GM Knight's Giantslayer

Game Master Deevor


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Plunder and Peril Slides | | Giantslayer Slides

Welcome aboard all :) I'll let you introduce yourselves OOC as you wish, say as much or as little as you are comfortable with.

I apologize in advance for being a nitpicky pedantic SOB, and for likely being a bit stricter than most PBP GMs. Practically this means that unless you have let me know you will have difficulty posting for some reason I will be picky about that twice per day posting requirement, and about consistent short posting.

As much as possible I would like the gameplay thread to be readable like a story; this means OOC text should be properly formatted so it shows up blue, and anything OOC over a sentence or two should be put inside a spoiler. If anyone is unsure of how to do that check the "How to format your text" button under the post box.

Gameplay posts should be written in third person, and character thoughts should be in italics.

In this thread, aside from standard chat, questions, etc., I would like you to take a look at your fellow characters and decide how your character would likely react to them. This is not meant to be a binding thing, but I do think it is helpful to reflect upon how you might view them to inform your gameplay posts.


Female Halfling Monk (Underfoot Adept) 3 | AC 16 / 17 vs larger creatures T 16 / 17 vs larger FF 13 / 14 vs larger | HP 15/21 | F +4 R +6 / 8 vs trample W +6 / 8 vs enchantment / 8 vs fear / 10 vs ench fear | Init +2 | Perc +8 | Sen Mot +8

Hello all, this is Maurie Wyssal. So, looking forward to this, it should be fun.

OK, let me start with the basics of Maurie's character, mechanics wise. Maurie is an underfoot adept variant of the monk class, with a few alternate halfling racials taken to strengthen this. For those unfamiliar with the variant it can be found in the Advance Race Guide under Halflings, just scroll down to the racial class archetypes. The basic idea is that I am used to having to fight creatures larger than myself (so anything larger than a small creature) and gain acrobatics bonuses when attempting to move through their threat boxes at full speed, as well as the ability to perform trip maneuvers better than my size would normally allow. Maurie is, like all monks, always considered armed thanks to improved unarmed strike, but also has a decent complement of chain based weaponry that she will use when needed. Additionally, she has a temple sword that has small keys dangling from it in various places.

Play wise, she is a lawful neutral, and much like her order's patron (Abadar) she is more concerned with the implementation of the laws than the inherent morality of them. This is not to say that she is amoral, just that she trusts in society to be the greater guiding good for those within it. This is aided to a degree by her profession choice. She is typically on the reserved side, though she does have a sense of humor that peaks through from time to time.

Now, going down the list from what you posted:

Zove: Maurie will probably think you are undisciplined, angry, and probably a serial lawbreaker. She will likely not go out of her way to speak to you, though if you were to speak to her she would try to remain civil. She thinks it is odd that you both seem to not be a full member of the town's society, as evidenced by your getting into brawls with the townsfolk, and that you seem to wish to join the guard, the enforcers of the very rules you seem to have trouble abiding by.

Brin: Hearing that you are a student of history will make Maurie like you a bit more than your porridge antics, though she probably could be seen to smile briefly between rolling her eyes at that affair. Being a fellow traveler, she will also want to swap stories with you about the lands you have traveled. Depending on how that goes, she might even consider traveling further with you after the festival.

Grok: Maurie views you with some compassion and empathy, but at the same time is a bit wary of you for similar reasons to Zove. She thinks she spots a bit of a self-destructive anarchist streak in you, and worries that your actions might bring harm to the society of Trunua at large (although she would willing concede if asked that such damage would probably be unintentional on your part).

Cromwin: Maurie likes your spirit, and believes you are honest and honorable (probably the most so out of our group, including herself at times). That said, being a halfling she is a bit wary of Anvil you find. She might be trained to fight creatures larger than herself, but she has no desire to be trampled inadvertently by a horse belonging to an ally.


M Human - Ulfen 3 Skald [HP: 17/25 | AC:18| T: 11 | FF: 17 | Fort: +5 / Ref: +2 / Will: +2 | Init: +1 / Perc: +3 Raging Song:7/9

Lost my first post, and it's quite frustrating. I'm not used to the sensitivity on this new trackpad and somehow the whole post got deleted.

Long-story short:

Brin is jovial even during hardship. This can be seen as a good thing but sometimes people think he's not taking situations seriously.

Maurie: Brin will likely not know what to make of you at first but once he sees her in action he'll want to write a ballad about the Halfling with the Fists.

