OK, I totally screwed up the book-blessed order of the rolls. Here is what those previous rolls should have produced, along with the Luck roll I just plain missed. STR: 5 + 5 + 2 = 12x5= 60
I don't know much about CoC but I love the genre. I'm in. Let's roll duh bones... STR: 3d6 ⇒ (5, 5, 2) = 12x5= 60
I think I rolled them in the correct order... let me know if I did any of that wrong.
Gotta roll the bones… Set #1
Set #2
Set #3
Seriously? OK, I’m going for the record… Set #4
Set #5
Set #6
4d6 - 1 ⇒ (6, 1, 3, 4) - 1 = 13
4d6 - 2 ⇒ (4, 6, 4, 2) - 2 = 14
Hiya! I'm not familiar with Redwall so my questions are more curiosity than anything else and could entirely reflect my ignorance of the source material... In the Class spoiler you mentioned that divine casters are dedicated to concepts, etc. but I notice that Cleric and Oracle are not on the class list. Is that an oversight or do only listed divine casters (Paladin for instance) exist? Also, on the Races list... no hopping, wing-clipped, crows based on the Tengu?
I'm intrigued. I'll be creating a human Samurai (Warrior Poet) with a splash of uMonk (Weapon Adept) whose parent emigrated from Minkai when she was a babe. She'll be a Friend of the Family to Koya and looking forward to seeing the 'old country' that her father has been talking about for 2 decades. I have played the early section of Jade Regent some years ago but I barely remember it and recall none of the twists or encounters. And I've recently jumped into a JR game as we are moving across the Crown of the World. Let me know if either of those facts are disqualifying. If it concerns you, I have a talent for playing dumb to things my character shouldn't know and a general 'forgettery'. TBH, some of the forgettery bit is likely a result of my age. :P Cheers!
Stat 1: 4d6 - 3 ⇒ (5, 5, 3, 6) - 3 = 16
Fine rolls! I'm thinking of an Oracle of Life. Is the Spirit Guide archetype OK?
Tara Ravenheart wrote: Unchained Classes (@Stormraven) I knew I was forgetting something when I did the “Classes” section. Yes, you may choose between Unchained for Barbarian, Monk, and Rogue. I would prefer Unchained for Summoner, though if there is a specific build that cannot be achieved, we can discuss. Thanks! uMonk HP: 1d10 ⇒ 9
Incredibly tempting... let's see how heroic-y we can be! Stat #1: 3d6 + 6 - 2 ⇒ (6, 5, 2) + 6 - 2 = 17
VERY heroic-y! Question, as I don't see this one specifically asked and answered. Are Unchained versions of the classes acceptable? If I missed this somewhere, I apologize! My initial thought is a Sorcerer/uMonk... heavy on the sorcerer and almost certainly human.
Witch / Fighter (in progress):
Mac Ribbe
Male dwarf (Sky Citadel) fighter (weapon master) 4 / witch (white haired witch) 4 / Gestalt 4 NG Medium humanoid (dwarf) Init +2; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework) --------------------
Defensive Abilities defensive training --------------------
Special Attacks constrict (As Hair), trip (As Hair), weapon training, white hair Witch (White Haired Witch) Spells Prepared (CL 4th; concentration +10)
--------------------
Feats Boon Companion[UW], Dodge, Improved Familiar, Piranha Strike, Weapon Finesse Traits bruising intellect, focused mind Skills Acrobatics -1 (-5 to jump), Appraise +4 (+6 to assess nonmagical metals or gemstones), Climb +1, Fly +3, Handle Animal +3, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +8, Knowledge (local) +6, Knowledge (nature) +8, Knowledge (planes) +9, Perception +4 (+6 to notice unusual stonework), Ride +3, Sense Motive +2, Spellcraft +9, Stealth +0, Survival +1 (+3 to track vs. humanoids of the Giant subtype), Swim +1, Use Magic Device +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven, Giant, Gnome, Terran, Undercommon SQ giant hunter[ARG], weapon guard, witch's familiar (faerie dragon named Arcane Familiar)
--------------------
Familiar: Arcane Familiar CR – Faerie dragon (Pathfinder RPG Bestiary 3 91) CG Tiny dragon Init +3; Senses darkvision 60 ft., low-light vision; Perception +8 -------------------- Defense -------------------- AC 22, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +6 natural, +2 size) HP 14 (3d12+3) Fort +6, Ref +7, Will +7
--------------------
Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 15 negates, usable every 1d4 rounds), deliver touch spells Spell-Like Abilities (CL 3rd; concentration +6)
Sorcerer Spells Known (CL 3rd; concentration +6)
--------------------
Base Atk +4; CMB +5; CMD 15 (19 vs. trip) Feats Acrobatic, Dodge Skills Acrobatics +8 (+0 to jump), Bluff +9, Climb +7, Diplomacy +9, Fly +23, Handle Animal +4, Intimidate +8, Perception +8, Ride +4, Sense Motive +8, Spellcraft +8, Stealth +17, Swim +17, Use Magic Device +9 Languages Common, Draconic, Elven, Sylvan; speak with animal (same kind only), speak with master, telepathy 100 ft. SQ empathic link --------------------
Question, Buzzard... is the spell Vomit Swarm from the APG acceptable? What about Steal Size from the Giant Hunters Handbook? Thanks!
Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Hiya! I'm SR and I'll be your designated arcanist (sorcerer) for the evening! Nice to meet ya'll. And for that 'wanna be' crack, Bydar, you shall rue the day. :P I do have a few questions regarding my build and the parameters... 1. Standard cash for 7th level?
6. ... OK, this is going to sound like a weird question but, how combat 'effective' should I make my sorcerer? Should I build for serious lethality or step it down a bit? As a reference point, my sorc could be tossing a 10d6+20 DAM Fireball. Is that too far above the power curve of the campaign?
Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Oof! Difficult choice. I’ve been watching some online C&C reviews and a few folks have commented on how the Illusionist has some unique spells and abilities that differentiate them nicely from wizards and make them a kick to play. So, I wouldn’t mind seeing an illusionist in the game. That said, I think there are good reasons to take either one. Option 1 is a fun story idea, provided he isn’t running away in every combat. And this option certainly fits with the game recommendation provided by BD: At least one mage with serious firepower potential will be a major advantage. Personally, I’m a fan of having advantages. :) Option 2 is also a neat story idea. My understanding is Illusion magic is more about altering perceptions which could be super valuable in social encounters at the price of being less advantageous in a ‘serious firepower’ kind of way. That might be a good trade-off in this campaign, I just don’t know. Also, the recommendation for Demihuman PCs with underground skills (dwarves, gnomes, and halflings) will be helpful could tip the scale towards her a bit more. We have a dwarf already, but the more the merrier… and you can’t have too many short people around. If your gnome girl stands on the dwarf’s shoulder, my half-orc may have someone to date. XD It's kind of a toss-up, to me. I guess the deciding factors to me would be:
AW wrote: …two versions of the indebted/runaway wizard I have a couple suggestions about Option 2 to give her a bit more distance from Option 1 while retaining the overall premise. I’ll PM you about that.
Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Rannock wrote: You are fast stormraven! That's what she said... and it wasn't a compliment. XD HEYO!Dramatis Personae Albion, the Eye – Dwarf Cleric of xxxxxx | Rannock Deepdelver
Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Under-Dungeon Master Black Dow wrote: @SR: Thanks for the compilation of PC concepts thus-far helps me with getting a feel for what the group will end up being. You're welcome. I was curious how the team was shaping up myself. Since my character is pretty much done, I had time to sweep the shop floor. :)
Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Dramatis Personae Albion, the Eye – Dwarf Cleric of xxxxxx
Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Dramatis Personae Albion, the Eye – Dwarf Cleric of xxxxxx
Let me know if I missed anything.
Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Under-Dungeon Master Black Dow wrote: @SR: I'll get back to you on your monk, have some musings for you to mull o'er. Righto. Standing by... Under-Dungeon Master Black Dow wrote: @SR II: Yup, roll for coin. Thanks! Under-Dungeon Master Black Dow wrote: The character begins play with maximum hit points. Constitution modifier is added or subtracted. Nice! Also VERY nice for our d4 HD casters. Back in the AD&D days, one of the guys I was playing with had a Magic User (MU aka wizard) and rolled a 1 for his L1 HPs and the joke was a domestic cat could claw him into unconsciousness in a single round. Under-Dungeon Master Black Dow wrote: Optional HP Rule #2: the player rolls their character’s hit point die the number of times equal to 1 plus their constitution bonus (see Classes) and takes the highest roll. They do this at start of play and for each level thereafter. Constitution modifier is added or subtracted. Am mulling using this for levels past 1st.... but want to see what the general consensus is at its very skewed towards CON bonus PCs. Average+1 is also on the table. I'm leery on offering an opinion on a system I haven't played... I think the idea of your CON bonus being used for 'do over' HP rolls is very clever. I like it as a stand-alone idea. But given the main (from my skim of the rules) CON based classes (the ones most likely to benefit) are Barbarian and Monk, both with d12's... I worry it might be a bit excessive. It does provide motivation for any class to put some points in CON, which is cool. Under-Dungeon Master Black Dow wrote: @All: Secondary Skills will also be used, but likely assigned though your back story etc rather than rolled. LOL. I haven't even gotten into secondary skills in my reading yet! But I like the idea that they are assigned based on how you play your character presumably.
Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Some questions, UDM... If I'm jumping the gun by asking, feel free to tell me to back off. :) Are we rolling for cash? Are we rolling for HP or are you using the alternate rule where PCs get their full HP at L1? Are we using the alternate rule where you get your CON bonus to your HP?
Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
OH! I'm switching that up to a cestus-wielding Half-Orc Monk. His backstory will remain the same, subject to GM approval. It just makes his life choices even more unattainable, which I like a lot. :) I'll have the character ginned up by EOD.
Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Hey Black Dow! It's been a minute since we played together. :) Salsa mentioned this game and I thought something going back to the old school roots... well, just roots in my case, sounds fun. If you have room for me, I'd love to play. I'm just learning about C&C. But, if you allow me a spot, I'm happy to get a copy of the player's handbook so I'm not fumbling around in the dark (despite how appropriate that may be to the campaign). 4d6 - 2 ⇒ (2, 4, 3, 3) - 2 = 10
Whether I'm at your table or not, it is good seeing you again! Cheers!
Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
So, the build parameters are pretty straight-forward, going old school with dice rolls or take 15 points if you roll miserable, basically. And follow-on HPs are roll the die twice and take the better result. Player Questions:
GM Questions:
OK, moment of truth… No whammies, no whammies… stat: 4d6 - 3 ⇒ (4, 6, 3, 5) - 3 = 15
Christmas Crackers! O.o
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