Let's see what the dice have in store for me.... Ability Score #1: 4d6 ⇒ (1, 2, 5, 5) = 13
And let's reroll the 9 (Ability Score #2).... Ability Score #2 Reroll: 4d6 ⇒ (6, 3, 6, 4) = 19 11, 12, 13, 14, 15, 16. Sweet!
Ha! Over the spring and summer, I was prepping myself to switch to PF2. Then I invested in Daggerheart, fully expecting that system to be used in Critical Role's Campaign 4. When they announced they'd instead be using D&D 2024, I bought those core rules as well. I'm kinda enjoying getting back to D&D (never thought I'd miss carrion crawlers!) and I'm investing most of my time in reconnecting with that system. Getting back to PF 1 and 7th-level, though, I could have Corliss multiclass and take a level of Fighter or Rogue to (theoretically) make him a better combatant (bad d20 attack rolls notwithstanding). That should remove some headaches. To go totally off-topic, I usually mention when the idiots of Alestorm put out a new album, and they did so in June. Even better, I finally got to see them live in concert for the first time last month--the first item to come off my Bucket List. I may have been the oldest member of the audience (though I saw a couple of other graybeards), but I had so much fun that I felt about 20 years younger by the end of the show! Then I had to get up and waddle out of the venue with my sciatica/nerve damage, which wiped out those 20 years and then added an extra 10 years on top of that. (Lesson: Don't get old--it sucks.) Still, totally worth it. :)
Here's what I have so far for my urban ranger; I still need to finish picking her gear, writing down her background, and a few other small details. I included cut-and-paste text for her attacks, saves, skill checks and the like, and it looks like the MB decided to make all those rolls inside the spoiler; please ignore those. I'll finish updating ASAP. Gaelwen, Female Human Urban Ranger: Name Gaelwen _____________________________________________ Race Human Gender Female Age 17 Class Ranger (Urban) Level 1 Init +7; Senses Perception +5 Genwyn Initiative: 1d20 + 7 ⇒ (1) + 7 = 8 AL Neutral _____________________________________________ DEFENSE _____________________________________________ AC , touch , flat-footed (+3 armor, +3 Dex, + shield) hp 12 Genwyn Constitution Check to Stabilize: 1d20 + 1 ⇒ (5) + 1 = 6 Fort +3, Ref +5, Will +1 Genwyn Fortitude Saving Throw: 100d1d20 + 5 ⇒ (3, 20, 15, 20, 17, 9, 19, 12, 9, 13, 12, 12, 1, 12, 2, 4, 20, 5, 8, 7, 1, 17, 7, 16, 14, 3, 12, 4, 4, 18, 9, 14, 10, 13, 8, 17, 20, 8, 1, 11, 11, 9, 12, 15, 18, 14, 12, 5, 15, 15, 6, 15, 13, 16, 1, 16, 10, 12, 10, 9, 6, 17, 8, 11, 11, 4, 15, 12, 10, 14, 19, 12, 15, 