[Pathfinder] I would really like to play Wrath of the Righteous all the way through


Recruitment

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Iolaires background has her being brought up by a mysterious kind of get which often raises children, who usually turn out to have great destinies. At the time I used a tiefling variant to represent this, but now that alternate wilderness has come out would you allow a Gathlain (crunch only. Appearencewise shed still be a human with fey featues.


Query: Are we using the feat tax rules linked upthread?


Lolaire: I'll look into it. I haven't seen that race yet.

Informative response: We are not. Justifying addendum: It would entail a level of re-design on the monster side that I would rather not bring into this AP on top of the other changes I'll need to make.


Interested in trying out. Don't have much time right now, but I'll try throwing something together soon. When do you plan to stop recruitment?


I'm interested. Probably have something up soon. How long are you doing recruitment?


Recruitment will be ending later this week with a start date after the new year. I haven't decided exactly what day. Ok announce it soon. Ish.


In the interest of honesty, I should note that I am a GM, and I've run people through the first two and a half books. ...Mostly out of wanting to experience this AP somehow after my first games stopped early. XD; If you'd rather not have someone with that much experience in the game, though, just let me know. ^^

EDIT: And if you wouldn't mind, would it be alright to play a Hyperborean Sorcerer? I have a hankering to play a prismatic-themed character. XD


I'm fine with that bloodline


Roll call for submissions:

Rolls/interest:

Traskus - ??? Rogue (Unchained)
Grumbaki - Khaz Cloudbreaker Aasimar Dwarf Paladin
Groundhog - Fighter (into Heritor Knight)
Ouachitonian - ??? Magus (Archmage Mythic path)
Irnk, Deadeye's Prodigal - Kellid Pitborn Tiefling Elysiokineticist
Simeon - ???
kobolum - ???
Trinam - ???
theasl: ???
Iolaire: (Gathlain?) Hospitaler Paladin (Shelynite)
Biteynicenice: CG Goblin Feral Gnasher Barbarian
Jereru: ???
Yas392: ??? (Ranger, Occult, Rogue, Cleric?)
Rednal: ??? Sorceror (Hyperborean)

Expressed Interest:
Slayde 77
Fire Drake
Ivory Songbird
Tiger Claw
Redelia
Taliesan


Iolaire wrote:
Iolaires background has her being brought up by a mysterious kind of get which often raises children, who usually turn out to have great destinies. At the time I used a tiefling variant to represent this, but now that alternate wilderness has come out would you allow a Gathlain (crunch only. Appearencewise shed still be a human with fey featues.

I'll show it if you trade away the wings.


Two hospitaler paladins (though I’m also oath of the crusade). One a fey, the other a Dwarven Aasimar. Despite the Class similarities, I think it’d be great fun to be in the same party. Especially as they appear to be on different mythic tracks.

—-

@GMChoon.

Could I trade my 30ft move speed for slow and steady? It’d just feel more Dwarven to always be at 20ft movement.


While I have a few minutes, I'll go ahead and roll to see what I have to work with.

Rolls:
4d6 ⇒ (2, 3, 1, 2) = 8 -1 = 7
4d6 ⇒ (1, 5, 4, 2) = 12 - 1 = 11
4d6 ⇒ (3, 5, 5, 2) = 15 - 2 = 13
4d6 ⇒ (1, 6, 3, 6) = 16 - 1 = 15
4d6 ⇒ (5, 2, 3, 3) = 13 - 2 = 11
4d6 ⇒ (4, 3, 1, 3) = 11 - 1 = 10

-----

4d6 ⇒ (2, 3, 2, 1) = 8 - 1 = 7
4d6 ⇒ (5, 2, 1, 6) = 14 - 1 = 13
4d6 ⇒ (6, 5, 3, 6) = 20 - 3 = 17
4d6 ⇒ (6, 4, 4, 5) = 19 - 4 = 15
4d6 ⇒ (5, 4, 2, 3) = 14 - 2 = 12
4d6 ⇒ (3, 5, 5, 4) = 17 - 3 = 14

-----

15, 13, 11, 11, 10, 7 (9 or 8 point buy)
17, 15, 14, 13, 12, 7 (28 or 27 point buy)

Let's go with the second then.


Fighter Gold: 5d6 ⇒ (2, 2, 6, 1, 1) = 12

Edit: Lol, yikes.


This will be the Alias of Erdred Cordon, Human Fighter.

He's the young son of a noble merchant of Kenabres, who's run away from home to discharge what he feels is his duty to his country, much to his father's dismay, instead of inheriting the business.

Silver Crusade

Alright so here is the finalized crunch with the new background skills and stuff.
Traskus BTW.


Roll call for submissions:

Rolls/interest:

Traskus - Arianna Bienan Female Half-Elf Rogue (Unchained)
Grumbaki - Khaz Cloudbreaker Aasimar Dwarf Paladin
Groundhog - Erdred Cordon Male Human Fighter (into Heritor Knight)
Ouachitonian - ??? Magus (Archmage Mythic path)
Irnk, Deadeye's Prodigal - Kellid Pitborn Tiefling Elysiokineticist
Simeon - ???
kobolum - ???
Trinam - ???
theasl: ???
Iolaire: (Gathlain?) Hospitaler Paladin (Shelynite)
Biteynicenice: CG Goblin Feral Gnasher Barbarian
Jereru: ???
Yas392: ??? (Ranger, Occult, Rogue, Cleric?)
Rednal: ??? Sorceror (Hyperborean)
Fire Drake: ???

Expressed Interest:
Slayde 77
Ivory Songbird
Tiger Claw
Redelia
Taliesan


Khaz: Let's see who we end up with, then we'll see about specific alterations.


Fair enough.


Confirmation: Understood.

Proposal: Upbeat blaster sorceress who deals in lightning and is either air elemental bloodline, orc bloodline, or both at once.


