Ruins of Azlant

Game Master Shady_Motives

Carving out a home among the bones of the Azlanti Empire, will everything go according to plan?


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You have been selected to be among the second wave of colonists into the unclaimed islands of Azlant, Congratulations! Report to the Bountiful Venture Company offices along the docks as soon as you can to sign liability wavers before the Peregrine sets sail on the first Wealday of Desnus!

Casting off into the unknown, leaving behind family and friends to stake your claim on the island chain that used to be the island continent of Azlant before the cataclysm that was Earthfall 10,000 years ago. This is the very ideal of the spirit that infects all adventurers, to step away from the comfortable and safe of the familiar for glory and excitement. What could more exciting then carving out your own home among the bones of the greatest empire to ever have existed!?

House Rules:

Alterations to Heal and Knowledge Religion: All heal spells/channel energy/lay on hands are modified by the casters total heal skill ranks (min. of 0). Example: Joe Bob has put 10 skill points into Heal. He casts cure light wounds for 1d8+3. Say that gives him an 8. Add his heal skill to that and poof, 18! This represents the casters knowledge of the healing and how to properly channel the healing energy to maximum effect. If used offensively, for example channel energy to damage undead, you instead use your ranks from Knowledge Religion. If you have feats that allow your channel to effect outsiders it would be K. Planar.

The bonuses to healing do NOT apply to effects such as fast healing or regeneration.

Nat 20's and 1's: In my games there is a chance for even a 1st level character to impale a dragon through the heart against impossible odds as well as a 20th level rogue tripping and landing flat on his face. Roll a nat 20 and the accomplishment will go above and beyond whatever you are trying to attempt. Roll a nat 1 and it's an automatic failure, regardless of your base attack or skill ranks. Even gods can screw up.

Summoning Spells: Summoned creatures can have any of the following templates applied; celestial, entropic, fiendish, or resolute. With sufficient K. Planar rolls of DC 15+ the following templates will become available on a 1 by 1 basis; aerial, aqueous, chthonic, dark, fiery, or primordial. A good character summoning a creature that is ALWAYS evil (such as a devil or demon) risks alignment shift and vice/versa for evil characters. All creatures that can be called from the Summon Monster spells and the Expanded Summon Monster, Summon Neutral Monster feats are combined into 1 list. All creatures that can be added to Summon Nature's Ally from feats or Archetypes are also combined into 1 list. This also applies to the fiendish and celestial templates.

Traits: 4 to start, 1 must be from Ruins of Azlant. Additional traits are earn via playing the campaign. These are rewards or affects your characters will gain depending on their actions in the campaign.

Skills: Each character will receive 2 extra skill points per level. They will also receive 1 bonus skill of their choice that will be considered a class skill.

Craft:Will also be using the alternate crafting system detailed in the description of the Craft Skill, Making Craft Work [Alternative Crafting Rules].

PC vs PC Diplomacy Checks: This will not be allowed to force players to think or behave a specific way. You must convince them with traditional means of roleplay.

Feats: Feats are gained as normal, but additional feats may be awarded by group/character play. Bonus feat awarded at 1st, 5th, 10th, 15th and 20th level.

Gaining Feats:For the most part gaining feats will remain the same however there must be an in-game reason why your character suddenly has a feat. For example a spellcaster gaining a metamagic feat will have done so through training by a higher level caster or through practice during downtime, similar to crafing except without skill checks. I do this not to punish the players but to gain a more thematic sense of your character progression.

Feat Tax: I will be using the system suggested here.

Combat: Players will be given one day to post their turn in combat. By the end of day if a player has not taken their turn, they will be put on delay and combat will proceed normally. GM will roll all initiative rolls to keep from breaking the flow of the PbP.

Magic Armor: Each +1 added to armor enchantment also increases Max Dex by 1, reduces armor check penalty by 1 and spell failure chance by 5%.

Start of Game: What is considered normal equipment like a tent and bedroll and whatnot will be given to you by the Bountiful Venture Company. You will have to pay for weapons, armor, class specific equipment (ex. spell components) and any magic items you might be able to afford.

Character Creation:

-->Attributes: I like high powered games so start off thus; start off with 1 auto 18. Roll 3d6, reroll 1's, drop the lowest dice and add 6. Do that 5 times and you have a set. Do that as many times as you want until you arrive at a set that you like (max of 5 times). You must accept stats as a set, no mixing and matching from individual rolls.

Also there is a 7th stat in my game that represents your characters 'looks', rolled only once after you've settled your base stats. 9-12 is average, <8 is ugly, 13-16 is very pretty. 17< is luminous beauty. Roll 3d6 and that represents your comeliness, no rerolls. You cannot increase/decrease the beauty stat through normal means. The following table illustrates the bonuses from this system.

Beauty/Intimidate
3/+6
4/+5
5/+4
6/+3
7/+2
8/+1

Beauty/Diplomacy
13/+1
14/+2
15/+3
16/+4
17/+5
18/+6

If you have a beauty stat of 16 or higher a number of times per day equal to 1/4 HD you can attempt to charm someone who might be sexually attracted to your character as a move action. The willsave DC for this is equal to 10+1/2 HD+Beauty modifier. The charm is equal to Charm Person spell that lasts for 1 rd/HD.

Conversely if you have a beauty stat of 5 or lower you can attempt to frighten someone. A number of times per day equal to 1/4 HD you can attempt to scare someone as a move action. The willsave DC for this equal to 10+1/2 HD+Intimidate modifier from beauty. This ability is equal to the Fear Spell and lasts for 1 rd/HD.

-->Starting Level: 1st

-->HP: Max.

-->Alignment: No evil.

-->Choose a background from the Occupation and Backgrounds system. The gold you get from that system is your starting gold, maxed.

-->All archetypes allowed.

-->Books allowed: All Pathfinder, no 3PP.

-->Background Skills: Yes.

-->Variant Multiclassing: Yes.

-->Firearms: Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

-->Forbidden Classes: Antipaladin, Samurai.

-->Races allowed: All from core and advanced race guide. Can modify races up to 13 RP as long as the abilities fall within the theme of the race you are modifying. Races who have RP above 13 cannot be modified.

Combat:

During small(few to one monsters) combat:
Standard book combat rules apply.

During large(many monsters) combat:
Players Initiatives will be averaged, so players may take their turn at any time during the players group turn.

Enemy initiatives will be grouped together as well in the initiative order. They will be placed in respect to the averaged players initiative.

During Combat. Due to its lengthy nature, I will speed up posts to once a day. At the end of each day, the monsters will always take their turn. This is to prevent a month long combat sequence.

Ex.
Combat 1:
Players have an average initiative roll of 8. Monsters average initiative rolls is a 4. In this event, the Players take their turn first, then the monsters will after.

