All's Well that Ends in a Well

Game Master Choon


451 to 500 of 810 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

That's fine. (damn it RAW ^^)
I will add one anyway (its not as expensive as I thought)
Also Softpaw boots ... Because +1 stealth.
And the name.
Mostly the name actually xD


I think one of my earlier questions got swallowed in the 400+ volume of posts, so I'm going to ask it again just to make sure.

1. RE the thrall herd prestige class. Will the characters obtained as thralls and believers be built by me, or by you.

And a new question:

2. Will cohorts / followers of any sort use the 1.5 gestalt rules?


1) Me. They'll probably be denzions of the dungeon.

2) Nope. They might be monsters though. We'll see.


Simon Blue-Eye wrote:
DW Duck wrote:

@Simon Blue-Eye

Please tell me your picking up one of these, so I can make fun of you as you mark a wall or tree with a scent you've 'prepared'

Kit, Trailscent

Yeah, I know about them... And I am heavily tempered to do so.

It could prove very useful to mark our way in - so we can easily find our way out.
Otherwise it is quite expensive, and not totally fitting for a dungeon. In a 'normal' AP I probably would pick it as a no-brainer. There's always that npc to search or follow, or a crucial item that might benefit from being 'marked' in case of severe theft.
But in this scenario ... It's still a maybe in my eyes, what do you think?
@Choon: How about Emily and this kit? Or other animals? Can they scent the 'meaning' of it, or scent it at all?

Actually I think it's even more worth it, if you wanted to get 10 I'd be more than willing to help you carry it too.

We have been told by multiple locals with experience that it's proven nigh impossible to make a reliable map of the dungeon. Random teleportation happens and walls move. Chalked walls could move or fade, maps could be out of date a after 5 minutes, but if you scent marked a room or path we might actually be able to use it to navigate.

This is doubly true if the fact that it can last a year than its wash resistant, and catfolk only likely means that most won't detect the markings. You could mark willing allies equipment with Posession, mark our path with Shelter, mark traps or dangers with Danger, and safe spaces to camp or sources of food/water with Food

Scarab Sages

You guys have done well with your builds. I haven't seen very many issues so far. I'm not done yet, but I thought I'd start the praise early. Well done!


Ma'an has a profile now, along with a fuller explanation of his abilities and taking some formatting suggestions from Gaurwaith. It is a good thing I did, because apparently I had some math errors in my weight carried and gold spent areas. So, thanks to Gaurwaith for that!


Michael7123 wrote:
No worries, real sleep is important and real life concerns have greater importance than PBP character reviewing. Besides, we still have more than 5 days before applications close, so there's no rush.

Cool, I've just looked over what you've written and it's quite long. I'm going to need more than an hour, which I don't quite have at the moment, to give it a proper review. So I'd say about eight hours before I get back to you, maybe less, probably somewhat more.

Regarding dashes, that sounds about like how I've seen them used. I hate them myself, though, and will actively avoid using them when I can. Writing in another language is hard, if I tried to write in french it would probably...not exist, because I can't think of a reason why I would subject myself to that. But your English is great, so good job.

Thanks for all the feedback, people, I'm going to be revising after I review Michael's character, if you want you can take a second look.


Gaurwaith and Michael7123: Background is updated, and I fleshed it out a LOT thanks to both of your suggestions. Regarding some specific things:

Spells: -Purify Food/Drink, + Guidance, -Remove Fear, +Bless, +Divine Favor +Fear the Sun –
I figure the “adventuring” list will change as time goes on, but this is a “wandering the roads alone” type of list, so I’ll definitely be changing it frequently. I didn’t know about Fear the Sun, though, that’s awesome!

Why the level in Monk - Mostly I wanted the Wis to AC, and to get something for not having armor proficiency from Blossoming Light. The Serpent-Fire Adept just seems like an interesting way to trade away feats I wouldn't use (Stunning Fist and maybe Improved Grapple..?) although I may drop that and pick up the Stunning Fist anyway. Paladin is a bit smitier and more cavalier than Pharom, in my mind, but could work as well.