Aaaaaand here's my flashy Sorceress. ^^ She takes the "be a light in the darkness" idea rather literally, starting with Color Spray (her favorite spell) now and, at later levels, progressing to a variety of prismatic options. Unsurprisingly, she's aimed for the Archmage path.

Serena (Submission):
Serena

Appearance

Female human sorcerer 1
NG Medium humanoid (human)
Init +9; Senses Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +3
Immune dazzled, patterns
--------------------
Offense
--------------------
Speed 30 ft.
Sorcerer Spell-Like Abilities (CL 1st; concentration +8)
. . 8/day—searing ray
Sorcerer Spells Known (CL 1st; concentration +8)
. . 1st (5/day)—color spray (DC 16), mage armor
. . 0 (at will)—detect magic, light, mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 15, Int 15, Wis 13, Cha 20
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Improved Initiative, Spell Penetration
Traits reactionary, riftwarden orphan
Skills Appraise +6, Diplomacy +6, Perception +5, Perform (sing) +6, Spellcraft +6, Survival +2, Use Magic Device +9
Languages Abyssal, Celestial, Common
SQ bloodline arcana: hyperborean
--------------------
Special Abilities
--------------------
Bloodline Arcana: Hyperborean (Ex) Immune to dazzle effects and illusion (pattern) effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hyperborean Immune to dazzle effects and illusion (pattern) effects.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Patterns You are immune to illusions of the pattern subschool.
Searing Ray (8/day) (Sp) Ray of light deals 1d6+1 fire damage
--------------------
Serena was born and raised in Kenabres, courtesy of a foster family that took her in after her parents vanished in the Worldwound. Even from a young age, however, it was fairly obvious that Serena had inherited their talent for magic. Along with the Sign of the Seeker's Spiral, she manifested a light cantrip at an early age, and from there her power continued to grow in often-flashy ways.

Assuming this was a sign, Serena began to use her natural (and, frankly, somewhat inhuman) charisma to settle fights and rally troops. To her regret, this was all she could effectively do. Her most notable attack - a searingly-bright ray of fire - was basically useless against demons, though she at least had a good chance of knocking out quasits with her Color Spray.

Accordingly, rather than having her join the fight, the local commander shut down her efforts to join the army (and find out what had happened to her parents). Ever since, Serena has been supporting troops as best she can from inside Kenabres.

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

Abilities and Combat

Serena's magic trends toward the bright and flashy. Most of this is due to her Hyperborean bloodline - the power of light quite literally infuses her, and she has a natural affinity for shiny spells like the Light cantrip, the Color Spray spell, and her Searing Ray talent. Thanks to her training over the years, Serena is also good at concentrating on spells and piercing foes' spell resistance. (This may have something to do with all the beams she's thrown at things.)

Serena has also picked up on a bit of the speed of light. She's almost frighteningly quick at reacting to danger, often opening combat with a bolt of fire or a spray of color.

Skill-wise, she's adept at diplomatic speaking, singing, and working with the intricacies of spellcraft. She's also more capable than most at using magic devices - although the fact that most of said devices have been put towards the war efforts mean she rarely gets a chance to show off that way. To help as best she could, Serena did learn how to appraise objects, and she made sure to stay perceptive and on the lookout for trouble.

That said, while most of her abilities are distinctly above the human norm - she's exceptionally charismatic and dextrous, as well as smarter and more vital than most realize - she's not as strong as she'd like to be even after years of training. Her inability to carry heavy packs was one of the factors stopping her from being able to go onto the front lines, and the conclusion is that her affinity for light-based magic has quite literally made her a little... untethered... to the physical world.

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

Personality:

As expected of someone with such flashy magic, Serena is a bright and friendly person. She's optimistic even when things seem at their darkest, believing it's her duty to (literally) be the light for others. It often surprises people that she's not a cleric of some kind, since she doesn't fit the normal idea of an arcane caster. Rather than locking up inside a tower and reading books, she'd prefer to head out and encourage people. As she puts it, even a little candlelight is enough to keep the dark at bay.

That said, she is religious - and when asked, usually just tells people she worships the goddess of the dawn. It doesn't usually come up that often, though. She's highly tolerant of all good and most neutral faiths - something she doesn't shy away from, but that has also earned her a bit of ire from some of Kenabres' Witch Hunters (who often don't like *anyone* worshipping a deity other than Iomedae).


try again
Stat1: 4d6 ⇒ (3, 4, 6, 6) = 19
Stat2: 4d6 ⇒ (2, 3, 6, 6) = 17
Stat3: 4d6 ⇒ (3, 6, 5, 3) = 17
Stat4: 4d6 ⇒ (5, 5, 4, 6) = 20
Stat5: 4d6 ⇒ (5, 3, 6, 3) = 17
Stat6: 4d6 ⇒ (3, 2, 6, 1) = 12

16, 15, 14, 16, 14, 11
-----
Stat1: 4d6 ⇒ (2, 4, 4, 4) = 14
Stat2: 4d6 ⇒ (4, 6, 5, 5) = 20
Stat3: 4d6 ⇒ (3, 5, 4, 1) = 13
Stat4: 4d6 ⇒ (5, 2, 3, 2) = 12
Stat5: 4d6 ⇒ (6, 6, 3, 1) = 16
Stat6: 4d6 ⇒ (6, 2, 4, 3) = 15

12, 16, 12, 10, 15, 13

GP: 3d6 ⇒ (4, 1, 3) = 8 x 10

Grand Lodge

Reporting for Duty. Shield Champion Brawler built to go Marshal/Evangelist (of Iomedae)
Gear incomplete

Backstory:

I was born in the summer in 4692 AR, the year of the Fourth Crusade. My first memories are of the road to Mendev. The journey was long and I don't remember any details of it, other than that I enjoyed my time on the road.

When my mother and I arrived in Mendev, the Fourth Crusade was well underway. My mother never told me the details of how we came to Mendev, only that she had fled Andoran and my father because he was terribly abusive. Begging for a way out, The Inheritor appeared to her in a dream and beckoned her to join the crusades.