Posting: I expect a certain level of skill with the english language from my players. One sentence responses will usually not be sufficient. Repeated 1 sentence responses will result in the player being removed from my game. There is a built in spell check on the site but I would suggest writing your lengthy responses in a writing program. Blatant poor grammar (with the exception of idiotic character speech) will not be accepted and repeated grammatically incorrect posts can lead to removal. All this means is read over what you write BEFORE posting and spell check. It only takes a minute or two and saves everyone a headache.

At the beginning I will not be militant about grammar or post length as all of the players (myself included) will be getting used to the other players' writing styles. As time progresses however posts should become more fluid and well written as we get more experience as a group. If a character is saying something posting just the speech in bold font is unacceptable. Write your posts as if you are taking part in writing a book.

Major Events:

Spoiler:
I've created these rules based off of several games as both a GM and player so please don't bother trying to suggest an alternative to what is already stated. Any situations not covered by these rules will be decided on a case by case basis.

And above all that please remember when creating your character that you are part of a colonization effort settling on the islands of what used to be the most advanced empire in the world. You were chosen by the Bountiful Venture Company, the financiers of this expedition and they wouldn't choose rabble rousers or people who would end up becoming a problem. Think of how your character would be a benefit to a large group trying to set up civilization in the wild with very little or intermittent support in an area that is overflowing with natural resources and ruins from the most advanced civilization on the planet.

Looking for 4 more players.

Torik Bolstad (Wizard, School undecided) (K. History, K. Arcane, K. Engineering, K. Religion, K. Nature) - DMPC


Wrap your dice rolls in spoilers.


Pathfinder Adventure Subscriber

Is this Pathfinder 1 or Pathfinder 2?


Chipping in! I'll probably be either making a tough frontliner or cha-based spellcaster, will depend on the beauty roll I think.

But first, ability scores. Let's see what my rolls are.

First set:

3d6 ⇒ (1, 1, 2) = 4, drop 1 add 6 for 9
3d6 ⇒ (1, 5, 1) = 7, drop 1 add 6 for 12
3d6 ⇒ (1, 6, 1) = 8, drop 1 add 6 for 13
3d6 ⇒ (2, 3, 3) = 8, drop 2 add 6 for 12
3d6 ⇒ (2, 1, 5) = 8, drop 1 add 6 for 13
Automatic 18

EDIT 1: ...Thank god for rerolls eh?

Second set:

3d6 ⇒ (3, 6, 5) = 14, drop 3 add 6 for 17
3d6 ⇒ (1, 5, 2) = 8, drop 1 add 6 for 13
3d6 ⇒ (1, 3, 2) = 6, drop 1 add 6 for 11
3d6 ⇒ (5, 1, 4) = 10, drop 1 add 6 for 15
3d6 ⇒ (2, 6, 3) = 11, drop 2 add 6 for 15
Automatic 18

EDIT 2: Odds all the way, huh. Where's the base 5e humans when you need 'em? Still, I'll take it. With my luck, probably won't be getting any better.

Lastly, time for the beauty roll. Most important one of all.

How pretty am I?:

I look...: 3d6 ⇒ (3, 1, 5) = 9, a chip below average. Could be better, but could be worse!


Dotting a lot! I will roll "only" 3 sets. I will be happy no matter what - This might be the only AP I didn't GM before, I definitely haven't played it, and I love the idea of not been spoiled of anything! I will come out with a concept soon.

First Set:

3d6 - 2 + 6 ⇒ (6, 2, 3) - 2 + 6 = 15
3d6 - 1 + 2 - 2 + 6 ⇒ (5, 5, 1) - 1 + 2 - 2 + 6 = 16
3d6 - 1 + 2 - 2 + 6 ⇒ (4, 1, 4) - 1 + 2 - 2 + 6 = 14
3d6 - 1 + 3 - 2 + 6 ⇒ (3, 2, 1) - 1 + 3 - 2 + 6 = 12
3d6 - 2 + 6 ⇒ (6, 2, 6) - 2 + 6 = 18

Rerolling 1s: 3d6 ⇒ (2, 2, 1) = 5
Rerolling 1s: 1d6 ⇒ 3

Stats: 18, 15, 16, 14, 12, 18

Second Set:

3d6 - 2 + 6 ⇒ (6, 2, 6) - 2 + 6 = 18
3d6 - 1 + 3 - 3 + 6 ⇒ (4, 5, 1) - 1 + 3 - 3 + 6 = 15
3d6 - 1 + 5 - 5 + 6 ⇒ (1, 6, 6) - 1 + 5 - 5 + 6 = 18
3d6 - 1 + 3 - 2 + 6 ⇒ (3, 2, 1) - 1 + 3 - 2 + 6 = 12
3d6 - 2 + 6 ⇒ (2, 6, 3) - 2 + 6 = 15

Rerolling 1s: 3d6 ⇒ (3, 5, 3) = 11

Stats: 18, 18, 15, 18, 12, 15

Third Set:

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

Rerolling 1s: 2d6 ⇒ (3, 4) = 7

Stats: 18, 15, 17, 18, 16, 15

Beauty is in the eye of the beholder!: 3d6 ⇒ (4, 1, 2) = 7


Sweet! Thinking probably an Investigator, but maybe an Alchemist. Or possibly something else I haven’t decided on yet.

Rolls:

Set 1:
3d6 + 6 ⇒ (5, 4, 3) + 6 = 18
3d6 + 6 ⇒ (3, 1, 4) + 6 = 14 Reroll: 1d6 ⇒ 5
3d6 + 6 ⇒ (5, 4, 1) + 6 = 16 Reroll: 1d6 ⇒ 4
3d6 + 6 ⇒ (6, 3, 5) + 6 = 20
3d6 + 6 ⇒ (2, 4, 2) + 6 = 14

Set 2:
3d6 + 6 ⇒ (3, 4, 5) + 6 = 18
3d6 + 6 ⇒ (5, 2, 3) + 6 = 16
3d6 + 6 ⇒ (3, 3, 4) + 6 = 16
3d6 + 6 ⇒ (5, 1, 4) + 6 = 16 Reroll: 1d6 ⇒ 1 Reroll: 1d6 ⇒ 2
3d6 + 6 ⇒ (5, 6, 4) + 6 = 21

Set 3:
3d6 + 6 ⇒ (5, 5, 6) + 6 = 22
3d6 + 6 ⇒ (5, 3, 5) + 6 = 19
3d6 + 6 ⇒ (3, 3, 5) + 6 = 17
3d6 + 6 ⇒ (6, 4, 1) + 6 = 17 Reroll: 1d6 ⇒ 1 Reroll: 1d6 ⇒ 6
3d6 + 6 ⇒ (4, 4, 2) + 6 = 16

