| DM Azure_Zero |
I'm planning on running a Little prequel adventure for those with interest in The Sunless Citadel Adventure, I've already chatted with Coffee Dragon and he likes them, but may change them when he runs the real McCoy of the adventure for the players.
I warn you now, this mini home-made adventure will be short, but also harkening back to Old School D&D. GT
So You'll want some brains to think, as not everything will be as it seems.
But also expect some hijinx to be played out.
There will be No looting corpses or XP, but at the end 500 GP worth of Equipment, or a chance to trade in your gear for upgraded stuff before the main event.
Coffee will also be able to observe which players he'd like to take in as I'm running a Larger party then what Coffee Dragon is planning on running.
Which I know will suck if more then planned meshes well together, but things are what they are.
Character creation here will be varying degrees of Simple Freedom or Ordered Chaos (like in some of my previous games)
You can choose which path you want, and when you gamble the results are the results.
Initiative System used: Us Vs Them
Maps: One main room(s) map that will be attempted to be updated so you can track the rooms you go through.
Player Posting Rate: Please aim for atleast posting once every day or two....
Party Size: Taking between 7-10 characters.
-
I will also audit the characters to make sure they match the CC rules.
So please list the BOGO feats together, along with any flaws taken, and make it easy to see the math.
Template for those that need an starting point for their character sheet.
-
Character Submissions: only One at a time, and changes require notice if taking certain options.
Stats: Choose one (Simple Freedom, or Ordered Chaos), once choice made it is stuck for the submission
Point_Buy: 20 PB, (Stats Min 10, Max 16 Pre-racial)
Or
New Hybrid PointBuy_Dice System at 25 PB (Stats: Min 8, Max 22 Post-racial)
(If templates being used PB will be reduced as noted Below)
(Since it is one that folks tend to have a hard time with due to the need for constant looking up of tables to find which dice to throw,
I'll roll the stats with the system, and here is the link to the system for transparency of tables and it's rules)
Traits: 3 (One Social* and One Regional, Last one is either Combat, Faith, Race or Religion, No Drawbacks.
*If going for Rich Parents come up with a really darn good backstory that explains Everything, The source of the money and HOW + WHY they are adventuring.
Traits Limited to Ultimate Campaign as Listed
Social and Regional traits will help build character backstory.
Classes allowed: Core Rule Book + Alchemist, Oracle, Ninja (And 3.5 Racial Paragons for the Core Races and Half-Frostfolk, I'll get to posting them as needed)
-> One Class Change (Fighters get 4 Skill points, not 2)
(Unchained Classes: No) Class must be picked and selected when choosing stat method above and if Using a template as listed below.
Changing the class will count as a change in submission with it's impacts as mentioned with the templates below.
Level: 1
Archetypes sources Allowed: APG only
Races: Core (can use Non-core traits, but limited to 2 non-core racial traits)
Non-Core races require gambling your Race with only 1 chance.
Pick 3 Core races and one Featured or Uncommon Race (As listed in the ARG) and Put the first 3 Core races in order from 1-3, the Non-Core will be 4 and The GM rolls the 1d4 that decides the race
It's result will be the race used for the character.
Or
Pick a core race and at the Cost of X worth of PB of one's Stats you can select template Listed Below (Template data will be dumped on request to avoid confusion of what it gives)
But since creatures with templates are rare, there will also be a Limit to the number of submissions that can use any one template.
No more then 1 or 2 character submissions can use a template; First Come, First Served.
Changing your Character Submission will release from you, the template taken putting it up for grabs for 24 Hours for someone else to grab it if they want it.
If the template is taken and not replaced by one with same or less PB cost, you'll be refunded the PB cost left for upgrading your stats.
(Taking a template may cause interaction reactions from the NPCs will have other normal and RP effects from the template when I give the dump
As A good way to make a racial variant of a Aasimar or Tiefling that is closer to the base race.)
* Celestial (2 PB, Limit: 2/2)
* Fey-Touched Creature (2 PB, Limit: 2/2)
* Fiendish (2 PB, Limit: 2/2)
* Half-Satyr (3 PB, Limit: 2/2)
* Half-Ogre (4/5 PB, Limit: 1/1)
There is Medium and Large Size versions
* Draconic (5 PB, Limit: 2/2)
* Feral (5 PB, Limit: 1/1)
* Fey Creature (5 PB, Limit: 1/1)
* Nymph-Touched (5 PB, Limit: 1/1)
* Half-FrostFolk (5 PB, Limit: 2/2)
* Half-Minotaur (5/7 PB, Limit: 1/1)
There is Medium and Large Size versions
-----------------------------------------
Non-Core Race trait sources: Full Archive*
*Can take up to two, (one to one, many to one), or one (one to Many)
Alignment: Non-Evil
Background Skills: Yes (But one has to be; profession(), perform(), or craft())
** I recommend having at least one or two knowledge skills if you can afford the skill points, you'd be surprised at how helpful they can be.
Starting Cash: Average for the Class
Starting HP: Max 1st level (HD + CON_MOD) , (1/2 HD + 1 + CON_MOD for following levels)
Feats, Spells and Class options allowed: CRB, Advanced Players Guide (Feats only; Races of the Dragon for Draconic Characters, Frostburn for Half-frost or northern characters)
I recommend using the Legacy PRD for looking up stuff you'd like to use
As it is sorted by book, which makes it easier to check that it is a valid option.
