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Joao Lima
Scotland Edinburgh
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How does this sounds (no Margreve traits)
Firrion Male Human Ranger 1
CG M humanoid (human) Init +1; Senses normal; Perception +1
Preferred Class - Ranger (each time you take a level in it, you get either an extra hp or an extra skill point.)
Ranger abilities: +1 to tracking on Survival checks, wild empathy, and a favoured enemy (Monstrous Humanoids).
DEFENSE AC 13, touch 11, flat-footed 12 HP 10 (1d10) Fort +2, Ref +1, Will +1 Immune None
OFFENSE Spd 30' Attack roll - 1d20 +2 +target size modifier Space 5 ft. Reach 5 ft.
Special Attacks
Known Spells
STATISTICS Str 13 (+1), Dex 13 (+1), Con 13 (+1), Int 14 (+2), Wis 13 (+1), Cha 13 (+1) BAB +1, CMB +2, CMD 13
Feats
Self-Sufficient - You know how to get along in the wild and how to effectively treat wounds.(Benefit: You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.)
Dodge - Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. (Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.) Traits
Savannah Child (plains) - You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna’s secrets. (Benefit: Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you.)
Resilient - Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result. (Benefit: You gain a +1 trait bonus on Fortitude saves.)
Skills (9 Skill ranks - 6 Ranger, 2 Int Mod, 1 Human)
Mod Ranks Name of Skill
+2 0 Appraise +1 0 Bluff +1 0 Climb (c) +6 1 Craft (c) +1 0 Diplomacy +1 0 Disable Device +1 0 Disguise +1 0 Escape Artist +1 0 Fly +5 1 Handle Animal (c) +5 1 Heal (c) +1 0 Intimidate (c) +0 0 Knowledge (Arcana) +0 0 Knowledge (Dungeoneering) (c) +0 0 Knowledge (Engineering) +6 1 Knowledge (Geography) (c) +0 0 Knowledge (History) +0 0 Knowledge (Local) +6 1 Knowledge (Nature) (c) +0 0 Knowledge (Nobility) +0 0 Knowledge (Planes) +0 0 Knowledge (Religion) +0 0 Linguistics +1 0 Perception (c) +1 0 Perform +1 0 Profession (c) +6 1 Ride (c) +1 0 Sense Motive +1 0 Sleight of Hand +6 1 Spellcraft (c) +5 1 Stealth (c) +5 1 Survival (c) +1 0 Swim (c) +0 0 Use Magic Device
Languages
Common Margreve
Gear
Leather Armor (+2 bonus) Short Sword (1d6, M, 19-20:x2, P, 0) Dagger (1d4, M, 19-20:x2, P/S, 10) Axe Throwing (1d6, M, 20:x2, S, 10) Talisman Backpack Bedroll Clothing, explorers outfit Flask Flint and steel Food, rations trail Kit, cooking Kit, healers Rope, hemp Waterskin History
Family: Born in a big family , part of a nomad community in the eastern lands, Firrion is still very much attached to his only living parent, his father. His father, a Ferrier of profession, also attached strongly to his child, when Firrion's mother died, in an event on which he refuses to speak of.
Short description: As a nomad, Firrion is a man of the nature, much more at ease in the wild, than within the constraints of a room. Even though young, in a tribe on which being a man came with your 15th birthday, allowed him to much develop his skills. Eventually, his desire to know more and more of the world he lived in , was bigger than even the pastures on which his tribe roamed. And he departed.
His tribe bided farewell to him in traditional fashion, by handing him two talismans. Two discs, one of bronze and one of iron. These aim to protect on departure (iron), and on return (bronze). If separated the tradition says that the one remaining is the only outcome, hence, if bronze his lost one would never meet one's tribe again. He carries them suspended from his neck, tucked in under his clothes.
He moved west, travelling between cities, and getting more and more acquainted with the marvels and horrors of the world he lived in.
Many found his skills of use, and did not hesitate to hire him. he did many jobs, and lived through the seasons, with his desire to know more still growing to this day...
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Mike Furlanetto
United States
New Mexico
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Another set of rolls:
4d6l = (1 + 4 + 3 + 6) = 13 4d6l = (6 + 1 + 3 + 4) = 13 4d6l = (3 + 6 + 3 + 5) = 14 4d6l = (2 + 1 + 5 + 4) = 11 4d6l = (1 + 4 + 2 + 5) = 11 4d6l = (3 + 5 + 2 + 3) = 11
Lots of humans so far - how do folks feel about a gnome oracle? I haven't tried any of the APG classes yet.
