Sheriff Belor Hemolock

Jace Crenn's page

25 posts. Alias of Hack Anslash.


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Going to withdraw from this, as I am likely to end up stretched too thin. I'm sure you'll do fine with the other applicants joining up!

Good Travels!


Roll 4d6 for each stat reroll 1s and 2s keep the highest 3 for each stat.

Let's see what we come up with:

Stat 1: 4d6 ⇒ (1, 2, 5, 1) = 9
Reroll 3 dice: 3d6 ⇒ (6, 6, 5) = 17
17

Stat 2: 4d6 ⇒ (3, 5, 5, 6) = 19
16

Stat 3: 4d6 ⇒ (1, 5, 6, 4) = 16
Reroll 1 die: 1d6 ⇒ 5
16

Stat 4: 4d6 ⇒ (6, 5, 1, 5) = 17
Reroll 1 die: 1d6 ⇒ 2
16

Stat 5: 4d6 ⇒ (1, 3, 5, 5) = 14
Reroll 2 die: 2d6 ⇒ (2, 3) = 5
13

Stat 6: 4d6 ⇒ (3, 3, 1, 1) = 8
Reroll 1 die: 1d6 ⇒ 2
8

Well. That's certainly something I can work with. :)


So, has this actually started? Would new characters be coming in at the start or in progress? I'd consider a Dwarven fighter or possibly
a ranger, which might be rather useful.


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Hi there. Waaaaaay back, I dotted for interest, but got delayed in making a character, and by that point, there were so many good submissions, I simply backed away. No harm, no foul.

But if you're once again looking, I'd absolutely be interested, and wouldn't mind at all playing a divine caster of some sort. Lemme look over your character creation rules, and do some thinking.


Interested. Likely with a novice wizard (unsure what school just yet) who's with the caravan to deliver a message from his mentor to Balthus Hunclay, the missing wizard mentioned in the module description.


* chuckles * If we need more arcane might, I could alter my idea a touch and play as a sorcerer or wizard rather than a ranger. Same idea, adventuring to earn enough to buy an inn.

Just offering if that would help someone else decide what they want to play, one way or another.


No worries.
Ranged, Archery style Ranger.


Update: Will be playing a Ranger or Fighter whose goal is to earn gold and resources through his adventuring to eventually buy or build his own tavern. I am really intrigued by the idea of a character putting himself into dangerous and sometimes fantastic situations for such a practical and mundane goal. Still working on the specifics beyond that.


Stat: 4d6 ⇒ (4, 4, 6, 3) = 17 - 3 = 14
Stat: 4d6 ⇒ (3, 3, 3, 5) = 14 - 3 = 11
Stat: 4d6 ⇒ (2, 6, 3, 1) = 12 - 1 = 11
Stat: 4d6 ⇒ (2, 1, 6, 6) = 15 - 1 = 14
Stat: 4d6 ⇒ (4, 1, 3, 4) = 12 - 1 = 11
Stat: 4d6 ⇒ (3, 6, 4, 3) = 16 - 3 = 13

So that technically gives me a * 16 * point build.
I think I'm going to forego it and drop to a 15 pt. build, changing only the 13 to a 12, and bumping one of the 11's to a 12 as well.

So it would be, in spirit, the same character but a bit easier to play.
14, 11, 11, 14, 12, 12.

If that's ok?


Have a few ideas.

A Ranger with an infamous father who was known for betraying the militia for whom he scouted, and leading them into an ambush...

or

A Sorcerer masquerading as a Bard, as his parents were intolerant of having a possibly "demonic" child. Probably multiclassing from Bard to Sorcerer.

or

A Priest of Nature, likely a cleric, but with Druidic trappings. Basically a druid without the shifting and pets. lol

Any of these could work with these stats. Still considering.

I know. I know. Too many ideas.


Stats: Perfectly fine with that. Gonna roll, and hope for the best...or 15 pts. :D

Skills: Unchained skills/background skills. Works for me.

Alignments; Usually I discourage evil characters in my game, so I'm good with your plan for this.

Traits: 2 should be fine.

Races: So the half-War Forged/half-Drow I was going to submit might be a bit much, huh? Gotcha. ;)

Feat taxes: The only sure things in life are death and taxes, so...

S'okay. On to the rollin'.

Stat: 4d6 ⇒ (4, 4, 6, 3) = 17
Stat: 4d6 ⇒ (3, 3, 3, 5) = 14
Stat: 4d6 ⇒ (2, 6, 3, 1) = 12
Stat: 4d6 ⇒ (2, 1, 6, 6) = 15
Stat: 4d6 ⇒ (4, 1, 3, 4) = 12
Stat: 4d6 ⇒ (3, 6, 4, 3) = 16

* crosses fingers *
EDIT:

Stat: 4d6 ⇒ (4, 4, 6, 3) = 17 - 3 = 14
Stat: 4d6 ⇒ (3, 3, 3, 5) = 14 - 3 = 11
Stat: 4d6 ⇒ (2, 6, 3, 1) = 12 - 1 = 11
Stat: 4d6 ⇒ (2, 1, 6, 6) = 15 - 1 = 14
Stat: 4d6 ⇒ (4, 1, 3, 4) = 12 - 1 = 11
Stat: 4d6 ⇒ (3, 6, 4, 3) = 16 - 3 = 13

Huh. Not too bad. Not a superhero either, but lots it has potential. I can definitely live with this.


