Saturday, August 1st or sooner once we have maximum party size plus one, (6). I can't wait to game with you all, and I hope you have fun!
The DM will be watching......
TheWaskally |
Ooo! Wolf gonna run some Golarion homebrew? I'm in/dotting!
-------
5d6: 5d6 ⇒ (4, 4, 2, 1, 5) = 16 13
5d6: 5d6 ⇒ (3, 5, 4, 2, 4) = 18 13
5d6: 5d6 ⇒ (1, 2, 1, 1, 4) = 9 7
5d6: 5d6 ⇒ (3, 2, 5, 2, 2) = 14 10
5d6: 5d6 ⇒ (4, 3, 4, 1, 1) = 13 11
5d6: 5d6 ⇒ (6, 5, 5, 3, 1) = 20 16
5d6: 5d6 ⇒ (5, 2, 1, 2, 4) = 14 11 Yeesh! Not much to write home about!
nightdeath |
Let me think up something to go.
Martial, Magical or Mixed.
Let's see..
1: 5d6 ⇒ (6, 3, 6, 1, 4) = 20 16
2: 5d6 ⇒ (4, 5, 6, 6, 1) = 22 17
3: 5d6 ⇒ (6, 3, 4, 3, 3) = 19 13
4: 5d6 ⇒ (4, 6, 3, 2, 3) = 18 13
5: 5d6 ⇒ (6, 5, 1, 4, 2) = 18 15
6: 5d6 ⇒ (3, 4, 1, 4, 4) = 16 12
7: 5d6 ⇒ (6, 1, 1, 4, 1) = 13 11 <---Out!!!
Pretty Decent Rolls. I guess.
Let me think... Something magical perhaps or a gestalt....
Agent Eclipse |
1: 5d6 ⇒ (3, 4, 2, 3, 3) = 15=10
2: 5d6 ⇒ (1, 6, 1, 3, 6) = 17=15
3: 5d6 ⇒ (4, 1, 1, 1, 6) = 13=11
4: 5d6 ⇒ (3, 4, 4, 3, 2) = 16=11
5: 5d6 ⇒ (2, 3, 5, 3, 4) = 17=12
6: 5d6 ⇒ (3, 1, 3, 5, 5) = 17=13
7: 5d6 ⇒ (3, 3, 1, 5, 4) = 16=12
15, 13, 12, 12, 11, 11
Ooof, that is really rough. Let me see if I can come up with something. Blackblades and other similar "special weapon" classes sound thematic to the name but this guy is going to have to avoid the melee to survive long.
Timeskeeper |
Hmm, let's see what I can come up with!
5d6 ⇒ (4, 4, 6, 4, 3) = 21 18
5d6 ⇒ (4, 1, 1, 2, 6) = 14 13
5d6 ⇒ (1, 3, 5, 1, 2) = 12 11
5d6 ⇒ (4, 6, 6, 2, 6) = 24 22
5d6 ⇒ (1, 1, 2, 3, 6) = 13 12
5d6 ⇒ (6, 6, 1, 2, 1) = 16 15
5d6 ⇒ (1, 2, 5, 3, 2) = 13 12
So definitely not a MAD class. Maybe a sorcerer... I'll see what I can come up with!
Ellioti |
5d6 ⇒ (4, 5, 6, 3, 6) = 24 17
5d6 ⇒ (1, 4, 4, 4, 1) = 14 12
5d6 ⇒ (5, 2, 2, 2, 1) = 12 9
5d6 ⇒ (4, 3, 6, 6, 6) = 25 18
5d6 ⇒ (3, 5, 6, 5, 4) = 23 16
5d6 ⇒ (2, 2, 1, 2, 1) = 8 wow!
5d6 ⇒ (5, 5, 4, 3, 5) = 22 15
pretty hardcore stats
@Timeskeeper above me, it's drop two lowest
@GM, August 1st is quite a challenge for your very elaborate requirements.
And I honestly did not understand the "A barrage of abilities"-spoiler. It says "5, one for each level", but what level? We're character level 3 apparently.
Helikon |
Ability: 5d6 ⇒ (5, 3, 1, 1, 6) = 16 = 14
Ability: 5d6 ⇒ (4, 2, 4, 6, 2) = 18 = 14
Ability: 5d6 ⇒ (6, 6, 3, 1, 4) = 20 = 16
Ability: 5d6 ⇒ (5, 3, 2, 3, 2) = 15 = 11
Ability: 5d6 ⇒ (5, 6, 5, 6, 3) = 25 = 17
Ability: 5d6 ⇒ (6, 4, 1, 5, 2) = 18 = 15
Ability: 5d6 ⇒ (4, 1, 5, 6, 6) = 22 = 17
This has potential
--> Aasimar Cleric.
