SqueezeMeNow's Untitled Campaign

Game Master SqueezeMeNow


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Greetings and fair welcome adventurers. I am DM GuardYourPrivates and this is the recruitment thread for a second table of Shards of Golarion. My first table started in July of 2023, and eventually became my primary focus on these boards. I did have a second table for a time, before they came to an early TPK and were recruited as new characters into the first table.

So what is this campaign of mine? In short, a wizard broke the world trying to recreate Nethy's ascension to godhood. Now the world exists in a billion little pieces, pocket planes isolated from the rest. Each with it's own story of what happened after the world ended.

The party will come into a means to rejoin these shards, essentially merging pieces of the world back together. Learning more of the mad wizard and some of the side effects of his feat.

Below you will find everything you need to apply. Information on the starting shard and it's history since the sundering three years ago. Rules for character creation and campaign traits. As well as a few hints for this unique setting.

Passbog and the Sundering:

Three years ago a dark, smoky sky roiled above the small town of Passbog. Thunder was constant, but there was no wind and no rain. The deep black cover expanded down to the horizon as those inhabitants watched. In in the minds of everyone present, came the thoughts of a mortal wizard, struggling for control.
His name was Talenthanis. A man desperate for knowledge, and aiming to mirror the feat that propelled Nethys to godhood. Whatever he was encompassing the area in, he was covering the very world in as well. As he worked this feat of near godly magic all felt his mind strain, fracture, and then break.

The smoky substance covering the sky contracted and expanded as if his breath. Uneven and rapid. Then, in the loudest peal of thunder ever heard, everything went white. The thoughts of the wizard were gone, but the smoky sky remained. Light filtered through. Clouds could be seen through the near translucent smoke above. The horizon was still blanketed in darkness, and any attempts to push through the edge was met with a feeling of undistilled terror. Causing one to convulse and flail simply to try and escape it. Attempting to ignore the fear, or perhaps being able to ignore it would result in walking into the smoke only to walk for what felt like miles without progress. Turning back to find only a few steps of distance had been traversed.

So it would seem Passbog became an isolated area. Dozens of large farmsteads cut off to a few acreages owned by a handful of families. The inn, the smithy, and the broken down mill the only major buildings in the center of this small village. A few acres of wood, passing into the Spring Bog, and the glen that held the Vinton Spring were the only other areas that were encompassed in the new boundaries of the world.

It wasn't long until the goblins of the bog, the Frogstump tribe, decided to try and take the area for themselves. They hit the farmsteads first. Catching the Ingell's farm at night and killing everyone. Only the fire of the homestead alerted the neighboring family, but despite the warning the Judds died as well.

The remaining farmsteads gathered and made it to the inn. There they fortified the place as best they could and everyone gathered to make their stand. Farmer Thompson and his two boys, farmer Treydock, the innkeeper Milana and her husband Timothy, the blacksmith Fogril Honormail, and a passing hospitaler named Tel Beys all found what weapons and tools they could and prepared for the assault.

The goblins came in an initial rush that was repelled with little pain on the side of Passbog. Only a sling stone found Thompson's shoulder, but he was still standing. Next came some probing and a few small skirmishes. All told a handful of goblins died, but nothing of consequence other than a small fire came from it.

Then came the battle. The goblins rushed with all their number from every direction. They were clumsy fighters without anything more meaningful than clubs for the most part. Even when they overran an individual the damage they could do was limited, and the more capable fighters of the village were able to turn the tide.

But their numbers proved deadly. Farmer Thompson's younger son was the first to fall to grasping hands, and before he could be rescued by his brother his head was staved in. Then his brother fell in kind, and the boys father charged into the goblin ranks. Driving them clear out of the back door of the inn. He was not seen again.

Next they managed to get past the main fighting and found Treydock's wife. He tried to save her and both perished. Things became truly desperate, and much of the remaining village ended up isolated in the carnage. Fighting was done individually and against several goblins at once.

When the morning came the few goblins left alive fled from a truly gruesome scene. Bodies littered the inside of the inn and sprawled out the doors and even some windows. Half of the second floor was burnt to the ground, and the last casualty among the villagers had been Timothy. Saving his wife from the goblin leader armed with a spear.

