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| Ryu Kaijitsu |
| Male Human Gestalt HP:24 | AC:17 T:13 FF:14 CMD:15 | F:5 R:7 W:6 | Init: +3 | Per: +9 |
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:::Facepalm::: I apologize.
4711 AR: Ryu Kaijitsu arrives in Sandpoint seeking his family and is acknowledged by Lonjiku as his son.
Biter: How long have you been in Sandoint?
why? is he also Lonjiku's son?
ps: please reply my PM so I know what is good/bad on the racial changes
| Straehan. |
| AC:16|16|14 - F:+4|R:+6|W:+5 - Per:+9 Init:+3 |
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Spiral, would it be alright for Straehan - as a gnome pariah and 'outsider' to his native culture in many ways - to drop the race hatred of goblinoids and lizard types? I've already mentioned and blunted the 'hated' angle in reference to Biter and it just might be easier to dump it.
I'd like to take that 1 RP point and drop it into my bonus pile - to make it 6 RP (and/or build points). I'd be happy to ensure that it remains as an RP point instead of doing a 26 point buy, if you prefer. The odds are very good, I'll be spending at least a few points as RP not buy points.
| Straehan. |
| AC:16|16|14 - F:+4|R:+6|W:+5 - Per:+9 Init:+3 |
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Since Spiral kicked this thing off with a 20 point buy and I'm calling Strae a gnome despite his half-whatever bloodline, I'm going to try to keep him pretty Gnome-like... so I'm shy of boosting his racial stat bonuses too much. It just seems a stretch to me.
| Ryu Kaijitsu |
| Male Human Gestalt HP:24 | AC:17 T:13 FF:14 CMD:15 | F:5 R:7 W:6 | Init: +3 | Per: +9 |
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before Cilyanka mentioned the advanced profile here I already agreed with GM about that for Ryu, Ryu is supposed to be draconic/half-draconic and this heritage will become more obvious as he grows in power/level, this is a core part to the concept, so I made changes based on that, and added Kitsune as additional flavor to the idea (adopted from GM suggestion)
so, a gnome can still look as a gnome if you want, my char will also stay human looking and his race or type doesn't change either, Biter also got traits from advanced list with no issues and you can essentially overlook required creature type as long it makes sense for the concept
be careful of the costs though, as example a +2 natural armor would cost 3 points, I dropped this idea after I considered that other, cheaper traits also fit the concept and help to flesh out the idea better
| Biter |
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okay, Alkaid, I have to ask. Do you have a mechanical reason why you'd be able to drink 24 of what I assume are bottles of hard alcohol? I don't see any racial or class abilities (or even archetypes) that make you especially immune or even resistant to alcoholic beverages. Your fort save is a +4… which is about equivalent to those of some of the other members of the party.
I mean… 24 bottles? Heck, 24 shots of any real alcohol is enough to level most people… if not possibly put them in the hospital.
I'm all for interesting character quirks, but I'm failing to see why this girl would be able to drink the goblin, the half-orc, or the half-giant under the table in this manner. Just curious, I guess.
| The_Ninja_DM |
| DM Ninja/infinite |
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I've reviewed Alkaid's updated version via PM and approved it. The stats are much more in line with the rest of the group, though personally, I'd have given a cleric a slightly higher wisdom. Still, that's an RP decision on Alkaid's part.
And yes, once you get through the stone slab, things will get...interesting. ;)
I hope you folks aren't going to be too mean to my monsters.
| Sparrow Seacutter |
| {HP 17/29 | AC13 T13 FF10 CMD 16 | F/R/W 4/6/4 | Inish +3, Per +8}Female Elf Ranger (Urban Ranger) 2 / Wizard (Foreteller) 2 |
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I've been toying with Sparrow's eventual build abit, and figured I'd ask for opinions. As of right now, I'm thinking
Level 2 Ranger bonus feat - Rapid Shot
Level 3 feat - Precise Shot
Level 5 feat - Deadly Aim
Level 5 Wizard bonus feat - Craft Magic Arms & Armor or Craft Wondrous Item
Only thought that far so far. I might swap out Precise and Rapid (since both on the Ranger list), it would save on arrows, though going by the numbers two attacks would be a bigger bonus than one with Precise. Of course that assumes full attacks every round.
| Sparrow Seacutter |
| {HP 17/29 | AC13 T13 FF10 CMD 16 | F/R/W 4/6/4 | Inish +3, Per +8}Female Elf Ranger (Urban Ranger) 2 / Wizard (Foreteller) 2 |
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Actually, yea Precise at 2. I think maybe Deadly Aim at 3 then, and wait for Rapid until 5? One good attack is usually worth more than 2 imo.
I forgot Rapid Shot has a -2 as well, which threw off my numbers.
| Sparrow Seacutter |
| {HP 17/29 | AC13 T13 FF10 CMD 16 | F/R/W 4/6/4 | Inish +3, Per +8}Female Elf Ranger (Urban Ranger) 2 / Wizard (Foreteller) 2 |
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Yea, at first I was thinking I'd hit more frequently with two attacks at -4 than one at no penalty, but forgot the Rapid Shot, so it'd be two at -6. It'd be something like I need an 8 or better just to break even on that, and I'd be wasting two arrows to do it. Precise Shot at level 2 (just wish it didn't have point blank as a pre-req, otherwise I'd have it now).
~~~~~~~~~~~~~~~~~~~
So should we consider establishing a marching order in OOC just to get it taken care of?
| Straehan. |
| AC:16|16|14 - F:+4|R:+6|W:+5 - Per:+9 Init:+3 |
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Yeah, my basic theory is the damage from an extra shot, or even your main shot, doesn't mean much if you fail to hit. :)
I think kicking out a marching order makes sense - for both 10' wide and 5' wide corridors.
Here's a quick idea to start the ball rolling... Feel free to fire off your own amendments if you've got a better idea.
10' wide
Biter / Strae <-- Sneaky Scouts w/ good vision, magical backup
Brin / Kaddoc <-- Front Liners, variable spell and psi use
Alkaid / Sparrow <-- Healer (centralized), ranged attacker + magic
Cilyanka / Ryu <-- Rear guard - strong combat, spells, flanking, and awareness
I could see Brin, Kaddoc, and Cilyanka alternating in the front-line or rear guard positions.
5' wide
Biter
Strae
Brin
Kaddoc
Alkaid
Sparrow
Ryu
Cilyanka
| 101 to 150 of 617 |
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