We arrived in Kenabres in 4696 just before the winter. My mother had become an accomplished healer on the road, learning from her goddess and the other crusaders heading north. Her new devotion to Iomedae, combined with the desperation of the crusade for such dedicated healers catapulted her into a position of trust and respect that clerics only achieve over decades in times of peace.

The infirmaries of an active crusade are no place for a young child, but through the connections of the church my mother was able to find a caretaker (of sorts) for me while she tended to the endless stream of injured that returned to Kenabres from one incursion or another.

The old disgraced Captain who took care of me was the strangest sort you can imagine. He had a tiny farm outside of Kenabres, and when I first arrived there, you would have thought the land was ruined and untillable. But Raw Jaw (as he prefered to be called) put me to work, and before long, we had a working farm.

The early years on the farm were hard work, but full of lighthearted fun. My mother would be there most evenings with us, to laugh and tell stories. Raw Jaw never told personal stories; from what my mother told me, he didn't have many tales suitable for a young boy. Instead, he would tell me fantastic versions of the Acts of Iomedae. He had earned high honors for service during the opening of the Third Crusade, but arriving home from war took its toll on the young man. As the crusade wore on he began to speak out against his beloved church and their witch hunts against the innocent. While he was never formally decommissioned or reprimanded, those in power pushed him out to his quiet plot of land to live out his days.

In all our years in Kenabres, I never missed an Armasse festival. Even during the lean years of an active crusade, it was a time of such joy for the whole city. Seeing the jousts and tournaments was almost as inspiring as eating the warm pastries and slow-cooked meats.

As wonderful as my first years on the farm were, the last few were grueling and bizarre. The Fourth Crusade was well underway and my mother was spending more and more time in Mendev proper, and Raw Jaw had taken to drinking again. The tales he used to tell of Iomedae's heroism soured into harrowing tales of demons and inquisitions.

During the day, the old Captain liked to "train" which basically meant giving me a shield and hitting me with his longsword until he got tired. At night, he enjoyed going into the city with me to drink and start fights at local taverns. On more than one occasion, I had to take him to the infirmary so my mother could care for him.

One night, on an occasion where he felt well enough to make it back to the farm, he started blathering some particularly disheartening tale. Although I couldn't decipher the particulars , it was clear he had survived some sort of massacre in the Worldwound that had become less easy to bear after losing both his faith and his wits.

In 4706 AR, when I was 14 years old, my mother was called to leave Kenabres and venture into the Worldwound with a host of crusaders. The old Captain was furious. He believed the Fourth Crusade already a massive failure and that throwing more troops into the Worldwound was a fool's errand. Believing that perhaps he could keep my mother safe, he demanded that he accompany the incursion.

"One day, you will be called to the crusades," he told me when I had finished saying goodbye to my mother. "Don't seek them out. Put them off as long as you can. But stay sharp and stay hard, for the day will surely come when you're staring into the maw of a thing that is truly unholy. If you hesitate or waver in that moment, you will die."

"My old commander handed me this just before he died," he told me, shoving a pack of cloth into my hands. "It survived the Third crusade, and you'll see that it survives this fool's errand. It keeps the darkness at bay."

At the end of the Fourth Crusade, the company my mother and the Captain served in were deemed lost. I kept on at the farm, as I had been since the day they left. The priests of Abadar questioned me thoroughly the first year, I had been given a stipend of coins by the church if Iomedae (for my mother's) service that helped me pay taxes. Apparently, the city inherited the land back from the Captain, but no one had bothered to come out to the far until Taxfest. The city seemed content to let me stay on the small plot as long as I paid the same taxes that Raw Jaw used to pay.

I was mostly happy to remain on the farm. It was honest work, and mostly quiet but still close to the city. When I grew bored, I would venture into the city and find (or occasionally start) a bar fight like Raw Jaw used to. "It keeps you sharp," Raw Jaw used to say, and he was mostly right. Life on a farm is really quite nice, when you throw in a couple good fights every year. But I always look forward to Armasse…


Crunch:

STATISTICS
Str [18][+4][+2 Race]
Dex [14][+2]
Con [15][+2]
Int [11][+0]
Wis [14][+2]
Cha [16][+3]
OFFENSE
Base Atk +1;
RA +3 [+1BAB+1Dex]
MA +5 [+1BAB+4Str]
CMB +5; CMD 17
Melee Weapons
Unarmed Strike +5 [DMG1d6+4] x2
Shield Bash +4 [DMG1d4+4] x2
Cold Iron Dagger +0 [DMG1d4+4] 19-20/x2
Power Attack
Unarmed Strike +4 [DMG1d6+6] x2
Shield Bash +4 [DMG1d4+6] x2
Cold Iron Dagger +4 [DMG1d4+6] 19-20/x2
Ranged Weapons
Throwing Daggers +0 (1d6+0/x3) (10ft RI)
DEFENSE
AC 17, touch 12, flat-footed 15
(10, +3 Armor +2Dex, +2shield)
HP 12/12 1x(1d10+con2)
Fort [+04][+2Class+2Con]
Ref [+04][+2Class+2Dex]
Will [+02][+0Class+2Wis]
Skills
Skill Ranks per Level: 1x[4 + 0 Int modifier +1Skilled +1FC] = [4]
[< Class Skills] [* -0Armor Check Penalty]
+6 Acrobatics*(+2dex, +1rank, +3class)<
+3 Diplomacy(+3cha)
+7 Intimidate(+3cha, +1rank +3class)<
+1 Knowledge (History) (+1rank,+0Int)
+1 Knowledge (Religion) (+1rank,+0Int)
+6 Perception(+2wis, +1rank +3class)<
+6 Profession (soldier) (+2wis, 1rank, +3 class)<
+6 Sense Motive (+2wis, +1rank, +3class)<
Languages Known
Common (Taldane)
Traits
1:Shield-trained
Benefits: Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you
2:Child of the Crusades
Benefits: Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse
Race Information
Human
Ability Score Racial Traits
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Type
Human are Humanoids with the human subtype.
Base Speed
Humans have a base speed of 30 feet.
Languages
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Bonus Feat
Humans select one extra feat at 1st level.
Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
[b[Class Information[/b]
Brawler [Shield Champion] L1
shield-champion-brawler-archetype
BAB+1
Saves F+2/R+2/W+0
Alignment: Any
Hit Die: d10
Starting Wealth: 3d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
Skill Ranks per Level: 4 + Int modifier.
The brawler’s class skills are Acrobatics, Climb, Craft, Escape Artist, Handle Animal, Intimidate, Knowledge (dungeoneering), Knowledge (local), Perception, Profession, Ride, Sense Motive, and Swim
Weapon and Armor Proficiency
A shield champion is proficient with all simple weapons and with shields as weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields.
Brawler’s Cunning (Ex)
If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
Feats
Racial
HB:Power Attack
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Levels
1:Improved Shield Bash (Type)
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC
Equipment
Starting cash [80gp]