Re: "Melisander" - Balls, I stopped watching that show 3 or 4 years ago and I guess that name bubbled up from my subconscious. I knew it sounded familiar. I'll change it.

Scarab Sages

The last submission we received was Wednesday. I'm trying to decide if I should end this rave before I drown in submissions...


Choon wrote:
The last submission we received was Wednesday. I'm trying to decide if I should end this rave before I drown in submissions...

I don't see anyone else who has said "Hey, I plan on getting a thing in" recently. It's mostly just all of us jabbering about various things, at this point. Your call, of course!

Scarab Sages

That was my thought too. We're only at 18 submissions with a few other declarations of interest/characters in progress...


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Choon wrote:
That was my thought too. We're only at 18 submissions with a few other declarations of interest/characters in progress...

I feel really bad for you. Your decisions are going to be so tough.

You could give people 24 more hours to get a character submitted. Just in case there's someone out there who still wants to submit.

Scarab Sages

If I do cut it off I'll defiantly give a few days for characters to get finished up.


I know I'm late to the party, but I hope to quickly create a submission. I previously was in a PbP that did the Mouth of Doom as a prequel to Rappan Athuk. And just as we were about to go into Rappan Athuk, real life struck and the game ended.

Focus = Con
Foible = Wis
Str: 4d6 - 1 ⇒ (1, 6, 5, 4) - 1 = 15
Dex: 4d6 - 4 ⇒ (6, 6, 5, 4) - 4 = 17
Int: 4d6 - 1 ⇒ (4, 3, 1, 2) - 1 = 9
Cha: 4d6 - 1 ⇒ (1, 5, 1, 2) - 1 = 8

Wow, I have rolled a powerful, dumb creature. I'll have to think on how to handle this.

Scarab Sages

Welcome, Tazo!


Tazo wrote:

I know I'm late to the party, but I hope to quickly create a submission. I previously was in a PbP that did the Mouth of Doom as a prequel to Rappan Athuk. And just as we were about to go into Rappan Athuk, real life struck and the game ended.

Focus = Con
Foible = Wis
[dice=Str]4d6-1
[dice=Dex]4d6-4
[dice=Int]4d6-1
[dice=Cha]4d6-1

Wow, I have rolled a powerful, dumb creature. I'll have to think on how to handle this.

That could actually be a lot of fun to play. An absolute physical paragon full of a powerful but simple passion


Choon, would you be interested in each of us giving you a review of the role you expect our character to play? Statblocks and lists of abilities are useful, but they don't always perfectly convey what strategies you plan on using.

Scarab Sages

If you want, go for it!


DW Duck wrote:
Tazo wrote:

I know I'm late to the party, but I hope to quickly create a submission. I previously was in a PbP that did the Mouth of Doom as a prequel to Rappan Athuk. And just as we were about to go into Rappan Athuk, real life struck and the game ended.

Focus = Con
Foible = Wis
[dice=Str]4d6-1
[dice=Dex]4d6-4
[dice=Int]4d6-1
[dice=Cha]4d6-1

Wow, I have rolled a powerful, dumb creature. I'll have to think on how to handle this.

That could actually be a lot of fun to play. An absolute physical paragon full of a powerful but simple passion

This is Cuddles, Choon's mentally dull grappler. He's an Orc. He loves to hug. He loves all, and all love him, they just don't know it yet. Sometimes his enemies can't help but take a nap after all the love they feel from his crushing embrace!


Cuddles wrote:
DW Duck wrote:
Tazo wrote:

I know I'm late to the party, but I hope to quickly create a submission. I previously was in a PbP that did the Mouth of Doom as a prequel to Rappan Athuk. And just as we were about to go into Rappan Athuk, real life struck and the game ended.

Focus = Con
Foible = Wis
[dice=Str]4d6-1
[dice=Dex]4d6-4
[dice=Int]4d6-1
[dice=Cha]4d6-1

Wow, I have rolled a powerful, dumb creature. I'll have to think on how to handle this.