Steve, Midgard gnomes are supposed to be nasty and evil. How do you feel about hard neutral alignments? Or should I stick to good but possibly unpleasant?
ETA: Wow - chalk one up for average.
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David van Dijk
Netherlands Vlaardingen
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I was thinking of making a Tiefling rogue, is that okay?
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Joao Lima
Scotland Edinburgh
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I've updated my char. Someone was good enough to point a few mistakes on it.
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Steven Robert
United States Altadena California
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Sorry folks, was finishing up a project in real life.
Gnome oracle sounds great to me! I'm not wedded to the Midgard interpretation of gnomes, but I am happy to go along with it.
Neutral is fine, though my adventure hooks tend to be more "do-gooder" than mercenary. So long as you're willing to suspend disbelief on why you're helping out these poor villagers occasionally, I'm happy to go along with neutral. No evil alignments for anyone, though.
And, yeah, astonishingly average scores!
David, I hadn't thought about tieflings before. I'm fine with it from a game rules perspective, but I will warn you that the locals are a superstitious and fairly unfriendly lot...they would likely not view a tiefling as one worthy of their charity or help. It could be interesting from a role-playing perspective, but it will make your character's life more difficult (and possibly the group's).
Our sixth promised me he'd be by before the end of the week!
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Steven Robert
United States Altadena California
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Also, since we never needed an official recruiting thread, here are my expectations for the game. If any are a problem, let me know and we can discuss:
Nominal posting frequency is 1/day...in reality the game would run a bit slower than that, since schedules won't always sync up. But I'd like to keep things moving at a reasonable clip, so if your PC is up I'd like to see a response within 24 hours.
No Pathfinder experience necessary. I can help create characters as necessary for those of you without the game (though the free online resources are very good). Doesn't seem to be an issue, but feel free to ask for advice.
No PbF experience necessary either!
We'll begin with a single adventure, probably one that would take a few months of steady play-by-forum action (or 2 sessions face-to-face). We can continue after that if people are still interested, but I will have a clear end point in mind. If some want to continue and others don't, we can find some new players to replace them.
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Mike Furlanetto
United States
New Mexico
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OK, one neutral gnome oracle coming up ...
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David van Dijk
Netherlands Vlaardingen
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Allright, one Tiefling coming up!
Is there an equivalent for Lamashtu in Midgard? I'm also gonna need a god of good for my background. I'm not sure who fits the bill, Pelor perhaps? Am I missing anything else? I guess a neutral or good goddess of childbirth?
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Steven Robert
United States Altadena California
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First, if anyone wants a free microbadge:
I love RPG Geek Play-By-Forum Games - Free Micro!
As for gods...the goddess of good is Lada, who I mentioned on page 1 somewhere. She's probably the closest to a goddess of childbirth as well. There's no real analog of Lamashtu that I know of in Midgard, so feel free to make up an equivalent yourself. Or just use Lamashtu.
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Steven Robert
United States Altadena California
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Just wanted to check in on how those characters are coming...I know we are still missing our sixth, but I would like to get going next weekend if possible. Let me know if you have any questions or need any advice on options/archetypes/feats/etc.!
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T'Leynti
Netherlands Oud-Beijerland Zuid-Holland
Live long and prosper RPG Geek
Challenge your preconceptions or they will challenge you.
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Almost done, only a bit of gear to fully equip the character. I will put it up in a couple of hours.
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T'Leynti
Netherlands Oud-Beijerland Zuid-Holland
Live long and prosper RPG Geek
Challenge your preconceptions or they will challenge you.
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Janeka Danaë
Female Human Fighter 1st level NG Init +7
Preferred Class - Fighter (each time you take a level in it, you get either an extra hp or an extra skill point.)
DEFENSE AC 18, touch 15, flat-footed 13 (+3 armor, +5 dex, +0 shield) HP 13 (1d10+3) Fort +5, Ref +5, Will +1 Immune None
OFFENSE Spd 30' Ranged Longbow +6 (1d8, 20/x3) (100') Melee Dagger +4 (1d4+3, 19-20/x2) Melee Long Sword +4 (1d8+3, 19-20/x2) (two-handed 1d8+4) Melee Mace, heavy +4 (1d8+3, 20/x2) (two-handed 1d8=4)
Special Attacks +1 attack bonus when Point Blank range
Space 5 ft. Reach 5 ft. STATISTICS Str 17 (+3), Dex 20 (+5), Con 16 (+3), Int 11 (+0), Wis 10 (+0), Cha 10 (+0) BAB +1, CMB +4, CMD 19
Feats Deadly Aim: You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed. Point blank shot: You are especially accurate when making ranged attacks against close targets. Rapid shot: You can make an additional ranged attack.
