![]() ![]()
![]() 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
Stat 2: 4d6 ⇒ (3, 5, 5, 6) = 19
Stat 3: 4d6 ⇒ (1, 5, 6, 4) = 16
Stat 4: 4d6 ⇒ (6, 5, 1, 5) = 17
Stat 5: 4d6 ⇒ (1, 3, 5, 5) = 14
Stat 6: 4d6 ⇒ (3, 3, 1, 1) = 8
Well. That's certainly something I can work with. :) ![]()
![]() 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. ![]()
![]() 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
So that technically gives me a * 16 * point build.
So it would be, in spirit, the same character but a bit easier to play.
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
* crosses fingers *
Stat: 4d6 ⇒ (4, 4, 6, 3) = 17 - 3 = 14
Huh. Not too bad. Not a superhero either, but lots it has potential. I can definitely live with this. ![]()
![]() 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. ![]()
![]() polyfrequencies wrote:
This. ![]()
![]() 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. ;) ![]()
![]() Kubular wrote:
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.
About Argust AutumnwindStat Block:
Argust Autumnwind
Male dwarf fighter (two-handed fighter) 17 (Pathfinder RPG Advanced Player's Guide 108) LN Medium humanoid (dwarf) Init +6; Senses darkvision 60 ft.; Perception +13 -------------------- Defense -------------------- AC 41, touch 22, flat-footed 37 (+14 armor, +5 deflection, +3 Dex, +1 dodge, +2 insight, +5 natural, +1 trait) hp 206 (17d10+100); fast healing 5 Fort +22, Ref +19, Will +16; +4 vs. effects that cause you to lose your grip on weapons, +2 vs. poison, +4 vs. spells and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee +5 holy greatsword +43/+38/+33/+28 (2d6+27/17-20 plus 2d6 vs. evil) or dagger +30/+25/+20/+15 (1d4+8/19-20) or mwk heavy flail +31/+26/+21/+16 (1d10+12/19-20) or sap +30/+25/+20/+15 (1d6+8 nonlethal) Ranged +1 darkwood composite longbow +32/+27/+22/+17 (1d8+6/×3) Special Attacks backswing, hatred, overhand chop, piledriver, shattering strike, weapon trainings (heavy blades +6, bows +5, close +4, light blades +3) -------------------- Statistics -------------------- Str 26, Dex 18, Con 20, Int 7, Wis 14, Cha 5 Base Atk +17; CMB +30 (+34 sunder); CMD 47 (51 vs. bull rush, 51 vs. disarm, 55 vs. sunder, 51 vs. trip) Feats Bleeding Critical, Blind-fight, Cleave, Critical Focus, Critical Mastery, Dodge, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Iron Will, Power Attack, Staggering Critical, Steel Soul[APG], Stunning Assault[APG], Stunning Critical, Weapon Focus (greatsword), Weapon Specialization (greatsword) Traits defender of the society, grounded Skills Acrobatics +4 (+0 to jump, +6 on balance-related checks), Appraise +0 (+2 to assess nonmagical metals or gemstones), Bluff -1, Climb +11, Diplomacy -1, Disguise -1, Escape Artist +18, Fly +4, Handle Animal +3, Heal +4, Intimidate -1, Perception +13 (+15 to notice unusual stonework), Profession (soldier) +8, Ride +7, Sense Motive +7, Stealth +3, Survival +4 (+6 to avoid becoming lost, +6 to avoid becoming lost when using this), Swim +11; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven Combat Gear +1 human bane arrows (10), durable sbci arrows (20), oil of daylight (2), potion of bull's strength, potion of cure light wounds (2), potion of resist electricity 30, sbci blunt arrows[APG] (50), alchemist's fire (3), antiplague[APG] (4), antitoxin (4), oil (3), vermin repellent[UE] (4); Other Gear +5 mithral full plate, +1 darkwood composite longbow, +5 holy greatsword, dagger, mwk heavy flail, sap, clear spindle ioun stone, dusty rose prism ioun stone, pale blue rhomboid ioun stone, pale green prism ioun stone, amulet of natural armor +5, belt of physical might +4 (Dex, Con), boots of speed, cloak of resistance +5, gloves of dueling[APG], golembane scarab, handy haversack, manual of gainful exercise +3, ring of feather falling, ring of protection +5, ring of swimming, sihedron, stone of good luck (luckstone), wayfinder[ISWG], wayfinder of infinite doorways, belt pouch, blanket[APG], block and tackle, bullseye lantern, waterproof[UE], compass[APG], crowbar, earplugs[APG], flint and steel, grappling hook, piton (5), shaving kit[UE], shovel, silk rope (50 ft.), tent, medium[APG], trail rations (55), waterskin, 12,391 gp, 3 sp, 7 cp -------------------- Special Abilities -------------------- Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus. Bleeding Critical Critical Hits deal 2d6 bleed damage. Blind-Fight Re-roll misses because of concealment, other benefits. Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Critical Focus +4 to confirm critical hits. Critical Mastery (2 Critical feats) Apply extra Critical feats to a critical hit rather than one. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Fast Healing 5 (Ex) Heal damage every round unless you are killed. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus. Piledriver (Ex) Standard action: attack with a two handed weapon, if successful, free bull rush or trip w/o AoO. Power Attack -5/+10 You can subtract from your attack roll to add to your damage. Shattering Strike +4 (Ex) +4 Sunder and damage vs. objects. Staggering Critical (DC 27) Critical hit staggers target Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4 Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Stunning Assault (DC 27) Take -5 to all attacks and maneuvers until your next turn to stun opponents hit in melee for 1 rd. Stunning Critical (DC 27) Critical hit stuns or staggers target. Weapon Training (Blades, Heavy) +6 (Ex) +6 Attack, Damage, CMB, CMD with Heavy Blades Weapon Training (Blades, Light) +3 (Ex) +3 Attack, Damage, CMB, CMD with Light Blades Weapon Training (Bows) +5 (Ex) +5 Attack, Damage, CMB, CMD with Bows Weapon Training (Close) +4 (Ex) +4 Attack, Damage, CMB, CMD with Close-in weapons -------------------- Argust Autmnwind is an orphaned dwarf that bounced around from family to family when he was younger but never found anyone that ever wanted him long enough to make a home. He never showed much interest in people nor in knowledge of anything other than weapons and armor. As a young lad he had a quick apprenticeship as a blacksmith, however he was eventually turned away due to the fact that Argast would rather wield the weapons instead of craft them. Argust soon developed into a physically powerful dwarf, even for his race's standards, however for what he had in physical skills he definately lacked in social graces. Due to these particular set of skills the troubled dwarf found himself as a guard in a town that he had somehow ended up in. Dealing with drunks was pretty much all he had to deal with and he normally did so with few words and plenty of action, often using excessive force. One night, after he had ejected a rather large number of men from a brawl that broke out in one of the local taverns, a woman mercenary named Talayis Feywind found herself both impressed and curious about Argust. Befriending him, she eventually approached him with an offer to be her henchman. Argast was leary at first, wondering what the human woman truly wanted from him, but his curiousity and longing for some sort of family was too great and he agreed to join the human. For over a decade Argast faithfully served Talayis as her squire, bodyguard, confidant, and trusted companion. She knew of his mental and social shortcomings but he embraced him instead of shunning him for them. She also treated the dwarf more as a friend and partner than an employer and in some cases even acted as guardian for his well being in matters of money and other facets of life, including love. Argast was truly happy, even if there were never to be any romantic connection betwwen the two there was plenty of love and respect in their own ways. While they were never overly wealthy, they also had each other and enough to live on. Life as a henchman was a good life for the homely dwarf. However, one fateful contract ended up to be too much for the duo. Despite his best efforts, Talayis was killed during a battle that the dwarf was lucky to come away from alive himself. The loss of his employer was devestating to Argust, the one person that ever took him at face value was now gone. He suddenly found himself falling into the worst point of depression he had ever experienced. Argust was alone, unemployed, and without anyone that he could trust. Over the last few weeks, Argust Autumnwind found his way to his current location. Due to his lack of any business or social skills he was unable to find work as a mercenary for himself. His gruff manner was making him no friends. Argust is quickly running out of viable options. He has no family, he has no home, and soon he will have no money. If he could not find the work of a guard, warrior, or weapon for hire, he would end up doing the one job that a dwarf like himself would surely regret; that of a lowly miner. And Argust Autumnwind is no miner.
|