EldonG
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Don't bother responding if you can't manage a minimum of a post a day. I'm tired of investing heavily in games for groups that can't manage a few minutes a day.
I also want input from players...when I told my players that I thrive on feedback, I got silence...and I have too much invested to just let it die...so I'm thinking it's time to find some people that actually. WANT to play.
| Spazmodeus |
I won't be starting over completely...I just want players that don't make me feel like I'm wasting my time. I have at least 60 hours invested in maps, alone. I may be wrong, but I don't think it's too much to ask for 1-3 posts a day AND feedback.
I can understand you frustration. Personally I'd love to run a game or two but the time commitment I'd demand of myself just isn't feasible due to work and family.
Those that do run games here earn my respect just by showing up, so I try to make sure I post regularly and provide input when asked.
That said, if interested, what is the way forward?
| Spazmodeus |
OK Let's see
STR-INT 4d6 ⇒ (3, 6, 1, 3) = 13 = 12
STR-WIS 4d6 ⇒ (5, 3, 6, 1) = 15 = 14
STR-CHA 4d6 ⇒ (2, 5, 1, 1) = 9 = 8
DEX-INT 4d6 ⇒ (6, 5, 5, 5) = 21 = 16
DEX-WIS 4d6 ⇒ (2, 6, 6, 3) = 17 = 14
DEX-CHA 4d6 ⇒ (3, 1, 6, 2) = 12 = 11
CON-INT 4d6 ⇒ (4, 6, 1, 4) = 15 = 14
CON-WIS 4d6 ⇒ (1, 1, 6, 5) = 13 = 12
CON-CHA 4d6 ⇒ (5, 5, 3, 5) = 18 = 15
Not doing it for me, re-roll
*STR-INT 4d6 ⇒ (4, 5, 5, 6) = 20 = 16
*STR-WIS 4d6 ⇒ (3, 3, 6, 2) = 14 = 12
*STR-CHA 4d6 ⇒ (3, 1, 3, 4) = 11 = 10
DEX-INT 4d6 ⇒ (2, 1, 3, 2) = 8 = 7
*DEX-WIS 4d6 ⇒ (6, 4, 2, 4) = 16 = 14
DEX-CHA 4d6 ⇒ (6, 1, 1, 2) = 10 = 9
*CON-INT 4d6 ⇒ (1, 2, 5, 5) = 13 = 12
*CON-WIS 4d6 ⇒ (4, 5, 6, 5) = 20 = 17
CON-CHA 4d6 ⇒ (4, 1, 2, 1) = 8 = 7
WIS : 17
DEX : 14
CHA : 10
INT : 16
STR : 12
CON : 12
K, going to be building a druid.
| TimFrie |
STR-INT: 4d6 ⇒ (1, 4, 1, 6) = 12 = 11
STR-WIS: 4d6 ⇒ (1, 4, 3, 1) = 9 = 8
STR-CHA: 4d6 ⇒ (3, 3, 5, 2) = 13 = 11
DEX-INT: 4d6 ⇒ (2, 6, 6, 2) = 16 = 14
DEX-WIS: 4d6 ⇒ (2, 6, 6, 2) = 16 = 14
DEX-CHA: 4d6 ⇒ (4, 4, 5, 5) = 18 = 14
CON-INT: 4d6 ⇒ (1, 4, 4, 3) = 12 = 11
CON-WIS: 4d6 ⇒ (5, 5, 3, 2) = 15 = 13
CON-CHA: 4d6 ⇒ (3, 1, 4, 2) = 10 = 9
WAY too many 14s and 11s. Gonna try again.
STR-INT: 4d6 ⇒ (3, 6, 3, 3) = 15 = 12 -
STR-WIS: 4d6 ⇒ (5, 6, 5, 1) = 17 = 16 -
STR-CHA: 4d6 ⇒ (6, 4, 3, 3) = 16 = 13 -
DEX-INT: 4d6 ⇒ (1, 4, 4, 6) = 15 = 14 -
DEX-WIS: 4d6 ⇒ (4, 5, 1, 5) = 15 = 14 -
DEX-CHA: 4d6 ⇒ (2, 2, 2, 5) = 11 = 9
CON-INT: 4d6 ⇒ (1, 4, 5, 6) = 16 = 15 -
CON-WIS: 4d6 ⇒ (3, 3, 2, 5) = 13 = 11
CON-CHA: 4d6 ⇒ (1, 5, 2, 3) = 11 = 10
Str: 12
Dex: 14
Con: 15
Int: 14
Wis: 16
Cha: 13
Stats aren't the awesomeness I saw possible, but good solid bonuses. I'm thinking Inquisitor since that's a class I've always wanted to try. And I feel like with their mix of martial/magic they have a bit of a MAD feel to me, which this array is helping me curb that fear.
