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Albion, The Eye's page

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DM Ashlar wrote:
Albion I think it would be completely ridiculous if a hunter/trapper didn't know how to use a short bow. That will be in class via your background.

As Crom intended sir!

Thanks :D


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:

Here is the Alias for Billybrainpan.

ability scores
Str 18
Dex 12
Con 14
Int 14
Wis 16
Cha 11

she works as the village blacksmith and a priest of Abarin within the craftsman's hall.

i've got her layed out as an adept right now but I'm curious about a few things before finalizing.

For class adjustments i'm wondering if I can have proficiency with the Warhammer (Abarin's favored weapon). Ultimately she will be more of a warrior priest type. If we are going to advance much in our NPC class it'd be nice to tweak a little more in that direction but if not it probably makes sense as her starting point.

finally are we using background skills and or traits?

DM Ashlar wrote:

Yes, Core only races and Non-unchained classes. We won't be doing traits (unless I give them as a flair to the NPC class) or elephant in the room, or background skills.

I know I have seen a few racial mods on some of the descriptions so far. I am thinking on what I am wanting to do with those. I know I saw Lodric take a human racial variant. I do like the tie in with the backstory. It also isn't a min/max switch. With a classic dungeon campaign there are going to be poisons that will make that -2 not so fun. That being said, I am not stamping the seal of approval on anything as of yet outside of me loving these classes.

For now, plan 100% core only.

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!
I’ve also seen some people starting with 20 in some Ability scores. Are you allowing it, or limiting to 18 max after racial adjustments? 20 feels pretty brutal for a commoner :P


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.


Some rolling.

4d6 ⇒ (3, 2, 5, 6) = 16 14
4d6 ⇒ (4, 5, 5, 6) = 20 16
4d6 ⇒ (2, 6, 6, 4) = 18 16
4d6 ⇒ (2, 1, 4, 1) = 8 7
4d6 ⇒ (3, 1, 5, 5) = 14 13
4d6 ⇒ (6, 5, 5, 5) = 21 16

Pretty good!
I will probably build something really simple. You never know if your level 1 character will survive anyway ;)


Definitely a LOT of interest, and a big pool to choose from.
So I will drop off from this one and make room for others.
Wish you a great game!


I am not sure what to run with here - if it was Core only, the decision would be easier. Otherwise... I will probably go with an Half-Orc Str based melee Magus or Bard :D


4d6 ⇒ (6, 6, 6, 6) = 24 18
4d6 ⇒ (6, 2, 5, 6) = 19 17
4d6 ⇒ (4, 2, 5, 4) = 15 13
4d6 ⇒ (4, 3, 6, 3) = 16 13
4d6 ⇒ (6, 2, 2, 3) = 13 11
4d6 ⇒ (4, 6, 2, 3) = 15 13

Holy moly…


More than fair.


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Come on OSW, amazing adventures have nothing to do with class options, character builds, feats or traits. It is all a matter of DM and players. That is all. Now just admit you are interested ;)


Plastic Dragon wrote:
Albion, The Eye wrote:
True to old-school, if the dice gods are unforgiving, maybe your character dies in the first encounter. We toast to him/her and build another, MAYBE better one :D
Ahhh. Such cheerful thoughts. :D

The world is a dark and foreboding place!


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True to old-school, if the dice gods are unforgiving, maybe your character dies in the first encounter. We toast to him/her and build another, MAYBE better one :D


Grumbaki wrote:
Albion, The Eye wrote:

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.

An easy rule:

First post in thread must roll for all stats. No questions, interest, dot. Lose priority on choosing if you don’t follow rule.

Simple and perfect - love it. You mean in the recruitment thread, right?

Plastic Dragon wrote:
Grumbaki wrote:
Albion, The Eye wrote:

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.

An easy rule:

First post in thread must roll for all stats. No questions, interest, dot. Lose priority on choosing if you don’t follow rule.

I like that. Fair.

Will definitely use that when I post the recruitment.

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.


So no werewolves stalking the jungles, or vampires conspiring in the shadows? :)


GM-Lia wrote:

@Albion:

Questions are always welcome, so, yes, it's ok, and before I say anything else, welcome to PF2!