12, 1, 19, 8, 4, 18, 17, 6, 12, 15, 9, 2, 5, 4, 15, 14, 10, 4, 2, 14, 6, 2, 6, 8, 1, 20, 4) + 5 = 1058 for piercing damage: 1d6 + 1 ⇒ (3) + 1 = 4 (18/20; +1 to confirm vs. humans) Genwyn kukri: 1d20 + 4 ⇒ (20) + 4 = 24 for slashing damage: 1d4 + 1 ⇒ (2) + 1 = 3 (18/20; +1 to confirm vs. humans) Genwyn sap: 1d20 + 4 ⇒ (10) + 4 = 14 for bludgeoning, nonlethal damage: 1d6 + 1 ⇒ (1) + 1 = 2 (+1 to confirm vs. humans) Genwyn unarmed strike: 1d20 + 4 ⇒ (9) + 4 = 13 for bludgeoning, nonlethal damage: 1d3 + 1 ⇒ (3) + 1 = 4 (+1 to confirm vs. humans) Ranged Genwyn composite longbow: 1d20 + 4 ⇒ (10) + 4 = 14 for piercing damage: 1d8 ⇒ 3 (x3; +1 to confirm vs. humans) Genwyn: 1d20 ⇒ 8 for damage: 1d6d6 + 2 ⇒ (4, 6, 2, 1) + 2 = 150 + 2 + 1 = 32 = 215d1d20 ⇒ (10, 9, 2, 3, 1, 17, 20, 8, 14, 4, 16, 9, 9, 6, 2) = 130 for damage: 1d6d6 - 1d6d6 - 1d6d6 - 1d6d6d6 ⇒ (1, 2) - (4, 2, 1, 6, 3) - (4) - (4, 1, 2, 4, 4, 6, 6, 1, 1, 2, 4, 1, 4, 5, 2, 3, 5, 5, 1, 2, 4, 6) = -901d6d6 - 1d6d6d6 - 1d6 - 1d6 + 9 + 6 + 1d6 + 2d6 ⇒ (3) - (3, 6, 5, 6, 5, 3, 1, 2, 4, 5, 2, 4, 3, 3, 2, 5, 3, 4, 2, 4, 6) - (1) - (4) + 9 + 6 + (2) + (2, 5) = -561d6d1d20 + 7 ⇒ (3, 17, 10, 12, 8) + 7 = 57 – (+1 rank, +3 class, +2 Cha, +1 trait) Genwyn Bluff Check (vs. humans): 1d20 + 9 ⇒ (5) + 9 = 14 – (+7 base, +2 FE) Genwyn Climb Check: 1d20 ⇒ 19 – (+ Str, - ACP) Genwyn Craft () Check: 1d20 ⇒ 18 – (+ Int) [BG] Genwyn Diplomacy Check: 1d20 + 7 ⇒ (15) + 7 = 22 – (+1 rank, +3 class, +2 Cha, +1 trait) Genwyn Disable Device Check: 1d20 + 5 ⇒ (20) + 5 = 25 – (+1 rank, +3 class, +3 Dex, -2 ACP) Genwyn Heal Check: 1d20 ⇒ 13 – (+ Wis) Genwyn Intimidate Check: 1d20 ⇒ 5 – (+ Cha) Genwyn Knowledge (dungeoneering) Check: 1d20 ⇒ 13 – (+ Int; up to DC 10 only without library) Genwyn Knowledge (geography) Check: 1d20 ⇒ 8 – (+ Int; up to DC 10 only without library) [BG] Genwyn Knowledge (local) Check: 1d20 + 4 ⇒ (19) + 4 = 23 – (+1 rank, +3 class, +0 Int) Genwyn Knowledge (local) Check (vs. humans): 1d20 + 6 ⇒ (2) + 6 = 8 – (+4 base, +2 FE) Genwyn Lore (the Shingles) Check: 1d20 + 4 ⇒ (17) + 4 = 21 – (+1 rank, +3 class, +0 Int) [BG] Genwyn Perception Check: 1d20 + 5 ⇒ (20) + 5 = 25 – (+1 rank, +3 class, +1 Wis) Genwyn Perception Check (vs. humans): 1d20 + 7 ⇒ (7) + 7 = 14 – (+5 base, +2 FE) Genwyn Profession () Check: 1d20 ⇒ 8 – (+ Wis; cannot be used untrained) [BG] Genwyn Ride Check: 1d20 ⇒ 11 – (+ Dex, - ACP) Genwyn Spellcraft Check: 1d20 ⇒ 6 – (+ Int; cannot use untrained) Genwyn Stealth Check: 1d20 ⇒ 9 – (+1 rank, +3 class, +3 Dex, - ACP) Genwyn Survival Check: 1d20 + 5 ⇒ (9) + 5 = 14 – (+1 rank, +3 class, +1 Wis) Genwyn Survival Check (track): 1d20 + 6 ⇒ (4) + 6 = 10 – (+5 base, +1 