Traits Indomitable Faith: You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. Benefit: You gain a +1 trait bonus on Will saves. Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on Initiative checks.
Skills (2+1=3 + 1 favored class=4 skill points / level - Class Skills in Bold yield +3 when trained)
Mod Ranks Name of Skill +4   0   Acrobatics +0   0   Appraise +0   0   Bluff +7   1   Climb +0   0   Craft +0   0   Diplomacy +4   0   Disable Device +0   0   Disguise +4   0   Escape Artist +4   0   Fly +0   0   Handle Animal +0   0   Heal +0   0   Intimidate +0   0   Knowledge (Arcana) +4   1   Knowledge (Dungeoneering) +0   0   Knowledge (Engineering) +0   0   Knowledge (Georgraphy) +0   0   Knowledge (History) +0   0   Knowledge (Local) +0   0   Knowledge (Nature) +0   0   Knowledge (Nobility) +0   0   Knowledge (Planes) +0   0   Knowledge (Religion) +0   0   Linguistics +0   0   Perception +0   0   Perform +0   0   Profession +8   1   Ride +0   0   Sense Motive +5   1   Sleight of Hand +0   0   Spellcraft) +5   0   Stealth +0   0   Survival +2   0   Swim +0   0   Use Magic Device)
Languages Common SQ I don't think I have any? Combat Gear Dagger, Longbow, 20 arrows, Long sword, Heavy Mace Other Gear belt pouch, blanket, rope - 50' silk, sack, waterskin, bedroll, flint and steel, 7 trail rations, grappling hook. Money 33 gp, 4 sp if my count is correct
Description: Janeka is average hight for a female with short, sleek blond hair and brown eyes.
History: Janeka has grown up in a neighbouring village of Zobeck where she and her parents were despised because they didn't adhere to the commom faith in their village. Dwarfs were very disliked there, almost hated, belief in a dwarven deity was almost like commmiting a crime. They were the only ones to have faith in Balko. It made life difficult for them but their faith stronger. As a result she got bullied a lot. She got smarter and was able to stay out of trouble for most of the time by being able to anticipate their moves while thinking of ways to someday repay them. Before that happened her parents found a friendly soul, Yury and thought it wise to have Janeka and him married. According to their wishes Janeka complied. He became her friend, confidant and husband. They moved to Zobeck and had a family together with 2 children, Natasha and Sasha. One day she came back home to find them gone. The interior of the house utterly demolished. Traces seem to indicate her husband and kids have been taken in the direction of the Old Margreve Forest.
How does this look?
Edit 1: typo Edit 2: Added flavour from traits Edit 3: Strength modifier
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Erik Surber
United States
Iowa
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Since The Great Upheaval, I'm still having a hard time in gaming. My desktop does not Internet access and I can't find my pathfinder books. I plan on playing a human cleric, but I can't expect everyone to wait for me. I think maybe today I can get my act together.
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Steven Robert
United States Altadena California
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esurber wrote: Since The Great Upheaval, I'm still having a hard time in gaming. My desktop does not Internet access and I can't find my pathfinder books. I plan on playing a human cleric, but I can't expect everyone to wait for me. I think maybe today I can get my act together.
Well, we haven't started yet so don't worry too much! The good thing about PbF is that, once the character is made, it's easy to look up rules with the online resources, since it doesn't take up table time.
We won't start for at least a week, let me know if you need more time than that. We can always fill in details as we begin the game. Also, welcome to the Geek!
(For everyone else's benefit, the Great Upheaval was a move from LA to Iowa - Erik used to be in my face-to-face group!)
