Welton Grompus

Boudoon's page

30 posts. Alias of Ira kroll.


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Boudon is available.


This is fine.


Cool!


I've run a lot of PFS scenarios. GMs can run a legal PFS table with only three PFS-legal PCs and another non-PFS-legal PC.

But, you can always advertise a PFS scenario on this forum to get a full table (up to six).


I'd be happy to make Boudoon, the hapless psychic into an official PFS character.


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I'd be interested in Seven Dooms for Sandpoint, but, you'd have to run us in something to get us up to fourth level first.

Here's a list of PFS scenarios that would bring a PFS character up to fourth level:

1-01
3-01
4-01
5-01
1-10
1-06
1-14
5-12
1-23

These are part of a greater list I have that are repeatable scenarios to bring new PFS characters up to seventh level.

Or, you could choose one of the newer APs like Shades of Blood.


I will be completely offline this Friday through Monday.


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The wolf.

I've known that its tracking me.

I'm pretending I don't notice it. Maybe it will go away.

No!

It's coming for me. I panic and turn to run away. I'm running.

Everything is speeding by me. How am I so fast.

Now, I'm even faster. As fast as the wolf!

The wolf. It is almost upon me.

This can't go on!!

The area around me starts to shimmer. As if it were distorted by water or the heat rising from a cobbled road.

I can't go on.

I stop. Fear and panic fill my being.

The wolf stops. Do I see fear in its eyes. Or wonder.

The wolf howls and runs away.


GM Stargin wrote:
Boudoon: Because of how Wandering Reverie works your Key ability score is going to have to be Charisma. Does that change your mind about your subconscious Mind choice?

Nope. This should be fun.


Boudon likes making sculpture and more physical types of art, but yearns for the open road, sleeping under the stars, and the wandering life.


Class: Psychic
HP: 17
Class attribute boost (might be a choice): Intelligence
Proficiencies (some are choices): Perception (T), Fort (T), Ref (T), Will (E)
Level 1 Class features (Might include a class feat choice or 'subclass' type choices):

psychic spellcasting
spell repertoire
psi cantrips and psi amps
Unleash Psyche
subconscious mind: Wandering Reverie
conscious mind: The Unbound Step

Spellcasting details (for spellcasting classes and will include a choice of spells):

Cantrips:
Eat Fire
Shield
Light

First Rank:
Force Barrage
Thoughtful Gift (From conscious mind)

Psi Cantrips
Distortion Lens
Phase Bolt
Warp Step


Guild Lore Recall Knowledge: 1d20 + 4 ⇒ (15) + 4 = 19

Crafting: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20


Cast Frostbite: 2d4 ⇒ (2, 1) = 3 Cold damage w/Fort Save DC 13


Run: 1d20 ⇒ 1

Run: 1d20 ⇒ 7

Run: 1d20 ⇒ 18


GM Stargin wrote:

Boudoon: You toddle successfully. Will you be brave enough to try and run!

Remember, your character doesn't know the task is an impossible to hit DC of 31!

Also after this you can move onto the next stage.

Run?: 1d20 ⇒ 1


Ancestry: Human
Ancestry Boosts: Strength and Constitution
Heritage: Wintertouched Human (Cold resistance)
Feat: Dragon Spit (Ray of Frost)
Weapons: Morningstar and a Sling.

Boudoon is strong and likes the cold.

Background: Artisan
Background Boosts: Strength and Constitution
Lore Skill: Guild
Skill Feat: Crafting (Specialty Crafting: Artistry (in particular, sculpture))

He is a bit sensitive and artistic.


