Dexinis

Xunal's page

Organized Play Member. 447 posts (8,996 including aliases). 1 review. No lists. No wishlists. 12 Organized Play characters. 29 aliases.


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DM Trawets wrote:
Xunal wrote:

dotty dotty

@ DM Trawets:
Would a Myrmidarch Magus archetype from UC be acceptable?

That archetype is fine

Cool; I have the number-crunchy bits done.

Just need to work on a back story...


dotty dotty

@ DM Trawets:
Would a Myrmidarch Magus archetype from UC be acceptable?


Male Human; last time I checked, anyway

"I think we should head toward that bridge. It's where the drag marks are heading, at least."


Does sound like an interesting change in game mechanics.

I like the idea that spells get better as your caster level increases.
Sounds a lot better than cantrips being little tiddlers no matter how powerful the spell caster is.

I take it that there will still be the basic difference between INT based wizards and CHA based sorcerers?
(i.e. books and versatility vs. a limited selection of spells that are ingrained)


Thanks.

I thought it seemed too good to be true. And I was right! :o

I'll let the folks at Lone Wolf know.


Hi!

I was killing time making PF builds with Hero Labs and I noticed something a bit odd trying to make a Myrmidarch Magus.

I get to level 6, and select weapon training for that +1 bonus to hit and damage:
Weapon Training (Ex): At 6th level, a myrmidarch gains weapon training, as the fighter ability, adding an additional weapon group every six levels after 6th (to a maximum of three groups at 18th level) and increasing the bonus on attack and damage rolls for weapon groups already chosen by +1. This ability replaces the magus arcana normally gained at 6th, 12th, and 18th levels.
No problems there.

But then the bonus keeps increasing another +1 per level after that for the one weapon.
So, +2 at 7th level, +3 at 8th, +4 at 9th, and so on.

Is that actually right, for that bonus to increase each level?
Or is it a bug in Hero Labs?
Just seems too good to be true sort of thing.

Thanks in advance!


@ GM Omelas:

Thanks for all that!

I'll see what I can come up with...


This sounds interesting.
I'll see if I can come up with anything interesting for this:

level 17 rolls:

roll #1: 1d10 + 7 ⇒ (6) + 7 = 13
roll #2: 1d10 + 7 ⇒ (2) + 7 = 9
roll #3: 1d10 + 7 ⇒ (3) + 7 = 10
roll #4: 1d10 + 7 ⇒ (2) + 7 = 9

Not too shabby; should be able to make something good for level 17

-----< end of spoiler >-----

level 1 rolls:

roll #1: 1d10 + 7 ⇒ (3) + 7 = 10
roll #2: 1d10 + 7 ⇒ (10) + 7 = 17
roll #3: 1d10 + 7 ⇒ (2) + 7 = 9
roll #4: 1d10 + 7 ⇒ (9) + 7 = 16

More promising as a starting character
-----< end of spoiler >-----


@ GM Omelas: sounds like an interesting idea.
Similar RL background to you, except I go back to over 30 years ago with D&D
Therefore, I have over 20 plus years experience of being 35! :D
But anyway...
I also have a BA in Classics (Greek & Roman Studies) and am trying to work my way slowly into trying for an MA.
Because of that, I have an interest in mythical heros, which ties in nicely to RPGs.

I'm partial to the following classes and archetypes:
• Bards, including the Arcane Duellist and Dervish Dancer archetypes
• Sorcerers, including the Crossblooded or Wildblooded archetypes
Magi, including the the Mrymidarch and Eldritch Scion archetypes
• The Arcanist Hybrid Class from the ACG
• The Bloodrager Hybrid Class from the ACG
• The Skald Hybrid Class from the ACG

For races, Half-Orcs are my favourite core race (just because), but humans are good too.
Anything in that list you would [u]not[/u] want to see in your game?


And don't forget the Slayer for full BAB! :o


@ GM_DBH:

Okay, I have my character, Mishtes, ready for your perusal.
Backstory included.
Let me know if anything needs changing...

highlights/rationale:

Per the players' guide, the Aberrant and Undead bloodlines are good for this AP. But I couldn't decide between the bloodrager, equivlent, so I went fo both, via Crossblooded Rager archetype. For that reason, I made Iron Will the human bonus feat, to compensate for the -2 will save problem, therefore.

