Shards of Golarion 2nd Table

Game Master SqueezeMeNow

InnMap


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That's an 18 point buy. Just two shy of high fantasy and PFS. There is another applicant who rolled only a single fifteen. One of my favorite characters I ever played had a high of a fourteen.

If that is disheartening to you I see nothing for it. Please do not do something you will not enjoy.

Dark Archive

It is indeed an 18pb, but no choice as how to split it. The two 15s at first level are the same as two 14s, now a 14pb.

You have prospective players with 54pb, 49pb, 47pb, and 40pb, Just because they got extra lucky.

Anyway, good game for you guys and thanks for the time.


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I'll have a submission up by tomorrow. I kept forgetting to get around to it.


This is a really interesting twist on the setting. Would love to see where this goes...

rolls:

4d6 ⇒ (2, 1, 6, 1) = 10 = 3+6+4 = 13
4d6 ⇒ (2, 1, 5, 3) = 11 = 5+5+3 = 13
4d6 ⇒ (5, 4, 1, 5) = 15 = 5+6+5 = 16
4d6 ⇒ (4, 6, 2, 1) = 13 = 4+6+6 = 16
4d6 ⇒ (2, 5, 4, 3) = 14 = 5+4+3 = 12
4d6 ⇒ (5, 4, 1, 6) = 16 = 5+6+6 = 17

reroll: 6d6 ⇒ (3, 4, 5, 6, 6, 6) = 30


Wow, that's quite the impressive set!


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Submissions so far

Aja of Absalom
* Human Oracle (Spirit guide)

Syardis Verkirk
* Half-Elf Wizard (Chronomancer)

Dagna Jursk
* Dwarven Barbarian (Mad Dog)

Ulthak
* Half-Orc Elementalist Shifter


I will say the submissions so far have been very interesting and one of the archetypes is among my favorites in all of pathfinder.


Would a cobbler be an acceptable profession? Or should I choose something more necessary for the adventures?


I feel like some kind of a ranger, trying to adapt to the shattered environs, could be a cool concept - just need to figure out a build for it.

4d6 ⇒ (4, 5, 4, 4) = 17 = 13
4d6 ⇒ (4, 3, 2, 2) = 11 = 9
4d6 ⇒ (5, 4, 6, 5) = 20 = 16
4d6 ⇒ (2, 6, 1, 6) = 15 = 17
4d6 ⇒ (6, 4, 6, 1) = 17 = 18
4d6 ⇒ (4, 1, 5, 3) = 13 = 15

1s: 3d6 ⇒ (1, 5, 6) = 12
1, again: 1d6 ⇒ 6


Violant wrote:
Would a cobbler be an acceptable profession? Or should I choose something more necessary for the adventures?

A cobbler would be wonderful choice. Any profession or craft that makes things a group might wear or use is a good choice.


As crafting and professions are so important…

Submissions so far

Aja of Absalom
* Human Oracle (Spirit guide)
- Craft Clothing
- Profession Soothsayer

Syardis Verkirk
* Half-Elf Wizard (Chronomancer)
- Craft Calligraphy
- Mentioned tattoos?

Dagna Jursk
* Dwarven Barbarian (Mad Dog)
- Craft Armor
- Handle Animal

Ulthak
* Half-Orc Elementalist Shifter
- Craft Leatherwork
- Profession Tanner


Grumbaki wrote:

As crafting and professions are so important…

Submissions so far

Syardis Verkirk
* Half-Elf Wizard (Chronomancer)
- Craft Calligraphy
- Mentioned tattoos?

Specifically the Inscribe Magical Tattoo feat. It requires 5th level CL. Syardis also has Scribe Scroll if that counts for anything. ¯\_(ツ)_/¯


Dagna will probably get craft weapons later on too.


The other question: Craft All's "no penatly for improvised tools" applies only for crafting, right?


Anyways, here's the "kitsune." Don't plan for Timothy to ever go into any form other than his human one. Barring something like Baleful Polymorph or Antimagic Field.

I'll have a backstory up today or tomorrow, but I went with Milana's hand to get his Diplomacy up to snuff early. Planning to go with him being abandoned in Passbog and then growing up there. I went with Magical Knack as well because multiclassing with Arcanist is painful. He doesn't get 2nd level spells until level 5.

This is Violant's submission, and even if he's a rogue in a level... don't expect him to be disarming magical traps. Being a thief isn't his profession, so he doesn't know how to do any of that.


