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[Pathfinder] Krad Hill Encounters (Still Recruiting) Goto Page: 1 2 3 ... 4 ... 9 10 11 12 [>] [>>] [»|]

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Liquidor

Original Player

10,150 Points
  • Tycoon 200
  • Wall Street 200
  • Money Never Sleeps 200
PostPosted: Sun Jun 02, 2013 12:47 am
Couple people seemed interested in this one, so up it goes. Character Creation is a mess though and requires a lot of time and effort. On both sides of the screen. Also be warned, that even though your PCs may seem overpowered, the last time I tried this [irl], I ended up with about 3 TPKs in 5 sessions.

[ Character Sheets ]

  1. Logos [Inquisitor / Fighter] by RafeRave
  2. Kaldric Terrigan [Two-Weapon Fighter / Oracle of Battle] by WhimsicalXellos
  3. Fayne Thornwood [Ranger / Rogue] by BegrudginglyGood
  4. Z [Sorcerer / Oracle] by Xun Ira
  5. Tanya Thistledown [Ranger / Witch] by iLL iNTENT + Familiar
  6. Chloe [Summoner / Fighter] by TheVulgarUnicorn + Eidolon
  7. Van Fenryr [Monk / Paladin] by 2_phatian

[ Premise / Forward ]

SPACE Peace in the viscounty of Shasta has lasted for generations. In fact, its been nearly a hundred years since the military actually was fielded. The Great War, that happened then, had caused several of Shasta's neighboring kingdoms to become involved. It was a great alliance against an ancient evil.
SPACE However these days, the only real threat to peace is the frequent bandit attacks on the roadways. Adventuring companies based out of Shasta have found great revenue dispatching mercenaries to deal with them. As of late, those sent to the Krad Hills, primarily those sent near the Red Cap Mountains, have not returned. Evidence suggests death.

[ Setting Information / Background ]

SPACE You are an active employee of the S&S Adventuring Company based out of the 2nd District of Shasta. You've spent the past few months clearing out bandits, venturing into mines, and plain helping out around the place, in and about Waymoor Complex, a vital road junction in the Plains of Shasta. Your success has garnered you a personal recommendation from your bosses. However you have found out that most of those you've met from S&S, have been killed during missions in the Krad Hills.

SPACE Lucky for you, your next mission has been decided. Escort an old wizard to Kannad, a village by the Lake of Steam in the Krad Hills.

[ Character Creation ]

  1. Determining Ability Scores
    Starting with Strength, roll 5d6
    Drop the two lowest results
    Repeat in order: Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
  2. Race: Human (See Racial Points for additional adjustments)
  3. Racial Points: See Advanced Race Guide
    10 Points for modification
    You may change out any of the following Racial Qualities
    • Size Quality: Medium
    • Base Speed Quality: Normal
    • Ability Score Quality: Human Heritage
    • Language Quality: Linguist
    • Racial Trait: Flexible Bonus Feat
    • Racial Trait: Skilled
    You may have up to 4 additional Racial Traits.
  4. Level: 5th level (10,000 xp; see house rules)
  5. Ability Score Adjustments:
    At every 4th level, you get a +1 to 2 ability scores (see house rules)
  6. Classes: Gestalt
    Pick any two out of the Core Rulebook or the Advanced Players Guide
    You can not multiclass
  7. Feats: You get 4 (see house rules and racial points)
    You may only choose out of the Core Rulebook and the Advanced Players Guide
  8. Class Abilities: You get all abilities granted for each class.
  9. Spells: You get all associated spells granted by each class.
  10. Skills:
    Take the Best (Skill Ranks per Level) of the two classes
    You get both Class Skill lists
  11. Equipment: 300gp for basic equipment
    Choose two: Weapon, Armor, Shield, Wondrous Item
    For each of the choices, roll special abilities (minor) on the random item charts found in either the Advanced Players Guide or the Core Rulebook.
    100/00 is a simple +1 Magic Weapon.
  12. Hit Points:
    Take the Highest Die
    Maximum Hit Points per level
  13. Base Attack Bonus:
    Take the Best for either class
  14. Saving Throws:
    Take the Best for each defense for either class
  15. Campaign Traits:
    You may choose up to 2 from the Advanced Players Guide
  16. Alignment: Non-Evil
  17. Deity:
    Divine Characters must choose a deity to worship
    Optional for any other Characters

[ House / Optional Rules ]

  • If I don't have a physical copy of the book, its not going to be allowed.
    I own the Core Rulebook, Advanced Players Guide, GameMastery Guide, Bestiary 1 & 2, and Advanced Races Guide.
  • Paizo Pathfinder material only. D&D 3.x Material will not be usable.
  • The D&D 3.5 experience chart will be used instead of Pathfinder's experience chart.
  • The D&D 4.0 feat progression will be used instead of Pathfinder's feat progression.
  • You will get an additional 2 racial points per level but can not have more additional traits (that are not granted by being human) than you have feats.
  • Multiclassing will be not be available for this game.
 
PostPosted: Tue Jun 04, 2013 10:03 am
Okay, I am officially confused on the Racial points parts...

Also, would you allow something that is normally tied to half-orc be done as this human type?

