DM Papa.DRB - Legendary Planet

Game Master Almonihah


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The Exchange

I am leaning heavily towards hedgewitch with he covenant tradition, I have played a lot of clerics in my da and this looks like a fun take on it...


DM Papa.DRB wrote:
Dain, the gunslinger is not in the CRB or APG, so that class is not allowed. Sorry.-- david

Ah! Sorry about that. The information I use for my source material had grouped Gunslinger in with Base Classes which appeared in the Advanced Players guide.

I can adjust then and have something for later tonight, then.


So I'm thinking if running a monk on a pilgrimage type deal. Would you allow the unchained monk? even if you do I may not use it but I'd like to know if it's an option.


This sounds amazing! I'm presenting Dilwyn Blevins, Druid of Air. He's a divine spellcaster and, thanks to shillelagh and eventual wildshaping, also should be an effective melee combatant. I've included notional gear as part of the stat block, mostly as a thought exercise of how best to spend it all, and am open to suggestions regarding that, or any other parts of the character. For example, I priced the scrolls as though he's made them himself with his Scribe Scroll feat.

A look behind and a look ahead:

Some are born into ancient druidic clans steeped with tradition. Others are indoctrinated to the natural faith to better serve their communities as liasons with the natural world. Dilwyn is neither of these. At a young age he became fascinated by the sky, its constantly shifting forms, its occasional fits of jealousy or wrath, and, perhaps most alluring of all, the way it just continues to stretch on forever, unhindered by the horizon. Where the people around him just see 'up,' Dilwyn sees a constant companion, whose fickle moods can be appreciated for the depths of personality they show. Dilwyn is, for lack of a better word, smitten.

Unable, or perhaps unwilling, to concentrate on the earthly tasks of civilization, he proved quite frustrating to his family and the others in his small village. They'd often find him with tasks unfinished, just watching the skies by day, or catch him up late at night gazing at the stars. As it was, even his parents weren't particularly devastated when several years ago Dilwyn, at the age of fifteen, just wandered out of town, never to return. He'd embarked on a personal pilgrimage, of sorts, to see the sky -- all of it. Whatever chances the people of his village might have given for his survival, Dilwyn proved quite adept in the wild. His deep connection with nature, and one of the two main facets of Gozreh, imbued him with the powers of the druids.

Where many druids become hermits or reclusive, Dilwyn feels comfortable wherever he can see the sky, and that sometimes includes town, or even cities. In fact, he often relishes his visits to such places, as he infrequently gets the chance to interact with other people on his travels. When he neared Kaer Maga, it didn't take a second though for Dilwyn to make directly for the city, eager for the rare chance to sleep in a comfortable bed, stock up on the sorts of supplies one can only find amongst civilization, and relieve a little of the loneliness that had begun to creep in around the edges during his long walk across the Storval Plateau.

This prophecy of doom he's stumbled upon has him greatly concerned, though. While he has no particular connection to the town of Holver's Ferry, or any of the people therein, he's nonetheless a good-hearted soul. Sickness, disease and strange creatures are things he can help with, plus, as he's never been there, there's still its sky to discover and protect. After all, the ruin of the world would surely mean the ruin of his one, greatest love. That's unacceptable, and Dilwyn is prepared to go anywhere and do whatever it takes to ensure its safety.

Appearance and personality:

Dilwyn doesn't look like the steroptypical druid. He likes to keep himself clean and washed, and doesn't travel with animals. His rugged muscles and long hair, coupled with the armor he's made out of the skins of animals he's killed for food and self-defense (or both) give an initial impression of a professional hunter/trapper. He's got a relaxed demeanor and gets along well with others, like a pleasant breeze.

Statblock:

Dilwyn Blevins
Male Human Druid 1
NG Med Humanoid (Human)
Init +2; Senses perception +7
------------------------------
Defense
------------------------------
AC 16, touch 12, flat 14 (+4 armor, +2 dex)
HP 13 (1d8+5)
Fort +4, Ref +2, Will +5
------------------------------
Offense
------------------------------
Speed 30' (20' in armor)
Melee quarterstaff +2 (1d6+3)
Ranged sling +2 (1d4+2)
Spell-Like Abilities (CL 1, concentration +4)
6/day - lightning arc +2 touch (1d6 electricity)
Spells Prepared (CL 1, concentration +4)
Level 1 - obscuring mist(D), shillelagh, entangle(DC 14)
Level 0 - create water, guidance, light
Domain Air
------------------------------
Statistics
------------------------------
Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 10
BAB +0; CMB +2; CMD +4
Feats Toughness, Scribe Scroll
Languages Common, Druidic
Skills[-3 check penalty] Climb +6, Diplomacy +5, K. Nature +6, Perception +7, Spellcraft +4, Survival +9
SQ Nature Sense, Wild Empathy (+1), Spontaneous Summon Nature's Ally
Combat Gear caltrops (3), scroll of cure light wounds(2), scroll of magic stone
Other Gear quarterstaff, sling w/ 50 bullets, hide armor, backpack (trail rations (5 days), 50' hemp rope, winter blanket, waterskin), spell component pouch, wooden holy symbol of Gozreh, scroll case
------------------------------
Traits
------------------------------
Ease of Faith +1 on Diplomacy, Diplomacy is a class skill