Violant wrote:
The other question: Craft All's "no penatly for improvised tools" applies only for crafting, right?

Yes.

What's your plan for the arcanist?


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I wrote that before I realized you gave us max starting gold, woops.

My goal is basically an Arcane Trickster using a level of Kitsune Trickster Rogue. It gives up trapfinding and magical trap disabling for a buff to some skills.

The reliance on both CHA and INT meshes well with Arcanist, which is why I went for this when I saw my stat rolls.

Silver Crusade

Do you have any issues with a Hunter as a character? Definitely a local largely traumatized by the whole Sundering.

If you're ok with a hunter, I'm thinking of Big Cat or Small Cat as most likely animal companion. Are both (either) available locally? Or maybe some dinosaur (dinosaurs are always cool :-)) ?


Life got in the way. I'll have a short backstory up soon. I picked cobbler because... who knows, it might snow. There'll probably already be blacksmiths and tanners galore in the party. Obviously going Craft (shoes) and not Profession (Cobbler), for obvious Arcanist-Rogue reasons.

The Exchange

dang I'll give it a roll at the very least.

4d6 drop lowest: 4d6 ⇒ (4, 5, 5, 5) = 19 15
4d6 drop lowest: 4d6 ⇒ (6, 3, 2, 6) = 17 15
4d6 drop lowest: 4d6 ⇒ (5, 1, 3, 2) = 11 reroll: 1d6 ⇒ 1 reroll: 1d6 ⇒ 4 12
4d6 drop lowest: 4d6 ⇒ (3, 2, 6, 5) = 16 14
4d6 drop lowest: 4d6 ⇒ (4, 5, 2, 1) = 12 reroll: 1d6 ⇒ 6 15
4d6 drop lowest: 4d6 ⇒ (1, 1, 6, 4) = 12 reroll: 1d6 ⇒ 5 reroll: 1d6 ⇒ 4 15

so 15 / 15 / 12 / 14 / 15 / 15 looks like a bard or a rogue would be in my future


I am wondering if an Investigator could make for a sort of "town tinkerer" build. Something to try playing with at least....
4d6 ⇒ (3, 4, 6, 2) = 15 - 13
5d6 ⇒ (3, 6, 5, 1, 5) = 20 - 16
5d6 ⇒ (5, 1, 6, 3, 2) = 17 - 14
4d6 ⇒ (6, 6, 2, 4) = 18 - 16
5d6 ⇒ (1, 5, 3, 6, 4) = 19 - 15
5d6 ⇒ (4, 1, 4, 2, 6) = 17 - 14


Ok, here is my bard Miles Right. He has craft carpenter and jewelry. I might have to swap out one for bows. He is going to be an archer and inspirer as far as combat roles go.


4d6 ⇒ (2, 3, 6, 4) = 15 => 13
6d6 ⇒ (4, 4, 1, 2, 1, 2) = 14 => 10
4d6 ⇒ (6, 4, 4, 3) = 17 => 14
4d6 ⇒ (3, 5, 2, 4) = 14 => 12
4d6 ⇒ (4, 6, 2, 5) = 17 => 15
4d6 ⇒ (5, 3, 4, 5) = 17 => 14

would a gunpowder bombardier ninja be okay? i was going to submit one to a different campaign but that deadline is tomorrow, and you say you welcome gunpowder. they'd be flavored pretty much as a rogue that figured out how to make blackpowder but didn't know how to turn it into a gun so... just blows stuff up with it.


Hello this is my ranger submission with bad rolls. I figured he'll never be great at one thing, so I made him adequate at a bunch of things. In his backstory, I give one of the NPCs in Passbog's story a little bit of involvement, hope that's ok.

Character sheet:

Janush Mang
Male half-orc ranger (Wild stalker) 1
CG Medium humanoid
Init +3; Senses Perception +7 + low-light vision + darkvision 60ft
Fav class Ranger
Fav class bonus +1 hp
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 Armor, +1 Dex)
hp 12 (10 (lvl 1 ranger) + 1 (1*Con) + 1 (1*FC))
Fort +3, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Greataxe +4 (1d12+4/20x3)
Ranged longbow (ammo = 20) +2 (1d8/20x3)
--------------------
Other abilities and SQ
--------------------
Strong Senses (Ex):
At 1st level, a wild stalker’s life among the wild has sharpened his senses. He gains low-light vision and a +1 bonus on Perception checks. If he already has low-light vision, he gains a +2 bonus on Perception checks instead. This bonus increases by +1 for every four levels after 1st (to a maximum of +6 at 20th level, or +7 if the character did not gain low-light vision from this ability).

