MisterLurch's Legacy of Fire

Game Master MisterLurch

Useful dice for the GM:
Perception:
Alexander [dice]1d20+3[/dice]
Erizi [dice]1d20+8[/dice]
Kilarra [dice]1d20+11[/dice]
Rukn [dice]1d20+12[/dice]
Zhalet [dice]1d20+8[/dice]
Solomon [dice]1d20+10[/dice]

Initiative:
Rukn: [dice]1d20+6[/dice]
Solomon: [dice]1d20+4[/dice]
Kilarra: [dice]1d20+11[/dice]
Erizi: [dice]1d20+3[/dice]
Zhalet: [dice]1d20+4[/dice]
Alexander: [dice]1d20+1[/dice]

Fortitude Save:
Rukn: [dice]1d20+6[/dice].
Solomon: [dice]1d20+7[/dice].
Kilarra: [dice]1d20+2[/dice].
Erizi: [dice]1d20+8[/dice].
Zhalet: [dice]1d20+5[/dice].
Alexander: [dice]1d20+3[/dice].

Reflex Save:
Rukn: [dice]1d20+6[/dice]
Solomon: [dice]1d20+7[/dice]
Kilarra: [dice]1d20+9[/dice]
Erizi: [dice]1d20+4[/dice]
Zhalet: [dice]1d20+8[/dice]
Alexander: [dice]1d20+3[/dice]

Will Save:
Rukn: [dice]1d20+9[/dice]
Solomon: [dice]1d20+9[/dice]
Kilarra: [dice]1d20+6[/dice]
Erizi: [dice]1d20+3[/dice]
Zhalet: [dice]1d20+7[/dice]
Alexander: [dice]1d20+4[/dice]


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Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]
Lurch wrote:
I will also point out...again...the pugwampis are still not demonic.

Poor poor Lurch. The pugwampi's demonic tricks and terrible corruption have addled his brain. Let us all have a moment of silence for the passing of Lurch's sanity, he was a good man, taken from us all too soon...sniff sniff.


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3

:) Nice job, Kilarra, I'm loving it so far.

And yes, Pugs aren't demons. Pugs were created to punish demons for their sins.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

That is awesome, Killara.

One note: On slide number 2, all the words are kinda piled on top of each other. Might be a browser issue, but I'm not sure.


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]

no no...you HAVE to view it as a slide show...all the images and words are set up to animate and display one at a time. If you just view the slides then you see all the background crap that is hidden when viewed as a slideshow...kinda like looking at the code for a program...does not make sense.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

Oh, gotcha.


Male I am a meat Popsicle

Erizi, sorry it is confusing; we are basically retconning your actions in where they would have applied at your initiative in round 1. When you charged, the two gnolls had not yet fled. Therefore when they did flee, you were in position for an AoO.


Male I am a meat Popsicle

Hey, so a thing about coup de grace, it is not entirely an automatic kill. It counts as an automatic critical hit. So you have to roll damage and multiply it as appropriate. IF the creature survives the damage you just inflicted, it has to make a Fort save DC (10 + the damage you just dealt).

It would also be very helpful to me if, when you know you are very likely to have an AoO provoked by your foe, to just go ahead and include it in a spoiler.

If the evil cleric stands up:
AoO: 1d20 + 4 ⇒ (17) + 4 = 21.
Damage: 1d6 + 3 ⇒ (3) + 3 = 6.

Also, Any conditional actions can be accounted for in all of their various ways with the use of spoilers. This is most useful if you are not sure how actions that occur before yours will resolve. See the examples below:

If my ally is badly wounded by an attack:
I will go heal him.
Healing: 4d8 + 27 ⇒ (3, 3, 8, 8) + 27 = 49.

If my ally kills my target:
I will go bind the helpless one.

If my ally fails to kill my target:
I fire my bow at my target.
Ranged attack: 1d20 + 4 ⇒ (11) + 4 = 15.
Damage: 1d8 + 2 ⇒ (3) + 2 = 5.

Using spoilers in this way can give me more flexibility in trying to determine good resolutions for the round, and will help to reduce some of the back and forth that will inevitably happen during the course of the round.

I do not want to give the impression that I am dissatisfied or anything with our combats so far. You guys are fun to GM for and I have been enjoying this game very much so far.


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3

So nice to see you try to look for improvements. It's a good idea which I shall try to put in practice and see how it works.

Also, if we announce an action and you feel that action might require a roll, you could do it yourself. For example in my last post, under "if the gnoll is dead, I'll run and help hide the corpse". If you feel I need a Survival, Stealth or whatever roll, instead of waiting for me to post it, you could do it yourself. I guess you already knew that, didn't you? But just in case, won't hurt to mention it... Bah, don't pay any attention :P Heat melts my brain...


Male I am a meat Popsicle

The only reason why I am reluctant to make rolls like that for you is that I do not want to seem like I am taking over your characters or anything.

IF you all are comfortable with me making the occasional roll for you to keep things moving along, then I will do so.


Male I am a meat Popsicle

Also, I want to take a moment and congratulate Alexander for the most intensely good game-changing choice anyone has made so far: Your choosing of color spray has been .... yeah. Complete game changer so far. Well done!

I know it will lose its amazing as your levels increase and the enemies get tougher, but talk about getting your money's worth!