Equipment Sources: CRB, Advanced Players Guide, Arms and Equipment (Weapons only with no PF version existing) Frostburn (if playing a Northern Character)
Feat Changes: since some feat never see use now a days.
Power Attack and Combat Expertise are free if you have the requirements met,
and to make it easier to get the combat maneauver feats that are hardly taken.
Combat reflexes will augment both; Deflect arrows and Snatch arrow feats, such that you can do so each round equal to Dex mod + 1, if you have Combat Reflexes
Certain feats will be BOGO (Buy One, Get One free), Only for the first level, and can't be swapped with retraining
(Half-elf trait Adaptibilty and Human Bonus Feat or racial traits that give a BOGO will not count for BOGO usage, nor will combat feats as Fighter bonus feats)
BOGO list (Can only take one per point if multiple choices (i.e can't take two; profs, skill or save feats), ignore requirements, unless stated)
* Exotic Weapon Prof or other prof feats (weapons or armour), Can take Exotic weapons from D&D 3.X's Arms and Equipment Guide (as long as there is not a PF version).
* Skill feats (i.e. alertness, Stealthy, skill focus) (Half-elf trait Adaptibilty will not count for BOGO)
* Save Feats (Great Fort, Lightning Refelxes, Iron Will)
* "Improved" Combat Manuever feats (Improved Grapple requires Improved Unarmed Strike)
* Improved Unarmed Strike (Good for the characters that tend to start Bar fights)
* Deflect arrows (Requires Improved Unarmed Strike)
* Snatch Arrow (Requires Deflect Arrows)
* Combat Reflexes
* Cunning
* Endurance
* Cold Endurance (for Northern Characters / FrostBurn)
* Improved Cold Endurance (requires Cold Endurance, for Northern Characters / FrostBurn)
* Heat Endurance (for Desert Characters / SandStorm)
* Improved Heat Endurance (requires Heat Endurance, for Desert Characters / SandStorm)
* Toughness (only one that can be taken upto twice as BOGO)
* Additional Traits
-----------------------------------------
FLAWS:
Flaws can really flesh out a character and give them some character and something realistic about them.
So I'll allow Players to take ONE or TWO Flaws (2nd Flaw should really have an direct inpact on character) to pick up one pair of BOGO feats above for each flaw as listed below.
And I'd like to see a variety in the flaws taken if folks pick them up.
If you opt not to pick up a flaw, then I ask that you give the character a fear that is impactful (No, I'm a fear coconuts on a tuesday while I am in the tundra kinda crap) and or
a complex or something they are sensitive about that if mentioned by someone may cause a reaction (like; anger, embarassment, crying, downing a bottle of Vodka) from them.
And No BOGO Feats taken can counter a Flaw, i.e No Meager Fortitude and taking Great Fort to counter it at first level where BOGO is in effect.
This means if you take Meager Fortitude, and you regret the flaw, you'll need to suck it up until 5th level to pick up Great Fort without BOGO in effect.
Another example is Vulnerable, can't take Dodge or ANY other AC boosting feats (other then Armour Profs those are valid, since you buy the armour) until 5th level.
* Ditzy (-2 to All Int Checks and Skills, Can't take the feat Breadth of Experience, INT 10+)
* Feeble (-2 to ALL STR and DEX Checks and Skills)
* Inattentive (-4 Perception and Sense Motive)
* Meager Fortitude (-3 Fortitude Save)
* Non-Combatant (-2 Melee Attack)
* Poor Reflexes (-3 Reflex Save)
* Shaky (-2 Ranged Attack)
* Slow (Base Land Speed Halved)
* Vulnerable (-1 to AC (Applies to All 3; Full, Touch, Flat-Foot))
* Weak Will (-3 Will Save)
-----------------------------------------
Recruitment thread closes July 11th or sooner
| Djack |
Let's see: 25 PB
Roll 1: 2d3 + 12 ⇒ (1, 2) + 12 = 15 so... 25 - 7 = 18 PB
Roll 2: 1d8 + 10 ⇒ (6) + 10 = 16 so... 18 - 10 = 8 PB
Roll 3: 1d6 - 1d3 + 10 ⇒ (5) - (2) + 10 = 13 so... 8 - 3 = 5 PB
Roll 4: 1d6 - 1d6 + 10 ⇒ (3) - (4) + 10 = 9 so... 5 + 1 = 6 PB
Roll 5: 1d6 - 1d6 + 10 ⇒ (1) - (5) + 10 = 6 so... 6 + 6 = 12 PB
12 PB = 16 with 2 left over, bringing Roll 5 up to a 7.
15, 16, 13, 9, 7, 16 = 25 PB
| DM Azure_Zero |
Let's see: 25 PB
[Dice=Roll 1]2d3+12 so... 25 - 7 = 18 PB
[Dice=Roll 2]1d8+10 so... 18 - 10 = 8 PB
[Dice=Roll 3]1d6-1d3+10 so... 8 - 3 = 5 PB
[Dice=Roll 4]1d6-1d6+10 so... 5 + 1 = 6 PB
[Dice=Roll 5]1d6-1d6+10 so... 6 + 6 = 12 PB12 PB = 16 with 2 left over, bringing Roll 5 up to a 7.
15, 16, 13, 9, 7, 16 = 25 PB
Spot on you got the usage right, but need to have that 7 as an 8 at a min or the race you picked boosts that 7 into a 9. As Stats need to be Above 8 Post-Racial Adjustments
Also class has to be picked with the Stat Gen Method, as it is part of the gamble with the stats.
| Djack |
Djack wrote:15, 16, 13, 9, 7, 16 = 25 PBSpot on you got the usage right, but need to have that 7 as an 8 at a min or the race you picked boosts that 7 into a 9. As Stats need to be Above 8 Post-Racial Adjustments
Also class has to be picked with the Stat Gen Method, as it is part of the gamble with the stats.