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Erik Surber
United States
Iowa
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Hagan of Troneck
Human Cleric 1st level (Gwaeron Windstrom) CG Init +1
Defense AC 16, touch, 15 flat-footed, 11 touch (+5 armor (scale mail), +1 dex) HP 10 (1d8+2) Fort +3, Ref +1, Will +7
Offense Speed 30' (40’ unencumbered) Ranged +1 Javelin (1d6+3), 30’ Melee +4 Greatsword (2d6+3) Melee (Enlarged) +5 Greatsword (3d6+4) Melee +3 Light mace (1d6+3)
Space 5 ft. Reach 5 ft. (enlarged, 10 ft. reach)
Ability Scores: Str 17 (+3), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 14 (+2) BAB +0, CMB +, CMD
Feats Selective Channeling Weapon Focus: Greatsword Class Features: Aura (Ex): Hagan has a particularly powerful CG aura. Channel Energy (Su): Hagan can release a wave of energy by channeling the power of his faith through his holy symbol (a bear paw). This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 1d6 hp in 30’ radius, 5 times per day. Spontaneous Casting: Hagan can channel stored spell energy into healing spells that he did not prepare ahead of time. Hagan can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Traits Indomitable Faith: Hagan was born in a region where his faith was not popular, yet he never abandoned it. His constant struggle to maintain his own faith has bolstered his drive. Benefit: Hagan gains a +1 trait bonus on Will saves.
Hag-Touched: Perhaps to ease the pain of childbirth, perhaps in a misguided attempt to help him, or perhaps simply by coincidence, one of the Margreve’s hags touched Hagan’s mother while she was pregnant with him. The touch left him with a distinctive, evil-looking birthmark but also granted him great physical determination. Hagan gains a +1 trait bonus to Fortitude saving throws.
Domains: Plant Domain (growth): Hagan finds solace in the green, can grow defensive thorns, and may communicate with plants one day. Enlarge (Su): As a swift action Hagan can enlarge himself for 1 round, as if he were the target of the enlarge person spell. He can use this ability a number of 7 times per day. Domain Spell: Enlarge Person Travel Domain: Hagan is an explorer and finds enlightenment in the simple joy of travel, be it by foot or conveyance or magic. His base speed increases by 10 feet. Agile Feet (Su): As a free action, Hagan can gain increased mobility for 1 round. For the next round, he ignores all difficult terrain and does not take any penalties for moving through it. He can use this ability a number of 7 times per day. Domain Spell: Longstrider
Skills: 2 (class)+1 (INT)+1 (human) =4 skill points / level Armor check penalty: -4
Name of Skill -2 Acrobatics 1 Appraise 2 Bluff -1 Climb 1 Craft 6 Diplomacy 2 Disguise -3 Escape Artist -3 Fly 8 Heal 1 Intimidate 0 Knowledge (Arcana) 0 Knowledge (History) 0 Knowledge (Nature) 0 Knowledge (Nobility) 0 Knowledge (Planes) 5 Knowledge (Religion) 8 Linguistics 4 Perception 2 Perform 0 Profession -3 Ride 4 Sense Motive 2 Spellcraft -3 Stealth 5 Survival 0 Swim
Languages Common, Aklo, Goblin
Spells Spells per day: 2 + domain Spells generally prepared: 1st level Bless: Allies gain +1 on attack rolls and saves against fear. Protection from Evil: +2 to AC and saves against evil. Domain Enlarge Person: Humanoid creature doubles in size (+2 str, -2 dex, -1 AC, 10’ reach) Combat Gear Scale Mail Armor: Armor Bonus: +5, max dex bonus: +1, armor check penalty: -4, speed: 20’, 30 lbs. Greatsword: 2d6+str, 19-20/x2, 8 lbs. 2 javelins 1d6+str, x2, 30’, 2lbs. Light mace: 1d6+3 Other Gear: Backpack, bedroll, traveler’s outfit, earplugs, fishhook, flask, flint & steel, 7 days of trail rations, healer’s kit, 50’ hemp rope, saw.
Money 20gp
Description: Hagan is a stout young man, barrel-chested, unkempt, and happy-looking. Over his muddy boots, pants, and tunic, he wears a grimy suit of armor which squeaks when he moves, which he does often. In fact, it doesn’t appear that he can sit still, shifting his stance rapidly as he talks. Belying his youthful appearance and activity, Hagan carries an enormous sword, almost daring you to take him seriously. Hung around his neck on a piece of twine, is a half-decayed claw of some large animal.