That could actually be a lot of fun to play. An absolute physical paragon full of a powerful but simple passion
This is Cuddles, Choon's mentally dull grappler. He's an Orc. He loves to hug. He loves all, and all love him, they just don't know it yet. Sometimes his enemies can't help but take a nap after all the love they feel from his crushing embrace!

Ooo! If we're both selected there's cause in my backstory for us to know eachother. Are you going Brawler? One of my IRL players is a grapple based brawler. As a move action he gains the benefit of any combat feat, so he swaps between Improved [i]Combat Manuever Needed [i] basically at will. For the purposes of qualifying for feats your INT is 13 just like a fighter, so the low INT score won't hold you back much


Michael7123 wrote:
Choon, would you be interested in each of us giving you a review of the role you expect our character to play? Statblocks and lists of abilities are useful, but they don't always perfectly convey what strategies you plan on using.

Dalkk's role is support in most everyway. Extracts are built for buffing others. Almost every skill has a +8 or so which means he won't be the first best in much but has a solid ability to sub in if failure occurs.

Bombs and alchemical weapons are all built around debuffing and flexibility.
I plan on relying heavily on making Alchemical Items to infuse into my bolts to deliver a respectable (but unlikely the highest) amount of damage as well as elemental effects.
I think Dalkk can hit almost every round, especially when it's important, the damage is likely to be consistent but not mindblowing.
Essentially I'm looking to use Dalkk to make all the good guys better and bad things easier.


I'm Choon's mentally dull grappler. I think me applying would be a bit... Unfair. ;)


Ha ha ha. Maybe he could be an NPC, wandering through the dungeon after us, and carrying off the "sleeping" bodies to bed when they need rest. :)


Alright, here comes the time to describe my roll in the party.

party role:

TL;DR: Scouting ahead, mind controlling enemies into helping us, debuffing enemies, and limited (but potent) ally buffing. Can deal damage directly when needed (she killed a bearded devil on her own with limited pre fight buffing, which is no easy task), but that's not her primary role.

- Operating principle 1: The best challenges are ones we know about and consciously choose to avoid.

There will be a time when we can kill pit fiends. That time is not while at level four. I have access to the clairvoyant sense power, which lets me scout out behind doors and around corners. Knowing what's on the other side of a wall will be really useful at pretty much every level. There will be some doors that we really do not want to open.

Also, my Psicrystal has a +18 modifier to stealth checks and is a diminutive size, so that can also be used to scout ahead for us. If it can be made invisible, than it will be basically undetectable. The Psicrystal will likely be used more often than my clairvoyant sense power, because the latter requires power points, and I don't have enough to use the power whenever I want.

- Operating principle 2: The best enemies are ones that help destroy themselves.

A high diplomacy score and an at will use of disguise self thanks to my fearsome guise Mesmerist trick can be helpful in its own right- but where Ignatzia really shines is in mind control.

I have the psionic equivalent of charm person- but by spending more power on it, I can also use it on animals, monsterous humanoids, fey, and magical beats. Sure, these things require will saves- but I can reduce the will save of any creature by -2 with a swift action thanks to hypnotic gaze. Furthermore, for use out of combat, I have a wand of ill omen that can be used on unconscious or restrained enemies to force them to roll twice on their save.

I can also read minds. That will be useful for learning dungeon layouts from uncooperative creatures, and possibly other uses down the line.

In combat, I have a spell called murderous command, which compells an enemy to attack his nearest ally, running away from his current battle with a party member (provoking an AOO) and attacking an ally) among dumber enemies, this might even cause infighting long term.

- Operating principle 3: The best type of damage is damage not taken

I have a power called share pain- it decides pain taken in half, distributing it evenly to two targets.

My Psicrystal has a hardness of 8. It can withstand a lot of pain, and can be healed by the mending cantrip (being repaired as an object). If I link up the party tank to my Psicrystal with that spell, i effectively double their hit points for the next 4 hours.