level) Genwyn Survival Check (track humans): 1d20 + 9 ⇒ (4) + 9 = 13 – (+6 base, +2 FE, +1 trait) Genwyn Swim Check: 1d20 ⇒ 4 – (+ Str, - ACP) UNTRAINED SKILLS Genwyn Acrobatics Check: 1d20 ⇒ 9 – (+ Dex, - ACP) Genwyn Appraise Check: 1d20 ⇒ 10 – (+ Int) [BG] Genwyn Artistry () Check: 1d20 ⇒ 3 – (+ Int) [BG] Genwyn Disguise Check: 1d20 ⇒ 17 – (+ Cha) Genwyn Escape Artist Check: 1d20 ⇒ 12 – (+ Dex, - ACP) Genwyn Fly Check: 1d20 ⇒ 20 – (+ Dex, - ACP) Genwyn Handle Animal Check: 1d20 ⇒ 2 – (+ Cha; untrained can handle and push domestic animals only) [BG] Genwyn Knowledge (arcana) Check: 1d20 ⇒ 5 – (+ Int; up to DC 10 only without library) Genwyn Knowledge (engineering) Check: 1d20 ⇒ 2 – (+ Int; up to DC 10 only without library) [BG] Genwyn Knowledge (history) Check: 1d20 ⇒ 14 – (+ Int; up to DC 10 only without library) [BG] Genwyn Knowledge (nature) Check: 1d20 ⇒ 9 – (+ Int; up to DC 10 only without library) Genwyn Knowledge (nobility) Check: 1d20 ⇒ 3 – (+ Int; up to DC 10 only without library) [BG] Genwyn Knowledge (planes) Check: 1d20 ⇒ 14 – (+ Int; up to DC 10 only without library) Genwyn Knowledge (religion) Check: 1d20 ⇒ 7 – (+ Int; up to DC 10 only without library) Genwyn Linguistics Check: 1d20 ⇒ 5 – (+ Int; cannot be used untrained except to read archaic/strange forms of known languages or to detect a forgery) [BG] Genwyn Perform (dance) Check: 1d20 ⇒ 1 – (+ Cha) [BG] Genwyn Sense Motive Check: 1d20 ⇒ 4 – (+1 Wis) Genwyn Sense Motive Check (vs. humans): 1d20 ⇒ 18 – (+1 base, +2 FE) Genwyn Sleight of Hand Check: 1d20 ⇒ 1 – (+ Dex, - ACP; up to DC 10 only untrained, except to hide items on one’s body) [BG] Genwyn Use Magic Device Check: 1d20 ⇒ 5 – (+ Cha; cannot use untrained) +1 rank, +3 class,
Languages Common
____________________________________________
Gold 300 gp
Appearance Personality URBAN RANGER
KoolKobold wrote: Starting Gear: Max gold. You start with one outfit for free. You also start with one weapon your class is proficient in for free (this weapon cannot be an exotic weapon). If a PC is proficient with a composite longbow and has +1 Str, can they get such a weapon (composite longbow [+1 Str]) for free or perhaps pay the extra gold to upgrade if they can afford it?
TheNine wrote:
Actually, Jetsam starts as a swashbuckler but will be taking mostly bard levels going forward as she slowly begins to recollect her forgotten past.
OK, let's see what I get.... Main Stats: DEX & CHA; Normal Stats: CON & INT; Sub Stats: Str & Wis DEX: 10 + 2d4 ⇒ 10 + (4, 4) = 18
CON: 10 + 1d6 ⇒ 10 + (6) = 16
STR: 14 - 1d6 ⇒ 14 - (6) = 8
Plan is 1 level of Swashbuckler (Rondelero) followed by mostly (if not all) levels in Bard.