Grok: Brin will respect Grok's story and hardships. He'll probably not get along with Grok at first due to Brin seeming juvenile and unserious in a fight.

Cromwin: Bringing his horse into the Longhouse was a great show and worthy of a bard's story eventually. Brin and Cromwin will likely become "shield brothers" or "Battle buddies" up on the frontlines.

Zove: You come off as brash and reckless, and not in the good way that Brin likes. He'll see her as a liability until she can prove her value to the team.


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Grok the Wronged here, I added that the wronged into the name because I thought it was cool, I'm not sure Grok has ever actually referred to himself as the wronged. He'd view himself more as lucky to be alive, which he very much is. Mechanically I'm planning on making a ranger who can use a bow at range and then pull out his falchion and hit things when they get close. I like this because Grok would probably prefer to use a sword, but the fact that his right hand is mangled gives him an obstacle to overcome in order to use a bow (he has to use the Mongolian draw, which he taught himself), and he sees hardships and obstacles more as challenges and responds aggressively. He also tries to help other people, being quite altruistic and in particular not valuing himself so much as others, especially those who have never known hardship. He doesn't really understand how to interact with people in the context of civilized Trunau, but he has a friend who's given him a few pointers, like to smile a lot and avoid conflicts (though he's not sure how to do the latter). He tries hard to learn the rules of society, but he's still new and he doesn't have a great memory. He also doesn't have much knowledge of the law, and doesn't really put any stock in it, what's of far greater importance to him is to not let other people get hurt. He also has little concern for the future, he might be dead tomorrow, and is capable of surviving on his own (which he has done).

His typical interactions are characterized by care for others, interest in and attempts to learn about things he doesn't understand (which is lots of things), and his own personal intensity when he thinks he is correct. His strong counterphobic attitude gets him into trouble more than it helps him, because in Belkzen there's usually a pretty good reason to be afraid of things.

Anyway, that's more information that you may or may not have already known about Grok.

As for his reactions to others

Maurie: Physically you're small but like to get in close and punch things, which is something Grok can understand. What he definitely doesn't understand is your value of the law over morality, and rather than condemn you as a fool or evil, he will try his best to understand why. It is the law, perhaps, that preserves the cushioned nature of the people who live in civilized society, a nature which Grok values quite highly and which is characterized by (from his perspective) kindness to and constant interaction with others as well as hope for and thought of the future. If this is said to him Grok might be able to determine that this is a thing other people believe, but he does not personally believe it, so that at the best he can come to a state where he can agree to disagree with Maurie and at worst he will just try to avoid conversations which could cause conflict.

Brin: Grok isn't normally fond of loud noises and shouting, but he probably doesn't mind your songs at all, in fact, I think Grok quite likes them. He might be a bit put off by your need for warm fires and jingling pockets, but if you show him that you're also willing to come to the defence of the needy and are interested in doing something good, he'll like you even if your motivations are more to be in some epic ballad than to help people. Grok's not fond of that lack of seriousness in a fight, sarcasm and the like occasionally go by him, but if he can understand that that's just your way of dealing with chaos and difficulty around you he will not mind.

Cromwin: Grok will like your loyalty and your strength, as well as the fierce determination of your family to continue to live outside the safety of the walls, despite losses. In fact, it seems to me like you are roughly what Grok would have been if he were born a human and his father never died, and Grok will probably value your presence. He will not, however, try to emulate you, as he does not think that he is capable of being much more than a broken and scarred slayer of the wicked, whereas you actually have something worth defending. Your horse is interesting, Grok's only interaction with most animals has been to kill and eat them, and he will be quite interested in your relationship with Anvil until he understands it thoroughly. Your relationship with Anvil will likely lead to him acquiring an animal companion of his own, as it will show him that animals are quite useful and helpful.

Zove: Grok will wonder how hurt you are by your past, and how you got the scar on your face. He likes survivors, particularly those who work hard to overcome their losses, and will like the use of arcane mark. He will try to stick up for you when you get into trouble, indeed, Grok will blame himself every time you end up hurt, even if he probably couldn’t’ve prevented it, and will try to get you to stop fighting at a disadvantage (i.e.. with your fists instead of with magic).


Zove is emotionally hurt from a society she doesn't really belong in. She is still young enough to seek acceptance rather than be cynical, however. She is a strong soul that has been bullied past her breaking point multiple times. Zove may be annoyingly politically correct at times because of her distaste of prejudice.