History: Hagan was born in the village of Troneck, which was located at the junction of The Great Northern Road and the River Argent, just north of Zobeck. The village no longer exists, nor does Hagan’s family. Hagan’s uncle Untamo was jealous of his brother Kalervo, and the strife between brothers was fed by numerous petty disputes. Eventually Untamo's resentment boils into open warfare, and he kills all of Kalervo's tribe save for one pregnant woman named Mala, who submits to Untamo. Shortly afterwards, Mala gives birth to a baby boy she names Hagan. Untamo tried three times to have Hagan killed (by drowning, fire and hanging). Each time, the child Hagan is saved by his mother Mala, who fills the boy’s head with thoughts of revenge. Untamo then allowed the child to grow up, trying three times to find employment for him as a servant in his household, but all three attempts failed as Hagan's wanton and wild nature made him unfit for any domestic task. In the end, Untamo decides to rid himself of the problem by selling Hagan into slavery to Ilmarinen. The boy was raised in isolation because of his fierce temper. The only memento that the boy retains from life in a loving family is an old knife that came along with him as an infant. The wife of Ilmarinen enjoyed tormenting the slave boy and sent Hagan out to tend herd on her livestock with a lengthy poem invoking the various deities to grant protection and prosperity to the herd. In the poem, Hagan read about the god Gwaeron Windstrom, The Tracker, who had been mortal but achieved godhood by slaying a wild beast. Gwaeron is the god of the forest—a potent symbol of freedom and power. Hagan fled from slavery and headed into the edge of The Margreve. He learned to hunt and trap and only occasionally interacted with other humans. He hadn’t gone very far into the forest, but still stays hidden among the dark and mysterious trees. He might go into Zobeck on rare occasions to trade and visit the brothels. His visits are becoming more frequent and his time spent longer, as the years pass between his days of slavery. He is still on the lookout from bounty hunters and Imarinen’s family, who have not forgotten the slave boy who ran away. He also still thirsts for revenge and any sign to find and kill his uncle, and rescue his mother. He has devoted his life to serving Gwaeron Windstrom whom he credits for allowing him to survive in the forest.
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David van Dijk
Netherlands Vlaardingen
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Elior
Male Tiefling Rogue 1 CN medium outsider (native) Init +4; Senses darkvision 60 ft.; Perception +5
DEFENSE AC 16, touch 14, flat-footed 12 (+2 armor, +4 dex) HP 11 (1d8+3) Fort +3, Ref +6, Will +1 Resist: cold 5, electricity 5, fire 5
OFFENSE Spd 30 ft. Ranged: shortbow +4 (1d6, x3) (range increment) Melee: shortsword +4 (1d6+2, 19-20) Special Attacks: sneak attack +1d6 Spell-Like Abilities: Spell-Like Abilities (CL 1st) 1/day-darkness Space: 5 ft. Reach 5 ft.
STATISTICS Str 14, Dex 19, Con 14, Int 17, Wis 13, Cha 11 BAB +0, CMB +2, CMD 16 Feats: Weapon Finesse Skills: Acrobatics +8, Bluff +6, Disable Device +9, Disguise +4, Escape Artist +8, Knowledge (local) +7, Knowledge (religion) +8, Perception +5, Sense Motive +5, Sleight of Hand +8, Stealth +10 Languages: Abyssal, Common, Elven, Gnome, Goblin. SQ: fiendish sorcery, trapfinding Combat Gear: Shortsword, shortbow, arrows (20), leather armor, sap, dagger, light mace Other Gear: Thieves tools, backpack, bedroll, chalk, flint and steel, belt pouch, trail rations (7), silk rope (50 ft.), sack, waterskin, whetstone, explorer's outfit, acid (flask), holy water (flask) Money: 2 sp, 7 cp
I never knew my mother. She abandoned me at the Temple of Lada when I was a baby. Rumor has it she used to pray to Lada for a son. Then, when Lada wouldn't bless her, she begged to the mother of all monsters for a child. 9 months later, she gave birth to me. She was never seen after that. They say she walked into the forest that day, and never came back I was hideous, I still am actually. Slime oozes slowly of my skin, coloring it grey. My fingernails are black, and I have no hair on my body. I was raised by Evana, a priest of Lada. She hid me in the temple, where I learned the teachings of Lada. It wasn't until my 13th year that my presence was discovered by the people of Zobeck. They drove me out of the temple. I learned how to survive in the city, and made some friends. Some homeless teens adopted me, and taught me how to pick pockets. I've had it with this city, I don't think I'll stay here much longer.
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Steven Robert
United States Altadena California
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Excellent on both counts - so we have
Human Fighter (archer) Human Sorcerer (celestial/verdant) Human Ranger (nomad) Human Cleric (travel/plant) Tiefling Rogue (outcast) Gnome Oracle (to come)
Rarely have I seen such a wretched hive of scum and villa - oh, wait, wrong game.