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Thank you! ^_^
At this level, it seemed like the spell with the most bang for my buck, and it has indeed provided what I was looking for: a way to set up multiple enemies so my allies would have an easier time finishing them off.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

I give you full permission to make rolls for Solomon. AoOs, saving throws and skill checks are things that anyone can roll.

The important thing is character choices. As long as no one is assuming what actions another character should take, making certain rolls to speed things up is just a good idea in a Play by Post format.

On a related note, under certain circumstances it's even fine to assume the actions of others. For example, when Kilarra and I are scouting, which ever one of us is posting first calls the shots, and the other follows along. At this point we seem to trust each other enough to make smart decisions for each other in ways that don't undermine a character's general attitudes.

It will get even easier as the game goes on and we all really gel as a team. In my opinion, that feeling is one of the greatest rewards of roleplaying.


Female NG Aasimar (Azata-Blooded) Fighter (Dawnflower Dervish) 1 / Cardinal) 1 | HP: 19/19 | AC: 17 (13 T, 14 F) | CMB: -1, CMD: 12 | F: +4, R: +5, W: +6 | Init: +3| Perc: +7, SM: +6 | Performance 6/6 | Channel 5/5

Agreed, I'm just fine with you making those kinds of rolls if you need to. I'll also try to predict any future rolls of that type that might be needed. I've tended to play more casting oriented characters in the past so the ins and outs of combat are a little vague to me sometimes.

Multiple options under spoilers is a good idea. I'll be using that.


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3
Solomon Azar wrote:
The important thing is character choices. As long as no one is assuming what actions another character should take, making certain rolls to speed things up is just a good idea in a Play by Post format.

Yes, this. Options. If we chose to go acrobatic and forgot a roll, then it's clear. Or things like that - initiative, AoO, stealth/survival/perception if you're scouting... you know.

Also, it's an option, it doesn't mean you'll need to do it all the time, but it's a nice tool when the player is not going to post for a whole day or couple of days, I guess.


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]
Lurch wrote:
Also, I want to take a moment and congratulate Alexander for the most intensely good game-changing choice anyone has made so far: Your choosing of color spray

Ya, seriously I have never been a big believer in 'combat control' or debilitating spells but at this level...wholly freaking crap you have made me a believer.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

:)
My pleasure! As a Universalist, my job is not just to be magical artillery, but a good all-rounder. In our current situation, that means battlefield control.


male; F +8, R +4, W +3 Human (Garamundi); AC* 17/14/13 or 19/14/15 (* When raging -1) HP 68/55(+8), Rage 14/7, Init +3, PER +8 Barbarian / Titan Mauler / 4; CMB +8, CMD 22

I'm certainly good with you making rolls for certain things. Role playing for me is more about the character choices than the mechanical results. It might be different at the table where everyone has their dice "superstitions", but since the numbers are determined electronically here, it's not a big deal. In addition PbP is slow to begin with, so if this speeds things up then great.

As you're all probably noticed some weeks I can post a lot, and some I struggle to find time to post at all, depending upon if I'm travelling for work, and how much I have to drive, so feel free to move on when needed with dice rolls, and predicted behavior.


Male I am a meat Popsicle

Sounds good then, I will be a bit more free with helping to resolve the predictable mechanical things instead of waiting all the time. :)


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Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]

The Story So Far is now up to date.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

There are certain spells that consistently change the outcome of an encounter any time they're used. Color Spray is near the top of that list. The only spells I can think of that might bump it out of first place are Haste and Black Tentacles.


Male I am a meat Popsicle

Sorry this update is taking so long. I am having to dig through the book to decide what information they can tell you.

The authors of the AP did not make allowances for saving Andrus' life, or for capturing a prisoner.

I will have it posted tonight.


Female NG Aasimar (Azata-Blooded) Fighter (Dawnflower Dervish) 1 / Cardinal) 1 | HP: 19/19 | AC: 17 (13 T, 14 F) | CMB: -1, CMD: 12 | F: +4, R: +5, W: +6 | Init: +3| Perc: +7, SM: +6 | Performance 6/6 | Channel 5/5

If I didn't make it clear, and I'm thinking I didn't, Zhalet would have a very hard time with agreeing to the gnoll's torture. However, allowing for a slightly harder edged Qadiran Sarenrite orthodoxy, which she isn't necessarily aligned with, and the obviously rapid need for any information that would help with the rescue of Andrus' companions, she could thread the needle to "yes" if it's absolutely necessary.


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]

WHAT?!?!?! The players did something that the writers did not account for??? How is this POSSIBLE?!?!

In all seriousness. Thank you Lurch for allowing us to follow our own path and allow us to save him. I know you easily could have said...oh sorry, you were just barely too late and force us to follow the 'script'. I appreciate having a GM that is willing to do the extra work required when the party goes off path.

As such, even though I am excited to see what happens next and I am feeling a bit of the pressure to act that I imagine my character would feel, I am more than willing to wait a while longer to see where the 'path less trodden' takes us.


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]

I will be leaving today for a one day business trip. I will try to post but if you are waiting on me please bot my character.


Male I am a meat Popsicle

So I cannot really bot you for the infiltration of the battle market. Do you want to save that for another day and go to the shrine with the remainder of this day?


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

Edited previous post now that I've read up on the gameplay thread.

I think seizing the shrine today is a good idea. It will give us a forward base of operations from which to go with the infiltration plan.


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3

Rukn agrees.


