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True, but I'm not that fussed as I have rolled with PFS groups seven deep before. If that's not your bag though and you are more inclined to sit out and see then thats ok too.
After a bit of thought on it... I'll pull back to leave you with an even six. I'll tag along a watching, but leave it to the A team for the ROFLstomping.
Awesome :) - Ansha's Rogue should pair pretty well with Vhailor as one of the lynchpins of his combat effectiveness is going to be Threatening Illusions (from Gnomes of Golarion), which basically uses illusions to provide flank partners.
Also, as I was researching into cats to fine tune Vhailor's familiar choice I was pleasantly surprised. The khao manee is a thing - and is a spitting image for the otherwordliness that I was actually looking for! I'm always chuffed when the natural world trumps imagination.
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11
Array: 15, 15, 14, 13, 11, 11
*Waves an enthusiastic hello*
I'm reasonably sure I'll know at least a few of whoever else has been invited to join Joana's new adventure here, and am looking forward to facing up to the orc and giant threat.
I'll be playing a Gnomish Illusionist... or more specifically a Wizard (Illusion specialist with Shadow subschool) with Familiar Adept archetype; and cat familiar with Sage familiar archetype.
I'll take a good look at the NPCs and figure out how to slot Vhailor in, though he'll be a relative newcomer to Truneau (having arrived as an apprentice to a master that is now gone).
Anyone else up on this? (Early Access was released for kickstarter backers, and opens up on Steam tomorrow)
I'm loving it at the moment... even though my second major foray (after the requisite faffing about to learn the system) involved an epic fail.
Two rooms in and the stress had already gone past breaking point so I had to back out and run away... which was compounded by my Occultist catching Syphilis and my Grave Robber the Creeping Cough. Scorched earth policy was the only way forward from there...
No worries on the no occult, and 13, 14, 12, 10, 12, 5 sounds like a fine challenge...
Edit: right and done, it'll be a Halfling Swashbuckler (Mouser) with the following array:
As he's got to be lacking a bit upstairs as far as common sense goes to be three foot high and looking to take on giants...
Easiest and simplest solution is to just start a thread in the Play by Post forum and get your players to chime in on it.
You would then have a primary (IC RP) thread for the roleplay and can even open a discussion thread for the OOC banter.
Lastly you can set it up as a Campaign so that you can share whatever you like in the campaign info page for easy reference.
In short, it's exactly the purpose of the boards so go for it :)
Painlord - indeed, that particular incarnation of Hathin would've been interesting over time... but such is PbP :)
I agree mostly with what you're saying - just that they are polarizing and you'll get some solid PbP'rs who will see it and not consider any further... plus if you have a completely new player come onto an RP thread and see a couple of profilic posters dominating the back and forth that can also be a turn off.
One of the other issues can be the sheer number of players that apply sometimes. I ran a Reign of Winter recruitment that ended up with over forty applicants. As a DM it took me damn near a week from memory just to read the applications and ask a few simple questions of each of them. Having an open RP with that sort of number would've been chaos unadulterated.
So yes, an RP thread can be a good thing and it works for a goodly number of people... but it's not and shouldn't be seen as the only way to do it. I'm not implying that you said it was the only method, just reinforcing that there's multiple ways to skin a cat.
Other things that a first time player can do to be involved and put their hand up a bit higher is things like:
If showing your PbP skills in a recruitment is an imposition, then yeah, it's better just to skip it and find another more tailored to your individual play style.
Not necessarily, I love to RP... just not in the recruitment threads.
An example - here's a recruitment RP thread that I was involved with.
It's a fairly straightforward one for CotCC, with the applicants asked to RP out within a tavern. However the problem comes in several points:
A different option would be to do something like: This - where the request is for a single IC post to show a small taste of both character and posting ability.
But the best information is going to be obtained via Player Stalking (ie. researching their other PbPs or posts) for the most part.
A lot of good information in the guide - with the keys being to attempt to establish your expectations and stalk your prospective players.
First past the post recruitments don't have to be horrible (I'm in an 8,000+ post PbP coming on four years running that was selected on first past the post); though they do have a tendancy to be hit and miss.
In your second point you allude to and reference the potential for pre-selection RP or 'Auditions'. These are probably one of the most polarizing choices in recruitment - some people like them... they make me want to puke blood and I instantly avoid any thread that proposes them.
To me it's enough of an imposition to request prospective players to put forward a character concept plus a bit of background.
Greg A. Vaughan wrote:
Good news from Richard Pett today. He thinks he'll probably be able to get me all the completed manuscripts for The Blight by Easter. If that is the case, then an end-of-year release for The Blight is much less speculative. Still no guarantees as the manuscript is still sight unseen, and we'll have to do all the development work from our end as well, but it fills in a lot of blanks on where we're at in the process exactly. So, woohoo!
Cold and clammy palmed excitement ensures as the Wheel of Fortune board states:
M ' N _ _ _ _ _ _ R R R R!
Would you like to buy a vowel?
From Inner Sea Gods:
It's not just Skinsaw that's overtly evil in nature, and while the Reaper and the Gray aren't as explicit - they still bend towards nefarious purpose in their implementation.
Bolg IS mentioned in the Hobbit I believe, but is much more pertinent to the final battle than Azog.
In the book canon Bolg was indeed the leader of the goblin armies at the Lonely Mountain. Book-Azog was long dead by the time of the Battle of Five Armies.
I'm of the cynical view that the only reason Jackson decided to resurrect Azog was so that he could keep Bolg specifically for Legolas to fight and kill.
