Shouldn't we try to figure out what game we're going to actually be playing? It's going to be a lot easier to decide on a character, at least for me, when I know what I'm creating it for. I'm certainly not going to be playing the same kind of character on a ship as I would in the jungle. If MW's playing, then perhaps we ought to consider something other than SS. I change my vote for S&S now. I've got lots of good ideas for that kind of character anyway. So what do you guys say? Should we look at joining the good ship lollipop?
For all my talk about keeping my Standard rolls in their fixed spaces, I've been shuffling the numbers around and doing different things with them. I'm planning on a skillful character, of the ninja/ rogue/ ranger variety. I'm inclined to vote for Serpent's Skull with the caveat that if you get bored with it, DM, we just switch to soemthing else. I've got lots of ideas for characters.
Tulip Highgarden wrote:
Hey, you're still ahead of me, kid! The only problem I foresee with everyone using the Fixed Stats is that the majority of us have decent or good Strength scores. That'll lean us heavily toward melee combatants for the group and not allow for quite as much a spread. As I said before, I'm all for using my non-fixed stats as fixed. I'd certainly prefer those.
I'll roll first and then decide which one I'm interested in playing based on that. Standard:
Roll # 1:4d6 ⇒ (6, 2, 3, 4) = 15 == 13 Roll # 2:4d6 ⇒ (5, 4, 4, 3) = 16 == 13 Roll # 3:4d6 ⇒ (2, 5, 2, 2) = 11 == 9 Roll # 4:4d6 ⇒ (5, 6, 2, 6) = 19 == 17 (So close!) Roll # 5:4d6 ⇒ (3, 2, 3, 2) = 10 == 8 Roll # 6:4d6 ⇒ (6, 6, 2, 6) = 20 == 18 (Ta da!) Fixed:
STR: 3d6 ⇒ (6, 3, 2) = 11 DEX: 3d6 ⇒ (2, 5, 5) = 12 CON: 3d6 ⇒ (1, 4, 3) = 8 INT: 3d6 ⇒ (6, 3, 4) = 13 WIS: 3d6 ⇒ (4, 5, 4) = 13 CHR: 3d6 ⇒ (3, 2, 5) = 10 EXTRA: 3d6 ⇒ (6, 5, 3) = 14 If you let me use my Extra roll to get rid of the 8 or 9 in my standard set, I'll use those as though they're fixed! Too bad I didn't get these when I created Tuck...this would be pretty damned good for that character. There are too many possibilities to help me make my first choice of AP. I guess if we went with the fixed, I'd probably create a rogue, preferably for S&S. My standard I might apply to a ranger in SS and maybe a cleric in CC. I don't know man, I'm torn.
After killing the goblin woman and realizing that there is no longer any danger present, the axe falls from Tuck's suddenly nerveless fingers. His knees give out on him and he falls to the ground beside the cruelly slashed figure of the goblin and he finds himself retching, tears coming to his eyes. "What have I done?" He moans.
Concerned about the approach of the singing goblin, Tuck tries to focus his thoughts on the matter at hand, swinging the greataxe in a great arc at the goblin before him. Attack: 1d20 + 4 ⇒ (18) + 4 = 22
He shudders at the crunch of the axe striking the goblin but does not hold back on his swing this time.
Hearing the sounds of battle, Tuck steps away from the tent, and moves up behind the goblin that just set the tent on fire. "Why did you come here?" he cries out as he sweeps the greataxe at the goblin. Move to 46M and Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Fumble Check: 1d20 + 2 ⇒ (16) + 2 = 18 Enough time has passed for Tuck's fear to take over again and he swings the axe with such timidity that he almost loses hold of it and only barely maintains his grip.
Peeking around the corner of the tent, greataxe held in his large, sweaty hands, Tuck decides to stay in place until the goblin he sees moves toward Korum. He holds his breath, determined to remain out of their sight. In other words, he'll delay through the remainder of the round and act again on the next round. Actually, I'll just do a stealth check to remain hidden. 1d20 + 6 ⇒ (20) + 6 = 26
Perception Check: 1d20 ⇒ 3 Tuck looks back to see that both the dwarf and the halfling are moving a little more slowly. He glances ahead and sees nothing but decides to move a little closer without, hopefully, exposing himself to anyone who may be watching. Move to 44L. Ready action to attack if a goblin comes into view.