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]

When I read my post again about going to the battle market I think that maybe I was not clear as to what I want to do. My objectives are:

1) acquire first hand Intel on layout, positions of security, best route of entry when we do attack etc. I propose doing this now because I see an opportunity to use the whole 'market open to the public' part to get me in and back out. At this point it is highly unlikely that they would know that I was part of the group that killed the gnolls today but the longer we wait the more likely they will have their guard up.

2) identify if there are any "neutral" parties within the market that we can avoid fighting when we do attack like merchants, mercenaries etc. especially if we can hire someone on the inside that can act as an accomplice when the time comes.

3) If Haleen is there, figure out if she is there as a course of circumstance or is squarely on the side of the Gnolls. If she is on the side of the gnolls I would like to know before hand so that I will be prepared to do what is necessary when the time comes.

If it is a trap, having one or two others with me is NOT going to save us. It is entirely possible that going there is not 'part of the script' and whoever walks in is pretty much garunteed to be captured as a result. Exposing even one of us to this risk is undesirable but exposing two or three is unnecessary. There are plenty of lone merchants and trailers in the land...especially poor ones. I just think it is a bad idea to take more than one but again, if you insist then at least send someone with me who has some charisma and a rank or two in bluff. Taking Erizi is a liability not an asset.


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]

Just read what Solomon says...yes I agree...let's take the shrine today and then I can do the infiltration tomorrow if we decide to.


Female NG Aasimar (Azata-Blooded) Fighter (Dawnflower Dervish) 1 / Cardinal) 1 | HP: 19/19 | AC: 17 (13 T, 14 F) | CMB: -1, CMD: 12 | F: +4, R: +5, W: +6 | Init: +3| Perc: +7, SM: +6 | Performance 6/6 | Channel 5/5

Zhalet can bluff a little untrained and has the highest diplomacy score. She can go if 2 of us are going. She can pass as an entertainer, a dancer. I'd not considered that before.


male; F +8, R +4, W +3 Human (Garamundi); AC* 17/14/13 or 19/14/15 (* When raging -1) HP 68/55(+8), Rage 14/7, Init +3, PER +8 Barbarian / Titan Mauler / 4; CMB +8, CMD 22

I think I'll pull Erizi from this game. I see him as more than a slab of meat to take up hit points, and I feel that's what he's turned into. I'm tired of waiting while others sneak in, and now am not welcome to enter the town.

Thanks for the opportunity, but this is not the character I envisioned. Good luck to all.


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]

Oh man, I feel like a total tool now. Erizi, please do not leave because of my comment. I am not sure if I can change your mind but every character shines at some point. There have been so many times thus far that I have felt next to useless in combat while I watched you, Solomon, and Alexander just dominate. Then I realized that my character is a skill monkey first and foremost and a time will come where I can shine. In this particular moment, that seems to be now. In the near future, probobly not. What I am trying to say is that you have had times where your character does what he is designed to do and have done it very well. There will be times again. If it means not having a 'scout group' then I am willing to play that down a bit. Maybe, given some time and items we might even be able to get the whole group to be able to move around fairly stealthy together. There can be little doubt that being able to 'get the drop' on your opponents has certain advantages and I would love for you to be able to join us in that.

So I guess I am just saying, please don't loose heart and if you still don't like the way your character has turned out maybe you could talk to lurch about reworking him using the 'retraining rules' instead of just leaving.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

^ what she said.

Personally I like Erizi. If he (or you) isn't feeling like he's what you want him to be, lets address that.

Given how equipment-based fighters are, it could very well be that all we need to do is outfit Erizi with the right gear.

Fighters struggle with their out of combat roles, and with a party this large, it is easy to feel like you aren't contributing much (that's how I felt in the starfish fight when I spent most of it running back).

If you are set on leaving, that's ok. If you can be convinced to stay, how about we see if we can work with you to make the character fun again?


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3

Really, Eziri shone like diamonds in the sky whenever we had a fight. He's a Fighter, right? It's what he does!

But surely Fighters can be tweaked so as to be reasonable out of combat. Let's do that!

We Want Eziri! (I hope any wrestling fans got the wink here :P)


Male I am a meat Popsicle

Scranford,

I am sorry that you feel like you have lost the reason to play. I feel that your character still contributes more than just being a meat shield to the group. Erizi shines quite well in the role in which he was designed to excel. Every character gets a time to shine. If you are dissatisfied with the way that Erizi has worked out, then we can do something to make him more enjoyable for you.

I do not think Kilarra was saying that Erizi was not useful in general. I am pretty sure that Kilarra was saying that if another character were to go with her, one that has a reasonably high expectation of being able to talk their way out of any situations that may arise would be preferable. If we look at the likely outcome of a fight with the Kulldis tribe in their strong place after the party has killed a mere six of them, it is unlikely to result in victory if all six of you were there, much less for two. And if we are being honest with each other, Erizi is not very good at bluffing.

You designed a character to excel at combat, and you did well; Erizi is very good at combat. But even in a combat situation, a character like Erizi can have an off day. It has happened to me many times. If you wish to broaden his scope that can be arranged. I do not want anyone to stop enjoying the game simply because their character is unsatisfying. There is even a rather easy way for me to get an entirely new character into the game very soon if that is your desire. The most important thing is for us all to have fun.

The pbp environment can be a very challenging arena. Since we cannot see each other and talk to each other, we have too much time in between the action to stew over things that would hopefully be only a minor annoyance and quickly forgotten in a face-to-face game.

If there is anything I am doing wrong or that I can improve, please let me know. I would truly hate if my actions were contributing to your dissatisfaction.