Thanks for the feedback! I can start over :)
| Djack |
Yeah, it was slightly buried, so I was gonna let the first hiccup slide some.
But yeah, Pick Stat Method, Class and Race(Core, Gambled feature/uncommon, or Template) in one pop for the submission.
Gracious of you... can bring the 15 >> 14 and the 7 >> 8.
How about a half-orc monk with the Overlooked Mastermind alt racial trait.
14, 16, 13, 9, 8, 16
| Djack |
DM Azure_Zero wrote:Yeah, it was slightly buried, so I was gonna let the first hiccup slide some.
But yeah, Pick Stat Method, Class and Race(Core, Gambled feature/uncommon, or Template) in one pop for the submission.
Gracious of you... can bring the 15 >> 14 and the 7 >> 8.
How about a half-orc monk with the Overlooked Mastermind alt racial trait.
14, 16, 13, 9, 8, 16
I'll bow out of this set of stats... will reroll declaring race & class, if I can think of something.
| Djack |
@DM Azure_Zero
As a Monk, would love to take Exotic Weapon Proficiency (Kusarigama <<< Link), but BAB = 0, disqualifying me for Exotic. Any way to get this?
Can I take it and only get the benefit when he has BAB +1?
My Flaws will be Non-Combatant (-2 Melee Attack) & Shaky (-2 Ranged Attack), if that matters.
| Djack |
And, I suppose... most importantly, is the kusarigama (kusari-gama) or each end of it, eligible for Weapon Finesse?
I see a non-DnD/Pathfinder SRD saying so, but wondering if there is an official source.
Not a rules lawyer, but Spiked Chain <<< Link works with Weapon Finesse, it's also two-handed, flail... but shorter and way heavier (10 lbs vs 3 lbs).
OK... back to the drawing board for me! Thanks for your time.
| Djack |
Not sure if it would help, but... fund this Wizards DMG Errata:
Kusari-gama*† 10 gp 1d6/1d4 x2 — 3 lb. Slashing/Bludgeoning
Kusari-gama: A kusari-gama can be used either as a double weapon or as a reach weapon. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, you can only strike at an adjacent opponent.
If you use the kusari-gama as a reach weapon, you can strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can use it against an adjacent foe. In this case, you can only use one end of the kusari-gama effectively; you cannot use it as a double weapon. You can choose which end of the kusarigama to use. The kama end deals 1d6 points of damage and is a slashing weapon; the chain end deals 1d4 points of damage and is a bludgeoning weapon.
You can make trip attacks with a kusari-gama. If you are tripped during your own trip attempt, you can drop the kusari-gama to avoid being tripped.
When using a kusari-gama, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a kusari-gama.
I had searched for: Dungeon Master Guide errata kusarigama
| Djack |
How about something like this?
Orne
Half-orc monk (monk of the four winds, monk of the sacred mountain) 1 (Pathfinder RPG Advanced Player's Guide 112, 114)
LG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +3 Wis)
hp 11 (1d8+3)
Fort +1, Ref +4, Will +7; +2 racial bonus vs. disease, ingested poisons, nauseated, or sickened, +2 bonus vs. negative levels
Resist plagueborn[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . kusarigama +4 (1d3+6) or
. . kusarigama flurry of blows +3/+3 (1d3+4) or
. . unarmed strike +4 (1d6+4) or
. . unarmed strike flurry of blows +3/+3 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with kusarigama)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 9, Int 13, Wis 16, Cha 8
Base Atk +0; CMB +4 (+6 trip); CMD 20 (22 vs. trip)
Feats
FLAW 1 - Non-Combatant (-2 Melee Attack)
Alertness (BOGO)
Combat Reflexes (BOGO)
FLAW 2 - Shaky (-2 Ranged Attack)
Exotic Weapon Proficiency (kusarigama) (BOGO)
Improved Trip (BOGO)
Combat Expertise (free)
Dodge (monk)
Elemental Fist[APG] (monk)
Improved Unarmed Strike (monk)
Iron Will (level 1)
Toughness (BOGO)
Traits militia veteran (monastery/town), sacred touch, savage
Skills
Climb +8,
Craft (weapons) +3
Know (history) +5
Know (nature) +6
Perception +5
Sense Motive +5
Stealth +6
Survival +8 (+9 to get along in the wild)
Swim +8
Languages Common, Goblin, Orc
SQ orc blood, shadowhunter
Other Gear
kusarigama[UC]
backpack
bedroll
belt pouch
blanket[APG]
hammock[UE]
mess kit[UE]
mug/tankard (cup)
soap
teapot[UE]
trail rations (5)
waterskin
Money 15 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Fist (1d6) You can add 1d6 energy damage to an attack.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Plagueborn (alt racial) +2 save vs. disease, ingested poison, nauseated, sickened.
Shadowhunter (alt racial) Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
I can add skill rank/bonus details as needed. I think I understood the instruction properly. Let me know if I messed up.
| Qunnessaa |
Hi, Azure_Zero! I've got a character idea or two that might work with the character creation guidelines you've set.
Just a couple of quick questions:
Could I take a Faith trait and two others, instead of a Social?
Could I combine Combat Reflexes with Iron Will with your BOGO feat scheme, or am I misunderstanding how that works?