Mechanics::::::
Not planning on fighting unarmed, was just a flavor feat. I've probably played wizard characters doubly more than any other over the years so am happy to mix it up a bit with the primalist archetype (wild mage). This can backfire on the party, but I hope it can be more of an RP motivator than anything else. I typically prefer utility spells but I will get some (boring) old standbys prepped or wanded for practical reasons.

Brin:::::
Zove will probably idolize Brin as he is everything she wants to be: strong and free, looked up to by society.
Cromwin:::::
She has probably known Cromwin for a long time, since they are about the same age and have lived in Trunau. Very different families though.
Grok:::::
A kindred soul, for sure.
Maurie:::::
She will fear the strict code of Abadar, awaiting when it will betray Zove for some higher abstract ideal.


M Human |16/20 HP|20 AC | 11 Touch AC| 19 FF AC| +1 Init | +5/+1/+1 Saves | +5 Perception | +5 Sense Motive|1/1 Challenge|

Hi everyone! Looking forward to this game, looks like we're going to have a fun group.

Mechanically, Cromwin is going to be a melee support character, boosting saving throws, attack rolls and AC for the party. We seem to be pretty melee heavy, so I suspect this will actually work quite well.

Brin: Cromwin is going to like him; he was impressed by the good natured display with the porridge eating contest. Cromwin will be slightly intimidated by the older man's travels and knowledge of the world at first, although he will try not to show it. Once the fighting starts, they will be fighting side by side and supporting each other, since we're both front line support based melee combatants. Respect should grow quickly from there I think.

Zove: Cromwin is probably familiar with her to some extent. Although Cromwin isn't in town a lot and likely doesn'y know her well, we're both Trunau natives, and he would probably be aware of Zove's issues with the general population. He is probably going to initially be somewhat uncomfortable around her although he will do his best to hide it; partly because of her magic and unusual origins, and partly because he is uncomfortable with how people treat her. Cromwin has always been taught that family, friends and community are of utmost importance, and he doesn't like the way the community doesn't accept her. He is glad Zove is being given a chance to prove herself, and once he gets to know her better he is likely going to start thinking of her as his friend and his defensive instincts are going to kick in big time if people try and give her grief.

Grok: Cromwin is impressed by Grok, partly because of the story of how he slew his orc captors, but also because Grok's words about how Trunau protects itself, the community acting as a shield for the relative softness of civilization echoes very closely to how Cromwin thinks of things. Cromwin also has experienced direct personal loss due to orc raids, although not nearly to the extent Grok has, and they're both hunters and melee combatants, so they actually have more in common than might be apparent at first glance. Cromwin will try to do his best to make Grok feel welcome.

Maurie: Cromwin hasn't formed a strong opionion on Maurie yet. He does like her community dedicated focus, and he is a little bit intrigued by her foreign origin, the same way he is for Brin. He will be impressed at her very different fighting style once the combat begins, but will learn to synergize well I think.


M Human - Ulfen 3 Skald [HP: 17/25 | AC:18| T: 11 | FF: 17 | Fort: +5 / Ref: +2 / Will: +2 | Init: +1 / Perc: +3 Raging Song:7/9

These are all great. This should be a fun group!


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Indeed, it looks interesting. We've got 2 Trunau natives, one born in the wilds of Belkzen, a halfling from far away lands and an Ulfen. Two humans, a half elf, a half orc, and a halfling. We've got two melee characters with support elements and some arcane casting, a tripping monk, a switch hitting ranger and an arcane caster. Looks like our composition is short a bit of ranged action and divine casting, although I suppose that a ranger can hold a CLW wand alright. I hope we don't at some point find ourselves ambushed on a mountain slope with no way to close distance...

The interactions between characters should be quite interesting, it looks like everyone has a strong sense of who their character is and what they are like, which is good.


3 of us took the Vexing Defender campaign trait. I hope they are prepared to be vexed.


Female Halfling Monk (Underfoot Adept) 3 | AC 16 / 17 vs larger creatures T 16 / 17 vs larger FF 13 / 14 vs larger | HP 15/21 | F +4 R +6 / 8 vs trample W +6 / 8 vs enchantment / 8 vs fear / 10 vs ench fear | Init +2 | Perc +8 | Sen Mot +8

Hah, indeed... it goes well with both my background and my abilities (combined with only taking a -5 penalty for moving full speed through threat boxes with the fact that even an orc would qualify for the feat for me... yeah, just makes good business sense).

