Roy Greenhilt

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37 posts (973 including aliases). No reviews. No lists. No wishlists. 6 aliases.


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Hey all out of town till Wednesday (katigar as well) bot as needed. Agreeable to hiring a boat to take us over


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Excited for all our characters, seems like we all have invested in them. It already feels rich!


All input is good input!

Your knowledge is extensive and im sure appreciated by all! Agree with GMF if we all like our characters then it'll be a good game.. and if we die.. well we die.. :)

Pathfinder is crazy overwhelming so direction is always helpful. Trying ot pick one thing to play out of a million is hard :(


Don't followers need only be within one alignment .. step? from their Deity though?


Very cool!

Try a googles to see if i could find the one on Kord.. any help there BD?


Black Dow wrote:

@Bhru: Very cool character :) Something to consider - Rather than Golarian based Angradd, there's a little known member of the Greyhawk Dwarf pantheon named Gendwar Argrim that would fit your concepts worship. He is the Hero-God of Fatalism and Obsession. Have linked an online profile about him: Gendwar Argrim, for your reference.

Essentially his followers read like WFRP Trollslayers :) Btw: Would definitely go with the alternative race traits suggested - great flavour and crunch picks.

I'll take a look! Still not too late to change his last name.. sooo it's on the table!

@GMF / BD -- Do you think that losing +2 to saving throws against spells/poison is worth a bit of extra hp / fort when i have high con and such low other stats / saves? OR is this an in for a penny in for a pound situation? hah


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Zebulon Pike wrote:

Happy to be here guys.

First pathfinder experience and reading up!
Thankyou for getting me involved.

welcome! let everyone know what youre thinking of playing.. i think a few vets in here with lots of knowledge :)


SO MANY CHOICES

So I am sort of thinking of going Dwarf Barbarian Earth breaker / Thunder and Fang feat eventually? I am entertaining some mix or brawler.. but dunno how effective it ends up being.

Not sure if anyone has any experience with the class or any tips.. currently just browsing interwebs for inspiration.


Hmm.. if there weren't racial bonuses I'd probably be way more likely to stretch the stats.. maybe change my point buy to be a different race though.. still in concept mode


Okay great, i'll go for the point buy then for my Zerker...

16,14,14,12,10,8

Not sure of the whole concept yet but thinking of putting some form of condition on his rage.. can rage when X happens..


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I'm thinkin unchained berseker :)

Roll: 2d7 + 4 ⇒ (1, 1) + 4 = 6
Roll: 2d7 + 4 ⇒ (4, 1) + 4 = 9
Roll: 2d7 + 4 ⇒ (4, 3) + 4 = 11
Roll: 2d7 + 4 ⇒ (2, 2) + 4 = 8
Roll: 2d7 + 4 ⇒ (1, 7) + 4 = 12
Roll: 2d7 + 4 ⇒ (3, 5) + 4 = 12

Edit: these could be the worst rolls i've ever done.. now i'm thinking.. above average farmer.


Dot


DOTTED --- will get rolling on this soon!


Savage tides does sound fun.. and if there is good experience with it so far then maybe worthwhile...

But if its old and boring to GMF then maybe something fresh?

I guess I am keen to run whatever the DM is keen to run.. Seems like a bit of a cop out but hey.. if we're all interested then the game will be good no?


No problems from me! Looking forward to what you come up with and for you to join us again!


This saddens me. Hope you take your time to find a character that might fit and rejoin the game at some point :)


Black Dow wrote:


Caveat: I'm in a long running Freebooter/Pirate E6 game so while we are currently kicking off onboard a ship I've no appetite to run in a similar port/ship based setting (would feel a little like retreading old ground for me).

@All: Apologies - hope I'm not over complicating or derailing things with my queries etc.

No worries, I am not that interested in running a pirate theme either. I just think we are off to the brave new world on this chariot to start!

I haven't seen anything from you that doesnt enrich or make the game better so continued queries are 100% A-OK to me.


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damn you Slughammer!


@GMF - Sounds good. I guess I'm trying to fit in how a individual that can wield magic would be on the boat.. are they coveted or shunned by society? Do you have any sense of whether magic would instill wonder and revere.. or fear and punishment in society.


Hmm maybe new origin story for Breg.. maybe be is one of those tasked with taking new recruits over to the new world


Mythicman19 wrote:
Debated a little and figured I would change it up a little instead of a wizard I’m going to go Do a Elder Mythos Cleric. It also opens up a for the magic time to be a little more sinister.

Sounds like a cool concept!


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I think I'm going to go Dwarven Fire Elementalist - Primalist Wizard.. With early origins of thinking that Dwarven wizards are of the earth, not born so much as created by the elements in times of need, or trying times.. orrr turmoil.. or something..

this could fit nicely into your thoughts that my characters wizard activated whatever thing was nearish?

thoughts?


