Rynjin |
Alrighty then, let's try to get things moving forward a bit.
Most significantly, the gods, the Planes, and the cities/nations are for the most part unchanged (currently).
With a few large exceptions.
First, the existence of the city of Myrial, a city/state located on the eastern border of Cheliax. While technically beholden to Cheliax, the city is largely independent, due in no small part to the other big exception, the crime syndicate known as "Mandrigal" who holds great influence in Myrial and has not insignificant power outside of it.
Mandrigal has their finger in pies all across Golarion, anything from Thievery to Assassinations. As long as it turns a profit, they are likely to have a hand in it.
You are a new member of this syndicate, out to prove yourself a skilled ne'er do well to the group. On the whole, they don't care what you do, as long as what you do brings them profit and spreads their influence.
There are two other factions within Myrial of note. First is the Arcanium, a school of magic renowned for its great magical discoveries...and complete lack of morality in how they choose to carry out their experiments. They allow anyone to join who has the requisite magical talents, from mortal races to intelligent undead to earthbound Outsiders, so long as they share the same all-consuming lust for knowledge the rest of the members do.
Second, the Obsidian Order. They are a mercenary group that sells their services as peacekeepers and investigators across Golarion. They too, are based in Myrial, and not by coincidence. The Obsidian Order is obsessed with destroying the Mandrigal, who have frustrated them for years by staying one step ahead of the Order, fouling their investigations, and avoiding capture and destruction.
Currently, this war is at an uneasy stalemate, neither side having enough power to deal a significant blow to the other without tipping their hand and leaving themselves open for bloody retaliation from the other side. However, this could change at any moment.
Characters start at level 3, with 25 PB, utilizing "Freeform Class Selection".
In addition, they start with a number of essential items provided to them on joining the Mandrigal:
-1 set of masterwork light OR medium armor (player's choice).
-1 masterwork weapon and two "backup weapons" of the player's choice, along with 20 ammunition for any weapon requiring ammo (including guns and thrown weaponry such as Shuriken or Javelins).
-1 Pathfinder's Kit.
-A set of Thieves Tools for anyone with ranks in Disable Device.
-2 Potions of Cure Light Wounds.
-100 gold coins.
Other gear can be purchased using the rewards from missions completed, or may on occasion be given as rewards for completing certain missions. Some magical items may have unique properties not normally found.
-I don't normally track encumbrance. As long as you're not packing an elephant into your trousers or something else obnoxious like that I don't really care.
-Players are forbidden from purchasing the following items: Dedicated Stat boosting items (Belt of X Physical Stat, Headband of Y Mental Stat), Amulets of Natural Armor, Rings of Protection, and Cloaks of Resistance.
In exchange, players will receive +2 to any stat of their choice, with a further +1 to any two DIFFERENT stats of their choice every 4 levels. They will also receive a +2 untyped bonus to AC at 1st level, +1 every 3rd level thereafter, and +2 at 20th (culminating in a total of +10 AC), and a +1 bonus to saves at 4th level and every 4 levels thereafter (culminating in a +5 bonus to saves at 20th level).
Reasoning: These items/bonuses are expected by the game, but usually lead to bland/boring "loadouts" for characters. I want to encouraging picking items because they're INTERESTING and give people new OPTIONS, not just on the merit that if you don't have X, Y, and Z, you're likely to get stomped.
-We'll likely be utilizing fixed Initiative orders to streamline combat. Meaning, person with highest Initiative modifier always goes first and then it cascades down from there (barring delays, which simply move someone down the fixed order for that combat).
-Alignment will play a VERY small part in this game. I am not a fan of "Always evil acts that make you evil regardless of intent" and the vice versa to that. Drinking someone's blood as a Dhampir is no necessarily evil, nor is casting [Evil] descriptor spells. Likewise, [Good] spells do not make you more Good. Even if I did like this normally, it's not a good fit for the morally ambiguous (at best) nature of this campaign.
Feel free to pick an alignment to give you a general idea of how you act, but expect me to rarely (if ever) reference it in regards to the game itself.
That's about it on that I think.
As well, I'd like to see some complete character sheets as well.
I'd like them in one of four formats, however. Utilizing the generally accepted forum standard format (that you see in many builds), teh HeroLab format (very similar), the Myth-Weavers Pathfinder character sheet, or Epizephyrii's Pathfinder Character Sheet (Excel based, just make a copy of it. This one's my preferred.).
