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Post by Rigil Kent on Sept 18, 2013 11:37:09 GMT -6
Why, yes, I did steal Aramis' real name. For background, I intend to use the Story Forge cards later this evening. I'm presuming that we're using the default 4d6, reroll 1s, drop lowest so ... [dice=6][dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6][dice=6][rand=77298803674057138487284802831709857362971175462065429313108325]
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Post by Rigil Kent on Sept 18, 2013 11:37:33 GMT -6
Two rerolls: [dice=6] [dice=6][rand=05677975271828472674218290555290882989435025956481734944742219522595]
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Post by Rigil Kent on Sept 18, 2013 11:37:54 GMT -6
And another reroll.
[dice=6][rand=08354912232607603761564869200810853530210466124128531150140333921]
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Post by Rigil Kent on Sept 18, 2013 11:38:11 GMT -6
Really? Come on.
[dice=6][rand=100596297997981312064325187820941267831662530079488354825126007199]
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Post by Rigil Kent on Sept 18, 2013 11:39:41 GMT -6
So, looks like:
16 13 13 12 15 13
I can work with that.
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Post by Rigil Kent on Sept 18, 2013 11:46:16 GMT -6
Second level hit points: [dice=10]
ETA: Ugh.[rand=27753495378419757149900716962292833671659114770595977948883082718]
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Post by Rigil Kent on Sept 18, 2013 13:40:01 GMT -6
For now ... (probably going to aim for Battle Trickster in Complete Scoundrel which I can hit at 6th, I think. Beyond that? No idea.)
"René d'Herblay: Male Human Swb2; CR 2; Medium Humanoid(human); HD 2d10+2; hp 15; Init +3; Spd 30 ft/x4; AC 13 (+3 dex), touch 13, flat-footed 10; Base Atk/Grapple +2/+3; Full Atk +5 One-handed (1d8+1;18-20/x2) Elven Thinblade; SA&SQ ; AL CG; SV Fort +4, Ref +4, Will +1; Str 13 (+1), Dex 16 (+3), Con 13 (+1), Int 15 (+2), Wis 12 (+1), Cha 13 (+1);; Skills: Balance¹ +10, Bluff¹ +6, Climb¹ +6, Escape Artist¹ +7, Jump¹ +8, Profession (sailor) +5, Skill Tricks +0, Tumble +10; Skill Tricks: Speedy Ascent; Traits: ; Flaws: ; Maneuvers and Stances: ; Feats: Dodge(PH 93), Exotic Weapon Proficiency(PH 94) (Thinblade, Elven), Weapon Finesse(PH 102)²; Grafts: " "Racial Abilities: × Base land speed of 30 feet. × Bonus Feat: 1st level bonus feat × Favored Class: Any
Class Abilities: × Grace(Ex): When wearing light or no armor; and carrying a light load you gain a +1 competence bonus on Reflex saves.
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Post by LabRat on Sept 18, 2013 17:03:53 GMT -6
Looks Good! Gold Star
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Post by Rigil Kent on Sept 20, 2013 15:54:36 GMT -6
FYI, probably gonna change this to Rogue 1 / Swashbuckler 1...
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Post by LabRat on Sept 20, 2013 16:22:22 GMT -6
Good idea. You can have rogue stuff covered in case you don't have an official rogue in the party.
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Post by Rigil Kent on Sept 29, 2013 12:23:36 GMT -6
Using Pathfinder, I come up with ... (thus far) René d'HerblayMale Human (Varisian) Fighter (Aldori Swordlord) 1/Rogue 1 CG Medium Humanoid (human) Init +6; Senses Perception +5 -------------------- Defense-------------------- AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge) hp 14 (1d10+1d8+3) Fort +3, Ref +6, Will +1 -------------------- Offense-------------------- Speed 30 ft. Melee Masterwork Sword, Aldori dueling +7 (1d8+2/19-20/x2) Special Attacks sneak attack +1d6 -------------------- Statistics-------------------- Str 15, Dex 18, Con 13, Int 13, Wis 12, Cha 13 Base Atk +1; CMB +3; CMD 18 Feats Dodge, Exotic Weapon Proficiency (Sword, Aldori dueling), Weapon Finesse Traits Reactionary, Sword Scion Skills Acrobatics +9, Bluff +5, Climb +6, Diplomacy +5, Disable Device +12, Escape Artist +8, Perception +5 (+6 to locate traps), Profession (sailor) +5, Sense Motive +5, Sleight of Hand +8, Survival +1 (+3 to avoid becoming lost when using a Mapmaker's Kit as you travel, +3 to avoid becoming lost when using this), Swim +7 Languages Common, Elven, Varisian SQ trapfinding +1 Combat Gear Potion of cure light wounds (3), Thunderstone; Other Gear Masterwork Studded leather armor, Masterwork Sword, Aldori dueling, Backpack, masterwork (14 @ 15.5 lbs), Bedroll, Belt pouch (5 @ 4.5 lbs), Blanket, Bread (5), Cheese (5), Chest, small (4 @ 15 lbs), Compass, Fishing net, Flint and steel, Grappling hook, Loaded dice, Mapmaker's kit, Marked cards, Musical instrument (Lute), Signet ring, Silk rope, Thieves' tools, masterwork, Waterskin, Weapon cord, Whetstone, 11 GP, 6 SP, 8 CP -------------------- Special Abilities-------------------- Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Weapon cord Attached weapon can be recovered as a swift action. -------------------- Mother was daughter of a declining minor noble house that was on the verge of dying out due to poor management, and was married off to a wealthy merchant intent on bettering his social standing. Their's was not a love-match, and René was born to much confusion as to his paternity, though his father cared little about what his wife was up to as long as his standing was solid. With his father more intent on gaining More and his mother indifferent, René grew up