If by any chance Crisischild does not submit his Hunter with a dog, I will throw my hat in the ring with Krezen, the orphaned half-orc child of unknown parentage, raised on the outskirts of Pebble Mill by a kindly herbalist and her farmer husband until their passing. Since then, he has lived alone amid the woods and hills, trapping and trading furs for the few supplies he cannot gather himself. Most townsfolk whisper uneasily at his approach, yet a few quietly speak of times he’s guided them home safely or scared off prowling beasts in the dark. Krezen:
Krezen Krezen Half-orc expert 1 CG Medium humanoid (human, orc) Init +3; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 14 (1d8+6) Fort +3, Ref +3, Will +4 Defensive Abilities orc ferocity -------------------- Offense -------------------- Speed 30 ft. Melee dagger +4 (1d4+4/19-20) or . . longspear +4 (1d8+6/×3) or . . morningstar +4 (1d8+4) Ranged light crossbow +3 (1d8/19-20) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) -------------------- Statistics -------------------- Str 18, Dex 16, Con 16, Int 13, Wis 14, Cha 7 Base Atk +0; CMB +4; CMD 17 Feats Toughness Skills Handle Animal +2, Heal +6, Intimidate +0, Knowledge (geography) +5, Knowledge (nature) +5, Perception +6, Profession (trapper) +6, Stealth +7, Survival +6; Racial Modifiers +2 Intimidate Languages Common, Giant, Orc SQ orc blood Other Gear crossbow bolts (10), dagger, light crossbow, longspear, morningstar -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. did not add much in the way of equipment, since I am not sure how we are going to handle it :) Was going to give him a shortbow, but discovered Experts do not know how to use bows :O
Veela Casanen wrote:
DM Ashlar wrote:
So I believe no traits, no background skills, and core only content. So also not Warpriest in the future I assume? And thank you for the reply DM Ashlar, that sounds great!
DM Ashlar wrote: Everyone Wow, these are all amazing. I am really enjoying where this group could go. Shadowed Keep for sure, but I am really seeing the characters as who they are beforehand. And how they will be when they... if they return. Hey DM Ashlar, I think I would want my character to be a strong and bright young man, working perhaps as an apprentice smith (maybe with his father or brother?), in the hopes of one day mastering 'The Riddle of Steel' ;) But most importantly I wanted to ask you about the ruleset you are planning to use. I understand it will be PF1e, but will you be placing any limitations on stuff like Traits and Feats? Spoiler alert - I hope you do as I am personally looking for a 'Core only' PF1 game as much as possible. Let me know! That way we can align expectations.
Grumbaki wrote:
Simple and perfect - love it. You mean in the recruitment thread, right? Plastic Dragon wrote:
Solid!
Definitely interested :) Hopefully you keep it as close to Core as possible. Since PF places way more emphasis on ability scores than older systems, I would personally prefer a point buy. But if you prefer to go with rolling for ability scores, I would suggest an external die roller, so people cannot preview their results. Keeping it fair for all. As Crom intended.
GM-Lia wrote:
Thanks a lot for adding a few more words to it GM-Lia, it gave me a very clear image of what is the plan. I love the first half, but unfortunately I am not a big fan of the second, in which we detail the tavern and the contact. My preference would be that actually getting a contact might constitute an adventure or side-trek itself, discovering what tavern in town is the best for finding such contacts could be another, etc. The narrative part in which I detail - 'my contact is one-eyed Joe, a toothless, greasy man, deadly with a dagger and with a constant sneer on his face. He usually hangs out at the Broken Pot tavern, as befits a lowly street thug of the Guild' - for me feels more like telling a story than playing the game. Just a matter of personal preference is all :) I do think you have a great vision though, and feel like the game will be very entertaining for those seeking a more narrative experience. Wish you a great one! And I will for sure poke my head in every once in a while ;)
Hi GM-Lia, I am very curious about this game for a couple of reasons - OSW speaks highly of you, and also I have been really trying to get into PF2e without much success so far. But I do have a lot of trepidation regarding the nature of the game and its scope - I have read also through the interest thread, and the premise sounds really fun. A sandbox, brave adventurers exploring the world and finding new challenges with a lot of player agency. It sounds perfect. But I do have some questions, if that is ok :) Would you mind elaborating a little bit more on what 'players having a larger element of narrative control' means? I love the notion that characters have goals in their humble lives starting out at level 1 - one wants to be a soldier, the other wants to avenge her Mother, yet one other wants to lead the Thieve's Guild. So they search for ways to accomplish their goals. They provide details on the guild, how their mother died, and where they want to be a soldier and why - broad strokes upon which the DM can build. Is this the gist of it?
