Ok. I'll do it. But only because I think it'd be great if I got the same exact rolls but with a 10 or higher strength. Don't forget: My first rolls last year were crap too. STR: 3d6 ⇒ (4, 6, 2) = 12
I might end up playing a sorcerer after all, then. I understand your feelings about keeping the fixed rolls fixed, Tel. Besides, I'm up for a challenge. I'm going to check the other high charisma classes though, and see if there's something else that appeals to me. I've never played a bard. Course, I'm not sure I'd be any good with one either. Oracle possible too.
Oh, I'd certainly rather have my fixed rolls except...I don't want 'em fixed. I could easily make a good sorcerer with those rolls but I'm not really interested in playing a sorcerer at the moment. Is there anything else that I could effectively make with a high charisma? Bard, I suppose. If I make something strong he'll have a weak constitution. Not a very good compromise.
More than a little surprising that you want to give it another go, all these months later. Bored lately, amiright? Haven't you already run Serpent's Skull? They all sound good, but I vote for S&S. Reg Rolls:
Roll # 1:4d6 ⇒ (3, 3, 5, 1) = 12 Roll # 2:4d6 ⇒ (5, 4, 2, 3) = 14 Roll # 3:4d6 ⇒ (1, 5, 1, 5) = 12 Roll # 4:4d6 ⇒ (3, 3, 4, 2) = 12 Roll # 5:4d6 ⇒ (1, 1, 6, 6) = 14 Roll # 6:4d6 ⇒ (3, 4, 4, 4) = 15 Da fixed ones: STR: 3d6 ⇒ (3, 3, 2) = 8 DEX: 3d6 ⇒ (5, 2, 3) = 10 CON: 3d6 ⇒ (2, 1, 6) = 9 INT: 3d6 ⇒ (3, 2, 6) = 11 WIS: 3d6 ⇒ (1, 3, 6) = 10 CHR: 3d6 ⇒ (6, 5, 6) = 17 EXTRA: 3d6 ⇒ (3, 6, 6) = 15
Korum coils the whip and hangs it to his belt and then holds up the vial of fluid. "Father, you may want to take a look at this." Then he turns to Tuck. "I'm looking for anything to suggest why these bastards are attacking. Goblins are evil, filthy bastards but they usually don't attack strong towns such as this." He looks around, listening intently for sounds or signs of combat. Perception Check: 1d20 + 5 ⇒ (1) + 5 = 6 Korum reaches for the great axe Tuck had dropped and picks it up before standing, holding it out to the half-orc. "What you've done here is good work, lad. There's no sense in tears or recriminations. These bastards will kill -- and eat -- children. They don't deserve to live." He turns to look at the others. "I'm not sure our work is yet done. Will you come with me to continue the fight?"
Korum shows his teeth and swings the DD again. Power Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm Critical: 1d20 + 3 ⇒ (11) + 3 = 14
Satisfied at the successful strike, Korum steps to the side, over the body of the first goblin he'd killed. Korum takes a five foot step to 47J.
Korum keeps moving in, hoping he can catch the goblins by surprise. When he rounds the last of the tents, however, he sees there's no real way to accomplish a surprise attack any longer; they are standing around the fire, just a few feet away from him! "All right, you bastards," he roars. "Come and get me!" Move to 46I.
Korum crosses the square to meet up with the rest of them. "That's no girl, cleric. It's a halfling, and a troublesome one at that." At Tulip's glare, he pulls at his beard. "But you were good at the knife and right now we need all the help we can get. Are you good for it, Tuck? The town has been overrun by the looks of it. I've got a ken to silence all that bloody singing and after seeing your work I'd like you at my side."
"What are you waiting for?" Korum says, gritting his teeth as he holds the goblin and tries to punch it with his gauntleted fists. "Kill it!" Grapple check (and Damage): 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d3 + 3 ⇒ (3) + 3 = 6 1d3 + 3 ⇒ (2) + 3 = 5
I'd rather not give a perception check for the chowder eating goblin. Korum is rather focused on his own battle. Korum roars in fury and swings his dorn-dergar with all his might. Power Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Dammit!!! In a fury at his inability to strike the vicious creature, Korum throws his weapon to the ground and steps closer, raising his gauntlets. 5-foot step next to the goblin.