@GM Two-Hands: It looks like I'm going with Breadth of Experience (APG) for my PC's one-and-only feat; it goes well with my character concept of a jack-of-all trades, worldly traveler who's picked up a bit of knowledge here, the basics of various professions there. Since the BoE feat allows him to treat all profession skills as 'trained,' I went through the list in the CRB and jotted down the following as ones my dwarf might've tried out briefly as he traveled from place to place: architect/engineer, butcher, fisherman, herbalist, merchant, miner, porter, soldier, tanner, trapper, and woodcutter. Since my dwarf is 114 years old, there's a lot of flexibility that could go into his background: he could be an eternal wanderer who's passed through Phaendar, multiple times in the past half-century, or maybe he could be something of a local, having remained in Phaendar for the past few years to work in some profession that's caught his fancy for the moment. If any of the professions listed above have a corresponding location and/or NPC in the village, I'd appreciate hearing about them to flesh out my dwarf's backstory. Thanks in advance.
OK, let me see what the dice roller has in store for me.... Ability Score #1: 4d6 ⇒ (6, 4, 1, 6) = 17 (16)
Looks like: 9, 9, 10, 15, 16, 17. I'll take a look at the Ironfang Invasion Player's Guide and go from there.
I love Mystara as well. Let's get some good rolls here.... Ability Score #1: 3d6 ⇒ (1, 1, 3) = 5
Ability Score #1: 3d6 ⇒ (4, 4, 5) = 13
Let's see what the dice roller grants before I decide if I have room for potentially adding one more game to my schedule.... Ability #1: 3d6 - 3 + 6 ⇒ (3, 6, 4) - 3 + 6 = 16
11, 12, 16, 16, 16, 18
EltonJ wrote:
Adventurer's Guide, page 50. On the Archives of Nethys, it's HERE.
I have a human bard with the Brazen Deceiver archetype from the Adventurer's Guide (if that's acceptable) pretty much ready to go. She's a pathological liar and has some criminal tendencies (can pick locks and find non-magical traps), but that's about the depth of her "evil." She's paranoid, always looking over her shoulder, but tries to keep a low profile (no big heists, no flashy cons, and no killing others unless it's necessary), which helps limit any criminal tendencies she might have. She'll be a team player if that's somewhat beneficial to her and helps keep her personally out of the spotlight. She's the first bard I've ever made that didn't sink a single skill ranks into any Knowledge skills (which feels weird). Starting Gold: 3d6 ⇒ (2, 2, 2) = 6 x 10 = 60 gp. Eeep!
Dotting for interest. Working up a Dex-based human ranger (freebooter), probably using the Barroom Talespinner campaign trait. EDIT: Garn! Just noticed that the swashbuckler (indeed, all of the Advanced Class Guide) is allowed. I already have a swashbuckler version of Capricia somewhere, though she uses the Rondelero Swashbuckler archetype from the Weapon Master's Handbook. Would that be acceptable?
Hey Black Tom. You're doing what I was considering doing: running Abomination Vaults as a means of getting to know the PF2 rules as I went. I'd be interested in playing in your game as a way of learning what to do (and perhaps not do) myself when I finally get around to running it. At present, I've only flipped through the AP and made a list of all the monster stat blocks I'd need (I make a document of statblocks with Paizo-board-friendly macros embedded so I can simply cut-and-paste when I run the adventures). I haven't given the AP a read-through yet, so keeping player and character knowledge separate should not be an issue (yet). I'd probably go with a human cleric or swashbuckler for my PC.
@GM Ventiine: So...the Employee campaign trait grants an extra 150 gp, bumping up the starting wealth to 650 gp. Does this mean I can spend up to 1/3 of this amount (217 gp) on a single item? (I'm eyeballing a darkwood buckler.) It looks like Becky Beys will have a lot in common with Crispin: heavy in Knowledge skills (for her naturalist bardic performance) and with close family ties. The difference is that Becky's a rebellious teenager ("Ooh woo, I'm a rebel just for kicks now! Been disobeying Mom since 4706 now!"). I, too, was considering Craft (alchemy) for Becky but I'm pretty sure I ran out of skill ranks.
