Pathfinder 1E RECALL - TIDERULER OF MARAN

Eh, quick check on the first page shows the rules. I'll create something tomorrow - we can polish as we go.
[MENTION=6855130]Jago[/MENTION], Tarukka is in the fight right now, I rebuilt him some with DMs permission. It was easier than having to introduce new character on an isolated ship.
 

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[MENTION=87106]MetaVoid[/MENTION], good to have you with us! Honestly, I don't think a particular "role" is necessary, I'd just build whatever seems most fun to play. So far we've a Dwarven Druid, a Human Monk, and a Human Gunslinger/Monk (more Gunslinger).

If you'd want to highlight particular areas, we are sorely lacking on Arcane magic, as well as anything approaching a Charismatic or Intelligent character. But honestly, we will thrive just from having a 4th Player at this point, lol.

Also, glad to see Tarukka is still going! I had originally had him eventually prepping to become a Bladesinger, hence the wonky stats for a Paladin. Did you keep him as a Pally, or? Definitely cool to have his story continue.
 

I changed the stats and turned him into bladesinger from the get-go. changed the weapon too, it is BLADE singer, not Axe singer :) I believe yours would be effective build, but PbP is so slow that I don't want to play a paladin only to have the adventure fizzle before I start as a bladesinger :(

As for this adventure: I wanted something like grimm reaper, polearm fighter - but a) that would be low-int, low-cha character and b) it could overshadow your resident melee character with 2d4+10 000 from STR and crit x4
and b) what's interesting in that :)

So I thought, I'll make a witch...but you need some melee support.

So I decided to go Alchemist - bombs first to soften, then mutagen melee. I need some good story to get it going - but finding underground well of magical plants + alchemist knowledge = profit! I could easily join you deep underground as I research this or that component.


Now for gritty details: [MENTION=6855545]Archon Basileus[/MENTION] -
Half-Orc

Base stats (25pts)
STR: 10,DEX: 16,CON: 14,INT: 16,WIS: 12,CHA: 8
 
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Average sum for those six should be 72 and change. (12.24 x 6) You're at 70, close to average

If you change 13-11 to 12-12 (just for easy eyeballing) and 9-13 to 11-11 you have 12, 12, 12, 12, 11, 11 which would put you 3 points under average

Does this help? I don't know, depends on DM. Everyone would like more 15+ scores, but you have balanced (although low) stats. That one 9 hurts because you have no outstanding positives. If this was 5e, I'd say live with it.
 

I'll allow a re-roll, if you want! I did the same with Morgrym's roll (KahlessNestor's character).

Keeping the average buy seems kind of pointless under Neurotic's evaluation, really.

As for other building elements, well... We start at level 3, unchained allowed, BG skills and features in use, and so on.

Also, you can use the tiefling trade-off! It will help the plot a lot if you can pass for human or dragon-blooded for the most part (the continent has a draconic past). I'll link you up with the material we've written so far, as well as the gallery!

Did I forget anything?

GALLERY LINK: http://www.enworld.org/forum/showthread.php?490513-TIDERULER-OF-MARAN-HALL-OF-HEROES-PC-SHEETS

DM's BG MATERIAL:
https://docs.google.com/document/d/19GH84BG8EwlSmhqHnyfALVWLRBKwQWByzMjAa0eYPRA/edit
 

Attributes: 4D6 = [6, 1, 6, 4] = 17
4D6 = [6, 5, 5, 4] = 20
4D6 = [4, 5, 6, 2] = 17
4D6 = [1, 1, 3, 2] = 7
4D6 = [4, 6, 6, 4] = 20
4D6 = [3, 3, 2, 6] = 14

Totals:
16, 16, 16, 15, 12, 6

This on the other hand could easily be too strong. Six spoils it somewhat, but still it is 81 sum.
I'll post mostly finished character now, I still have to do items and check spell list for something to do.
I went with half-orc, but I replaced almost everything on racial features. The idea being that he was captured early in life and educated...but you can read the details in the history section.

What is the attitude of others toward alchemists? Dangerously insane? Walking disaster? Or useful craftsman as long as there are no explosions?

It seems like Precise Bombs should be class feature rather than Discovery/Feat tax - I don't see anyone using bombs going without it.

Thank you for the re-roll, [MENTION=6855545]Archon Basileus[/MENTION], I can roll again if you all think this is too much. Otherwise, we have highly intelligent, but not pretty half-orc. Dwarves, here I come!! :)
 

Considering I'm playing a Gunslinger taught by Gnomish scientist-monks in the way of Black Powder, I'm pretty sure Reynard would be all too happy to have a fellow alchemist along for the ride (although he of course would be nowhere near as proficient as an actual Alchemist)
 


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