How my Shield Sparkles so (Inactive)

Game Master TheNine

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Scarab Sages

Hello All, going to give running a game another go, this time better prepared. I am looking for an additional 3-5 interested parties for a series of old reskinned modules set loosely around the Kalistocracy of Druma. You are a mercenary junior member of the Silver Shields led by the Valiant halfling paladin Colewin Binderbook. (nearing middle age dirty blond haired paladin of Abadar)

He gets contracts, he doles them out to teams chosen to take care of the contract. Each member has their own reasons for working for the halfling, most of them have a personal link to the little man, as those seeking just pure wealth find themselves pushed into more annoying or rougher missions until they leave and seek greener pastures. He doesnt accept every contract either. So far no rhyme or reason seems to appear to which ones make the cut to be posted on the job board, and no alterior motives seem to be in play. . .

Charector creation -

Level 2 charectors -

hp is max at level 1, 1/2+1+con or your roll whichever is higher. 1 trait unless you choose to take a drawback, then you may take 1 more.
Races allowed - Core and Featured races preferred if you have something more exotic ask away I wont promise a yes answer but I will think about it. :)
Stats - Stats will done this way.
Chose two main stats, two normal stats, and two sub stats.
Main and normal stats start at 10, sub stats start at 14
For your main stats roll and add 2d4.
For your Normal stats +1d6.
for your Sub stats - Subtract 1d6.
So in example Our Heroine Dharkhantia chooses as her main stats DEX and STR Her Normal stats as CON and WIS, and her Sub stats as INT and CHR
so
Str: 10 + 2d4 ⇒ 10 + (4, 1) = 15
Dex: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Con: 10 + 1d6 ⇒ 10 + (6) = 16
Int: 14 - 1d6 ⇒ 14 - (4) = 10
Wis: 10 + 1d6 ⇒ 10 + (3) = 13
Chr: 14 - 1d6 ⇒ 14 - (2) = 12

Then add your racials. If for whatever reason you absolutely hate your rolls you may try a second time and keep the one you like.

Posting Rate - I would like to shoot for at least once a day, but sometimes life happens.
Starting Wealth will be 800+your rolled starting wealth.
I would also like to see a backstory in how you have become a Silver Shield.

Dark Archive

"Yeda" here :)

Does "mercenary" imply more martial-leaning classes?

Scarab Sages

no mages are welcome too, in fact all the classes are pretty much welcome but if you want to play a ninja or something less standard we can talk
same thing for races core and featured are all a go, standard advanced or monstrous we can talk and see what the plan is


OK, let's try this rolling method

Main Stat A: 10 + 2d4 ⇒ 10 + (1, 2) = 13

Main Stat B: 10 + 2d4 ⇒ 10 + (1, 4) = 15

Normal Stat A: 10 + 1d6 ⇒ 10 + (2) = 12

Normal Stat B: 10 + 1d6 ⇒ 10 + (6) = 16

Sub Stat A: 14 - 1d6 ⇒ 14 - (3) = 11

Sub Stat B: 14 - 1d6 ⇒ 14 - (6) = 8

Edit: So that's 16, 15, 13, 12, 11, 8 before racial modifiers. 21 pt buy. Kind of funny that the best stat is actually a normal stat...


When you are a bear of very little brain, sometimes it takes longer to think your way through.

So, expect: 15, 15, 14, 14, 10, 10.

Not a great deal of difference between primary and secondary unless the dicebot loves you.

Yeah, let's dicebot. I have no idea what or which attributes are which at this point. Too little brain.

