Age of exploration Homebrew (Inactive)

Game Master catman123456


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Shadow Lodge

By the way I work nights so I my posting maybe little erratic. So decide how you got your summons. Also you get your class kit for free and traveling papers.


Male Orc Expert 5

Dot.


Male 1/2Giant- Orc Brawler [wild child] 5
Stats:
HP:70 AC:19 T:10 FF:19 Init:+0 Fort:+8 Ref:+4 Will:+3 Perception:10
activated abilities:
Knockout(1/d; DC:16); Martial Flexability (5/d); Wild Trick(6/d; Sic 'em)

DOT.

I'm also most active over night, but I'm sporadically on in the middle of the day.


Male 1/2Giant- Orc Brawler [wild child] 5
Stats:
HP:70 AC:19 T:10 FF:19 Init:+0 Fort:+8 Ref:+4 Will:+3 Perception:10
activated abilities:
Knockout(1/d; DC:16); Martial Flexability (5/d); Wild Trick(6/d; Sic 'em)

Streamlined, and ready to go!


Female Panthera Tiger Animal Companion 5
Stats:
HP:50 AC:20 T:14 FF:16 Init:+4 Fort:6 Ref:8 Will:3 Perception:10

Checking in with Bisag's Animal Companion!


Thanks a lot for picking me, I've been dying to play this character! I'll have the alias updated by tomorrow morning.


I do have one question that may skew the small amount of character creation I have yet to do. Will you allow me to use the spontaneous alchemy rules from the alchemy manual? I most likely won't even be using the combat crafting abilities, I just think it's a little unfair that it takes me almost 3 days to craft an Alchemist's Fire.


Male AC: 19 FF:14 Touch:15 HP: 10/10 F:+7 R:+4 W:+7

I figured penance would just be a part of the regular crew is that okay?

Shadow Lodge

Alistair, the Dark Alchemist wrote:
I do have one question that may skew the small amount of character creation I have yet to do. Will you allow me to use the spontaneous alchemy rules from the alchemy manual? I most likely won't even be using the combat crafting abilities, I just think it's a little unfair that it takes me almost 3 days to craft an Alchemist's Fire.

Actually I thought about the crafting rules so here is the changes I am thinking about implanting.

If your trained [ie have a rank] in a craft skill you generate gp instead of sp. if your untrained or you fail you generate 1 step down fail by 5 2 steps 10 FUBAR[ ex. gp--sp--cp]. So for example if you have 12 ranks a craft skill and you roll a 10 a 22 so you make it in a day. If you get a nat 20 you double the amount and cut the time in half. For every 5 passes the time is cut in half to a min of a hour.

So what do you think?


So:
Craft Alchemy: 1d20 + 19 ⇒ (5) + 19 = 24 to craft an Alchemists fire

So 24 x 20 = 480

480 / 20(Crafting Price in gold) = 24

So I craft it in 1/24th of a week or a day?
That's 7 hours or 1 hour respectively.

I feel like those are fairly good rules for magical items, but i think alchemy is a little unique. If it's going to take me a even an hour to craft something i can only use once, I don't think I'll be doing much crafting. I mentioned the alchemy manual because it does a good job of differentiating between items. It only takes 10 minutes to craft an alchemists fire but 1 hour to make an acid flask even though the acid has a lower dc. I believe thats a good ruling because no matter how easy it is to make, I think I think the acid would still logically take more time.


Male 1/2Giant- Orc Brawler [wild child] 5
Stats:
HP:70 AC:19 T:10 FF:19 Init:+0 Fort:+8 Ref:+4 Will:+3 Perception:10
activated abilities:
Knockout(1/d; DC:16); Martial Flexability (5/d); Wild Trick(6/d; Sic 'em)

Do you have a base of operations? I'd say any good science geek would, and that means you've likely got a stash, or at least a shelf of mixtures waiting on a final catalyst.

Pulling MacGuyver style potion mixing could be very dangerous, even for the well trained, and it's not likely you'll be able to substitute crab grass for major ingredients.

Just my 2 cents.


Well yes, obviously during downtime I will have an alchemy lab wherever we decide to hang out. My worry is not that I won't have the means to craft when we're away, my worry is that I won't be able to make a few flasks when we make camp, or that I won't have enough flasks to last through our adventures.