In any case, let's roll stats! Ordered Chaos, for reasons that will soon become apparent. ;)
I'll try for an elf paladin, hybrid point-buy. I'm a bit intrigued by the fey-touched or nymph-touched templates. Should I re-roll for those, or just reduce from the results set by the 25 point roll?
For now: 25 PB
Roll 1: 2d3 + 12 ⇒ (2, 2) + 12 = 16
Roll 2: 1d8 + 10 ⇒ (5) + 10 = 15
Roll 3: 1d6 - 1d3 + 10 ⇒ (4) - (3) + 10 = 11
Roll 4: 1d6 - 1d3 + 10 ⇒ (6) - (3) + 10 = 13
Roll 5: 1d6 - 1d6 + 10 ⇒ (2) - (2) + 10 = 10
I think that leaves me with 4 points? So that nets me another 13, and probably boosting that 11?
So 16, 15, 12, 13, 10, 13? A bit more evenly-balanced than I might like, but probably workable.
| DM Azure_Zero |
When you pick up a BOGO Feat, you get to take another BOGO feat for free.
So by taking Combat Reflex, you can pick up Iron Will since it is also a BOGO feat
For the traits, subbing a faith for a social....
guess it'll depend on the faith trait.
Taking a template has the points are docked before the rolls.
The Fey-touched template is up in the archive.
Nymph-touched is home-brew, so I'll put it up tomorrow.
| Qunnessaa |
Thanks! For some reason, my brain decided to overthink the feat thing.
The trait I was hoping for was Gemstone Collector - it wouldn't come online from the outset, but I'd like to think it has potential for steering my character in interesting directions.
In anticipation of seeing how nymph-touched might work out, I'll roll another set of stats, and decide tomorrow whether I'm feeling a template or not.
2d4 + 10 ⇒ (2, 3) + 10 = 15
1d8 + 10 ⇒ (4) + 10 = 14
1d6 - 1d3 + 10 ⇒ (5) - (2) + 10 = 13
1d6 - 1d6 + 10 ⇒ (4) - (4) + 10 = 10
1d6 - 1d6 + 10 ⇒ (5) - (6) + 10 = 9
So 6 points left over: last stat goes to 14, bump 9 back to 10?
Final array: 15, 14, 13, 10, 10, 14. Not bad.
| DM Azure_Zero |
@Qunnessaa
GemCollector is an invalid trait, from an invalid source.
Available traits are in the link provided in the OP
Fey BloodLine (Count as Fey for Enchantments, not humanoid, and can use Fey items)
Low-Light Vision
skills: +1 Bluff, Diplomacy, Perception, Sense Motive, Stealth and Swim
Dual-Minded
Swim: 10ft
Stats: +2 DEX, +2WIS, +2 CHA
@akododani
Templates are added On Top of a base race like Human.
It was made during the D&D's 3.X era and I updated it for Pathfinder.
Dragon Blood Subtype
Darkvision 60ft
Low-Light Vision
NA: +1
Atk: Either; Claws (1d3) or Improved Unarmed Strike
+4 vs Sleep and Paralysis
Stats: +2 STR, +2 CON, +2 CHA
| Qunnessaa |
Gah! Right, I forgot which gods were included in Ultimate Campaign’s traits.
Taking a look, nymph-touched sounds really great for what I had in mind, so I’ll put something together using the 20-point rolls in my last post. Sketching it out, it will be something like:
Paladin (Sacred Servant) 1
Stats:
Rolls: Elf: Nymph-touched: Final
Str 15 +0 +0 = 15
Dex 10 +2 +2 = 14
Con 14 -2 +0 = 12
Int 13 +2 +0 = 15
Wis 10 +0 +2 = 12
Cha 14 +0 +2 = 16
On the elf side of things, I will avail myself of a couple of non-core racial traits: swapping out Elven Immunities for Perfect, and Keen Senses for Fey Magic.
For Traits-traits, let’s go with: Tireless Logic (Social), River Rat (Regional), Dangerously Curious (Magic)
If I've got that right, I'll start trying to put that all into an alias, and choose some skills and equipment.
| akododani |
Thank you for the clarification. I would like to play a draconic human Paladin of Bahamut. I am not 100% on the hybrid roll rules, do you do it or do we? I am ok if you do it. I will go ahead and pick the Improved Unarmed Strike instead of the Claw attacks.
Would it be possible to have non-functional wings?
| DM Azure_Zero |
wow, two paladins,
you mentioned cleric well, there is a cleric variant that is open only with the Draconic template,
One that has interesting effects with the Channel class feature.
Like setting up 10ft walls of fire, and one effect turning elemental damage into healing.....
For wings there is a 1st level only feat called Dragon Wings that don't allow flight, but do give a glide speed and a safety net from heights.
Flight would require the Improved Dragon Wings feat.
Rolls for akododani (20)
R1: 2d4 + 10 ⇒ (2, 4) + 10 = 16 10
R2: 1d6 - 1d3 + 10 ⇒ (2) - (3) + 10 = 9 11
R3: 1d6 - 1d3 + 10 ⇒ (5) - (1) + 10 = 14 6
R4: 1d6 - 1d6 + 10 ⇒ (5) - (5) + 10 = 10 6
R5: 1d6 - 1d6 + 10 ⇒ (4) - (4) + 10 = 10 6
6th 14, 1 point left bumping 9 to 10
So stats are (sorted)
10,10,10,14,14,16
DRAGON WINGS
Your draconic ancestry manifests as a pair of wings that
aid your jumps and allow you to glide.