Heading over now.
Safe travels everyone!


* Grin * Great list. Tons of potential there. Seriously excited over the prospect of this game.


Dien, did you have a setting in mind? Golarion? Something else?

Edit: Posted at the same time as Chill. Generic module setting is cool with me too. Just responding to the idea he had...


Answering the question: What do I like in a game?

Personally, whether GM'ing or playing, I like balanced group dynamics, and reasonably harmonious characters. That is, characters who generally want to be working together...for whatever reason. They don't have to like each other, but the GM shouldn't be put into a position of having to force characters to work as a team just so they can play through an adventure.

I believe it's up to the players to explain why they're agreeing to adventure with the party, whether for selfish gain, moral imperatives, out of desperate necessity, or simply because they like hanging out together.

I LOVE banter and character interaction, and of course, adventuring to cool locales.

I'm cool with playing either High or Low magic, though if I had to choose, I generally prefer low magic campaigns. I was always a fan of the logic that if someone took the time to create, say a +1 sword, well, considering how much work the DMG says is required, it should mean something and it should seem special, you know? In games I've run in the past, usually any +1 item would usually have something else to it...even if it's just giving off light or whatever. Note: I'm not asking for this, just mentioning it. We all love having cool toys, so obviously more power stuff can be fun too.

Beyond that, I like storytelling, flawed but redeemable characters, and snappy dialogue.

* chuckles * This wasn't specifically requested, but well...there ya are. :D


Not sure anything stated here is "official ". Just tossing out ideas and preferences, while Dien thinks things over, and considers applicants.

For my part, I guess I should offer up my background too. I'm a former Wrestling Efed runner and player, having written numerous wrestling roleplay promos and matches for competition.

I also ran a 3 year long pbp for my old gaming group with reasonable success. There were indeed lapses in posting at times both on my part as well as my players, but we always came back. ;)

I have ghosted a game before, on an older d&d board, which I am not proud of, but I want to be honest. The circumstances were stress and burnout on my part which I should have communicated, but didn't. This is not something I ever intend to repeat.

Like some of you, I've tabletop GM'd a good deal, with several systems, including Shadowrun and Marvel Superheroes.


I'm good with all that, 15 or 20 works.

Just for kicks though, anyone up for actually rolling up characters? 4d6, keep the best 3, six times...or 20 pt buy, whichever the player likes better?

If not, no worries. Just a whim. ;)


polyfrequencies wrote:

This sounds like something I almost pitched here on the boards a while ago. There are so many cool modules that I would love a chance to play. Rather than committing to a whole AP, going story by story is promising.

My Pathfinder GMing has been either IRL or on Discord. Other PBP that I have GMd is system agnostic, and probably on old message boards that don't exist anymore.

As for gaming philosophy, I tend to like yes-and character interactions, high power without a dire need to optimize (i.e. making mechanically suboptimal choices that fit a character better), and cooperation between players that allows for healthy disagreement so that character interactions are interesting and honest. As a GM, I like to provide players a challenge, but I'm not out to get anyone. That is, it's not me vs the players: it's all of us working together, except the GM is introducing hooks and challenges.

This.


I'd be in favor of that as a general rule, barring unique circumstances. Sure.


Just my two cents here, but so long as you give it a try, if you do start burning out, I'm sure one of us could pick up the ball and run with it if need be.

My take on this is that we're developing a group to do some storytelling together about some fun and cool characters, with everyong both playing and gm'ing. Not everyone will have the same skill level or endurance as everyone else...so we adjust as needed.

Or something like that. ;)


Anyone else mildly surprised that there aren't more people quickly clamoring to get in on this?

I mean, I know there are a few other quality offerings right now in recruitment, but still...


Kubular wrote:

I haven't GM'd online before, but I'm a forever GM irl. I dont think it's because I'm particularly good, I'm just the only one willing.

But I'd be willing to GM if it meant a more cohesive group with character creation as a group.

I can definitely relate to this.

As for the rotating GM idea, that's how our high school tabletop group used to run in the old days.

I'd be interested in being a part of this.


Contemplating playing a bard/oracle, sorcerer/oracle, or a straight up bard/sorcerer.

Difficult decisions. Any GM preference? LOL


Absolutely interested in this. Have been wanting to play it forever. Dotting til I can work out a character.


All good choices and ideas above! Epic-wise, what about something like the old school D&D Slave Lords series, or maybe better, the Vault of the Drow into the Queen of the Demon Webs?