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

Set 5:
3d6 + 6 ⇒ (2, 5, 2) + 6 = 15
3d6 + 6 ⇒ (3, 3, 4) + 6 = 16
3d6 + 6 ⇒ (2, 5, 3) + 6 = 16
3d6 + 6 ⇒ (2, 6, 6) + 6 = 20
3d6 + 6 ⇒ (5, 1, 4) + 6 = 16 Reroll: 1d6 ⇒ 6

Set 1: 18, 15, 15, 15, 17, 12
Set 2: 18, 15, 14, 13, 15, 17
Set 3: 18, 17, 16, 14, 18, 14
Set 4: 18, 15, 13, 15, 14, 14
Set 5: 18, 13, 13, 14, 18, 17

I’ll take set 3.
Seventh Stat: Reroll: 3d6 ⇒ (1, 6, 1) = 8

Race-wise, the chance to somewhat build my own is interesting. Probably going to have to take advantage of that. Maybe a “human” who’s part-something else. Not enough to actually be, say, an Undine, but enough to have some traits thereof. Or several somethings. A human with both half-elf and half-orc traits. Hmm. Decisions, decisions…


Qyntessential wrote:

Chipping in! I'll probably be either making a tough frontliner or cha-based spellcaster, will depend on the beauty roll I think.

But first, ability scores. Let's see what my rolls are.
** spoiler omitted **

EDIT 1: ...Thank god for rerolls eh?
** spoiler omitted **

EDIT 2: Odds all the way, huh. Where's the base 5e humans when you need 'em? Still, I'll take it. With my luck, probably won't be getting any better.

Lastly, time for the beauty roll. Most important one of all.
** spoiler omitted **

Reroll 1's.


Dice:

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

16, 16, 14, 16, 17, 18.

comeliness: 3d6 ⇒ (6, 5, 5) = 16

Those are certainly some numbers.

A botanist/geologist, along on the journey to catalogue the flora, get agriculture set up, draw maps and survey for resources. Longbow/Crossbow + something, not sure on the combat details yet, probably decent AC so midline?

Dark Archive

My Rolls!:

Take 1
Roll 1: 3d6 ⇒ (3, 6, 3) = 12
Roll 2: 3d6 ⇒ (2, 4, 4) = 10
Roll 3: 3d6 ⇒ (1, 2, 6) = 9
Roll 4: 3d6 ⇒ (2, 4, 1) = 7
Roll 5: 3d6 ⇒ (1, 3, 4) = 8

Beauty: 3d6 ⇒ (3, 2, 4) = 9 9. Average

Reroll for roll 3: 1d6 ⇒ 2
Reroll for rol4 4: 1d6 ⇒ 2
Reroll for rol4 5: 1d6 ⇒ 6

So that works out to:
18 (auto)
1: 6+6+3= 15
2: 6+4+4= 14
3: 6+6+2= 14
4: 6+4+2= 12
5: 6+6+4= 16

Lets try that again.

Take 2
Roll 1: 3d6 ⇒ (3, 2, 2) = 7
Roll 2: 3d6 ⇒ (4, 2, 5) = 11
Roll 3: 3d6 ⇒ (4, 5, 2) = 11
Roll 4: 3d6 ⇒ (2, 2, 3) = 7
Roll 5: 3d6 ⇒ (2, 2, 3) = 7

Beauty: 3d6 ⇒ (6, 1, 1) = 8 8. Average.

Not an improvement. So lets try it a third time.

Take 3
Roll 1: 3d6 ⇒ (3, 2, 3) = 8
Roll 2: 3d6 ⇒ (2, 2, 6) = 10
Roll 3: 3d6 ⇒ (5, 5, 6) = 16
Roll 4: 3d6 ⇒ (5, 6, 2) = 13
Roll 5: 3d6 ⇒ (3, 6, 2) = 11

Beauty: 3d6 ⇒ (1, 1, 3) = 5 5. Scary.

So this works out to:
18 (auto)
1: 6+3+2= 11
2: 6+6+2= 14
3: 6+6+5= 17
4: 6+6+5= 17
5: 6+6+3= 15

Better, but can we do better yet!

Take 1
Roll 1: 3d6 ⇒ (4, 4, 6) = 14
Roll 2: 3d6 ⇒ (3, 5, 2) = 10
Roll 3: 3d6 ⇒ (6, 6, 3) = 15
Roll 4: 3d6 ⇒ (4, 6, 4) = 14
Roll 5: 3d6 ⇒ (6, 5, 1) = 12

Beauty: 3d6 ⇒ (5, 3, 1) = 9 9. Average

Reroll for 5: 1d6 ⇒ 4

So we will stick with this as it looks great.
18 (auto)
1: 6+5+4= 15
2: 6+5+3= 14
3: 6+6+6= 18
4: 6+6+4= 16
5: 6+6+5= 17


That was a quick interest check DM Skull, not that I'm complaining. I normally check the recruitment thread in the morning and you've gotten your recruitment it posted before I saw the interest check :)

I like your posting expectation and a lot of the house rules, but I'm a little concerned about the purpose of the DMPC. Is the idea so you can provide info to the party with a consistent voice, or so you can 'play a character' in an AP in which you haven't had the chance yet, or both? I'm good either way, just nervous about an NPC making decision carte blanche for the group. Having an equal share in the decision making and group wealth is expected. But leading the group into a situation no one else was considering is something else. I've played with both types of DMPC's, the first I enjoyed the game until it ended, the second I dropped out of quickly.

Do the stats rolled need to be in order or can we apply them wherever we desire?

Let me see if I can put together a character that has motivation to be part of the expedition.

stats:

What a very interesting way to roll stats. For science sake I decided to roll all five chances. I'm definitely going to stick with the first
stats: a: 3d6 ⇒ (6, 6, 5) = 17 - 5 + 6 = 18
stats: b: 3d6 ⇒ (5, 3, 1) = 9 - 2 + 6 = 14
stats: c: 3d6 ⇒ (6, 6, 4) = 16 - 4 + 6 = 18
stats: d: 3d6 ⇒ (5, 4, 4) = 13 - 4 + 6 = 15
stats: e: 3d6 ⇒ (4, 4, 3) = 11 - 4 + 6 = 14
reroll 1 from b: 1d6 ⇒ 2

stats: a: 3d6 ⇒ (2, 5, 2) = 9
stats: b: 3d6 ⇒ (5, 4, 4) = 13
stats: c: 3d6 ⇒ (6, 2, 1) = 9
stats: d: 3d6 ⇒ (1, 3, 3) = 7
stats: e: 3d6 ⇒ (1, 2, 5) = 8
reroll 1's from c, d and e: 3d6 ⇒ (1, 6, 2) = 9