Black Dow wrote:

@GMF: No worries - have a mulling concept of a Dwarven Brawler (Steel-Breaker) - is of low status (Forge-scrappers) - who trade their wares in the slums etc.

Might have been a deal went south or an item made from forge dross was used in a crime and traced back to his folk..?

Background needs some hammering, but am liking the base idea :)

Kind of really liking the idea of being dwarven outcast. Thinking of going Dwarf Wizard at this point. If you're interested in some form of historical ties to one another would be down.

Either caught up in the same bad situation, from the same fallen clan? Thoughts?


I'm thinking ratfolk rogue/thief as early concept.. maybe a servant or some form of slave/butler from a rich dwarven house caught stealing from them so sent on the boat..

Tossing around the idea of a human wizard/spell caster as well... unsure of background yet..

Any input?


Yes we get to roll dice!!

Stat: 2d7 + 4 ⇒ (6, 2) + 4 = 12
Stat: 2d7 + 4 ⇒ (7, 4) + 4 = 15
Stat: 2d7 + 4 ⇒ (6, 1) + 4 = 11
Stat: 2d7 + 4 ⇒ (2, 6) + 4 = 12
Stat: 2d7 + 4 ⇒ (6, 2) + 4 = 12
Stat: 2d7 + 4 ⇒ (6, 7) + 4 = 17

Well possibilities are endless now! Being able to be a rat folk just threw a huge cog in my character selection. Damn youuu


pull an adventure out of the hat and start us on the boat! everyone wins :)

I guess the main thing to come out of that discussion is that we would all be happy with any of them so maybe choose something that sounded fun to run as well?


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I'd go for 2 or 3 as my favorites. I've never played in a undead setting so that would be fun... and fits really nicely into a character concept that I've been thinking about..

3 sounds really fun too.. I like the "were all in this for the same reason" start.. allows for maybe different races to be around each other without any reason.. the idea of having somewhere to come back to to exact revenge sounds appealing..

1 sounds great too, but when you're presented with 3 great ideas.... would he happy to play in a seedy underworld.

If I has to really pick.. 3 then 2 then 1.

I known it's not helpful to you. But any of the three I'd be happy with hah.


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More stealth dot


I kind of like having dice gods decide, example. your strength roll is your strength roll. Can perhaps help inform what you might play.. or make you be a sub-optimal insert whatever class.

I understand if people don't like this though. Pretty much open to whatever the general consensus is.


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I'm kinda with Dow on this one.. the feel of magic being only used by spellcasters is cool. Having spells should be cool and wonderful. I mean if everyone is special then no one is special right?


1. I think the scoundrel / downtrodden origin is appealing to me. if we become heroes.. whose to say.. kind of thinking of a playing a character that is out for their own.. heroism and fame may be a symptom of his/her own greed / ambition?

2.I think keeping it to the standard races is probably good.. open to other playable races though.. can't see myself wanting to play a goblin or any type of evil character.

3. I like the idea of either.. things have always been that way, or are kept that way by the "man" . Or post cataclysmic event style.. where the world is recovering fates are ready to be carved out and new heroes ready to become legend.

edit: grittiness.. i guess i envision (fantasy) settings.. to be generally pretty rough.. life spans were short, things were dangerous, and wealth was rare. People didnt explore, and if they did, they usually died. you didn't leave your house for no good reason and kept to yourself...


Took a quick read, seems good to me. Probably would take some time to get to level 6 anyway, if the crew wanted to change to regular progression at some point another conversation could be had?

I do like the idea of things staying dangerous. E6 seems to capture that spirit.


I think i'd be more inclined for a gritty setting.


Would definitely be into an older edition. or PF1/2.. Would hope to move away from 5E.. Just seems too hard to be challenged once your passed level 2 and the written 5e adventures seem kind of catered to the PCs not running into "real" trouble.. But willing to give it another go.


Looking forward to it!


New Char rolls:

Roll: 4d6 ⇒ (2, 6, 4, 6) = 18
Roll: 4d6 ⇒ (4, 2, 1, 2) = 9
Roll: 4d6 ⇒ (1, 3, 4, 6) = 14
Roll: 4d6 ⇒ (1, 3, 6, 1) = 11
Roll: 4d6 ⇒ (5, 2, 5, 2) = 14
Roll: 4d6 ⇒ (4, 3, 1, 4) = 12

And again...

Roll: 4d6 ⇒ (6, 1, 1, 1) = 9
Roll: 4d6 ⇒ (3, 6, 1, 4) = 14
Roll: 4d6 ⇒ (2, 3, 6, 4) = 15
Roll: 4d6 ⇒ (1, 6, 1, 3) = 11
Roll: 4d6 ⇒ (1, 6, 2, 1) = 10
Roll: 4d6 ⇒ (2, 2, 6, 3) = 13

And again...

