Darl Quethos

Crellan's page

163 posts. Alias of Patrick McDade.


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Sczarni

I am alright with the idea of Diplomacy Edicts under the expanded rules:

https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/edicts# TOC-Diplomatic-Edicts

Such things involve the travel of an individual to the kingdom in question and that person's Diplomacy will control. There will be potential additions or subtractions to the DC of the check based upon political dynamics that the PC's may or may not be aware of.

Sczarni

Will the SRD provide enough rules, or are the books needed? I like the idea but wanted to see.

Sczarni

Post here for OOC.

Sczarni

Post here for OOC.

Sczarni

Post here for OOC.

Sczarni

Post here for OOC.

Sczarni

Post here for OOC.

Sczarni

Please post here for OOC.

Sczarni

1 person marked this as a favorite.

Here is the actual phrasing:

Torpor (Ex)

A demilich takes no actions against intruders unless its remains or treasure are disturbed.

Sczarni

Elro the Onk wrote:

I've never ruled it so, though I can see how there could be room for two readings...

I don't think a spell effect that "moves 30 feet per round" is equivalent to a creature that has a move speed of 30 feet. It's not like the spell has a move action and a standard action that you can repurpose - it just does its thing, moving and striking (if concentrated upon) over the course of a combat round.

If any think otherwise, I'd be interested if you think it can also get two strikes!

No two strikes because its movement ends when it touches a creature.

Sczarni

"A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target...

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns."

So here is the question. If I spend a full round action can I make the sphere move 60'?

Sczarni

Teil wheels around to confront the ghost again in the door to the other cell and swings away.

Earthbreaker: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 2d6 + 10 ⇒ (4, 2) + 10 = 16

Sczarni

.

Sczarni

"I'm not sure... I was trapped in a vision of a priest of Pharasma who claimed to have raised me from the dead... But I think he was really trying to kill me. It was all so real."

Teil seems weak and disoriented from the experience, visibly shaken.

Sczarni

Stats 1:

Str: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Dex: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Con: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Int: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Wis: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Cha: 2d6 + 6 ⇒ (6, 3) + 6 = 15

Stats 2:

Str: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Dex: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Con: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Int: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Wis: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Cha: 2d6 + 6 ⇒ (3, 3) + 6 = 12

Sczarni

Interesting...

Sczarni

Interested! Plan to get something in today...

Sczarni

At hospital with new baby arriving! May be a day or two...

Sczarni

At hospital with new baby arriving! May be a day or two...

Sczarni

That is interesting, but how well does it support an external map? It seems like you have to get stuff from their internal catelog...

In the mean time, I can drop lights in rooms you've already been through...

Sczarni

Serelina follows Ian into the house, coolly scanning the room. "Well it would appear that if there is something to find, it will be beyond that door. Ian, if you would be so kind?"

Sczarni

Dusty Fireseeker wrote:
Sunjeet remember that area effects on swarms do 1.5 damage

It should be 8 or 9 points depending on whether the luck is also 1.5

Sczarni

GM Crellan wrote:


Looking into the rooms, they appear to be a small shrine, though the altars have been thoroughly desecrated.

Sczarni

I love every aspect of this, especially the old-school core feel of the game. I will have my character submission up soon.

Sczarni

Very interested, will try to get an application in by deadline!

Sczarni

GM Blood wrote:

Celentria, the crossbowman is on the quarterdeck.This would requires to go up stairs and isn't a straight shot to do a charge, though you can make it in a move.

Celentria moves to attack the crossbowman, scoring a powerful hit.

OK, I'll keep my 2 points to AC then ;-)

Sczarni

Two cases that I expected to be pleas of guilty over the next two weeks are now apparently going to be trials. I will try and sneak a post in every now and then but am likely to be very unavailable for the next couple weeks.

Sorry.

Sczarni

Yes cool with that... In other news:

Two cases that I expected to be pleas of guilty over the next two weeks are now apparently going to be trials. I will try and sneak a post in every now and then but am likely to be very unavailable for the next couple weeks.

Sorry.

Sczarni

GM Blood: I don't know if that campaign trait fits my background well (though it would be good for saves and could be justified by her stubborn personality). If it is solely based on background, I think Academy Trained would be more up her alley. Let me know what you decide.

