Finding Players (Recruitment)Look for players for chatroom, play-by-post, or even real-life games here. Threads will expire after 3 months, so be sure to move important information to your OOC thread.
Cormyr: The Tearing of the Weave [Pathfinder, Forgotten Realms, Recruiting]
In Wheloon, a city known for its vibrant green slate roofs, a new temple to Mystra is in its final stages of construction. But something rings false among the heavenly spheres - or at least among those who mouth the pieties of Mystra while plotting magical mayhem behind closed temple doors.
And that's just the beginning...
Delve into darkness, bring the truth to light.
Beyond the pristine facade of the temple of Mystra, a sinister conspiracy threatens the future of Cormyr. Profane acts within the temple hearken to a mounting threat in the Vast Swamp. Adventurers must cross into the Plane of Shadow to unlock the truth about this growing darkness in time to thwart an attack against Cormyr and the goddess of magic herself.
As you may have guessed by now I'm going to be running the Forgotten Realms adventure path here on the GiantITP forums but with a small twist... pathfinder rules. The game still takes place within the Forgotten Realms, specifically in Cormyr (for now), but I will be using the pathfinder rule set. I have made comprehensive lists of all FR deities and what domains and subdomains they have access to including favored weapons etc. so if anyone is planning on playing a particularly devout character and wishes this information please ask and I'll give it to you.
I've also done some converting of the various FR subraces but none of them have been play tested. If you have your heart set on playing an Orog or a Star Elf, for instance, let me know and I can provide you with the stats. This could be a good time to play test some of the races but I would prefer if every character submission wasn't a strange or exotic race. Any non-FR specific races from the Pathfinder SRD are not allowed, so no Dhampirs or Gripplis for example.
This game goes from level 4 all the way to level 13/14 so if you'd like to play expect to be in there for the long haul. A game this long, especially in a PbP format could take a very very long time to complete. That said, I realize that sometime life interferes with gaming and players have to leave. That's perfectly understandable but what I don't want is for players to simply stop posting without any reasoning given. If you want to play you must be able to post at least once per day. If you don't think you can commit to that please, for my sake and the rest of the players sake, do not apply.
Well, now... how about some BIG SIXTEEN?!
Spoiler
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Pathfinder.
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Forgotten Realms, Cormyr: The Tearing of the Weave, Shadowdale: The Scouring of the Land, Anauroch: The Empire of Shade adventures.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
4-5 Players. I will consider anyone who didn't make it into the initial game an alternate but hopefully we will not need any.
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
GiantITP forums.
5. What is the characters' starting status (i.e. experience level)?
Character start at 4th level with 6000 XP. We are using the fast leveling track as it is closest to the one from 3.5.
6. How much gold or other starting funds will the characters begin with?
Everyone starts with equipment equal to 6000gp plus your bonus regional equipment (I'll get into that below). No 1 item can be worth more than 3000 GP and I want at least 1000GP to be in consumable magic items such as potions, scrolls, wands etc.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Sorry but there will be no Summoners or Gunslingers in this game. I find summoners can be grossly overpowered and Gunslingers simply do not work in an FR setting. All classes that cast divine spells must have a patron deity, this includes Oracles and Druids. I wont be allowing any 3rd party or homebrew classes in this game. As for recommended "orders" characters who worship Mystra will feel more closely knit to the storyline but it is definitely not a requirement and worshipping Mystra is not a surefire way to get accepted, I will be accepting players on the quality of their submissions not on what would make a balanced party or easily fit into the storyline. We may end up with a party of 4 exceptionally well presented Bards.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
All of the Pathfinder core races are fine. As I stated above I have a fairly comprehensive list of FR subraces I have created. That said, more exotic or rare races might be turned down. For instance, I have a LA 0 Pathfinder version of the Fey'ri but there wont be any Fey'ri in this game. If there is something you want to try out ask and I'll let you know if it's acceptable. This offer only goes for FR specific races there will be no other 3.5 races like desert orcs etc.
9. By what method should Players generate their attributes/ability scores and Hit Points?
You may use the 22 point buy method or roll 4d6b3 seven times taking 6 results. If you roll and you're total stat modifier is 0 or lower or your highest stat is a 13 or lower you may reroll. If you roll stats and do not like what you got you may use a 20 pointbuy. The Dice Gods giveth and the Dice Gods taketh away.