stats: a: 3d6 ⇒ (5, 2, 5) = 12
stats: b: 3d6 ⇒ (6, 6, 6) = 18
stats: c: 3d6 ⇒ (5, 4, 3) = 12
stats: d: 3d6 ⇒ (2, 4, 5) = 11
stats: e: 3d6 ⇒ (2, 1, 2) = 5
reroll 1 from e: 1d6 ⇒ 3

stats: a: 3d6 ⇒ (3, 3, 3) = 9
stats: b: 3d6 ⇒ (4, 1, 5) = 10
stats: c: 3d6 ⇒ (5, 1, 2) = 8
stats: d: 3d6 ⇒ (1, 5, 4) = 10
stats: e: 3d6 ⇒ (5, 5, 1) = 11
reroll 1's from b, c, d and e: 4d6 ⇒ (2, 3, 3, 6) = 14

stats: a: 3d6 ⇒ (1, 3, 3) = 7
stats: b: 3d6 ⇒ (3, 3, 3) = 9
stats: c: 3d6 ⇒ (3, 4, 2) = 9
stats: d: 3d6 ⇒ (4, 2, 6) = 12
stats: e: 3d6 ⇒ (2, 2, 1) = 5
reroll 1's from and e: 2d6 ⇒ (4, 6) = 10

looks: 3d6 ⇒ (4, 1, 3) = 8

Dark Archive

How long are you planning on leaving recruitment open?


DM Skull wrote:
Reroll 1's.

Oh, right. Well, since I already picked the second set (and the edit timer ran out), I'll just reroll the three 1's of that set and adjust the values accordingly.

Rerollin' the reroll:

3d6 ⇒ (6, 2, 3) = 11

So with these...

3d6 ⇒ (1, 5, 2) = 8, drop 1 add 6 for 13
3d6 ⇒ (1, 3, 2) = 6, drop 1 add 6 for 11
3d6 ⇒ (5, 1, 4) = 10, drop 1 add 6 for 15

Goes to...

3d6 ⇒ (6, 5, 2) = 13, drop 2 add 6 for 17
3d6 ⇒ (2, 3, 2) = 7, drop 2 add 6 for 11
3d6 ⇒ (5, 3, 4) = 11, drop 3 add 6 for 15

Netted myself an extra 17. Sweet.


DICE!:

3d6 ⇒ (3, 4, 1) = 8 13
3d6 ⇒ (2, 4, 1) = 7 12
3d6 ⇒ (1, 6, 5) = 12 17
3d6 ⇒ (2, 2, 3) = 7 12
3d6 ⇒ (5, 4, 1) = 10 15

DICE! #2:

3d6 ⇒ (6, 5, 3) = 14 17
3d6 ⇒ (4, 6, 1) = 11 16
3d6 ⇒ (5, 3, 5) = 13 16
3d6 ⇒ (3, 6, 4) = 13 16
3d6 ⇒ (1, 5, 5) = 11 16

Taking set #2

Comeliness:

3d6 ⇒ (5, 3, 4) = 12


2 people marked this as a favorite.
Robert Henry wrote:

That was a quick interest check DM Skull, not that I'm complaining. I normally check the recruitment thread in the morning and you've gotten your recruitment it posted before I saw the interest check :)

I like your posting expectation and a lot of the house rules, but I'm a little concerned about the purpose of the DMPC. Is the idea so you can provide info to the party with a consistent voice, or so you can 'play a character' in an AP in which you haven't had the chance yet, or both? I'm good either way, just nervous about an NPC making decision carte blanche for the group. Having an equal share in the decision making and group wealth is expected. But leading the group into a situation no one else was considering is something else. I've played with both types of DMPC's, the first I enjoyed the game until it ended, the second I dropped out of quickly.

Do the stats rolled need to be in order or can we apply them wherever we desire?

Let me see if I can put together a character that has motivation to be part of the expedition.
** spoiler omitted **...

A way for me to get information to the party 'legally' without being the decision maker. I have Diplomacy for my character simply because there are lots of times in this AP for that skill to be in heavy use so more then 1 person having it is just useful.

This character will not be the leader, he will be along the backline offering support via knowledge and magic. He is an undine so I could focus my feats on other useful things. He is not the scout, he is not the face, he is not the tank, he is very heavily focused on Sage/Support/Debuff. Void school, Azlanti Scholar, skill focus k. history, linguistics, yadda yadda.

He is there because I refuse to run a game that I can't play in and I refuse to be the leader of the party because I am the DM. Other people will make the important perception checks, other people will hold the line, other people will deal with the politics. My guy is interested in the azlanti empire because they knew more about magic then just about anyone but he is also deeply focused on the colony because he is a devout worshiper of Abadar and believes wholeheartedly in cooperation and community. He has seen what happens to the community when greed, arrogance and bigotry take precedence so he wants to start a town from scratch and make sure that doesn't happen.

So don't worry, I will leave the party lots and lots of rope for them to hang themselves. XD

And no they don't have to be in order, take your 6 numbers and apply them however you want.

Malinor. wrote:
How long are you planning on leaving recruitment open?

Hmm for now lets say 2 weeks to get all the questions out of the way.


I do something similar for stats when I run games, and I like having 3 sets to pick from so I’ll roll 3x regardless.

Dice 1:
3d6 ⇒ (3, 3, 3) = 9 +6 -3 = 12
3d6 ⇒ (3, 6, 6) = 15 +6 -3 = 18 (woo!)
3d6 ⇒ (6, 6, 3) = 15 +6 -3 = 18 (woo!)
3d6 ⇒ (2, 6, 1) = 9 needs reroll
3d6 ⇒ (4, 4, 4) = 12 +6 -4 = 14
Reroll 1: 1d6 ⇒ 3 +6 +6 -2 = 15

Dice 2:
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (3, 3, 1) = 7
3d6 ⇒ (5, 1, 6) = 12
3d6 ⇒ (1, 1, 1) = 3
3d6 ⇒ (4, 5, 5) = 14

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

Wow, I’m not even gonna bother finishing the second and third sets, that first one is too good to pass up.

Comeliness: 3d6 ⇒ (2, 1, 3) = 6

Yeesh, this person is ugly.


@GM: What was in the spoiler for Major Events?
Also, I'm not sure if we drop the lowest and add 6 with this beauty roll. Could you clarify?
How many rerolls of 1s do we get? I rerolled a 1 and got a 1. Do I reroll that?

Dice:
Beauty Roll: 3d6 ⇒ (4, 6, 5) = 15 6+5+6=15 or 17?