The years since have been quiet. Only one farming family, the Tooms, still live. They have taken in the orphaned daughter of farmer Thompson. Fogril still keeps the forge lit, busying himself with what tasks he can and running a self-made still in an attempt to pickle his memory of that night three years past. Milana has repaired the inn, and she keeps more livestock and a garden now. Even makes her own cheese. Tel Beys has taken to trying to repair the old mill, and divides her time between changing the timbers and trying to turn it into a properly fortified tower.

It has been quiet, but lately there have been goblins caught snooping around the village again. Only one or two at a time, but they have been up to something...

Character Creation:

CC to start at level one with rolled stats (4d6, reroll 1s, drop lowest), background skills, EitP, max gold at first level, a campaign trait and one other trait. If it's not occult or third party it should be fine. Core races are all approved. Kobolds are in. Tiefling and Aasimar are out. Additional races may be allowed if approved by DM. Not planning for unchained classes. Passbog is a small village in the fields of Andoran, but you could (in theory) be from anywhere in Golarion.

Campaign Traits:

Milana's Hand - The innkeeper has spent her time bringing people together in the last few years. Despite losing her husband in the goblin attacks she has remained determined to keep those of Passbog fulfilled. Aiding her in this endeavor, you have helped to keep smiles on the faces of the villagers. Diplomacy is a class skill for you, and you have a +1 trait bonus to Diplomacy.

Craft All - You've always been a crafter. You have a deep passion for your profession. Supplies in Passbog may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.

Goblin Slayer - You've never put the goblin raid behind you. Ever since you have kept an eye out for goblins. Been the first to arrive when they have shown themselves and eager to strike them back. You have trained to better combat their kind, and have even managed to kill one or two over the years. When fighting goblinoids you get a +1 trait bonus to attack and damage rolls, and a +1 dodge bonus against them.

Dogsbody - Despite the lull in activity since the goblin raid there is never a shortage of work to be done. Hauling water, milking animals, harvesting crops, patching fences, and even keeping watch. There is no end to the need for general labor. This has been where you get your sense of purpose. You receive a +1 trait bonus to fortitude saves. Also, you treat handle animal and survival as class skills.

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.

A few hints for applying:

- As a rule of thumb it will be important to have a craft or profession to be able to create what the world cannot provide. Beyond that though, there will be a special material that will eventually be available for the party to craft with. There will be opportunity to make good use of even the most obscure crafting skills, so do not feel you need to focus on weapons and armors.

- Have an idea of what goals your character might have for the world. Being able to essentially rebuild the world gives you a breadth of potential goals. Rebuilding society, ruling, spreading your faith, living an opulent life, finding a bride or groom, and even creating new artifice.

- Character stats and skills will effect the merging of shards. Having a high wisdom to perceive those shards is one thing. Having a high charisma to direct such actions is important as well. A potential shard bearer may also benefit from their skills when merging shards.

- Skills and class features will have varying use depending on the groups choices. A forest ranger won't do well if merging with a piece of a great city. Similarly a dungeon delver won't fair well in wilderness.

- The resources the party has at hand will also depend on what shard the party chooses. You're not too likely to find much fish in a forest devoid of any bodies of water. Or much population for that matter.

I understand that is a bit of a read, and joining a homebrew can be daunting. I am planning to close recruitment on the 28th and choose players by the 31st to give everyone plenty of time with their submission. I welcome all applicants and look forward to seeing some of the great submissions that will no doubt be put forward.


4d6 ⇒ (3, 2, 4, 1) = 10
4d6 ⇒ (6, 5, 4, 1) = 16
4d6 ⇒ (5, 2, 5, 3) = 15
4d6 ⇒ (1, 5, 4, 2) = 12
4d6 ⇒ (4, 6, 6, 4) = 20
4d6 ⇒ (5, 6, 6, 4) = 21

Rerolling 1s: 3d6 ⇒ (5, 5, 2) = 12

9, 16, 13, 11, 16, 17 - lovely array.

I like these homebrews, especially the long living ones - it really shows commitment from GM and players. I have some ideas of concepts, but I just scanned the story and will read more thoroughly the details to make sure it matches well.