10. Does your game use alignment? What are your restrictions, if so?
Alignment will be present and it functions as per normal. That said, you can play as Lawful Bards or Barbarians (It makes no sense to me why these classes are always non-lawful). Also, certain Paladin Orders exist that worship non-lawful deities. Sune for example (the CG goddess of love and beauty) has a paladin order. Paladins must still always be Lawful Good however.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Multi-classing works as per normal. Go ahead.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Players will roll for active checks like attacking, searching, making an active skill check etc. I will roll for passive rolls like saving throws, non-active perception checks, etc. Use the forum dice roller in a spoiler at the bottom of your post with any active rolls. I will post most rolls but some will be made in secret. You can trust me.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Some deities have access to domains that aren't present in the Pathfinder rules or aren't easily replaced by a domain in the pathfinder rules. I have homebrewed these domains, when you select a deity tell me what deity it is and I will provide you a list of their domains and the stats for any homebrewed domains they may have access to. Again, some FR races and subraces may be present, if you have your heart set on playing a particular subrace let me know and I'll provide stats for them.
Also, we will be using the bonus regional equipment for the 3.5 book Players Guide to Faerun. All characters start with one of the choices presented for your home region. All characters will also begin with two character traits chosen from the SRD that are not 3rd party or fan made.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Character background, personality, and physical description are all required. I will be making character selections based largely on the quality of your submissions with these three things being paramount. You can make joint backgrounds if you like but all character backgrounds will have the players ending up in the city of Wheloon in the country of Cormyr. The players will all have responded to a cryptic note they saw posted around town that reads as follows:
To those of Strong Arm, Keen Mind, and Curiosity, Salutations!
See the man in blue at the Wyvern Watch Inn before the 23rd if you wish to hear a peculiar riddle, and are willing to undertake a commision to discover its answer!
--T.D.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
There is a good amount of all three.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Anything presented on the SRD that isn't tagged as 3rd party or fan made and isn't mentioned as unavailable above is open game.
Edit: Forgot to mention this game takes place during the Fall in 1374 DR.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Recruiting]
Quote:
Originally Posted by Rosalinath
First! *cough* I'm interested, thinking a cleric or maybe inquisiter of Mystra either from the mentioned temple or from outside
Hello! You've just pointed out something I forgot to address in the opening post. This is the first and only Temple of Mystra to ever be opened in the lands of Cormyr. If you are a follower of Mystra you may still come from Cormyr but you wont belong to any particular temple. The temple in Wheloon is new and none of the PC's can have any affiliation with it prior to the games beginning.
Both of those character concepts, however, would be welcome. Mystra has access to the Good, Knowledge, Magic, and Rune domains aswell as the Memory, Arcane, Divine, and Wards subdomains. Her favored weapon remains the "Seven Whirling Stars" (shuriken).
A character from a temple of Mystra would be right at home in the Dalelands to the east, however, particularly Cormanthor, Harrowdale, or even Shadowdale.
First off, nice stats. I am allowing things from the advanced races guide tentatively. That alternate class is fine. Certain things from the advanced races guide such as non-fr specific races are not allowed. Also, certain replacement racial abilities such as the Elf's Spirit of the Waters or Woodcraft should be ignored and the Aquatic Elf or Wood/Wild Elf subraces be used instead.
I think I'll just add the common subraces to the initial post to avoid any confusion on this matter.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Recruiting]
Well, apparently that would make the first post too long so I'll post the subraces here. If you feel like using any of these subraces feel free but as I said before they have not been play tested so some may be weaker or stronger than the core pathfinder races.
Dwarven Subraces:
Spoiler
Arctic Dwarves
Arctic Dwarf Racial Traits:
- +2 Strength, +2 Constitution, -2 Charisma: Acrtic Dwarves are incredibly strong but shorter and more stout than other dwarven subraces.
- Small: Arctic Dwarves are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
- Slow and Steady: Arctic Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Arctic Dwarves can see in the dark up to 60 feet.
- Hardy: Arctic Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Greed: Arctic Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
- Hatred: Arctic Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
- Cold Resistance: Arctic Dwarves have Cold Resistance 5.
- Stability: Arctic Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Languages: Arctic Dwarves begin play speaking Common and Dwarven. Arctic Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Gold Dwarves
Gold Dwarf Racial Traits:
- +2 Constitution, +2 Wisdom, -2 Dexterity: Gold Dwarves are both tough and wise, but not as quick or agile as other races.
- Medium: Gold Dwarves are Medium creatures and have no bonuses or penalties due to their size.
- Slow and Steady: Gold Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Gold Dwarves can see in the dark up to 60 feet.
- Defensive Training: Gold Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
- Greed: Gold Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
- Hatred: Gold Dwarves receive a +1 bonus on attack rolls against creatures of the aberration type due to special training against these hated foes.
- Hardy: Gold Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Gold Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Stonecunning: Gold Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- Weapon Familiarity: Gold Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
- Languages: Gold Dwarves begin play speaking Common and Dwarven. Gold Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Sharran, Terran, Untheric.
Duergar (Gray Dwarves)
Duergar Racial Traits:
- +2 Constitution, +2 Intelligence, -2 Charisma: Duergar are hardy and gruff like their Dwarven cousins but possess a sharp cunning from life in the Underdark.