Ability Score #1: 4d6 ⇒ (4, 4, 4, 6) = 18
Replacement (1 in Set #5): 1d6 ⇒ 2
So.... 8, 9, 11, 13, 14, 14. Looks like I'll go the assigned 18-point route.
Kintargo GM wrote:
The problem is likely stemming from the "Meeting a Contact" Reason to Protest in the Player's Guide. For some reason, the wording there makes it sound like the Silver Ravens are a currently functioning organization, which they're not. I did some quick research and it appears the first iteration of the Silver Ravens was active from 4606 to 4644. Since the GM's post says we're now in 4715, the old Silver Ravens disbanded about 71 years back.
Getting this in just under the wire...I might still update equipment a bit. Also, I kinda hate his surname--that'll likely change. Maldain's a dwarf cleric of Grundinnar who's something of a dedicated healer. I don't foresee multiclassing in his future. Note: I see that adding macros to my Word character sheet and then cut-and-pasting gave me rolls in the middle of his character sheet. His four class skill ranks are in: Diplomacy, Heal, Perception, and Spellcraft; his two background skills are: Appraise, and Craft (carpentry). Maldain Raggedrock: Name Maldain Raggedrock _____________________________________________ Race Dwarf Gender Male Age 62 Class Cleric of Grundinnar Level 1 Init +4; Senses darkvision 60 ft.; Perception +7/+8/+9 AL NG _____________________________________________ DEFENSE _____________________________________________ AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield) hp 12 Fort +6, Ref +6, Will +6; +2 vs. poison, spells, spell-like abilities; -1 when using Resistant Touch Defensive Abilities defensive training (+4 dodge bonus vs. giants), Roll with It (trait) 2/day (crit from a giant becomes a normal hit) _____________________________________________ OFFENSE _____________________________________________ Speed 20 ft. Melee warhammer +2 (1d8+2 bludgeoning/x3), dagger +4 (1d4+2 piercing, slashing/19-20) Ranged light crossbow +4 (1d8 piercing/19-20) Special Attacks channel positive energy 5/day (1d6+1), hatred +1 (goblinoids, orcs) Cleric Spells Known (CL 1st; concentration +4):
Cross-Class Skills
* Background Skill Languages Common, Dwarven, Goblin, Orc
____________________________________________
Gold 17.5 gp
Appearance Maldain is a fairly average-looking dwarf with one major exception—he’s usually smiling. He keeps his appearance fairly clean but doesn’t go in for what he calls ‘finery’—such as braiding his hair or beard, or ostentatious jewelry. Personality Maldain is an unusually happy and gregarious dwarf, making friends easily wherever he goes. Now almost half way to middle age for his people, the dwarf wants to see and experience the world. A priest dedicated to Grundinnar, he travels as a caravan guard and healer. Having traveled to and fro from Trunau on four occasions, the dwarf has befriended several locals. Having admiration for the hardy folk eking out a living on the edge of orc lands, the dwarf remained in town after his last caravan departed, looking into whether he might make an extended stay in the mostly-human town. Although a dwarven craftsman is nothing new, again Maldain breaks the traditional mold: he’s an able carpenter. Though his main focus is on wagons and their wheels, he’s recently found a hobby and has started crafting tables, chairs, and other furniture.
So...small problem. There are a few dwarven gods with "Hammer" as their favored weapon. Problem is, there's a light hammer and a warhammer for weapons...no 'medium' hammer. A regular hammer (the tool) can be used as an improvised weapon (I guess you run around the battlefield trying to smash your foes' thumbs or something), but that seems underwhelming. Any thoughts?
