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Organized Play Member. 440 posts (3,351 including aliases). 10 reviews. No lists. No wishlists. 1 Organized Play character. 12 aliases.


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Rigor Rictus wrote:

Nevermind Zen, I found the threads; they were on the Archived forum.

Thanks for dropping in tribeof1. I may take another look over there. I have been to that site (I think I found a link someone had placed on either the PEG Forums or on Giants in the Playground). I had trouble making much sense of the site, but my read of it was that it looked kind of like some sort of Organized Play setup with some In-Character cafe type elements. Do they run more freeform games there the way that is common over here on Paizo? A lot of the intro pages list characters and such having to be approved by the "Site Administrator". I'm not interested in playing in or running a game where someone is micro-managing what I can or cannot do in a game I'm running. If I'm mistaken about that impression, and games can be run with a normal level of autonomy, please let me know, as it might make me more interested in giving the site another chance.

I'm pretty much on Paizo since I am established on the forum and used to the layout. I don't think I've actually played in a Pathfinder game in 2-3 years, come to think of it.

Explorers Unlimited, the Palladium Rifts sister site (or mother site, technically), has a reputation for being micro-manage-y, and does some sort of guided character creation, but I'm not sure about the details. There's nothing of the sort on SavageRifts.com, other than the various GMs hashing out and voting on house rules and custom items. That only applies to custom content that is going to be usable site-wide -- individual GMs can run their campaigns however they like.

There's a little bit of cultural difference (heavy use of Google Hangouts, for example, for OOC/table chatter), but I think the forum tools are better, once you get used to them, and I think it's probably the most active community for Savage Rifts custom content out there (certainly more so than the PEG forums, oddly). Again, don't mean to derail your thread, just wanted to offer the info.

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Hi all. Glad to see some Savage Rifts gaming going on. I just wanted to chime in to point out the resources and community over at SavageRifts.com. I've done PbP for years here on the Paizo boards but have played SR over there for the past year or so and really enjoyed it. Not trying to poach your game or players (though you'd be welcome!) but just wanted to draw your attention to the House Rules forum and other resources we have over there, which include a a couple of different takes on superhero characters, lots of homebrew Edges, trappings, etc. It's also a good place to workshop ideas.

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I sent an email earlier today about this but didn't receive a response. Since the AP is delayed, I'd like to hold my novel subscription to ship with the AP next month, rather than pay $6 to ship one paperback.

Thanks!

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I'm going back and forth on a half-elf warrior, sworn to the service of an obscure nature power, either the celestial paragon/eladrin lord Gwynharwyf, or Khalreshaar, the half-elven aspect of Mielikki.

If the first, I'd probably do Fighter 1 --> Warlock (Archfey) for the rest of my levels. For the latter, straight Paladin (Oath of the Ancients).

Either way I'll go with Outlander or something similar for background, with a mix of wilderness and diplomacy skills. Heavy armor, sword-and-board regardless. Just need to decide if I want arcane or divine spells as I level up.

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4d6 ⇒ (6, 2, 3, 3) = 14 12
4d6 ⇒ (4, 5, 5, 6) = 20 16
4d6 ⇒ (1, 2, 6, 4) = 13
Reroll 1: 1d6 ⇒ 1
Reroll 1: 1d6 ⇒ 3 so 13
4d6 ⇒ (5, 2, 6, 4) = 17 15
4d6 ⇒ (1, 2, 5, 1) = 9
Reroll 1: 1d6 ⇒ 1
Reroll 1: 1d6 ⇒ 3
Reroll 1: 1d6 ⇒ 311
4d6 ⇒ (6, 3, 4, 1) = 14
Reroll 1: 1d6 ⇒ 5 15

So: 16, 15, 15, 13, 12, 11

Can we use class options from the Unearthed Arcana articles on the Wizards site? Specifically, I'm wondering about the Undying Light warlock patron from the Light, Dark, Underdark article.