I am one of GYP players. I would recommend you don't read the story. It gives up surprises. While the story will differ based on choices the party makes, I have a feeling the shards will not. It has been a fun adventure so far, even the TPK. I would give it a second go myself if I could. Make a character character capable of surviving the apocalypse and able to contribute to rebuilding after one and you should have a good character. One trick ponies won't do as well.


Oh hey, I remember seeing the recruitment for this the first time around. I thought it was a cool concept, but I don't recall if I made a character for it or not... well, might as well now! Let's see what kind of rolls I get:

4d6 ⇒ (1, 4, 4, 4) = 13
4d6 ⇒ (6, 3, 3, 6) = 18
4d6 ⇒ (6, 3, 6, 6) = 21
4d6 ⇒ (3, 3, 5, 2) = 13
4d6 ⇒ (2, 1, 4, 2) = 9
4d6 ⇒ (4, 2, 5, 4) = 15

Reroll ones: 2d6 ⇒ (6, 6) = 12

Pretty nice rolls! that would be
14
15
18
11
12
13

So no real weaknesses with several strengths. I find myself playing with the idea of an exiled kobold shaman who was unlucky enough to get caught in the area when the world went crazy and eventually resorted to joining up with the people of Passbog to survive. (It was probably a very tense meeting)


For those not familiar with playing a kobold this might prove useful.


@Lapyd - I think the first stat is 12, not 9, so:
12, 16, 13, 11, 16, 17.


Oh thanks Wolf, it helps!


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Hi GM - Lapyd here with my submission. Aleranna is a rainkin half-orc slayer; armor, longsword, shield, she's a bit of the traditional warrior per se in combat, but also a gentle soul, a hunter/trapper and cook. More details on the profile, including background, sheet, image, and some other shenanigans. Hoping to keep her with this light "melee ranger" vibe, and evolve towards a defensive style with some roguish flavor on top of it.


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

Reroll 1s: 3d6 ⇒ (4, 4, 5) = 13

So 16, 16, 12, 13, 12, 15

Dark Archive

4d6 ⇒ (1, 5, 2, 5) = 13
4d6 ⇒ (5, 6, 4, 5) = 20
4d6 ⇒ (2, 3, 1, 4) = 10
4d6 ⇒ (1, 1, 1, 4) = 7
4d6 ⇒ (2, 1, 5, 5) = 13
4d6 ⇒ (6, 6, 5, 5) = 22

6d6 ⇒ (6, 4, 4, 1, 2, 4) = 21

16, 16, 11, 10, 14, 17

Nice!


Sir Longears, I’m not sure how far GYP’s “reroll 1’s” goes, but your rerolls include a 1, which possibly you should re-reroll? That would be for the 4th stat, so perhaps not 10.

@GYP?


I would say reroll a one until you get something better.

Dark Archive

Nice!

1d6 ⇒ 3

Well, that makes my 10 an 11, which is something but not much lol!

16, 16, 11, 11, 14, 17

@GYP: Would the Instructor wizard archetype be allowed? It basically trades the arcane bond for a cohort that starts as a commoner but then becomes a wizard at lvl3. At lvl5 we share teamwork feats.

I ask because in the end, at higher levels this has the potential to become quite powerful, with lots of options. One thing that is for sure is that I do not intend to abuse the action economy as my main goal with this cohort is for me to be able to use a teamwork feat I have always wanted to try that is basically two characters combining their spell into a single one which basically gives small buffs and utility to an elemental spell.


GuardYourPrivates wrote:
For those not familiar with playing a kobold this might prove useful.

Yep, that's what I was looking at. Good rolls are the only reason I think I could endure those stat penalties :D

Grand Lodge

Stat: 4d6 ⇒ (1, 2, 2, 4) = 9 reroll: 1d6 ⇒ 5
Stat: 4d6 ⇒ (4, 5, 2, 2) = 13
Stat: 4d6 ⇒ (5, 6, 4, 1) = 16
stat: 4d6 ⇒ (2, 1, 4, 1) = 8 reroll: 2d6 ⇒ (1, 3) = 4
stat: 4d6 ⇒ (3, 6, 1, 6) = 16 reroll: 2d6 ⇒ (3, 1) = 4
stat: 4d6 ⇒ (5, 5, 1, 1) = 12 reroll=: 1d6 ⇒ 5

[Dixe=rereroll]1d6[/dice]
[Dice=rereroll]1d6[/dixe]