I also have some other damage avoiding tactics, but those are mainly for personal use. Vigor can give both me and my Psicrystal extra HP, untouchable aura can really hinder targets with low will saves, and I have the psionic equivalent of shield.

As far as debuffs go, I have one that can stun enemies, which is pretty useful even if it has a short duration. Also have Grease as a Mesmerist spell, which is pretty universally useful.

- Operating principle 4: Damage is other people's job.

I can deal 4d10 damage with a mind thrust, and that will be helpful, but it uses up a lot of my resources best focused elsewhere- but I'm not focused on damage dealing. I'm focused on ensuring we don't die by fighting something we can't win (scouting), making enemies fight themselves (charming), and making us survive more fights (debuffing and buffing). Let the people in Fullplate run to face down the terrible threat face to face. I'll help from a nice, safer distance.


Michael7123:

Well, that was a lot.

It took me about a half hour to read through your fluff, although I'm generally a slow reader. A small part of why I haven't copied your fluff and added my notes in between the lines as I've done with others is because there's just so much writing.

Mostly, however, it's because I think you'll be able to fix things yourself, and because the things I would be pointing out are mostly in a few big categories. This is a good sign, it means that there aren't a lot of egregious errors in your writing, in other words, you've got it down good.

---------------

First, foremost, I would try to trim things down. Let's take a small sample of text and analyze it.

Backstory wrote:


Her arrogance, however, received a nearly fatal blow when she finally petitioned to take the Hellknight initiation test before her instructor considered her ready. It was a mistake born out of a desire for promotion to signifer and the power and prestige that would provide, a desire to get out from under the thumb of her direct superior- a cleric of Asmodeus who she could barely stand (which was a mutual feeling).

That was two sentences. In the first sentence, we learn that 1) Ignatzia's instructor did not consider her ready to take the test, 2) she finally petitioned to take it anyway, and 3) her arrogance received a nearly fatal blow. I don't think that any sentence should really try to include three ideas, especially not if it's the first sentence in a paragraph. The second sentence is actually two sentences, it seems, although if you changed out the comma for a semicolon it would technically be one sentence. The two sentences read as follows:

Her mistake was born out of a desire for promotion to signifier and the power and prestige that would provide.

Her mistake was born out of a desire to get out from under the thumb of her direct superior- a cleric of asmodeus who she could barely stand (which was a mutual feeling)

The point I'm trying to make is that your sentences are too full. It's a good idea to intersperse long sentences throughout your writing, but they shouldn't be this long. They shouldn't be adjacent either. If you trim them down and intersperse shorter sentences, I think your backstory will read much smoother, and will end up a bit shorter.

-----------------

There's another point which is illustrated by this passage, which is that there's often some redundancy in your writing. Taking a look at the two sentences above, we can see that both provide a motivation for her to take the test despite knowing it was a mistake. And the way you've phrased it, without acknowledging that both sentences say essentially the same thing, you end up weakening both points. Let's look at another example:

Backstory wrote:


...she grew up watching the Devils her family consorted with closely. It didn't take long for her to conclude that those creatures, in spite of whatever promises they gave on their honeyed lips, did not have the best interests of her family at heart. By extension, that means that they did not have her best interests at heart either.

It wasn't as if she stopped being a diabolist though- no, a sort of merciless order was needed for the good of all society. The young Thrune wasn't going to run off, abandon her heritage, and become some so called "freedom fighter" like some story from a 2 copper adventure novel. Besides- the forces of Hell can make for powerful associates, and their cruelty can be a boon for order. The powers of hell are tools- but incredibly dangerous ones that are more often than not best left unused. The price of misusing them is far too great in her eyes, and she refused to let herself be their dupe anymore.

For a time, she considered immigrating to Rahadoum to the south, having an admiration for their independence from the influence of the gods, both infernal and virtuous alike. She eventually came to the realization that they had taken it too far- the gods were the rightful superiors of mortals and worthy of respect and some measure of worship. But she would not go around like a fool acting as if Asmodeus and the Hells had the best interests of Cheliax in mind. Devils were untrustworthy, but they were a daily fact of life for her.