[Set 1]
3d6 ⇒ (3, 6, 4) = 13 6+4+6=16
3d6 ⇒ (4, 4, 3) = 11 4+4+6=14
3d6 ⇒ (3, 3, 5) = 11 3+5+6=14
3d6 ⇒ (2, 6, 6) = 14 6+6+6=18
3d6 ⇒ (5, 6, 6) = 17 6+6+6=18
18

[Set 2]
3d6 ⇒ (3, 4, 6) = 13 4+6+6=16
3d6 ⇒ (6, 5, 6) = 17 6+6+6=18
3d6 ⇒ (3, 6, 6) = 15 6+6+6=18
3d6 ⇒ (3, 3, 5) = 11 3+5+6=14
3d6 ⇒ (6, 1, 1) = 8 6+5+6=17
18
Reroll: 2d6 ⇒ (1, 5) = 6
Reroll?: 1d6 ⇒ 5


This looks interesting

Dice:

stats: 3d6 ⇒ (2, 4, 1) = 7 reroll: 1d6 ⇒ 5 15
stats: 3d6 ⇒ (6, 3, 2) = 11 15
stats: 3d6 ⇒ (6, 3, 4) = 13 16
stats: 3d6 ⇒ (1, 1, 1) = 3 reroll: 3d6 ⇒ (6, 2, 6) = 14 18
stats: 3d6 ⇒ (5, 2, 4) = 11 15

18, 18, 16, 15, 15, 15 I guess I'll take this one.

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

18, 17, 16, 15, 15, 15

Beauty: 3d6 ⇒ (6, 5, 4) = 15


Sounds...interesting. I'll throw some dice. Lots of rules here that sound quite fun.

Stats:

18
4d6 ⇒ (4, 1, 2, 2) = 9 12
4d6 ⇒ (3, 4, 1, 4) = 12 14
3d6 ⇒ (5, 6, 4) = 15 17
4d6 ⇒ (5, 1, 2, 5) = 13 16
5d6 ⇒ (1, 5, 1, 3, 6) = 16 17
That's crazy. But let's try one more time.

18
3d6 ⇒ (4, 5, 4) = 13 15
3d6 ⇒ (3, 3, 5) = 11 14
3d6 ⇒ (6, 3, 3) = 12 15
3d6 ⇒ (6, 6, 4) = 16 18
5d6 ⇒ (1, 5, 1, 5, 5) = 17 16
That's even crazier.

18/18/16/15/15/14

Looks: 3d6 ⇒ (4, 6, 6) = 16

So that means, 18/18/16/15/15/14 with a looks score of 16.

Race: Dwarven Oread:

Races allowed: All from core and advanced race guide. Can modify races up to 13 RP as long as the abilities fall within the theme of the race you are modifying. Races who have RP above 13 cannot be modified.

Base: Oread (8 points)
- Ability Score Modifiers: Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.
- Speed (Slow): Oreads have a base speed of 20 feet.
- Languages: Oreads begin play speaking Common and Terran
- Granite Skin: Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.
- Darkvision: Oreads can see perfectly in the dark up to 60 feet.
- Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.
- Ferrous Growth: Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an oread can cause a touched piece of non-magical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape.

Race Points (5 to spend)
- Improved Natural Armor: +1 natural armor (1 point)
- Static Bonus Feat: Dwarf Blooded add slow and steady and stonecunning (2 points)
- Resistant: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison. (2 points)

A dwarven oread! For that 16 in appearance? Well, it goes with "crystalline form" in that his skin shines like polished onyx, has glowing gemstones for eyes and crystalline hair/beard.

With the bonus feat "dwarf blooded", "resistant" and "natural armor" the race builder has made him into something which I think fits the description quite well. Will think up a class next.

Liberty's Edge

Stat rolls:
1: 3d6 ⇒ (4, 6, 6) = 16 - 4 + 6 = 18
2: 3d6 ⇒ (2, 4, 3) = 9 - 2 + 6 = 13
3: 3d6 ⇒ (1, 5, 1) = 7 Rerolled 1's = 1, 5, 5 - 1 + 6 = 16
4: 3d6 ⇒ (6, 1, 6) = 13 - 1 + 6 = 18
5: 3d6 ⇒ (6, 4, 2) = 12 - 2 + 6 = 16

Prettiness: 3d6 ⇒ (2, 4, 4) = 10

Roll three rerolls: 2d6 ⇒ (1, 5) = 6

18/18/18/16/16/13 with a beautioscity index of 10.
It'll be hard, but I think I can work with those.

The idea of playing a tired person who just wants to escape the bustle of 'civilized' life and start a homestead somewhere is extremely appealing to me for some reason...


Set 1:

3d6 ⇒ (2, 6, 2) = 10
3d6 ⇒ (6, 1, 4) = 11
3d6 ⇒ (6, 6, 1) = 13
3d6 ⇒ (2, 4, 4) = 10
3d6 ⇒ (3, 3, 2) = 8

Reroll: 1d6 ⇒ 1
Reroll: 1d6 ⇒ 2

1 - 14, 16, 18, 16, 12

Set 2:

3d6 ⇒ (1, 5, 2) = 8
3d6 ⇒ (1, 4, 3) = 8
3d6 ⇒ (4, 2, 3) = 9
3d6 ⇒ (2, 5, 1) = 8
3d6 ⇒ (4, 1, 4) = 9

Reroll: 1d6 ⇒ 1
Reroll: 1d6 ⇒ 2
Reroll: 1d6 ⇒ 4
Reroll: 1d6 ⇒ 1

2 - 13, 13, 13, 15, 14

Not that one.

Set 3:

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

Reroll: 1d6 ⇒ 2
Reroll: 1d6 ⇒ 5

3 - 16, 14, 17, 18, 13

Set 4:

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

Reroll: 1d6 ⇒ 5

4 - 17, 14, 17, 16, 16

Set 4 looks good to me.

Comeliness:

3d6 ⇒ (3, 1, 3) = 7

And ugly.

I’ll be submitting an undine bard watersinger, despite the ugliness. Should prove interesting.


SmooshieBanana wrote:

@GM: What was in the spoiler for Major Events?

Also, I'm not sure if we drop the lowest and add 6 with this beauty roll. Could you clarify?
How many rerolls of 1s do we get? I rerolled a 1 and got a 1. Do I reroll that?

** spoiler omitted **

No rerolls for beauty, no dropping and adding 6, you get what you get.

As for core abilities you can reroll 1's until you don't have 1's.

Major events is for big things that happen in the story, after they happen. Just a record.


Ruin Explorer wrote:

** spoiler omitted **

** spoiler omitted **

Not that one.

** spoiler omitted **

** spoiler omitted **

Set 4 looks good to me.

** spoiler omitted **

And ugly.

I’ll be submitting an undine bard watersinger, despite the ugliness. Should prove interesting.

And in the Night Angel Trilogy there is a famous bard who looks like a wrinkled frog and yet has numerous admirers because he has the voice of an angel.


DM Skull wrote:
SmooshieBanana wrote:
@GM: What was in the spoiler for Major Events?
Major events is for big things that happen in the story, after they happen. Just a record.

