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![]() 4d5 + 3 ⇒ (4, 2, 2, 3) + 3 = 14 = 12
Hmm...that's a pretty decent array. Honestly I was hoping that the rolls would point me in a good direction for a charcter...but with that I could do most anything... I'm thinking Swashbuckler for kind of a "derring-do" sort of feel.. ![]()
![]() 5d6 ⇒ (4, 3, 3, 5, 1) = 16
dotting for interest. I'm thinking of a gunslinger bolt ace/ brawler fighter ![]()
![]() The Little Game Master wrote:
Would it be alright if I had been a consulting Librarian to the Forum, or is that too far beyond where the PCs would be able to have hailed from. ![]()
![]() The Little Game Master wrote:
That was the idea behind Dominic inheriting "rare and uncommon books" was that they were quite possibly magical or mystic in at least a small part. ![]()
![]() He is an abbreviated submission, certainly with a profile to come if I do get selected. I really like the concept for this game. Dominic Tryst:
Ever since he was a young child Dominic would spend most of his time reading whatever he could get his hands on. His mother died when he was quite young, leaving his bookish father to raise him. The Tryst family owned a small book shop. They would scribe, bind, restore, and keep books, tomes, and scrolls. Dominic's father also had a penchant for collecting uncommon and rare books, often going so far as to take them as payment rather than coin. Of all the books that Dominic grew up reading, the grand epics were his personal favorites. Tales of great generals, of fantastic heroes, of mystical wizards; he just couldn't get enough of them and often bemoaned his rather low birth. His father died in his early teen years, leaving Dominic alone with the book shop and his father's vast library. In grief he shut himself away for years, pouring over the mysterious books that his father would never let him read, absorbing all the knowledge that he could, and hoping and praying that he might receive even a modicum of the power that those books represented. When he reopened the shop, it was revealed that his prayers had been answered and whether it be through his intense study and practice, or by powers unseen, Dominic had mastered the slightest bit of magic. When he heard about the search Dominic saw a chance to see the world and live a life that he had only read about in the dimmest of lights. Although he wishes to return soon to his Library and Shop, he never regrets for one moment seeing what it is like on the other side of those words. Male Human Adept
I'm thinking of Dominic like a bookish sort of aide, who's really keen on seeing the world yet has little idea of what true heroes go through. ![]()
![]() Although I am quite interested, is this game hard set on being a single person adventure? Although I understand the pros of focusing in on a single character and developing them (like a main character out of any book) there is also something to be said of party interactions and the developing of a small group of friends - and the like. I was just curious. ![]()
![]() DM Nerk wrote:
No, I definitely agree, which is why I wanted clarification though, because giving up +1 to all for an option of +1 for 2 didn't make sense to me ![]()
![]() DM Nerk wrote:
That answers it. When I read it I thought the language meant you give up a +1 to all the ability scores and get to choose 1 of the other bonuses ![]()
![]() I have a question about the alternate human traits. If I replace the Ability Score Increase does it replace it with all of the other bonues or do I just have to pick one? EDIT: I forgot to roll stats, my bad. 4d6 ⇒ (6, 3, 6, 1) = 16= 15
Man...really solid except that 8, oh well. ![]()
![]() My Votes and some reasoning to them: Homeworld:
To be honest I was stuck between the RP perspective of the Penal Colony and that of the Frontier World. Both gave respectable bonuses and seemed like fun options to take characters from; the die hard criminal living for the moment, or the man who helped to forge a new pathway for the Imperium who was stuck on some Rock too far for them to actually care about. In the end, I'm giving my vote to the Frontier World.
Commander:
Again, I was stuck between a few choices that I thought would make for an interesting commander. However, my vote will go to the Fixed Commander. It is a cheaper option than a few of the other ones I particualarly liked, and to be perfectly honest I'm trying to save some points I blew on the Home-world at this point.