In each of those paragraphs, you go to a great deal of trouble to remind us that devils are untrustworthy. If we take just those portions and put them together, we get this:

"they did not have her best interests at heart...
...the powers of hell are tools- but incredibly dangerous ones that are more often than not best left unused. The price of misusing them is far too great in her eyes, and she refused to let herself be their dupe anymore...
...she would not go around like a fool acting as if Asmodeus and the Hells had the best interests of Cheliax in mind. Devils were untrustworthy, but they were a daily fact of life for her."

That's a lot of words, but they're just repeating each other. Once you've already established that she recognizes devils are untrustworthy, you don't need to tell us again, and you certainly don't need to do it a third time. In fact, I would say that most people reading your backstory already know devils are untrustworthy, and so when you tell them that she realized that fact, they won't question you.

There are several places like that throughout your fluff. By repeating yourself less, you will end up with a shorter, tighter, more powerful backstory.

-----------

Here are a couple of other, smaller notes.

1) You change from past to present tense a few times. Sometimes, you will be talking about an event, and then mention that the opinion Ignatzia formed about it is the case, such as in this example:

Backstory wrote:
Her magical learning was encouraged- after all, it never hurt to be on good terms with a mage, even a moderately powerful one- and Ignatzia is grateful to her family for the part they played in her education.

I don't like this. When I read it through the first time, I started a bit, because I genuinely thought that you had made a mistake. It took me a second to figure out what you meant. Had you written "Ignatzia was and still is grateful" then I would have kept right on reading without this interruption. It's more words that way, but the words read much more smoothly, so it ends up being tighter. I will admit that after you did this a few times, I got used to it, and it wasn't so jarring. However, I think the cost is not worth this benefit, and would avoid switching tense.

2) Sometimes you repeat words within sentences. Here's an example: "only so much knowledge could be obtained by secondhand knowledge." I would avoid this, and I think most people would, too. Even if you have to break out a thesaurus, I think it's worth it.

3) I think that your first sentence warrants a note, since it's one of the most important sentences. This is what you wrote: "Thrice Damned House Thrune, lords of all Cheliax ever since the end of the Civil War." That's a really good first half of a sentence, and if you complete the thought, it'll be great.

4) You could make your statblock a bit bigger. Take a look at how other people have formatted theirs and steal what you like. I'd also put the statblock in a spoiler.

---------

Now then, on to talking about more interesting things!

First of all, the dynamic between Ignatzia and her Psicrystal is great. Really great. The personalities are in opposition, but this is actually used to show off an aspect of one character's personality which otherwise would be unseen. Basically, everything about that is perfect and you shouldn't change it at all.

I would, however, like to know a bit more about Ignatzia. Here's what I take away from her personality section:

1) She's amicable and friendly, and will converse freely with strangers (first paragraph)

2) She isn't afraid to do things other people would find morally reprehensible, but doesn't enjoy those things in their own right (second paragraph, last paragraph)

3) She is somewhat vengeful (third paragraph, second to last paragraph)

4) She has a sense of superiority (fourth paragraph, second to last paragraph)

I also learn, from the psicrystal section, that she's in denial about being heroic, which is the most interesting aspect of her personality, in my opinion. There isn't a lot of personality written into the background, and what there is is essentially similar (and in this case I think it's helpful to have both).

You could stand to develop Ignatzia a bit more. What are some things you associate with her? A song, a poem, a color, a meal, a time of day, really anything.

Here are some things for you to think about in order to develop the character. You can also try to incorporate the answers into your backstory, if you want, but I'm not specifically asking these questions with that in mind.

She's suddenly offered to be transferred to a position high up in the Chelaxian government. How does she react?

What is her worst memory? Her best?

Why is she so hungry for power? If it's something that's just always been taught to her, has she ever questioned it? This is key, since it's a big part of her motivation for delving into Rappan Athuk.