Perception Check: 1d20 + 5 ⇒ (10) + 5 = 15 Korum is already turning away from the stage when the screams begin and so he not only sees the creature that killed the dog but recognizes it. Even as the nearby cleric cries out the alarm, he realizes the same. "Clear the way!" he roars and begins moving forward, pulling his Dorn-Dergar free from where it had been wrapped around his shoulders. Move to G23, drawing weapon as part of the move.
Korum's day had been exceedingly dull. The people were too happy to cause trouble and even Gorvi was behaving. He had been unable to stop himself from filling his waterskin with ale and sipping from it to pass the time. After the swallowtails were released and the taverns brought forth their meals, he stopped at each table and ate of what they provided, liking the peppercorn venison best. He went back for two more plates of that. When the sun was finally starting to sink he made his way toward the front of the square to lean against the stage, arms crossed and staring out at the crowd. There was still no sign of trouble but he had high hopes that as the wine and ale flowed there'd be rowdy drunkards to contend with. He took note of Tuck Kenley as he was swept up to the stage and smiled. He rather liked the half-orc, for all his shyness and uncertainty. It made him an easy target for pranks.
I really don't mean to be a pain in the arse or ruin anyone's fun but is there any way we can move on to the main campaign? I appreciate what you're trying to do with the rp as a sort of prologue but I'm finding that roleplaying at this level to be not nearly as enjoyable as doing it at the table might be. I'm likely alone in this but I'd just as soon Korum did his own thing and didn't have much else to deal with until the campaign gets in full swing.
Korum glances at the halfling Gorvi points out and frowns. "I don't see anything wrong with her. As for yourself, I'm not here to bother you. Just reminding you that there's going to be a lot of people around and an extra number of guards keeping an eye on things. We wouldn't want anyone to waste the festival in a cellblock." Spoiler: Just so you know, DM, Korum is just going to keep an eye on things. Unless someone is actually going to cause trouble, I'm happy with moving on to the next scene.
Korum looks at Gorvi draining his wine skin and sighs. He tugs his beard with irritation, secures the Dorn-Derger and strides over to where the half-orc is drinking. "I hope that's your first drink today, Gorvi. Because if it's not, we might have to have one of your boys pick you up and toss you off the Edge!" He bellows with laughter to show that it's a jest, mostly, and leans a little closer to get a better idea of just how drunk the sweeper is. Perception Check: 1d20 + 5 ⇒ (5) + 5 = 10
Korum is a town guardsman who has only recently begun to work for Sheriff Hemlock. He has some difficulty getting along with the Sheriff thus far as the rare need for his physical prowess in battle makes the dwarf so bored that he spends too much time on duty drinking from a few waterskins filled with ale. He's good with training with the militia, however, and is generally reliable which is why Hemlock hasn't fired his broad ass yet. Korum is trying to keep employment long enough to have the funds to start his own adventuring company, ideally to venture into the wilds in search of giants, who he has hated with a dwarven passion his entire life. His hatred stems from an encounter with giants as a young dwarf that led to the death of his elder brother. He remembers little of that ordeal but has nurtured a hatred for the race ever since, a hatred fostered by his father. Despite his rashness, Korum is well known and liked in Sandpoint. He enjoys an evening at the Rusty Dragon, always trying to talk Ameiko into either telling stories or joining forces him to create an adventurer's company "that will spawn legends of our glory!" Mystery:
Lately Korum has been having disturbing dreams. He can’t remember them very clearly, only dim images of large creatures looming over him, and larger objects falling all around him, threatening to smash and crush him. They make him really uncomfortble especially when he wakes up to his cheeks wet with tears. He’s thinking about talking to Father Zantus about the dreams. Starting gold: 5d6 ⇒ (5, 1, 3, 1, 2) = 12 x 10 = 120 gp
Free Rank: Profession Guard
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