- Medium: Duergar are Medium creatures and have no bonuses or penalties due to their size.
- Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Duergar can see in the dark up to 120 feet.
- Hardy: Duergar receive a +2 racial bonus on saving throws against poison, phantasms and effects that cause paralysis.
- Stealthy: Duergar receive a +2 racial bonus on all Stealth and Perception skill checks.
- Stonecunning: Duergar receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- Stability: Duergar receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Defensive Training: Duergar get a +4 dodge bonus to AC against monsters of the giant subtype.
- Spell-Like Abilities: Duergar can cast enlarge person and invisibility each once per day, using their character level as their caster level. Both of these spell-like abilities affect the duergar only.
- Light Sensitivity: Duergar are dazzled as long as they remain in an area of bright light.
- Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following: Draconic, Giant, Goblin, Orc, and Terran.
Shield Dwarves
Shield Dwarf Racial Traits: As per the pathfinder core rules for Dwarves.
Urdunnir (Orecutter Dwarves)
Urdunnir Racial Traits:
- +2 Constitution, +2 Wisdom, -2 Charisma: Urdunnir are both tough and wise, but also a bit gruff.
- Medium: Urdunnir are Medium creatures and have no bonuses or penalties due to their size.
- Slow and Steady: Urdunnir have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Urdunnir can see in the dark up to 60 feet.
- Stonecunning: Urdunnir receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- Stone Walk: Urdunnir can pass through stone and rock as if it were air. They can carry twice their own body weight with them when traveling in this manner. Urdunnirs (and anyone carried with them) cannot breathe while within stone or earth and must hold their breath when traveling in this manner.
- Spell-Like Abilities: Urdunnir can cast stone shape once per day, using their character level as their caster level.
- Languages: Urdunnir begin play speaking Dwarven, and Undercommon. Urdunnir with high Intelligence scores can choose from the following: Common, Giant, Goblin, Orc and Terran.
Wild Dwarves
Wild Dwarf Racial Traits:
- +2 Constitution, +2 Wisdom, -2 Charisma: Wild Dwarves are both tough and wise, but also a bit gruff.
- Small: Wild Dwarves are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
- Slow Speed: Wild Dwarves have a base speed of 20 feet.
- Darkvision: Wild Dwarves can see in the dark up to 60 feet.
- Weapon Familiarity: Wild Dwarves are proficient with blowguns and handaxes.
- Poison Use: A Wild Dwarf is trained in the use of poison from a young age and cannot accidentally poison himself when applying poison to a weapon.
- Fire Resistance: Wild Dwarves have Fire Resistance 5.
- Jungle Dweller: Wild Dwarves receive a +2 racial bonus on saving throws vs. poison and disease. Additionally, Wild Dwarves are immune to wild dwarf knockout poison.
- Stability: Wild Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Hatred: Wild Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
- Languages: Wild Dwarves begin play speaking Dwarven, and Common. Wild Dwarves with high Intelligence scores can choose from the following: Chultan, Draconic, Goblin, Tashalan, and Yuan-ti.
Elven Subraces:
Spoiler
Aquatic Elves
Aquatic Elf Racial Traits:
- +2 Dexterity, +2 Charisma, -2 Intelligence: Aquatic Elves are as fleet of foot as their land based kin, and while they are more sturdily build and charismatic than most of the other elven subraces they have little use of study.
- Medium: Aquatic Elves are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Aquatic Elves have a base speed of 30 feet.
- Swim Speed: Aquatic Elves have a swim speed of 30 feet. An Aquatic Elf gains a +8 bonus on all Swim checks and can take 10 on Swim checks even if rushed or threatened.
- Sea Longing: An Aquatic Elf who remains out of sight of the sea for more than a tenday longs for the sea, suffering a -1 penalty on all Wisdom based skill checks and ability checks until he returns to the shore.
- Gills: Aquatic Elves can breathe both water and air.
- Improved Low-Light Vision: Aquatic Elves can see four times as far as humans in conditions of dim light.
- Elven Immunities: Aquatic Elves are immune to magic sleep effects.
- Keen Senses: Aquatic Elves receive a +2 racial bonus on Perception skill checks.
- Weapon Familiarity: Aquatic Elves are proficient with tridents, longspears, and nets.
- Languages: Aquatic Elves begin play speaking Elven, and Common. Aquatic Elves with high Intelligence scores can choose from the following: Aquan, Draconic and Giant.
Avariel (Winged Elves)
Avariel Racial Traits:
- +2 Dexterity, -2 Constitution: Avariel are gifted with an otherworldly grace but their hollow bones make them more fragile than most races.
- Medium: Avariel are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Avariel have a base speed of 30 feet.