Regiment Type:
I'll be honest, I'm stuck at this one because I like two options just about equally well, Guerrilla Regiment[b] and [b]Grenadiers. The major downside of the Guerrilla Regiment is that we don't get armor, would give up the Tech-Use skill, and lose a small bonus to BS. although we would gain the Stealth skill, a small bonus to Perception, and get to start with a fairly decent loadout. In either case both options seem to give some good tangible benefits, and I'm not certain which would be the better option. So, at the moment No Vote Casted
Training Doctrine:
I love the Sharpshooter Doctrine, so it gets my vote hands down. Equipment Doctrine:
I'm voting for Forward Observer, the main reason being that it's improved Chameleoline for 1 extra point. Drawbacks:
For drawbacks I was considering The Few or a combination of CUlt of Chivalry and Honor Bound. I think all of them are good roleplaying wise, and personally I kind of like the idea of The Few as a roleplaying avenue. We are all we have reliably, so we need to make it count sort of thing. I tentatively vote for The Few however I'd feel more comfortable discussing at length the different drawbacks once we have a more finalized version of what our Regiment will look like. Final Point Use (After Drawback(s) Subtracted): 12 I'll have to look closer at Regimental Equipment, but I suppose most of it will end up being contigent on what we receive for Regiment creation. I do agree with you though Mark, at the very least we will need to pick up Flak Armor or better and make sure we have a pretty good main weapon. ![]()
![]() I'm extrememly interested in playing. I have access to all of the books, and have been dying to play. Regiment creation looks fun and the idea of creating a regiment democratically sounds like it will be a good way to get to know the group and weave our stories into a cohesive unit. I haven't actually played ONly War before, however from looking over the specialties I'm really most interested in either the Heavy Gunner or Medic. However, assuming Hammer of the Emperor is open then I would rather pick a specialty and move into Sharpshooter when the time comes - assuming it would make sense for both our regiment and our team's composition that is. ![]()
![]() HeftyUpTop wrote:
I'm actually very interested in both. I've never played either one, and am currently in a Deathwatch game at the moment, it being the first P&P 40k I've played. I understand a lot of the lore for the setting, however if we happen to be playing in a very specific sector or planet I would have to brush up on whats going on exactly. I'd most interested in playing Rouge Trader out of the two. ![]()
![]() Doomed Hero wrote:
While I agree that a recruitment thread is hardly a place for a debate, I would like to point out that I'm not bashing the idea of guns in S&S, I'm only stating the fact that Pathfinder is absolutely terrible at implementing them and, although the campaign idea of Cthulhu/Lovecraftian Mythos does sound very interesting, Pathfinder (and most WotC/d20 systems) are just a very poor medium with which to run it and I feel that it would thereby effect the overall play-ability and enjoyment I would have had in such a campaign. Only and absolutely obtrusive amount of magical hand waving and on the fly house rulings will make Pathfinder run a true Lovecraftian Themed game, because DnD and Not-DnD (Pathfinder) are meant to be played and be over-the-top type heroes with unstoppable power, not to hide in the closet as the Hellhound sniffs you out and you are only hoping that your 3 bullets left will be enough to get it to leave you alone. I accept that guns will be part of the story, in fact they have to be if running 1930s. The fact that the system is unsupportive (not "uncomfortable with how they are modeled" I mean, quite literally, not supported correctly) to guns throws a giant wrench into an otherwise interesting game. This is an INTEREST CHECK thread, and as such I am pointing out that although legitimately interested in the ideas that this campaign presents, I am turned off by the choice of system that we are shoehorning this game into. The reason for an interest check is to find out if people would be willing to play a certain kind of game and, by extension, what they wouldn't like to play. This game sounds interesting and I would like to give it consideration (Interest Check part 1), however Pathfinder cannot be used to properly run a Modern Setting (Interest Check part 2). If we were to use a better system that supports this type of game or if we were to run Lovecraftian: the Dark Ages which Pathfinder would better support, although not perfectly because stapling Sanity values to things does not a Lovecraftian Horror game make, I would love to apply and see where it goes(Part 1). If this game were to insist on using Pathfinder to run a relatively unsupported Earth circa 1930s, then I would have to unfortunately pass due to the tedium of playing a poor system choice (Part 2). ![]()
![]() Taking a system designed for Swords & Sorcery and stapling guns to it is absolutely terrible. The Gunslinger itself (and GUNS in general by extension) is noted as being a G.M to G.M thing by Paizo themselves. The Gunslinger and Guns don't exactly fit into the world correctly, and the rules supporting them are straight up bad when used as is. It's wonky, and without a complete overhall of the Pathfinder system - using Guns Everywhere won't work. It kills feats, classes, etc. with zero support. Pathfinder is acceptable to run a Medieval Fantasy Campaign and that's about the end of the line.