In short, I hope that you do not leave, and that you and I and the others can find a way to make Erizi more enjoyable for you. I would love to keep you; I did choose you, after all. ;) If we cannot change your mind, then I will say that I enjoyed the game we shared and I hope your next one goes a little better for you.

- MisterLurch


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

I agree with the others. :( Please consider staying!


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

While brainstorming about this issue I had an interesting thought regarding Eziri's concept and backstory-

Eziri is famous. He's a former gladiatorial slave who was successful enough to buy his own freedom. He fought under the guise of "Bad Guy" and was well known in fighting arena circles.

So what we have is a stone cold badass pit fighter, but one who is savvy enough to gain the favor of a crowd and to negotiate his own sale price at the peak of his popularity.

Then, after that, "Bad Guy" the man who had only known the violence of the pit his whole life, managed to quickly and easily join into society and build a fairly normal life as a caravan guard.

It's a totally awesome backstory. However, mechanically speaking that would be tough for a Fighter to pull off.

But a Vigilante could.

It would be an interesting take to have a Vigilante who created their social identity second. The "normal guy" is actually the "disguise"

Given the constant danger so far we might have only seen the Bad Guy persona. It would be pretty neat to find out that Eziri is actually a wizard at disguises and social stuff too.

It could also be that Eziri is the social persona, and that we haven't even seen the one man wrecking crew that is Bad Guy yet.


male; F +8, R +4, W +3 Human (Garamundi); AC* 17/14/13 or 19/14/15 (* When raging -1) HP 68/55(+8), Rage 14/7, Init +3, PER +8 Barbarian / Titan Mauler / 4; CMB +8, CMD 22

I don't think anybody's doing anything "wrong" and I'm not upset with anyone. I think this is a product of System Bloat, and sometimes we tend to play the character sheet instead of the character. This is one reason I've switched to 5E in real life games.

Erizi is a character who is used to having people admire, and respect him. He misses the adulation of fans, and is quite lonely and feels useless in the game. So what if his character sheet says he's only average at bluffing. How do we know there is not something in the outpost that requires brawn instead of brains? Must we review everyone's character sheet and determine who has the best scores in order to attempt something? Some of my best Roleplaying moments have come by hero's attempting things that they aren't experts at to see if something develops. This is not a game of winning or losing, but a game of experiencing things, and that is hard to capture if you only use the ideal situations.

For example, I have a serpent blooded Sorcerer in another game who was confronted with a Fer-de-Lance. The rest of the characters wanted to fight this thing... which was the best option, but my character determined to try and capture the beast, which he did with a natural 20... and it became his familiar. If we had followed the character sheets, he never would have attempted it and the fun and games we've had between the party members about this snake, and the fellow party members fear and revulsion about it's present have made for great role playing.

So maybe Erizi is not the best at bluffing. Maybe he causes a ruckus and complicates things, is that not what makes memories. Or, maybe he rolls a 20, and some important dignitary in the camp remembers him fighting and treats him like an honored guest. Isn't that what story telling, and role playing is all about?

Saying he "shines in a combat situation is fine, but what does he do differently here than anyone else. In a combat everyone gets their turn, and while he might be more effective, is he really doing anything more than the remainder of the party. With that line of thinking, you might as well put him in a box of whoop ass, and just open him when needed. He's no different than a magic weapon you pull out for melee.

Is it the person born with all the advantages in life who is the true hero, or the person who rises above his liabilities and shines anyway.

Well, I'll jump off my soapbox for now. I'm willing to keep playing Erizi, as he is one of my most thoughtout, and favorite characters. I just want him to be more than a slab of meat with a big hammer, and feel that this is being repressed in lieu of most advantageous situation.


Male I am a meat Popsicle

Well, now I know what System Bloat is. :)

First, let me say that I am glad that you are willing to continue with us. I will endeavor to give you opportunities to be more than a slab of meat. Or a can of whoop-ass. ;)

I, personally, have no stake in who goes to the battle market. When I am a player I am most accustomed to putting the most-likely-to-succeed-at-a-task in front of that task, but if your party agrees and you want to explore it, then go for it.

I play a 5e game as well, and often I will let a natural 1 stand even when I have inspiration to spend simply for the story it creates. In a f2f Pathfinder game, I have ignored a GM's obvious rules mistake simply because his error made a better story than the RAW would have done. All this is to say that I understand that sometimes the less optimized choice does make for a good story.

I am glad to still have you, Erizi.


Female NG Aasimar (Azata-Blooded) Fighter (Dawnflower Dervish) 1 / Cardinal) 1 | HP: 19/19 | AC: 17 (13 T, 14 F) | CMB: -1, CMD: 12 | F: +4, R: +5, W: +6 | Init: +3| Perc: +7, SM: +6 | Performance 6/6 | Channel 5/5

I'm glad you're staying Erizi, and your points are well taken. As a party we do have tendencies that run toward highly planned and risk adverse courses of action. I'm too early in the morning and uncaffeinated to put together a coherent post on the subject. I'll try to do that a little later, but for now some random thoughts.

As a party we do seem to favor OOC planning and decision making, which may for a number of reasons incline us toward mechanics based decisions. I don't think we're doing it on purpose as much as because more OOC means less IC interaction, and so less feel for each others characters.