Prerequisites: Dragonblood subtype, 1st level only.
Benefit: You have wings that aid your jumps, granting
a +10 racial bonus on Jump checks.
In addition, you can use your wings to glide, negating
damage from a fall from any height and allowing 20 feet
of forward travel for every 5 feet of descent. You glide at a
speed of 30 feet with average maneuverability. Even if your
maneuverability improves, you can’t hover while gliding.
You can’t glide while carrying a medium or heavy load.
If you become unconscious or helpless while in mid-
air, your wings naturally unfurl, and powerful ligaments
stiffen them. You
descend in a tight
corkscrew and take
only 1d6 points of
falling damage, no
matter what the actual
distance of the fall.
Special: Unlike most
feats, this feat must be taken
at 1st level, during character
creation.
| Ruisxys |
This is Qunnessaa here, with her draft submission: I think that's the crunch settled, and over the weekend I'll try to flesh out some simple backstory and character hooks. I can break down the skill modifiers and such to make the math more obvious if that would help, too.
I think the TL;DR version of the concept writ large is something like, "What if elf Lancelot, but having been adopted by some other fey, she fell for the Lady of the Lake, instead of getting mixed up with Guinevere? And was obsessed with magic?" (The latter is beyond the scope of the adventure, let alone a prequel, but in the long run I can imagine her build would involve a splash of multiclass weirdness. The archetype isn't just for giggles. :) )
Rather than a formal Flaw, I'm thinking poor Ruisxys will be frightfully sensitive about being seen for more than just her looks, which is probably inconvenient for a nymph-touched prettypretty elf. Insinuating or letting slip that someone has ulterior motives or doesn't respect her for her whole self, especially if they've managed to lead her on for a bit, is likely to leave her quite shaken. Who does that? (She was brought up fairies beside a pond. The horrors of what lurks in the hearts of ordinary mortals are not something she's had the experience to get used to.)
| DM Azure_Zero |
If Ruisxys has been alive for 128 years, in a class that requires training done in the civilized side. Yeah, she'd learn the saying "beauty can be a curse to women", as beauty does attract attention, both good and bad.
I remember that line from the 1956 Movie, one that still gets played on TV every year.
Fully part is your kind doing what I was doing with my submission which is a stereo typical dumb Barbarian/fighter, but one with a VERY high will save. She also has some Nymph blood.
| Ruisxys |
Ha! Indeed, what I’m thinking is that there is such a thing as too much fairy dust, especially at an impressionable age, and poor Ruisxys is a bit the worse for it. She would have gotten used to how careful one needs to be around fey, but spent too much time around them before heading out into the world to be really prepared, as a lawful-goody-two-shoes, for how mortal trickery works (“You mean he was lying to us this whole time?!?” XD), while her looks are an especially obvious one of her buttons to push (“Wow, you actually thought I respected you. That’s hilarious.” >:( ), and any clever baddie would probably figure out that it’s a good angle to bait her into a less-than-ideal response. There’s also a definite quixotic streak to her: everyone knows chivalry and courtly love are a bit of a joke, really, but that just makes it worse, doesn’t it?
In Ruisxys’ case, while a certain steely determination makes sense, the Will save is kind of an accident of stat rolls and your generous character creation rules. I’m normally tempted to treat Wis as a dump stat, but since I’ve long been tempted to roll up a character that might be able to build towards Brightness Seeker, a free Iron Will is something to jump on, I thought, just to see how it feels. :)
I’m also thinking she’s nymph-touched less in the sense of strict descent and more of, “Well, I guess this sort of thing happens if you plunk a kid down for a hundred years in the middle of a BUNCH of fairy cooties / magic radiation...” XD
Added a shorter blurb to her profile to try to sketch her overall vibe.
Looking forward to seeing where other folks take their submissions! Looks like a surprisingly lawful group so far, which is kind of fun to imagine trying to wrap their heads around the River Kingdoms.
| DM Azure_Zero |
Current Submissions
LG Half-Orc Monk
LG Nymph-Touched Elf Paladin
?LG? Draconic ? Paladin/Cleric?
NG ???? - ?? Paragon
There is a reason I wrote things as I did...
Might need to toss in a NPC, or make a special magic item only for this adventure to make sure everyone lives, given what is planned...
should update this part since some templates have been taken
Templates available:
* Celestial (2 PB, Limit: 2/2)
* Fey-Touched Creature (2 PB, Limit: 2/2)
* Fiendish (2 PB, Limit: 2/2)
* Half-Satyr (3 PB, Limit: 2/2)
* Half-Ogre (4/5 PB, Limit: 1/1)
There is Medium and Large Size versions
* Draconic (5 PB, Limit: 1/2)
* Feral (5 PB, Limit: 0/1)
* Fey Creature (5 PB, Limit: 1/1)
* Nymph-Touched (5 PB, Limit: 0/1)
* Half-FrostFolk (5 PB, Limit: 1/2)
* Half-Minotaur (5/7 PB, Limit: 1/1)
There is Medium and Large Size versions
| Djack |
@Dajck
I've gone over the character and it looks all correct, except for HP, it's 10 because of the -1 CON mod.
-------------------------------------------------
Everyone also seems to have taken Iron Will as part of their BOGO.
Apologies, probably the +1 Favored Class bonus?
I can switch my BOGO, I just figured I'd we can't (is reluctant, anxious about) attacking with melee or range, he should at least excel at something.