I chose TWF with weapons that have decent crits (scimitar and gladius) so I could take more advantage of the first lever staggering strike rage power. I hope. But also armed him with a bardiche, so as not to neglect two-handed 'oomph'.

The brass knuckles and slings are both cheap and portable.

Finally, I bought some potions I think are both thematic and useful.

Thanks!


@ Javell: I decided to go for a bloodrager.
Wouldn't want the Paladin and/or Ranger getting lonesome on the front line!
I've been digging round the players' guide for ideas.
Got most of the number crunching bits done.
Just need to do the backstory fluff to fill it out.
It will be a human, though. That much is certain...


@ rorek55: right!

I forgot I had a PDF copy of the player's guide to CC, and only noticed that after I made my post.
Not enough coffee this morning, I reckon. :o

Human it is, then...


@ GM_DBH; what would constitute 'odd looking' in Ustalav?
I'm not trying to be flippant.
Just want to know what races would fit best in terms of role-playing.
Would odd-looking be races other than core, or anyone who isn't a human?

I've actually become rather fond of the Bloodrager class.
You got your basic melee character [u]and[/u] some arcane bits tossed in.
The skald hybrid class is pretty cool too.
Lotsa fun!

Oh, yes, I'll go for the average HP thing.
Works out about the same as rolling, in the long run


I can put together a character for Carrion Crown fairly quickly.
Would that be starting at level 1?


Congrats to Madeline!

I wouldn't mind in playing one of the others; although I'm currently playing in a live campaign in S&S...


Likewise, I am gussying up my on submission with my inactive avatar (one of many) for Gôlgast.

Should be done before too long...


GM_DBH wrote:
@Xunal: All the listed are fine

Thanks!


Dot dot

@ GM_DBH: just to narrow things down a bit, which of the following would [u]not[/u] be acceptable?
• Magus Eldritch Scion archetype (ACG); CHA based caster
• Magus Myrmidarch archetype (UC); has diminished spell-casting
• Eldritch Knight (1 Ftr level, 6 or 7 of Sorcerer or Arcanist, the rest as E.Kn.)
• Cross-blooded sorcerer (just because I like `em)
• Dragon Disciple (built on either an arcanist or a sorcerer)

Thanks in advance!


Male Human; last time I checked, anyway

Still want to help Hashik nick the magical nick-nacks out of that wagon.
Without us getting caught in the act, of course!


DM Brainiac wrote:
@Xunal, a tiefling magus works fine.

Cool.

Thanks.


DM Brainiac: would a Tiefling magus be acceptable?


sounds interesting...

dotty-dotty!


Male Human; last time I checked, anyway

I think that flaming longbow is a composite longbow made for +5 strength, isn't it?


Dotty-dotty!

Sounds interest.
I'll see if I can come up with anything...


I have not played druids or hunters. As yet.

I'll keep that in mind, though...


Okay, thanks for that. I'll just assume that you ought not have a sorcerer with both those archetypes.

It had me scratching my head, though.

Because PoN had a suggested role using a character that was both. I'm guessing that was either an editing error or the FAQ bit above came out after PoN was published.
And of course those were both published in the same year!

I realise too that while Hero Labs usually has it right, it doesn't absolutely always has it right.


Hi there!

I just had a question about having a sorcerer taking both the Wildblooded and Crossblooded archetypes together.

I did read through some older posts on this, but didn't find the answer I was looking for.

My question is this (and assumes a sorcerer [u]can[/u] take both archetypes):
[color=blue]If a sorcerer is a crossblooded archetype and decides to take the wildblooded archetype as well, do both bloodlines have to be mutated?
Or can you take one normal bloodline and one mutated?[/color]

The only example I've seen of a this mix is the "Irriseni Feycaller" suggested role found in the [u]People of the North[/u] (PoN) supplement (p. 19).
One of the options is a crossblooded sorcerer with both he rime-blooded and sylvan bloodlines.
Which are both wildblood/mutated bloodlines.

Just wondering because Hero Labs lets me build crossblooded and wildblood mixes that have one mutated bloodline and one regular bloodline.
For example, it allows you to make a sorcerer with both a Black Dragon and Primal Earth bloodline.
Which would mean the combined arcanas would allow +2 per die damage on acid-damage spells (but does mean said sorcerers are much less inspiring on the damage from other elemental spells).