Chuckin':

Set 1
Prime1: 2d4 + 10 ⇒ (1, 3) + 10 = 14
Prime2: 2d4 + 10 ⇒ (2, 2) + 10 = 14
Avg1: 1d6 + 10 ⇒ (3) + 10 = 13
Avg2: 1d6 + 10 ⇒ (4) + 10 = 14
Low: 14 - 1d6 ⇒ 14 - (4) = 10
Low: 14 - 1d6 ⇒ 14 - (6) = 8

Set 2 (rolled at same time, actually)
Prime1: 2d4 + 10 ⇒ (3, 3) + 10 = 16
Prime2: 2d4 + 10 ⇒ (4, 1) + 10 = 15
Avg1: 1d6 + 10 ⇒ (3) + 10 = 13
Avg2: 1d6 + 10 ⇒ (4) + 10 = 14
Low: 14 - 1d6 ⇒ 14 - (2) = 12
Low: 14 - 1d6 ⇒ 14 - (5) = 9

And set 2 is actually a nicer set. Sheer dumb luck on that.

Dark Archive

Good to know. Despite my bloodrager in our RotR game, I tend to play casters :)

Main stat 1: 10 + 2d4 ⇒ 10 + (1, 2) = 13
Main stat 2: 10 + 2d4 ⇒ 10 + (1, 1) = 12
Normal stat 1: 10 + 1d6 ⇒ 10 + (5) = 15
Normal stat 2: 10 + 1d6 ⇒ 10 + (4) = 14
Sub stat 1: 14 - 1d6 ⇒ 14 - (6) = 8
Sub stat 2: 14 - 1d6 ⇒ 14 - (2) = 12

17 pt buy. I... do kinda hate those :P

Main stat 1: 10 + 2d4 ⇒ 10 + (4, 2) = 16
Main stat 2: 10 + 2d4 ⇒ 10 + (3, 2) = 15
Normal stat 1: 10 + 1d6 ⇒ 10 + (2) = 12
Normal stat 2: 10 + 1d6 ⇒ 10 + (5) = 15
Sub stat 1: 14 - 1d6 ⇒ 14 - (4) = 10
Sub stat 2: 14 - 1d6 ⇒ 14 - (2) = 12

28pt buy. Much better.

Dark Archive

hustonj wrote:

When you are a bear of very little brain, sometimes it takes longer to think your way through.

So, expect: 15, 15, 14, 14, 10, 10.

Since expected value for 1 die roll is a 3.5, and one could expect both stats to straddle that line (or rather it's not really possible to assume one or the other), it's more like:

15,15,14,13,11,10 (which is a 23 pt buy... wow my first set really fell short :P)

Dark Archive

TheNine wrote:

Hello All, going to give running a game another go, this time better prepared. I am looking for an additional 3-5 interested parties for a series of old reskinned modules set loosely around the Kalistocracy of Druma. You are a mercenary junior member of the Silver Shields led by the Valiant halfling paladin Colewin Binderbook. (nearing middle age dirty blond haired paladin of Abadar)

He gets contracts, he doles them out to teams chosen to take care of the contract. Each member has their own reasons for working for the halfling, most of them have a personal link to the little man, as those seeking just pure wealth find themselves pushed into more annoying or rougher missions until they leave and seek greener pastures. He doesnt accept every contract either. So far no rhyme or reason seems to appear to which ones make the cut to be posted on the job board, and no alterior motives seem to be in play. . .

With dice out of the way, any more context about the setup, or major goings-on that the band of mercenaries could become entangled in?

Scarab Sages

The Kalistocracy of Druma is a merchant nation where the rule of coin is paramount. a nation of merchants has the same problems all things mercantile. Merchant trains attract bandits... small trading villages have problems... The goverment for the most part will help if the coin is right, which in turn has caused a lot of mercenaries.


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How do the Silver Shields play in the market obviously dominated by the black-clad Mercenary League?

Trying to better understand the political situation.


@TheNine

1) Do you have any restrictions on classes (eg. No occult or No Summoner & Gunslinger or whatever)?
2) Are you using any optional rules/popular modifications (Background Skills, Elephant in the Room feats, etc.)
3) Any 3ed party material allowed?


Is this Pathfinder 1e or Pathfinder 2e -- I ask because it is not stated but Kalistocracy of Druma seems to be Pathfinder 2e but could just as easily be used for Pathfinder 1e.