Element positiv energy!
HP: 2d8 ⇒ (7, 4) = 11
KingHotTrash |
5d6 ⇒ (6, 4, 2, 5, 5) = 22=16
5d6 ⇒ (2, 2, 2, 6, 1) = 13=10
Reroll: 1d6 ⇒ 1
5d6 ⇒ (2, 6, 6, 6, 6) = 26=18
5d6 ⇒ (1, 2, 2, 1, 2) = 8=8
Reroll: 2d6 ⇒ (4, 1) = 5
5d6 ⇒ (5, 6, 6, 2, 6) = 25=18
5d6 ⇒ (2, 5, 3, 1, 6) = 17=16
Reroll: 1d6 ⇒ 4
5d6 ⇒ (6, 2, 5, 4, 6) = 23=17
So 18,18,17,16,16,10
That is a hell of a statline. If I don't get into any of the games I'm currently applied for, I'll be making some kind of wonderful abomination for this.
Trevor86 |
Dotting for interest! Though, I might have to drop depending on if I get accepted into campaigns for other current submisisons.
Stats: 5d6 ⇒ (1, 2, 4, 4, 4) = 15 = 12
Stats: 5d6 ⇒ (3, 6, 5, 5, 2) = 21 = 16
Stats: 5d6 ⇒ (5, 1, 2, 6, 1) = 15 = 13
Stats: 5d6 ⇒ (5, 3, 2, 4, 3) = 17 = 12
Stats: 5d6 ⇒ (6, 5, 3, 4, 3) = 21 = 15
Stats: 5d6 ⇒ (1, 5, 6, 5, 3) = 20 = 15
Stats: 5d6 ⇒ (3, 4, 2, 3, 2) = 14 = 9.
> 16,15,15, 13, 12, 12. Seems solid, if not quite as broken as the other rolls above :P I'll think of what to make.
oyzar |
He probably misread. We're supposed to reroll 1s for HP, not 1st for statgeneration.
What feats are available as background feats? I'm thinking to make my magus a frost-focused Sarenrae worshiping elf who prefers to knock out his enemies rather than killing them outright. I know fire is the element of sarenrae, but frost is way better at dealing non-leathal damage (frostbite). I really want Enforcer, Dervish Dance and Rime Spell to start off, but they probably don't qualify for background feats? If not I'll have a tough choice as I'll be one feat short.
I'll be taking metamagic lineage to make rime frostbite into a first level spell. Would it be ok to have the frost-ability of my character be a rime-frostbite that I could use with spell combat (basically a first level spell) or is that too powerful? Perhaps some protective frost magic would be a better fit...
We get a free masterwork weapon to start, but black blade also get a weapon. I'm considering picking the trait Ancestral Weapon, but normally the black blade can't be a special material. Would you allow me to trade away the free weapon from creation AND the free weapon from ancestral weapon in order to make my black blade from cold iron?
oyzar |
I would say that's still crazy good :P. Your rerolls did shift which rolls went where, but you couldn't know that.
Am I reading correctly that I would have to pay 1K gold for a mithral chain shirt while a spider-silk bodysuit or a MW full plate is free?
I probably missed it, but where exactly are we starting?
You mention several ancient languages, but you didn't actually mention current languages. What current languages are relevant for the campaign? Though an elf got a rather limited set they can learn anyway. Am I reading it correctly that as en elf in either elf or common I start as a novice rather than fluent in both?
GM Wolf |
@GM, August 1st is quite a challenge for your very elaborate requirements.
And I honestly did not understand the "A barrage of abilities"-spoiler. It says "5, one for each level", but what level? We're character level 3 apparently.
I can always push the deadline if needed. I have felt that more than a week just stretches on.
As you level up and other ways you can develop your elemental abilities. Everyone needs to pick an element that they have an affinity and also a spell like ability. You could pick up other abilities or you can strengthen the original. The "5, one for each level" references which abilities you would plan to take; not needed.
I am open to each player spinning why a feat works for your background feat, though typically it shouldn't play to your strong suit. Though I could be persuaded to as it is part of your background. You only get one right now and might get one later. I could easily see Enforcer or Dervish Dance as background feats if you play your cards right.