Are there any romantic relationships in her past?

Ignatzia has siblings, I think, what's her relationship with them?

Did Ignatzia ever have friends? Does she get lonely?

You can probably think of more, those are just a few.

---------

Hopefully this helps.

Looking over your feedback, it's quite helpful. Most people haven't had much to say, which is good because it means that I did a good job, but I know that I'm not perfect (well...I have this vague idea that might be the case), so it's great to see that someone had some things to say. I'll be revising again sometime soon. Could you try summarizing Maglin's personality once I've finished that revision?

Edit: party role.


Party role:

Well, I can detect and take out traps and find other hazards and hidden things underground... hopefully before they kill someone rather than after. I also brought hopefully-useful stuff and have some hopefully-useful spells.

I'm short and weak, but I also have a brilliant personality and a great sense of humor. Let's not go judging people on dungeoneering skills alone. :)


Zadira wrote:

Party role:

Well, I can detect and take out traps and find other hazards and hidden things underground... hopefully before they kill someone rather than after. I also brought hopefully-useful stuff and have some hopefully-useful spells.

I'm short and weak, but I also have a brilliant personality and a great sense of humor. Let's not go judging people on dungeoneering skills alone. :)

straightfaced: No of course not, Dungeoneering is only 1 of 35 skills to choose from and less than half the classes have it as a Class skill. It would be ridiculous to judge on that skill alone.


Nevertheless it is good to have!:

Well Simon & Emily are a pair of Melee Strikers and are all about ending a fight as quickly as possible.
They are deadly if they can work as a team, attacking the same target while knowing the other close-by.
Also both are very quick (40ft) and have Acrobatics skilled for easy movement.

Both are damn sneaky (15/8), have good perception scores (11/7) and Simon is good with spotting&disabling devices (14). If need be, all the above can be upped by 1..4 by spending 1 min of my daily Animal Focus. He also has non-magical healing at +11.
Of course a high Knowledge Nature and Survival to fit the character - and who knows what they can be used for down there?

Both have the Scent ability, so can easily pinpoint invisible enemies within 30ft (by making a move action).

Spontaneous Casting, including Summon Nature's Ally Spells for quick-meat-shields or utility skills. His spells are all indirect in nature, since he lacks the necessary high-WIS score to allow DC-based spells to reliable work.
He has a 50-charge Wand of healing he can use without the need for UMD rolls - also knowing the spell in case healing is REALLY necessary and willing to spend most of his daily share on heals.


Hey, GM, will alternate summons be available as options?


DW Duck wrote:
straightfaced: No of course not, Dungeoneering is only 1 of 35 skills to choose from and less than half the classes have it as a Class skill. It would be ridiculous to judge on that skill alone.

Witty. :) If you want to judge me on Knowledge: Dungeoneering, you can... I have a fairly good bonus there. And I've trained in areas where I am naturally weak to balance it out a little. However, I still take a -1 to damage when I swing my sword. It's almost not worth the weight of carrying it.


Zadira wrote:
DW Duck wrote:
straightfaced: No of course not, Dungeoneering is only 1 of 35 skills to choose from and less than half the classes have it as a Class skill. It would be ridiculous to judge on that skill alone.

Witty. :) If you want to judge me on Knowledge: Dungeoneering, you can... I have a fairly good bonus there. And I've trained in areas where I am naturally weak to balance it out a little. However, I still take a -1 to damage when I swing my sword. It's almost not worth the weight of carrying it.

Judge not lest ye own +0 Dungeoneering skill be judged.

Are you planning on Weapon Finesse? I once had a wizard that carried a heavy shield on his back. Didn't get in the way for spell failure unless he wielded it. On the few occasions where he was forced into melee he drew his shield with no weapon and took total defensive action, turtling up for +6 to AC until he could get away


Well I think I have lots of work to do on Kayla's fluff after the review.

but as far as party role goes... Kayla is a scout as well as a trap finder. her small size and stealth skill make her perfect for scouting ahead of the group to report back important intel on the enemies.

to the battle her sneak attack will work to keep the enemy on edge. later levels she will gain assassinate ability to take out foes in a single hit.

poisons are her in her arsenal as well to weaken enemies to remove them from the fight.