Scarab Sages

pathfinder 1e

I dont know the occult classes that well... but they can be used... same thing with gunslingers or the like. Im not saying anything goes, but if you have a specific class you want to play and are worried about feel free to ask.

3ed -party material - case by case basis... ask about it and i will look into it


I'm definitely interested! I may roll up a caster soon.

Main 1: 10 + 2d4 ⇒ 10 + (4, 1) = 15
Main 2: 10 + 2d4 ⇒ 10 + (2, 1) = 13
Normal 1: 10 + 1d6 ⇒ 10 + (5) = 15
Normal 2: 10 + 1d6 ⇒ 10 + (4) = 14
Sub 1: 14 - 1d6 ⇒ 14 - (6) = 8
Sub 2: 14 - 1d6 ⇒ 14 - (2) = 12

Final loadout appears to be 15, 15, 14, 13, 12, 8. A 22 point build is slightly below average, but should easily be workable.

RPG Superstar 2009 Top 16

I was a part of one of your earlier attempts with this concept. I'll throw together a submission for another go.

Main: 10 + 2d4 ⇒ 10 + (2, 1) = 13
Main: 10 + 2d4 ⇒ 10 + (3, 4) = 17
Normal: 10 + 1d6 ⇒ 10 + (1) = 11
Normal: 10 + 1d6 ⇒ 10 + (1) = 11
Sub: 14 - 1d6 ⇒ 14 - (4) = 10
Sub: 14 - 1d6 ⇒ 14 - (2) = 12

2nd try
Main: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Main: 10 + 2d4 ⇒ 10 + (4, 3) = 17
Normal: 10 + 1d6 ⇒ 10 + (4) = 14
Normal: 10 + 1d6 ⇒ 10 + (2) = 12
Sub: 14 - 1d6 ⇒ 14 - (4) = 10
Sub: 14 - 1d6 ⇒ 14 - (5) = 9

Heh. Interesting


Rolls:
I was thinking of making a life oracle with a dip in cleric, possibly leveling up in cleric, but I doubt it, so:
Main Cha: 10 + 2d4 ⇒ 10 + (4, 4) = 18
Main Wis: 10 + 2d4 ⇒ 10 + (3, 2) = 15
Normal Con: 10 + 1d6 ⇒ 10 + (2) = 12
Normal Dex: 10 + 1d6 ⇒ 10 + (1) = 11
Sub Str: 14 - 1d6 ⇒ 14 - (2) = 12
Sub Int: 14 - 1d6 ⇒ 14 - (2) = 12

Main Cha: 10 + 2d4 ⇒ 10 + (4, 3) = 17
Main Wis: 10 + 2d4 ⇒ 10 + (4, 1) = 15
Normal Con: 10 + 1d6 ⇒ 10 + (2) = 12
Normal Dex: 10 + 1d6 ⇒ 10 + (6) = 16
Sub Str: 14 - 1d6 ⇒ 14 - (2) = 12
Sub Int: 14 - 1d6 ⇒ 14 - (1) = 13
HP Roll: 1d8 ⇒ 7


I also would like to know about:
"2) Are you using any optional rules/popular modifications (Background Skills, Elephant in the Room feats, etc.)", as I prefer builds with the two mentioned systems in place myself.

td;lr If you don't know:
Background Skills gives you 2 skills per level to put in what it titles as "background skills", to help flush out roleplaying.

Elephant in the Room is a series of feat fixes that help streamline the game in ways that help disparity in between certain builds.


@smooshie - you've made a slight error in your rolling; for Sub Stats it should be 14-1d6, not 10-1d6.. That means your STR and INT would be 12 and 12 in the first group and 12 and 13 in the second group.


Ah thanks! Glad you caught it and that I got to it in time. Edited!

Scarab Sages

Background skills are a yes.
The replant in the room fest taxes rules are fine as well.