Sczarni

GM Blood: Are the bonus skill ranks we get in addition to other ranks we may take in the same skill, or do they replace the other ranks in the same skill? In other words, if we get a bonus rank of sing due to our background, does that mean we can take a rank of sing as well and have two ranks, or is the bonus in place of our ability to take a rank of sing?

Sczarni

Great, Thanks!

Sczarni

Spoiler:

Adult Event: 2d20 + 2 ⇒ (9, 14) + 2 = 25

Sczarni

No rush! Enjoy your birthday and All Hallows' Eve

Sczarni

GM Blood wrote:

** spoiler omitted **

Spoiler:

I meant the feat, and you answered the question.

Sczarni

Spoiler:

Two things happen: You end up joining the religion. You end up just a temple-goer. No extreme devotion.

Second Thing: However at one mass/religious day you make a prophetic statement about the religion. Roll 1d10. 6-10 it is something that makes you unpopular with that religion

Religion: 1d10 ⇒ 9

Also GM Blood: Could the skill focus Perform Dance allow me to qualify for Dervish Dancer at first level?

Sczarni

Spoiler:

Artistic Ability: 1d6 ⇒ 3
Skill Level: 1d6 ⇒ 2

Dancing Ability: 1d6 ⇒ 6

Religious Devotion: 1d10 ⇒ 3

Second Thing: 1d20 ⇒ 13

Jewelry: 1d10 ⇒ 2

So Far:

Culture Roll = 10 Civilized-Decadent
Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity
Civilized folk feel more comfortable in the city than outdoors.

Social Status = 86 Well-to-do

Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

You were raised by a guardian: Roll a 1d20 then a second d20.

Find out siblings: Roll a d20 then a d20

Then Time of Birth: 1d12 Month, 1d28-31 depending on what month you roll (follow our calendar), then a d24 then d60 for time of day.

The Place of Birth: 1d20 If 12-13 or 17+ Roll 1d20 again. If it is 12-13 or 17+ after that, Roll Again.

Then d100

Your guardian was a relative other than your parents. Roll 1d20 Re-rolling 13 or 14.

You have 3-6 siblings and your were first born (+20% starting money). Roll 1d4+2 to find out the number of siblings and for each one a 1d2 (1=Brother, 2=Sister). Birth order in the order you rolled them.

You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush.

You were born in a Wizard's laboratory. Roll 1d100 two times for the unusual birth circumstances.

I asked for an extra d20 so we will apply it the next step which is...

Parent's Occupation: Adventurer. Head of Household is/was an adventurer (Must be why you were born in a wizard's tower) Roll d31 for class and d20 for level.

You and your siblings were raised by monks and priests. However the man you considered your guardian was a magus (4th level). You had 4 younger siblings (Brother, Sister, Brother, Brother)
You were born in a wizard's tower. You turned everything inside the tower into precious metals, and the sky darkened and the stars went out for an hour.

Your guardian was originally of a different culture: Roll d10
Your guardian was a recruiter for the god he worshiped (Fits with being raised by monks and priests) Roll 1d20 for what type of god or you can pick if you desire

Childhood events:

Extra events: Roll 1d3+1 for events then for each event roll 1d12 for age and 1d20+2

Race specific event at 12: Roll 1d5 for type then 1d10 unless it is a 5 then 1d20

At 18 you learn an unusual skill: Roll1d20

Culture Roll = 10 Civilized-Decadent
Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity
Civilized folk feel more comfortable in the city than outdoors.

Social Status = 86 Well-to-do

Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

You were raised by a guardian: Roll a 1d20 then a second d20.

Find out siblings: Roll a d20 then a d20

Then Time of Birth: 1d12 Month, 1d28-31 depending on what month you roll (follow our calendar), then a d24 then d60 for time of day.

The Place of Birth: 1d20 If 12-13 or 17+ Roll 1d20 again. If it is 12-13 or 17+ after that, Roll Again.

Then d100

Your guardian was a relative other than your parents. Roll 1d20 Re-rolling 13 or 14.

You have 3-6 siblings and your were first born (+20% starting money). Roll 1d4+2 to find out the number of siblings and for each one a 1d2 (1=Brother, 2=Sister). Birth order in the order you rolled them.

You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush.

You were born in a Wizard's laboratory. Roll 1d100 two times for the unusual birth circumstances.

I asked for an extra d20 so we will apply it the next step which is...