Alrighty then, I think that about sums it all up. If you have any more questions just post them here or in a PM. Looking forward to playing with y'all. =)
Rynjin |
Okie doke.
After a while, we hammered it out.
Here's your third guy, Dameon, the "Gentleman".
He is your face. He is your trap guy. He is your buffbot.
Also, he slices, he dices, he Dervish Dances with the best of 'em.
And he has Perception bonuses falling out of his ass I mean my lord. Or will when the levels go up a few.
I'll try to get this started when I can.
Rynjin |
Alrighty, I think I'm about ready to get started whenever y'all are.
I'll probably be playing it fast and loose for a little while until I get a real feel for your preferences in missions and stuff, since I don't wanna go and write up 5 Assassinations and then have you guys not take any.
I have some already made up, but past the first round of each I'll be generating them as they come in my head.
Basically how it'll work is I'll put up something in the format of:
<Sample Mission Title>
<Short blurb describing the mission in brief detail (which will be expanded upon once you actually talk to the client in person)>
Reward:
Special Restrictions/Requests (if any):
Before that there'll be a short intro bit where you're "inducted" (along with a few other recruits), and you'll have a chance to socialize and get to know each other (if you haven't already).
I just need your char sheets and at least a short backstory/personality blurb.
Lemmy |
*Subtly points up to the Character Creation Outline section*
If you have any problems with it/suggestions for change let me know.
I knew there was a chracter creation outline section. I was just... uh... testing you... [dice=Bluff]1d20+2[/ooc]
Also, I have no idea how to create a token in Roll20... :P
Rynjin |
You don't have to create them. I pulled a bunch down and put them in boxes.
Just tell me which one you like the look of (tell me the Category, Row, and Number and I'll know what you're talking about) and I'll assign it to you so you can move it around and add your HP and whatnot to it.
Also your bluff fails on the grounds of it OBVIOUSLY being an out of character move for you. ;)
Lemmy |
Rynjin, see if there's anything wrong here:
Male Oni-Spawn Tiefling Barbarian (Invulnerable Rager) 3
NG Medium Outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 16 (+4 armor, +2 Dex)
hp 29 (3d12+6)
Fort +5, Ref +5, Will +5; +2 bonus vs. sleep, paralysis, and stunning
DR 1/—, 2/lethal; Resist cold 5, electricity 5, fire 5, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bardiche +7 (1d10+6/19-20/x2) and
. . Scimitar +7 (1d6+4/18-20/x2) and
. . Unarmed strike +7 (1d6+5/x2)
Ranged Masterwork Composite longbow (Str +4) +6 (1d8+4/x3)
Special Attacks rage (10 rounds/day), rage powers (beast totem, lesser)
Spell-Like Abilities Alter Self (1/day)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 12, Wis 15, Cha 6
Base Atk +3; CMB +7; CMD 21
Feats Double Slice, Dragon Style, Improved Unarmed Strike, Stunning Fist (3/day) (DC 13), Two-weapon Fighting
Traits Quain Martial Artist, Reactionary
Skills Acrobatics +8 (+12 jump), Disguise +0, Intimidate +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +4, Perception +8, Sense Motive +8, Stealth +5
Languages Abyssal, Celestial, Common, Draconic, Infernal, Sylvan
SQ fast movement +10, prehensile tail
Combat Gear Potion of cure light wounds (2); Other Gear Masterwork Chain shirt, Arrows (20), Bardiche, Masterwork Composite longbow (Str +4), Scimitar, Pathfinder's kit, 170 GP
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stunning Fist (3/day) (DC 13) You can stun an opponent with an unarmed attack.
Lemmy |
Nicos |
Nicos wrote:1)What exactly is a freeform class selection?
2) Can I post the character sheet in the character Alias?
It's a homebrew Rynijin made that allows players to create their own class by picking their own class features.
@_@, Ok it will take more work than I thought. Can I just play a sorcerer or something?
Lemmy |
@_@, Ok it will take more work than I thought. Can I just play a sorcerer or something?
It's actually quite simple for the most part. I don't think Rynjin will have a problem with you playing a standard class... But why not use the chance to pay a Sorcerer with medium BAB, 4 skill ranks and Divine Grace! :)
Rynjin |
I'll make it easy for you.