Roll: 4d6 ⇒ (2, 5, 3, 1) = 11 10
Roll: 4d6 ⇒ (4, 1, 6, 4) = 15 14
Roll: 4d6 ⇒ (5, 4, 6, 6) = 21 17
Roll: 4d6 ⇒ (1, 4, 1, 3) = 9 8
Roll: 4d6 ⇒ (5, 6, 6, 6) = 23 18
Roll: 4d6 ⇒ (6, 2, 5, 3) = 16 14

That'll do....


Hello everyone, just getting my rolls in then will give some thought to a character.

Dice rolls:

STR: 4d6 ⇒ (6, 5, 2, 3) = 16 = 14
DEX: 4d6 ⇒ (1, 2, 3, 5) = 11 = 10
CON: 4d6 ⇒ (3, 1, 3, 4) = 11 = 10
INT: 4d6 ⇒ (3, 4, 6, 3) = 16 = 13
WIS: 4d6 ⇒ (1, 4, 5, 3) = 13 = 12
CHA: 4d6 ⇒ (1, 3, 3, 4) = 11 = 10

Dice rolls:

STR: 4d6 ⇒ (1, 5, 3, 1) = 10 = 9
DEX: 4d6 ⇒ (4, 5, 5, 4) = 18 = 14
CON: 4d6 ⇒ (6, 4, 1, 2) = 13 = 12
INT: 4d6 ⇒ (5, 2, 2, 2) = 11 = 9
WIS: 4d6 ⇒ (3, 1, 4, 5) = 13 = 12
CHA: 4d6 ⇒ (3, 2, 5, 3) = 13 = 11

Dice rolls:

STR: 4d6 ⇒ (5, 5, 6, 1) = 17 = 16
DEX: 4d6 ⇒ (6, 4, 4, 3) = 17 = 14
CON: 4d6 ⇒ (2, 1, 2, 2) = 7 = 6
INT: 4d6 ⇒ (4, 1, 6, 1) = 12 = 11
WIS: 4d6 ⇒ (4, 3, 3, 4) = 14 = 11
CHA: 4d6 ⇒ (4, 2, 6, 3) = 15 = 13

Dice rolls:

STR: 4d6 ⇒ (1, 6, 2, 4) = 13 12
DEX: 4d6 ⇒ (3, 4, 2, 5) = 14 12
CON: 4d6 ⇒ (6, 4, 1, 6) = 17 16
INT: 4d6 ⇒ (1, 2, 2, 4) = 9 8
WIS: 4d6 ⇒ (1, 3, 4, 3) = 11 10
CHA: 4d6 ⇒ (5, 2, 5, 4) = 16 14

Dice rolls:

STR: 4d6 ⇒ (5, 3, 2, 4) = 14
DEX: 4d6 ⇒ (1, 3, 2, 3) = 9
CON: 4d6 ⇒ (4, 4, 3, 2) = 13
INT: 4d6 ⇒ (1, 3, 4, 3) = 11
WIS: 4d6 ⇒ (2, 1, 6, 3) = 12
CHA: 4d6 ⇒ (5, 5, 2, 5) = 17

Dice rolls:

STR: 4d6 ⇒ (6, 5, 5, 2) = 18 = 16
DEX: 4d6 ⇒ (5, 5, 6, 5) = 21 = 16
CON: 4d6 ⇒ (3, 4, 5, 3) = 15 = 12
INT: 4d6 ⇒ (1, 6, 1, 2) = 10 = 9
WIS: 4d6 ⇒ (2, 5, 5, 6) = 18 = 16
CHA: 4d6 ⇒ (4, 2, 1, 4) = 11 = 10

A ton of rolls, but finally something to work with... Lots of options!

Classes/Levels

HP: 44/45 ; AC 18, touch 11, flat-footed 12; DR 2/Adamantine; Fort +8, Ref +7, Will +5 (+9 vs enchantment):

Strength 23
Dexterity 15
Constitution 17
Intelligence 2
Wisdom 15
Charisma 10

About Mishipeshu

Mishipeshu: Elemental Companion (Companion Archetype)
N Large animal (tiger) earth subtype
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC 18, touch 11, flat-footed 12 (+2 Dex, +7 natural, –1 size)
hp 45 (6d8+18) Current:33
Fort +8, Ref +7, Will +5 (+9 vs enchantment)
DR 2/adamantine
OFFENSE
Speed 40 ft. Burrow 10 ft (dirt/sand only)
Melee 2 claws +10 (1d6+6 plus grab), bite +9 (1d8+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d6+6)
STATISTICS
Str 23, Dex 15, Con 17, Int 2, Wis 15, Cha 10
Base Atk +4; CMB +11 (+15 grapple); CMD 23 (27 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +10, Climb +8 , Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)
Tricks: Attack, Come, Down, Flank, Heel*(skirmisher version), Rattling Strike (Ex)(target shaken for 1d4 rounds on successful hit.)
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Devotion
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.