Parent's Occupation: Adventurer. Head of Household is/was an adventurer (Must be why you were born in a wizard's tower) Roll d31 for class and d20 for level.

You and your siblings were raised by monks and priests. However the man you considered your guardian was a magus (4th level). You had 4 younger siblings (Brother, Sister, Brother, Brother)
You were born in a wizard's tower. You turned everything inside the tower into precious metals, and the sky darkened and the stars went out for an hour.

Your guardian was originally of a different culture: Roll d10
Your guardian was a recruiter for the god he worshiped (Fits with being raised by monks and priests) Roll 1d20 for what type of god or you can pick if you desire

Childhood events:

Extra events: Roll 1d3+1 for events then for each event roll 1d12 for age and 1d20+2

Race specific event at 12: Roll 1d5 for type then 1d10 unless it is a 5 then 1d20

At 18 you learn an unusual skill: Roll1d20

Age #2 Event #1: Artistic Ability. Leaves you humorless. Roll 1d6 for the nature of this talent and 1d6 to see how gifted you eventually became

Age 2 Event #2: Social Dancing. Leaves you emotionless. Roll 1d6 to see how good you eventually became.

Age 9: A kindly neighbor schools you in an additional language Add one extra language at start

Age 11: Religious experience. Started out of curiosity. You hear stories about said religion and go to investigate.

Two things happen: You end up joining the religion. Roll 1d10 for how devoted you were.

Second Thing: Re-roll 1d20 re-rolling results of 5-9

Age 12: alflings come and stay over night, straining your hospitality. They spend all night talking of adventure but leave before dawn. Yet, they leave something behind. A piece of jewelry. Roll 1d10 to find out what kind

Age 18: Learn to be a professional Gambler. Average at it however.

Sczarni

Rolls:

Age 2 Event #1: Learn an unusual skill. Roll 1d20 then 2d20

Event #1: 1d20 ⇒ 8
2d20 ⇒ (20, 7) = 27

Age 2 Event #2: Learn an unusual skill. Roll 1d20 then 2d20

Event #2: 1d20 ⇒ 1
2d20 ⇒ (18, 8) = 26

Age 9: Age specific event occurs: Roll 1d20

Event Age 9: 1d20 ⇒ 1

Age 11: Religious Experience Roll d10 for how it began, d3 for # of events, then d20 for each event. Then followed by d100 and 2d20

Religious Experience: 1d10 ⇒ 3
1d3 ⇒ 2

1d20 ⇒ 7
1d20 ⇒ 5

1d100 ⇒ 14
2d20 ⇒ (13, 18) = 31

Age 12 Race specific event: Halflings come and stay over night, straining your hospitality. They spend all night talking of adventure but leave before dawn. Yet, they leave something behind. Roll 1d20

Halflings: 1d20 ⇒ 4

Age 18 Learn an unusual skill: Professional gambling. Roll 1d6

Gamling: 1d6 ⇒ 1

So Far:

Culture Roll = 10 Civilized-Decadent
Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity
Civilized folk feel more comfortable in the city than outdoors.

Social Status = 86 Well-to-do

Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

You were raised by a guardian: Roll a 1d20 then a second d20.

Find out siblings: Roll a d20 then a d20

Then Time of Birth: 1d12 Month, 1d28-31 depending on what month you roll (follow our calendar), then a d24 then d60 for time of day.

The Place of Birth: 1d20 If 12-13 or 17+ Roll 1d20 again. If it is 12-13 or 17+ after that, Roll Again.

Then d100

Your guardian was a relative other than your parents. Roll 1d20 Re-rolling 13 or 14.

You have 3-6 siblings and your were first born (+20% starting money). Roll 1d4+2 to find out the number of siblings and for each one a 1d2 (1=Brother, 2=Sister). Birth order in the order you rolled them.

You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush.

You were born in a Wizard's laboratory. Roll 1d100 two times for the unusual birth circumstances.

I asked for an extra d20 so we will apply it the next step which is...

Parent's Occupation: Adventurer. Head of Household is/was an adventurer (Must be why you were born in a wizard's tower) Roll d31 for class and d20 for level.

You and your siblings were raised by monks and priests. However the man you considered your guardian was a magus (4th level). You had 4 younger siblings (Brother, Sister, Brother, Brother)
You were born in a wizard's tower. You turned everything inside the tower into precious metals, and the sky darkened and the stars went out for an hour.