Black Dow wrote:
Aha, perfect! Thanks BD. Fancy seeing you here ;)
Hytogg wrote: That's what I chose as well. should we be kin? rivals? Not really a choice from my end, or I would avoid duplication :/ It seems we will then have a Dwarf Thief and an Elf F/M/T. So I think I will go Halfling just to be different, though Halflings cannot see in the dark, so you’ll have to do the scouting in your own.
AGM Lemming wrote:
I think you are absolutely correct. Guess a Dwarf Thief it will be ;)
Thank you for the invite Spazmodeus! 4d6 ⇒ (2, 6, 4, 5) = 17 Str 15
Looks like a Charismatic Fighter of some sort.
Bharaz Silverhelm wrote:
Not very big on backstories, so I say we go with whatever you wrote.
Critzible wrote: Dwarves can't be Rangers. THough I am intrigued at the idea. You'd be restricted to the Clerics weapons. Do you have any specific D&D setting in mind Critzible? My approach would probably depend on that, but something like a grim warden of the deep halls, protecting the clan and patrolling the tunnels.I am not very familiar with the Complete Book of Dwarves, but maybe... An Animal Master?
Let's try to roll! 5d6 ⇒ (6, 2, 5, 3, 6) = 2217
Nice! So is it stats down the line?
He would look something like this (just bare bones): Helgash:
Helgash Male advanced kyton-spawn tiefling oracle 4/paladin (hospitaler) 3 LG Medium outsider (native) Init +3; Senses darkvision 60 ft.; Perception +2 Aura courage (10 ft.) -------------------- Defense -------------------- AC 25, touch 13, flat-footed 22 (+7 armor, +3 Dex, +2 natural, +3 shield) hp 97 (7 HD; 4d8+3d10+35) Fort +17, Ref +13, Will +17; +2 vs. death Immune disease, fear; Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Special Attacks channel positive energy 8/day (DC 19, 2d6), smite evil 1/day (+7 attack and AC, +3 damage) Spell-Like Abilities (CL 7th; concentration +14) . . 1/day—web (DC 19) Paladin Spell-Like Abilities (CL 3rd; concentration +10) . . At will—detect evil Oracle Spells Known (CL 4th; concentration +11) . . 2nd (5/day)—cure moderate wounds, lesser restoration, shield other . . 1st (8/day)—bless, cure light wounds, detect undead, divine favor, protection from evil . . 0 (at will)—create water, guidance, mending, purify food and drink (DC 17) . . Mystery Life -------------------- Statistics -------------------- Str 18, Dex 16, Con 20, Int 16, Wis 14, Cha 24 Base Atk +6; CMB +10; CMD 23 Feats Extra Lay on Hands, Fey Foundling[ISWG], Power Attack Traits dangerously curious, fate's favored, healer's hands Skills Acrobatics -1 (-5 to jump), Diplomacy +15 (+13 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +18 while talking to an individual one-on-one), Escape Artist +1, Heal +12, Intimidate +9 (+12 while talking to an individual one-on-one), Knowledge (planes) +13, Knowledge (religion) +11, Linguistics +4, Sense Motive +12 (+10 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +15 while talking to an individual one-on-one), Use Magic Device +16; Racial Modifiers +2 Escape Artist, +2 Intimidate Languages Abyssal, Common, Draconic, Infernal, Orc, Undercommon SQ interaction bonus, lay on hands 10/day (1d6), mercy (fatigued), oracle's curse (legalistic), pride, revelations (life link, channel), tiefling paladin, vow to self Combat Gear wand of cure light wounds (50 charges); Other Gear +1 breastplate, +1 heavy steel shield, cloak of resistance +1, headband of alluring charisma +2 -------------------- Special Abilities -------------------- +3 when using Lay on hands for yourself. Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself. Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Darkvision (60 feet) You can see in the dark (black and white only). Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Fey Foundling Magical healing works better on you Healer's Hands Your healing efforts are bolstered by positive energy. Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks. Lay on Hands (1d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob Life Link (4 max bonds, 140 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam. Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition. Oracle Channel Positive Energy 2d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize Smite Evil (1/day) (Su) +7 to hit, +3 to damage, +7 deflection bonus to AC when used. Vow to Self (1/day) +4 morale bonus to one roll to keep a promise. One question RIZZENMAGNUS - are you allowing Skill Unlocks? I am asking because of the Healer's Hands trait and the Heal skill interaction. One disclaimer - I am going on vacation on the 10th of July for about a week and a half, so that might influence my ability to post during that time.