Your question is a very good one, and somewhat tricky to answer. Partially, what I mean by 'players having greater narrative control' is large-scale. Rather than me saying "You are all in the town of Otari and you have to explore the Abomination Vaults." (which, by the way, is very fun), this will instead be 'Where do you want to go? What sorts of stories do you want to explore?'

Does the group want Steampunk in Alkenstar?
Frankenstein-like horror in Ustalav?
Baddie of the week investigation in Absalom?
Underwater adventures near Tian Xia?

And there are zillions more examples I could toss out. It could be harder on me, to be sure, than using an AP, but that's also exciting to me. I love Paizo's APs (most of them at least), but I want to see what I - and the group - come up with on our own.

However, it's also more granular and, for lack of a better word, intimate. To use your example, say the rogue who wants to one day run a Thieves' Guild says that he wants to get information from a contact at a tavern.

I might very well say something like "Awesome. Tell us about the tavern and your contact," which lets the player add more to the story that I could build off of, and so could others.

And, yes, I am stealing ideas from Daggerheart for this game. They do a good job of showcasing ways to make narrative matter as much as

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?


Yep, I should have him finished soon.
Busy weekend with family as usual ;)


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Black Dow wrote:
Albion, The Eye wrote:
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.

Make yer Halfling of Stoutish stock Albion - gains 60ft infravision :)

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:

@Albion. According to the PHB, page 11, Wisdom table 1. With wisdom 5 or below,"Here or lower the character can only be a thief." Not sure why. It doesn't say anything about Int or Wis is the pages for the Fighter class. ?? Actually, on the Intelligence Table 1 on page 10, it says at 5 or below you can only be a fighter. ??

I was going to go Magic-User/Cleric/Thief. But it doesn't give that as an option for multi-class. As Magic-User/Cleric I'm limited to level 5 Cleric and Level 6 Magic-User. Then it's time to retire since I can't gain any level from there.

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
4d6 ⇒ (1, 4, 3, 2) = 10 Int 9
4d6 ⇒ (1, 2, 1, 1) = 5 Wis 4 Ouch
4d6 ⇒ (4, 4, 5, 2) = 15 Dex 13
4d6 ⇒ (2, 4, 3, 4) = 13 Con 11
4d6 ⇒ (5, 3, 6, 5) = 19 Cha 16

Looks like a Charismatic Fighter of some sort.
Maybe a Dwarf Thief. Or Fighter/Thief.


Let’s go!


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Cavalier is broken, so my vote would be for no UA personally.

And I would also suggest rolling somewhere else not on the Paizo boards, so all is on the up and up. Somewhere where people cannot preview their rolls and cheat ;)


Ah man Spazmodeus... This is perfect.

Definitely interested! Hopefully no UA, just PHB, DMG and MM?


Albion, The Eye wrote:

So is it stats down the line?
It does not seem people are adhering to that except GM_Drake:)

I had commented on that…


Bharaz Silverhelm wrote:
Albion, The Eye wrote:

Sure, we could be from the same clan - maybe his father and his father's father was a 'grim warden of the deep halls'.

@Critzible - if Ranger/Cleric is too convoluted, I can make him a straight up Fighter/Thief, no worries.

Awesome. If there is anything in my backstory you’d like changed, or details you’d like added, please tell me.

Not very big on backstories, so I say we go with whatever you wrote.


Sure, we could be from the same clan - maybe his father and his father's father was a 'grim warden of the deep halls'.

@Critzible - if Ranger/Cleric is too convoluted, I can make him a straight up Fighter/Thief, no worries.


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?


Ah ok, that is a shame :P
Would a Ranger Cleric be an allowed multiclass combination for a Dwarf?


Oh yeah, Extraordinary Str would be... 1d100 ⇒ 97

Wohooo! Lucky!

Probably a Fighter/Thief or Fighter/Cleric


If not stats down the line, probably something like...

Str 17+1
Dex 17
Con 16+1
Int 15
Wis 15
Cha 13-1


I think I might also be interested in playing a Sundered Dwarf - that +1 to Str and Con is pretty perfect. So we can ignore the claustrophobia right? That is cool, but I would like to keep the dwarven magic resistance - would that be ok? ;)


Let's try to roll!