Zahir ibn Mahmoud ibn Jothan wrote:

Bard - yeah, a bard. All of the write-ups imply that exploration and learning about the universe out there will be huge. Who better than a Bard? All of the legal archetypes seem to hurt Bardic Knowledge though, so I'd use a Vanilla bard.

Oracle of Lore - Fewer skill points than the Bard though. And not the best Mystery ever.

Oradin - I haven't seen anyone throwing down a real healer concept. Hmmm, the Ranger is melee, and there are other melee entrants, so I could do this as an archer. Either way, skill points will be a problem, in a game that looks to be skills heavy.

Any of these concepts would be fine.

-- david


PirateDevon wrote:
I am leaning heavily towards hedgewitch with he covenant tradition, I have played a lot of clerics in my da and this looks like a fun take on it...

As I mentioned perhaps a dozen or so posts ago, please provided a good general idea of spheres, and where you would be going with this as this is an SOP class.

It does look quite interesting.

-- david


dain120475 wrote:
DM Papa.DRB wrote:
Dain, the gunslinger is not in the CRB or APG, so that class is not allowed. Sorry.-- david

Ah! Sorry about that. The information I use for my source material had grouped Gunslinger in with Base Classes which appeared in the Advanced Players guide.

I can adjust then and have something for later tonight, then.

No problem. Thanks for the interest and I look forward to seeing what you propose.

-- david


fearcypher wrote:
So I'm thinking if running a monk on a pilgrimage type deal. Would you allow the unchained monk? even if you do I may not use it but I'd like to know if it's an option.

No Unchained classes please.

-- david


Leedwashere wrote:

This sounds amazing! I'm presenting Dilwyn Blevins, Druid of Air. He's a divine spellcaster and, thanks to shillelagh and eventual wildshaping, also should be an effective melee combatant. I've included notional gear as part of the stat block, mostly as a thought exercise of how best to spend it all, and am open to suggestions regarding that, or any other parts of the character. For example, I priced the scrolls as though he's made them himself with his Scribe Scroll feat.

** spoiler omitted **...

Looks quite interesting.

-- david

Silver Crusade RPG Superstar 2014 Top 16

DM Papa.DRB wrote:
Zahir ibn Mahmoud ibn Jothan wrote:

Bard - yeah, a bard. All of the write-ups imply that exploration and learning about the universe out there will be huge. Who better than a Bard? All of the legal archetypes seem to hurt Bardic Knowledge though, so I'd use a Vanilla bard.

Oracle of Lore - Fewer skill points than the Bard though. And not the best Mystery ever.

Oradin - I haven't seen anyone throwing down a real healer concept. Hmmm, the Ranger is melee, and there are other melee entrants, so I could do this as an archer. Either way, skill points will be a problem, in a game that looks to be skills heavy.

Any of these concepts would be fine.

-- david

Alright, I'll throw down a Bard. Hopefully tomorrow.

The Exchange

DM Papa.DRB wrote:
PirateDevon wrote:
I am leaning heavily towards hedgewitch with he covenant tradition, I have played a lot of clerics in my da and this looks like a fun take on it...

As I mentioned perhaps a dozen or so posts ago, please provided a good general idea of spheres, and where you would be going with this as this is an SOP class.

It does look quite interesting.

-- david

So right now I am looking at the following pieces, let me know if you think they would work:

Covenant and Spiritualism Traditions, Life and Fate Spheres.

I was idly wondering if you would support the Focus and Prepared Casting drawbacks so that I could gain the Easy Focus benefit.

I love the mid Caster skill classes (Inquisitor is a personal favorite) and the power of the spiritualism tradition around knowledge and flexibility of abilities seems like a real win in an environment of shifting challenges. Plus healing. Gotta love healing.

Would love to hear your thoughts.


I am quite new to the SOP, so take what I say with a grain of salt, however I did run a short term PbP to test it out somewhat.

PirateDevon wrote:
Covenant and Spiritualism Traditions, Life and Fate Spheres.