Critzible wrote:
Gotcha. I will review the skills and cherry pick the quirks and flaws.By the way, I am about to go on vacation soon, did you have any plan on when to start the game? Or are you still gauging the interest? I noticed unfortunately some people left because it is not 2e...
I get that there's a market for paid GMs, and I’m not here to knock anyone’s hustle - if people want to pay for games and others want to run them professionally, that’s their call. But I do have some reservations about where this trend could take the hobby in the long run. What worries me most is the shift in how we think about GMing. When running games becomes a business, it changes the focus - from adventuring together and exploring new worlds, to delivering a product for money. That can really affect the kinds of games we see. GMs might start sticking to safe, popular adventures because they pay better, instead of trying weird, personal, or experimental stuff that might not sell as well but could be way more creative or meaningful. It risks turning something that’s about passion and imagination into something more commercial and formulaic. And once money gets involved, it can crowd out folks who just want to play for fun, or who can’t afford to pay to sit at a table. Personally, that’s not the direction I want the hobby to go. I’m also not totally comfortable with Paizo putting its stamp of approval on this shift - if we start building official infrastructure around paid games, it kind of feels like we’re turning what used to be a shared hobby into a service industry. I’m not saying people shouldn’t be allowed to run or join paid games. But I think it’s worth taking a step back and asking what we might lose if the whole scene drifts too far in that direction.
Ok, I think I have my initial BPs spent - wow, there is a LOT of stuff :O BPs Spent:
Culture (Race Specific) 1 Wisdom Customs and Etiquette (Culture Specific) 1 Wisdom Heraldry 1 Int Local History 1 (Cha+Wis)/2 World History 1 Wisdom Basic Leadership 3 (Cha+Wis)/2 Military: Leadership 4 (Int+Wis+Cha)/3 Religion, general 1 Wisdom Armor Maintenance 1 (Int+Dex)/2 Shaving/Grooming 1 Int Weapon Maintenance 1 Dex Attitude Adjustment 1 (Str+Cha)/2 Brawler 2 (Str+Dex)/2 Singing 1 Cha Endurance 4 (Wis+Con(/2 Healing 2 Wis Jumping 1 Str Riding 1 (Dex+Wis)/2 Tracking 2 Wis Diplomacy 2 Cha Blind fighting 10 Which means I have 5BP left.
Age: 15 + 1d4 + 1d6 ⇒ 15 + (3) + (1) = 19
Will roll starting gold and consider if I want to reroll any Background, after spending BPS on Skills, Talents and Proficiencies.
Critzible wrote:
Eeeeeesh, that is a very tough choice - I took a look at the Quirks and Flaws, and damn... It is cherry picking for me (and maybe not even that). Some/most of them are just too damn harsh! :D
If everyone is rolling, I might roll as well then. Str 1d10 + 8 ⇒ (9) + 8 = 17 - 1d100 ⇒ 66
Hmmmm, I am feeling... Maybe a Dwarf Fighter or a Human Paladin? EDIT: Adding starting Honor = 20 (+7BP)
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