This ability replaces the ranger’s first favored enemy ability.

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 12, Int 12, Wis 13, Cha 9
Base Atk +1; CMB +4; CMD 15
Feats Cleave
Traits Reactionary, Lookout - Most of the goblins are dead now, but they aren't gone entirely. Occasionally one or two linger at a farmstead. They skulk about in the bogs and always look for chances to steal or harass the animals. Everyone has to stay vigilant, and a weapon close at hand. Just in case. You've always been one of the first ones to spot them. Your keen eyesight gives you a +1 trait bonus on perception checks.
Armor check penalty: -5
Skills Climb +2, Heal +5, Knowledge (nature) +5, Perception +7, Stealth +0, Survival +5 (add 1 to track), Swim +2
Background skills Craft (woodworking) +5, Craft (weapons) +5
Languages Common, Orcish, Goblin
Greataxe, Chainmail, Longbow (20 arrows), Backpack, Bedroll, Winter blanket, Chalk x 10, Crowbar, Fishing net, Flint and steel, Grappling hook, Belt pouch, Trail rations x5, Hemp rope, Sewing needle, Soap, Waterskin
Leftover money
gp: 36
sp: 8

Backstory:

Janush is the illegilimate child of farmer Thompson. He found a half-orc woman wounded in the woods and nursed her back to health. For reasons she never shared, she didn't want to be known, so she lived off the grid. Thompson helped her as often as he could. They developed a relationship and eventually Janush was born. Thompson had mixed feelings about the child, loving him, but also not accepting him since he was reminded of his guilt of a relationship outside of his wedlock.

Janush was 10 years old when the sky over Passbog became black. He didn't understand what was happening, but he understood the consequences very well. His mother died early in the goblins' assault, as she had no support from the town. This made Janush bitter towards the settlement. Although he had been left for dead and survived, he did not want to keep breathing, motherless and rejected by his father. He watched as the goblins came wave after wave, and he watched as his furious father chased the goblins back into the woods. Despite all his rage, he could not help but worry. Yet he did not have the courage to follow. He waited day and night for his father that never came out.

After meditating, he realized that whoever created the sky troubles was to blame for his situation. He started to hate on power hungry wizards and started to think that they were the pinnacle of civilization: the taint of ambition. Yet he also realized that alone he would perish in the woods. He made himself known in Passbog, although he never revealed his identity. Just claimed he was lost and relied on the town's goodwill to take care of him. Although no one adopted him individually, the town adopted him collectively. He learned how to fight and how to build. He became the most reliable worker and always helped where he could. Yet, he never forgot the rage that burned inside him.


This is an intriguing setting. Let's throw some bones and see what turns up:

4d6 ⇒ (3, 5, 5, 5) = 18
4d6 ⇒ (4, 3, 6, 6) = 19
4d6 ⇒ (6, 3, 1, 4) = 14 Reroll 1s: 1d6 ⇒ 3
4d6 ⇒ (5, 6, 1, 6) = 18 Reroll 1s: 1d6 ⇒ 6
4d6 ⇒ (5, 5, 5, 3) = 18
4d6 ⇒ (3, 6, 5, 6) = 20

Final scores: 15, 16, 13, 18, 15, 17

That is irresponsibly high...

I'm thinking a Stoic Caregiver Cleric of Erastil with the Community domain. A wandering midwife who was passing through town when the Sundering occurred. His chosen profession not being needed all that often since the Sundering occurred, he has thrown himself into serving the community, performing as much work as possible to keep it together.

Stats and fuller backstory to follow...


Character sheet is mainly done, need to finish the backstory now...