So you have a better visual idea of some of my weapons, here are some informative videos. Not saying that I am going to use them the same, but it should give you an idea of what they look like at least.

Nine Section Whip

Sansetsukon

Kusarigama

Rope Dart

From a crunch standpoint, all can be used to make a flurry of blows attack. They also have other fun things (trip is on several for instance) that will aid me in various combat maneuvers.


M Human - Ulfen 3 Skald [HP: 17/25 | AC:18| T: 11 | FF: 17 | Fort: +5 / Ref: +2 / Will: +2 | Init: +1 / Perc: +3 Raging Song:7/9

Brin can use a CLW wand if needed.


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...I just took it because it was the only campaign trait that made with my background.

Cool, would a weapon like that have ever been used against an armored opponent (other than the Kusarigama)?


Nine Section Whip video, 0:14 seconds: please do that anytime we descend from a mountain.


Plunder and Peril Slides | | Giantslayer Slides

Although it was far from my primary goal I think the group actually synergizes pretty well. Just editing the first gameplay post - though it make take me a while - so feel free to post there once it is up.

FYI I will be going over crunch more thoroughly in the next few days during the festival RP, so I'll send bring up any issues here.


I was curious if you were planning to use the 'official' event table or if you were going to make something of your own, or another internet found one.


Plunder and Peril Slides | | Giantslayer Slides

All about that official in most cases, and the table seems pretty fun.


Awesome, was hoping so. There are some crazy tables out there from 2nd edition that have like 5000+ possibilities


Plunder and Peril Slides | | Giantslayer Slides

Seems plenty random enough to me, and I quite like the idea that you might learn to adapt to handle the results better in the long term.


Female Halfling Monk (Underfoot Adept) 3 | AC 16 / 17 vs larger creatures T 16 / 17 vs larger FF 13 / 14 vs larger | HP 15/21 | F +4 R +6 / 8 vs trample W +6 / 8 vs enchantment / 8 vs fear / 10 vs ench fear | Init +2 | Perc +8 | Sen Mot +8

In theory they could, especially as most aren't sharp. Armor does a great job of deflecting and protecting from bladed weapons, but it can quite literally break down under repeated blunt force blows (it is why things like the warhammer and the mace exist). Further, armor only distributes the impact and force of the blows from bludgeoning weapons so much... a portion would almost always translate past it, causing injuries ranging from bruises to broken bones/internal damages in worst case scenarios. Add in the nature of these weapons being slightly unpredictable (almost all of them can be spun in such a way as to obscure exactly where you are going to strike) and it makes for a difficult time for an armored opponent to react as fast (most armors trade some mobility, flexibility, or vision for added protection... a fluid weapon in the hands of someone who knows how to use it can take advantage of these drawbacks).

Plus she has the temple sword for when the situation calls for it.


Plunder and Peril Slides | | Giantslayer Slides

Regarding XP I am planning to simply level you when the module suggests you should rather than keeping track of XP. I will only change this up if I feel it is hurting you, for example if you did a quest earlier than expected, etc.


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I suppose that's true, but even with a mace or a warhammer it's still hard to get through armor, and a whip is heavier and in particular takes a moment after each swing, so if a nine section whip hits an armored opponent it might break a rib or something, but then any subsequent attacks will be slightly weaker until the chain wielder can get back up to speed. Thus if the armored person has good footwork it seems like they're at an advantage. That's why I figured the kusarigama was better against someone with armor, because if they get close then at least you've still got something to defend yourself with.


Female Halfling Monk (Underfoot Adept) 3 | AC 16 / 17 vs larger creatures T 16 / 17 vs larger FF 13 / 14 vs larger | HP 15/21 | F +4 R +6 / 8 vs trample W +6 / 8 vs enchantment / 8 vs fear / 10 vs ench fear | Init +2 | Perc +8 | Sen Mot +8

Nine section was a one hand, so in theory you could use two if you practiced. Further, if I was to use one in real life against an armored opponent, my first strike would probably be toward weapon hand. I will grant that these were developed by cultures that wore a different style of armor than plate, though to be fair plate armored folk off of horseback are pretty vulnerable... they move slower on foot than a person wearing chain mail and have a lot of limitations on range of sight and motion. The two handed three section staff (sansetsukun) would probably be harder to deal with, if not more so (enough of the fluidity/reach of a chain weapon, but can be brought back to be used as pair of clubs with an attached middle for blocking/trapping your opponents weapons) so it would probably be my first choice though. Anyway, fantasy laws dictate that I not only can use these effectively against most armored folks but I can even do so at rapid speeds. :)


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Yeah, pathfinder's not a great model for armored combat...or is it? What would two humans with like, 12 or 14 in strength do to each other if they were in plate mail? If the answer is just hit each other a lot until they start grappling, then it's actually pretty decent.