- Flight: Avariel have a fly speed of 30 feet with average maneuverability. Avariel cannot fly when wearing medium or heavy armor or carrying a medium or heavy load. Avariel wingspan is 12 feet so an Avariel cannot fly in an area that prevents them from fully extending their wings.
- Low-Light Vision: Avariel can see twice as far as humans in conditions of dim light.
- Keen Senses: Avariel receive a +2 racial bonus on Perception skill checks.
- Elven Immunities: Avariel are immune to magic sleep effects.
- Weapon Familiarity: Avariel are proficient with either the rapier or longsword and with bolas and the lasso.
- Languages: Avariel begin play speaking Elven, and Common. Avariel with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Drow (Dark Elves)
Drow Racial Traits:
- +2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and manipulative.
- Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Drow have a base speed of 30 feet.
- Darkvision: Drow can see in the dark up to 120 feet.
- Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
- Keen Senses: Drow receive a +2 racial bonus on Perception checks.
- Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
- Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level.
- Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
- Poison Use: A Drow is trained in the use of poison from a young age and cannot accidentally poison himself when applying poison to a weapon.
- Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
- Languages: Drow begin play speaking Drow and Undercommon. Drow with high Intelligence can choose bonus languages from the following: Abyssal, Common, Draconic, Drow Sign Language, Elven, Goblin, and Illuskan.
Moon Elves (Silver Elf)
Moon Elf Racial Traits: As per the pathfinder core rules for Elves.
Star Elves
Star Elf Racial Traits:
- +2 Dexterity, +2 Charisma, -2 Constitution: Star elves are graceful and charismatic but frail.
- Medium: Star Elves are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Star Elves have a base land speed of 30 feet.
- Low-Light Vision: Star Elves can see twice as far as humans in conditions of dim light.
- Otherworldly Touch: Star Elves confer the ghost touch ability to any melee weapons they wield and any armor they wear between sunset and sunrise. This ability only functions while the weapon is wielded by the Star Elf or while the Star Elf wears the armor.
- Extraplanar: Star Elves are not outsiders but they are not native to Faerun. Spells and effects that target extraplanar creatures affect Star Elves. Banishment, dismissal and similar effects that banish outsiders return a Star Elf to Sildeyuir.
- Elven Immunities: Star Elves are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
- Keen Senses: Star Elves receive a +2 racial bonus on Perception skill checks.
- Languages: Star Elves begin play speaking Common and Elven. Star Elves with high Intelligence scores can choose any of the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Sun Elves (Gold Elves)
Sun Elf Racial Traits: As per the pathfinder core rules for Elves.
Wild Elves (Green Elves)
Wild Elf Racial Traits:
- +2 Dexterity, +2 Wisdom, -2 Intelligence: Wild Elves are wiser and more hardy than other elves but prefer feats of athleticism and physical action to learning to solve problems.
- Medium: Wild Elves are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Wild Elves have a base speed of 30 feet.
- Low-Light Vision: Wild Elves can see twice as far as humans in conditions of dim light.
- Elven Immunities: Wild Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
- Nature Affinity: Wild Elves receive a +2 racial bonus on all Knowledge (Nature) and Survival skill checks and may choose one of those two skills as a class skill at 1st level.
- Keen Senses: Wild Elves receive a +2 racial bonus on Perception skill checks.
- Weapon Familiarity: Wild Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
- Languages: Wild Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Gnoll, Illuskan, Orc, Sylvan, Tashalan.
Wood Elves (Copper Elves)
Wood Elf Racial Traits:
- +2 Strength, +2 Dexterity, -2 Constitution: Wood Elves are strong but slight and tend to be less cerebral than other elves.
- Medium: Wood Elves are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Wood Elves have a base speed of 30 feet.
- Low-Light Vision: Wood Elves can see twice as far as humans in conditions of dim light.
- Elven Immunities: Wood Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
- Nature Affinity: Wood Elves receive a +2 racial bonus on all Knowledge (Nature) and Survival skill checks and may choose one of those two skills as a class skill at 1st level.
- Keen Senses: Wood Elves receive a +2 racial bonus on Perception skill checks.
- Weapon Familiarity: Wood Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
- Languages: Wood Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Chondathan, Draconic, Gnome, Goblin, Gnoll, Sylvan.
Gnomish Subraces:
Spoiler
Forest Gnomes
Forest Gnome Racial Traits:
- +2 Constitution, +2 Charisma, -2 Strength: Forest Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
- Small: Forest Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
- Slow Speed: Forest Gnomes have a base speed of 20 feet.
- Low-Light Vision: Forest Gnomes can see twice as far as humans in conditions of dim light.
- Defensive Training: Forest Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.
- Spell-Like Abilities: A Forest Gnome with a Charisma score of at least 11 can cast dancing lights, ghost sound, pass without a trace, and prestidigitation each one per day. They can also cast speak with animals twice per day using his total character level as his caster level.