Quick question EldonG, do you have a list of deities for your campaign? I'd like to try and fit as close as I can with your world so I don't have to re-tool too much.
| Gobo Horde |
Ok, i am going to attempt a grid roll :)
First blush is a dwarven ranger with as much anti giant stuff i can get. Build a slayer from warhammer, if you know what that is ;)
5d6 - 5 ⇒ (6, 4, 1, 4, 6) - 5 = 16
6d6 - 4 ⇒ (2, 1, 5, 6, 1, 3) - 4 = 14
7d6 - 5 ⇒ (3, 1, 1, 1, 2, 6, 6) - 5 = 15
4d6 - 2 ⇒ (2, 3, 2, 4) - 2 = 9
5d6 - 3 ⇒ (2, 2, 1, 2, 2) - 3 = 6
6d6 - 4 ⇒ (2, 1, 3, 1, 4, 5) - 4 = 12
5d6 - 3 ⇒ (2, 1, 5, 2, 4) - 3 = 11
4d6 - 2 ⇒ (4, 4, 3, 2) - 2 = 11
4d6 - 3 ⇒ (5, 3, 5, 4) - 3 = 14
So:
Str, Dex, Con
Int
Wis
Cha
16_14_15
09_06_12
11_11_14
Cant believe i rolled 3 2s on one of those :(
Im looking at:
Str 16
dex 14
Con 14
Int 15
Wis 12
Cha 11
Not too bad.. Hmmmm
| Gobo Horde |
Ya i just did all the rolls in one block. Ill explain
First one i rolled a 6, 4, 1, 4. So i rerolled the 1 and got a 6. I then dropped the 4 and the 1 (5 total). =16 (6+6+4)
Second line i rolled 2, 1, 5, 6. Again rerolling the 1 and i got another 1. So i rerolled that and got a 3. I then dropped the 1, 1, and 2 (4 total). =14 (5+6+3)
Third line i got 3, 1, 1, 1. So i rerolled the 3 1s and got 2, 6, 6. Then i dropped the 1s and the 2 (5 total). =15 (6+6+3)
Ect.
Basically the system is 4d6 rerolling 1s and dropping the lowest, all condensed onto one line :)
Kenji Elindir
|
Rolling a grid to see.
4d6 ⇒ (1, 4, 3, 5) = 13
4d6 ⇒ (5, 2, 3, 3) = 13
4d6 ⇒ (3, 3, 5, 6) = 17
4d6 ⇒ (5, 2, 2, 6) = 15
4d6 ⇒ (3, 4, 3, 1) = 11
4d6 ⇒ (2, 1, 1, 4) = 8
4d6 ⇒ (5, 6, 3, 5) = 19
4d6 ⇒ (3, 5, 5, 3) = 16
4d6 ⇒ (2, 4, 3, 4) = 13
Ok, now for my rerolled dice. Rerolling them inline just f*$@s everything up. So these dice will replace the ones in order from top to bottom.
Rerolls: 4d6 ⇒ (5, 5, 2, 2) = 14
5 4 3 5 = 14
5 2 3 3 = 11
3 3 5 6 = 14
5 2 2 6 = 13
3 4 3 5 = 12
2 2 2 4 = 8
5 6 3 5 = 16
3 5 5 3 = 13
2 4 3 4 = 11
Well those rolls are a study in mediocrity, let's try again.
4d6 ⇒ (6, 4, 4, 4) = 18
4d6 ⇒ (4, 1, 2, 2) = 9
4d6 ⇒ (5, 4, 1, 5) = 15
4d6 ⇒ (4, 2, 1, 4) = 11
4d6 ⇒ (3, 3, 6, 2) = 14
4d6 ⇒ (2, 3, 4, 6) = 15
4d6 ⇒ (1, 2, 3, 1) = 7
4d6 ⇒ (3, 1, 6, 5) = 15
4d6 ⇒ (3, 2, 6, 2) = 13
Rerolls: 6d6 ⇒ (4, 5, 4, 2, 2, 3) = 20
6 4 4 4 = 14
4 4 2 2 = 10
5 4 5 5 = 15
4 2 4 4 = 12
3 3 6 2 = 12
2 3 4 6 = 13
2 2 3 2 = 7
3 3 6 5 = 14
3 2 6 2 = 11
Ok, dice I'm not asking for godly stats, but could I maybe get two rolls above 14, which is easily achievable with a 20 pt. buy.
4d6 ⇒ (4, 5, 1, 2) = 12
4d6 ⇒ (1, 6, 3, 2) = 12
4d6 ⇒ (4, 1, 6, 5) = 16
4d6 ⇒ (3, 5, 1, 4) = 13
4d6 ⇒ (5, 5, 3, 4) = 17
4d6 ⇒ (2, 5, 3, 3) = 13
4d6 ⇒ (3, 1, 3, 6) = 13
4d6 ⇒ (6, 1, 4, 3) = 14
4d6 ⇒ (2, 2, 5, 4) = 13
Rerolls: 6d6 ⇒ (4, 5, 6, 6, 3, 2) = 26
| TimFrie |
STR-INT: 6d6 ⇒ (1, 3, 3, 5, 1, 2) = 15 = 11
STR-WIS: 7d6 ⇒ (1, 6, 4, 1, 6, 1, 2) = 21 = 16
STR-CHA: 4d6 ⇒ (5, 4, 4, 3) = 16 = 13
DEX-INT: 5d6 ⇒ (3, 1, 5, 2, 4) = 15 = 12
DEX-WIS: 6d6 ⇒ (3, 3, 1, 5, 1, 5) = 18 = 13
DEX-CHA: 6d6 ⇒ (2, 1, 6, 3, 2, 1) = 15 = 11
CON-INT: 5d6 ⇒ (6, 5, 1, 4, 5) = 21 = 16
CON-WIS: 5d6 ⇒ (5, 4, 3, 1, 4) = 17 = 13
CON-CHA: 5d6 ⇒ (5, 6, 3, 5, 1) = 20 = 16
.