Scarab Sages

elephant in the room even... early mornin posting from phones are bad *lawls*

Scarab Sages

Mark Thomas 66 wrote:

I was a part of one of your earlier attempts with this concept. I'll throw together a submission for another go.

Heh. Interesting

I remember Ramona well... is she returning or do you have others in mind?


Ooo, yeah, posting from the phone is hard!
Starting Wealth: 4d6 ⇒ (3, 1, 3, 2) = 9


Lets try!

Main Stats STR and Con
Normal stats CHA and Dex
Sub stats int, wis

con: 10 + 2d4 ⇒ 10 + (1, 4) = 15
str: 10 + 2d4 ⇒ 10 + (4, 2) = 16
dex: 10 + 1d6 ⇒ 10 + (3) = 13
cha: 10 + 1d6 ⇒ 10 + (3) = 13
wis: 14 - 1d6 ⇒ 14 - (6) = 8
int: 14 - 1d6 ⇒ 14 - (2) = 12

Thats definitly workable!

I think I shall give Ragnar av Gundrun, very pragmatic Kellid Bloodrager mercenary another go.

He will be reasonable off face, of above average intelligence, and a nice little beatstick.


Standard EitR extensions? For example, class granted Finesse from classes not listed in EitR become Deft Maneuvers, just like Rogues, or something else?

Scarab Sages

hustonj wrote:
Standard EitR extensions? For example, class granted Finesse from classes not listed in EitR become Deft Maneuvers, just like Rogues, or something else?

yup


Great idea 'TheNine'! I'm following the conversation with hustonj about the political sitiuation. (I'll also go read a little on the Kalistrocracy of Druma itself) to get a little better feel for the setting. I've got several 'older' characters that I'd consider dusting off, between: a paladin, Ranger, barbarian, slayer and unchained rogue. So presently I'll make a general roll and apply to the right character once I've decided who will fit the best.

Main Stat A: 10 + 2d4 ⇒ 10 + (2, 4) = 16 Dex
Main Stat B: 10 + 2d4 ⇒ 10 + (3, 1) = 14 wis
Normal Stat A: 10 + 1d6 ⇒ 10 + (4) = 14 con
Normal Stat B: 10 + 1d6 ⇒ 10 + (4) = 14 str
Sub Stat A: 14 - 1d6 ⇒ 14 - (6) = 8 Cha
Sub Stat B: 14 - 1d6 ⇒ 14 - (4) = 10 Int

Edit: Is the Valiant halfling paladin Colewin Binderbook fairly well traveled or should our characters have met him after they moved to the Kalistocracy of Druma?

I'm leaning toward Boram the burglar just need to figure out how he met Colewin or got himself to Druma.

wealth 1st lvl: 4d6 ⇒ (5, 1, 1, 2) = 9 × 10
Hp 2nd lvl: 1d8 ⇒ 4


Playing at building a Swashbuckler. I seem to be experimenting with that class mostly right now, for some reason.

First time I've consciously used the "Use Charisama instead of Int to qualify for Combat Feats" as an excuse to make Int the dump stat. Fewer skill points, of course.

HP: 1d10 ⇒ 10 Woo-Hoo!

Cash: 5d6 ⇒ (2, 6, 2, 4, 4) = 18 5 over average. Works.


This looks interesting. I have a mostly human Ifrit flamewarden that I’ll tweak for this. Any suggestions on favored enemies?

Dex: 10 + 2d4 ⇒ 10 + (3, 3) = 16
Wis: 10 + 2d4 ⇒ 10 + (3, 2) = 15
Str: 10 + 1d6 ⇒ 10 + (2) = 12
Con: 10 + 1d6 ⇒ 10 + (1) = 11
Int: 10 - 1d6 ⇒ 10 - (1) = 9
Cha: 10 - 1d6 ⇒ 10 - (2) = 8

Scarab Sages

Humanoids like orc are a safe choice as our actual humans

Scarab Sages

Humanoids like orc are a safe choice as our actual humans. If you put something rare un there like dragons I'll make sure you see one

Dark Archive

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First idea with what game context we have:

A nosy tiefling wizard who thought the mercenary company would provide him with access to future customers of his arcane tinctures or access to components and lore via the missions. So they have a little motivation for negotiating wealth, but it's a means to knowledge and experimentation.

