Grimm Tales

Game Master Red Velvet Tiger

A dark fairytale-based campaign where heroes stand against The Five, a coven of five evil witches whose sinister schemes threaten the known world.


601 to 650 of 826 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Hmmmm... How do you make the buttons to collapse/expand within posts? ...or, since I don't know how, should I just skip that part and paste the char into the post directly?


RoryDarkmoon wrote:
Hmmmm... How do you make the buttons to collapse/expand within posts? ...or, since I don't know how, should I just skip that part and paste the char into the post directly?

Spoiler tags are available, reference "how to format your text" under the post box. Or, create an alias for your character and post the information in their profile.


Just got home from work! :3


Here's the character idea (sans button), let me know what's missing please

Thurjuln,

Male, Human, 5' 7", 133# exceptionally pale complexion, black, wavy hair, green eyes

Born unbreathing, Thurjuln frightened everyone when he drew his first lungfull of air near an hour later at the first light of the forest's dawn. Though his mother tried her best to claim that it was all a mistake and that he must've been alright from the beginning, he has always been whispered about and seldom trusted, though the herbalist shop he runs does a fair amount of business and he seems to have an uncanny knack for navigating the wood and gathing rare and useful plants.

Lvl 3 sorcerer: Crossblooded: Fey & Undead

STR 8 DEX 18 CON 13 INT 14 WIS 10 CHA 18

AC 14 / 14 touch / 10 flatfooted (+4 to each if Mage Armor cast)

Feats: Bonus human - Persuasive, 1st & 3rd - Spell Focus & Greater Spell Focus Enchantment
Traits: Resilient - Despite his lack of strength, something (probably the touch of undeath within) provides Thurjuln with a +1 on all Fortitude saves. Skeptic - Subjected often to the trickery of woodland spirits, Thurjuln has gained a +2 versus illusions

Bloodline Arcana: +2 DC on compulsion spells (Fey) & Corporeal humanoid undead are susceptible to Thurjuld's mind affecting spells.
Bloodline powers: 1st, Undead, Grave touch ; 3rd - Fey, Woodland stride

Spells known: 0's - Disrupt Undead, Drench, Ray of Frost, Read Magic ; 1st - Mage Armor, Sleep, (Fey Bonus Spell) Entangle

Skill Points spent: Bluff 3, Diplomacy 3, Intimidate 3, KN Arcana 1, Kn Nature 3, Kn Religion 1, Spellcraft 3, Use Magic Device 1 (Per Level: base 2, human bonus 1, favored 1, INT 2) and tale bonus (1 per Level) Profession Herbalist 3

Tale Specific: Bought the Magic Bean: (subject to approval) Ring of Bloodlines: Level for effective bloodline = Level+4 (doesn't grant powers early, just improves some of them, as weaker version of archemage tier 1 power Mythic Bloodline); drawback - (again, subject to approval) any bloodline powers used in the prescence of Fey / Undead causes said Fey / Undead to want the ring (and act appropriately to obtain it)


So, I somehow hid this thread, totally by accident. Tis partially why I've not posted in some time. Today was also my RL game, which was roughly an 8 hr session, then I watched Desolation of Smaug finally.

RVT, is what you suggested my TRAIT or my Tales Feat?

It seems too weak to be my feat, and even it were, I have my mind set on that Wish one.

If its my Trait, that's a bit better, as there's a feat that lets me switch my aspect every time I level. So this is like half that, or so.

I actually have another game tomorrow(Monday) so I may not have my character completed till about Tues. Again, apologies to all, been busier this weekend than I planned.


I kinda want a pseudodragon more than a marmoset for my tale feat... it fits the whole Fey theme better.


What about a faerie dragon, or is that pushing it too far? lol


I thought they were the same thing... meh. That, I guess.


Ah, no, not quite. Faerie Dragon


I hope Cake is okay. ._.;


Emmeline wrote:
I hope Cake is okay. ._.;

I like to give it 48 hours before becoming seriously concerned


I've been busy playtesting things for this campaign and Echoes of the Sephira, so sorry I haven't posted.

Neils, I will try to get the proposed ideas to you today on the Tale Feat.

I will decide on a team either when Monkey posts or Wednesday, whichever is sooner. Thank you all for your patience! ^_^


*-* Glad to see you're alive....Or a zombie.


Zombie? Now where would you get that idea...? *Stares uncomfortably long at Emmy's head, then licks lips!*


I like you for your brain Emmy! *Ignores the 10 INT*


I have a horrible feeling about this...


Emmeline, run.

*draws bow and mounts Xerxes*


Arwyne Feywatcher wrote:
mounts Xerxes*

That seems inappropriate for the situation.