.
.
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rolled one last time just to see.
Last stat array:.....New stat array:
Str: 12..................Str: 13
Dex: 14.................Dex: 13
Con: 15.................Con: 16
Int: 14..................Int: 16
Wis: 16.................Wis: 16
Cha: 13.................Cha: 11
I like this new one, even if it's not that much different. If you're cool EldonG, I'll take this as my final roll and lock into these rolls. If not, I'll stick with my previous re-roll. Otherwise, I'm finishing my build and will finalize after I hear back from you on that PM. Think I have a cool character in the making.
| Rednal |
5d6 - 4 ⇒ (6, 6, 6, 1, 3) - 4 = 18
4d6 - 2 ⇒ (5, 3, 4, 2) - 2 = 12
4d6 - 2 ⇒ (5, 5, 2, 4) - 2 = 14
4d6 - 2 ⇒ (2, 2, 4, 4) - 2 = 10
5d6 - 5 ⇒ (6, 6, 1, 4, 4) - 5 = 16
5d6 - 5 ⇒ (5, 1, 4, 5, 4) - 5 = 14
5d6 - 3 ⇒ (1, 6, 3, 2, 5) - 3 = 14
5d6 - 4 ⇒ (1, 5, 5, 5, 3) - 4 = 15
5d6 - 3 ⇒ (3, 1, 3, 2, 6) - 3 = 12
--- S -- D -- C
I - 18 - 12 - 14
W - 10 - 16 - 14
C - 14 - 15 - 12
Strength: 14
Dexterity: 16
Constitution: 14
Intelligence: 18
Wisdom: 14
Charisma: 15
Hmm... I think I'll try making an Arcanist from the playtest stuff. ^^
| Rednal |
All right, here we go. ^^ I'll do an expanded backstory and an alias if she's accepted.
Female Human Arcanist 2
NG Medium humanoid (human)
Init +9; Senses Perception +4
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 19 (2d6+9)
Fort +2, Ref +3, Will +5
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Offense
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Speed 30 ft.
Arcanist Spells Prepared (CL 2nd; concentration +9):
1st—color spray (DC 16), summon monster i
0 (at will)—arcane mark, detect magic, mage hand, prestidigitation, read magic
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Statistics
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Str 14, Dex 16, Con 14, Int 20, Wis 14, Cha 15
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative, Toughness
Traits focused mind, reactionary
Skills Appraise +9, Escape Artist +4, Fly +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +4, Spellcraft +10, Use Magic Device +7
Languages Aklo, Auran, Celestial, Common, Draconic, Dwarven, Elven
SQ arcane reservoir, arcanist exploits (dimensional slide), consume spells
Other Gear wizard's kit, 979 gp
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Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold an amount of magical energy equal to twice the arcanist's level. Each day when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level (minimum 0). Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above; points gained in excess of this maximum are lost. Points from the arcanist reservoir are used to fuel many of the arcanist's powers (see arcane exploits). In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.
Consume Spells (Su) The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost.
Dimensional Slide (20') (Su) The arcanist can expend one point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see; this is in place of 5 feet of movement. She can only use this ability once per round. She does not provoke an attack of opportunity for the movement caused by this ability, but any other movement provokes as normal.
Focused Mind +2 to Concentration checks
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Sakuro is a very rare breed of spellcaster - an Arcanist, mising the natural talent of sorcerers with the intelligence and dedication of a wizard. Such individuals often reach areas that no other spellcaster can, even if they do start a bit slow, but her free-thinking and general good nature have helped quite a lot.
To put it another way, Sakuro LOVES magic. Big-time. She enjoys studying it, reading about it, practicing it, and doing things with it that make other people very nervous. Mostly because few people take the time to get to know a genius spellcaster who things that blowing things up is always a step in the right direction - though, lately, she's settled down into the realm of more utility, trying to figure out exactly how much she can get done with a minimal amount of effort.
Outside of her penchant for general magic, her natural talents help her in... certain ways. She can effectively teleport at-will (a limited number of times per day, of course), and she often gets creative with precisely how she does that. One of her favorite actions is simply appearing behind people when there's no other way to get there, acting like she'd been there all along.
Despite her mischievous nature, Sakuro is basically a nice person. Some people want to use magic to dominate others, while she just wants to use it, and she often casts minor spells to help others just because she can. Of course, it seems that fate has bigger things in store for her when it comes to magic... and she certainly doesn't object to that.
Also, question!