Idea is, Summoner (Blood God Disciple[reason for half orc question] and Synthesist) combined with Barbarian[normal class]  

Southern Cross Nemesis
Vice Captain

Southern Cross Nemesis rolled 5 6-sided dice: 3, 5, 5, 4, 6 Total: 23 (5-30)

Southern Cross Nemesis
Vice Captain

PostPosted: Tue Jun 04, 2013 10:05 am
And this is in order of Str, Dex, Con, Int, Wis, Cha... this might change my idea around a ton... Dice don't fail me!!!

str 17... power give me more power!!  
Southern Cross Nemesis rolled 5 6-sided dice: 3, 4, 6, 3, 6 Total: 22 (5-30)
PostPosted: Tue Jun 04, 2013 10:07 am
dex 16... can't touch this...  

Southern Cross Nemesis
Vice Captain

Southern Cross Nemesis rolled 5 6-sided dice: 2, 5, 4, 4, 1 Total: 16 (5-30)

Southern Cross Nemesis
Vice Captain

PostPosted: Tue Jun 04, 2013 10:08 am
con 13 .... EVIL scream  
Southern Cross Nemesis rolled 5 6-sided dice: 4, 3, 3, 4, 5 Total: 19 (5-30)
PostPosted: Tue Jun 04, 2013 10:09 am
Intelligence 13... this is fine, I don't need a high intel  

Southern Cross Nemesis
Vice Captain

Southern Cross Nemesis rolled 5 6-sided dice: 5, 3, 4, 6, 3 Total: 21 (5-30)

Southern Cross Nemesis
Vice Captain

PostPosted: Tue Jun 04, 2013 10:10 am
Wisdom 15... again same with Intel... it helps though  
Southern Cross Nemesis rolled 5 6-sided dice: 4, 3, 1, 5, 5 Total: 18 (5-30)
PostPosted: Tue Jun 04, 2013 10:11 am
Charisma... 14 works, not great but it is do-able with my idea.  

Southern Cross Nemesis
Vice Captain

RafeRavel rolled 15 6-sided dice: 1, 1, 5, 5, 5, 5, 2, 5, 3, 5, 5, 4, 1, 3, 2 Total: 52 (15-90)

RafeRavel

Dangerous Survivor

6,100 Points
  • Member 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Tue Jun 04, 2013 12:05 pm
I'm up to play in this, I've always wanted to try Gestalt. So, I suppose I should start rolling?

1.
2.
3.
4.
5.
6.  
RafeRavel rolled 15 6-sided dice: 2, 4, 2, 6, 3, 6, 5, 4, 1, 5, 6, 2, 4, 4, 3 Total: 57 (15-90)
PostPosted: Tue Jun 04, 2013 12:07 pm
RafeRavel
I'm up to play in this, I've always wanted to try Gestalt. So, I suppose I should start rolling?

1. 15
2. 15
3. 12
4.
5.
6.

So, physically, no slouch. Mentally?  

RafeRavel

Dangerous Survivor

6,100 Points
  • Member 100
  • Treasure Hunter 100
  • Dressed Up 200

RafeRavel

Dangerous Survivor

6,100 Points
  • Member 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Tue Jun 04, 2013 12:08 pm
RafeRavel
RafeRavel
I'm up to play in this, I've always wanted to try Gestalt. So, I suppose I should start rolling?

1. 15
2. 15
3. 12
4. 13
5. 16
6. 14

So, physically, no slouch. Mentally?

Alright, nothing outstanding, but nothing pitiful either. I can do that.  
PostPosted: Tue Jun 04, 2013 1:47 pm
Southern Cross Nemesis
Okay, I am officially confused on the Racial points parts...

Also, would you allow something that is normally tied to half-orc be done as this human type?

Idea is, Summoner (Blood God Disciple[reason for half orc question] and Synthesist) combined with Barbarian[normal class]
Short answer, No.

Long Answer, if you make the right choices, you might be able to.  

Liquidor

Original Player

10,150 Points
  • Tycoon 200
  • Wall Street 200
  • Money Never Sleeps 200
RafeRavel rolled 2 100-sided dice: 78, 32 Total: 110 (2-200)

RafeRavel

Dangerous Survivor

6,100 Points
  • Member 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Tue Jun 04, 2013 2:45 pm
I've put together a Inquisitor/Fighter and am selecting Weapon and Armor for my two items. Rolling on the tables from the Core Rulebook, Weapon then Armor.

Weapon: +1 Mighty Cleaving
Armor: +1 Light Fortification  
PostPosted: Tue Jun 04, 2013 4:06 pm
....You know, I think I might actually jump in on this.

Alright, gonna roll scores in my usual test thread.

Edit: ....I just rolled the equivalent of a 4 point buy. Yes, you read that right, not 24, 4.

Rolled Here

Total Stats:

Str: 7
Dex: 9
Con: 12
Int: 8
Wis: 9
Cha: 16

I'll admit, great charisma score, but with nearly everything else underneath a 10 I'd be cannon fodder. I'll understand if you say "Them's the rules", and will try to work with it, but I'd like to politely request a full reroll.  

KytanaTheThief
Crew


Liquidor

Original Player

10,150 Points
  • Tycoon 200
  • Wall Street 200
  • Money Never Sleeps 200
PostPosted: Tue Jun 04, 2013 7:46 pm
KytanaTheThief
I'll admit, great charisma score, but with nearly everything else underneath a 10 I'd be cannon fodder. I'll understand if you say "Them's the rules", and will try to work with it, but I'd like to politely request a full reroll.
I'll give you one more chance. Full reroll.  
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