I would say that plate is still lots better than chainmail, even off a horse, because a person in plate is much more durable. A sword or arrow can stab through chainmail relatively easily, but a person in plate can just get stabbed/shot and be mostly fine, if a little off balance. I guess a sansetsukun works pretty well, but you've got to stay far away because you don't have fast enough reach to threaten an opponent who attacks. Would they ever have been made of metal? And are there ways to use a chain in a grapple effectively?


Im not an expert but I don't think plate has been around as long as other armor types, at least full plate I mean. I had always heard a knight in full plate was an anachronism, since it wasn't really developed until the middle ages (rather than medieval times). Also I think the reason people stopped wearing it was precisely because it was vulnerable to firearms. They would come to battle in it and just get shot.


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Full plate certainly hasn't been around for very long, it was developed quite a long time after chainmail. I would say that it was actually a response to better projectile weapons, since an english longbow could punch through chainmail with little problem. Most plate mail was also bulletproof, and good small arms were not in use for a while because they would misfire or fail in the rain or run out of powder, in addition to having a slower fire rate than a longbow and being expensive.

I would, however, argue that the prevalence of an easy to use weapon (guns) eventually led to the demise of small professional armies of well outfitted soldiers, but that was also happening for other reasons, like the population growth caused by the columbian exchange.

I'm not really an expert either, so there should be some salt freely sprinkled. I also don't really know what was contemporary outside of Europe, which is where most of the big empires were at the time, but I digress.


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Rereading what you wrote, did you mean by a knight in fullplate is an anachronism that fullplate wasn't used for mounted combat? If so, then you're probably right, because mounted combat started to really decline after Agnicourt, which was around the time plate was on the rise.


Female Halfling Monk (Underfoot Adept) 3 | AC 16 / 17 vs larger creatures T 16 / 17 vs larger FF 13 / 14 vs larger | HP 15/21 | F +4 R +6 / 8 vs trample W +6 / 8 vs enchantment / 8 vs fear / 10 vs ench fear | Init +2 | Perc +8 | Sen Mot +8

A bit of both Zove, though spears and pikes work wonders too. And yes, Grok, they could be made from metal (I view Maurie's as being so). Chains can be useful for grappling... using the chain attached to the kusarigama for example to effectively bind your opponents legs or arm, while you close in comes to mind. And as I said, you would be foolish to use the sharp blade against an opponent armored heavier than leather. It could cut through if the armor was light enough, but it is as likely to damage the edge when facing metal.

A few videos... because I can!

Half-swording
Maces&warhammers

and because I get a kick out of it...

Ending him rightly


M Human - Ulfen 3 Skald [HP: 17/25 | AC:18| T: 11 | FF: 17 | Fort: +5 / Ref: +2 / Will: +2 | Init: +1 / Perc: +3 Raging Song:7/9

Off-topic, but this conversation reminded me of how fascinated I was when I found out there used to be entire regiments of soldiers with air rifles. They even had horse drawn carts that would pump the canisters for air as it moved.

If you all ever get to read the Powdermage Trilogy I highly recommend it. You can't fight a mage when gunpowder if he's just going to cause your rifle and powder horn to explode.


4:27 my friend supposedly a real weapon.


I just meant as far as I know there wasn't full plate in medieval times, despite myths like Arthur always referencing it as so.


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Ending him rightly huh? That's so odd...why not just throw the buckler you've got to drop instead?

Anyhow, against armored opponents edged weapons do great, but I'd much rather have a sword against an unarmored or lightly armored opponent. The decreased reach from the hammers and maces seems huge, and the slowed recovery together with the decreased reach means you've to have some fast footwork to not just get hit over and over again by a sword, even a heavy one. In the hammers and maces video he mentions parrying with the metal on the side of the hammer, but that's not really what a warrior wants to be doing. This http://www.thearma.org/essays/edgemyth.htm#.V3hhu5MrJp8 talks about parrying, and basically demonstrates that if you want to use bladework to defend yourself you've to stop your opponent before they start their swing, which means that with a mace your best defense is footwork. This presupposes, however, that it's actually pretty bad and not just irritating to get hit with a sword when wearing armor. I don't actually know how badly a sword can hurt an armored person...a hard swing to the head could maybe do some concussion or unconsciousness (which is based on the speed at which the head moves)...but I don't know.