I just remembered that talking is a free action and doesn't need to be saved for our round. Tuck looks down at the bloodied axe in his hands. "I killed them. Both of them. I didn't..." He meant to say he didn't mean to but that wasn't true. That was exactly what he'd meant to do. He turns to look at Tulip. "I don't know why I did that." Tears stand out in his eyes.
The goblin's attack on Tulip made Tuck forget about his squeamishness over killing the first goblin. "Leave her alone!" He shouts, his voice losing its timid, querilous quality in favor of a tone both stronger and deeper. He jumps up on the table and moves after the goblin. Acrobatic: 1d20 + 6 ⇒ (18) + 6 = 24 Kicking the weapons aside as he moves closer, Tuck grips his axe hard in both hands and brings it down on the goblin's head. Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Tuck stares at the headless body of the goblin with horror. He'd never considered killing a creature, much less done so. There were times when he'd been angry and wanted to fight, to cause harm but to destroy another? He wasn't sure which disturbed him worse; the act he'd committed, or the brief moment of satisfaction he'd felt when the axe struck the creature. Delay for now.
When Tuck saw the goblin on Savah's table, which was set-up right next to Ameiko's tent, his fear turned to something else. Everyone was running away and the little creature with all the teeth could do just...anything. Most of the people were out of his way at that point and he was only dimly aware of striding across the square, heading for the larger table with Savah's more exotic weapons. Double move to F15. He will grab a weapon seemingly at random in the next round (great axe as per equipment list).
Perception Check: 1d20 ⇒ 8 When the screams started, Tuck involuntarily raised his hands and stepped back, right into some people behind him, one of whom shoved him back. He turned just in time to see the blurred figure move forward and the dog's bloody fate. So stunned was he by events, however, that he didn't know how to react.
Tuck spends much of the day serving the meals that Ameiko has provided, and enjoying his own opportunity to sup on the savory salmon accompanied by her excellent mead. Ameiko also takes the time to share a cup of the mead, looking satisfied with the results of her efforts. Tuck explains in a harsh whisper the events that he witnessed involving Tulip. She nods with understanding and says he did the right thing. After eating and cleaning up, Ameiko lets Tuck enjoy the rest of the afternoon on his own and he quietly wanders the merchant's wares until the sharp sound to summon the attention of the crowd comes. Tuck finds himself pushed up toward the stage by the crowd and decides it'd be a lot less conspicious not to resist. Just for the record, the interaction between Tuck and Ameiko is a summary of some discussion via IM with the DM.
Tuck nods and turns to take a peek out the tent to make sure they hadn't been seen. "I saw the man coming after you. He had a ma--he carried a knife." He stumbles over his words as he realizes what he had been about to say. "I didn't want to see anyone get hurt." He turns to look anxiously at the girl. "Should I go find one of the guard?"
Tuck straightens at what he sees, alarmed. His eyes scan the crowd looking for the target or, better yet, a guard. Perception Check: 1d20 ⇒ 7 Tel: I don't mind the way you used Detect Magic in this scenario. In fact, I encourage it! Can we keep doing it that way for a while until he's had time to work out a better way to control it? Also, Tuck will probably step away from the table (ignoring the customers) so he can see more clearly, if that makes sense.
Tuck frowned at the mention of goblins but handed over the pie and refilled the beer. He accepted the coin and watched the man wander off, troubled. He wished he could remember where he knew him from. He also wished he could have thought of some questions to ask about the goblins. The farmer hadn't seemed particularly concerned about them but shouldn't someone mention that to the authorities? He looked around for Korum but the dwarf had wandered off already.
Aside from formatting, Tuck is ready to go. I finally finished the background today. After that, the character build was actually pretty easy. I'm glad no one is optimizing. That makes the character build a much more enjoyable experience for me. Sandpoint Contacts: Tuck is well acquainted with Shalelu and Ameiko. I suspect it'd make sense for him to know Tulip as well. Not so sure about Korum. Tuck's Mystery: Tuck doesn't yet know what's going on with him and his sorcery. He's conflicted with wanting to find someone to talk to and being afraid of what they'd tell himm. So in the beginning of the game, that's the big issue that's weighing on his mind.
Formerly Baster here. I'm still working on the character bio. I realized that part of the problem was the name; my original plan for Baster Halfbreed pretty much set him up to be an outsider. I'm not sure I really wanted to do it that way so I've gone with something totally different. I'll have to see how that works. In the meantime, I can at least roll for starting gold. 2d6 ⇒ (2, 5) = 7
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