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Forgot one:
Bounty Hunter 1: 1d10 + 1 ⇒ (6) + 1 = 7

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And hit point rolls:

1st Level: 30+1
Soldier 2: 1d10 + 1 ⇒ (6) + 1 = 7
Soldier 3: 1d10 + 1 ⇒ (10) + 1 = 11
Soldier 4: 1d10 + 1 ⇒ (6) + 1 = 7
Scout 1: 1d8 + 1 ⇒ (8) + 1 = 9
Scout 2: 1d8 + 1 ⇒ (4) + 1 = 5
Scout 3: 1d8 + 1 ⇒ (7) + 1 = 8

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Storyteller Shadow wrote:
Rennah Mars wrote:

One question about credits and group equipment:

Do we combine the max credits for each character and then multiply by 3 or is it only for 1 character?
And since they are quite expensive, any chance that each group could have a Space Transport available? (or a group of fighters, depending on the group).
Might be a moot point of course, if we are planetbound during the adventure anyways.

Max credits for each character multiplied by 3.

I will double check te prices, if it seems even THAT is not enough for a ship then I will give it more thought.

If each team of 4-5 is a mix of soldiers (max of 3,000 x3 each) and Jedi types (1,200 x3 each) we're probably looking at 25,000-30,000 credits per team, which is enough to buy a used YT-1300 with no modifications (or shields). Some of the better stock freighters get up into the 40,000-60,000 range.

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I'm putting together a Force-sensitive Echani bounty hunter (human soldier 4/scout 3/bounty hunter 1) and had a couple of questions about equipment:

1) Can I buy stormtrooper armor to use as the base for my bounty hunter's custom armor? It's listed as military and rare, but I'm not sure what impact that has on starting equipment.

2) More generally, how should we handle legality? Do we need to pay the extra percentage for permits or is that just for equipment purchased after we start?

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I'd be interested in submitting a character if you still have any spots left. Preference would be Jedi>Sith>Empire, but I'm happy to do whatever.

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Man, wish I'd seen this sooner. If a spot opens up at some point, I'd love to submit a character. Third is my favorite Shadowrun era/rule set.

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4d6 ⇒ (5, 1, 3, 6) = 15 =14
4d6 ⇒ (2, 4, 4, 4) = 14 =12
4d6 ⇒ (6, 2, 6, 5) = 19 =17
4d6 ⇒ (4, 2, 6, 6) = 18 =16
4d6 ⇒ (1, 5, 2, 3) = 11 =10
4d6 ⇒ (2, 5, 3, 6) = 16 =14

Hmm. Dotting for interest. Will think about possibilities.

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Just back from my trip I mentioned up-thread, will check in with Magnus shortly.

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I've been accepted into one game and likely will be joining a second, so I better withdaw Caulder from consideration. Not sure I could keep up with the rate of posting you're after. Good luck!

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Looking forward to Castle Caldwell if Magnus is picked, or one of the other modules. FYI, I'll be traveling without Internet access the next two days but will be able to check in and post by late Wednesday if selected.

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Nah, that's still way too good. The initiative bonus is far superior to bravery, katana and wakizashi are not trivial, and the bonus to hit and damage when moving 5ft really has no downside.

I'd ditch the extra skill points (which are not that necessary, considering the skill list), leave the proficiencies and initiative bonus as is, make the speed bonus an enhancement bonus so it doesn't stack with monk, and modify the hit and damage ability so that it only triggers when you move at least 10 feet.

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Terquem wrote:
Tribeof1 - If you do get a spot in this game (likely) will it be acceptable to what you have in mind if Vangar is an island kigdom similar to Baylor and Urandoma?

Sure. I figured there would be room for some Viking-inspired islands somewhere across the sea. And the idea of playing a tattooed pagan priest in colonial America was just too good to pass up. I'll come up with a name for the Crow God at some point, too. I was thinking that the god's myth included being killed and eaten by crows at some point, then returned to his Sky Throne when the crows flew into the clouds, with the god gaining secret knowledge from his journey to the realm of the dead. Typical creepy stuff I can use strike fear in the hearts of my foes!