Basically, bullied and beat into submission... always doubting (at the point of attacking) whether he should.
In his mind he knows the answer is yes (Iron Will), but his body betrays him.
| Djack |
Ah, that is correct.
The BOGO is fine, I just found it odd that so far Every complete submission has Iron Will.
Just thought you'd use the BOGO to Boost your Fort Save...
I considered it, but then everything would have been "average" and wanted him to be good at something... and trying not to min-max.
Or like the examples you mentioned where someone would take a weakness, only to select something else to offset it.
So played into the weaknesses and will let the dice decide their fate.
| akododani |
Here is Argus, Draconic Human Cleric of Apsu. Still looking to cut weight though.
Basic Info
Name: Argus
Race:Draconic Human
Class: Cleric
Gender: M
Age: 20
Alignment: LG
Deity: Aspu
Languages:Common, Draconic, Celestial, Dwarven
Stats*: 10, 10, 10, 14, 14, 16
STR: 12 = 10+ 0 + 0 +2(Racial) +2(Dragon Blooded)
DEX: 10 = 10 + 0 + 0 +0(Racial) +0(Dragon Blooded)
CON: 16 = 14 + 0 + 0 +2(Racial) +2(Dragon Blooded)
INT: 14 = 14 + 0 + 0 +0(Racial) +0(Dragon Blooded)
WIS: 18 = 16 + 0 + 0 +2(Racial) +0(Dragon Blooded)
CHA: 12 = 10 + 0 + 0 +2(Racial) +2(Dragon Blooded)
Hit Points: 11/11
Init: +0
Melee: +1
Range: +0
AC: 16:10:16
Skills
ACP = -4 //Armour Check Penalty
b = Background Skill
* = Class Skill
Acrobatics: 0 = 0 + DEX Mod + 10 - ACP;
Appraise: 0 = 0 + INT Mod + 0;
Bluff: 0 = 0 + CHA Mod + 0;
Climb: 0 = 0 + STR Mod + 0 -ACP;
Craft(Weapons): 0 = 0 + INT Mod + 0;
Craft(Armour): 0 = 0 + INT Mod + 0;
Diplomacy: 11 = 1 + 2 + 3 +;
Disable Device: NA = NA + DEX Mod + 0 -ACP;
Disguise: 0 = 0 + CHA Mod + 0;
Escape Artist: 0 = 0 + DEX Mod + 0 -ACP;
Handle Animal: 0 = 0 + CHA Mod + 0;
Heal: 8 = 1 + 4 + 3;
Intimidate: 4 = 0 + 1 + 2 + 1;
B Know(Religion): 6 = 1 + 2 + 3;
Know(Local): NA = NA + INT Mod + 0;
B Know(History): 6 = 1 + 2 + 3;
Know(Engin): NA = NA + INT Mod + 0;
Linguistics: NA = NA + INT Mod + 0;
Perception: 6 = 1 + 4 + 1;
Perform (): 0 = 0 + CHA Mod + 0;
Prof(): 0 = 0 + WIS Mod + 0;
Ride: 0 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 8 = 1 + 4 + 3;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
Spell Craft: NA = NA + INT Mod + 0;
Stealth: 0 = 0 + DEX Mod + 0 -ACP;
Survival: 8 = 1 + 4 + 3 + 1;
Swim: 0 = 0 + STR Mod + 0 -ACP;
Use Magical Device: NA = NA + CHA Mod + 0;
Class features:
Aura - Lawful, Good
Spells
Channel Energy
Domains: Good, Travel
Orisons
Spontaneous Casting
General Feats:
DRAGON WINGS:
Benefit: You have wings that aid your jumps, granting a +10 racial bonus on Jump checks.
In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load.
Persuasive: +2 Diplomacy, Intimidate BOGO Skill Focus Diplomacy +3
Traits:
Imposing Scion (Social) (+1 Intimidate, +2 with Dragons UC)
Militia Veteran (Regional) (+ Survival Class Skill UC)
Blood of Dragons (Race) (+1 Perception UC)
Racial Traits:
Darkvision 60ft
Low-Light Vision
NA: +1
Atk: Improved Unarmed Strike
+4 vs Sleep and Paralysis
AC:
AC: 16 = 10 + 5(Armour) +0(Dex) +1(Natural);
Touch: 12 = 10 +0(Dex);
Flat: 16 = 10 + 5(Armour) +1(Natural);
Saves:
Fort: 3 = 2(base) +1(CON);
Ref: 0 = 0(base) + 0(DEX);
Will: 6 = 2(base) + 4(WIS);
Attack:
Melee: 1 = 0(base) + 1(STR);
Range: 0 = 0(base) + 0(DEX);
CMB: 1 = 0(base) + 1(STR);
CMD: 11 =10 + 0(base) + 1(STR) + 0(DEX);
Weapons:
Quarterstaff: 1d6/1d6; Critical x2; Type B; Special double, Two-Handed; Double;
--Weight: 4.0
--Cost: 0.0
Light crossbow: 1d8 (medium); Critical 19-20/x2; Range 80 ft.; Type P;
--Weight: 4.0
--Cost: 35.0
Armour:
Scale mail: Armor Bonus +5; Max Dex Bonus +3; Armor Check Penalty -4
Arcane Spell Failure Chance 25%; Speed 20 ft./15 ft.