Roll call for submissions:

Rolls/interest:

Traskus - Arianna Bienan Female Half-Elf Rogue (Unchained)
Grumbaki - Khaz Cloudbreaker Aasimar Dwarf Paladin
Groundhog - Erdred Cordon Male Human Fighter (into Heritor Knight)
Ouachitonian - ??? Magus (Archmage Mythic path)
Irnk, Deadeye's Prodigal - Kellid Pitborn Tiefling Elysiokineticist
Simeon - ???
kobolum - ???
Trinam - ???
theasl: ???
Iolaire: (Gathlain?) Hospitaler Paladin (Shelynite)
Biteynicenice: CG Goblin Feral Gnasher Barbarian
Jereru: ???
Yas392: ??? (Ranger, Occult, Rogue, Cleric?)
Rednal: Serena Female Human Sorceror (Hyperborean)
Fire Drake: ???
Tiger Claw: Vance Astrovar Male Human Shield Brawler

Expressed Interest:
Slayde 77
Ivory Songbird
Redelia
Taliesan

Sovereign Court

Rolls:
Array 1
Stat: 4d6 ⇒ (4, 3, 2, 6) = 15 -> 13
Stat: 4d6 ⇒ (3, 1, 5, 2) = 11 -> 10
Stat: 4d6 ⇒ (1, 1, 4, 2) = 8 -> 7
Stat: 4d6 ⇒ (4, 5, 4, 4) = 17 -> 13
Stat: 4d6 ⇒ (6, 1, 3, 4) = 14 -> 13
Stat: 4d6 ⇒ (2, 5, 6, 1) = 14 -> 13
8 point buy!

Array 2
Stat: 4d6 ⇒ (4, 3, 5, 2) = 14 -> 12
Stat: 4d6 ⇒ (6, 4, 5, 1) = 16 -> 15
Stat: 4d6 ⇒ (1, 1, 3, 6) = 11 -> 10
Stat: 4d6 ⇒ (6, 4, 6, 5) = 21 -> 17
Stat: 4d6 ⇒ (6, 2, 5, 4) = 17 -> 15
Stat: 4d6 ⇒ (2, 3, 4, 3) = 12 -> 10
26 point buy, but in a crappy array that doesn't work with what I want to play!

DM, may I please just use 20 points? I hate, hate, hate rolling for stats because I either get total garbage (#1 above) or I get an array that totally doesn't work with what I want to build (#2 above).


...GM Can I trade both of my arrays (both under 20 pb) for Jesse's Array 2 because it's freaking incredible and I want it.

Sovereign Court

Yeah, I can see that array working for a sorceress. Doesn't work for my concept, sadly. :/


Roll call for submissions:

Rolls/interest:

Traskus - Arianna Bienan Female Half-Elf Rogue (Unchained)
Grumbaki - Khaz Cloudbreaker Aasimar Dwarf Paladin
Groundhog - Erdred Cordon Male Human Fighter (into Heritor Knight)
Ouachitonian - ??? Magus (Archmage Mythic path)
Irnk, Deadeye's Prodigal - Kellid Pitborn Tiefling Elysiokineticist
Simeon - ???
kobolum - ???
Trinam: Blaster Sorceress (Air Elemental and/or Orc Bloodline)
theasl: ???
Iolaire: (Gathlain?) Hospitaler Paladin (Shelynite)
Biteynicenice: CG Goblin Feral Gnasher Barbarian
Jereru: ???
Yas392: ??? (Ranger, Occult, Rogue, Cleric?)
Rednal: Serena Female Human Sorceror (Hyperborean)
Fire Drake: ???
Tiger Claw: Vance Astrovar Male Human Shield Brawler
Jesse Heinig: ???

Expressed Interest:
Slayde 77
Ivory Songbird
Redelia
Taliesan

Dark Archive

Pathfinder Adventure Path Subscriber

4d6 ⇒ (3, 5, 5, 6) = 1916
4d6 ⇒ (6, 5, 2, 1) = 1413
4d6 ⇒ (6, 3, 4, 2) = 1513
4d6 ⇒ (4, 1, 6, 6) = 1716
4d6 ⇒ (5, 1, 1, 1) = 87
4d6 ⇒ (6, 5, 4, 2) = 1715

or

4d6 ⇒ (6, 3, 6, 5) = 2017
4d6 ⇒ (6, 2, 3, 4) = 1513
4d6 ⇒ (4, 1, 4, 4) = 1312
4d6 ⇒ (6, 6, 2, 3) = 1715
4d6 ⇒ (5, 6, 1, 3) = 1514
4d6 ⇒ (4, 1, 6, 5) = 1615

I'm not sure which array to choose. The second is definitely mechanically better, but the first could allow for a bit of nice roleplay around the really low score

I ought to note I'm probably planning on playing a full caster of some kind, just not sure what one yet


Almost finished with my swashbuckling fighter, so let's roll the gold.
Gold: 5d6 ⇒ (4, 4, 1, 1, 6) = 16 x 10 = 160.
Eh. Below average, but still decent.