Statistics:

Magnus Ravenson
Human Cleric 1
Alignment Neutral
Init +2; Senses Perception +2
DEFENSE
AC 18
hp 10 (1d8+2)
Saving Throws Strength +4, Dexterity +2, Constitution +2, Intelligence +0, Wisdom +4*, Charisma +3*
OFFENSE
Melee Longsword or warhammer +6 (1d8+4) or handaxe or spear +6 (1d6+4)
Ranged Handaxe or spear +6 (1d6+4; 20/60)
STATISTICS
Str 18, Dex 14, Con 14, Int 11, Wis 14, Cha 13
Proficiency Bonus +2
Proficiencies Light, medium, heavy armor and shields; simple and martial weapons; Wisdom and Charisma saves; dice, land vehicles
Skills Athletics +6, Intimidate +3, Medicine +4, Religion +2
Languages Common, Dwarven
Class Abilities Cantrips, spellcasting, ritual casting, divine domain (Tempest), domain spells (fog cloud, thunderwave), wrath of the storm (2/day when struck, use reaction to do 2d8 lightning or thunder damage to attacker w/in 5 ft.; Dex DC 12 for ½)
Spells (+4 to hit; DC 12 with holy symbol)
Cantrips: guidance, spare the dying, thaumaturgy
1st: (2 slots) bless, cure wounds, fog cloud*, guiding bolt, thunderwave*
Background Soldier (healer). Feature: Military rank
Equipment scale mail, shield, dagger, (2) handaxes, warhammer, longsword, spear, common clothes, explorer’s pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50’ hemp rope), holy symbol, insignia of rank, belt of scalps, set of bone dice, belt pouch with 28 gp.
Traits
Personality: I can stare down a hell hound. My god will choose the time of my dying.
Ideal: Live and let die - we're all going to die some day.
Bond: Those who fight beside me are worth dying for
Flaw: My hatred for my enemies is blind and unreasoning.

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It's been 25 years since the longships of the Vangar came raiding Harrispania's coast. The Vangar who remain within the country's borders have long-since integrated into frontier society, but a few follow the old ways. Magnus Ravenson is one such. Born at sea during the rain-soaked crossing, he was indoctrinated into the secrets of the Crow God at an early age. He learned to fight from the veteran Vangar who stayed behind as sellswords, and joined Harrispania's army for a time. But the other soldiers were uncomfortable with his pagan faith, which included his refusal to bury the dead, preferring to leave the bodies to feed the crows as his god once did.

A tall, dark man with a forked beard, Magnus strikes an imposing figure. His arms are covered in elaborate tattoos and he often paints a stripe of dark woad across his eyes to symbolize the blindness of his god (an Odin-like god of storms and prophecy).

Brief crunch (I'll fill out a full character sheet tonight)
Human Cleric
Str 18 Dex 14 Con 14 Int 11 Wis 14 Cha 13
Domain: Tempest
Background: Soldier (healer)
Trained skills: Athletics, Intimidate, Medicine, Religion

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Go ahead and see what the dice have to say:

4d6 ⇒ (2, 5, 6, 6) = 19=17
4d6 ⇒ (6, 2, 5, 2) = 15=13
4d6 ⇒ (2, 3, 5, 5) = 15=13
4d6 ⇒ (3, 6, 2, 3) = 14=12
4d6 ⇒ (6, 4, 3, 1) = 14=13
4d6 ⇒ (3, 2, 5, 1) = 11=10

Extra cash: 3d6 ⇒ (1, 2, 1) = 4x10=40

I can work with that. Rethinking my earlier elf rogue idea, will probably go with a human, either a fighter or a cleric.

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Dotting. In addition to the questions Jiggy posed, should we expect more of an OSR, kick-in-the-door dungeon delve, or (as the Solution Society setup suggests) something with more of a plot and narrative? Or old-school gameplay with the Solution Society providing a more plausible reason for adventuring than "I'm a murder hobo and get XP for killing things and taking their stuff."

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Me? Oh, I'm Caulder. Caulder Fell, actually, if you ask my mother, but you can't, 'cause she's dead. Well, I reckon she's dead - haven't seen her since I came to Korvosa as a boy. When was that? Ten years ago, I guess. I was on my first raid, just 13, part of a crew from the Ironbound Archipelago. Korvoso turned out to be a bit less soft than we'd been led to believe. Most of the crew were killed and the older survivors executed. They let me keep my head but threw me in an"orphanage" with bars on the window for a year. After that I was reformed - no, really, I haven't been on an honest-to-goodness raid since - and shoved out on the streets.

