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![]() hmmmmmmmmmmmmmm interesting methods Something iconic that doesn't work at all in PF then. Wood elf Druid wisdom 5d6 ⇒ (4, 6, 4, 4, 6) = 24 16
Str 10
I can work with that. ![]()
![]() Supreme Being wrote:
Awesome. I should probably have figured the Archetype bit out myself. I'll be going elf arcane trickster, and should be able to build it out as a first level easily enough, except for the background (urchin). If you can give me the proficiencies there, I can do the fluff when I get my PHB (8/19!) and stick with the background I've sketched. ![]()
![]() 4d6 ⇒ (1, 6, 3, 3) = 13 12
An orphan from Mistshore in Waterdeep, struggling to survive in a place so bleak even the guard stayed out, Sai was fascinated with magic from a young age. Unfortunately, the business of survival interfered with his studies, and while others would have been studying wizardry, Sai was stealing food and hiding from the monsters and gangs (and gangs of monsters) that prowled his home. Still, his natural inclination towards magic caught the attention of certain powers, that gave him a taste of their power and sent him towards Phandalin. "What's in Phandalin?" he asked. "Your destiny, if you should find it." 12, 9, 14, 16, 11, 13 I am not 100% on anything, because I don't yet have the Player's Handbook in front of me, but I'm pretty sure he'll be a human warlock (archfey) urchin. I may go back to an elf rogue (arcane trickter) or something else, if it gives a more satisfying combination of stealth, trickery and magic. ![]()
![]() Either an arcane trickster rogue or a archfey warlock. I want that combination of sneaky and magic, but will need to see how it looks when the PHB arrives. Probably an elf or something, depending what the races are. From somewhere very poor or very hostile, where the would-be wizard was pushed by circumstance to develop other skills to stay alive. More when I refresh my acquaintance with the World of Greyhawk. Er, the Forgotten Realms. ![]()
![]() Lodestone wrote:
Oops. Well, if I was a real masochist I'd put the random in dexterity, but I think maybe strength. ![]()
![]() I've GMed the whole AP and am playing it currently, but like Mr. Sweetman, I know the difference between me and my character. 2d6 + 4 ⇒ (2, 4) + 4 = 10 I think a swashbuckler (the rogue archetype) with a possibility of multiclassing gunslinger to get that nifty rapier & pistol thing that seems so piratey. ![]()
![]() 3d6 ⇒ (2, 6, 2) = 10
Oh right. In order. So... Lucky Wilkins, Dwarven Druid after racials...
Solid. 2d6 ⇒ (2, 6) = 8 80 gold crunch:
Lucky Wilkins Dwarf Druid 1 N Medium humanoid (dwarf) Init +2; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex) hp 12 (1d8+4) Fort +2, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee heavy shield bash -2 (1d4+2/×2) and . . battleaxe +2 (1d8+2/×3) Special Attacks hatred Druid Spells Prepared (CL 1st; concentration +5): 1st (2/day)—entangle (DC 15), faerie fire 0 (at will)—purify food and drink (DC 14), mending, create water -------------------- Statistics -------------------- Str 14, Dex 15, Con 11, Int 15, Wis 19, Cha 11 Base Atk +0; CMB +2; CMD 14 (14 vs. bull rush, 14 vs. trip) Feats Toughness Skills Craft (leather) +6 (+8 on checks related to metal or stone), Craft (traps) +6 (+8 on checks related to metal or stone), Heal +8, Knowledge (nature) +8, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Survival +10; Racial Modifiers craftsman Languages Common, Druidic, Dwarven, Giant, Goblin SQ hardy, nature bond abilities (animal companion), slow and steady, spontaneous casting, stability, stonecunning, wild empathy Other Gear Hide armor, Heavy wooden shield, Battleaxe, Artisan's tools (Craft [leather]), Artisan's tools (Craft [traps]), Backpack (16 @ 48 lbs), Bedroll, Hammer, Piton (2), Rope, Tent, small, Trail rations (10), 23 GP, 7 SP -------------------- Special Abilities -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Craftsman +2 on Craft/Profession checks related to metal/stone. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Slow and Steady Your base speed is never modified by encumbrance. Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells. Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy. The Wee Bird:
