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.
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