RPG Superstar 2009 Top 16

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TheNine wrote:
Mark Thomas 66 wrote:

I was a part of one of your earlier attempts with this concept. I'll throw together a submission for another go.

Heh. Interesting

I remember Ramona well... is she returning or do you have others in mind?

I think I'll give someone else a try, maybe go for a Dex based Magus or Inquisitor of some sort


I'll be applying with Elann Amuel. I just have to finalize gear and spells.


TheNine wrote:

pathfinder 1e

I dont know the occult classes that well... but they can be used... same thing with gunslingers or the like. Im not saying anything goes, but if you have a specific class you want to play and are worried about feel free to ask.

3ed -party material - case by case basis... ask about it and i will look into it

Proposed 3ed party Material Legendary Mediums


I'll do my rolling tomorrow.
But consider me dooted


I read the prompt and immediately had an idea. I know that I play a shaman in the other game I'm in with you (hello from Ronan in An Old and Broken World), but this should be a vastly different concept.

The plan is to be a Dwarven Shaman who is a Rivethun Adherent eventually prestiging into the Rivethunn Emissary class (probably at 6th level).

Main stats will be Wisdom and Charisma, Normal stats will be Constitution and Dexterity, and Sub stats will be Intelligence and Strength. Let's see how that shakes out with the RNG.

Main A: 10 + 2d4 ⇒ 10 + (2, 2) = 14 Cha - 2 = 12
Main B: 10 + 2d4 ⇒ 10 + (3, 4) = 17 Wis + 2 = 19
Normal A: 10 + 1d6 ⇒ 10 + (4) = 14 Con + 2 = 16
Normal B: 10 + 1d6 ⇒ 10 + (4) = 14 Dex = 14
Sub A: 14 - 1d6 ⇒ 14 - (2) = 12 Str = 12
Sub B: 14 - 1d6 ⇒ 14 - (2) = 12 Int = 12

Wow. Yeah, that's pretty freaking perfect. I'll get to work on actually building this person, but I can't ask for a much more perfect batch of stats than that. Charisma was always gonna be a bit more challenging, but that gives room for growth!

And let's see how that 2nd level HD would turn out.

HP Lv 2: 1d8 ⇒ 3

So we'd be going with 5 + Con for 8 (since I don't know yet where I'm putting the FCB).

And starting wealth:

Starting Wealth: 3d6 ⇒ (4, 5, 3) = 12 x 10 + 800 = 920 gp.

Gonna go read up on the Rivethun and build me a shaman...

RPG Superstar 2009 Top 16

If I were to propose any 3rd party material it'd be I can share the PDF for a few of the Magus feats and arcana.

And yeah, full disclosure, I wrote it.


Interest!


Short background:

background:

Good Day Sir Colewin I am happy you wish to review my application.
The well groomed Kellid introduced himself
You best kill is a Schir? Fairly impressive, exactly how did you do it? Colewin Binderbrook answered, looking at the large man, wielding a well maintained breastplate, a assortment of various axes and an impracical looking horned helm.
Like most things in combat it was a team effort. We were in a prepared position, moats, grease lined border of the moat, hidden pit traps directly in front of the bardiche wall, the whole deal. The "Orchestra" doesnt fight fair, definitly not against Demons. I am fluent in Abyssal, and essentially informed the f%~*ers that their lord, Goatface Dogtitson, known as Baffo-mmääähd by some, is in truth the Demon Lord of real estate fraud, motherf!!*ing and intellectual property theft, and then proceeded to explain, in considerable detail, certain conspiracy theories regarding his genital organs, or lack thereoff. They then charged directly straight at us, which was rather fortoitous. The large Kellid replied with a polite smile while sipping some tea.
Yet you left the Orchestra? The Paladin asked in turn
I had issues with leadership likely accepting missions from what I suspect to be Nocticulan envoys, although I cannot say for certain.In light of this, I opted to not renew my contract when it ran out. I did otherwise leave in good standing, and have gotten a fairly reasonable performance assessment from them. The Bloodrager replied with a polite smile.