--Weight: 30.0
--Cost: 35.0
Misc:
Adventure Gear:
backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
--Weight: 32.0
--Cost: 16.0
Special Substances and items:
Tools and Skill Kits:
Clothes:
Travelers1 (Brown pants, white shirt, Brown bodice,)
--Weight:0.0
Weight Total:70
Light: 43, Med: 86, Heavy: 130
| DM Azure_Zero |
Yeah, it is hard to cut the weight, even Sorcerers and Monks need around 12 STR just to carry their gear.
Anyone in light armour, needs like a STR of 14 as a minimum to carry all their gear.
And it seems we have a face that can convince anyone they are their friend as long as they are honest about it...
Which is good as some folks might confuse you with a tiefling....
| Grumbaki |
25 points. Dropped down to 20 for
Roll 1: 2d3 + 12 ⇒ (3, 3) + 12 = 18 17 points (8 points left)
Roll 2: 1d8 + 10 ⇒ (8) + 10 = 18 17 points (-9 points left)
Roll 3: 1d6 - 1d3 + 10 ⇒ (2) - (2) + 10 = 10 0 points
Roll 4: 1d6 - 1d3 + 10 ⇒ (2) - (2) + 10 = 10 0 points
Roll 5: 1d6 - 1d6 + 10 ⇒ (1) - (6) + 10 = 5 -6 points (-3 points left)
18/18/10/10/5…what is the 6th stat? Trying to figure it out…I’d like to buy a template. Which makes it -6 or lower…right?
If a template is allowed I think that makes the 6th stat 1d2?: 1d2 + 6 ⇒ (2) + 6 = 8
18/18/10/10/8/6…right? With the 6 needing to be at least an 8?
| Ghur |
Grumbaki here. Quickly put together a half-orc half-Minotaur weapon master fighter. With the above rolls he got Str (22) Dex (8) Con (20) Int (8) Wis (8) Cha (8). Talk about high and lows…can work on a background if the above is alright. Will work a fear into it when written, which hopefully will be good for the story.
| DM Azure_Zero |
You fumbled on the stats Rolled as you didn't read the file as you can't have stats that high at the start without the rest being in the negative.
It requires that each stat rolled be done one at a time with this system as you need to look up the next roll.
20PB start
S1: 2d4 + 10 ⇒ (1, 4) + 10 = 15 20 - 7 = 13 PB Left
S2: 1d8 + 10 ⇒ (2) + 10 = 12 13 - 2 = 11 PB Left
S3: 1d6 - 1d3 + 10 ⇒ (4) - (2) + 10 = 12 11 - 2 = 9 PB Left
S4: 1d6 - 1d3 + 10 ⇒ (2) - (1) + 10 = 11 9 - 1 = 8 PB Left
S5: 1d6 - 1d3 + 10 ⇒ (1) - (2) + 10 = 9 8 + 1 = 9 PB Left
9 left, pay for a 15, have 2 left, bump the 9 to an 11.
Stat Array: 15,12,12,11,11,15
And I'll reveal the Half-minotaur as it is Modded, Though which size, Medium or Large?
| DM Azure_Zero |
Giving both size versions of the Half-minotaur,
and both have reactions from NPCs of a similar nature..
Half-Minotaur:
RQ: Base Race Medium Sized
NA: +2
Nat Atk; Horn (Male) or Hooves (Female)
Darkvision 60t
Minotaur Cunning
Scent
+2 Perception
*Stats(M): +4 STR, +2CON, -2INT
Half-Minotaur:
RQ: Base Race Medium Sized
NA: +4
Nat Atk; Horn (Male) or Hooves (Female)
Darkvision 60t
Minotaur Cunning
Scent
+2 Perception
Land Speed +10ft
*Stats(L): +8 STR, +4CON, -2INT, -2 DEX
Half-Frost:
NA: +1
Light Armour Proficency,
Battle Axe Proficency,
Cold Endurance
Weakness: Weak to Heat
FrostFolk Heritance: 5 Options
Stats: +2 STR, +2DEX +2 CON
Inheritance options:
(When Taking Improved Cold Endurance (ICE) This resistance is not added before taking it, so Max ICE is 3 max)
| Ghur |
Large Half-Orc Half-Minotaur Ranger]
A group of would-be adventurers sat around a table. They were drinking and sharing tales of tragedy and woe. There was a self proclaimed prince in exile, wearing faded clothing that was once expensive and who had a gilded rapier at his side. There was a man who talked of his hardships as an orphan pickpocket. A woman whose village burnt down and who spoke passionately of vengeance. Finally, it came time for Ghur to speak. He loomed over everyone, an intimidating aura forcing the table into silence. What could have driven such a monster into town? His skin was dark green, as that of an orc. His head, though, was that of a bull. His corded muscles on his arms were thicker than the chest of an adult human, and his overall size? It was enough by itself to demand attention. After a pause he told his tale…
…far from town there stood a farm, owned by his parents. His father was a Minotaur and his mother an orc. The two had eloped when their tribes had fought. Running from both sides and settling down as far from the two as they could go. While the local farmers and villagers had initially been terrified, as years went by they became just another local fixture. Something travelers were afraid of, which caused the locals to laugh. There he was born and raised, gladly helping in any way he could. There was no trauma in his childhood, just hard work and two loving parents. And there he would have stayed, but-for the goblin infestation. Driven out of the hills by adventurers, they became a blight on the farm. Cattle went missing, vegetables were eaten, and buildings were set aflame by the pyromaniacs. And whenever he, or his parents, gave chase the pests would scatter and flee. Business had always been slow, for selling produce and meat was often met with more than a little apprehension. But the losses inflicted by the goblinoids was catastrophic. Eventually, the last few cattle were sold to hire an adventuring party that could truly drive the goblins away. When all was said and done, the farm was saved, but it faced a new crisis: financial crisis. The farm was damaged, the crops raided and the cattle gone. It looked like they would have to leave, and to return to their homelands (and the violent lives both had decided to abandon). And that was why Ghur was there. To earn enough coin to bring home to save his family farm. And to do the work that neither wanted to return to. Of course, he explained, he had told them that he had left to perform more honest work…
…the table continued to stare in silence.