Spidre wrote:
Arwyne Feywatcher wrote:
mounts Xerxes*
That seems inappropriate for the situation.

I'm a mounted archer. Xerxes is my mount. Don't assume euphemisms where there are none.


:| I've gone blind!


Come on, guys! it's not that funny!

BTW, I have a campaign currently recruiting listed under the name "DM Gadget." It's about orcs and stuff, if anyone's interested.


Oh, how tempted I am to make a White-Haired Witch changeling. Albeit, I changed it slightly with my DM's approval, so it's not...you know...bad.
A Changeling, alongside a bunch of orcs and half-orcs. Her story would probably draw from the fact that they're both half-something or another, methinks. Halflings being sort of half-hag, and half-orcs being...half-orcs.

White-Haired Witch changes:
The White-Haired Witch is changed to have a d8 hit die, and therefore have 3/4 BAB progression. It relies on its hair more, since it loses hexes entirely. Next, White-Haired Witches use their Int mod for attack roll modifiers, as opposed to Str. The fact that an Int-based class has to use Strength for a primary attack that uses Int for nearly everything else about the hair is bleh. To balance this out, they are no longer 9th level casters. Instead, they become 6th level casters.

Albeit, this is all subject to DM ruling.


It makes sense, because without ANY Hexes, Witches are severely weakened. If you want to roll up that character, feel free Emmy.


Emmy, is that for my campaign?


I think it's for this one, but I'm not entirely sure. I do notice the Half-Orc comment, so I commented just in case. ^_^


No, that'd be for Ar's, if I joined.


If you're reducing the witch to a half caster magus clone, why are you switching all of its focus to it's primary casting stat? It kind of takes away from the balance of the class.


That's not the intent, but the issue is that as it is, it loses entirely too much to use over the Witch. It uses Int for everything but attack rolls, and the issue is that past the first few levels, you're not going to hit anything with your hair, which makes no sense given that it's their main feature. It uses Int for CMD/CMB, Int for damage mod, but Str for attack rolls. At the very least, it should have some kind of bonus to attack rolls based on something other than hit. It doesn't seem anywhere near effective enough otherwise, due to all it has to give up.


Emmy, you should post in the recruitment thread for my campaign.


Emmeline wrote:
That's not the intent, but the issue is that as it is, it loses entirely too much to use over the Witch. It uses Int for everything but attack rolls, and the issue is that past the first few levels, you're not going to hit anything with your hair, which makes no sense given that it's their main feature. It uses Int for CMD/CMB, Int for damage mod, but Str for attack rolls. At the very least, it should have some kind of bonus to attack rolls based on something other than hit. It doesn't seem anywhere near effective enough otherwise, due to all it has to give up.

Although I see the point, I'm in agreement with Neils. It screws up the balance completely. Now you need nothing but Dex/Int and you can do whatever you want, even the Magus (basically the exact same class as what you propose) isn't that good. Casting and almost all combat based off of Int is a pretty terrible balance.


The main issue is that it needs some way to hit with its hair, or it can't do anything with that hair, not even grab, because it needs to hit something first.


I disagree Eliah, Magus is a very combat effective class. I'm playing a strix magus right now and he's a bloody terror. He crits on a 15 for up to 80 damage at around level 5. And they scale amazing with levels.


Can somebody compile a list of entries?


I'm gonna snag a Witch Hunter inquisitor. Don't really like their abilities, just getting it for fluff.


Whirrun Bligh wrote:
I disagree Eliah, Magus is a very combat effective class. I'm playing a strix magus right now and he's a bloody terror. He crits on a 15 for up to 80 damage at around level 5. And they scale amazing with levels.

Magi are extremely combat effective, however they do not do combat and casting completely based off of a single stat. That's the point I'm making, I've played magi before that hit all the time for insane damage, however I didn't just pump Int to get it done.


Ah, that was your point. Well unless it's a casting only class there's nothing that is (or should be) based off only 1 stat.


Tsiron Ragmar wrote:
Can somebody compile a list of entries?

Page 11 of this thread.


Neils D. Lafont wrote:
Tsiron Ragmar wrote:
Can somebody compile a list of entries?
Page 11 of this thread.

Although not quite up to date, since some applicants (such as me) are not on that list.


Quick Note: I always do my fluff first, then do my crunch. Since this is my first inquisitor, please give me advice. I'm doing kind of a Huntsman type who's a witch hunter. If gestalts aren't allowed, tell me. If they aren't, he's an Witch Hunter 1/Ranger 2. If so, he's a Gestalt Ranger/Witch Hunter 3.