Let's see what sort of rolls I get.... Ability Score #1: 4d6 ⇒ (6, 6, 6, 4) = 22 - 4 = 18 Ability Score #2: 4d6 ⇒ (4, 4, 6, 4) = 18 - 4 = 14 Ability Score #3: 4d6 ⇒ (6, 6, 3, 3) = 18 - 3 = 15 Ability Score #4: 4d6 ⇒ (6, 2, 5, 3) = 16 - 2 = 14 Ability Score #5: 4d6 ⇒ (1, 6, 2, 3) = 12 - 1 = 15 (or 11)
Ability Score #6: 4d6 ⇒ (4, 1, 6, 6) = 17 - 4 = 17
@JasonX: As for that something you thought you might've forgotten...will you be using Background Skills (from Pathfinder Unchained)?
Nikolaus de'Shade wrote:
I'm the opposite: I hate to waste the good ability score rolls the fickle dice bot granted me, but like Fighting Chicken, my character concept never quite fully materialized. Still, with over 200 posts in the recruitment thread, I think it's a safe bet there'll be no dearth of great PCs to pick from. Best wishes to GM and players going forward!
Sounds interesting. The dice bot and I have not been on speaking terms later...but I'll give it a chance to apologize. SET #1
SET #2
That first set looks super-good for a bard!
OK, he goes nothing. Ability #1: 4d6 + 2d6 + 1d6 ⇒ (1, 3, 4, 1) + (4, 2) + (4) = 19 (4, 4, 4 = 12)
I'm leaning toward a human bard or cleric of some sort.
Well, Paizo's dice roller was hateful last time I rolled today. Let's see if it's mellowed out any.... Ability Score #1: 4d6 ⇒ (5, 4, 2, 2) = 13
Nope, not really. :)
My hard copy of the CRB was delivered about an hour ago and I'm taking another look at things. I think now I might drop the Local Scion background but keep Darla a Breachill citizen, maybe by taking the Barkeep background instead; I wasn't overly fond of the crafting stuff in Local Scion to begin with. Still plugging along with character creation, and I hope to post something more substantial by day's end. @Joana: Is it OK to dot-and-delete in Gameplay so this game will show up in our lists of other games?
Hi folks! Checking in briefly before heading off to bed. First, thank you Joana for selecting me! I'm also excited to be playing with a group of new players, several of whom I recognize from my 3+ years on these forums. I'm pretty sure Mark's the only one I've played with previously (currently piratin' throughout Freeport and the Shackles) and I look forward to learning the new rules with you all. To be honest, I created my submission mainly from the Hellknight Hill Player's Guide, so her backstory is heavily dependent on the Local Scion background. While I have the 2E CRB pdf, I'm getting a hard copy delivered later today, so I'll sit back and flip through the bard stuff to see if there's another background I might switch to.
Here's my full submission. Darla Uskwold, NG female human bard
Background Information: Darla Uskwold is the third of four children born to Trinil Uskwold and her now-deceased husband, Karldan, who was killed in action when the local sheep rustlers suspected to be some rogue goblins or the like instead turned out to be a hungry wyvern. Her family has produced an inordinate number of adventurers over the years, and her two elder brothers have previously answered the Call for Heroes and now travel throughout Isger, Old Cheliax, and wider Avistan in search of glory, honor, and treasure. Darla has become something of a local celebrity, performing at each of Breachill’s taverns (all the better to hear news and rumors from all walks of life), though she’s always present at her mother’s tavern (the Wizard’s Grace) on days that the Call for Heroes is scheduled. Darla’s day job is making clothing (capes and cloaks are her specialty), which she sells to Winthrop Finney (Crimson Wood Furs) and the charismatic halfling, Crink Twiddleton (Quarters and Bits), who has semi-jokingly suggested that Darla would make him the world’s happiest halfling by marrying him. Although some of the locals initially expected the young bard to accept a Call for Heroes in the two years since her second-oldest brother did so and left town, most citizens now expect the gregarious young woman to remain in Breachill with her mother and perhaps take over proprietorship of the Wizard’s Grace once Trinil retires. In truth, Darla has been biding her time, waiting both for her younger brother Daltan to reach majority and for just the right mission to come along. That time has come.
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