Looks like we'll be ready to get the game started next week.
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Steven Robert
United States Altadena California
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I just went through the first three characters checking math etc. in preparation for getting started!
Asuren looks good to me! Cross-blooded takes a toll on those spells, eh?
Firrion gets to pick two traits - do you have access to the trait document? It's available free from Paizo, or you can see here. They are nice little boosts that can help leverage your background into a mechanical benefit. Perhaps Savanna Child would be appropriate?
Also, you get a bonus if you declare ranger your favored class - each time you take a level in it, you get either an extra hp or an extra skill point. Unless you are planning to multi-class a lot, I highly recommend it.
Finally, you should list your ranger abilities: +1 to tracking on Survival checks, wild empathy, and a favored enemy - you should choose which kind of creature. In the Margreve, animals, plants, magical beasts, goblinoids, humans, fey, monstrous humanoids, and elves would all be good choices.
Janeka, you get +Strength modifier to damage on melee attacks (looks like you just have it listed for attack rolls). Also, could you give a few sentences on your deity, since it is obviously important to the character? And, nice work on the missing kids, that will tug on my GM's heartstrings....
I'll go through the others tomorrow!
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Austin Fleming
United States West Covina California
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vestige wrote: I just went through the first three characters checking math etc. in preparation for getting started!
Asuren looks good to me! Cross-blooded takes a toll on those spells, eh?
Tell me about it! He won't have any 2nd level spells until level 5 (If he makes it that far...) 
Oh well, at least he can use the extra slots for more 1st level spells.
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Joao Lima
Scotland Edinburgh
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vestige wrote: I just went through the first three characters checking math etc. in preparation for getting started! ...
Firrion is updated.
It's funny how perception is. I imagined that because Pathfinder is not skill based (like CoC for example), my char would end up being some form of cookie-cutter ranger, but the traits, and feats, plus the way you can tailor your bonus in the skills do allow for a great degree of differentiation bet5ween same class chars. Really good so far.
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Erik Surber
United States
Iowa
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I've recently updated and tweaked (fixed the math) on Hagan. To summarize: his AC has gone up (bought better armor), Fort has gone up (forgot to add in Con), Will has gone down (swapped a trait), and damage with melee weapon has gone up (forgot about strength and a half with 2-handed weapons).
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Steven Robert
United States Altadena California
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esurber wrote: I've recently updated and tweaked (fixed the math) on Hagan. To summarize: his AC has gone up (bought better armor), Fort has gone up (forgot to add in Con), Will has gone down (swapped a trait), and damage with melee weapon has gone up (forgot about strength and a half with 2-handed weapons).
Thanks Erik! When you post your character to the Geeklist (more on that later today), please include the updates.
Also, don't forget your favored class bonus, and I'm not sure how your skills are working. Looks like ranks in Diplomacy, Heal, Knowledge (religion), and Linguistics? I think Linguistics and Spellcraft are too high, Intimidate too low - unless I missed something.
As far as background, you probably want to start a bit farther afield than Zobeck - maybe out toward the east near Firrion's people? Zobeck wouldn't really have tribes and all that.
Travel domain rocks.
Edit: Also, how does "hag-touched" work into your backstory? Perhaps you were born while your parents were traveling through the Margreve, and that's one of the reasons your flight has brought you back?
Elior looks good to go! I really love the backstory.
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Steven Robert
United States Altadena California
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Okay, I've set up a Geeklist to store character info. Please visit:
Dark Forest Campaign Character Geeklist
Then, in the header, choose "Add Item" along the bottom row. Then select "RPG Item" and search the database for an item appropriate to your character. If you're a gnome, you could choose "Gnomes of Blah" for example. Then add your character sheet to the post text - I would recommend just choosing "Edit" on your post here, copying everything, and then pasting it into the box for the Geeklist entry.
If you find a picture of your character somewhere (or are skilled enough to draw it yourself), feel free to add that to the post as well.
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T'Leynti
Netherlands Oud-Beijerland Zuid-Holland
Live long and prosper RPG Geek
Challenge your preconceptions or they will challenge you.
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Janeka has been updated, more about her faith and background and updated the melee attacks.
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T'Leynti
Netherlands Oud-Beijerland Zuid-Holland
Live long and prosper RPG Geek
Challenge your preconceptions or they will challenge you.
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Only our gnome oracle left, but it has been a while since he has logged in on the geek. (9th)
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