Grand Lodge

reroll: 1d6 ⇒ 3
reroll: 1d6 ⇒ 6
reroll: 1d6 ⇒ 1 reroll: 1d6 ⇒ 1
reroll: 1d6 ⇒ 6 reroll: 1d6 ⇒ 6

12,11,15, 14, 18, 17


Almonihah wrote:
GuardYourPrivates wrote:
For those not familiar with playing a kobold this might prove useful.
Yep, that's what I was looking at. Good rolls are the only reason I think I could endure those stat penalties :D

To be fair kobolds do a lot to make up for their stat penalties through specialization. They're actually pretty crunchy little min-max goblins if you're not trying to do a strength build.


Sir Longears wrote:

Nice!

1d6

Well, that makes my 10 an 11, which is something but not much lol!

16, 16, 11, 11, 14, 17

@GYP: Would the Instructor wizard archetype be allowed? It basically trades the arcane bond for a cohort that starts as a commoner but then becomes a wizard at lvl3. At lvl5 we share teamwork feats.

I ask because in the end, at higher levels this has the potential to become quite powerful, with lots of options. One thing that is for sure is that I do not intend to abuse the action economy as my main goal with this cohort is for me to be able to use a teamwork feat I have always wanted to try that is basically two characters combining their spell into a single one which basically gives small buffs and utility to an elemental spell.

The cohort would be a DMNPC.

Dark Archive

If the roll is 1d6 reroll 1's to eliminate that option from the results, then would it be better to roll 1d5+1?

Hmm. Food for thought.

dice and math:
stat roll 1: 4d6 ⇒ (3, 6, 6, 4) = 19
stat roll 2: 4d6 ⇒ (2, 6, 3, 6) = 17
stat roll 3: 4d6 ⇒ (6, 3, 6, 5) = 20
stat roll 4: 4d6 ⇒ (5, 4, 2, 2) = 13
stat roll 5: 4d6 ⇒ (5, 1, 4, 6) = 16
stat roll 5: 4d6 ⇒ (2, 6, 5, 2) = 15

Only one reroll wow: 1d6 ⇒ 1

saw that one coming, lol: 1d6 ⇒ 3

6, 6, 4 = 16
3, 6, 3 = 12
6, 5, 6 = 17
5, 4, 2 = 11
5, 4, 6 = 15
6, 5, 2 = 1e

I can work with this

Dark Archive

Let's see what I can come up with.

Stat 1: 4d6 ⇒ (3, 4, 2, 3) = 12 10
Stat 2, Reroll 1s: 5d6 ⇒ (5, 6, 1, 3, 6) = 21 17
Stat 3, Reroll 1s: 7d6 ⇒ (3, 1, 1, 4, 1, 2, 5) = 17 12
Stat 4: 4d6 ⇒ (3, 2, 6, 2) = 13 11
Stat 5: 4d6 ⇒ (2, 3, 2, 5) = 12 10
Stat 6, Reroll 1s: 6d6 ⇒ (1, 4, 4, 6, 1, 4) = 20 14

10, 10, 11, 12, 14, 17.

Could have been better, but could also have been worse.


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Quick update on character creation:

No stat should be higher than eighteen to start with.

As a DM I like to cut it off there to keep players from spiking too hard at one, and not everyone is going to roll well enough to manage it anyway. Though there have been some very loaded stat arrays so far.

Lapyd/Aleranna jogged my memory looking over their sheet.


All good, GM! Since I rolled a 17 and added the +2 from racial (Human) in that stat - can I adjust it to 18 instead of 19, and put the extra point somewhere else?

EDIT: I guess I could also just assign one of the 16s there, and assign the 17 somewhere else, but my doubt may be someone else's :) I'll make it work either way. No stats above 18 after racials, check!

Dark Archive

QUestion for the GM! Does Kineticist count as occult? It's technically in the same book, but the feel is very different from how most representations of occultism/psychic classes.

That said one of the things I was considering was an either kineticist


All right, here's a basic build for my kobold shaman Aarrokh. The rough idea for his backstory was he was enchanted by the sight of the night sky the first time he left his home warren, and afterward found every excuse to be outside at night he could. This was weird enough for his tribe, but him finding excuses to get outside was making him seem more like a liability than a help to the tribe. So when he ended up bonding with a bird of all things it was the last straw, and they kicked him out.