- Keen Senses: Forest Gnomes receive a +2 racial bonus on Perception skill checks.
- Camouflage: Forest Gnomes receive a +2 racial bonus on Stealth skill checks. This bonus increases to +4 while within a forest.
- Gnome Magic: Forest Gnomes add +1 to the DC of any saving throws against illusion spells that they cast.
- Hatred: Forest Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
- Languages: Forest Gnomes begin play speaking Common and Gnome. Forest Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Sylvan.
Rock Gnomes
Rock Gnome Racial Traits: As per the pathfinder core rules for Gnomes. However, Rock Gnomes do not speak Sylvan automatically but it is added to their list of available language choices at 1st level.
Svirfneblin (Deep Gnomes)
Svirfneblin Racial Traits:
- +2 Constitution, +2 wisdom, -2 Strength, -2 Charisma: Svirfneblin are fast and observant, but relatively weak and emotionally distant.
- Small: Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
- Slow Speed: Svirfneblin have a base speed of 20 feet.
- Senses: Svirfneblin have darkvision 120 ft. and low-light vision.
- Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.
- Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian subtypes due to training against these hated foes.
- Stonecunning: Svirfneblin receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- Spell Resistance: Svirfneblin possess spell resistance equal to 6 plus their class levels.
- Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. A Svirfneblin also gains access to the following spell-like abilities: 1/day – disguise self, nondetection, blur, and blindness/deafness. The caster level of these abilities is equal to the Svirfneblins total character level. The DC for blindness/deafness is 12 + the Svirfneblins charisma modifier.
- Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Intelligence scores can choose from the following bonus languages: Common, Draconic, Drow, Dwarven, Illuskan, Sylvan, and Terran.
Half-Elven Subraces:
Spoiler
Half Aquatic Elves
Half Aquatic Elf Racial Traits:
- +2 to One Ability Score: Half Aquatic Elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Half Aquatic Elves are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Half Aquatic Elves have a base speed of 30 feet.
- Low-Light Vision: Half Aquatic Elves can see twice as far as humans in conditions of dim light
- Swim Speed: Half Aquatic Elves have a swim speed of 15 feet. They receive a +8 bonus on swim checks and may always take 10 on Swim checks even when rushed or threatened.
- Sea Longing: A Half Aquatic Elf who remains out of sight of the sea for more than a tenday longs for the sea, suffering a -1 penalty on all Wisdom based skill checks and ability checks until he returns to the shore.
- Adaptability: Half Aquatic Elves receive Skill Focus as a bonus feat at 1st level.
- Elf Blood: Half Aquatic Elves count as both elves and humans for any effect related to race.
- Elven Immunities: Half Aquatic Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
- Keen Senses: Half Aquatic Elves receive a +2 racial bonus on Perception skill checks.
- Multitalented: Half Aquatic Elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
- Languages: Half Aquatic Elves begin play speaking Common and Elven. Half Aquatic Elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Half-Drow
Half-Drow Racial Traits:
- +2 to One Ability Score: Half-Drow characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Half-Drow are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Half-Drow have a base speed of 30 feet.
- Darkvision: Half-Drow can see in the dark up to 60 feet.
- Adaptability: Half-Drow receive Skill Focus as a bonus feat at 1st level.
- Elf Blood: Half-Drow count as both elves and humans for any effect related to race.
- Elven Immunities: Half-Drow are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
- Keen Senses: Half-Drow receive a +2 racial bonus on Perception skill checks.
- Multitalented: Half-Drow choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
- Languages: Half-Drow begin play speaking Common and Drow. Half-Drow with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Halfling Subraces:
Spoiler
Ghostwise Halflings
Ghostwise Halfling Racial Traits:
- +2 Dexterity, +2 Charisma, –2 Strength: Ghostwise Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
- Small: Ghostwise Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
- Slow Speed: Ghostwise Halflings have a base speed of 20 feet.
- Fearless: Ghostwise Halflings receive a +2 racial bonus on all saving throws against fear.
- Speak Without Sound: A Ghostwise Halfling, unlike regular halflings, can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. The Halfling can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.
- Keen Senses: Ghostwise Halflings receive a +2 racial bonus on Perception skill checks.
- Sure-Footed: Ghostwise Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
- Weapon Familiarity: Ghostwise Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
- Languages: Ghostwise Halflings begin play speaking Common and Halfling. Ghostwise Halflings with high Intelligence scores can choose from the following: Chondathan, Elven, Gnoll, Sharran, and Sylvan.
Lightfoot Halflings
Lightfoot Halfling Racial Traits: As per the pathfinder core rules for Halflings.