This looks like a quite interesting combination. Lots of Knowledge skills and flexibility, and as you say, gotta love healing. I would put this as a cross between Divine and Knowledge (skill) class. The more I look at it, the more I like it.

PirateDevon wrote:
I was idly wondering if you would support the Focus and Prepared Casting drawbacks so that I could gain the Easy Focus benefit.

This is ok.

Looking forward to the complete submission.

-- david


PC Name (Handle); Class; GMT; Notes

Arcane

Divine
Dilwyn Blevins (Leedwashere); Druid;
Unknown (PirateDevon); SOP Hedgewitch; ;Cross over into Skill

Skill

Warrior
Kit 'Skylark' Bridger (Briccone); Ranger; -5

Folks: Please remember to add your Timezone, thanks.

Also seen interest in a Monk, Barbarian, Alchemist or Wizard, Bard, plus.....

The above characters, except for Skylark, have not been accepted. I am just listing ones that I have read.


I'm US Pacific time, -7/-8 depending on daylight savings (which I think is coming up? It always sneaks up on me).


Leedwashere wrote:
I'm US Pacific time, -7/-8 depending on daylight savings (which I think is coming up? It always sneaks up on me).

It is in 2 days, ie this Sunday. We loose an hours sleep Saturday night (here in the USA).

-- david


Ah, good to know. Thanks! It always throws me off for days, and I've never found the hour of extra sleep at the end worth the trade :P

Liberty's Edge

Got the crunch, now to finish my Invulnerable Rager Barbarian.


Here I am! The Bard that was foretold by the great Zahir above.

I also am GMT -5

I do believe I have answered the requested questions inside this profile.


PC Name (Handle); Class; GMT; Notes

Arcane

Divine
Dilwyn Blevins (Leedwashere); Druid; -8
Unknown (PirateDevon); SOP Hedgewitch; ;Cross over into Skill

Skill
Iskender (Zahir ibn Mahmoud ibn Jothan); Bard; -5

Warrior
Kit 'Skylark' Bridger (Briccone); Ranger; -5
Unknown (Corsario); Invulnerable Rager Barbarian; -6


Here is the hedgewitch. Zladrel has gone through many a previous incarnation but this hedgewithc concept fits him great. Let me know if there are any questions or concerns...


Hey GM, questions:

  • Question the first: Are there campaign specific skills and feats? Like is there a skill for flying a ship? A feat for using a laser sword? I'm guessing K(engineering) will be used for like fixing engines or things of that nature. Will the standard Heal skill encompass more technical healing like medkits, or whatever exists?
  • Question the second: This spheres of power stuff, how does that manifest and appear to a normal caster? I mean, to a Bard such as myself, would it seem like their casting is weird in any fashion, or is it just another facet of "it's a magical world?"
  • Question the third: Will there be extra credit for using classic sci-fi dialog in character. "We should nuke it from orbit. It's the only way to be sure."


Iskender wrote:

Hey GM, questions:

  • Question the first: Are there campaign specific skills and feats? Like is there a skill for flying a ship? A feat for using a laser sword? I'm guessing K(engineering) will be used for like fixing engines or things of that nature. Will the standard Heal skill encompass more technical healing like medkits, or whatever exists?
  • Question the second: This spheres of power stuff, how does that manifest and appear to a normal caster? I mean, to a Bard such as myself, would it seem like their casting is weird in any fashion, or is it just another facet of "it's a magical world?"
  • Question the third: Will there be extra credit for using classic sci-fi dialog in character. "We should nuke it from orbit. It's the only way to be sure."

1) There are no campaign specific feats/skills. There are campaign specific traits that become available during Chapter 1. As only Chapter 0 and Chapter 1 are available, I am not sure if "laser sword" or "flying a ship" will be needed or included. From the "hints" in Chapter 1, I am supposing you get around to the different worlds via gates similar to Stargate.

2) While you initially would not recognize how a SOP character casts, so it could be considered a little weird, after a bit you would recognize the effects of the casting and be able to determine that it is just another way (facet) of casting.

3) lol...

This is a fantasy campaign, with some technology thrown in.

-- david


PC Name (Handle); Class; GMT; Notes

Arcane

Divine
Dilwyn Blevins (Leedwashere); Druid; -8
Zaladrel Orain (PirateDevon); SOP Hedgewitch;

Skill
Iskender (Zahir ibn Mahmoud ibn Jothan); Bard; -5

Warrior
Kit 'Skylark' Bridger (Briccone); Ranger; -5
Unknown (Corsario); Invulnerable Rager Barbarian; -6


Oh sorry, I'm PST.

No arcane applications...