When we make plans in the discussion forum or ooc in the game thread it's efficient, but character personalities and psychologies don't get included because they're only manifested when the characters speak, and have a history of speaking. Without that we plan around a situations rather than around a particular group of people in a situation.

For example, Erizi can't bluff well, but he is a former gladiator. There are gladiatorial fights going on in the battle market according to what Andrus said. So maybe Erizi is a mute gladiator and and Kilarra is his manager?

I'm not suggesting that's a plan we should use, just the kind we don't consider.


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]
Zhalet wrote:
For example, Erizi can't bluff well, but he is a former gladiator. There are gladiatorial fights going on in the battle market according to what Andrus said. So maybe Erizi is a mute gladiator and and Kilarra is his manager?

I like the thinking out of the box there. The only issue I see with that is if we went there under that story then he would almost have to fight.

Lurch wrote:
I, personally, have no stake in who goes to the battle market. When I am a player I am most accustomed to putting the most-likely-to-succeed-at-a-task in front of that task, but if your party agrees and you want to explore it, then go for it.

Please understand that in the discussion I do often refer to game mechanics but my character would most likely see Erizi as a straight forward powerful man who is always itching for a fight. Someone who likes to cause trouble for others, draws a lot of attention to himself and cares little about keeping a 'low profile'. Based on that it seemed, from a player perspective, he is not well suited to quietly going in and looking around while drawing a minimum of attention to himself. I made my comment based on a combination of your background and how you have portrayed your character. I did go look at your character sheet not as a means of determining whether I had misjudged what you wanted to do with your character. When I saw that how you have prioritized things matched what my above impression was I felt that I had not misunderstood.

When it comes time for public display or grand showings Kilarra will instinctively fade into the shadows as that is not what she is accustomed to doing. I always felt that's where both your and Zhalet's 'showmanship' would come out.

TLDNR Version:What I am saying is, to me, based on your background and how you play your character, infiltration seemed an inappropriate task and that is the primary source of my resistance and not one based purely on game mechanics.


Male I am a meat Popsicle

I am going to be out of town for the weekend helping my sister move, starting tonight. I will be back sunday night. I will not be taking my computer, so it is unlikely that I will post while I am gone.

I will wait to move the story forward until then.


male; F +8, R +4, W +3 Human (Garamundi); AC* 17/14/13 or 19/14/15 (* When raging -1) HP 68/55(+8), Rage 14/7, Init +3, PER +8 Barbarian / Titan Mauler / 4; CMB +8, CMD 22

Points taken, but again it seems that we've become more "strategy" based than character based. I have several times had Erizi walk away as a loner, and hoped that someone would interact with him, and get to know him as a character. Some games feature this kind of interaction, some don't. I tend to be a "Storyteller" GM more than a strategic / character building GM, but I can play either way.

I envisioned Erizi as a man who while highly trained and efficient at combat, wishes to have actual friends, and people who care about him as more than a fighter. He's struggling with actually knowing how to make friends, and fit into a social situation. If he seems loud and impulsive it's because that's all he knows how to do, not all he wants to do. One reason I've toned him down a bit, is to alleviate the impression that he's impulsive and brutish. I guess I need to make that a little clearer through Role Playing.

I find that PbP can be a great forum for character development, simply because we can take the time to visualize and develop our characters with extra thought.

Again, I like the character, but Fighters seem to run out of skill points too quickly for proper character development at times.

Another option is the "Gladiator" base class in the Pathfinder SRD, or d20PFSRD. I think I could pretty much re-create Erizi using this class, with access to a greater list of skills.


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3

I've been silent all the time, but I feel I need to say something.

You build your PC, and you give him life. I've played fighters, clerics, and all sorts of '2-skills-per-level' characters, and they weren't monodimensional nor boring. They were just focused. One trick ponies in relation to skills. But that's all. How you play it is up to you.

I'm on several PbP games, and each has it's atmosphere. Some of them have (or, better said, have had) different atmospheres, depending on the moment. This is an AP and we're just level 2, that is, we're just at the beginning. We have plenty of time to know the details of our companions, it will all flow through. For now, it is a bit strategic, but who knows what will happen in the future?

On the other hand, it is just logic that PCs make decisions based on victory chances - that's what real people do. Let's send the rogue for scouting, the fighter to the front line, let's cover the wizard, etc. These are all clichés, but clichés are based on facts perceived to be real. To fight a cliché is a tough task, though it tells a nice story in the end.

But then, if decisions weren't made most of the time based on strategy... what's the point of building something? If anyone can play the party face, why am I spending those precious skill points in Diplomacy and Bluff? If anyone can go scouting, why am I spending a background to gain Perception and Stealth as Class Skills? Most of the times, you don't need to force the odd situation where the barbarian has to roll Diplomacy - the game itself will put you into it, and that's when the thing can be fun.

Also, bear in mind that some of us share a common background trait, which might be a bit unfair for the rest story wise because it gives us a nexus some of you have to work hard for. I admit this.

Condensing my thoughts in a pair of lines: I feel it's a bit unfair that you build a meat shield, play it as a meat shield, and then feel bad for being treated as a meat shield. I would love to have you here and see the development of a meat shield into something more but, honestly, this is not going to happen in two days.

I hope it didn't sound as I'm angry or something, I'm totally not. On the contrary, this is probably my favourite game online ever, I feel quite good here and lucky to have Lurch as a GM and you all as companions.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

Well said, Rukn. My thoughts mirror yours.