RPG Superstar 2009 Top 16

Starting wealth: 4d6 ⇒ (6, 3, 6, 1) = 16x10=160+800=960


GM, here is the Legendary Medium class (I believe) that pad300 is referring to, so you can review it. I like Legendary classes by Legendary games. I am playing two atm. A ninja and a wizard. They are fun.


This is RH's halfling burglar, Boram. Happy to aid the bold Paladin with any traps or locks that may get in the way. I just need to add the final chapter of his story telling how he met Binderbook.TheNine, I'd asked earlier,

Robert Henry wrote:
Is the Valiant halfling paladin Colewin Binderbook fairly well traveled or should our characters have met him after they moved to the Kalistocracy of Druma?

Any insight?


Just for the hell of it, I’m curious what my rolls would be.

Main A: 10 + 2d4 ⇒ 10 + (1, 2) = 13
Main B: 10 + 2d4 ⇒ 10 + (4, 4) = 18
Normal A: 10 + 1d6 ⇒ 10 + (5) = 15
Normal B: 10 + 1d6 ⇒ 10 + (2) = 12
Sub A: 14 - 1d6 ⇒ 14 - (1) = 13
Sub B: 14 - 1d6 ⇒ 14 - (3) = 11

Not a bad spread actually. Ironic that one of the mains came out less than a normal and equal to a sub. :p

And just for giggles the second try would be…

Main A: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Main B: 10 + 2d4 ⇒ 10 + (4, 2) = 16
Normal A: 10 + 1d6 ⇒ 10 + (3) = 13
Normal B: 10 + 1d6 ⇒ 10 + (4) = 14
Sub A: 14 - 1d6 ⇒ 14 - (5) = 9
Sub B: 14 - 1d6 ⇒ 14 - (2) = 12

First set is better.
I was considering a tiefling gunslinger/alchemist combo maybe, but I’d have to ask about a few overlaps with archetypes.


Actually, what are the rules on firearms?

Scarab Sages

Firearms are a think they exist


And the home internet died....damn


10 + 2d4 ⇒ 10 + (3, 2) = 15
10 + 2d4 ⇒ 10 + (1, 4) = 15
10 + 1d6 ⇒ 10 + (5) = 15
10 + 1d6 ⇒ 10 + (6) = 16
14 - 1d6 ⇒ 14 - (1) = 13
14 - 1d6 ⇒ 14 - (3) = 11

Welllllll heck.... hmmmmmm

Scarab Sages

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Boram the Burglar wrote:
This is RH's halfling burglar, Boram. Happy to aid the bold Paladin with any traps or locks that may get in the way. I just need to add the final chapter of his story telling how he met Binderbook.TheNine, I'd asked earlier,
Robert Henry wrote:
Is the Valiant halfling paladin Colewin Binderbook fairly well traveled or should our characters have met him after they moved to the Kalistocracy of Druma?
Any insight?

It can be pretty simple... sepecially for a halfling like you.. a "He my 3rd cousins brothers ex roomate and they mentioned he ran a mercenary company to "I ran across him in a tavern one night as he was recounting tales of his journeys and talking about looking forward to a new generation of young mercernaries to mold..."

Dark Archive

I guess I never did this:

Starting wealth (wizard): 2d6 ⇒ (3, 5) = 8
800 + (2d6*10) =>880

HP level 2: 1d6 ⇒ 4

RPG Superstar 2009 Top 16

Definitely going with Spelldancer Magus Lvl 2 HP: 1d8 ⇒ 8

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