----
Let me adjust it then, you have 500 gp for armor. Or if you don't have armor you may use the money for other items like scrolls of mage armor.
----
It was not stated where we are starting as I am waiting for your specific favored terrain. I think we will start in Absalom and then venture out to the first outpost based on the most favorite terrain.
GM Wolf |
You choose one language you start as fluent the others are novice unless you spend ranks in linguistics.
"I'll be taking metamagic lineage to make rime frostbite into a first level spell. Would it be ok to have the frost-ability of my character be a rime-frostbite that I could use with spell combat (basically a first level spell) or is that too powerful? Perhaps some protective frost magic would be a better fit..."
You got me lost as it sounds like you already have rime frostbite. And as such you should go for a spell like ability that gives you protection.
"We get a free masterwork weapon to start, but black blade also get a weapon. I'm considering picking the trait Ancestral Weapon, but normally the black blade can't be a special material. Would you allow me to trade away the free weapon from creation AND the free weapon from ancestral weapon in order to make my black blade from cold iron?"
Nope.
Ouachitonian |
5d6 ⇒ (4, 2, 5, 1, 6) = 18-3=15
5d6 ⇒ (5, 1, 2, 5, 1) = 14-2=12
5d6 ⇒ (3, 4, 6, 6, 5) = 24-7=17
5d6 ⇒ (4, 4, 2, 3, 3) = 16-5=11
5d6 ⇒ (2, 2, 1, 4, 1) = 10-2=8
5d6 ⇒ (2, 5, 1, 6, 2) = 16-3=13
5d6 ⇒ (6, 3, 4, 2, 6) = 21-5=16
17, 16, 15, 13, 12, 11
Interesting. I'll think on some options. August 1 is going to be tight, but I'll see what I can do.
bluedove |
5d6 ⇒ (2, 6, 6, 5, 6) = 25 = 18!
5d6 ⇒ (2, 6, 3, 4, 5) = 20 = 15
5d6 ⇒ (4, 5, 4, 5, 6) = 24 = 16
5d6 ⇒ (5, 1, 5, 4, 6) = 21 = 16
5d6 ⇒ (6, 2, 4, 6, 6) = 24 = 18!
5d6 ⇒ (2, 4, 3, 1, 2) = 12 = 9
5d6 ⇒ (3, 3, 5, 2, 2) = 15 = 11
Oh boy, I think I have to build something with stats like that. o_O
I'mma need me a build that's MAD as hell! XD
Not sure what class yet, so more rolls!
Probably: 2d8 ⇒ (6, 1) = 7 reroll: 1d8 ⇒ 6
2d6 ⇒ (3, 3) = 6
2d10 ⇒ (10, 2) = 12
2d12 ⇒ (9, 8) = 17
pad300 |
Ok, Question : Do we know where (in Golarion of course) the adventure is happening? (ie Varisia, Abaslom, Alkenstar, wherever)
Also, rolls
Roll 1: 5d6 - 1 - 2 ⇒ (6, 3, 1, 2, 6) - 1 - 2 = 15
Roll 2: 5d6 - 1 - 3 ⇒ (3, 6, 1, 4, 3) - 1 - 3 = 13
Roll 3: 5d6 - 3 - 3 ⇒ (3, 6, 3, 6, 5) - 3 - 3 = 17
Roll 4: 5d6 ⇒ (1, 2, 1, 1, 1) = 6
Roll 5: 5d6 - 1 - 2 ⇒ (2, 6, 1, 2, 5) - 1 - 2 = 13
Roll 6: 5d6 - 1 - 1 ⇒ (1, 6, 5, 3, 1) - 1 - 1 = 14
Roll 7: 5d6 - 1 - 2 ⇒ (3, 1, 5, 4, 2) - 1 - 2 = 12
nightdeath |
5d6 = 18!
5d6 = 15
5d6 = 16
5d6 = 16
5d6 = 18!
5d6 = 9
5d6 = 11Oh boy, I think I have to build something with stats like that. o_O
I'mma need me a build that's MAD as hell! XDNot sure what class yet, so more rolls!
[dice=Probably]2d8 [dice=reroll]1d8
2d6
2d10
2d12
I see the blessings of the dice bot upon you!
Ellioti |
I'm considering building a Fighter with the Blinded Blade style feat chain.
This would be fun as someone's blind servant/squire/friend. Would anyone be interested in playing my seeing friend/master?
For submission purposes, background stories shouldn't entwine too much, of course. Maybe just a sentence.
nightdeath |
I present................................