Your guardian was originally of a different culture: Roll d10
Your guardian was a recruiter for the god he worshiped (Fits with being raised by monks and priests) Roll 1d20 for what type of god or you can pick if you desire

Childhood events:

Extra events: Roll 1d3+1 for events then for each event roll 1d12 for age and 1d20+2

Race specific event at 12: Roll 1d5 for type then 1d10 unless it is a 5 then 1d20

At 18 you learn an unusual skill: Roll1d20

Culture Roll = 10 Civilized-Decadent
Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity
Civilized folk feel more comfortable in the city than outdoors.

Social Status = 86 Well-to-do

Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

You were raised by a guardian: Roll a 1d20 then a second d20.

Find out siblings: Roll a d20 then a d20

Then Time of Birth: 1d12 Month, 1d28-31 depending on what month you roll (follow our calendar), then a d24 then d60 for time of day.

The Place of Birth: 1d20 If 12-13 or 17+ Roll 1d20 again. If it is 12-13 or 17+ after that, Roll Again.

Then d100

Your guardian was a relative other than your parents. Roll 1d20 Re-rolling 13 or 14.

You have 3-6 siblings and your were first born (+20% starting money). Roll 1d4+2 to find out the number of siblings and for each one a 1d2 (1=Brother, 2=Sister). Birth order in the order you rolled them.

You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush.

You were born in a Wizard's laboratory. Roll 1d100 two times for the unusual birth circumstances.

I asked for an extra d20 so we will apply it the next step which is...

Parent's Occupation: Adventurer. Head of Household is/was an adventurer (Must be why you were born in a wizard's tower) Roll d31 for class and d20 for level.

You and your siblings were raised by monks and priests. However the man you considered your guardian was a magus (4th level). You had 4 younger siblings (Brother, Sister, Brother, Brother)
You were born in a wizard's tower. You turned everything inside the tower into precious metals, and the sky darkened and the stars went out for an hour.

Your guardian was originally of a different culture: Roll d10
Your guardian was a recruiter for the god he worshiped (Fits with being raised by monks and priests) Roll 1d20 for what type of god or you can pick if you desire

Childhood events:

Extra events: Roll 1d3+1 for events then for each event roll 1d12 for age and 1d20+2

Race specific event at 12: Roll 1d5 for type then 1d10 unless it is a 5 then 1d20

At 18 you learn an unusual skill: Roll1d20

Sczarni

Rolls:

Your guardian was originally of a different culture: Roll d10

Guardian: 1d10 ⇒ 9

Your guardian was a recruiter for the god he worshiped (Fits with being raised by monks and priests) Roll 1d20 for what type of god or you can pick if you desire

God: 1d20 ⇒ 6

Childhood events:

Extra events: Roll 1d3+1 for events then for each event roll 1d12 for age and 1d20+2

Extra Events: 1d3 + 1 ⇒ (3) + 1 = 4

Age: 1d12 ⇒ 2
Event: 1d20 + 2 ⇒ (2) + 2 = 4

Age: 1d12 ⇒ 2
Event: 1d20 + 2 ⇒ (2) + 2 = 4

Age: 1d12 ⇒ 9
Event: 1d20 + 2 ⇒ (17) + 2 = 19

Age: 1d12 ⇒ 11
Event: 1d20 + 2 ⇒ (5) + 2 = 7

Race specific event at 12: Roll 1d5 for type then 1d10 unless it is a 5 then 1d20

Race Specific Event: 1d5 ⇒ 3
RSE: 1d10 ⇒ 2

At 18 you learn an unusual skill: Roll1d20

Unusual Skill: 1d20 ⇒ 2

So far:

Culture Roll = 10 Civilized-Decadent
Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity

Civilized folk feel more comfortable in the city than outdoors.

Social Status = 86 Well-to-do

Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

You were raised by a guardian: Roll a 1d20 then a second d20.

Find out siblings: Roll a d20 then a d20

Then Time of Birth: 1d12 Month, 1d28-31 depending on what month you roll (follow our calendar), then a d24 then d60 for time of day.

The Place of Birth: 1d20 If 12-13 or 17+ Roll 1d20 again. If it is 12-13 or 17+ after that, Roll Again.

Then d100

Your guardian was a relative other than your parents. Roll 1d20 Re-rolling 13 or 14.