I think they called it out because you have a spoiler for "Major Events" in your first post, but nothing shows when you expand it. There could be a syntax error somewhere, because it doesn't seem likely that you would intentionally include an empty spoiler.


Andostre wrote:
I think they called it out because you have a spoiler for "Major Events" in your first post, but nothing shows when you expand it. There could be a syntax error somewhere, because it doesn't seem likely that you would intentionally include an empty spoiler.

Yes, that is more accurately why I asked.

GM: What about classes that get weapon finesse as a starting feat? Would you permit switching that out for Weapon Focus since we are using feat taxes?


Yes.


roll1:

3d6 ⇒ (3, 5, 6) = 14
3d6 ⇒ (4, 5, 2) = 11
3d6 ⇒ (4, 3, 6) = 13
3d6 ⇒ (4, 4, 5) = 13
3d6 ⇒ (3, 5, 4) = 12

Well, that's good; 17/15/16/15/15

roll2:

3d6 ⇒ (1, 2, 4) = 7
3d6 ⇒ (6, 2, 6) = 14
3d6 ⇒ (2, 3, 1) = 6
3d6 ⇒ (5, 4, 3) = 12
3d6 ⇒ (6, 5, 5) = 16

roll3:

3d6 ⇒ (3, 1, 6) = 10
3d6 ⇒ (1, 5, 5) = 11
3d6 ⇒ (6, 5, 2) = 13
3d6 ⇒ (4, 4, 4) = 12
3d6 ⇒ (4, 2, 1) = 7

rerolls:

reroll1: 1d6 ⇒ 5
reroll2: 1d6 ⇒ 1
reroll3: 1d6 ⇒ 6

looks:

[dice=3d6]

And I botched that


Okay, time to roll sets, though I don't feel like going through the trouble of rerolling the 1s, I'll be pretty powerful without it.

set 1:

set 1: 3d6 ⇒ (4, 3, 5) = 12 15
set 1: 3d6 ⇒ (4, 1, 2) = 7 12
set 1: 3d6 ⇒ (6, 3, 5) = 14 17
set 1: 3d6 ⇒ (1, 4, 4) = 9 14
set 1: 3d6 ⇒ (6, 5, 3) = 14 17
set 1: 3d6 ⇒ (2, 4, 5) = 11 15

set 2:

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

set 3:

set 3: 3d6 ⇒ (4, 2, 4) = 10 14
set 3: 3d6 ⇒ (1, 1, 1) = 3 8
set 3: 3d6 ⇒ (4, 5, 2) = 11 15
set 3: 3d6 ⇒ (6, 4, 2) = 12 16
set 3: 3d6 ⇒ (6, 4, 6) = 16 18
set 3: 3d6 ⇒ (4, 5, 6) = 15 17

set 4:

set 4: 3d6 ⇒ (5, 3, 2) = 10 14
set 4: 3d6 ⇒ (1, 5, 2) = 8 13
set 4: 3d6 ⇒ (6, 2, 4) = 12 16
set 4: 3d6 ⇒ (5, 4, 2) = 11 15
set 4: 3d6 ⇒ (6, 3, 3) = 12 15
set 4: 3d6 ⇒ (6, 3, 4) = 13 16

set 5:

set 5: 3d6 ⇒ (2, 5, 2) = 9 13
set 5: 3d6 ⇒ (2, 2, 6) = 10 14
set 5: 3d6 ⇒ (6, 1, 3) = 10 15
set 5: 3d6 ⇒ (4, 5, 6) = 15 17
set 5: 3d6 ⇒ (1, 6, 6) = 13 18
set 5: 3d6 ⇒ (6, 4, 1) = 11 16

Set 5 has 18, 17, 16, 15, 14, 13, I'll go with that.

beauty:
beauty stat: 3d6 ⇒ (2, 6, 5) = 13
13 cool above average, but not a stuck up perfect 10. I'd try to avoid roleplaying that stereotype even if I did roll a 16 to 18.

Edit: Oh, I was suppose to roll 5 times in each set and get a free 18, that's okay, I'm not editing my rolls that messes everything up, I got a an 18 in set 5 anyhow.


Again put all of your rolls in spoilers. I most likely be out of contact until Sunday night.


Grumbaki here!

Background Laborer Gold: 3d4 ⇒ (3, 4, 1) = 8 70 gold
- He is a mason. Someone who can build homes for a colony, repair structures, and generally be a giant walking pile of stones and muscle

Messed around with race abit so he now is a Dwarven Outsider Native. Gave him Stonecunning and Stability as it felt Dwarven.

Figured my build plan. Lvl 1: Scaled Fist Unchained Monk. Lvls 2+ Elementalist Shifter. An unarmed build that only gets step 1 of flurry but which gets elemental damage
Unarmored as well. With Dex, Wis and Cha to AC and racial natural armor. Meaning AC18 at lvl1 and AC21 at lvl3. Which is cool, but I don’t think it’s broken given what could be done with things like plate armor and the campaign’s enchantment rules. The main part of this, though, is that at lvl5 he will be able to turn into an earth elemental. And that has fun potential.

GM, is all of this alright with you? If so I’ll write up a background.


Ruin Explorer wrote:


And ugly.

I’ll be submitting an undine bard watersinger, despite the ugliness. Should prove interesting.

It's probably that being in the air causes dry flaky skin. They look much better underwater.


Bolvar Gemforged wrote:

Grumbaki here!

[dice=Background Laborer Gold]3d4 70 gold
- He is a mason. Someone who can build homes for a colony, repair structures, and generally be a giant walking pile of stones and muscle

Messed around with race abit so he now is a Dwarven Outsider Native. Gave him Stonecunning and Stability as it felt Dwarven.

Figured my build plan. Lvl 1: Scaled Fist Unchained Monk. Lvls 2+ Elementalist Shifter. An unarmed build that only gets step 1 of flurry but which gets elemental damage
Unarmored as well. With Dex, Wis and Cha to AC and racial natural armor. Meaning AC18 at lvl1 and AC21 at lvl3. Which is cool, but I don’t think it’s broken given what could be done with things like plate armor and the campaign’s enchantment rules. The main part of this, though, is that at lvl5 he will be able to turn into an earth elemental. And that has fun potential.

GM, is all of this alright with you? If so I’ll write up a background.

Looks alright to me. Just remember there is a ton of swimming and aquatic combat/adventuring in this campaign.

And looks like i've got internet this weekend. We will see how long this lasts.


He has +9 swim, but I can see how someone made out of stone might not fit. I’ll give it some thought. Perhaps switch the race, we’ll see. The class though strikes me as a fun combination.