He wandered for a while, hiding out during the day and mostly traveling at night, living primarily off of trapping small game with crude snares. He happened to be in the vicinity of Passbog when the world went mad, and soon found he wasn't able to get too far from it. Dodging goblins and villagers alike for a while, he saw the battle between them from a safe-ish distance. A few days after it was over, he cautiously approached Passbog, and, talking very quickly, managed to make the case for them letting him join the surviving villagers.

Since then he's primarily used his skills with making traps and snares to help out, doing a bit of crude tanning and leatherwork when he can and helping to maintain the handful of weapons the village possesses. Well, that and using his bit of healing magic to help out. By now he's at least accepted in Passbog, if not wholly welcome still.

I build him in HeroLab and then added in the custom campaign trait and such, so I should still do a final pass on the numbers on his sheet, but otherwise he should be good to go.


Will roll and see what comes to mind

4d6 ⇒ (2, 3, 6, 1) = 12
4d6 ⇒ (4, 4, 4, 4) = 16
4d6 ⇒ (1, 1, 2, 3) = 7
4d6 ⇒ (5, 3, 2, 3) = 13
4d6 ⇒ (5, 2, 4, 6) = 17
4d6 ⇒ (6, 6, 3, 3) = 18

Rerolling 1s
3d6 ⇒ (2, 1, 3) = 6

Rerolling 1s
1d6 ⇒ 2

That gives stats of 11, 12, 8, 10, 15, and 15 ... umm that's quite bad. I guess I'll be sitting this one out


4d6: 4d6 - 1 + 6 ⇒ (2, 6, 2, 1) - 1 + 6 = 16 = 14
4d6: 4d6 ⇒ (3, 2, 4, 5) = 14 = 12
4d6: 4d6 ⇒ (3, 5, 5, 2) = 15 = 13
4d6: 4d6 ⇒ (6, 2, 6, 3) = 17 = 15
4d6: 4d6 - 1 - 1 - 1 + 2 + 6 + 6 ⇒ (1, 1, 6, 1) - 1 - 1 - 1 + 2 + 6 + 6 = 20 = 18
4d6: 4d6 ⇒ (6, 6, 2, 4) = 18 = 16

Rerolled 1s: 4d6 ⇒ (6, 2, 6, 6) = 20

Not bad. Thanks, Dice Gods.

Dwarf Cleric of Cayden Cailean incoming!!

Silver Crusade

roll1: 4d6 ⇒ (2, 6, 5, 2) = 15 13
roll1: 4d6 ⇒ (5, 6, 2, 6) = 19 17
roll1: 4d6 ⇒ (4, 4, 5, 5) = 18 14
roll1: 4d6 ⇒ (2, 1, 6, 1) = 10 13
roll1: 4d6 ⇒ (2, 3, 5, 1) = 11 14
roll1: 4d6 ⇒ (1, 5, 6, 6) = 18 17

re-rolls
roll1: 2d6 ⇒ (3, 1) = 4
roll1: 1d6 ⇒ 1
roll1: 1d6 ⇒ 4

roll1: 1d6 ⇒ 3
roll1: 1d6 ⇒ 6

13
17
14
13
14
17

My idea is for a polearm using Fighter maybe Blacksmith as well.

Grand Lodge

Thinking Halfling Alchemist maybe the Herbalist one. Still I think this nerdy little scientist helping reshape the world with his little magical plants would be fun!


4d6 ⇒ (6, 5, 5, 4) = 2016
4d6 ⇒ (6, 6, 3, 5) = 2017
4d6 ⇒ (2, 3, 6, 6) = 1715
4d6 ⇒ (3, 4, 3, 3) = 1310
4d6 ⇒ (5, 4, 2, 2) = 1311
4d6 ⇒ (3, 5, 3, 1) = 1211

16, 17, 15, 10, 11, 11

Not too shabby.
I was considering some sort of melee Investigator.
We're starting at level 1, is that it?


Rosc wrote:

QUestion for the GM! Does Kineticist count as occult? It's technically in the same book, but the feel is very different from how most representations of occultism/psychic classes.

That said one of the things I was considering was an either kineticist

Yes, kineticist counts as occult.