Learned quite a bit in the gutters, and quick, too. Found a place for myself as a, uh, bouncer, of a sort. Oh, all right, you've got me. I've knocked a few heads, and climbed a few walls when necessary to help haul out the loot. But mostly I'm the guy with knife, or the club, or when things get really bad, the guy who swings his sword around and tries to get the other guys to wet their trousers. Usually that's enough, although I can mix it up when it needs to be done. Prefer not to, though, I don't much care for spilling blood - my own, at least.

Really, if you think about it, my job's not much different from yours. I keep watch, keep people in line, knock a few heads when needed. What? Don't get all high and mighty - Hey, what's that coming up the alley? Crack! Ok, down you go. Think I'll just slide you over here out of the way so you can have a nice little nap.

I'd be going human fighter with the criminal (enforcer) background, Athletics, Deception, Perception and Stealth as trained skills, plus thieves' tools, so I could serve as a backup thief. Fighting style to be determined based on party makeup, either sword-and-shield (if a tank is needed) or two-weapon-fighting.
Taking the +1 to all stats human option, for scores that look like this:
Str 16 Dex 15 Con 16 Int 10 Wis 12 Cha 10

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4d6 ⇒ (3, 6, 2, 2) = 13 11
4d6 ⇒ (2, 3, 2, 4) = 11 9
4d6 ⇒ (5, 5, 3, 5) = 18 15
4d6 ⇒ (4, 5, 6, 3) = 18 15
4d6 ⇒ (5, 4, 2, 5) = 16 14
4d6 ⇒ (1, 5, 1, 3) = 10 9

Hmm, interesting. Thinking a human, probably a fighter with the criminal or urchin background.

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I'd be interested in playing, as well. Possibly as an elf rogue (spellthief) to try to emulate the F/M/T of old. But I'm flexible and would be happy to play about anything.

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Wow, that is a lot to keep track of. Will have to think about things.

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Cool. I will probably submit a Kagonesti elf for the "Goldmoon/bringer of the old time religion" position. Might start off as a bard, but I'll need to check the multiclassing rules when I get home. Alternatively, would you be open to the character starting as a cleric but handwaving any spellcasting or other divine powers as coming from the Blue Crystal Staff (or some similar MacGuffin)?

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Would we be making our own characters or playing the pregen Companions?

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Interested here, as well. I'm planning something similar once my current PbP wraps up, but would love to play in another 5e game.

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I hope I still have writers for friends when I die. Great praise for a man who, it appears, deserved every word.

And Frothlethimble. Nothing more needs to be said.

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Bodhizen: Regarding templars, keeping them spontaneous gives them less flexibility. They can't change their spells (ie. ask the sorcerer-king for something different) at all, barring swapping a spell occasionally when leveling up.

As for the race points, everything was about 20 RP (or maybe 25, but equal) when I did my calculations. I didn't keep my notes, but on first blush it looks like you are valuing the wild talents at about half what I did. That accounts for part of the difference.

I also did not use strictly-by-the-book values for ability score increases, because doing so results in really stupid cost variations, as you illustrate. The dwarf's bonuses are effectively the same as the mul's (swapping more Con in place of more Strength), the only difference being that a dwarf has -2 Dex and +2 Wis. That's arguably worse, from an optimization standpoint, but under the Race Guide accounting, the mul's stat line costs 4 RP while the dwarf's cost 10 RP. That's a flaw in the Race Guide system, so I applied some common sense to the costs (reducing the dwarf's to mul levels, IIRC). That's another part of the discrepancy between your values and mine.

With the half-giant, you're only accounting for a +4 Strength, not +6, and refunding more for the negative stat adjustments than I did (a negative stat is not worth the same as a positive). You've also overvalued flexible alignment (aligned spells and weapons are quite rare on Athas) and undervalued great size (needing four times as much water as normal is a potentially fatal drawback on Athas) compared to my calculation.