Zaladrel Orain wrote:
No arcane applications...

I would beg to differ sir!


DM Papa.DRB wrote:
This is a fantasy campaign, with some technology thrown in.

Roger that, but with Barsoom held up as the example, even that world had those big sky barges and rocket cycles.

Follow up question on the magic stuff, so I could Spellcraft and know what they're casting then?


Iskender wrote:
Zaladrel Orain wrote:
No arcane applications...
I would beg to differ sir!

I generally classify Bards as Skill characters, but they are a cross over between Skill and Arcane. In my mind only 9th level casters (wizard, sorcerer, witch) are "truly" Arcane, but you do have a point.

Iskender wrote:
DM Papa.DRB wrote:
This is a fantasy campaign, with some technology thrown in.

Roger that, but with Barsoom held up as the example, even that world had those big sky barges and rocket cycles.

Follow up question on the magic stuff, so I could Spellcraft and know what they're casting then?

Not at first, but I would allow it after a character level or two gained. At first level, it would be just different enough to throw you off.

-- david


Oh yeah, no clearly we have arcane magic just not an arcane "submission"... All I was referring to. ;)

Hmm. DM, would you allow multiple submissions? Maybe I should just do another one... I like Zaladrel but I mostly want to play, lol. Now that I have SOP I could just as easily build for an arcane slot...


I would accept up to two submissions per person, but rank them in the order you would like them to be considered.

-- david

Liberty's Edge

This is my proposal, I hope you like her. An Ulfen Barbarian human girl, with the Improved Unarmed Attack feat. She has the invulnerable rager archetype.
"Hilde? She is a wild one. Even at her young age she has left more than one big man unconscious on the floor after a kick in their privates! Maybe she seems like a normal girl, if a very big one, but she has a short temper and a big strength, and that means trouble if you are not careful."
Image 1
Image 2
Image 3

Description:
A real tall and strong ulfen girl, she is the epitome of what other people think of her kind. Blond, blue eyed, tanned with the snow reflection, accustomed to the hard and unforgiving toils and tests of the Ulfen. She likes to make elaborate braids of her long hair. She has a mark on her forehead, a symbol of the eagle totem of her clan.

Personality:
Wild and savage, don't fear to speak her mind and show her will, by force if need to. But even so she is feminine and loyal to those she considers her friends.

History:
At a very young age of 16 se joined of of her clan militias, but they didn't let her participate in more than patrols and "safe" activities. She got fed up with that, and decided to leave her family to look for a real test of her abilities elsewhere, in Kaer Maga.

Look ahead:
She hopes to find enemies to vanquish, innocent people to protect and save, new lands to know, and maybe a man to love.

Why see will follow the prophesy:
Why not? It seems like a good place to find her real calling in life. Save the world? Yes, a worthy goal.

PC Gen Character Sheet
Crunch:
Hilde Tuva
Female Human Barbarian 1 Archetypes Invulnerable Rager
CG Medium humanoid (human)
Init +3, Senses Perception +5
=================================================
DEFENSE
=================================================
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +1

=================================================
OFFENSE
=================================================
Speed 40 ft., Fast Movement
Melee greatsword +5 (2d6+6/19-20)
Melee greatsword [power attack (two-handed)] +4 (2d6+9/19-20)
Melee unarmed strike +5 (1d3+4)
Melee unarmed strike +4 [power attack](1d3+6)
Melee spear [power attack (two-handed)] +4 (1d8+9/x3)
Ranged spear (thrown) [power attack (two-handed)] +1 (1d8+7/x3)
Melee spear +5 (1d8+6/x3)
Ranged spear (thrown) +2 (1d8+4/x3)

=================================================
STATISTICS
=================================================
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10,
Base Atk +1; CMB +5; CMD 16
Feats Improved Unarmed Strike, Power Attack
Skills Acrobatics +4, Acrobatics (Jump) +8, Climb +7, Perception +5, Swim +7
Traits Reactionary
Languages Common
SQ bonus feat, fast movement, heart of the fields (profession (soldier)), humanoid traits, rage,
Gear oil (1 pint flask) (7), rations (trail/per day) (2), torch (10), greatsword, unarmed strike, studded leather, outfit (cold-weather), backpack, blanket, flint and steel, lantern (hooded), pouch (belt), spear (3), waterskin (filled), spear (3), rope (silk/50 ft.)
=================================================
SPECIAL ABILITIES
=================================================
Bonus Feat Humans select one extra feat at 1st level.

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Heart of the Fields (Profession (Soldier)) Humans born in rural areas are used to hard labor. They gain a bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces the skilled racial trait.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 6 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.