Strongheart Halflings
Strongheart Halfling Racial Traits:
- +2 Dexterity, +2 Charisma, –2 Strength: Strongheart Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
- Small: Strongheart Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
- Slow Speed: Strongheart Halflings have a base speed of 20 feet.
- Fearless: Strongheart Halflings receive a +2 racial bonus on all saving throws against fear.
- Bonus Feat: Strongheart Halflings select one extra bonus feat at 1st level.
- Sure-Footed: Strongheart Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
- Weapon Familiarity: Strongheart Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
- Languages: Strongheart Halflings begin play speaking Common and Halfling. Strongheart Halflings with high Intelligence scores can choose from the following: Dwarven, Gnoll, Goblin, Halruuan, and Sharran.
Orcish Subraces:
Spoiler
Gray Orcs
Gray Orc Racial Traits:
- +2 Strength, +2 Wisdom, -2 Intelligence: Gray Orcs are not as strong as Mountain Orcs, but they tend to be more independent and strong willed.
- Medium: Gray Orcs are Medium creatures and have no bonuses or penalties due to their size.
- Fast Speed: Gray Orcs have a base land speed of 40 feet.
- Darkvision: Gray Orcs can see in the dark up to 60 feet.
- Intimidating: GrayOrcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
- Scent: Gray Orcs have the Scent extraordinary ability.
- Weapon Familiarity: Gray Orcs are proficient with the battleaxe and longbow (including composite longbows) and treat any weapon with the word “orc” in its name as a martial weapon.
- Languages: Gray Orcs begin play speaking Orc and Common. Gray Orcs with high intelligence can choose from the following: Draconic, Giant, and Goblin.
Mountain Orcs
Mountain Orc Racial Traits:
- +4 Strength, -2 Intelligence: Mountain Orcs are tremendously strong, but they react to situations with violence and poor planning.
- Medium: Mountain Orcs are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Mountain Orcs have a base land speed of 30 feet.
- Darkvision: Mountain Orcs can see in the dark up to 60 feet.
- Intimidating: Mountain Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
- Cave Dwelling: Mountain Orcs receive a +2 racial bonus on Knowledge (Dungeoneering) checks and Survival checks made underground.
- Rock Climber: Mountain Orcs receive a +2 racial bonus on all Climb skill checks.
- Hatred: Mountain Orcs receive a +1 bonus on attack rolls against humanoid creatures of the dwarf and elf subtypes due to special training against these hated foes.
- Weapon Familiarity: Mountain Orcs are proficient with the battleaxe, greataxe, falchion and javelin and treat any weapon with the word “orc” in its name as a martial weapon.
- Languages: Mountain Orcs begin play speaking Orc and Common. Mountain Orcs with high intelligence can choose from the following: Draconic, Dwarven, Giant, and Goblin.
Orogs (Deep Orcs)
Orog Racial Traits:
- +2 Strength, +2 Charisma, -2 Dexterity: Orogs are incredibly strong and make good leaders despite their ferocious appearance, but their bulky frames make their movements somewhat awkward.
- Medium: Orogs are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Orogs have a base land speed of 30 feet.
- Darkvision: Orogs can see in the dark up to 60 feet.
- Master Artisan: Orogs receive a +2 racial bonus on all Craft (Armorsmithing) and Craft (Weaponsmithing) skill checks.
- Intimidating: Orogs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
- Resistances: Orogs have Fire and Cold Resistance 5.
- Weapon Familiarity: Orogs are proficient with the greatsword and throwing axe and treat any weapon with the word “orc” in its name as a martial weapon.
- Languages: Orogs begin play speaking Orc and Undercommon. Orogs with high intelligence can choose from the following: Common, Dwarven, Elven, Goblin, and Giant.
Planetouched:
Spoiler
Aasimar
Aasimar Racial Traits:
- +2 Wisdom, +2 Charisma, -2 Constitution: Aasimar are strong of will and personality but their celestial nature does not bond well with mere mortals making them quite frail and prone to sickness.
- Normal Speed: Aasimar have a base land speed of 30 feet.
- Darkvision: Aasimar can see in the dark up to 60 feet.
- Perceptive: Aasimar receive a +2 racial bonus on all Perception skill checks.
- Diplomatic: Aasimar receive a +2 racial bonus on all Diplomacy skill checks.
- Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability using his total character level as his caster level.
- Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
- Outsider: Aasimar are Outsiders with the native suptype.
- Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Air Genasi
Air Genasi Racial Traits:
- +2 Dexterity, +2 Intelligence, -2 Wisdom: Air Genasi are quick of hand and sharp of wit but they are easily distracted.
- Normal Speed: Air Genasi have a base land speed of 30 feet.
- Darkvision: Air Genasi can see in the dark up to 60 feet.
- Skilled: Air Genasi receive a +2 racial bonus on all Acrobatics and Fly skill checks.