Erizi, when you have your character wander off and be alone, hoping for someone to come interact with them, that puts an awful lot of burden on the rest of us, not just to create the scene you're hoping for, but also to figure out that you're wanting it in the first place. That's one of the big reasons why loner type characters tend to be difficult to play. In Play by Post format, there's actually a great way around this. The OOC feature will let you as the player say "Hey folks, I have a scene i want to play out regarding Erizi being pulled more into the group. He's not the sort to bring it up himself though. Can one of you go check on him?"

We'd be happy to engage and help you create that scene. We just can't read your mind about the fact that you want it. Something similar happened with Zhalet and her whole "becoming a cleric" thing. It was a moment that we could have blown by, but she voiced that she wanted to have a scene, and we delayed pushing the action forward to help her have that.

Personally, I love that stuff. I want to see as much of it as possible.

As for the tactical stuff, yeah you're right. We all have our specialties and we are going to play to our strengths. If you want Erizi to have more social or skill-based options, you might need to consider a re-build. (Did you see my post above about the Vigilante class? An Avenger Vigilante would be very similar to a fighter, just with an added layer of social abilities too)

I'm glad you're staying. I hope that we can work with you to make the game fun again. This is a productive discussion.


Female NG Aasimar (Azata-Blooded) Fighter (Dawnflower Dervish) 1 / Cardinal) 1 | HP: 19/19 | AC: 17 (13 T, 14 F) | CMB: -1, CMD: 12 | F: +4, R: +5, W: +6 | Init: +3| Perc: +7, SM: +6 | Performance 6/6 | Channel 5/5

I'll try coming back to what I was trying to get at in a minute, but a couple of things on the comments since I last posted in the thread.

I don't think any of us are acting like "evil optimizers" and playing a strictly stats based game. I don't think Kilarra is any more responsible for making build or class based decisions about roles than any of us are either.

I also think Rukn makes some good points about classes or builds fitting into certain roles because they do them better than others, and that it's reasonable to want to be successful most of the time. Yes, sometimes operating outside that logic can produce good (and very memorable) results, but most of the time you just get failure. I'm not a believer in build vs RP arguments anyway. Both must be acknowledged as part of a character. Even playing against type requires a type be present to play against.

I also have to say that I really love Solomon's idea of rebuilding Erizi as a vigilante. Considering what you've said you want out of the character, it seems very well suited to giving your exactly what you want without sacrificing fighting abilities. I'll also note that as the class is written, maintaining a secret identity is not required. The only loss for not doing so is immunity to scrying about the identity not in play. That's a very minor concern if the campaign isn't something like Hell's Rebels. As the writer of the Vigilante Guide on Zenith put it, you can be Daredevil, but you can also be Jessica Jones.

Anyway, what I was trying to get at was how the way we communicate affects how we think about the characters. I have in mind another ROTRL campaign I'm currently playing in. It's the best campaign I've ever played, and it's all about how the characters interact. We do almost no OOC talking at all. We also interact a lot with each other outside the confines of the plot. In fact, most posts probably don't advance the plot per se at all.

That's a lot of work to take on as players, but maybe less than you might think. Posts aren't terribly long, but there is a great amount of conversational back and forth. For me at least it has shifted my thinking away from, for example: "Kilarra the assimar rogue" to "Kilarra who maybe takes things too seriously and should lighten up, but also can always be counted on to be focused on the problem at hand and will have a way to solve it. And who has a weird aversion to birds. And who has a rivalry with Rukn over blah blah"... you all get the picture by now I guess. That's what I meant about planning and making decisions that account for the situation and the particular characters, not just the situation and the most efficient solution possible.

It's not the type of game everyone likes to play. But if that is what we're looking to do, and it seems that Erizi at least wants to, then in my experience that's what it takes. Solomon is right, it's a slow and cumulative process that requires shared history. It also must be made. It's not enough to accumulate shared experiences. The characters have to talk about and think about them together.

PbP is a low bandwidth way to play. If something isn't written, it doesn't exist. So yes, if Erizi wants to be seen differently than he is right now, he does have to signal it very explicitly. Another thing that works well, especially for characters that aren't given to lots of talking is italicization for thoughts. This can be used to signal other players to interact with a character in ways the player wants, or to comment on events without opening the subject up a round of conversational posts.

Again, this is something that players do depending on the kind of game they want. It doesn't produce a rapid, streamlined, action focused style of play. It's not something that Mr. Lurch needs to make happen, he's given us plenty of space to do it if we want. We just need to decide what we want and how much work we want to put toward it. I haven't been putting much effort into RP either but I'm certainly willing to try if the that's what we decide.


male; F +8, R +4, W +3 Human (Garamundi); AC* 17/14/13 or 19/14/15 (* When raging -1) HP 68/55(+8), Rage 14/7, Init +3, PER +8 Barbarian / Titan Mauler / 4; CMB +8, CMD 22

Anybody... Especially MisterLurch have any objections to re-skinning Erizi to the "Gladiator" base class, outlined below. It's from the d20PFSRD, and seems to fit him better. This would allow the feats and attacks to stay the same just a few more HP's, and a larger skill list to choose from. I'd be able to keep Dodge, Weapon Focus, and Toughness from class features, and maybe move around a few skill points to better reflect what he wants to do.