I read through UM but couldn't find anything in the description of either archetype that specifically said both bloodlines must be mutated if you mix the crossblooded and wildblooded archetypes.

Anyway, if there is a definitive answer out there on this one, I'd like to know it.
Mostly so I don't try playing a character that ought not be played.

Thanks in advance!


Congrats and enjoy yourselves, all!


ALLENDM wrote:

There is a Player's Maps in the Google Drive :) Gives you Saltmarsh and the surrounding areas.

It is in Keoland. Seaton (east of Saltmarsh) is the biggest town it the area and the seat of the Viscount. It has a seedy underworld (thriving thieves' guild). Keoland is east of the Yeoman League and North East of the Hold of the Sea Princes. West of the lands of Ulek (Principality, County, and Duchy).

The largest city would be Monmurg in the Hold of Sea Princes which is across the Monmurg Bay (south) about 70 miles. The port city of Gradsul in Keoland is about 200 miles away to the north east.

SD

Right!

That gives me something to work with!
Thanks...


@ ALLENDM:

I'm almost there; hadn't forgotten.
I got the number crunchy bits done by way of Hero Lab.

Rather than make yet another avatar/alias, I'll recycle one that's been out of use for quite some time: Ûzorgráng.

I've included the stat block for him below, if you could have a look-see and let me know if I need to change anything.

Since it's been rather a long time (*cough* *cough* - like 30 plus years) since I've looked at Greyhawk, could you do us a favour and jog our memory?
• Roughly where is Saltmarsh on the map?
• What would be the closest large city with a seedy underworld? (this is for the backstory bits)

I've got a backstory in bullet form so far.
It just needs some polish and prose.

Thanks!

~*~ Xunal ~*~
(a.k.a. Ûzorgráng)

Ûzorgráng's Stat Block:

Ûzorgráng

Male half-orc bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
CG Medium humanoid (human, orc)
Hero Points 1
Init +4; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 14 (1d10+4)
Fort +5, Ref +2, Will +0
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 40 ft.
Melee bardiche +4 (1d10+4/19-20) or
. . greataxe +4 (1d12+4/×3) or
. . light pick +4 (1d4+3/×4)
Ranged sling +3 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks bloodrage (7 rounds/day), claws
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 16, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +4; CMD 16
Feats Grudge Fighter[ARG]
Traits brute (apg), reactionary
Skills Acrobatics +5 (+9 to jump), Climb +6, Intimidate +2, Knowledge (local) +6, Linguistics +1, Perception +4, Survival +4; Racial Modifiers +1 Acrobatics, +1 Climb, +2 Knowledge (local)
Languages Common, Halfling, Orc
SQ fast movement, hero points, orc blood
Other Gear lamellar (leather) armor[UC], light wooden shield, bardiche[APG], greataxe, light pick, sling, sling bullets (10), backpack, belt pouch, blanket[APG], flint and steel, pot, soap, trail rations (5), waterskin, 3 gp, 5 cp
--------------------
Tracked Resources
--------------------
Bloodrage (7 rounds/day) (Su) - 0/7
Orc Ferocity (1/day) - 0/1
Sling bullets - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Grudge Fighter +1 attack and damage against creatures that attacked you in current combat.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
--------------------
Starting STUFF:
Half-Orc male (core race)
Age & SIze: 17 years old, 6' 0", 250# (183cm, 113kg)
Epic Fantasy (25 points): Str 17 (15), Dex 14, Con 16, Int 10, Wis 10, Cha 13

• starting budget of 75 gp
• and an additional 40 gp for weapons for martial types

Weaponry (worth 37.10 gp):
• greataxe (20 gp)
• bardiche (13 gp)
• light pick (4 gp)
• sling & 10 bullets (10 sp)

Background Skills: Each player gets 2 skill points for either Craft, Knowledge, or Profession at 1st level. These are considered class skills. These can be used on one skill a piece or on two individual skills. No additional background skills are awarded past 1st level
Background Skills Chosen
• know (local)
• know (nature)

Alternate Racial Traits:
• City-Raised (+2 know local, prof. whips & longswords; replaces Orc Weaon Proficiency)
• Rock Climber (+1 acrobatics and climb; replaces Intimidating)

Traits (no drawbacks):
• Brute (+1 to Intimidate)
• Reactionary (+2 to Initiative)

Languages: Aerdi and Orc

First Level Feat - Grudge Fighter (Orc/Half-Orc racial feat); adds +1 (morale) to hit and damage to foes that attack him in a combat (from ARG)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


ALLENDM wrote:
I dont mind if you submit multiples characters.