Hit points left unfinished, should he get in, the remaining hit points will be rolled as I need some place to store those numbers. :P
Do I qualify for Skill Focus (Linguistics)? :P
I crafted my own Alchemical items. If not allowed, I'll remove them.
I have left in spots for opportunists to link their own background story too.
Will clear up his Skill section later though everything should be up on the main page.
Preferred Terrain: Forest.
oyzar |
oyzar wrote:You need 5 languages at the fluent level to qualify for skill focus (linguistics). I don't think that can happen at level 3.Huh? Skill Focus doesn’t have any prereqs. Even if it did, it isn’t hard for a high-INT character to speak five languages at Level 1, much less 3.
Did you read the section on languages? It details there how he's doing it, which is a bit different from normal. If you have skill focus (linguistics) it's easier to learn new languages, but you can also earn it for free if you know enough.
Agent Eclipse |
Ouachitonian wrote:Did you read the section on languages? It details there how he's doing it, which is a bit different from normal. If you have skill focus (linguistics) it's easier to learn new languages, but you can also earn it for free if you know enough.oyzar wrote:You need 5 languages at the fluent level to qualify for skill focus (linguistics). I don't think that can happen at level 3.Huh? Skill Focus doesn’t have any prereqs. Even if it did, it isn’t hard for a high-INT character to speak five languages at Level 1, much less 3.
It takes 5 fluent languages to get it for free but doesn't say anything about changing the normal requirements...
Phntm888 |
Hmm...Dot. Let's see what I can come up with.
Roll 1: 5d6 ⇒ (3, 4, 2, 2, 6) = 17 -> 13
Roll 2: 5d6 ⇒ (4, 3, 4, 6, 2) = 19 -> 14
Roll 3: 5d6 ⇒ (1, 6, 6, 3, 2) = 18 -> 15
Roll 4: 5d6 ⇒ (3, 5, 4, 4, 3) = 19 -> 13
Roll 5: 5d6 ⇒ (5, 1, 2, 3, 2) = 13 -> 10
Roll 6: 5d6 ⇒ (2, 5, 2, 4, 6) = 19 -> 15
Roll 7: 5d6 ⇒ (1, 2, 4, 1, 6) = 14 -> 12
15, 15, 14, 13, 13, 12. A nice, well-rounded set, yet completely lacking in any guidance for which direction I should go with the character. Well, let's see what we come up with.
For the element we have ties to, are we limited to the classic four (air, earth, fire, water), or can we choose things like wood, metal, shadow, and things like that?
Baahir Saber |
Baahir is submitted, hopefully I got the taglines right and the profile looks good. Did some modifications to my usual outputs and added the information for trait/feats.
Probably going to refine gear and the language I chose is somewhat a placeholder, Pahmet Dwarves are a common Osirian inhabitant so I took Ancient Dwarven with linguistics ranks.
My prologue was starting to get really long so I cut it down closer to the length of the example, if you want I can flesh it out a bit more.
grimdog73 |
dotting...here's my rolls...
stat: 5d6 ⇒ (1, 5, 6, 5, 6) = 23 17
stat: 5d6 ⇒ (2, 5, 5, 1, 2) = 15 12
stat: 5d6 ⇒ (2, 1, 6, 1, 5) = 1513
stat: 5d6 ⇒ (2, 1, 4, 6, 3) = 16 13
stat: 5d6 ⇒ (3, 1, 2, 1, 2) = 9 7...yeet!
stat: 5d6 ⇒ (2, 6, 4, 6, 3) = 21 16
stat: 5d6 ⇒ (4, 4, 2, 1, 5) = 16 13
pondering on a concept
Laird_Thorne |
Dotting for interest...
5d6 ⇒ (1, 1, 1, 3, 2) = 8 = 6 (well, I think this is the dropped one...)
5d6 ⇒ (4, 4, 6, 2, 3) = 19 = 14
5d6 ⇒ (5, 6, 1, 3, 3) = 18 = 14
5d6 ⇒ (3, 6, 5, 1, 2) = 17 = 14
5d6 ⇒ (6, 3, 6, 3, 5) = 23 = 17
5d6 ⇒ (6, 3, 2, 4, 4) = 19 = 14
5d6 ⇒ (1, 5, 5, 5, 6) = 22 = 16
Would you allow this conversion of the Harrow Warden Monk archetype to use with the Unchained Monk? The only thing that had to change is what ability got replaced for Mute Hag and Big Sky stance (10th level ki power instead of specifically Diamond Body, and 14th level Ki power instead of specifically Quivering Palm)
If not, I can adapt. :)
Some who study the mysteries of the harrow do so to restore lost knowledge and pride to the Varisian people. The harrow warden fulfills this role as she seeks to bring her mind and body into alignment, and she protects her people by invoking the folklore that has guided them for so long. In mastering her own place in fate, a harrow warden learns how to misalign the destinies of others.