Gladiator Alternate Base Class

Spoiler:

The gladiator is a professional duelist. Many are born slaves and reared in gladiatorial schools, until such time as they earn their freedom in battle, escape, or rebel. Some join dueling academies voluntarily, seeking fame or fortune in prize fights and honor matches. Some gladiators began as warriors from faroff lands, captured in battle and forced to fight to the death, while others are condemned criminals, paying their debt to society by participating in ritual combat for the public. Whatever their station or background, the gladiator has been hardened by combat and has learned to anticipate a wily foe. While gladiatorial matches often follow a prescribed, even ritual format, the gladiator must always be ready for the possibility that the event editor will prescribe unusual weapons, conditions, or opponents. Some arena fighters specialize in fighting exotic animals and monsters.

Role: Much like the fighter, the gladiator excels at pitched combat. The gladiator, though, does not depend on heavy armor and headstrong assaults but on agility, timing, and expertise in a subset of weaponry. Gladiators fight lightly armored, allowing them a great degree of mobility. Many depend on the classic sword and shield, but others specialize in the use of the net or other unusual weapons.

Alignment: Any.

Hit Die: d12.

Class Skills

The gladiator's class skills (and the key ability for each) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Perform (act) (Cha), Ride (Dex), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Table: Gladiator

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Combat expertise, exotic armor proficiency (partial), gladiator style, gladiator training
2nd +2 +3 +0 +0 Uncanny dodge, physical development, bravery +1, improved gladiator style
3rd +3 +3 +1 +1 Gladiator defense, shake it off
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Improved uncanny dodge, careful stance, melee smash +1
6th +6/+1 +5 +2 +2 Bravery +2
7th +7/+2 +5 +2 +2 Damage reduction 1/-
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Fleet
10th +10/+5 +7 +3 +3 Bravery +3, damage reduction 2/-, melee smash +2
11th +11/+6/+1 +7 +3 +3 Bleeding critical
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/-
14th +14/+9/+4 +9 +4 +4 Bravery +4
15th +15/+10/+5 +9 +5 +5 Defensive roll, melee smash +3
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat, damage reduction 4/-
17th +17/+12/+7/+2 +10 +5 +5 Fleet
18th +18/+13/+8/+3 +11 +6 +6 Bravery +5
19th +19/+14/9/+4 +11 +6 +6 Damage reduction 5/-
20th +20/+15/10/+5 +12 +6 +6 Bonus feat, melee smash +4, arena king/queen
Class Features

All of the following are class features of the gladiator.

Weapon and Armor Proficiency: Gladiators are proficient with all simple weapons, plus all martial melee and thrown weapons. They are proficient with light armor and medium armor and shields, including tower shields.

Combat Expertise

The gladiator receives Combat Expertise as a bonus feat.

Exotic Armor Proficiency (Partial)

The gladiator receives Exotic Armor Proficiency (Partial) as a bonus feat.

Gladiator Style

The gladiator selects one of the following styles, representing his formal style. The gladiator may ignore prerequisites when selecting a bonus feat from his style, whether through this ability or chosen as a general bonus feat.

Net and trident: The gladiator gains Exotic Weapon Proficiency (net). Additionally, he can treat the trident and shortspear as light.

Blade and Shield: The gladiator gains Improved Shield Bash or Two-Weapon Fighting as a bonus feat.

Dual Blade: The gladiator gains Two-Weapon Fighting as a bonus feat.

Executioner: The gladiator gains Weapon Focus as a bonus feat.

Beast-Fighter: The gladiator gains the Power Attack feat. In addition, he gains a +2 bonus on attack rolls against animals and magical beasts.

Exotic: The gladiator gains Exotic Weapon Proficiency as a bonus feat.

Armored: The gladiator reduces the armor check penalty of any armor worn by 1 and increases the max Dex bonus to AC by 1.

Gladiator Training

A gladiator counts as a fighter of his level -2 for the purpose of qualifying for combat feats. Additionally, a gladiator can ignore the usual prerequisites for the following feats: Improved Disarm, Improved Feint, Improved Trip, Improved Grapple, Stunning Fist.

Improved Gladiator Style

At 2nd level, the gladiator gains an additional ability, based on his style. The gladiator may ignore prerequisites when selecting a bonus feat from his style, whether through this ability or chosen as a general bonus feat.

Net and trident: The gladiator gains Lunge, Two-Weapon Fighting, or Weapon Focus (net or any one melee weapon) as a bonus feat.

Blade and Shield: The gladiator gains Improved Shield Bash, Two-Weapon Fighting, Shield Focus, or Weapon Focus (any melee weapon) as a bonus feat.

Dual blade: The gladiator gains Double Slice, Improved Two-Weapon Fighting, or Weapon Focus (any melee weapon) as a bonus feat.

Executioner: The gladiator gains Dazzling Display or Power Attack as a bonus feat.

Beast-Fighter: The gladiator gains Lunge, Stand Still, or Weapon Focus (any melee weapon) as a bonus feat. He also gains the ability of wild empathy, as a ranger.

Exotic: The gladiator gains Power Attack or Weapon Focus (any melee weapon) as a bonus feat.

Armored: The gladiator may move at normal speed in medium armor.

Uncanny Dodge (Ex)

Starting at 2nd level, a gladiator can react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A gladiator with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a gladiator already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Physical Development

At 2nd level, the gladiator receives one of the following feats as a bonus feat: Acrobatic, Agile Maneuvers, Endurance, Fleet, Intimidating Prowess, Toughness, or Weapon Finesse.

Bravery (Ex)

Starting at 2nd level, a gladiator gains a +1 bonus on Will saves against fear. This bonus increases by +1 every four levels beyond 2nd.