Albion, The Eye wrote:

4d616

4d617
4d615
4d610
4d611
4d611

16, 17, 15, 10, 11, 11

Not too shabby.
I was considering some sort of melee Investigator.
We're starting at level 1, is that it?

Yes, starting at first level.


GuardYourPrivates, my submission is nearly done. The Crunch for Theorvic Alefavor is done, but I need some questions about the campaign answered, so he'll fit, but also for RP reasons.

1. Is Theorvic the only dwarf in Passbog?
2. Is their communication between the shards yet?

That's all I have for now.


TheWaskally wrote:

GuardYourPrivates, my submission is nearly done. The Crunch for Theorvic Alefavor is done, but I need some questions about the campaign answered, so he'll fit, but also for RP reasons.

1. Is Theorvic the only dwarf in Passbog?
2. Is their communication between the shards yet?

That's all I have for now.

The town blacksmith, Fogril, is also a dwarf. There is no communication between the shards. At the start of the campaign no one knows if any other parts of the world even remain, nor how to merge the disparate shards.


Anything more you'd like from me about Aarrokh here? I suppose I need some physical and character description, in addition to making sure I've cleaned up the HeroLab output...


Thanks, GuardYourPrivates. With that insight, I have completed Theorvic's backstory and history in Passbog. It is pasted to Theorvic's profile, but I'll repost it here for those curious.

☆ ☆ ☆ ☆ ☆

Theorvic Alefavor was born to loving parents in the fortified dwarven city of Rolgrimmdur, among the ruins of Grakodan, in the Five Kings Mountains. Clan Alefavor was one of the rare dwarven families not dedicated to War, but Refreshment, for Clan Alefavor was responsible for keeping the entire city and surrounding areas stocked with various dwarven ales and spirits. Some more aggressive clans would sometimes make jests at Alefavor's expensive because it was a clan of artisans, not warriors. This abuse usually lasted until the monthly ale shipments to these clans were given less than other clans. Often the abuse was recognized and made recompense, then the next month's ale shipments went back to their previous standards.

It was not uncommon for members of Clan Alefavor to journey to the surface of Golarion to trade for wheat, barley, and other reagents used in their craft. It was one of these excursion a very young Theorvic Alefavor was exposed to the name Cayden Cailean. The young dwarf was given a Placard of Wisdom as a gift from a caydenite whom Theorvic helped save several kegs of ale from rolling off a mountain cliff. Clan Alefavor first became aware of The Drunken God shorty after his passing of the Starstone Trial several hundred years ago, but kept to the worship of the dwarven pantheon.

Theorvic read and reread the small guidance on the holy text and marveled at it's sheer simplicity. The Gods of the Dwarves had Edicts upon Commandments on how they must live their life to carving stone tools. Theorvic would sometimes brook these philosophical arguments with more conservative members of his clan, but get shouted down for his young flighty thoughts and notions. But these ideas of Freedom, Expression, and sleeping with barmaids would not leave Theorvic's mind. So after Theorvic's gladdringgarsun, the young dwarf shocked his clan, but proclaiming he would leave Rolgrimmdur, to find his faith under the sunned sky. Expulsion from the clan was floated by clan elders if Theorvic left, but Theorvic's father pushed for his son to leave Rolgrimmdur, and follow his dream without expulsion. His father figured he would not let those notions of Elysium go under the surface world crushed those silly dreams out of Theorvic.

So Theorvic left with the blessing of clan, expecting him to fail and return anyway. Once on the surface, Theorvic sought out the man who gave him his Placard of Wisdom. It turned out the human was a cleric of Cayden Cailean. He said during a drunken binge, The Accidental God came to him to tell him his Placard of Wisdom will return and he should teach the dwarf who brought it back. Thus, Theorvic became a acolyte of caydenism, and learned under his senior cleric. Theorvic was encouraged to continue his art of creating alcohol, learning that Cayden blessed his work; of which his senior cleric would imbibe Theorvic's latest creations.