believing that acquisition of wealth was the most important thing to seek out, regardless of who it affected, and, as a result, was something of a complete ass. It was never personal, of course, but he made few long-term friends and more than a few enemies. One of these enemies would lead to a fateful decision on René's part - when one of his confidence games caused ... let us simply call it "trouble" with prominent authorities, René was forced to find a way to dodge the consequences of his poor decision-making skills. Fortunately for him, war broke out and he was one of the first to volunteer (only a few hours ahead of a hangman's noose.) It was during this war that things truly changed for him. He discovered true friends (the other PCs), the meaning of loyalty and honor, and a certain skill with the blade thanks to much use. No longer the same young fool, he now sees things differently and is no longer interested in material matters. And because of this, embarrassed about his former actions (and concerned that the troubles he left behind might yet return to haunt him), he seeks to keep his true identity a secret. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
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Post by Rigil Kent on Sept 30, 2013 11:31:44 GMT -6
Predicated on the Story Forge cards, character story is thus:
Mother was daughter of a declining minor noble house that was on the verge of dying out due to poor management, and was married off to a wealthy merchant intent on bettering his social standing. Their's was not a love-match, and René was born to much confusion as to his paternity, though his father cared little about what his wife was up to as long as his standing was solid. With his father more intent on gaining More and his mother indifferent, René grew up believing that acquisition of wealth was the most important thing to seek out, regardless of who it affected, and, as a result, was something of a complete ass. It was never personal, of course, but he made few long-term friends and more than a few enemies. (Player Note: I expect he was Chaotic Neutral at this point in his life; he was a spoiled punk who needed to get smacked around a bit.)
One of these enemies would lead to a fateful decision on René's part - when one of his confidence games caused ... let us simply call it "trouble" with prominent authorities, René was forced to find a way to dodge the consequences of his poor decision-making skills. Fortunately for him, war broke out and he was one of the first to volunteer (only a few hours ahead of a hangman's noose.)
It was during this war that things truly changed for him. He discovered true friends (the other PCs), the meaning of loyalty and honor, and a certain skill with the blade thanks to much use. No longer the same young fool, he now sees things differently and is no longer interested in material matters. And because of this, embarrassed about his former actions (and concerned that the troubles he left behind might yet return to haunt him), he seeks to keep his true identity a secret. (Player Note: He changed to Chaotic Good during the course of the War.)
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Post by LabRat on Sept 30, 2013 12:06:08 GMT -6
Awesome! Good background and nice tie in with the 'war buddy' prompt that I supplied. Gold Star
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Post by Rigil Kent on Jan 25, 2014 9:16:30 GMT -6
Updated:
René d'Herblay Male Human (Varisian) Fighter (Aldori Swordlord) 1/Rogue 2 CG Medium humanoid (human) Init +10; Senses Perception +7 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 14 (+3 armor, +1 shield, +4 Dex, +1 dodge) hp 23 (1d10+2d8+4) Fort +3, Ref +7, Will +1 Defensive Abilities evasion -------------------- Offense -------------------- Speed 30 ft. Melee masterwork sword, aldori dueling +9 (1d8+2/19-20/×2) Ranged light crossbow +6 (1d8/19-20/×2) Special Attacks sneak attack +1d6 -------------------- Statistics -------------------- Str 15, Dex 18, Con 13, Int 13, Wis 12, Cha 13 Base Atk +2; CMB +4; CMD 19 Feats Dodge, Exotic Weapon Proficiency (sword, aldori dueling), Improved Initiative, Weapon Finesse, Weapon Focus (sword, aldori dueling) Traits reactionary, sword scion Skills Acrobatics +9, Bluff +6, Climb +5, Diplomacy +5, Disable Device +12, Escape Artist +7, Perception +7 (+8 to locate traps), Perform (strings) +5, Profession (sailor) +5, Sense Motive +5, Sleight of Hand +7, Stealth +7, Swim +6, Use Magic Device +7 Languages Common, Elven, Varisian SQ rogue talents (weapon training), trapfinding +1 Combat Gear Feather token (anchor), Feather token (anchor), Potion of cure light wounds, Thunderstone; Other Gear Masterwork Studded leather armor, Buckler, Crossbow bolts (20), Light crossbow, Masterwork Sword, Aldori dueling, Elixir of swimming, Backpack, masterwork (14 @ 15.5 lbs), Bedroll, Belt pouch (5 @ 5.46 lbs), Blanket, Bread (5), Cheese (5), Chest, small (4 @ 15 lbs), Compass, Fishing net, Flint and steel, Grappling hook, Loaded dice, Mapmaker's kit, Marked cards, Musical instrument (Lute), Signet ring, Silk rope, Thieves' tools, masterwork, Waterskin, Weapon cord, Whetstone, 64 GP, 1 SP, 8 CP -------------------- Special Abilities -------------------- Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Weapon cord Attached weapon can be recovered as a swift action.
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