Gladiator Defense

At 2nd level, the gladiator gains, as a bonus feat, Dodge, Two-Weapon Defense, or Shield Focus.

Shake It Off

A gladiator of at least 2nd level gains a +2 bonus to save versus any condition transmitted by an attack. This ability has no effect on afflictions, spell-like abilities, or supernatural abilities.

Bonus Feat

At 4th level and every four levels, thereafter, the gladiator gains a bonus combat feat. He must meet the usual prerequisites, unless exempted because of gladiator training.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a gladiator can no longer be flanked. This defense denies a rogue the ability to sneak attack the gladiator by flanking him, unless the attacker has at least four more rogue levels than the target has gladiator levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Careful Stance (Ex)

A gladiator of at least 5th level gains a +2 bonus to Combat Maneuver Defense.

Melee Smash (Ex)

A gladiator gains +1 to damage with melee attacks at 5th level. This bonus increases by +1 every five levels, to a maximum of +4 at 20th level.

Damage Reduction (Ex)

At 7th level, a gladiator gains damage reduction. Subtract 1 from the damage the gladiator takes each time she is dealt damage from a weapon or natural attack. At 10th level, and every three gladiator levels thereafter, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Editor's Note
The class originally listed Damage Reduction on the class table, but did not have a Damage Reduction entry under the class feature details section of the write-up. A clarification has been requested from the author, but for the meantime, the Damage Reduction has been added to the Class Features section as removing it would cause some dead levels and that goes against the typical Tripod Machine style of class design.
Fleet

At 9th and 17th level, the gladiator gains Fleet as a bonus feat.

Bleeding Critical

At 11th level, a gladiator gains Bleeding Critical as a bonus feat. If he already has this feat, he can select another feat for which he qualifies.

Defensive Roll (Ex)

A gladiator of at least 15th level can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the gladiator can attempt to roll with the damage. To use this ability, the gladiator must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll.

Arena King/Queen (Ex)

At 20th level, the gladiator becomes a champion of death and glory. Any time he is affected by a morale bonus of any kind, he gains +4 insight bonus on Will saves. Whenever he threatens an opponent with a melee weapon, he gains a +4 dodge bonus to AC.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

I had a big long analysis written out, but I didn't want to seem like I was being pushy or hypercritical.

Instead I'll just say that I think you will run into many of the same issues with this class as you do with the fighter. It does not appear to solve the fundemental issues, as I understand them. Perhaps you and I are actually seeing different issues though.

Can we talk about what you want your character to be able to do, in non-mechanical terms? If we have a good idea of what you want the character to be able to accomplish, we might be able to offer more helpful suggestions.


male; F +8, R +4, W +3 Human (Garamundi); AC* 17/14/13 or 19/14/15 (* When raging -1) HP 68/55(+8), Rage 14/7, Init +3, PER +8 Barbarian / Titan Mauler / 4; CMB +8, CMD 22

Sure. I would like Erizi to be a trained warrior... an expert with a couple of weapons, and familiar with others. I never see him as being a heavily armed fighter, and probably only shielded in certain situations. So mobility, and toughness are more his trademark than armor class.

I never see him being the spokesperson for the group, but having to "act" and portray the persona of the "bad guy" in the arena, would lead to him having some social skills. With a Gladiator I could take Bluff instead of Intimidate, and acrobatics instead of Swim. I could also see ranks in Escape Artist, and Perform enter the equation. Again, he's playing the bad guy for a reason. His natural personality is not that strong, but his training and experience will allow him to overcome some of this.

When I originally designed Erizi... for this Adventure Path, but several years ago he had a rolled CHA of 6. He was planning on taking Charisma as his level up stat at every chance, showing him learning to get along with people and society. This version of Erizi has an advantage over that one as he has no negative CHA Stat, and taking a rank in Bluff would at least make him have some social skills.

I see him as a lightly armored fighter, looking for reasons to fight for something besides material rewards, and he needs more social ability to pull that off.

He still wants to be the melee king of the party, and knows that's his roll, but he'd like to be able to go into town, and not have everyone shun him.


Female NG Aasimar (Azata-Blooded) Fighter (Dawnflower Dervish) 1 / Cardinal) 1 | HP: 19/19 | AC: 17 (13 T, 14 F) | CMB: -1, CMD: 12 | F: +4, R: +5, W: +6 | Init: +3| Perc: +7, SM: +6 | Performance 6/6 | Channel 5/5

Well, if I could make a suggestion based on what you've said, it looks like the classic Lore Warden/Martial Master combination of fighter archetypes would suit you well. It expands you skills set (Lore Warden) and improves your combat maneuver abilities greatly (Lore Warden). You'd also be able to choose feats to use on the fly (for temporary use (Martial Master) giving you lots of flexibility.

Those won't give you the social skills, but if you dropped the Tropical Upbringing and Muscle of the Society traits, there are several traits that give social skills in-class. It shouldn't be a loss to give up those 2 traits either. Tropical Upbringing increases you FORT save, but that's already your best one, and you want to stick with light armor so your risk from heat is low. Muscle of the Society gives a very situational bonus that you could probably get back through other characters aiding your attempts.

That gives you a lightly armored, flexible fighter with expanded skills, extra skill points per level, and social skills of your choice in class. It's really a pinnacle fighter combo, and the go-to build for a lot of people who love fighters.

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