If you want a Sorcerer, you take this chassis:
d6 HD: 0 points
2+Int skills: 0 points
Weapon Proficiency (Simple): 1 point
No Armor Proficiency: 0 points
Bloodline: 5 points (Take your choice of any, Crossblooded available no extra charge since it has downsides, and quite hefty ones)
Arcane spellcasting (Cha based, Spontaneous, Sorcerer spell list): 6 points
Bonus Feat (Eschew Materials): 2 points
Total point value: 14 points (out of 25 at 1st level)
May seem like a lot but you need to save at least 4 from the start so you can buy 9th level casting on time, and a few more at SOME point so you can afford the caster levels along the way.
You still have a bit of wiggle room to buy Class Features of some kind (we'll say 5 left at 1st level, 5 at 2nd, and 5 at 3rd), up your HD, Skills Per Level, Armor Proficiency (Note: The Magus' "Cast in Light Armor" thing is a class feature you can buy for 3 points, food for thought), weapon proficiencies, BaB, etc.
Bonus Feats (only one per level), Discoveries/Rage Powers/Rogue Talents/Ninja Tricks (only once per 2 levels) can be bought for 2 points each as well, if you wanted some of those.
I think you'd have a lot of fun building a character, mixing and matching stuff if you looked it over, but as you can see, standard classes are perfectly possible as well (those extra points will mostly vanish over time, I made spellcasting an expensive ability to scale).
Basically what we'll do is I'll give you your Sorcerer progression, and keep track of your bonus points at each level, and if you ever want a Bonus Feat, or new class feature, or what have you, it's available right away.
If the rest of y'all would like you can move over to the Gameplay thread and socialize a little bit before the "induction ceremony" begins.
Also, Nicos, before I forget.
I'm drawing maps in Roll20, so come on over and pick out a token: https://app.roll20.net/join/152705/4Q9s_g
Just tell me category (Mages, I'd assume), row, and number and I'll give you control of it.
Lemmy |
Arcane spellcasting (Cha based, Spontaneous, Sorcerer spell list): 6 points
May seem like a lot but you need to save at least 4 from the start so you can buy 9th level casting on time, and a few more at SOME point so you can afford the caster levels along the way.
I'm still not completely sure about how spellcasting point buy works. -.-'
Is there a buy-in cost?
Ah, doesn't matter... I'm playing a Barbarian this time. :P
Rynjin |
Yeah. There's a 4 point buy-in (at which point you get to pick your casting stat, spell list, method of casting, and gain Cantrips) and then each spell level is worth double the points of the spell level itself.
1st level spells are 2 (so 1st level spellcasting costs a total of 6), 2nd are 4, 3rd are 6, and so on.
Nicos |
Come on lemmy another beast totem ¬¬
By the way rynjyn, I Suppose I can be a trapper ranger but then interchange the spellcasting for soemthing else, right?
Lemmy |
Hmm... I don't suppose you'd let me grab Scent instead of Alter Self SLA, would ya? Maybe spend a feat for it?
I know there is a Half-Orc feat that gives Scent, but other than that, Catfolk and Tiefling alternate racial traits are the only way I can think of for a PC to get Scent.
Lemmy |
Also...
I think there were a few mistakes with my last character stat block. (Stealth should be a class skill and he shouldn't have Extreme Endurance). So here is my update version of it... I think it's correct.
Korak Fists of Fury
Male Oni-Spawn Tiefling Barbarian (Invulnerable Rager) 3
NG Medium Outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 16 (+4 armor, +2 Dex)
hp 29 (3d12+6)
Fort +5, Ref +5, Will +5; +2 bonus vs. sleep, paralysis, and stunning
DR 1/—, 2/lethal; Resist cold 5, electricity 5, fire 5, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bardiche +7 (1d10+6/19-20/x2) and
. . Dagger +7 (1d4+4/19-20/x2) and
. . Unarmed strike +7 (1d6+5/x2)
Ranged Masterwork Composite longbow (Str +4) +6 (1d8+4/x3)
Special Attacks rage (10 rounds/day), rage powers (beast totem, lesser)
Spell-Like Abilities Alter Self (1/day)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 12, Wis 15, Cha 6
Base Atk +3; CMB +7; CMD 21
Feats Double Slice, Dragon Style, Improved Unarmed Strike, Stunning Fist (DC 13), Two-weapon Fighting
Traits Quain Martial Artist, Reactionary
Skills Acrobatics +8 (+12 jump), Disguise +0, Intimidate +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +4, Perception +8, Sense Motive +8, Stealth +8
Languages Abyssal, Celestial, Common, Draconic, Infernal, Sylvan
SQ fast movement +10, prehensile tail
Combat Gear Potion of cure light wounds (2); Other Gear Masterwork Chain shirt, Arrows (20), Bardiche, Dagger, Masterwork Composite longbow (Str +4), Pathfinder's kit, 100 GP
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stunning Fist (DC 13) You can stun an opponent with an unarmed attack.