Jesse Heinig wrote:

** spoiler omitted **

DM, may I please just use 20 points? I hate, hate, hate rolling for stats because I either get total garbage (#1 above) or I get an array that totally doesn't work with what I want to build (#2 above).

If you really want to I won't stop you.


Alright. Finished. Here's my entry: Zoranda, flying blade follower of Desna. Will keep all this updated on my profile for reference.

Character Concept:
-----------------------
Background
-----------------------
Zoranda was born to a young cleric couple in the city of Kenabras. The city was constantly on edge with the armies of the demons so close at hand, but Zoranda never had to worry about that in their peaceful home. Followers of Iomedae, her parents raised her in a loving home during her first few years. Despite how bad things might have been out in the world, there was always a place of goodness to return to.

Then it all changed. The church of Iomedae came and called for her parents. The Fourth Crusade was going badly. Supplies were stretched thin, morale was low, and the clerics exhausted. As recognized clerics of the church, her parents were sent out to assist as they pulled back the troops from the front lines. Zoranda's last sight of them was from her bedroom window as she clutched the small, silver symbol of Iomedae her parents had left with her. She never saw them again.

A few weeks later, a man came to the house and announced that they had passed. He told her that the church of Iomedae was open to her, though, and that they would take good care of her. Zoranda didn't put much faith in his words. The church hadn't protected her parents. Even Iomedae herself hadn't protected her parents. But Zoranda knew she didn't have much choice and decided to follow him.

A man was a corrupted member, though, and tried to take advantage of her. Barely escaping from the man, Zoranda ran and hid herself in the back alleys of the city. With no one left to turn to, Zoranda thought her live lost, and waited for hunger to take her.

It was then that Zoranda met the other street urchins. All orphaned from the crusade, they had banded to together and helped each other survive. No'Nose, the leader of the band, began to teach her the ways of theft, and Zoranda picked it up quickly. Between her quick reflexes and her shapechanging, Zoranda helped give back to them and others who had been orphaned by the crusade. A little bit of organization, and the group became the 'Orphaned Crusaders', a group of pickpockets that took in the undesirables and unfortunate.

After one rough incident of being chased out of the city, Zoranda found herself lost and behind enemy lines. Defenseless, Zoranda thought she would die out here where her parents had perished before, but one of the deities must have looked down upon her and taken pity. A mysterious woman appeared and helped Zoranda back, tricking the many enemies they came across. The woman never told Zoranda her name, but she was beautiful for a human. Yet a aura of sadness seemed to shroud her, just like the one that Zoranda had felt since her had lost her mother. The woman was excellent in stealth and trickery, but her aim with her bow was even better, and Zoranda felt safe by her side, even when surrounded by enemies.

Perhaps the most memorable part was the silver butterfly symbol that she would often clutch as if in desperate need. Zoranda's knew what it stood for from her studies: Desna, the goddess of travel and dreams. And as if in answer to an unspoken prayer, the next action the woman did, it succeeded perfectly. For the first time, Zoranda felt that she could see true faith in action.

On the trip back, the woman gave Zoranda a starknife as well to defend herself, but Zoranda never got a chance to return it. The woman suddenly left without Zoranda realizing it near the border. A few moments later, a patrol of crusaders appeared and finished escorting her back to town. Zoranda hasn't seen the woman since, despite the many inquires she's made.

Back in the safety of town, Zoranda felt a new longing welling up inside, and she began to follow Desna, the goddess who had helped her escape the very place Iomedae had abandoned her parents to. Training with the starknife she was given, Zoranda began to change little by little. Her thefts became more targeted, going from the rich to the corrupted, and her donations included words of encouragement from the Eight Scrolls.

Things seemed to be going up for Zoranda, until recently, when a series of dreams or nightmares began to assault her mind. In them, she sees a vague group of crusaders heading into the Worldwound. Each time, they're facing a different enemy, but three things remain constant and clear. The location is always the Worldwound, she always sees herself in the group, and a black monarch always flies past and into the Worldwound as the dream ends.

Now, Zoranda has become certain that she has some destiny in the Worldwound. Despite the painful memories that the place brings to mind, Zoranda is determined to find a group to head there and discover what it is her new mistress has in store.

-----------------------
Personality
-----------------------
Zoranda is careful and guarded around others after her early experiences. She has developed a soft touched for orphans and other young ones who cannot help themselves. She dislikes drawing attention and has a habit of staying on the down low from her many 'acquiring's throughout the city. She has a rather low opinion of any follower of Iomedae, whether they deserve it or not, and is slow to trust them.

-----------------------
Description
-----------------------
Zoranda is a mostly white Kitsune, with a black splash of fur on her forehead making an offsetting contrast. She usually wears a dark cloak to help keep from drawing attention. Whenever she's sneaking to do a theft, Zoranda makes sure to do so in her human form, a young looking, Varisian girl with red hair.

She wears a necklace with two, silver holy symbols on it; the sword of Iomedae and the butterfly of Desna. The symbol of Iomedae stays wrapped and hidden in cloth, but Zoranda can't bear to part with the last memento of her parents despite her dislike of the deity.

-----------------------
Five-Minute Background
-----------------------
1) Five traits and quirks that outline your character.

Recent follower of Desna. Distrusts most other religions.

Roguelike tendencies, such as stealth, sleight of hand, and acrobatics.

Caring and gentle to those that are helpless.

Believes her destiny is in the Worldwound.

2) Two goals your character would like to achieve or you would like to see happen.

Discover the secret of her dream about the Worldwound. (Character's Desire)

Meet the follower of Desna that helped her so long ago. (Character's Desire)

3) Two secrets about your character; one they know and one they don't.