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Air rifles...with like...when?


M Human - Ulfen 3 Skald [HP: 17/25 | AC:18| T: 11 | FF: 17 | Fort: +5 / Ref: +2 / Will: +2 | Init: +1 / Perc: +3 Raging Song:7/9

Here's a famous one.

Here's a famous one.


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That's super interesting, Being smokeless and working in the rain seem like big advantages, although I guess if your opponent is using smoking powder there's still low visibility. Huh. How'd you learn that?


M Human |16/20 HP|20 AC | 11 Touch AC| 19 FF AC| +1 Init | +5/+1/+1 Saves | +5 Perception | +5 Sense Motive|1/1 Challenge|

Wow, that's a lot of posting while I was out this afternoon! I tried to work something in where I could respond without getting timelines mixed up too badly.

As for the armor discussion, I've always heard that full plate was effective against early firearms, but that once they started to improve it started requiring too much weight to work. Eventually armor just got dropped entirely, until we started creating modern body armor out of completely different materials that could block a modern gun.

I find it kind of fascinating, actually, how armor and weapons wax and wane in potency against each other over time.


M Human - Ulfen 3 Skald [HP: 17/25 | AC:18| T: 11 | FF: 17 | Fort: +5 / Ref: +2 / Will: +2 | Init: +1 / Perc: +3 Raging Song:7/9

I looked them up after reading about Assassin's Creed Rogue, which has the weapon a part of the character arsenal. Then again after reading the Powdermage Trilogy.


Plunder and Peril Slides | | Giantslayer Slides

LOL, don't have much to contribute on the arms debate, but I will second the Powder Mage Trilogy :)

Regarding posting time I am afraid I am something of an insomniac so my posting times may be a little erratic, normally I tend towards the vampiric, so despite being in the U.K my times match up fairly well with U.S hours.


Plunder and Peril Slides | | Giantslayer Slides

Maurie just reviewing your stats and have a few questions.

What is your bonus language from Int?
You seem to be short 1 background skill point where would you like it placed?
Are you sure about that Simple Disciple trait? It seems aggressively terrible... I would describe this as a pretty tough module, entirely your choice, but it pains me a bit ;).
Your wealth seems to be slightly over the 150gp, an easy fix for this would be to have your unspent class skill put in a craft skill allowing you to have crafted up to 3 of your items. Craft Weapons perhaps? Given that you receive an outfit for free you seem to have spent 98gp without the 80gp Climber's Kit - inputting everything into Herolab for calculations. I also get a weight of 35.665lbs before the climbers kit.

I would suggest getting rid of the rope from the Monk's kit to save 10lbs and 1gp since the climbing kit apparently contains ropes - unspecified length but 50' seems to be the go to measure despite the kits weight.


Plunder and Peril Slides | | Giantslayer Slides

@Brin Herolab puts your point buy at 18, the easiest solution would seem to be lowering Wisdom from 9 to 7, but let me know what you decide. I'll wait on further review to see how you decide to alter that. Skald's Vigor is pretty darned nice!


Female Halfling Monk (Underfoot Adept) 3 | AC 16 / 17 vs larger creatures T 16 / 17 vs larger FF 13 / 14 vs larger | HP 15/21 | F +4 R +6 / 8 vs trample W +6 / 8 vs enchantment / 8 vs fear / 10 vs ench fear | Init +2 | Perc +8 | Sen Mot +8

Not sure how you calculated me as overspending, unless you are using a different value for an item than I got from the Ultimate Equipment guide.

Items Owned tab lists me at 152 gp worth of items, but that includes the monk's outfit (basically my free starting outfit worth 10 gp or less, in this case 5 gp) and wealth has me at a paltry 3 gp (haven't added the gold received for tug of war services yet, so it is just from the leftovers of the 150).