- Spell-Like Ability: Air Genasi can use levitate once per day as a spell-like ability using his total character level as his caster level.
- Resistance: Air Genasi have Electricity Resistance 5.
- One with the Wind: Air Genasi receive a +1 racial bonus on all saving throws vs. spells and abilities with the Air descriptor. This bonus increases by 1 for every 5 character levels gained.
- Outsider: Air Genasi are Outsiders with the native suptype.
- Languages: Air Genasi begin play speaking Common and Auran. Air Genasi with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Earth Genasi
Earth Genasi Racial Traits:
- +2 Strength, +2 Constitution, -2 Charisma: Earth Genasi are strong and tough but known to be very stubborn.
- Normal Speed: Earth Genasi have a base land speed of 30 feet.
- Darkvision: Earth Genasi can see in the dark up to 60 feet.
- Skilled: Earth Genasi receive a +2 racial bonus on all Climb and Knowledge (Dungeoneering) skill checks.
- Spell-Like Ability: Earth Genasi can use pass without a trace once per day as a spell-like ability using his total character level as his caster level.
- Resistance: Earth Genasi have Acid Resistance 5.
- One with the Earth: Earth Genasi receive a +1 racial bonus on all saving throws vs. spells and abilities with the Earth descriptor. This bonus increases by 1 for every 5 character levels gained.
- Outsider: Earth Genasi are Outsiders with the native suptype.
- Languages: Earth Genasi begin play speaking Common and Terran. Earth Genasi with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Fire Genasi
Fire Genasi Racial Traits:
- +2 Dexterity, +2 Intelligence, -2 Charisma: Fire Genasi are quick and have bright minds but are impatient and quick to anger.
- Normal Speed: Fire Genasi have a base land speed of 30 feet.
- Darkvision: Fire Genasi can see in the dark up to 60 feet.
- Skilled: Fire Genasi receive a +2 racial bonus on all Knowledge (Planes) and Spellcraft skill checks.
- Spell-Like Ability: Fire Genasi can use burning hands once per day as a spell-like ability using his total character level as his caster level. The DC for this ability is 11 + the Fire Genasi’s charisma modifier.
- Resistance: Fire Genasi have Fire Resistance 5.
- One with the Flame: Fire Genasi receive a +1 racial bonus on saving throws vs. all spells and abilities with the fire descriptor. This bonus increase by 1 for every 5 character levels gained.
- Outsider: Fire Genasi are Outsiders with the native suptype.
- Languages: Fire Genasi begin play speaking Common and Ignan. Fire Genasi with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Tiefling
Tiefling Racial Traits:
- +2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
- Medium: Tieflings are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Fire Genasi have a base land speed of 30 feet.
- Darkvision: Tieflings see in the dark up to 60 feet.
- Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
- Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
- Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
- Outsider: Tieflings are Outsiders with the native subtype.
- Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Water Genasi
Water Genasi Racial Traits:
- +2 Constitution, +2 Wisdom, -2 Charisma: Water Genasi have high endurance and strong wills but are emotionally cold and distant.
- Medium: Water Genasi are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Fire Genasi have a base land speed of 30 feet.
- Swim Speed: Water Genasi have a swim speed of 30 feet. A Water Genasi gains a +8 bonus on all Swim checks and can take 10 on Swim checks even if rushed or threatened.
- Darkvision: Water Genasi see in the dark up to 60 feet.
- Skilled: Water Genasi receive a +2 racial bonus on all Sense Motive skill checks.
- Spell-Like Ability: Water Genasi can use create water once per day as a spell-like ability. The caster level for this ability equals the Water Genasi's class level.
- Resistance: Water Genasi have Cold Resistance 5.
- One with the Waves: Water Genasi receive a +2 racial bonus on all saving throws vs. spells and effects with the water descriptor. This bonus increases by +1 for every 5 levels gained.
- Outsider: Water Genasi are Outsiders with the native suptype.
- Languages: Water Genasi begin play speaking Common and Aquan. Water Genasi with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
For anyone interested in any of these races and subraces you can find descriptive text about them here.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Recruiting]
I'd like to post interest for an aasimar cleric or paladin of Sune. I could go either way as far as classes go. And if not Sune then Ilmater, depending on what sort of concept I can think of. Lemme try some rolls and see what I get.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Recruiting]
I might like to give this a shot. I'll roll dice and see if I can come up with a character that fits in to the story somehow. Maybe an elven worshiper of Mystra. Maybe a ranger/wizard working towards arcane archer.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Recruiting]
Quote:
Originally Posted by Haberdashery
I'd like to post interest for an aasimar cleric or paladin of Sune. I could go either way as far as classes go. And if not Sune then Ilmater, depending on what sort of concept I can think of. Lemme try some rolls and see what I get.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Recruiting]
Ilmater: Domains: Good, Healing, Law, Strength, Suffering. Subdomains: Archon, Restoration, Resurrection, Resolve, Martyr. Favored Weapon: An open hand (unarmed strike).