All is quiet in the Olde Forest. The branches seem to twist upward, embracing some pagan god, the flickering lights wander aimlessly, in search of prey, and the mist covers everything, a burial shroud for all who died there.

One man, tall and lanky, stalks the forest. His quarry: a "troublesome" witch. By troublesome, that meant the source of missing children and monsters coming dangerously close to the borders of the Olde Forest. Too close, the man thought as he loaded his crossbow, making a satisfying click as the bolt slid into place. Suddenly, he whirled around and fired the silver bolt at a vague shadow in the mist. The shadow made a satisfying shriek, then dropped to the ground.

The man strode over to the shriveled body of the witch, which was lying still, making an-unsuccessful-attempt at playing dead. "Got you," he said softly, and the witch managed to gasp out one word-"Huntsman!"-before she got another bolt between her dirty-white eyes.

"That's me," the Huntsman replied in a gravelly voice, not used much for talking, before he walked off. That was one problem taken care of. Now to find another.

What do you guys think? Still trying to come up with a suitable backstory for him.


Tsiron Ragmar wrote:


What do you guys think? Still trying to come up with a suitable backstory for him.

It doesn't really tell much about your character, though obviously you aren't done yet.

Also I'm pretty sure gestalts aren't allowed.


No gestalts!


Alright then. You have the teaser, now for the movie. (Also, I just used Bestiary monster format for the character sheet cuz I was lazy.)

Cereal

Spoiler:

Lonok "Huntsman" Fleetfoot
Human Male Witch Hunter 1/Ranger 2
NG Medium Humanoid (34 years old)
Init +4 Perception +10
=======
Defense
=======
AC 18, touch 14, flat-footed 14
hp 29
Fort +7 Ref +7 Will +7
=======
Offense
=======
Speed 30 ft.
Melee Shortsword +2 (1d6/19-20)
Ranged +1 Heavy Repeating Crossbow +8 (1d10/x3)
==========
Statistics
==========
Str 11 Dex 18 Con 14 Int 12 Wis 18 Cha 8
Skills (I was wondering that since my character's Cha score is meant to personify is grizzledness and his gruff persona, could we add his Cha penalty as a positive to Intimidate checks?) Intimidate +5 (+9?) Heal +10 Knowledge (Arcana) +7 Perception +10 Spellcraft +11 Survival +10 (+11) Stealth +10
FeatsRapid Shot; Rapid Reload; Point Blank Shot; Heavy Repeating Crossbow Focus; Disruptive
==============
Special Powers
==============
TrackWhen using Survival to track, add half your ranger level (minimum 1) to your skill check.
Favored Enemy +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival/+2 bonus on attack/damage vs. fey.
Wild Empathy May use Diplomacy at a -1 on animals.
Spellbreaker Inquisition
You gain Disruptive as a bonus feat even if you do not meet the prerequisites. When you defeat an enemy, you gain a +2 sacred bonus on your armor class for 1 minute per level. While this is effective, when you hit a creature with levels of alchemist, any arcane spellcasting class, or any monster that can cast spells (not spell-like abilities), you may give up this bonus to stagger the creature. The creature gets a Fortitude save on each of its turns to end this effect.
Judgement 1/day You may judge a creature once per day as per the inquisitor judgements.
Stern Gaze You add half your inquisitor level (minimum 1) to Intimidate and Sense Motive checks.
Spells You may cast a certain amount of spells per day from the inquisitor spell list.
Spell Sage At 1st level, a witch hunter adds his Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll. This ability replaces monster lore.
====
Gear
====
+1 Heavy Repeating Crossbow
Chain Shirt
50 crossbow bolts
25 silver bolts
25 cold iron bolts
Bedroll
Backpack
14 days trail rations
Rope
Hooded Lantern
Flint and Steel
Signet Ring
Healer's Kit
Caltrops
Grappling Hook
Masterwork Manacles (x3)
Superior Locks (x3)
Spyglass
Antitoxin (x2)
No GP remaining


Tsiron Ragmar wrote:
(I was wondering that since my character's Cha score is meant to personify is grizzledness and his gruff persona, could we add his Cha penalty as a positive to Intimidate checks?)

I get it's the flavor of your character, but that's not how Charisma works. A low charisma might come across as gruff and grizzled but not in a good way, more like a "youre ugly and talk bad" way. The reason low Charisma is a negative modifier is because you are not eloquent enough to get your point across, either intimidatingly or diplomatic; and instead of a chiseled and gruff man who seems to have managed to age really well in a scary kinda way (Liam Nieson for example) you are more gruff and grizzled in a bad way (Danny Devito for example). So to sum up, low charisma gives negetive mods for a reason.