Character Sheet:
Lathliss
Male Half-Elf Cleric [Stoic Caregiver] of Erastil 1
LG Medium Humanoid (Elf, Human)
Init +3; Senses Perception + 5, Low-Light Vision
----------
Defense
----------
AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 shield)
hp 12 (1d8+4)
Fort +7 Ref +3 Will +6; +2 Enchantment spells and effects
Immune: Magic sleep effects
----------
Offense
----------
Speed 30 ft.
Melee Shortspear +3 (1d6+2/x3)
Ranged Longbow +3 (1d8/x3)
Special Attacks 4/day Channel Positive Energy (1d6, DC 13), 6/day Calming Touch (heal 1d6+1 nonlethal + fatigue/shaken/sickened)
Cleric Spells Prepared (CL 1st; concentration +4)
1st – abundant ammunition, blessD, remove sickness
0 (at will) – create water, light, mending, purify food and drink
----------
Statistics
----------
Str 15 Dex 17 Con 18 Int 17 Wis 16 Cha 13
Base Atk +0; CMB +2; CMD 15
Feats Scribe Scroll, Skill Focus (Profession (Midwife))
Traits Dogsbody, Indomitable Faith
Skills Craft (Bows) +7, Handle Animal +5, Heal +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Profession (Midwife) +10; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Gnome, Halfling, Orc
Favored Classes: Cleric, Rogue
SQ Midwife Training (Su): A stoic caregiver is an expert at caring for lives that are in the process of being formed as well as the bodies of those who expect to usher new life into the world. The stoic caregiver gains a +2 bonus on Heal checks to treat expectant mothers and children. Any Heal check by the stoic caregiver that deals damage to the patient always deals the minimum amount of damage.

Whenever a stoic caregiver stops bleeding with the Heal skill or magical healing, or restores hit points with a healing spell or channeled positive energy, the healed creature gains partial resistance to bleed damage and negative energy for a number of minutes equal to 1/2 the stoic caregiver’s cleric level. Any bleed damage a target takes during that time is halved. Additionally, when protected creatures take negative energy damage (such as from an evil cleric’s or an antipaladin’s negative channeled energy, or spells such as inflict light wounds), the amount of that damage is reduced by 5.

Fated Cures (Su): Creatures must roll twice and take the lower result when they make any saving throws against a stoic caregiver’s spells of the healing subschool.

Combat Gear: 2 scrolls Protection from Evil; Gear Shortspear, Longbow, 20 arrows, Studded Leather Armor, Heavy Wood Shield, backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, a wooden holy symbol of Erastil, 49gp


Background is up.

Lathliss Background:
Lathliss was born in a Calistrian coven in Kyonin. He never knew who his father was, and his mother never cared to answer the question. He only knew that his father was not another elf, as his eyes quickly developed to have whites and his movements were not nearly as graceful. His life was peaceful, if chaotic, and his mother showed him all the ways of Calistria. The religion fascinated him, but he found he could not scheme and blackmail the way the others around him were able.

A wandering priest or Erastil proved to be his guiding light. The priest came in to help a local noble with a difficult birth. She taught community, family, love, and was also a good enough shot with a bow that the elves respected her. Lathliss felt an inner peace he never had with Calistria when considering Erastil, and he volunteered himself to become an acolyte of Erastil, following this woman, Meetra.

Over the next few decades he learned everything he could, through Kyonin, and beyond, and in time, became a Midwife and cleric of his own. Saying goodbye to his master, he began his own journey, traveling through countries far and wide, giving aid where he could, and never setting down roots. That is how he found himself in Passbog when the Sundering occurred.

Living in nature just outside the town, he was not harassed nearly as much by the goblins, but when he saw the damage done, he knew what he had to do. He rolled up his sleeves and started working, wherever work was needed. This community needs help, and he will do everything in his Erastil given power to do so.

Left some roots in there to explain why a Rogue would be his other favored class.


I've decided to withdraw from this recruitment. Have a great game, guys!


I have decided to extend recruitment another week to give those who rolled most recently more time to finish up characters. I will be combing over sheets to help finalize my decision in advance, so expect a prompt decision on the 19th. I apologize if this is frustrating for those who have already applied, but I want to give everyone a chance to finish.
New rolls will still be closed on the 12th.

To clarify a few things that people keep asking over:

Any Paizo published archetype (Not unchained.) should be fine by me. Hunter and Ninja are fine.

Understand that the world will be very unlikely to furnish you with items like gunpowder. The same goes for exotic spell regents like crushed gemstones. Be prepared to gather materials with downtime rules and make your own boom boom dust.

Also keep in mind that you need a backstory that bring you through or near enough to passbog for the sundering.


Oh. gunpowder bombardier form the looks of it just gives you the bombs. they're like alchemist bombs in that you just. get them.

but i'll be down to burn some downtime to gather materials.


It should be simple enough to do. Not like you're crafting magical guns.