That answers one question I had!

ALLENDM wrote:
Not doing drawbacks.

And that answers another!


ALLENDM wrote:
Xunal wrote:

@ ALLENDM:

Right, got it!

How about one of the following (True Neutral alignment):
• Half-orc Bloodrager?
• Half-elf Magus (Myrmidarch or Eldritch Scion)?

Those would be fine. Looking forward to what you come up with.

SD

Right, thanks!

I'll try to get the little grey cells in action, then!


@ ALLENDM:

Right, got it!

How about one of the following (True Neutral alignment):
• Half-orc Bloodrager?
• Half-elf Magus (Myrmidarch or Eldritch Scion)?


@ ALLENDM:
Are any of the following a no go?
• Chaotic Neutral (my preference, but if not, CG or True Neutral will do)
• Half-Drow (the variant half-elf from 'Bastards of Golarian' (BoG))
• Bloodragers
• Arcanists
• Ifrit
• Skald
• Eldritch Scion or Myrmidarch Magus
• Tiefling
• Skinwalker

Just trying to narrow down a few ideas kicking around in amongst the little grey cells...

Thanks!


Cool


Bloodragers can be fun too


Male Human; last time I checked, anyway

Greetings and salutations, GM Rusteg!

Is my bloodrager, Gruugdúrz a little overpowered for this module at level 6?

My skald, Barachûrg is currently only level 2.

Alternately, my only PFS character between levels 3 and 5 is a Nagaji sorcerer, Ss'alat.

Which one should I use here?


Agreed on the GM!


[color=orange]Dotty-dotty[/color]

Here are my two applicants:
• Lower tier applicant: Barachûrg, 2nd level Skald
• Higher tier applicant: Gruugdúrz, 6th level Bloodrager

Thanks!

Xunal
(a.k.a. Juraan)


@ DM The nines:

Hi!

Sorry for the delay. Lots of fence painting and other real life stuff postponing my fun time.
There, that's my whining and whinging for the day! :D

I have the number crunching done for the Tiefling I'll be submitting.
I'll be recycling onf of my aliases: Visruþ ("viz-RUHTH", rhymes with "is dust").
I also like using obscure letters like eth (ð) or thorn (þ). Just because.
I just need to revamp that alias, as he was being used in another campaign that fizzled earlier this year.

And I'll need to do the back-story.
Got ideas for it, just need something a bit more readable than bullets.

I've got the new stat blocks below, so you can let me know if there's anything that needs fixing.

Thanks!

New Stat Block for Visruþ:

Visruþ
Male div-spawn tiefling magus (eldritch scion) 1 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +1
--------------------
Defence
--------------------
AC 16, touch 13, flat-footed 13 (+3 Armour, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
Offence
--------------------
Speed 30 ft.
Melee rapier +3 (1d6+2/18-20) or
. . kukri +3 (1d4+2/18-20) or
. . light flail +2 (1d8+2)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks eldritch pool (+1, 3 points), spell combat
Magus (Eldritch Scion) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—magic weapon, true strike
. . 0 (at will)—acid splash, detect magic, disrupt undead, read magic
. . Bloodline Destined
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 14, Int 14, Wis 13, Cha 15
Base Atk +0; CMB +2; CMD 15
Feats Weapon Finesse
Traits arcane temper, persecuted expatriate, weathered emissary
Skills Craft (alchemy) +6, Diplomacy +9 (+7 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Linguistics +9, Profession (soldier) +5, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +2 (+4 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Use Magic Device +6; Racial Modifiers +2 Diplomacy, +2 Linguistics
Languages Abyssal, Common, Halfling, Infernal, Osiriani
SQ bloodrager bloodline (destined[ACG]), prehensile tail[ARG], pride
Combat Gear acid (2), alchemist's fire, alkali flask[APG]; Other Gear studded leather, crossbow bolts (20), kukri, light crossbow, light flail, rapier, backpack, bandoleer[UE], basic maps (major landmarks only), bedroll, belt pouch, blanket[APG], flint and steel, ink, inkpen (2), knife, utility (0.5 lb), mess kit[UE], scroll box[UE], spell component pouch, trail rations (5), waterproof bag[UE], waterskin, 12 gp, 7 sp
--------------------
Tracked Resources
--------------------
Acid - 0/2
Alchemist's fire - 0/1
Alkali flask - 0/1
Crossbow bolts - 0/20
Eldritch Pool +1 (3/day) (Su) - 0/3
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Eldritch Pool +1 (3/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