That being said, all the flasks I throw are extra on top of what the alchemist can normally put fourth. I just invested a few choices into alchemical weapons, and would like to make as much use out of them as I can.


Male AC: 19 FF:14 Touch:15 HP: 10/10 F:+7 R:+4 W:+7

We're on a flying boat in an exploration adventure.

That's kind of our default hang out.


Male 1/2Giant- Orc Brawler [wild child] 5
Stats:
HP:70 AC:19 T:10 FF:19 Init:+0 Fort:+8 Ref:+4 Will:+3 Perception:10
activated abilities:
Knockout(1/d; DC:16); Martial Flexability (5/d); Wild Trick(6/d; Sic 'em)

A flying boat sounds like a great place to have an alchemical lap set up for you to do stuff and things!

As a note, can we all get or link our characters in our character profile so we can all see them? Also, Has anyone seen Silverseabird since he mentioned that he was producing a Skinwalker druid? I didn't actually see his submission though.

Shadow Lodge

I sent Dragonflyer1243 a pm so we'll see what happens.


I posted in the gameplay thread, but I must've forgotten to post here as well. For some reason I couldn't see the discussion/gameplay threads until Tark let me know they were up and now for some reason I can see them.


Male 1/2Giant- Orc Brawler [wild child] 5
Stats:
HP:70 AC:19 T:10 FF:19 Init:+0 Fort:+8 Ref:+4 Will:+3 Perception:10
activated abilities:
Knockout(1/d; DC:16); Martial Flexability (5/d); Wild Trick(6/d; Sic 'em)

What's happening y'all?

Just trying to get a bead on the situation.
Do we have all the players?
Catman, you ready?
Is there anything else we need to know before we play?
Etc.


Male Orc Expert 5

I think we're missing our druid and sorcerer.

Which is kind of bad.

Shadow Lodge

Yeah i'll see whats going on with them.


Male 1/2Giant- Orc Brawler [wild child] 5
Stats:
HP:70 AC:19 T:10 FF:19 Init:+0 Fort:+8 Ref:+4 Will:+3 Perception:10
activated abilities:
Knockout(1/d; DC:16); Martial Flexability (5/d); Wild Trick(6/d; Sic 'em)

All else fails, I also have my White Mage/Spellslinger, but I'd rather not be playing 2 characters in 1 game.


Did somebody call for a gnome? I find myself with available for a little adventure, and I'd be happy to join in.


M Human Gunslinger(Rifle Master)/5 (HP 55/55| AC:24 | T:17 | FF:17 | CMB:6 | CMD:22 | Fort:+6 | Ref:+11 | Will:+4 | Init:+8/10 | Perc:+10 | Speed 30)

Just a heads up, I'll be out of town this weekend so feel free to bot me as needed.


Male Three-quartersling Commoner/20

Dot, I honestly still need to make an alias, thanks for the invite.


Male 1/2Giant- Orc Brawler [wild child] 5
Stats:
HP:70 AC:19 T:10 FF:19 Init:+0 Fort:+8 Ref:+4 Will:+3 Perception:10
activated abilities:
Knockout(1/d; DC:16); Martial Flexability (5/d); Wild Trick(6/d; Sic 'em)

sliver, Check your profile, the url link isn't functioning.

its {ulr=[hyperlink here]} Description {/url}

replace {} with []


Male Three-quartersling Commoner/20

Thanks


I may or may not have gone a little crazy with my inventory, so check it out and see what you think. The size of some of these items is somewhat of a grey area after all. Also, I was wondering if you would allow me to take proficiency in the Flask Thrower as my weapon granted from the grenadier archetype? I purchased it without knowing it was an Exotic, but I have no use for any of the martial weapons, especially after my racial favored weapons.


Hybrid weapons are only good for 24 hours. You should probably only prepare a few. Other than that it seems good to me. Most GM's only go with weight for the haversack because calculating volume is a real pain.

I'd allow the flask thrower, as it's an alchemical-themed item, but I'm not the GM. (I also play a grendadier/gun tank in another game)

Edit
Doh, I saw that was burst jar in your 'hybrid'. That should last.


Alistair, I thought you gave up brew potion as part of Grenadier?