Dear Sir / Maam,
Could you please cancel the miniatures subscription attached to my account?
I've had significant issues with customs clearance (unrelated to Paizo) and a lost case shipment (also unable to resolve due to no tracking) that have made it too much of a hassle to continue with the subscription.
My proposed Halfling Mouser will be named Tobar Pannell
Str: 10, Dex: 18, Con: 12, Int: 10, Wis: 12, Cha: 17
Swashbuckler (Mouser) 4
Traits: Ilizmagorti Native, TBC
Skills: Stealth, Acrobatics, TBC
Feats: Weapon Focus, Weapon Specialization, Fencing Grace
Gear: Rapier +1, MW Chain Shirt, Buckler +1, TBC
Standing average height and of a slight build, the halfling doesn't immediately draw your attention. Mousled brown hair sits like an unkempt mop atop a thin clean shaven face with narrowed brown eyes. There is but a single feature to him that both diminishes and enhances the effect... a duelling scar that arcs across his left cheek and back to his ear. The scar draws the left corner of his mouth slightly higher twisting his mouth into a permanent half-smirk.
He wears loose fitting pantaloons and an open silk shirt that clearly shows the linked chain shirt that protects his chest. At his right hip is a thin blade with basket hilt, and his bearing suggests that he knows full well how to use it.
Tobar maintains a relatively sardonic air to all and sundry whether they be fleeting acquaintances or close friends. There is little bias to his mocking, as near all subjects are at risk of his whim. That said it takes ardour and effort to rouse his anger... though when cause is given he pursues vengeance with singular purpose.
The one topic that draws his attention entire without skeptical bent is application to the tasks put before him by Red Mantis superiors. Tobar does not share the fanatical deification of Achaekek (though he does pay a homage) and instead views the art as his life's calling.
Tobar Pannell was born to Chelish slaves aboard a galleon at sea, and served his youth afloat. Though his life truly began when the Chelish vessel was chased into the shallows of Mosquito island off the shores of Mediogalti. The galleon scuppered it was easily boarded by a Mantis manned skiff and the most of the crew slaughtered. Tobar, though still a boy, took up a blade and resisted... and something was seen in him, as the Mantis before him turned his blade and laid him out with the flat.
Dumped in the outskirts of Ilizmagorti, Tobar was left to fend for himself and prove that he had not just heart... but a will to survive. An existence was eked out at first, before the halfling turned to the blade as well as the shadowed step - and began to find succor more easily. Always Red eyes were watching, as Tobar grew into adulthood and carved out a niche in the piratical city.
Enough potential seen by the watching eyes, Tobar was eventually given a final test - and surreptitiously given a task at theft... that put him squarely before a Red Mantis assassin. Given the option of flight or death, Tobar stubbornly stayed - and though he pushed the assassin for a few minutes, he was disarmed and earned the dueling scar that marks his cheek. An ultimatum of join or die was given, and Tobar accepted.
Since then he has been trained and incorporated into the lower echelons of Achaekek's cult - put to learn with blade and word... and now ready to be unleashed unto the world to spill blood for profit.
The assassin that admitted and initially trained him is left open to either be incorporated into the narrative - or swept to one side and left as a pure backstory character.
On the topic of favored weapons:
From the rules: Each regiment has weapons that its members prefer to wield, or have a natural aptitude for. Each regiment may choose one Basic Weapon and one Heavy Weapon to be their Favoured Weapons, these weapons must be Very Rare or more available.
BoggBear's chosen the Heavy weapon to be the M34 Autocannon - a quite beasty jobbie that does 3d10+8 (6 Pen)
The options for the basic weapon are quite open - though here's a short list:
A Weapon Specialist has the following text: Specialist Equipment: 4 frag or krak grenades, Good Craftsmanship lasgun or Common Craftsmanship flamer or Common Craftsmanship shotgun or Common Craftsmanship Regimental Favoured Basic Weapon. - so if you want a shotgun or flamer, you could take it as part of your starting gear.
The reason it's important to pick a 'good' basic weapon is that it's much easier for us to get reloads and resupply on it. Anything else we need to be subject to logistical rolls... which will suck initially.
If you want to be a sniper, you could always go Ratling as well.
At character generation (in keeping with us being grunts of the Imperial Guard) we get nada outside of the basic kit. So if we want it, we need to choose it as part of our base loadout.
For starting skills - I'd support BoggBear to say that Dodge and Parry > most other choices if you want melee capability.
WS: 20 +2 +18 = 40
Str: 20 +3 +3 +9 = 35
Tough: 20 +3 +7 = 30
Agi: 20 + 15 = 35
Per: 20 + 10 = 30
Int: 20 -3 + 13 = 30
WP: 20 +10 = 30
Fel: 20 +18 +5 = 43
Other Character Details:
Aptitudes: Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill
Skills: Command, Navigate (Surface), Survival, Athletics
Talents: Iron Discipline; Weapon Training (Chain, Las, Low-Tech), Die Hard, Rapid Reload, Lightning Reflexes, Street Fighting
Specialist Gear: Common Las-pistol; Common Chainsword
Wounds: 10 +2 +1d5 ⇒ 2
Standard Kit: M36 lasgun and four charge packs, suit of Imperial Guard flak armour, 2 x frag grenades, 2 x krak grenades
Regimental Kit: upgrade standard melee weapon to Common Low-Tech weapon; or apply mono upgrade to standard melee weapon.
Equipment: Chameleoline: gain either chameleoline cloaks or chameleoline-coated armour