Lemmy |
There's a Rage Power for Scent, you could grab that next level if you like.
If you bought the Fiendish Heritage Feat we could assume you rolled a 53 (to gain Scent).
I see. Okay, feat it is. I think I'll take it instead of Double Slice, then. Can I delay grab my next Rage Power at 5th level instead of 4th?
Lemmy |
Sure, but why would you want to?
So I can grab a Bonus Feat at 4th level, then take the Rage Power at 5th, since at low levels a feat might help more than a Rage Power.
My build is pretty cool, but it's very feat-starved, and he's very tight in point-buy before 5~6th level -.-'.
Lemmy |
Poor, Korak, he might have to use his Bardiche instead o IUS for the first few levels... :P
Which reminds me... Do I need a free hand to attack with IUS, or can I use a Bardiche and still threaten with with unarmed strikes?
Only being able to grab Fiendish Heritage at 1st level is giving me a headache... lol. But I guess it makes sense, it'd be weird for a guy to suddenly learn how to have a different bloodline... :P
Byrdology |
TN medium outsider (native)
Ini: 5 Senses: darkvision 60ft, perception +9 (+11 vs traps)
--------------
Defenses
--------------
Ac: 20 (+7 armor, +3 dex) Touch: 13 flat footed: 17
Hp: 23 (3d10+ 3)
Fort: 4 Ref: 4 Will: 6
Resist 5: cold, electrict, fire
--------------
Offense
--------------
Speed: 30 ft
Melee: Mst wk Nodachi +6 (1d10+ 6, 18-20 x2), or
Mst wk Dagger +6 (1d4+ 5, 19-20 x2)
Ranged: Mst wk dagger +6 (1d4+ 5, 19-20 x2, 10ft) or
Sling +6 (1d4+3, 20x3, 30ft)
Spell like abilities: alter-self 1/day
--------------
Statistics
--------------
Str: 16, Dex: 16, Con: 12, Int: 13, Wis: 16, Cha: 8
BaB: 3, CMB: +6, CMD: 16, Fort: 3, Ref: 1, Will: 3
Feats: power attack, selective channel, channel smite, versatile channel
Traits: reactionary, defender of the society
Skills: acrobatics +7, climb +7, disable device +9 (+11 vs traps), escape artist +7, heal +7, kn dungeoneering +5, kn engineering + 5, kn local +7, linguistics +7, perception +9 (+11 vs traps), sense motive +9, sleight of hand +7, Spellcraft +5, stealth +9, survival +9, swim +7
Languages: Common, Abysal, Infernal
-------------
Special abilities
--------------
Channel energy (wis based): 2d6 (neg), 1d6 (pos)
Trap finding: +2
Tracking: +2
Wild empathy: +3
Ki pool (wis based as ninja): 5/day
Rogue talent: vanish (3 rounds)
Spell Casting:
0 lvl- detect poison, detect magic, disrupt undead, purify water
My character is a stone cold killer; silent, efficient, and deadly. Mostly neutral, but entirely dedicated to his mission. His loyalty is to his companions, his mission, then his employer in that order, and he has a reputation built on his services rendered, nothing more nothing less.
Whew... That was painful...
Lemmy |
Ah... F+$& it... Fiendish Heritage delays Korak's build too much. I can live without Scent. It's cool, but it isn't cool enough to screw with my whole feat selection.
Could I grab it at later levels? Say, if I lose the SLA but still not benefit from Scent 'til I get the Fiendish Heritage feat?
I don't mind if you say no. It's more of a little extra something I came up with, but nothing essential to Korak.
Rynjin |
Sure, I see nothing wrong with that.
Actually, a non-rulebendy way to go about it would be to grab Extra Rage Power and then snag Scent from that. So keep your SLA and do that, better for all involved.
Note to self: Potential ability for character to have ALL the Rage Powers if he pumps his points into snagging Extra Rage Power every level.
Not sure if that's interesting, silly, broken (probably not) or what.
@Byrd: Looks good. I like the concept of it. Need to fill in the rest of your languages though, you should have more since you have Linguistics ranks.
You guys weren't kidding when you said you needed a face. Though I guess having a Bard and a Sorcerer balances it perfectly.