Zaranda has been receiving dreams from Desna about the Worldwound, a fact that she's rather certain of. She doesn't know that the woman that helped her is actually directly connected.

4) Three people your character is connected to by blood, rivalry, friendship, etc.

Mysterious Woman - Savior - A mysterious woman that Zoranda knows little about, she helped Zoranda escape the Worldwound after accidentally getting lost there. She was good with a bow and a follower of Desna, two clues that have led to zero results since Zoranda began looking for her again. Gave Zoranda a starknife that she now fights with.

No'Nose - Friend - With a smashed nose that could identify him at night from a distance, No'Nose took that name after becoming a rogue on the backstreets of Kenabres. Orphaned by the Fourth Crusade, No'Nose began to gather and train the other orphans, creating his own group of pickpockets.

After teaching Zoranda his little tricks, the two became close friends and did many heists with her to steal from the rich and give to the orphans. He isn't sure about Zoranda finding 'religion', but she seems happier, so he doesn't comment on it much. Though he's technically the leader of the 'Orphaned Crusaders', he feels that she's more of the leader than him, and gives her opinions more weight. Is somewhat attracted to her, but has not let that been known at all.

Sir Gerand - Crusader Commander - A corrupt follower of Iomedae, Sir Gerand has become a regular target of Zoranda and the 'Orphaned Crusaders'. She isn't sure what she dislikes about him most -his faith, his bad manners, or his riches in wartime- but his misplaced possessions have helped several of the orphans get a good meal or two for once. With her easily recognizable traits even in her human form, the thefts have become somewhat of a game to Zoranda as she takes things from under his nose, and he tries his best to try and stop her.

5) Three memories, mannerisms, or quirks that your character has with some context.

Since her parents' deaths, Zoranda has kept the holy symbol of Iomedae that they gave her wrapped in cloth and on a thin necklace next to her silver symbol of Desna. Despite her lack of faith in the deity, it is her last memento of them, and she won't let it go.

Orphaned, Zoranda never finished her teachings, but she was still quick to pick up the tricks No'Nose taught her. One does not have to be brilliant to be cunning...though it might have helped in a few situations.

Despite the legends that white Kitsune have vast amounts of magical potential, Zoranda has only cast a few spells so far. Then again, she has had no teachers or had a chance to learn from her parents, so maybe there is some hidden potential there.

Stat Block:
-----------------------
Zoranda
-----------------------
Female Kitsune Swashbuckler (Flying Blade) 1
Age 19; Fur White; Faith Desna
NG Medium humanoid (kitsune, shapechanger)
Init +3; Senses Low-Light Vision, Perception +2

-----------------------
Defense
-----------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
HP 11
Fort +1, Ref +5, Will +2

-----------------------
Offense
-----------------------
Speed 30 ft.
Melee starknife +4 (1d4+3/x3) (up to 20ft thrown)
. . . bite +1 (1d4)

-----------------------
Statistics
-----------------------
Str 10 (+0), Dex 17 (+3), Con 13 (+1), Int 9 (-1), Wis 14 (+2), Cha 17 (+3)
Base Atk +1; CMB +1; CMD 14

Traits
Chance Encounter - 1/day, reroll a failed Acro, Bluff, Disguise, SoH, or Stealth check, as a free action. You must take the second result, even if it is worse.
Nine-Tailed Scion - +1 CL for SLA. Can take Magical Tail in place of Bonus Feats.

Feats
Divine Fighting Technique - Desna's Shooting Star - Use Cha for attack and damage rolls with the starknife.

Skills (5 ranks - 4 class, -1 Int, 2 Background Skills)
Acrobatics +9 (1 rank, 3 class, 3 Dex, 2 Agile)
Escape Artist +7 (1 rank, 3 class, 3 Dex)
Lore (Iomedae) +3 (1 rank, 3 class, -1 Int)
Sleight of Hand +7 (1 rank, 3 class, 3 Dex)
Stealth +4 (1 rank, 3 Dex)

Favored Class Bonuses
Swashbuckler - Kitsune - +1/6th of a Magical Tail Feat (x1)

Languages
Common, Slyvan

Alternate Racial Traits
Keen Kitsune - +2 Int instead of +2 Cha

Class Archetypes
Swashbuckler - Flying Blade

-----------------------
Magical Abilities
-----------------------
Spell-Like Abilities (CL 2nd)
3/day - dancing lights

-----------------------
Possessions
-----------------------
Inventory
starknife (x2), hide armor, silver symbol of Iomedae, silver symbol of Desna, the Eight Scrolls, flask (x2), rations x3, backpack

Inventory Weight and Load
32 lbs (Light - 33)

Wealth
2 pp 5 gp 9 sp 4 cp

-----------------------
Special Abilities
-----------------------
Agile (Ex) - Kitsune receive a +2 racial bonus on Acrobatics checks.

Change Shape (Su) - A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Kitsune Magic (Ex/Sp) - Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day?dancing lights (caster level equals the kitsune's level).

Natural Weapons (Ex) - In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Panache (Ex) - More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache by confirming a critical hit or delivering a killing blow with a dagger or starknife.

Swashbuckler Finesse (Ex) - At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

-----------------------
Deeds
-----------------------
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a ?2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.


I'd be interested in playing through.

Let me try stat rolls.

4d6 ⇒ (2, 4, 4, 1) = 11 9
4d6 ⇒ (5, 6, 3, 2) = 16 14
4d6 ⇒ (5, 1, 5, 3) = 14 13
4d6 ⇒ (2, 1, 1, 4) = 8 7?
4d6 ⇒ (1, 4, 5, 5) = 15 14
4d6 ⇒ (1, 4, 3, 3) = 11 10
Uhh.... 8 points...

ooooor

4d6 ⇒ (3, 2, 2, 6) = 13 11
4d6 ⇒ (4, 2, 4, 4) = 14 12
4d6 ⇒ (2, 5, 3, 4) = 14 12
4d6 ⇒ (5, 6, 5, 2) = 18 16
4d6 ⇒ (1, 1, 2, 6) = 10 9
4d6 ⇒ (3, 4, 2, 2) = 11 9
Uhh.... 13 points...