Weapon and Armor Proficiency: The harrow warden is proficient with all simple weapons, as well as with the klar (Pathfinder RPG Ultimate Equipment 31), rapier, short sword, and starknife. Additionally, harrow wardens treat starknives as monk weapons.
Idiot Strike (Su): At 1st level, the harrow warden can make an unarmed strike against a target and curse the creature with bad luck. Foes damaged by an idiot strike must succeed at a Will save (DC 10 + 1/2 the monk’s level + the monk’s Wisdom modifier) or become jinxed. A jinxed creature must roll twice whenever it attempts an attack roll, a saving throw, a skill check, or a caster level check for 1 round, taking the lower result in each instance. The harrow warden can use idiot strike once per day per monk level. She must declare that she is using an idiot strike before making the attack roll; thus, a failed roll wastes the attempt. At 4th level and again at 12th level, the jinx effect lasts an additional round. At 16th level, a harrow warden can expend two uses of idiot strike to instead curse her target as the bestow curse spell.
This ability replaces stunning fist.
Mute Hag Stance (Su): Beginning at 9th level, the harrow warden can block opponents’ metaphysical ties to one another. Enemies threatened by the harrow warden do not gain the effects of any morale or insight bonuses on attack rolls or skill checks as long as they are within the harrow warden’s threatened area. This ability replaces improved evasion.
Big Sky Stance (Su): At 11th level, the harrow warden becomes secure in her role within the larger story. She gains immunity to curses and polymorph effects. This ability replaces the Ki Power gained at 10th level.
Eclipse Strike (Su): Beginning at 15th level, the harrow warden can strike a target with enough force to realign its place in the world. Foes damaged by the harrow warden’s idiot strike can attempt a Fortitude save (DC 10 + 1/2 the monk’s level + the monk’s Wisdom modifier). Those that fail are transmuted into a harmless form, as per the baleful polymorph spell. This ability replaces the Ki Power gained at 14th level.
The Emerald Duke |
5d6: 5d6 - 2 ⇒ (1, 6, 6, 1, 2) - 2 = 14
5d6: 5d6 - 5 ⇒ (5, 5, 2, 5, 3) - 5 = 15
5d6: 5d6 - 3 ⇒ (2, 6, 3, 4, 1) - 3 = 13
5d6: 5d6 - 2 ⇒ (4, 1, 4, 1, 5) - 2 = 13
5d6: 5d6 - 3 ⇒ (2, 4, 6, 1, 4) - 3 = 14
5d6: 5d6 - 7 ⇒ (4, 4, 6, 3, 5) - 7 = 15
5d6: 5d6 - 4 ⇒ (1, 5, 3, 3, 5) - 4 = 13
So two 15s, two 14s, and two 13s... rather well rounded. I will see what I come up with.
Ouachitonian |
Ouachitonian wrote:Did you read the section on languages? It details there how he's doing it, which is a bit different from normal. If you have skill focus (linguistics) it's easier to learn new languages, but you can also earn it for free if you know enough.oyzar wrote:You need 5 languages at the fluent level to qualify for skill focus (linguistics). I don't think that can happen at level 3.Huh? Skill Focus doesn’t have any prereqs. Even if it did, it isn’t hard for a high-INT character to speak five languages at Level 1, much less 3.
I missed that bit, my bad. (Even after scrolling back to the Op and looking for feat changes, embarrassingly enough).
GM Wolf |
I present................................
Hit points left unfinished, should he get in, the remaining hit points will be rolled as I need some place to store those numbers. :P
Do I qualify for Skill Focus (Linguistics)? :P
For the free feat of skill focus linguistics, you need to be fluent in 5 languages or their equivalent. You get to pick one of your languages that is Fluent. So let's look at what you have.
I crafted my own Alchemical items. If not allowed, I'll remove them.
That is fine.
Will clear up his Skill section later though everything should be up on the main page.
You do get 2 background skills per level, so a total of 6. Though some of your background skills are not background skills. Handle animal, linguistics, sleight of hand, any class k skills are not background either.