--------------------

Physical Description
Visruþ has the face of youthful half-elf male. Apart from alabaster white skin, royal purple hair, caprine eyes, and vestigial horns.
Age: 38 | Height: 5' 8" (173 cm) | Weight: 170 lbs. (77 kg)
Skin: Alabaster White
Build: Medium
Hair: Royal Purple
Eyes: Caprine (goat-like) Amber
Special: Cobalt blue vestigial horns, easily concealed by a hood

Traits and Drawbacks:
• Arcane Temper (magic) . . +1 to Initiative and Concentration
• Persecuted Expatriate (racial) . . for Div-Spawn, +1 Diplomacy, which is a class skill
• Weathered Emissary (social) . . +1 Linguistics and Survival, and Linguistics is a class skill
• Pride drawback . . -2 Diplomacy and Sense motive v. creature that hasn't apologized for an earlier slight

Racial Traits (§ marks alternate racial traits):
• Darkvision . . 60 feet
• Div-Spawn § . . (racial heritage) +2 DEX, +2 CHA, -2 INT
• Fiendish Resistance . . resistance 5 to Cold, Electricity, and Fire
• Healed by Positive or Negative channelled energy § . . ability that replaces spell-like ability
• Prehensile Tail § . . tail can grab items on person as a swift action; replaces Fiendish Sorcery
• Skilled (Div-Spawn) § . . +2 to Diplomacy and Linguistics

Additional at Level 1:
• Level 1 FCB: +¼ Arcane Pool
• Bonus skill, house rule: Craft (alchemy)
• Languages: Abyssal, Common, Halfling, Infernal, Osriani

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Okay, got it
Thanks for that.

Like a lot of others `round here, I use Hero Labs for my Pathfinder stuff.

So I just wanted to be sure I wasn't making any 'oopsies'.
Well, not too many really big ones, anyway!


[color=blue]@ DM The nines:[/color]

--------------------

DM The nines wrote:
Xunal wrote:

(trimming it a bit)

Number 49 is the absolutely-for-sure winner!!

Certainly off to a promising start with all the rolls and numbers so far!

Now, I really must be off. I'll have some numbers crunched via Hero Lab by tomorrow.

Thanks again!

yeah wow #49 is pretty sweet good roll!

That's definitely got to be one of the better ones, no doubt about it.

Still working on trying to finalize the stat block and all.
It was a long day yesterday and it took an age to figure out that the extra ability replaces a spell-like ability for Tieflings.

I should have a stat-block done, at least, by this evening.
I'm having to paint my Mum's fence much of today.
On of my favourite activities; ever!
Sense motive DC 1 to detect a colossal fib! :D

--------------------

DM The nines wrote:

I probably should have posted it on the recruitment post. But I do crafting similar to the unchained rules but with a bonus added for all sorts of variables.

Want to make leather armor and youve just slain a magical beast?
Using its skin would add a bonus.

making a magic potion and you've collected magical fungus found in a dungeon? bonus!

Are you enchanting a magical axe and have red dragon scales and teeth?

Bonus!

also why we are not using background skills per the pathfinder rules if you want to pick up one (1) background craft or profession or perform skill please do so, It will auto rank up with you as you level. Just let me know which one.

I just want to make sure I've got the game mechanics of this right.
Do we take one bonus craft skill with one point per level?
Or do we get circumstance bonuses depending on the situation?
Or both?

--------------------

Thanks!


There's a one hour time limit on editing posts.
Took me a while to figure that one out.


DM The nines wrote:

⋮ trimming a bit

I allow the archtypes certainly, and the variant teifling heritages and abilities. . . you can roll 3 times and choose one of those three rolls.

[color=green]varient ability rolls teifling: 3d100 (75,8,10)[/color] or you can choose one I rolled. :) if you roll the same numbers i did reroll

Cool!