Two Oni-Spawn, a Musetouched, and a whatever-Nicos-is-gonna-be. Inteldasting.
Do you guys' characters share a background or something, or is it just going to be coincidental?
Also, appearances, personality (from Lemmy), and a short bit of backstory would be nice. Gives me a better feel for the characters.
Lemmy |
Sure, I see nothing wrong with that.
Actually, a non-rulebendy way to go about it would be to grab Extra Rage Power and then snag Scent from that. So keep your SLA and do that, better for all involved.
Yeah, I thought about that, but Scent as a rage Power is really limited, since I'd only be able to use it a few rounds a day, and mostly during combat. I was thinking about it as a fun thing to have in non-combat situations, actually.
Alter self is a great SLA (getting a bonus to Str is always nice), but I don't think it'd be as fun as being able to identify people by scent. And it doesn't allow me to say "I can smell your fear, bub." after rolling Intimidate and/or Sense Motive >:DNote to self: Potential ability for character to have ALL the Rage Powers if he pumps his points into snagging Extra Rage Power every level.
Don't worry, I have no intention of doing that. I might grab Extra Rage Power once or twice, but that's about it.
ou guys weren't kidding when you said you needed a face. Though I guess having a Bard and a Sorcerer balances it perfectly.
And that's why I was considering investing on Diplomacy/Bluff and getting the Conversion Inquisition. I also had a Cha-based back-up character. :)
Do you guys' characters share a background or something, or is it just going to be coincidental?
Didn't think about that... What do you think, Byrdology?
Also, appearances, personality (from Lemmy), and a short bit of backstory would be nice. Gives me a better feel for the characters.
On it. Creating the character's background is difficult... I have a general idea, but I gotta work out its details.
His appearance is pretty much that of my profile picture in Roll20 (I couldn't find many unarmed barbarians/brawlers, mostly Monks and few characters that don't really fit medieval fantasy)Lemmy |
Short version of Korak's background:
Korak comes from a Kellid tribe who was wiped out by [enemy clan and/or really powerful creature], he was one of the very few survivors. Korak lived in the wilds up to his early teenage years, when he was found by Monks from a nearby temple of Irori. They did their best to educate and train Korak, hoping to overcome his feral nature with discipline and insight,
Korak always struggled with their teachings. Despite seeing the value of discipline and having great respect for the Monks who raised him, he never managed to truly fit in. When he reached adulthood, his old masters encouraged him to find his own path to enlightenment.
Korak decided that instead of fighting his savagery, he would embrace it. He'd tame his wrath into an useful tool. Combining the instincts of a beast with the discipline of a monk, he created his own techniques, which he half-jokingly calls "Way of the Beast".
It wasn't long before he was considered one of the best martial artists in the temple, but his training was still incomplete. Both his physical and spiritual abilities were far from their limit. Korak decides to journey around the world to see what it has to offer, and how it can help his growth. He said good bye to his old masters, promising to return when his training was complete.
Somehow, he found his way to Myrial, a city with the potential to teach him harsh lessons. Korak's training is just beginning.
Byrdology |
Krail had a bit of a tragic upbringing... The power of death has always flowed through him for some reason. As a child, In times of great stress, it would come off of him in waves so it seemed. There were a few accidental deaths involved as a result and he was ostrisized by those around him.
He was forced to learn control and focus to master this dark gift, and as such he was a very lonely, estranged little boy. He took work as a mercenary as soon as he could, and emersed himself in scout training preferring to be alone and ahead of the main body of troops all the while honing his natural affinity for death and shadows.
Other realized his talent and soon he found himself with very specific infiltration/ assassination missions. Little did he know that he was being watched and groomed for a much darker profession. After completing his last job, his employer paid him his sum and left a message for him to report to a specified place at a specified time for an opportunity that would be more worthy of his skill and time.
Krail stands at 5'8 and weighs about 175lbs. He his lean and muscular, and looks much like an elf with jet black hair, pale skin with a yellowish tint, and brilliant green eyes that almost seem to have a firey glow in dim light. He is immaculately clean and well kept at all times with simple, sensible well kept gear. He rarely speaks, and never when he doesn't half too; and no one can ever remember him panicking or losing his temper.
Nicos |
I am not so sure what to play.
If I play a sorcerer I would like to use and old charscrter of mine whose story never get completed, the problem is that she was really disruptive :/
If I have to do the character from zero I maybe play a rogue, would you allow 3pp and/or 3.5 material?, I am thinking in the skill tricks from complete scoundrel.