About Zandril SiskaBackground:
Even before the crew drops the gang plank from the merchant ship, The Bearded Harpy, a young Varsian male half-elf throws his backpack over his shoulder and jumps to the dock below. ”Back home at last! And just in time for the festival too.” He tips his hat to the crew tieing off the ship (whom just smile and shake their head at the young man) and walks down the Sandpoint Harbor docks . . . Zandril Siska was born in Magnimar. His father, whom he’d never met, is an elf from the Ashwood. The story his mother, Eulana, told him was simply that she was young, working as a waitress in a tavern in the Marshes district in Magnimar and in walked this handsome elven ranger. He caught her eye immediately and her his. He was charming, she was young, it was one night, and the next day he was gone. The only thing she remembered about him was that he was from the Ashwood and he had a tattoo of a compass rose with elven writing around the edges on the inside of his right forearm. When asked what it said, he just waved her off and changed the subject. Nine months later she gave birth to twins, Zandril and Zhenya. For the first nine and a half years of his life, he was part of a loving happy family in Magnimar until one night when this all changed. It was a typical late summer night, a light breeze in the air and the three of them were dancing as they listened to the music from a nearby tavern. In a moment their laughter turned to terror as three armed men broke down the door and entered. Zandril was too young and scared to remember much from the attack. What he does remember was the man with the scar on his right cheek kept asking, ”Where’s the jade statue? I know it’s here. Vhiski told me it was here.” When his mother insisted she didn’t know what they were talking about, the scarred man ran his estoc through her and left it embedded in her torso. The three men trashed the house and quickly realized they had the wrong place. Determined not to leave empty handed they grabbed Zhenya and left. Zandril attempted to keep them from leaving, his instinct to protect his sister, but all he got was a boot to the face. Crying, defeated, and scared, he went to his mother and pulled the sword out. He found the local guard, showed them the sword and took them to his mother’s body. After a fruitless investigation, the city guard came up with nothing and decided to put him in an orphanage, but Zandril wouldn’t have it. He decided to leave Magnimar, not caring where he would end up, he found the first caravan that would take him, his only possessions were the clothes on his back and the sword that killed his mother. The caravan’s first stop was Sandpoint. The caravan leader sent him to find a retired paladin of Shelyn, Father Adeline. Father Adeline took Zandril in and raised him as his own son. Father Adeline is a patient man, and instilled Shelyn’s teachings of love and compassion for everyone and everything, as well as the important of protecting those that can’t protect themselves. Father Adeline, being an excellent swordsman (even in his aging years) taught Zandril how to use the weapon he carried and the code to live by, but try as he might, Zandril’s restless nature fought against Father Adeline’s disciplined teachings that come with being a Paladin and he often found himself in trouble. As Zandril got older Father Adeline suggested he find some work to help him focus that energy. The fast pace of the docks drew his attention. He spent much of his time working with various merchants, and ship captains doing grunt work loading and unloading the merchant vessels. Though he is a hard worker, he often had a hard time keeping employment, especially from those employers with daughters his own age. After work he’d wander into The Hagfish to listen to the seafarers spin their tales of adventure, the next tale always more exciting than the previous. Watching the patrons goad each other to drink from Norah’s tank always got a good laugh, until one of the patrons filled a glass of the foul water and handed it to Zandril. The smell alone made him gag, but refusing to back down Zandril took a big drink . . . and immediately