It's not just the swim skill, there is Aquatic Combat to remove the penalties for fighting underwater. Then there is the need for an actual swim speed and the ability to breathe underwater. You don't need to switch your race but look up the rules for fighting underwater. There are ways to negate all of the penalties in this campaign. Being a race that has a swim speed or the ability to breathe underwater has it's benefits but there are plenty of inexpensive ways to deal with the problems too.


Udine:

Udine 7 Base
* Ability Modifiers +2 Con, +2 Wis, –2 Int
* Darkvision: Undines can see perfectly in the dark up to 60 feet.
* Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water.
* Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait. “ These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill”
* Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.

6 RP
* Shroud of Water: You surround yourself with a shroud of water, ice, or both that protects you from harm.
- Spell-Like Ability, At-Will Mage Armor (2RP)
* (Very) Basic Hydrokinesis
* Spell-Like Ability, At-Wil Create Water (2RP)
* Lucky Lessor: Members of this race gain a +1 racial bonus on all saving throws. (2RP)

I’ll get profile changed to reflect this and a backstory written up. An Ulfen seafarer with blood tied to the plane of water. Named Gemforged due to his eyes, which a Skald described on his birth as being as pearls.

Will be VMC Water Elemental Bloodline. This way he will have an ice blast, like a kineticist, can make his own ice armor, and can use the create water cantrip.

Will rework feats for piercing damage so he can punch underwater

Some thoughts:

What happens when you like basic Kineticist abilities without wanting to be one? This.

Basic Hydrokinesis? He has at-will create water.
Shroud of Water? He has at-will mage armor.
Water Blast? Via VMC Sorcerer he gets Elemental Ray at lvl 3
Cold Resistance? He gets Cold Resist 10 at lvl7 and 20 at lvl9

Yeah. Spending 2RP isn’t optimal. But the flavor is there and there is enough optimization already


Do we get the other benefits for the Occupation and Background System, or is that just used to determine gold?


Speaking of said system, mind linking it on the PRD so I can at least confirm I'm looking at the right thing rather than trusting hero-lab?


Background and Occupation

Liberty's Edge

I overlooked the semi-custom race thing. That's super interesting!


Here is my character for review and submission: Britta Karan

Please feel free to send me a message with any questions you have.


A second Udine! Whom amazingly has beaten Bolvar in the beauty score. That makes a double Udine front line so far (Str and Dex) with a Wizard behind.

Also Britta doesn’t need to spend 2RP on a swim speed.

“ Aquatic Subtype

These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.”

Though the RP can make her swim faster. Which would work with her deep sight.

Background:
A representative of the Bountiful Venture Company sat a dingy tavern. Inside the tavern, stooped over a table, was a very large and very loud ulfen, with skin, beard and eyes as white as a pearl. He had already drunk far too much.

"Drink hail! Wassail for all!" He raised his mug, spilling much of it's contents on himself and on the table. "Who am I?" He says, looking at the man across from the table with bewilderment. "Bolgar! Bolgar I am! Son of Sven! I am named Gemforged, from my eyes. Surely, you have heard of me? No? Ha! Well now you have!”[/b]

Sven was a large man. It was said that he had the ocean in his blood. Given his size and obvious extra-planar heritage, he was a larger than life figure. ”Refill this mug and I'll tell you my story. Deal?" He didn't wait for an answer, and instead launched right into his speech. "I come from Linnorn Lands. From Halgrim I came. You know Halgrim? Important city! As big as Absalom, where men are real men, and so are the women! Not like weak southerners. Halgrim! Where the entire imperial army of Cheliax was defeated! Halgrim..." He took another swig from his mug, burped, and then leaned onto the table, resting his head in his hands. Once certain that he wasn't going to throw up, he continued "Nothing was happening in Halgrim. Too small of a town. My grandfather was a great warrior. Killed a Linnorn with this hammer! But my father? He was happy building ships. Said that his father was a shipwright, and his father before him, so I should do the same. But I have no patience for that. So I left. Got on a ship that could use a hand and sailed away. Merchant ship. Signed on as muscle and to do ship repair. Learned alot about sailing on there. Not as boring as being in a village. Went all the way to Rahadoum before I got kicked off. Cap'n couldn't handle the truth about his daughter, or his abyss damned goat! So I signed on with a Rahady ship. Was going through the Eye of Abendego, when one of those curs heard me praying to Gozreh. Told me that on their ship no praying was allowed, so I prayed for them to grow some balls. They didn't like that. Tried to throw me in the brig. I threw them."

Bolvar was smiling now, as he was truly getting into his story. Eventually his description of the brawl died down. One could easily infer that it did not go exactly as well as he remembered. "...and when it was done, the bastard capn' had me flogged and thrown in the ocean. Said that I should ask my gods to save me. Fool! Fool on him, because look at my skin! My eyes! Of course I can breathe underwater!" He slammed his mug on the table. Luckily it was already mostly drained. [b]”At least I found that out after he threw me overboard. Ha! Was picked up by a less touchy captain. Earned my passage here through hard work. So why should you let me on this little expedition? One! Because of my winning smile. Two! Because I’m strong enough to do the real work that weak southerners are afraid of. Three! Because if you’re boat springs a leak I can fix it. Four! Eh…should have stopped at three. Anyways, what’s the pay again? Oh, and my mug is empty…”


I had a game of Ruins of Azlant die as soon as we arrived at the colony itself, so I would love a chance to get my dwarven goodness going once again.

The Rolling!:
Set #1: 3d6 + 6 ⇒ (5, 1, 6) + 6 = 18
Reroll 1: 1d6 ⇒ 2
Set #1: 3d6 + 6 ⇒ (1, 4, 2) + 6 = 13
Reroll 1: 1d6 ⇒ 4
Set #1: 3d6 + 6 ⇒ (6, 6, 2) + 6 = 20
Set #1: 3d6 + 6 ⇒ (3, 5, 2) + 6 = 16
Set #1: 3d6 + 6 ⇒ (4, 1, 3) + 6 = 14
Reroll 1: 1d6 ⇒ 2
Looks #1: 3d6 ⇒ (5, 6, 3) = 14

Set #1 = 18, 17, 14, 18, 14, 12, with a looks of 14.

Set #2: 3d6 + 6 ⇒ (3, 4, 2) + 6 = 15
Set #2: 3d6 + 6 ⇒ (2, 2, 2) + 6 = 12
Set #2: 3d6 + 6 ⇒ (1, 3, 5) + 6 = 15
Reroll 1: 1d6 ⇒ 3
Set #2: 3d6 + 6 ⇒ (1, 1, 1) + 6 = 9
Reroll 2: 3d6 ⇒ (4, 6, 6) = 16
Set #2: 3d6 + 6 ⇒ (5, 5, 1) + 6 = 17
Reroll 1: 1d6 ⇒ 1
Rereroll 1: 1d6 ⇒ 2
Looks #2: 3d6 ⇒ (6, 2, 2) = 10

Set 2 - 18, 12, 10, 14, 18, 16, and looks of 10.