I knew I lost brew potion somewhere, but my character builder was still giving it to me. Tha is for pointing that out. I'll make some changes.


Male 1/2Giant- Orc Brawler [wild child] 5
Stats:
HP:70 AC:19 T:10 FF:19 Init:+0 Fort:+8 Ref:+4 Will:+3 Perception:10
activated abilities:
Knockout(1/d; DC:16); Martial Flexability (5/d); Wild Trick(6/d; Sic 'em)

Are we all here and ready to go? What's up?

I should probably get reacquainted with the posting expectations as well. Were we supposed to be doing every day or once a week?

I'd like to get all the details of everything fleshed out so we can get rolling.


Male Half-orc Skinwalker(ragebred) Druid (nature fang) 5

I agree.

Shadow Lodge

Sorry about being slow. I'll have something up by tonight.


Male Human Cleric of Darwinism 5th / Monk 2nd

No worries, I just wanted to be clear on the posting requirements for everyone because I remember a recruitment saying they were doing 1 post a week, even they meant 1 per day.


Good to know you're back.


Hmmm... So when the amulet of mighty Fists +5 drops it looks like we're going to have quite the competition for it.


Male 1/2Giant- Orc Brawler [wild child] 5
Stats:
HP:70 AC:19 T:10 FF:19 Init:+0 Fort:+8 Ref:+4 Will:+3 Perception:10
activated abilities:
Knockout(1/d; DC:16); Martial Flexability (5/d); Wild Trick(6/d; Sic 'em)

Between myself and who?

Honestly I'm more interested in increasing my weapon capabilities than my fists... Which hit like greatswords anyways.


Let's see, there's a tiger and a biter and a drake.


Male Half-orc Skinwalker(ragebred) Druid (nature fang) 5

And a natural attack focused druid.


You were the biter. :)


Male 1/2Giant- Orc Brawler [wild child] 5
Stats:
HP:70 AC:19 T:10 FF:19 Init:+0 Fort:+8 Ref:+4 Will:+3 Perception:10
activated abilities:
Knockout(1/d; DC:16); Martial Flexability (5/d); Wild Trick(6/d; Sic 'em)

Just waiting on the decision to be made based on my survival check.

Would you guys rather go "interesting" or "Safe"? as it seems like I'm more or less the guide on that one.


I'm good with interesting. :)


Male Half-orc Skinwalker(ragebred) Druid (nature fang) 5

Interesting sounds... Interesting


Since we haven't had any objections, Interesting wins. *pounds gavel* Let's move on.


Male 1/2Giant- Orc Brawler [wild child] 5
Stats:
HP:70 AC:19 T:10 FF:19 Init:+0 Fort:+8 Ref:+4 Will:+3 Perception:10
activated abilities:
Knockout(1/d; DC:16); Martial Flexability (5/d); Wild Trick(6/d; Sic 'em)

Still waiting on GM to decide which way is "interesting"

But I've already presented my responses to the options.


M Human Gunslinger(Rifle Master)/5 (HP 55/55| AC:24 | T:17 | FF:17 | CMB:6 | CMD:22 | Fort:+6 | Ref:+11 | Will:+4 | Init:+8/10 | Perc:+10 | Speed 30)

Daniel is fine any which way.

Shadow Lodge

RL is hectic right now. But I am still here.


2 people marked this as a favorite.

Okay Catman, if RL is hectic, then say so and say when you expect to get time. But you need to do more. You are our window to the world. If you don't give us feedback and description, then this whole thing doesn't work. Right now, I don't know what is going on, which means you aren't doing your job.

Each person should know where they are in respect to the combat and what the results of their previous action was before we go on.

If you aren't going to take this game seriously, why should we?


Male 1/2Giant- Orc Brawler [wild child] 5
Stats:
HP:70 AC:19 T:10 FF:19 Init:+0 Fort:+8 Ref:+4 Will:+3 Perception:10
activated abilities:
Knockout(1/d; DC:16); Martial Flexability (5/d); Wild Trick(6/d; Sic 'em)

so...

It's been more than 2 weeks, just wondering what's going on?

Is this a dead game or just on hold? Please let me know.

Shadow Lodge

My internet is not as good as i want so the game is dead.


Male Orc Expert 5

Would you kindly mark this as inactive?

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