... So I guess I am taking the 20pt buy. Crap. :/ The dice were not with me today.


Rebuilt and ready I believe! :)

I'll do wealth in a bit. Wealth: 5d6 ⇒ (6, 1, 2, 6, 4) = 19 So 190gp. Not too bad :)


3d6 ⇒ (1, 6, 5) = 12 120... That is one rich Gobbo.

Bitey tells his tale.:
"No kill Bitey... Bitey is nice nice, Bitey name BiteyNiceNice. You check, Bitey not evil. Check now, I wait. See. Bitey good Goblin, no bite good crusaders, no no no. Bitey only bite evil. Bitey follow the good drunk. Flashy pants man teach Bitey bout the too drunk god, after Bitey nearly die... this many years ago." Bitey holds up an open hand, looks at it, and holds up the other hand just in case. "See, Bitey carry his cup always." The little goblin lifts a tankard definitely designed for human hands and not that of a small being such as himself."Bitey was hurt, long long time past. Demons get past rocks, rocks didn't do their job right. Bitey left for dead by tribe,no one want shadow beast with whip that cracks to eat them too. Say I go to visit the heroes soon, or maybe the mother didn't like Bitey gnawing on her alter. Bitey only teething, Bitey no mean to anger anyone, just hungry... always hungry. Bitey even hungrier now, scars on belly make it stretch even bigger than any other goblin belly ever did ever. You got food for Bitey? Bitey good goblin, not Goatslayer no more. Shiny pants man save Bitey and teach him be crusader, you let Bitey crusade against evil? Say yes, say yes, oh please say yes, PWEASE."


Dotting in.

Rolls:

Set 1
Roll: 4d6 ⇒ (1, 2, 3, 2) = 8 -> 7
Roll: 4d6 ⇒ (5, 4, 6, 4) = 19 -> 15
Roll: 4d6 ⇒ (4, 2, 1, 1) = 8 -> 7
Roll: 4d6 ⇒ (1, 4, 1, 1) = 7 -> 6
Roll: 4d6 ⇒ (1, 2, 3, 4) = 10 -> 9
Roll: 4d6 ⇒ (6, 2, 6, 4) = 18 -> 16

Set 2
Roll: 4d6 ⇒ (2, 4, 6, 3) = 15 -> 13
Roll: 4d6 ⇒ (5, 4, 3, 6) = 18 -> 15
Roll: 4d6 ⇒ (4, 3, 3, 2) = 12 -> 10
Roll: 4d6 ⇒ (5, 3, 2, 2) = 12 -> 10
Roll: 4d6 ⇒ (6, 4, 6, 6) = 22 -> 18
Roll: 4d6 ⇒ (4, 4, 5, 6) = 19 -> 15

18, 15, 15, 13, 10, 10. I can work with that set.

I will be submitting this character, once he is modified. He will be a Bard Cavalier (Standard Bearer) shooting for Marshal, with the Child of the Crusades trait.

One thing I do want to do with him is take Leadership and the Mythic Leadership abilities. If that is an issue, please let me know, and I won't plan for it.

Starting Wealth: 5d6 ⇒ (3, 2, 2, 1, 3) = 11 110 gp - eh, I'll make it work.

EDIT 2: For the Banner ability, it says the Banner must be carried or displayed by the cavalier or his mount. Would you allow "displayed" to work like a Sashimono, visible from the back like that? Trying to figure out my equipment and whether or not to focus on polearm combat or something else.


Spoiler:

Array 1

Array 1: 4d6 ⇒ (6, 3, 1, 5) = 15
Array 2: 4d6 ⇒ (2, 3, 6, 3) = 14
Array 3: 4d6 ⇒ (6, 5, 3, 4) = 18
Array 4: 4d6 ⇒ (1, 5, 5, 6) = 17
Array 5: 4d6 ⇒ (3, 6, 1, 1) = 11
Array 6: 4d6 ⇒ (4, 2, 2, 6) = 14

Array 2

Array 1: 4d6 ⇒ (4, 3, 3, 6) = 16
Array 2: 4d6 ⇒ (2, 3, 3, 2) = 10
Array 3: 4d6 ⇒ (1, 6, 4, 6) = 17
Array 4: 4d6 ⇒ (3, 1, 4, 5) = 13
Array 5: 4d6 ⇒ (1, 2, 2, 1) = 6
Array 6: 4d6 ⇒ (1, 3, 6, 2) = 12

Feels a little underwhelming versus the better rolls. Probably have to bow on this AP again because there are a lot of Captain Americas in this running.

Sovereign Court

GM Choon wrote:
Jesse Heinig wrote:

** spoiler omitted **

DM, may I please just use 20 points? I hate, hate, hate rolling for stats because I either get total garbage (#1 above) or I get an array that totally doesn't work with what I want to build (#2 above).

If you really want to I won't stop you.

Thank you for the consideration, I appreciate it.

Starting wealth: 5d4 ⇒ (4, 4, 1, 1, 3) = 13 -> 130 GP.

Building a human paladin (mind sword) who has a nuanced and philosophical view of the Crusades, but won't hesitate to bust demon heads when necessary. Heavy MAD due to the concept, which is why I want to assign stats instead of using the higher-point array (it doesn't support the character identity that I'm trying to build, even though the total points are "better").