Set #3: 3d6 + 6 ⇒ (4, 6, 4) + 6 = 20
Set #3: 3d6 + 6 ⇒ (5, 5, 4) + 6 = 20
Set #3: 3d6 + 6 ⇒ (2, 6, 2) + 6 = 16
Set #3: 3d6 + 6 ⇒ (2, 5, 5) + 6 = 18
Set #3: 3d6 + 6 ⇒ (1, 2, 2) + 6 = 11
Reroll 1: 1d6 ⇒ 1
Rereroll 1: 1d6 ⇒ 6
Looks #3: 3d6 ⇒ (4, 6, 4) = 14

Set 3 - 18, 16, 16, 14, 16, 14, with a looks of 14.

Set #4: 3d6 + 6 ⇒ (5, 2, 2) + 6 = 15
Set #4: 3d6 + 6 ⇒ (6, 5, 2) + 6 = 19
Set #4: 3d6 + 6 ⇒ (5, 3, 5) + 6 = 19
Set #4: 3d6 + 6 ⇒ (3, 1, 1) + 6 = 11
Reroll 2: 2d6 ⇒ (1, 3) = 4
Rereroll 1: 1d6 ⇒ 4
Set #4: 3d6 + 6 ⇒ (3, 2, 5) + 6 = 16
Looks #4: 3d6 ⇒ (6, 2, 3) = 11

Set 4 - 18, 13, 17, 16, 13, 14, with a looks of 11.

Set #5: 3d6 + 6 ⇒ (5, 6, 6) + 6 = 23
Set #5: 3d6 + 6 ⇒ (1, 5, 6) + 6 = 18
Reroll 1: 1d6 ⇒ 5
Set #5: 3d6 + 6 ⇒ (5, 3, 1) + 6 = 15
Reroll 1: 1d6 ⇒ 4
Set #5: 3d6 + 6 ⇒ (2, 3, 3) + 6 = 14
Set #5: 3d6 + 6 ⇒ (5, 5, 5) + 6 = 21
Looks #5: 3d6 ⇒ (4, 3, 2) = 9

Set 5 - 18, 18, 17, 15, 12, 16, with a looks of 9.

It appears I'll be going with Set 5, giving me an 18, 18, 17, 16, 15, 12, and a Looks of 9.

EDIT: Couldn't think of anything crazy so I'm considering being a nice and simple Unchained Rogue. Race-wise, going to mash the elf into the Half-Orc and have a wonderful spiked chain to knock my enemies about with. I'll work on the flavor and stats soon.


I am building a Pearl Seeker Paladin, using the Half-Elf race (and adding the RP to become a "half-aquatic elf" of sorts) :) I'm liking how it's shaping. Will update here once it's more mature, since I'm still looking at flavor.

Other rolls:

Background: 1d8 ⇒ 4
Fisherman, interesting :) goes well with the humble character I was putting together.

Liberty's Edge

Hey DM Skull, are prestige classes allowed? Some DM's don't like them. With the crazy high ability scores I was thinking of making a Champion of Irori, quite possibly the single most MAD class/PrC out there.

RPG Superstar 2009 Top 16

Going to toss my hat in the ring, going for a Human Deep Shaman, from a tribal coastal society.

Set 1:

18
3d6 ⇒ (4, 4, 5) = 13
3d6 ⇒ (1, 5, 1) = 7
3d6 ⇒ (1, 1, 4) = 6
3d6 ⇒ (5, 5, 4) = 14
3d6 ⇒ (5, 3, 1) = 9

2nd stat 1's reroll: 2d6 ⇒ (3, 2) = 5 total 10
3rd stat 1's reroll: 2d6 ⇒ (4, 4) = 8 total 13
5th stat 1's reroll: 1d6 ⇒ 5 total 13

Dropping lowest and add 6 (18/15/14/15/16/16) Pretty damn good.

Beauty: 3d6 ⇒ (5, 4, 5) = 14

Background: Primitive
Gold: 1d4 ⇒ 1 x10 =10gp...lol this should be interesting


Actually went with half elf (water child) Deep Shaman (Primitive background)

Working on background now.


Bolvar Gemforged wrote:
Also Britta doesn’t need to spend 2RP on a swim speed.

Ah, yes, thank you for pointing that out. I also noticed some other errors that have since been fixed.


Currently start out as a ridiculously strong swimmer and able to hold my breath twice as long as normal, by level 2 with the Deep Heart hex I gain water breathing and a swim speed.


Alright just got back so give me a few hours to tally everything to answer questions and combine a list of current character applications.


Stat Rolls 1:

3d6 ⇒ (4, 2, 4) = 10 14
3d6 ⇒ (3, 6, 4) = 13 16
3d6 ⇒ (3, 3, 5) = 11 14
3d6 ⇒ (5, 6, 3) = 14 17
3d6 ⇒ (2, 5, 1) = 8 1d6 ⇒ 2 13

Stat Rolls 2:

3d6 ⇒ (2, 1, 1) = 4 2d6 ⇒ (5, 3) = 8 14
3d6 ⇒ (3, 1, 1) = 5 2d6 ⇒ (3, 5) = 8 14
3d6 ⇒ (3, 5, 6) = 14 17
3d6 ⇒ (6, 5, 5) = 16 17
3d6 ⇒ (1, 3, 6) = 10 15

Stat Rolls 3:

3d6 ⇒ (4, 5, 6) = 15 17
3d6 ⇒ (6, 1, 4) = 11 1d6 ⇒ 3 16
3d6 ⇒ (1, 2, 6) = 9 1d6 ⇒ 4 16
3d6 ⇒ (5, 2, 3) = 10 14
3d6 ⇒ (3, 5, 3) = 11 14

Stat Rolls 4:

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

Stat Rolls 5:

3d6 ⇒ (2, 3, 5) = 10 14
3d6 ⇒ (5, 3, 4) = 12 15
3d6 ⇒ (6, 6, 6) = 18 18
3d6 ⇒ (4, 2, 2) = 8 12
3d6 ⇒ (2, 6, 4) = 12 16

Beauty Stat..?:

3d6 ⇒ (6, 2, 1) = 9

Alright! Going to use the last array rolled, which means 18 18 16 15 14 12. Thinking about a human psychic.

Liberty's Edge

Another question while you're putting together answers. Assuming you are ok with Prestige Classes, I'll be making a UnMonk 4/ Paladin 2/ Champion of Irori X.

Would you be ok with a Lawful character taking the Barbarian VMC? Paizo says they intentionally left out the alignment restriction for barb VMC but I figure it's better to make sure you're ok with it before planning a build around it.

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