Breakdown of items, not counting clothes:

150 GP (Starting Balance)
-80 GP (Climber's Kit)
------
70 GP
-12 GP (Kusarigama)
------
58 GP
-30 GP (Temple Sword)
------
28 GP
-8 GP (Nine-Section Whip)
------
20 GP
-8 GP (Sansetsukon)
------
12 GP
-8 GP (Monk's Kit)
------
4 GP
-1 GP (Rope Dart)
------
3 GP (Final Total, Put in Wealth Tab)

As for weights, perhaps hero lab isn't taking into account the weight reductions for items created for small characters? Climber's kit is normally 5 lb, but weighs 1/4 of that when crafted for small characters. The monks kit normal 22 lb gets reduced to 3/4 that (with the backpack within also only holding 1/4 the normal amount), and my robes also weigh 1/4 the normal amount. All item weights (and reduction amounts for them) were taken from the Ultimate Equipment guide PRD, so they should be valid.

Simple Disciple fits with her background, which is what traits are supposed to be in my opinion. Besides, weekly profession checks for more money always help. I know that there are other traits that might be more potent, but I already did a bit of extreme optimization by selecting alternate racials and a campaign trait that aggressively plays into the strong suits of my archetype.

Bonus language from INT bonus was Dwarven.

And to my knowledge I am square on Skill points (unless we got a bonus one granted as a house rule that I missed): 4 base for class + int mod (1) + favored class (if taken instead of extra HP, which I did).


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You get a pair of background skills on top of that. Check it out: http://www.d20pfsrd.com/skills/background-skills


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@Cromwin looks good, I make your wealth 14gp 7sp 5cp before the start of the game - likely because you paid for your free starting outfit? Herolab makes your load 70.02lbs which is still light so perfectly fine.


Female Halfling Monk (Underfoot Adept) 3 | AC 16 / 17 vs larger creatures T 16 / 17 vs larger FF 13 / 14 vs larger | HP 15/21 | F +4 R +6 / 8 vs trample W +6 / 8 vs enchantment / 8 vs fear / 10 vs ench fear | Init +2 | Perc +8 | Sen Mot +8

Interesting, thanks Grok... will get to rectifying that given it gives me 2 more skills than I had. Monks don't have a plethora of choices, but I will take a gander and see what fits thematically.


Plunder and Peril Slides | | Giantslayer Slides

@Maurie My apologies on rechecking I had added in a ninering broadsword, presumably while searching for the nine section whip, and a couple of extra sansetsukons - I have no idea. So wealth and weight are spot on.

Background skills seems to be the only issue then, you can count Profession Barrister as one of those to free up a "normal skill point" to.


No longer active, GM left

You're welcome, background skills are usually pretty good because they just make characters more flavorful.


M Human - Ulfen 3 Skald [HP: 17/25 | AC:18| T: 11 | FF: 17 | Fort: +5 / Ref: +2 / Will: +2 | Init: +1 / Perc: +3 Raging Song:7/9

Accidentally used a 20 point buy in hero labs. I'll get this fix and repost Brin's stats.


Plunder and Peril Slides | | Giantslayer Slides

@Grok looks good, the only issue is that you have Sense Motive at +5 which makes it seem like you think it is a class skill. Is there another source for this being +5 I am missing? I know it is situationally higher with favoured enemy.


Female Halfling Monk (Underfoot Adept) 3 | AC 16 / 17 vs larger creatures T 16 / 17 vs larger FF 13 / 14 vs larger | HP 15/21 | F +4 R +6 / 8 vs trample W +6 / 8 vs enchantment / 8 vs fear / 10 vs ench fear | Init +2 | Perc +8 | Sen Mot +8

I think I will end up doing that with both Profession: Barrister and Knowledge: History (given they both qualify) to pick up Knowledge: Religion and Sense Motive (the two skills I was really wishing I had a higher int score so I could take). Adding onto the character page now, thanks for bringing it to my attention. Oh, and no problem on the weights/costs thing. I could just as easily have miscalculated something, given I do it all using the PRD, notepad and a calculator. Thanks for giving it a once over.

Side note, I add one more gp for my participation in the tug of war, correct?


Plunder and Peril Slides | | Giantslayer Slides

You do indeed, and yes that is the nice thing about background skills stop you being penalized for making flavour choices.


M Human - Ulfen 3 Skald [HP: 17/25 | AC:18| T: 11 | FF: 17 | Fort: +5 / Ref: +2 / Will: +2 | Init: +1 / Perc: +3 Raging Song:7/9

Alright. Brin should be fixed. I also added the Background skills.

Background: Prof:Scribe, Perform (Oratory)
Adventuring: Intimidate, Diplomacy, K.History, K.Local, Linguistics (Orc)

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