@GuardYourPrivates would you be open to the race Ratfolk? I thought it could be an interesting roleplaying opportunity, being non-human-esque and thus likely less trusted, but still having useful skills as a "tinkerer"? He probably lives beyond the outskirts of town, and almost fills the role of the "old witch in the woods"?

If you don't feel this fits in your vision, I told understand and will look in another direction. Just thought I would ask.


I have nothing against them, but keep in mind my earlier caution that exotic races will need a good explanation for how they ended up in the area and I will be selecting a limited number of them into the party. If any.


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Submissions so far

Syardis Verkirk
* Half-Elf Wizard (Chronomancer)
- Craft Calligraphy
- Plans to Inscribe Magical Tattoos

Dagna Jursk
* Dwarven Barbarian (Mad Dog)
- Craft Armor, later weapons
- Handle Animal

Ulthak
* Half-Orc Elementalist Shifter
- Craft Leatherwork
- Profession Tanner

Timothy
* Veiled Kitsune Arcanast
- Craft Shoes
- Plans to go Arcane Trickster

Miles
*Human Bard
- Craft Carpentry
- Craft Jewelry
- Plans to Craft Bows

Janush
*Half-Orc Wildstalker Ranger
- Craft Woodworking
- Craft Weapons

Lathliss
*Half-Elf Stoic Caregiver Cleric of Erastil
- Craft Bows
- Profession Midwife


Alright. Had a medical issue, resolved now. Different format than usual for my backstory, but I figured I'd give it a try:

Backstory:

(Before the Sundering, by about 5 years)

Timothy stands in front of a potential apprentice. Apprentice as a cobbler that is, for his skills in magic were... patchwork at best, as best described grasping at both scraps of sorcerous magic in his blood (from where, he does not know), and scraps of information on the learned ways of wizardry to... whatever he is capable of. Learning-and-blood fueled patchwork magic. It works though. Not enough to teach though, gods forbid.

"So. You wish to be a cobbler, yes? My adoptive parents were cobblers before me, and their parents, and so on, for as long as their memory served. They're gone now, so. I do eventually need to pass my skills down for Passbog, and for my family." He... never knew his true biological parents. In reality, they were kitsune passing through that decided to abandon their unwanted child. "Truth be told, I'm both a shoemaker and a cobbler. And if you're going to eventually take my place as distributor of shoes here in Passbog," Timothy says, "then you'll have to do both, kid."

The orphaned child in front of him nods. Timothy decided to take the child under his wing when he saw him attempting to fix his own shoes, and showed some natural aptitude for it. Timothy didn't want to leave his hometown that took in an abandoned child without a shoemaker-and-fixer, and the kid has grown on him over time. "You've already learned quite well how to fix your own shoes, so it's time you start learning how to make them. Imagine, you could even have spares!"

So Timothy, nearly 35 at this point, decided to take the young 7 year old boy under his wing. For some reason, he saw a glint of himself in the young child, and despite some internal voices trying to tell him he couldn't support a child... he decided to. He would not abandon someone like his biological parents had. No.

5 years later, after the events of the Frogstump attack.

Dead. All hopes of Timothy being a father, all hopes of finding an apprentice to pass on his craft to. Everything he had worked at within the past 5 years, bar maybe some accumulated scraps of magic, gone in an instant. They killed him, he repeatedly thinks as he tries to perfect a new magical trick he learned in a fit of anger. A figurine of wood bursts into flames as Timothy nearly collapses. He feels empty, both in terms of what to do with his life, and in terms of whatever magical reserves empowered him to burn this figurine of a goblin to nothing more than a pile of ash in 10 successive lashes of fire.

So, there's Timothy's backstory. Decided to go with a cobbler and shoemaker who lost his apprentice due to the goblin attack and just wants to burn some goblins with exploit spam. Unlike my other shapeshifter characters, this guy is probably going to go a large chunk, if not all of the campaign not even using the ability.

Still oscillating on whether I want kitsune magic (increase Enchantment DC, mainly) or skilled. He's currently set up with skilled.


Anxious waiting intensifies


On one hand the short list of finished (mostly) applicants made this an easier decision. On the other having to choose five of seven players made it difficult in it's own way.

Will the following players please report to the discussion thread:

Dagna Jursk

Ulthak

Timothy Cobblesworth

Lathliss

Miles Robert Right

To those who didn't make it, if you have any questions or concerns please DM me and I will answer.

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