Ok ... Lets roll

4d6 ⇒ (5, 3, 5, 6) = 19
4d6 ⇒ (3, 4, 2, 4) = 13
4d6 ⇒ (5, 2, 1, 2) = 10
4d6 ⇒ (3, 2, 5, 5) = 15
4d6 ⇒ (3, 5, 2, 5) = 15
4d6 ⇒ (5, 2, 1, 4) = 12

16, 11, 9, 13, 13, 11

4d6 ⇒ (2, 6, 6, 1) = 15
4d6 ⇒ (2, 3, 6, 2) = 13
4d6 ⇒ (6, 4, 3, 4) = 17
4d6 ⇒ (3, 4, 5, 2) = 14
4d6 ⇒ (1, 3, 6, 6) = 16
4d6 ⇒ (1, 2, 5, 4) = 12

14, 11, 14, 12, 15, 11

Think I'll be going with the second one.... Lets see what I can do


This is Slayde77's character. Still working on the fluff but its 90% there. Going for a Magus Eldritch Archer

Rolling for gold

show me the money: 4d6 ⇒ (1, 5, 3, 6) = 15

Not bad ... a little more gold then average


Question for DM: I am looking at using the Exposed to Awfulness campaign trait. In the players handbook

WotR Players Handbook wrote:
When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking.

Instead of my character being attacked by a demon, could it be the character's mother that was attacked and that the character is a result of that attack?

The Exchange

Okay, let's see what we got:

Roll 1x1: 4d6 ⇒ (4, 2, 1, 4) = 11 10
Roll 1x2: 4d6 ⇒ (6, 3, 6, 4) = 19 16
Roll 1x3: 4d6 ⇒ (5, 4, 3, 4) = 16 13
Roll 1x4: 4d6 ⇒ (6, 4, 1, 5) = 16 15
Roll 1x5: 4d6 ⇒ (6, 5, 3, 2) = 16 14
Roll 1x6: 4d6 ⇒ (3, 4, 5, 1) = 13 12

Roll 2x1: 4d6 ⇒ (2, 2, 3, 5) = 12 10
Roll 2x2: 4d6 ⇒ (6, 3, 2, 2) = 13 10
Roll 2x3: 4d6 ⇒ (5, 2, 3, 1) = 11 10
Roll 2x4: 4d6 ⇒ (6, 3, 2, 1) = 12 11
Roll 2x5: 4d6 ⇒ (4, 3, 3, 1) = 11 10
Roll 2x6: 4d6 ⇒ (4, 1, 4, 3) = 12 11

Alright, i shall look at what i would like to do with the first, or maybe go pure commoner with 2 point buy on (but probably not)


Array 1:

4d6 ⇒ (3, 5, 5, 3) = 16 - 3 = 13
4d6 ⇒ (2, 6, 4, 3) = 15 - 2 = 13
4d6 ⇒ (2, 3, 6, 4) = 15 - 2 = 13
4d6 ⇒ (1, 2, 3, 3) = 9 - 1 = 8
4d6 ⇒ (1, 4, 5, 2) = 12 - 1 = 11
4d6 ⇒ (4, 6, 3, 4) = 17 - 3 = 14

13 pt buy

Array 2:

4d6 ⇒ (2, 6, 6, 5) = 19 - 2 = 17
4d6 ⇒ (6, 6, 2, 4) = 18 - 2 = 16
4d6 ⇒ (2, 2, 2, 2) = 8 - 2 = 6
4d6 ⇒ (2, 3, 3, 5) = 13 - 2 = 11
4d6 ⇒ (5, 2, 1, 5) = 13 - 1 = 12
4d6 ⇒ (4, 5, 3, 1) = 13 - 1 = 12

A little less than a 24 point buy (doesn't go as low as 6 lol)

I'll take array 2!

I too have started WotR at least twice, never made it very far at all.

Now what to do with that 6...

Thinking maybe an Ifrit Inquisitor of Sarenrae. Maybe going Immolator.

All her domains and even the Redemption Inquisition look tempting XD


Put the 6 in STR and be a Wizard whose familiar carries his bags for him. lol


Can't pass up rolling.

Set 1:

4d6 ⇒ (3, 2, 5, 4) = 14 12
4d6 ⇒ (5, 1, 4, 4) = 14 13
4d6 ⇒ (3, 6, 5, 1) = 15 14
4d6 ⇒ (6, 2, 3, 6) = 17 15
4d6 ⇒ (1, 1, 5, 1) = 8 7
4d6 ⇒ (6, 2, 5, 4) = 17 15

Set 2:

4d6 ⇒ (4, 2, 6, 3) = 15 13
4d6 ⇒ (4, 4, 6, 1) = 15 14
4d6 ⇒ (6, 1, 3, 4) = 14 13
4d6 ⇒ (6, 6, 4, 1) = 17 16
4d6 ⇒ (3, 4, 2, 2) = 11 9
4d6 ⇒ (1, 3, 5, 5) = 14 13

Wow, even with 4 dice the best I could do was 17. Why am I not surprised. I'll have to think about it.


Rolling wealth

4d6 ⇒ (5, 4, 4, 3) = 16 * 10 = 160

A little above average, which is good.


Here is Juniper so far. Just basic build of class and race stats s far but I'll be bulking her up so no worries :3

Dark Archive

Pathfinder Adventure Path Subscriber

Going with a crusader cleric of Ragathiel preferably, but there's something screaming at the back of my mind that empyreal lords don't have clerics for some reason. If that is the case, I'll worship Iomedae instead.

money: 4d6 ⇒ (5, 5, 6, 5) = 21*10 = 210


Empyreal Lords do have clerics. Most entities who can grant spells and domains do.


This is Ouachitonian, presenting Lysander, Tiefling Magus (black blade/Kensai). Lysander was trained in magic by an elven wizard, who taught him the use of the elven thornblade, and gave him an ancient thornblade that had been passed down in his family (as of now, he just has a mundane thornblade, but with GM permission I was hoping to have it suddenly wake up at Level 3, rather than getting a new blade from somewhere).

Spoiler:
I don't know a whole lot about the AP, but I do know that a certain elven wizard features prominently early on. With GM permission, I'd be happy to have him be Lysander's mentor/foster father.

I definitely plan on going Archmage once we hit mythic. Probably going to stay straight Magus, but since his background is tied up with the Riftwardens, I might look at going into that prestige class. Maybe.

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