You have 3-6 siblings and your were first born (+20% starting money). Roll 1d4+2 to find out the number of siblings and for each one a 1d2 (1=Brother, 2=Sister). Birth order in the order you rolled them.

You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush.

You were born in a Wizard's laboratory. Roll 1d100 two times for the unusual birth circumstances.

I asked for an extra d20 so we will apply it the next step which is...

Parent's Occupation: Adventurer. Head of Household is/was an adventurer (Must be why you were born in a wizard's tower) Roll d31 for class and d20 for level.

You and your siblings were raised by monks and priests. However the man you considered your guardian was a magus (4th level). You had 4 younger siblings (Brother, Sister, Brother, Brother)
You were born in a wizard's tower. You turned everything inside the tower into precious metals, and the sky darkened and the stars went out for an hour.

Your guardian was originally of a different culture: Roll d10
Your guardian was a recruiter for the god he worshiped (Fits with being raised by monks and priests) Roll 1d20 for what type of god or you can pick if you desire

Childhood events:

Extra events: Roll 1d3+1 for events then for each event roll 1d12 for age and 1d20+2

Race specific event at 12: Roll 1d5 for type then 1d10 unless it is a 5 then 1d20

At 18 you learn an unusual skill: Roll1d20

Sczarni

GM Blood,Please do ask.

Sczarni

Rolls:

Noteworthy things about your guardian:

Roll a 1d3 for amount remembered and then a 1d20 and 1d6 for each memory.

Memories: 1d3 ⇒ 2

Memory: 1d20 ⇒ 15
Memory: 1d6 ⇒ 5

Memory: 1d20 ⇒ 12
Memory: 1d6 ⇒ 2

Then we can start on significant childhood and adolescent events:

First childhood events:

Roll 1d3 for # of events. For each event roll 1d12 for age and 1d20+2

Childhood Events: 1d3 ⇒ 2

Age: 1d12 ⇒ 1
Event: 1d20 + 2 ⇒ (12) + 2 = 14

Age: 1d12 ⇒ 12
Event: 1d20 + 2 ⇒ (11) + 2 = 13

The Adolescent events:

Roll 1d3 for # of events. For each event roll 1d6+12 for age 1d20+2

Adolescent Events: 1d3 ⇒ 1

Age: 1d6 + 12 ⇒ (6) + 12 = 18
Event: 1d20 + 2 ⇒ (5) + 2 = 7

So Far:

Culture Roll = 10 Civilized-Decadent
Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity

Civilized folk feel more comfortable in the city than outdoors.

Social Status = 86 Well-to-do

Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

You were raised by a guardian: Roll a 1d20 then a second d20.

Find out siblings: Roll a d20 then a d20

Then Time of Birth: 1d12 Month, 1d28-31 depending on what month you roll (follow our calendar), then a d24 then d60 for time of day.

The Place of Birth: 1d20 If 12-13 or 17+ Roll 1d20 again. If it is 12-13 or 17+ after that, Roll Again.

Then d100

Your guardian was a relative other than your parents. Roll 1d20 Re-rolling 13 or 14.

You have 3-6 siblings and your were first born (+20% starting money). Roll 1d4+2 to find out the number of siblings and for each one a 1d2 (1=Brother, 2=Sister). Birth order in the order you rolled them.

You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush.

You were born in a Wizard's laboratory. Roll 1d100 two times for the unusual birth circumstances.

I asked for an extra d20 so we will apply it the next step which is...

Parent's Occupation: Adventurer. Head of Household is/was an adventurer (Must be why you were born in a wizard's tower) Roll d31 for class and d20 for level.

You and your siblings were raised by monks and priests. However the man you considered your guardian was a magus (4th level). You had 4 younger siblings (Brother, Sister, Brother, Brother)
You were born in a wizard's tower. You turned everything inside the tower into precious metals, and the sky darkened and the stars went out for an hour.

Sczarni

Rolls:

Your guardian was a relative other than your parents. Roll 1d20 Re-rolling 13 or 14.

Guardian: 1d20 ⇒ 11

You have 3-6 siblings and your were first born (+20% starting money). Roll 1d4+2 to find out the number of siblings and for each one a 1d2 (1=Brother, 2=Sister). Birth order in the order you rolled them.