——-
Weakness:
Afraid of fire. Stems from him sleeping in a shack to watch over their cattle, only to have the goblins lock him within and set it on fire. He was badly burned, only surviving because he broke his way out. Why the physical damage has healed, the mental scars have not.
Favored enemy: goblinoids. He has plenty of experience trying to chase the little creatures, following their tracks and even getting to grips with the slippery little buggers.
Can tighten background up later. At lvl2 taking natural fighting style for class (to make the gore attack a bigger part of his fighting style). Not sure on archetypes, but it will all be done soon. Also really like the ranger class for someone who grew up on a farm. :)
I also like the idea of a huge, imposing and very intimidating half-orc half-minotaur who is actually a pretty nice guy, who has loving and supportive parents that he cares for.
| DM Azure_Zero |
Half-minotaurs are generally made as a result of magical cross breeding experiments.
Taking the Large size one will have a few impacts,
The Large version one has a cost of 7 PB not 5 PB, which means one of the 11's is reverting back to a 9 again if taken.
I also forgot the -4 size penalty to stealth.
Now there is a Dynamic size varying Intimidate bonus, based on THE SIZE of WHO you are attempting to intimidate compared to yours.
Also your character has a min height of 8 feet tall being size Large.
Which has a lot more impacts then one ever thinks about meaning;
One being the ability to move about in buildings and ruins.
Weapon options are more limited in corridors, (though horns will hardly be an issue)
The need to follow the squeezing rules that will come up more frequently for the larger character.
Human sized ropes for Climbing, will likely not be able to handle the weight of a large creature.
All gear costs 2x as much
The Inns and Taverns and other buildings likely don't have 8ft tall doorways, which means;
ducking through every doorway unless it is for a large humanoid
you head hitting the ceiling, and with your horns adding over the 8ft, your going to be damaging someone's ceiling.
No beds in the local inns, you'd likely only get a sleeping spot in a Barn or Stable.
---------------------
Notes from Audit:
Fear of Fire is Not a Listed Flaw from the OP, so no BOGO feats from it.
Intimidating Prowess does not count as a general Skill feat for BOGO, as it is a Combat Feat.
Can't take Lightning Reflexes and Iron Will, limited to one per BOGO category.
| Grumbaki |
Thanks for the audit!
The most pressing question is the background. Does it stand? If it needs to be rewritten then I’d likely make something different.
I’m alright with size penalties…if you are. Most of that sounds flavorful. But I’m happy going medium if you feel that it is better for story/balance/gameplay. As the GM I bow to your expertise here. (As in, if the majority of the campaign is indoors with 7ft ceilings, then being large would be suicidal…)
| DM Azure_Zero |
I've just making sure your fully aware of the impact of being a large size
As even flavorful penalties can surprise you in what they can do....
And as you pointed out ceiling can be an issue, as most adventures have ruins with 8 to 10ft ceilings, which means no over the head swings with most weapons for large creatures, along with most corridors being either 5ft or 10ft wide. Which means your gonna be squeezing through area's at times.
For the backstory It is a hard to see as a realistic background, though under the most incredible odds, it could be possible, like at around 2%.
The first part
"His father was a Minotaur and his mother an orc. The two had eloped when their tribes had fought. Running from both sides and settling down as far from the two as they could go."
that one is a hardest one to accept, given; one Minotaurs tend to live deeper underground and Orcs closer to or on the surface for raids on human settlements.
Also the Orc entry in the Bestiary has the line "Lacking the patience for farming and only able to shepherd the most robust and self-sufficient animals, orcs almost always find it easier to take what someone else has built than to create things themselves." Now I'm not sure how self-sufficient cows are....
If the other was a Half-orc, it lightens this line as they do have more of the patience for farming
That and given both Minotaur and Orc race's more evil mindsets, you were likely not made in love, but are a b4stard left to one parent.
Or
are a Lab experiment that was abandoned then found by someone and adopted into a family.
| DM Azure_Zero |
Current Submissions
LG Half-Orc Monk
LG Nymph-Touched Elf Paladin
LG Draconic Human Cleric
?? Half-Minotaur Half-Orc Ranger
NG ???? - ?? Paragon
There is a reason I wrote things as I did...
should update this part since some templates have been taken
Templates available:
* Celestial (2 PB, Limit: 2/2)
* Fey-Touched Creature (2 PB, Limit: 2/2)
* Fiendish (2 PB, Limit: 2/2)
* Half-Satyr (3 PB, Limit: 2/2)
* Half-Ogre (4/5 PB, Limit: 1/1)
There is Medium and Large Size versions
* Draconic (5 PB, Limit: 1/2)
* Feral (5 PB, Limit: 0/1)
* Fey Creature (5 PB, Limit: 1/1)
* Nymph-Touched (5 PB, Limit: 0/1)
* Half-FrostFolk (5 PB, Limit: 1/2)
* Half-Minotaur (5/7 PB, Limit: 0/1)
There is Medium and Large Size versions