I'll take a chance on rolling my own:

variant tiefling ability #1: 1d100 ⇒ 50 = . . "Your skin is unnaturally tough, granting you a +1 natural bonus to your AC."
variant tiefling ability #2: 1d100 ⇒ 27 = . . "You can speak two additional languages spoken by extraplanar beings."
variant tiefling ability #3: 1d100 ⇒ 49 = . . [color=purple]"You are healed by both positive and negative channeled energy."[/color]

Number 49 is the absoluely-for-sure winner!!

Certainly off to a promising start with all the rolls and numbers so far!

Now, I really must be off. I'll have some numbers crunched via Hero Lab by tomorrow.

Thanks again!


@ DM The nines:

Okay, here goes …

I'll try for a Tiefling Magus (just because):

rolls and stuffs:

STR: 10 + 1d6 ⇒ 10 + (5) = 15
DEX: 10 + 2d4 ⇒ 10 + (3, 1) = 14
CON: 10 + 1d6 ⇒ 10 + (3) = 13
INT: 10 + 2d4 ⇒ 10 + (3, 2) = 15
WIS: 14 - 1d6 ⇒ 14 - (6) = 8
CHA: 14 - 1d6 ⇒ 14 - (6) = 8
[color=blue]Meh![/color] … an 18 point buy equivalent.
With two kinda cruddy stats.

STR: 10 + 1d6 ⇒ 10 + (5) = 15
DEX: 10 + 2d4 ⇒ 10 + (1, 4) = 15
CON: 10 + 1d6 ⇒ 10 + (4) = 14
INT: 10 + 2d4 ⇒ 10 + (4, 2) = 16
WIS: 14 - 1d6 ⇒ 14 - (1) = 13
CHA: 14 - 1d6 ⇒ 14 - (1) = 13
[color=blue]Wooooo![/color] … a 35 point buy equivalent.
And no cruddy stats, even after any racial penalties!
Definitely, this one's a keeper!

Just a couple of questions.

Do you allow either the Myrmidarch (UC) or Eldritch Scion (ACG) magi archetypes?

Do you allow alternate racial heritages for Tieflings?

I do have to go to Vancouver tomorrow morning.
I'll have my laptop with me, though.
So I'll check in some time Tuesday afternoon.

Thanks!


dot

will check in later when I'm at home

stat rolling method sounds cool


dot dot
I'll give the 4d6 thing a go

stat 1: 4d6 - 1 ⇒ (1, 6, 5, 2) - 1 = 13
stat 2: 4d6 - 1 ⇒ (6, 1, 4, 1) - 1 = 11
stat 3: 4d6 - 1 ⇒ (6, 1, 5, 2) - 1 = 13
stat 4: 4d6 - 1 ⇒ (2, 1, 3, 5) - 1 = 10
stat 5: 4d6 - 1 ⇒ (1, 4, 5, 6) - 1 = 15
stat 6: 4d6 - 3 ⇒ (5, 3, 3, 6) - 3 = 14

Stat array: 15, 14, 13, 13, 11, 10

Point buy equivalent = 19

No stellar stats.
But no poor stats either.
I'll see what I can come up with.


Koralie wrote:
Xunal wrote:

This does sound interesting.

What about feats at 1st/NPC level?
The NPC level is effectively level 1, so you would start with a feat, if you don't qualify for a feat you want as an NPC, then leave that slot empty until you get your heroic class assigned. Though we are full up for this ride, You could sign on as a cargo sweep or deck hand for now, we could always put some people to work until a guest room opens up on board.

I thought I was pushing my luck for getting aboard.

Being signed up on stand-by as a deck-hand is fine, though.

Sooooo, my own concept would be:
Race: Human
Name: Mishtes (or something similar)
NPC Class: Aristocrat
Future Class: Magus
. . (Eldritch Scion archetype. GM can feel free to choose the bloodline. But DEX favoured over STR)

Reason for being aboard (as a deckhand): An illegitimate son of a noble, who has a bad temper.
Exasperated by his father's legitimate heirs being incompetent nitwits who will inherit everything while he gets nought.
After one dust up too many with one of his half-brothers, he left home with little more than the clothes on his back.

optional bits:
Feats and traits that I'd probably pick for the NPC and PC classes anyway:
Traits: Bastard (social), and Dirty Fighter (combat)
Feats: Toughness and Weapon Finesse


This does sound interesting.
What about feats at 1st/NPC level?

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