I always houseruled that as long as you broke something you could add your negative cha mod as a bonus to intimidate. A chair, a table, their arm...


Good point. But I REALLY want a good intimidate skill for this character...

Time for modifying my crunch a bit.

Crunch

Spoiler:

Lonok "Huntsman" Fleetfoot
Human Male Skirmishing Guide 3
NG Medium Humanoid (34 years old)
Init +4 Perception +10
=======
Defense
=======
AC 18, touch 14, flat-footed 14
hp 29
Fort +7 Ref +7 Will +7
=======
Offense
=======
Speed 30 ft.
Melee Shortsword +2 (1d6/19-20)
Ranged +1 Heavy Repeating Crossbow +8 (1d10/x3)
==========
Statistics
==========
Str 11 Dex 18 Con 14 Int 12 Wis 18 Cha 8
Skills Intimidate +5 (+9?) Heal +10 Knowledge (Arcana) +7 Perception +10 Spellcraft +11 Survival +10 (+11) Stealth +10
Feats Rapid Shot; Rapid Reload; Point Blank Shot; Heavy Repeating Crossbow Focus
==============
Special Powers
==============
Track When using Survival to track, add half your ranger level (minimum 1) to your skill check.
Ranger's Focus At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.
[b]Wild Empathy[b] May use Diplomacy at a -1 on animals.
====
Gear
====
+1 Heavy Repeating Crossbow
Chain Shirt
50 crossbow bolts
25 silver bolts
25 cold iron bolts
Bedroll
Backpack
14 days trail rations
Rope
Hooded Lantern
Flint and Steel
Signet Ring
Healer's Kit
Caltrops
Grappling Hook
Masterwork Manacles (x3)
Superior Locks (x3)
Spyglass
Antitoxin (x2)
No GP remaining

I kinda lost all of my epicly long backstory, and I'm in no mood to write it up again right now, and I have band practice, so deal.


Tsiron Ragmar wrote:

Good point. But I REALLY want a good intimidate skill for this character...

Time for modifying my crunch a bit.

You could drop the crossbow and pick up a longbow saving yourself two otherwise unnecessary feats that you can use to get Persuasive or Skill Focus. You'll have a higher damage output in the end anyways, so there's that.

Also, since "Skirmishing Guide" isn't a thing to my knowledge, did you mean "Skirmisher/Guide"? If you wanted to keep the flavor of the Witch Hunter you can take the Yokai Hunter Archetype instead, maybe even RVT will let you apply your abilities on witches as well.

Whirrun Bligh wrote:
I always houseruled that as long as you broke something you could add your negative cha mod as a bonus to intimidate. A chair, a table, their arm...

So a situational modifier?


Yup. It always made sense to me, that even if a brute was too ugly and stupid to talk eloquently, if he destroyed a table with one hand and screamed to answer him that it would probably incline that person to answer. Sometimes the simple approach is the best approach.


Whirrun Bligh wrote:
Yup. It always made sense to me, that even if a brute was too ugly and stupid to talk eloquently, if he destroyed a table with one hand and screamed to answer him that it would probably incline that person to answer. Sometimes the simple approach is the best approach.

Indeed, however I would disagree with making his CHA penalty a bonus at that point, since breaking a table doesn't make you suddenly not ugly or poorly-worded. It'd just be a flat bonus to intimidate that anyone could pick up.


It's like seeing an ugly monster breathing down your neck. No, it's not eloquent, it's not pretty, but it is bloody terrifying. Honestly I would be more scared of some big brute whipping chairs than a slick guy with a silver tongue.

But I often apply the rules of common sense instead of scouring RAW since they cannot (and don't) cover every possible situation.


Whirrun Bligh wrote:

It's like seeing an ugly monster breathing down your neck. No, it's not eloquent, it's not pretty, but it is bloody terrifying. Honestly I would be more scared of some big brute whipping chairs than a slick guy with a silver tongue.

But I often apply the rules of common sense instead of scouring RAW since they cannot (and don't) cover every possible situation.

I'm not saying monsters aren't. Far from it, what I'm saying is that a goblin doesn't become scary by merit of it's ugliness if it starts breaking down doors, it becomes scary because it is breaking down doors. Charisma modifiers are just one aspect of intimidation, there are many others that are equally if not more so important.

My point is that ugly =/= scary, sometimes ugly things aren't scary and beautiful things are.

601 to 650 of 826 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Recruitment for Grimm Tales, a very dark fairytale-based campaign All Messageboards

Want to post a reply? Sign in.