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Mutated Animal Turtle Smasher 10

Okay, lets roll up some attribute scores and see if I can come up with a competent character.

4d6 ⇒ (1, 1, 3, 6) = 11
4d6 ⇒ (1, 5, 4, 6) = 16
4d6 ⇒ (6, 2, 2, 2) = 12
4d6 ⇒ (1, 4, 1, 1) = 7
4d6 ⇒ (3, 4, 1, 3) = 11
4d6 ⇒ (3, 4, 4, 6) = 17

Optional if we're playing with Comeliness:
4d6 ⇒ (5, 5, 3, 4) = 17


Mutated Animal Turtle Smasher 10

Alrighy..

.
.
.
.

That makes it
10
15
10
6
10
14

14

Wow, don't think I've ever played a character with a 6 before..


M Goblin Beer Snob 1/Freethinker 3

You might put that stat where a racial +2 will help mitigate it!


Mutated Animal Turtle Smasher 10

Ha ha, yeah this should be interesting. Any idea where you would like to set it? That may affect my racial choice.


Mutated Animal Turtle Smasher 10

Questions: Did you want to use comeliness and are Aasimar cool?


M Goblin Beer Snob 1/Freethinker 3

It would be easiest to stick it right in Hylore and make you a member of the King's Guard, but it might be fun to pick a less common city and flesh it out a bit. I always imagined Rainville, on the Corundum River, to be a lot like Pittsburgh, for example...

It's up to you where your character is from; I can provide suggestions, if you tell me what sort of flavor place you're looking for. Or, if you don't want to use the default setting, we can make up our own.


M Goblin Beer Snob 1/Freethinker 3
Jam412 wrote:
Questions: (1) Did you want to use comeliness and (2) are Aasimar cool?

1. Totally up to you; it doesn't really affect anything. It's mostly there for people who like to roll dice and want to randomly determine how attractive their character is, for people who are nostalgic for 1e, and as an unsubtle reminder that Charisma isn't about looks anymore.

2. Yes, if you want to play one!


M Goblin Beer Snob 1/Freethinker 3

P.S. Aasimars are in Appendix C of Chapter 2, if you haven't already found them.


M Goblin Beer Snob 1/Freethinker 3

OK, my stats:

Main Stats: 4d6 ⇒ (6, 5, 1, 4) = 164d6 ⇒ (6, 1, 2, 4) = 134d6 ⇒ (5, 1, 6, 4) = 164d6 ⇒ (5, 5, 1, 5) = 164d6 ⇒ (1, 6, 1, 6) = 144d6 ⇒ (4, 5, 3, 5) = 17
Comeliness: 4d6 ⇒ (6, 4, 6, 1) = 17
Social Class: 4d6 ⇒ (4, 4, 2, 3) = 13


M Goblin Beer Snob 1/Freethinker 3

Which means 15, 12, 15, 15, 13, 14
Cms 16; Social 11

Holy shla-MOLY!

You want to trade? Or else reroll yours?


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Mutated Animal Turtle Smasher 10

Holy crap! Uh, yeah, lets trade.. Hahah.

So for my race, I should pick a base race and then add aasimar modifiers to it, then take my first level as plane touched. Is that right?

So my High elf/ Aasimar would be +2 Dex, -2 Con, +2 Int, +2 Wis, +2 Cha?

Sorry for the delay, I wanted to get on this earlier but I was out of town this weekend and I didn't have as much down time as I thought. On the plus side, I got to tour Southern Tier brewery it was awesome!


M Goblin Beer Snob 1/Freethinker 3

Yes, exactly! P.S. I'm envious you got to hit the brewery!


Mutated Animal Turtle Smasher 10

Hey Kirth, just want to check in and let you know that I'm working on this. Stupid indecision.

I'm very cool with the idea of the Hylore Kings Guard. Do you have anymore info that you want to share about them? We could just wait until we meet up on Saturday if you don't feel like typing a bunch of background up.

So, I 'm pretty sure I'm going to go with a battle sorcerer/ kensai after I take my initial level in plane touched. I may multiclass into prestige paladin too, depending on how things go. Hopefully I'll have something for you soon!


M Goblin Beer Snob 1/Freethinker 3

Cool!

The King's Guard is like the Musketeers from Three Musketeers. Their declared purpose is to defend the king and the palace, but in reality they get sent on all kinds of dangerous and/or secret missions, and when things aren't exciting enough they tend to get bored and start brawls in town and destroy taverns and stuff. They tend towards highly-ostentatious individual attire to show their cavalier disregard for regulations.

They're contrasted with the humorless, secretive Chancellor's Battalion (who are more like police at best, or secret police at worst), who carefully wear their black uniforms with exact precision and go about their jobs with minimum show.

What tends to happen is that some larger-than-life would-be hero will get spotted and sponsored by an existing member, then given a probationary mission, and fully inducted after that. Exceptionally able members get put on the "Special Assignments Roster" -- they get the most dangerous missions, and in exchange are exempt from routine duty. (They can also break laws in the pursuit of duty without fear of consequences, for anything short of a major felony.)

The King's Guard mostly offers a lazy DM (read: me) an easy way of presenting adventures to people on a plate. It's been in the back of my head for awhile to try a campaign with more hard-minded players in which everyone would be a grim member of the Chancellor's Battalion, but I've never found the right group to propose that to, and honestly, drinking a bunch of beer during the game isn't really conducive to that sort of campaign!

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