Then, one ordinary day, while traveling through a small village named Passbog, Theorvic witnessed Golarion as he knew it end. Theorvic survived the Chaos of that event and the horrible goblin raid on Passbog, but the senior cleric didn't. Theorvic did his best to administer to the survivors, being only a acolyte at the time. After the first year, the dwarf was drinking his sorrows along with the survivors, and passed out. In a dream, Theorvic was visited by Cayden Cailean who told him his training was over, and he would be one of his new clerics. Cayden said he wasn't asking Theorvic to rebuild his church, but to try his best to save as many souls as he could. Upon horrible consciousness, Theorvic has his full clerical abilities. The dwarf's head throbbed with pain as he prayed a thank you to The Drunken God.

Milana's Inn was the closest thing to a drinking hall on what remained on Golarion, so Theorvic treated as such. The dwarf cleric would help out as much as he could to repair the tavern and help service the survivors. Theorvic does his best to lift the spirits of those around him, preaching the virtues of caydenism. Theorvic and Fogril forged a bond between them, for all they knew they were the last dwarves alive. The cleric keeps trying to convince the blacksmith to mate with the local human women, like he has, in a vain attempt to rebuild the dwarven race. Milana and Theorvic consider each other friends, though Theorvic clearly want to be more. The innkeeper's heart still hasn't healed from the loss of her husband, but is grateful for the Theorvic's alcoholic creations, his gentle presence in the inn, and his need to stop others from failing into despair.


Stat 1: 4d6 ⇒ (6, 6, 6, 5) = 23

Stat 2: 4d6 ⇒ (5, 3, 2, 2) = 12

Stat 3: 4d6 ⇒ (3, 1, 1, 6) = 11

Stat 4: 4d6 ⇒ (1, 1, 3, 4) = 9

Stat 5: 4d6 ⇒ (3, 2, 2, 3) = 10

Stat 6: 4d6 ⇒ (5, 1, 2, 1) = 9

Reroll 3: 2d6 ⇒ (5, 6) = 11

Reroll 4: 2d6 ⇒ (4, 3) = 7

Reroll 6: 2d6 ⇒ (1, 3) = 4

Reroll 6 again: 1d6 ⇒ 3

Result

Stat 1 18
Stat 2 12
Stat 3 17
Stat 4 11
Stat 5 10
Stat 6 11

Interesting


stats: 4d6 ⇒ (1, 1, 3, 1) = 6 ???
stats: 4d6 ⇒ (2, 1, 5, 5) = 13
stats: 4d6 ⇒ (4, 6, 4, 2) = 16
stats: 4d6 ⇒ (4, 4, 1, 3) = 12
stats: 4d6 ⇒ (4, 6, 3, 2) = 15
stats: 4d6 ⇒ (1, 6, 3, 3) = 13

reroll 1's: 6d6 ⇒ (6, 5, 6, 5, 1, 3) = 26 Better
reroll 1's: 1d6 ⇒ 5

So that makes.
17
15
14
13
13
14

Interesting possibilities, I'll see what I can come up with?


This looks like an interesting concept so I'll toss my hat in the ring here.

Roll 4d6, drop '1': 4d6 ⇒ (3, 5, 4, 1) = 13
Roll 4d6, drop '1': 4d6 ⇒ (3, 4, 2, 6) = 15
Roll 4d6, drop '1': 4d6 ⇒ (5, 1, 2, 1) = 9
Roll 4d6, drop '1': 4d6 ⇒ (6, 2, 2, 3) = 13
Roll 4d6, drop '1': 4d6 ⇒ (2, 5, 6, 2) = 15
Roll 4d6, drop '1': 4d6 ⇒ (4, 4, 4, 6) = 18

Reroll 1s: 3d6 ⇒ (2, 3, 5) = 10

Final Stats: 12; 13; 13; 11; 13; 14.

DM GYP: I wanted to submit an old PC from a long-dead Carrion Crown game Shol’a’saul if that is OK? I will modify her ability scores and adjust her BG should you accept her.

Thanks for your consideration.


Eric Swanson wrote:

This looks like an interesting concept so I'll toss my hat in the ring here.

[dice=Roll 4d6, drop '1']4d6
[dice=Roll 4d6, drop '1']4d6
[dice=Roll 4d6, drop '1']4d6
[dice=Roll 4d6, drop '1']4d6
[dice=Roll 4d6, drop '1']4d6
[dice=Roll 4d6, drop '1']4d6

[dice=Reroll 1s]3d6

Final Stats: 12; 13; 13; 11; 13; 14.