Suffering Domain: Granted Powers:
- Touch of Suffering (Sp): You can make a melee touch attack against any living opponent and inflict great pain upon it. This touch bestows a -2 penalty to the creatures strength or dexterity score (your choice) for 1 round per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Aura of Pain (Su): At 8th level, you can emit a 30-foot aura of pain for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive. Domain Spells: 1st – bane, 2nd – bear’s endurance, 3rd – bestow curse, 4th – enervation, 5th – feeblemind, 6th – harm, 7th – eyebite, 8th – symbol of pain, 9th – horrid wilting.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Recruiting]
Quote:
Originally Posted by Tevin
Ilmater: Domains: Good, Healing, Law, Strength, Suffering. Subdomains: Archon, Restoration, Resurrection, Resolve, Martyr. Favored Weapon: An open hand (unarmed strike).
Suffering Domain: Granted Powers:
- Touch of Suffering (Sp): You can make a melee touch attack against any living opponent and inflict great pain upon it. This touch bestows a -2 penalty to the creatures strength or dexterity score (your choice) for 1 round per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Aura of Pain (Su): At 8th level, you can emit a 30-foot aura of pain for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive. Domain Spells: 1st – bane, 2nd – bear’s endurance, 3rd – bestow curse, 4th – enervation, 5th – feeblemind, 6th – harm, 7th – eyebite, 8th – symbol of pain, 9th – horrid wilting.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Recruiting]
Quote:
Originally Posted by Nixed
I might like to give this a shot. I'll roll dice and see if I can come up with a character that fits in to the story somehow. Maybe an elven worshiper of Mystra. Maybe a ranger/wizard working towards arcane archer.
Sounds interesting. There is an order of Rangers who follow Mystra known as the Shooting Stars. You might want to look them up for some inspiration.
One of the FR 3.5 books added a very interesting idea for Rangers and that was having organizations for favored enemy bonuses. I'd like to incorporate that into this game. If you do decide to go with a Mystran ranger a couple of great choices fluff wise and crunch wise for this game would by Church of Shar or Church of Cyric.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Recruiting]
Quote:
Originally Posted by Tevin
Sounds interesting. There is an order of Rangers who follow Mystra known as the Shooting Stars. You might want to look them up for some inspiration.
One of the FR 3.5 books added a very interesting idea for Rangers and that was having organizations for favored enemy bonuses. I'd like to incorporate that into this game. If you do decide to go with a Mystran ranger a couple of great choices fluff wise and crunch wise for this game would by Church of Shar or Church of Cyric.
I had seen the Shooting stars, and just read about the organization part. I was going to ask what would be appropriate for a favored enemy.
I was thinking maybe a young ranger trained by his father a memeber of the Shooting Stars. Heading to the temple to join/pay his respects when the quest starts.. Assuming that is where we're supposed to end up to get started here.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Recruiting]
Quote:
Originally Posted by Nixed
I had seen the Shooting stars, and just read about the organization part. I was going to ask what would be appropriate for a favored enemy.
I was thinking maybe a young ranger trained by his father a memeber of the Shooting Stars. Heading to the temple to join/pay his respects when the quest starts.. Assuming that is where we're supposed to end up to get started here.
Everyone winds up in the city of Wheloon in Cormyr. There's a notice posted that brings everyone to the Wyvern Watch Inn at the start but your initial reason for traveling to Wheloon could certainly be to check out the new temple. It is pretty big news around the area due to being the first ever temple of Mystra opened in Cormyr.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Recruiting]
Quote:
Originally Posted by Tevin
Everyone winds up in the city of Wheloon in Cormyr. There's a notice posted that brings everyone to the Wyvern Watch Inn at the start but your initial reason for traveling to Wheloon could certainly be to check out the new temple. It is pretty big news around the area due to being the first ever temple of Mystra opened in Cormyr.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Forgotten Realms, Recruiting]
I might be interested if you're ok with having a beginner in the game. I've never played tabletop d&d though I have some knowledge of it from various computer games and PF is almost a complete unknown to me.
I'd probably be playing a bard since there are already so many paladins.
Re: Cormyr: The Tearing of the Weave [Pathfinder, Forgotten Realms, Recruiting]
New people are fine, you can check out the rule set for pathfinder here.
To roll your stats you need to enter this formula.
[ roll]4d6b3[/roll]
Only make sure not to have the space between the first bracket and the r from roll]. Do that 7 times and pick the prefered 6 results. You will have to post a new reply since you cannot add rolls into a post with the edit option. Good luck.
Edit: Ignore that, seems you already know how to roll on the forums.