Byrdology |
@Ryn: dwarven, elven, goblin. Where is the gameplay thread?
@Lemmy: my character may have worked with you in the past, but he is not very social or overtly friendly. But he is known to never leave a man behind if it could be helped, and is one of the best scouts you ever worked with.
@Nicos: a rogue wouldn't be too bad, but we have 2 trappers. We need face skills and maybe some arcane controller support. Maybe an "arcane trickster" sort of character?
Lemmy |
Rinyin, how is that bravery cost the same as aura of couarage o_O?
And Detect Alignment costs the same as Detect Evil... I think Rynhin was going for a standard cost for tertiary abilities, and neither of those class features is worth 3 pt.
In this case, it's a good thing, actually... No one would grab Bravery anyway, so they can at least grab its more useful cousin.
Nicos |
rough draft
Human
Sorcerer (fey Bloodline)
Female
Neutral Evil
Str 8, Dex 14,Con 14, Int 14, Wis 12,Cha 18
======
HP: 19 (3d6+6)
=====
Traits
Extremely fashionable, Focused mind.
=====
Feats:
1. Skill focus (knowledge arcane), School focus (enchanment), Schew material
2.
3. Eldricth heritage (arcane: Arcane bond[Ring])
=========== Skills =======
Diplomacy +10, Bluff +10, Knowledge (arcane) +11, Knowledge (nature) +8, Use magic device +10, Intimidate +10.
======== Spells ======
Cantrips
Detect magic
Read magic
Daze (DC 17)
Ghost sound
Prestidigitation
1th level (6/day)
Sleep (DC 18)
Charm person (DC 18)
Entangle (DC 15)
Enlarge person
=== Special =======
Laughing touch
woodland stride
Nicos |
Nicos wrote:Rinyin, how is that bravery cost the same as aura of couarage o_O?And Detect Alignment costs the same as Detect Evil... I think Rynhin was going for a standard cost for tertiary abilities, and neither of those class features is worth 3 pt.
In this case, it's a good thing, actually... No one would grab Bravery anyway, so they can at least grab its more useful cousin.
I think it should be free once you take weapon/armor training.
Lemmy |
I think it should be free once you take weapon/armor training.
But what if you want one and not the other? They're not directly related to one another, they just happen to be features of the same class.
I could understand getting "freebies" that complement other abilities, such as Detect evil if you get Smite Evil, or Spontaneous Healing if you pick the Cleric spell list,
But Bravery and Weapon Training are very different abilities that don't complement each other at all. Besides,a Fighter can actually afford to get more skill points and better saves, so it's not like they will miss Bravery.
Rynjin |
Rinyin, how is that bravery cost the same as aura of couarage o_O?
Yeah, standard cost was the idea. The very very first draft of this tried to go with half-cost abilities and so on, but it got really muddy really quickly. This is just the simplest way to go about it.
I think it should be free once you take weapon/armor training.
Problem is that (slightly) limits modularity. The entire idea is "Pick what you want, nothing is forced on you, nothing is forbidden (as long as you have the points for it", with only a few exceptions based on "Yeah it's literally impossible to build this class without bundling".
I want to bundle as little as possible, and only thematically similar abilities on class that are otherwise impossible to build.
I am not so sure what to play.
If I play a sorcerer I would like to use and old charscrter of mine whose story never get completed, the problem is that she was really disruptive :/
Why disruptive? If it's because teh evulz...Crime Syndicate, s'all fair game.
If something else, run it by me in more detail.
If I have to do the character from zero I maybe play a rogue, would you allow 3pp and/or 3.5 material?, I am thinking in the skill tricks from complete scoundrel.
Sorry, no, for two reasons. 1.) I feel this game is homebrewed up as it is, adding more gives me a bad feeling (and wouldn't give me an accurate gauge of the power of this one thing anyway), 2.) I don't own a lot of 3pp stuff or any 3.5 splatbooks, and I like to at least be able to look at it easily when someone brings in 3pp (I find the 3.5 SRD difficult to navigate). I might consider Psionics, since I know that a bit better and it's "pseudo-official" anyway, but I don't think that's what you wanted.
@Ryn: dwarven, elven, goblin. Where is the gameplay thread?
Go up top, and there's a few tabs. "Campaign Info", "Gameplay", "Discussion", etc. Click Gameplay, and it'll take you to the thread.