5d6 ⇒ (6, 2, 5, 3, 6) = 2217
4d6 ⇒ (4, 3, 5, 6) = 1815
5d6 ⇒ (5, 1, 6, 5, 3) = 2017
11d6 ⇒ (6, 1, 1, 1, 3, 2, 1, 2, 2, 3, 4) = 2613
5d6 ⇒ (5, 5, 1, 5, 6) = 2216
6d6 ⇒ (1, 1, 5, 4, 3, 6) = 2015

Nice!

So is it stats down the line?
It does not seem people are adhering to that except GM_Drake:)


This sounds interesting. Still mulling what character I could come up with.


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Vacation was also a reflection period, and I arrived at the conclusion my PbP games will need to be trimmed down. So as much as I would like to give Hackmaster a try, I am bowing out from this recruitment. Wish you the best of luck with the game!


Critzible wrote:
Anyone still working just pop in and say hey, Albion excluded AS I know he is travelling

:D


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Albion, The Eye wrote:
Will do! When I am back from vacation on the 25th ;)


Will do! When I am back from vacation on the 25th ;)


Good answer.

Gogo Olga!


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.


Think I will submit an Advanced Template lvl7 Tiefling Oradin. Is that a go?


I will definitely be a Paladin ;)


Critzible wrote:
Albion, The Eye wrote:

Ok, I think I have my initial BPs spent - wow, there is a LOT of stuff :O

** spoiler omitted **

Which means I have 5BP left.
Chose no Quirks or Flaws. Still mulling it over.

When buying Skills you have to have the prerequisite skill at 51% before you can get the next skill.

Also Your Stats go up as you level. At least the precentiles. You can use BP on Money and/or Stats.

All parties will have Quirks and Flaws its your Choice to Cerry pick, 2 minor and 1 major or roll 3+1d6 for random.

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...


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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.
Chose no Quirks or Flaws. Still mulling it over.


Age: 15 + 1d4 + 1d6 ⇒ 15 + (3) + (1) = 19
Handedness: 1d100 ⇒ 39 = Right handed
Height: 60 + 2d10 ⇒ 60 + (10, 2) = 72
Weight: 140 + 6d10 ⇒ 140 + (4, 8, 3, 3, 7, 7) = 172
Social Class: 1d100 ⇒ 45 = Middle Middle
Circumstances of Birth: 1d100 ⇒ 10 = Legitimate
Status of Parents (Mother): 1d100 ⇒ 34 = Living
Status of Parents (Father): 1d100 ⇒ 49 = Living
Quality of Parent (Mother): 1d100 ⇒ 20 = Loving Parent (+5BP)
Quality of Parent (Father): 1d100 ⇒ 8 = Loving Parent (+5BP)
Family Heritage: 1d100 ⇒ 92 = Great Honor (+5 Honor)
Number of siblings: 1d100 ⇒ 11 = None

Will roll starting gold and consider if I want to reroll any Background, after spending BPS on Skills, Talents and Proficiencies.


Critzible wrote:
Albion, The Eye wrote:
@Critzible - would we start at level 1?

Y3wn there is a coupon you can take to get you bonus xp. You only get 1 coupon per session and once used its done.

This coupon gives you 3000 xp but you have ro randomly roll for a Major Quirk or Flaw.

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


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@Critzible - would we start at level 1?


If everyone is rolling, I might roll as well then.

Str 1d10 + 8 ⇒ (9) + 8 = 17 - 1d100 ⇒ 66
Dex 1d10 + 8 ⇒ (6) + 8 = 14 - 1d100 ⇒ 28
Con 1d10 + 8 ⇒ (4) + 8 = 12 - 1d100 ⇒ 93
Int 1d10 + 8 ⇒ (2) + 8 = 10 - 1d100 ⇒ 18
Wis 1d10 + 8 ⇒ (7) + 8 = 15 - 1d100 ⇒ 8
Cha 1d10 + 8 ⇒ (9) + 8 = 17 - 1d100 ⇒ 72
Com 1d10 + 8 ⇒ (6) + 8 = 14 - 1d100 ⇒ 38

Hmmmm, I am feeling... Maybe a Dwarf Fighter or a Human Paladin?

EDIT: Adding starting Honor = 20 (+7BP)

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