threw it back up, and everything else he’d eaten and drank that day. A raucous laughter echoed from The Hagfish, but it seemed like the regular patrons treated Zandril with a bit more respect after that and he always took up the challenge when offered a glass (the result always the same as the previous). Listening to the tales fueled Zandril’s need for adventure, and at the age of 19 he got a seafaring job as a deckhand on one of the merchant ships, The Bearded Harpy, a job he still holds today. He’s grown to love the travel and adventure, but the death of his mother and his missing sister still remains unresolved and lingers in the back of his mind. He had all but forgotten the name Vhiski until a couple years ago when he overheard someone in The Hagfish mention the name. When confronted, the man who mentioned the name denied knowing anything or anyone by the name of “Vhiski.” Ever since that day, Zandril has been secretly researching the underworld activity of Varisia, working on bringing his mother’s murderer to justice and the hope to one day find his sister. . . .As the young man, backpack in hand, walks from the Bearded Harpy down the dock to The Hagfish he takes in the light off-shore breeze and the sun on his face as he enjoys being back home on this late-summer day. He walks into the tavern and gives a nod to Jargie Quinn, who smiles and nods down the bar toward an elderly man at the other end. Zandril nods and puts up a finger to Quinn as he walks down and lovingly clasps his hand on Father Adeline’s shoulder and sits down next to him. Father Adeline smiles, ”Welcome home. Back just in time for the festival.” Quinn brings a tankard of ale down and sets it in front of Zandril who takes a slow sip, ”Ahhh, not much tastes as good as that first sip after returning home.” Staring forward out the bar window overlooking the harbor, ”Thanks, it’s good to be home . . and to see you. I wouldn’t miss the festival for the world.” Father Adeline, still smiling and satisfied his son made it home, stands up, finishes his ale, and starts out the door, ”Glad you made it home safe. It’s good to see you too.” He pauses at the door and turns around, the smile has left, his face now showing genuine concern, ”You’re staying out of trouble, aren’t you?” Zandril leans back on his barstool, hands out wide, and big smile on his face, ”Don’t I always!?!” But his smile and boisterous happy-go-lucky attitude can’t hide that there’s something deeper nagging at him, at least not from Father Adeline. Zandril’s smile is infectious and, though worried about his son, Father Adeline can’t help himself but grin, ”By the way, you need to bath. You smell worse than Norah!” With that he walks out the door waving, ”See you at home.” Zandril laughs and turns back to his tankard and view of the docks. He sips his ale slowly collecting his thoughts and wondering what his future holds.
Appearance:
A slender male half-elf stands before you at 5’9” and 145 lbs. He wears a simple cloak, sailor’s hat, has a backpack slung over one shoulder, and a long thin blade the length of a bastard sword on his hip. His calloused hands and lightly tanned skin reflects his work as a deckhand on a merchant ship. His broad smile and deep hearty laugh is infectious and his presence can’t help but bring a smile to the face of even the most distressed. He’s always got a smile on his face and a kind word for everyone he meets. To those that don’t know him, they’d probably think him naive. Behind that outward, joyful appearance is a touch of darkness. The restless ghosts of a past that poke and prod at his mind. --------------------
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AC 19, touch 17, flat-footed 13 (+2 armor, +4 Dex, +1 proficiency, +2 dodge)
Feats Combat Reflexes, Dodge Traits fencer, hagfish hopeful Skills (trained skills listed only)
Background Skills
Racial Modifiers +2 Perception Languages Common, Elven, Varisian, Giant, Draconic SQ elf blood, swashbuckler finesse --------------------
alchemist's fire
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Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
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