DM GYP: I wanted to submit an old PC from a long-dead Carrion Crown game Shol’a’saul if that is OK? I will modify her ability scores and adjust her BG should you accept her.

Thanks for your consideration.

I see nothing outside the constraints of CC that I put down.


I shouldn't, but dice...

Stat A: 4d6 ⇒ (4, 3, 2, 4) = 13

Stat B: 4d6 ⇒ (5, 6, 4, 3) = 18

Stat C: 4d6 ⇒ (3, 4, 3, 3) = 13

Stat D: 4d6 ⇒ (1, 3, 1, 6) = 11

Stat E: 4d6 ⇒ (1, 3, 5, 1) = 10

Stat F: 4d6 ⇒ (2, 2, 6, 3) = 13

Edit A: Rerolling 1's

Stat D: 2d6 ⇒ (5, 5) = 10

Stat E: 2d6 ⇒ (3, 1) = 4

Edit B: Rerolling 1's

Stat E: 1d6 ⇒ 1

Edit C: Rerolling 1's

Stat E: 1d6 ⇒ 6

Edit D

Stat A: 4,3,4 = 11

Stat B: 5,6,4 = 15

Stat C: 3,4,3 = 11

Stat D: 5,5,6 = 16

Stat E: 6,5,3 = 14

Stat F: 2,6,3 = 11

I will think a bit...

Liberty's Edge

I probably won't submit anything, but I'm a sucker for rolling for stats...

1: 4d6 ⇒ (4, 3, 4, 4) = 15
2: 4d6 ⇒ (5, 2, 6, 5) = 18
3: 4d6 ⇒ (3, 1, 1, 2) = 7
4: 4d6 ⇒ (1, 1, 5, 1) = 8
5: 4d6 ⇒ (6, 4, 3, 4) = 17
6: 4d6 ⇒ (6, 5, 4, 2) = 17

Rerolls: 6d6 ⇒ (3, 6, 1, 6, 2, 6) = 24


There is a reason I don't do point buy. :3


GuardYourPrivates wrote:
There is a reason I don't do point buy. :3

What is your reason?

Horizon Hunters

Well, I haven't rolled stats since a life ago. Let's see...

4d6 ⇒ (6, 6, 3, 6) = 21
4d6 ⇒ (5, 4, 3, 1) = 13
4d6 ⇒ (2, 4, 2, 5) = 13
4d6 ⇒ (2, 1, 1, 3) = 7
4d6 ⇒ (6, 1, 3, 2) = 12

Rerolls: 4d6 ⇒ (2, 4, 1, 3) = 10
Re-reroll: 1d6 ⇒ 6

So: 18, 14, 13, 11, 14 <---- heh, looks like point buy =)

About builds... I'm thinking on a human using both the skilled and improvisation feats, showcasing the ability of humans to quickly adapt to even the more chaotic circumstances. The class however ... that I'm not sure.

Regarding the campaing, what sort of advancement speed should we expect?


Oceanshieldwolf wrote:
GuardYourPrivates wrote:
There is a reason I don't do point buy. :3
What is your reason?

That it rolling temps people into making a character more than point buy.

@Ed: You might want to consider the inexplicable luck racial feat for humans if you're wanting to go all in on their versatility.

Advancement speed will depend on the players. Advancement is gated through joining of shards. Extended roleplay and making use of downtime won't do much to advance class levels. Though both certainly empower players in their own ways.


@GYP - yep, that is a good reason!


Tharasiphs Polearm Fighter

Needs background skills and background done


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

13,15,12,12,13,15 can't complain. Jack of all trades. So which trade will it be?

Liberty's Edge

1 person marked this as a favorite.
Therenger wrote:

4d6

4d6
4d6
4d6
4d6
4d6
[Dice=1s]2d6

13,15,12,12,13,15 can't complain. Jack of all trades. So which trade will it be?

As an outside observer with no dog in the fight, that stat set would work great for an Inquisitor.

Horizon Hunters

Well, there are classes that come online only after a certain amount of levels, like shaman, while others shine from the get-go, like fighter.

That's why I was asking about levels.

Maybe I'll try an unchained summoner and flavor it as a spirit of the land? That might work.

I just need to go refresh my knowledge on the unchained summoner.

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