The Wee Bird Roc N Medium animal Init +4; Senses low-light vision; Perception +5 -------------------- Defense -------------------- AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural) hp 8 (-2) Fort +2, Ref +7, Will +3 -------------------- Offense -------------------- Speed 20 ft., fly 80 ft. (average) Melee bite +2 (1d6+1/×2) and . . 2 talons +2 (1d4+1/×2) -------------------- Statistics -------------------- Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11 Base Atk +1; CMB +2; CMD 16 Feats Iron Will Skills Fly +8, Perception +5 -------------------- Special Abilities -------------------- Flight (80 feet, Average) You can fly! Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. "Yes, I've lived under a rock for the last fifty years, what of it? I'll take a bath when I need one." ![]()
![]() Down the rabbit hole. Characters are ordinary, 21st century folks. Probably commoners, but with a decent point buy. Something happens, they find themselves in Golarion (or pick-your-fantasy world) and have to learn to survive. Presumably, they retrain. Or, a really evil evil campaign. Everyone plays an orc from Belkzen. First, you take over your tribe. Then you conquer the other tribes. Then ... Varisia? Lastwall? ![]()
![]() Very, very interested. I have Ultimate Campaign and am definitely picturing the kingdom I'd like to build. Actually, I'm picturing several, but two spring to mind as worth mentioning. One is a relatively standard human kingdom recently forged out of nomadic clans, still clinging to their tribal structures as they transition into a more sedentary nation. The other would largely depend on your willingness to tolerate the monstrous, but a kingdom of sahuagin would be loads of fun. ![]()
![]() Background and alias to follow
build: Xabek
Tengu Inquisitor 1 CG Medium humanoid (tengu) Init +4; Senses low-light vision; Perception +10 -------------------- Defense -------------------- AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) hp 10 (1d8+2) Fort +3, Ref +4, Will +6 -------------------- Offense -------------------- Speed 40 ft. Melee bite -1 (1d3+1/×2) and . . elven curve blade +4 (1d10+3/18-20/×2) Ranged shortbow +4 (1d6/×3) Special Attacks agile feet, judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting Inquisitor Spells Known (CL 1st; concentration +5): 1st (2/day)—cure light wounds, command (DC 15) 0 (at will)—stabilize, detect magic, create water, light -------------------- Statistics -------------------- Str 14, Dex 18, Con 13, Int 12, Wis 18, Cha 14 Base Atk +0; CMB +2; CMD 16 Feats Weapon Finesse Skills Diplomacy +6, Intimidate +7, Knowledge (arcana) +5 (+9 to identify the abilities and weaknesses of creatures), Knowledge (nature) +5 (+9 to identify the abilities and weaknesses of creatures), Perception +10, Sense Motive +9, Stealth +9; Racial Modifiers +2 Perception, +2 Stealth Languages Common, Elven, Tengu SQ domains (travel), judgement 1/day), monster lore +4 Other Gear Studded leather armor, Elven curve blade, Shortbow, Holy symbol, wooden (mug), 14 GP -------------------- Special Abilities -------------------- Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain. Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Judgement (1/day) (Su) Variable bonuses increase as the combat continues. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures. ![]()
![]() Str
Interesting that this is making me look at 12 as a bad stat. Str 14
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![]() Elf to be named later. Tries to see the best in people, never refuses help to the needy. Agi d8
Faith d8, Fighting d8, Healing d6, Notice d6, Shooting d8, Survival d4 Toughness 6(1), Parry 6 (7 with spear), Cha 0, Pace 6 Edges
Hindrances
Powers (power points 10)
Gear: spear, bow, leather armor, 100gold (23#) Attacks
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![]() Fraust: Test Drive Rules here It's actually playable with just that free PDF, though there's not much depth. I'll be rolling a char for this. Or building one. Would you like me to mention the thread in the other SW campaigns I'm in? ![]()
![]() 1d6 ⇒ 21d6 ⇒ 11d6 ⇒ 21d6 ⇒ 1 5
hmmm ... total stat bonuses -1 before racial mods. ![]()