1d4 + 2 ⇒ (2) + 2 = 4
Gender: 1d2 ⇒ 1
Gender: 1d2 ⇒ 2
Gender: 1d2 ⇒ 1
Gender: 1d2 ⇒ 1

You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush.

You were born in a Wizard's laboratory. Roll 1d100 two times for the unusual birth circumstances.

Laboratory?: 1d100 ⇒ 57
Laboratory?: 1d100 ⇒ 72

I asked for an extra d20 so we will apply it the next step which is...

Parent's Occupation: Adventurer. Head of Household is/was an adventurer (Must be why you were born in a wizard's tower) Roll d31 for class and d20 for level.

Class: 1d31 ⇒ 25
Level: 1d20 ⇒ 4

So Far:

Culture Roll = 10 Civilized-Decadent

Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity

Civilized folk feel more comfortable in the city than outdoors.

Social Status = 86 Well-to-do

Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

You were raised by a guardian: Roll a 1d20 then a second d20.

Find out siblings: Roll a d20 then a d20

Then Time of Birth: 1d12 Month, 1d28-31 depending on what month you roll (follow our calendar), then a d24 then d60 for time of day.

The Place of Birth: 1d20 If 12-13 or 17+ Roll 1d20 again. If it is 12-13 or 17+ after that, Roll Again.

Then d100

Your guardian was a relative other than your parents. Roll 1d20 Re-rolling 13 or 14.

You have 3-6 siblings and your were first born (+20% starting money). Roll 1d4+2 to find out the number of siblings and for each one a 1d2 (1=Brother, 2=Sister). Birth order in the order you rolled them.

You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush.

You were born in a Wizard's laboratory. Roll 1d100 two times for the unusual birth circumstances.

I asked for an extra d20 so we will apply it the next step which is...

Parent's Occupation: Adventurer. Head of Household is/was an adventurer (Must be why you were born in a wizard's tower) Roll d31 for class and d20 for level.

Sczarni

More Rolls:

You were raised by a guardian: 1d20 ⇒ 2.

Find out siblings: 1d20 ⇒ 16 then 1d20 ⇒ 1

Then Time of Birth: 1d12 ⇒ 1 Month, January: 1d31 ⇒ 14 depending on what month you roll (follow our calendar), then a 1d24 ⇒ 14 then 1d60 ⇒ 8 for time of day.

The Place of Birth: 1d20 ⇒ 20 If 17+: 1d20 ⇒ 20. If it is 17+: 1d20 ⇒ 19.

1d100 ⇒ 70

Sczarni

GM Blood wrote:

Crellan any news on your friend for the 5th?

Also, just to let everyone know tomorrow I will be on the road for work and at a prison so I will not have access until I get home later in the day to update anything.

He doesn't have time for a new game right now.

Sczarni

Rolls:

Legitimacy: 1d20 ⇒ 7

Family: 1d20 ⇒ 13

Sczarni

Fairly certain I want to go Ifrit Swashbuckler. Once concern I have is working through the immediate actions that swashbucklers utilize in the PbP environment. I don't want to slow down combat... we may want to set up some guidelines to have the GM assume certain actions in certain circumstances and roll on my behalf.

Sczarni

Background Rolls:

1d10 ⇒ 10

1d100 ⇒ 86

Sczarni

Skorhald here, this is my generic alias.

I'm leaning towards swashbuckler, but need to delve into the race stuff since I haven't played that before. Inviting a friend to view this at GM Blood's suggestion.

Sczarni

Roland La Vallette wrote:
@Serelina: Recommend Blindness/Deafness (Fort Saves not good for many PC's and being Blind is a huge debuff, and is permanent), and Phantasmal Killer (again, preying upon poorer saves...DC20 vs. two of most PC's poorer saves). Rest looks good to me.

Blindness is opposing school.

Phantasmal killer is just not as good as the spells I memorized., but i added it to the spellbook.

Sczarni

BigDTBone has the gist of my point. Of course there is some labor involved, but it is relatively small compared to the benefit achieved. Asking for more creative design work, art, pages, etc... these have significant direct cost increases. Taking a piece of art and re-formatting the manner in which it is available takes considerably less.

Really, it likely takes me more effort to adapt a map for a VTT than it does for them to create a VTT friendly version, watermark it, and make it available for all who are willing to pay to download. That is my point.

Sczarni

I will give it a try, thanks.

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