BTW yes she does have knowledge dungeoneering


DW Duck wrote:
Are you planning on Weapon Finesse? I once had a wizard that carried a heavy shield on his back. Didn't get in the way for spell failure unless he wielded it. On the few occasions where he was forced into melee he drew his shield with no weapon and took total defensive action, turtling up for +6 to AC until he could get away

That word "heavy" in the shield description scares me. I think I am like 1 pound from being burdened. I have a little room in my Handy Haversack, but if I find too much treasure, I might have to start dumping equipment in order to carry it. :)

And, no, not weapon finesse. I only have a sword in case things go wrong (which I imagine they will, given the context). I am going to try to stick to ranged as much as I can. Got to know when to walk away. :)

Shadow Lodge

Gaurwaith wrote:
Hey, GM, will alternate summons be available as options?

many of those alternate summons are always available for worshippers of certain deities (check archive of nythes)

D20pfsrd just isn't allowed to publish lore stuff

Also, as to party role Marco is the ultimate tank with good AC, good saves, DR, and the ability to use power points to boost HP or saves as immiediete actions

If we don't have someone with trapfinding I can take an archetype to get that and very limited sneak attack without changing my character concept

As soon as I can afford it I will be taking the astral construct power via expanded knowledge


Lord Foul II wrote:
Gaurwaith wrote:
Hey, GM, will alternate summons be available as options?

many of those alternate summons are always available for worshippers of certain deities (check archive of nythes)

D20pfsrd just isn't allowed to publish lore stuff

Also, as to party role Marco is the ultimate tank with good AC, good saves, DR, and the ability to use power points to boost HP or saves as immiediete actions

If we don't have someone with trapfinding I can take an archetype to get that and very limited sneak attack without changing my character concept

As soon as I can afford it I will be taking the astral construct power via expanded knowledge

I'll totally have your back Marco! Naturally the best vantage point to do that is at least 10ft behind you


Roggee's role:

Well, as a goblin, he naturally falls into comic relief. But you're probably talking about the adventuring side instead of the roleplaying side.

He's a striker/scout/trapfinder. But unlike most, he's not a glass cannon. He's pretty tanky. Between a good AC, DR 2/-, and roll with it, he's pretty good. We all know the case where the scout gets ahead of things and gets gang-shanked. He's likely to deal with that pretty well.

In addition, having a climb speed helps him get into odd spots to check things out and help the party get around obstacles. Plus he gets to be the drop-goblin! See, Comic Relief!


I'm trying to put together an elf inquisitor/slayer. Mostly ranged but can melee with an elven curved blade. Will probably need till Tuesday to finish given the weekend plans with the family. I know a lot of people are anxious to start so I understand if you want to start sooner.


Philo Pharynx wrote:

** spoiler omitted **

You know Roggee, Dalk has a soft spot for Goblins in his back story already. If we're both selected I'd be up for having crossed paths before if you wanted to. You could of been the person who told Dalk about Rappan Athuk


What is Catarya's role?

She works a lot like a rogue with buffs.

If we were doing full gestalt she would be pretty scary. But as it is her sneak attack damage isn't that amazing. But she makes up for that with divine magic and bonus feats. She will tend to fight defensively.

She doesn't have quite as many skill ranks as she would if she was a rogue, but arguably with an INT of 15 she doesn't need all of them. She can do the stealth and disable device and perception and acrobatics that most rogues always do.

She can also identify creatures by touching them, which can be a big deal.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Vuzi wants to lead her army of undead minions through the dungeon. If her fellow adventurers become one of those undead that's fine with her.

Her roll is a debuffer, and an undead controller. I have the ability once a day to raise the dead currently at 4 HD, and command undead eight times a day. If I actually need to attack something, I have draconic heritage will allows me to add 1d6 electricity damage to my weapon attacks. She has a wand of bless, and can align weapons. She also has a little bit of healing.