![]() Not knowing the setting, I don't know too much about the cultures. I think Ivory Tribes for this guy, a semi-barbaric hunter who has spent a long time living among so-called civilized man and has picked up some of their more distasteful habits. Agility d10 Smarts d6 Spirit d6 Strength d8 Vigor d6 Charisma 0, Pace 6, Parry 5/6(with shield) Toughness 6(1 armor) Climb d6* Fighting d6 Lockpicking d6* Notice d6 Shooting d10 Stealth d8* Survival d4 Tracking d4 Edges: Assassin, Marksman, Thief Hindrances: Cautious, Loyal, Vengeful (major) Longbow (range 15/30/60, Damage 2d6 RoF 1 Weight 5)
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![]() I got the same e-mail. I think it went out to everyone registered in the Pathfinder Society. Hugely interested. Leaning towards Hunter or Slayer, but of course, it will depend in large part on what the actual document holds. What about custom races? I have a half-troll* I've been wanting to experiment with. *Not really, but now that I mention it, I should.... ![]()
![]() (Qorin's character) In the year of the metal goat (4028 - 1331 AD by the western reckoning) the boy who would be named Sai Ling was abandoned at the foot of Shaoshi Mountain in Zhongzhou. An elderly monk found him and brought him to the monastery at the mountain's peak, telling the abbot it was the duty of the monks to raise the child as an exemplar of Buddhism. From infancy, Sai Ling was taught to use his body and his chi in service of the noble truths, and for many years, he never left the monastery. When he was a teenager, a time of troubles came to the middle kingdom. The Mongolian conquerors were distracted by their dynastic struggles, and a revolt of White Lotus followers began. As the war raged, bandit princes rose and stormed the Shaolin Monastery on Shaoshi mountain. The monks fought valiantly to defend their home, for many, it was the first test of their martial arts in actual battle. Sai Ling was one such, and though his years of training and focus made him strong, too many of his brothers fell under the bandits' swords. Finally, Sai Ling was struck by an arrow from behind, and he collapsed. He managed to crawl away into the forest, grievously wounded by the arrow and heartsick from the cruelty and destruction he had witnessed. He prepared himself to die, but before he bled out, a miracle. An enlightened one came to him, and told him he could join a new order, fighting to preserve the sanctity of history itself. To turn away from such an opportunity and accept death would be cowardice, he thought, and he took the hand of the enlightened one, and found himself.... (In the hands of the GM) Agility d6 Smarts d6 Spirit d6 Strength d8 Vigor d6 Pace 6 Charisma 0 Parry 6 Toughness 5 Faith d8* Fighting d8 Healing d6 Notice d6 Persuasion d4 Throwing d4 Stealth d4 Hindrances: Poverty, All Thumbs, Heroic Edges: Martial Artist, Adept*, AB (Miracles)* Powers*: Deflection + Smite *If AB isn't allowed, obviously some changes will need to be made here. ![]()
![]() Astonishing Swordsmen and Sorcerers of Hyperboria is supported, and it has a few more options than the others I've played with (BFRP, LL, S&W). More AD&D1e than D&D. Or there's always the old D&D BECMI Rules Cyclopedia, which isn't supported at all, except by all the other games mentioned and every supplement for all of them. In general, where OSR games don't port directly from the original, it's simple enough to reset. ![]()
![]() The thing I'd really love to see is really well fleshed out pregen encounters that include new treats, in the form of spells, magic items and even PrCs and archetypes that fit that specific encounter. Also, I'd like a little more love given to non-combat scenes and scenarios: puzzles, diplomatic solutions, environmental hazards, traps that are a little more than a set of DCs and a handslap for blowing a roll. I'd love to see the witch book. ![]()
Fetchling Ninja/Sorcerer 1
![]() Sai sits up and glares around him, seeing the corpse of the beetle and the others standing over him. He spits at the dead thing and stands carefully. "My thanks," he says to Angel. He looks at the potions he carries. "I owe you one. A rest sounds like a good plan. If this place stays as buggy as it is, I'll certainly need it." |