Boudoon, like most Ulfen is strong. He will attempt to toddle along: 1d20 ⇒ 17


Stage 1 done
Stage 2 done

Stage 3: 1d20 ⇒ 6

Link to Character Sheet

Here is an expanded description of the "DICE" command:

Inside of brackets "[" and "]" you have the word "dice" before your dice roll and "/dice" after your dice roll

You may add an equal sign and a descriptor of the roll after "dice". For example: "dice=Fortitude save"

For the actual roll of dice, you have "number of dice" "d" "size of die". For example to roll 3 seven sided dice, you would use "3d7"

You may add or subtract numbers or additional dice. For example to roll a d4, add 4, and a d6, you would use "1d4 + 4 + 1d6"

If you want to roll multiple die rolls in a single statement, you can separate them with semicolons. For instance to roll a d6 then a d20, you would use "1d6; 1d20"

(Imagine for a moment there wasn't a space between the "i" and the "c" in the following statement)

[di ce=Statement about the roll]1d6 + 4 - 1d4; 1d20+17[/di ce]

Would result in: Statement about the roll: 1d6 + 4 - 1d4 ⇒ (6) + 4 - (3) = 71d20 + 17 ⇒ (7) + 17 = 24


I'm fooling around with a low-intelligence psychic. Maybe Ulfen and cold-resistant.


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The big difference in the Remaster is the removal of Alignment. No more Good-Evil and Law-Chaos. As someone who started in DnD with AD&D (basically Second Edition) in college (Yes, I am that old), I'm still wrapping my head around there is no such thing as defined Evil.

There are bad things and good things, but not Evil things and Good things. The closest we get is Holy and Unholy.

I'll be playing Boudon. I don't know what he is yet, but I plan for him to be radically sub-optimal. Think a Wizard with a +1 INT modifier or a Barbarian with a +1 STR modifier. It's easy to play an optimized character. The Wizard blasts things and the Fighter bashes them. But, for the past two years, my PCs have been becoming more and more bizarre unusual. I'm wondering if my actual play will require more consideration if I purposefully make them sub-optimal.

I'm currently GMing two FtF (Face-to-Face) games and two long-term campaigns on the Paizo boards.

There is a spectrum of players. Some like only role-playing. Some like only roll-playing. That said, I really prefer hack'n'slash playing. I prefer tactical combat to trying to find the right words in a conversation. So, on the role-playing spectrum, I'm probably about an 80-percent roll-player.

As far as the X-cards, I'm such a prude in real life that I dislike profanity, and don't want any romance/sexuality in my games at all. I will also shy away from descriptions of torture or hyper-violence. I'd like things closer to PG than to PG-13.


Thanks for running!


Reflex save: 1d20 + 11 ⇒ (9) + 11 = 20


REF: 1d20 + 11 ⇒ (17) + 11 = 28
REF: 1d20 + 11 ⇒ (13) + 11 = 24

Merisiel attacks with the rapier: 1d20 + 10 ⇒ (2) + 10 = 12, damage: 1d6 + 4 ⇒ (1) + 4 = 5

Merisiel attacks with the rapier: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10, damage: 1d6 + 4 ⇒ (2) + 4 = 6

Merisiel attacks with the dagger: 1d20 + 10 - 8 ⇒ (1) + 10 - 8 = 3, damage: 1d6 + 4 ⇒ (3) + 4 = 7


Merisial strides to flank some of the monsters and strikes at Red: 1d20 + 10 ⇒ (13) + 10 = 23, damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (5) = 10.

Then, Merisial makes a second strike against Red (or Green if Red drops): 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22, damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (4) = 9.


Merisiel attempts to unlock the lockbox: 1d20 + 11 ⇒ (14) + 11 = 25


Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Cautioning everyone to step back, Merisiel moves to disable the trap: 1d20 + 11 ⇒ (2) + 11 = 13

If that didn't trigger the trap, Merisiel will try again:

Disable: 1d20 + 11 ⇒ (16) + 11 = 27


"Watch how it is done."

Thievery: 1d20 + 11 ⇒ (19) + 11 = 30


Merisiel looks for traps Perception: 1d20 + 8 ⇒ (17) + 8 = 25

If there are none, Merisiel opens the door and sneaks in.


Society +6

Merisiel will sneak (Stealth +9) to the smallest building A1 and scout it out.


Player name: k012957
Character name: Merisiel
Number: 5369-2005
Class and level: Rogue 3
Faction: Vigilant Seal