She's not smart and she's not wise, but she does draw your attention.

She sucks at ranged attacks since she don't have PBS, and Precise shot. (I'm seriously considering switching out to those, but I'd lose the electricity damage, and her dodge bonus.)

Oh and if you want a tattoo she's your girl.


If I live I want a tattoo that says "I survived Rappan Athuk." :)


Well, let's not be hasty. ;)


2 people marked this as a favorite.

Ha ha. :)

Embroidered shirt that says "I died in Rappan Athuk and all my party left me was this shirt"?


Tihn will focus on spells that buff the crew or control the battlefield. With a high perception, high initiative and always going in a surprise round, he'll try to blunt enemy tactics or prep the group before they act.

At 5th level, he should have all of the knowledge skills at a minimum of +10, with a bonus 1d6 to knowledge check rolls due to inspiration.

Depending on how large the party is, he could quite effectively act as a primary or secondary trapfinder.

In his secondary class, I was looking at multiclassing into magus (kensai), which would increase his chances of surviving and eventually add his intelligence to his initiative.

He should have plenty of tricks up his sleeves. He'll keep his Use Magic Device skill up to help fill in gaps with scrolls and wands.


DW Duck wrote:
Philo Pharynx wrote:

** spoiler omitted **

You know Roggee, Dalk has a soft spot for Goblins in his back story already. If we're both selected I'd be up for having crossed paths before if you wanted to. You could of been the person who told Dalk about Rappan Athuk

Sounds great to me.


Just so everyone knows I'm taking notes on characters and the process of evaluating the ones submitted so far is well under way. I think we are waiting for three submissions, bringing our total to 21.
21. The age of legal alcoholism in the USA. That seems appropriate...


Simon Blue-Eye:

Read through your new and updated backstory, I think it's better.

Both of the changes were effectively written and conveyed what I think you wanted them to.

I do, however, have now another, rather more important note.

It just doesn't seem quite like Simon to abandon his forest like that. So far, he's not really encountered anything that he couldn't handle. He's shown as having a lot of confidence and being willing to take big risks to do what he thinks is right. You have him see the forest catch on fire as he passes out, but when he wakes up it's not the forest he's thinking of, it's his own escape. And when he does escape, he doesn't go to check on his trees, he runs away.

That's fine, as long as you make a big deal about it. Encountering the Hellknights seems like the first challenge he's not been able to measure up to, and I think that it's perfectly reasonable for him to recognize that he can't fight them. But the realization that he can't save his forest should change him. And it doesn't, later on, I still see the same carefree catfolk, jumping off the boat and swimming to shore like nothing bad can happen to him. That's a strong character, and you've done a good job portraying him, but I think he should change a bit after being imprisoned a second time.

Apart from that, there's not much more I can do for you. The english could be improved a tiny bit here and there, but I wouldn't worry about that until you address this concern.


GM Choon wrote:

Just so everyone knows I'm taking notes on characters and the process of evaluating the ones submitted so far is well under way. I think we are waiting for three submissions, bringing our total to 21.

21. The age of legal alcoholism in the USA. That seems appropriate...

Any idea how many you'll be taking?


Ma'an's party role out of combat is primarily that of scout. He has good Stealth, Acrobatics, and Perception, plus darkvision so he doesn't need a light and a swim speed to scout via underground river. He also has Use Magic Device, so he can be a healer in a pinch.

In combat, he's primarily a melee or ranged single target striker, focused on doing damage. He also can offer a bit of battlefield control, since his slick wild talent can replicate any function of the grease spell - except his DC scales with his kinetic blast.


For the 500th post, I'm just going to withdraw, I think. Just too much competition, and I'm having trouble getting any one concept that really strikes me. Best of luck to those remaining!

451 to 500 of 810 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Recruitment / GM Choon presents All's Well that Ends in a Well: A Rappan Athuk recruitment All Messageboards

Want to post a reply? Sign in.