While "arcane" might be considered as lacking from the current submissions, what really seems lacking to me is "ranged damage."

The Druid and Hedgewitch could maybe do some of that, but I don't know their plans.

The Druid, Barbarian, and Ranger clearly have a front line covered.

Yeah, I think ranged damage is lacking as an option.


I am working towards ranged abilities but its slow going. I have point blank shot and an ability that can give me other feats so I can sort of get there...As for another submission I think I am going to pass. I am too attached to the concept and Zaladrel so I will live or die by the build at this point.


PC Name (Handle); Class; GMT; Notes

Arcane

Divine
Dilwyn Blevins (Leedwashere); Druid; -8
Zaladrel Orain (PirateDevon); SOP Hedgewitch; -8

Skill
Iskender (Zahir ibn Mahmoud ibn Jothan); Bard; -5

Warrior
Kit 'Skylark' Bridger (Briccone); Ranger; -5
Hilde Tuva (Corsario); Invulnerable Rager Barbarian; -6


For my own part, I can do a bit of ranged combat well enough. After all, in terms of base stats, Str and Dex are the same. He's got a sling and magic stone available, plus at slightly closer ranges there's the lightning arc touch attack. The druid spell list and the air domain have some good ranged options (things like call lightning) and some great options for shutting down opponent's ranged (things like obscuring mist, fog cloud and wind wall)


Druid's get flame strike two levels before clerics as well.


We could always put Iskender in the Arcane column and me in the skill column and then just...start playing...lol

O:D

In all seriousness though. My next level I can pick up the destruction sphere in SOP and then basically get at will ray/blast type effects that I can augment. I just need to make sure and pick up precise shot, lol.


In the interest of full disclosure, I'm GMT -4 now right?


PC Name (Handle); Class; GMT; Notes

Arcane

Divine
Dilwyn Blevins (Leedwashere); Druid; -8
Zaladrel Orain (PirateDevon); SOP Hedgewitch; -8

Skill
Iskender (Zahir ibn Mahmoud ibn Jothan); Bard; -5

Warrior
Kit 'Skylark' Bridger (Briccone); Ranger; -5
Hilde Tuva (Corsario); Invulnerable Rager Barbarian; -6

A few folks who "dotted" but no submission (yet). (I think this is everyone):
Coffee Demon
dain120475
Harakhty Suntooth
Camris
Rednal
GypsyMischief
Fighting Chicken
ElegantlyWasted
fearcypher

Recruitment ends Thursday, March 17th at 2400 EDT.


Papa-DRB wrote:

PC Name (Handle); Class; GMT; Notes

Arcane

Divine
Dilwyn Blevins (Leedwashere); Druid; -8
Zaladrel Orain (PirateDevon); SOP Hedgewitch; -8

Skill
Iskender (Zahir ibn Mahmoud ibn Jothan); Bard; -5

Warrior
Kit 'Skylark' Bridger (Briccone); Ranger; -5
Hilde Tuva (Corsario); Invulnerable Rager Barbarian; -6

A few folks who "dotted" but no submission (yet). (I think this is everyone):
Coffee Demon
dain120475
Harakhty Suntooth
Camris
Rednal
GypsyMischief
Fighting Chicken
ElegantlyWasted
fearcypher

Recruitment ends Thursday, March 17th at 2400 EDT.

Less than 48 hours. When I wake up Friday morning, I'll make the choice.

-- david


Huzzah!


Ok folks. I am heading up to bed (2145 here) and get up around 0800. I'll post by 0900 (unless I really sleep late!) the group.

-- david

ps. As a 6+ year retired person, I get lots of sleep.


Zaladrel Orain wrote:

We could always put Iskender in the Arcane column and me in the skill column and then just...start playing...lol

O:D

In all seriousness though. My next level I can pick up the destruction sphere in SOP and then basically get at will ray/blast type effects that I can augment. I just need to make sure and pick up precise shot, lol.


Well, I did over sleep a little. Got out of bed about 0915, so without further ado.

Dilwyn Blevins (Leedwashere); Druid; -8
Zaladrel Orain (PirateDevon); SOP Hedgewitch; -8
Iskender (Zahir ibn Mahmoud ibn Jothan); Bard; -5
Kit 'Skylark' Bridger (Briccone); Ranger; -5
Hilde Tuva (Corsario); Invulnerable Rager Barbarian; -6

Please go to the Discussion Thread and check in and finish up your character sheets, including equipment (average gold) and spend it all.

-- david


Gah, life got in my way. Good luck with the game everyone - I really liked the submissions!

Liberty's Edge

Thank you very much. Will work on the alias. I finally get to play Hilde!

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