Thri-kreen were the trickiest, and the least elegant, but are not as out of line as you have them. Exotic Frame effectively prevents them from wearing anything better than light armor (there's no mithral or celestial plate on Athas, and no monk class in my version) and eliminates a couple of magic item slots, so I ranked it considerably more than a -2. Also, you need to re-read my version of "multi-armed" - it is significantly nerfed, until/unless you invest two feats.

In the end, I don't think there's any significant power difference between my thri-kreen and the published kasatha, at 20 RP, beyond quirks in the point system.

So, long story short, I'm not surprised everything doesn't add up under the Race Guide system, because the Race Guide system is pretty unbalanced. I used it as a guide and adjusted as needed to balance races against each other and within the campaign world.

After playtesting these rules in two campaigns (one home, one PbP), I'm more or less satisfied with the balance, especially with humans, half-elves, elves, halflings and dwarves. (Although in hindsight, I would probably go with a standard point-buy. The 5d4 was nostalgic, but just creates uneven and potentially OP characters, creating more work scaling up the opposition).

Half-giants and to a lesser extent muls are open to abuse if a player wants to really min-max a warrior, but that's a problem with any high-strength race (ability scores are not created equal, no matter what the Race Guide says). Half-giants' large size is another boost, although the scarcity of quality, large equipment tends to keep that in check. (Under my equipment rules, a non-magical, MW large steel greatsword costs more than a +3 weapon somewhere else).

Thri-kreens are probably the most easily abused if you wanted to create some kind of melee monster. In my own campaigns, I deal with that through DM fiat - those characters don't get approved. But the thri-kreen problems (multi-attack, natural weapons) are Pathfinder problems - I'm not sure how to make the race reflect its 2E roots without stumbling into a couple of the Pathfinder ruleset's problem areas.

In the end, I lack the motivation to make any further revisions. The rules served my purposes, but I don't intend to run another game using Pathfinder once my current Dark Sun PbP wraps up. Play, maybe, and I expect I'll keep subscribing the the APs and fiction, but I've got no more appetite for the rules-bloat, fiddliness and accumulated imbalance of 3.X as a GM. If these can be of help to other Pathfinder GMs, that's great. But the next Dark Sun house rules I put together and run are going to be for 5E (5E rules plus classic 2E settings seems to be a pretty easy fit, and right in line with my current preferences).

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Let's go for a warrior:

Strength: 18
Dex: 1d10 + 7 ⇒ (9) + 7 = 16
Con: 1d10 + 7 ⇒ (6) + 7 = 13
Int: 1d10 + 7 ⇒ (2) + 7 = 9
Wis: 1d10 + 7 ⇒ (5) + 7 = 12
Cha: 8

That'll work. I think I will retool a human (Sarkorian) slayer I submitted for another game, a sword-and-board melee fighter with some archery and stealth, as well. Could pick up trapfinding as a talent down the road if needed for the party.

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I've been accepted into another game and am running one of my own. Rather than spread myself too thin I'm going to regretfully withdraw. Best of luck with the game!

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4d6 ⇒ (1, 6, 1, 4) = 12 11
4d6 ⇒ (4, 4, 3, 1) = 12 11
4d6 ⇒ (5, 4, 3, 5) = 17 14
4d6 ⇒ (6, 6, 6, 5) = 23 18
4d6 ⇒ (3, 2, 2, 2) = 9 7
4d6 ⇒ (1, 6, 1, 5) = 13 12

Interesting. I'm thinking of putting together a lightfoot halfling rogue. Since we'll be in Cheliax, maybe a member of the Bellflower Network?

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I've got an idea for a half-elf swashbuckler (later moving into paladin or inquisitor) that I'll get posted up later tonight or tomorrow. A bastard daughter of Cheliax who failed every course at Lepidstadt University except fencing,then fell in with a radical sect of Pharasmin mystics.

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I'd like to submit Curn Blackhand (human slayer), a Sarkorian native who was rescued by crusaders after being forced into a demonic ritual as a boy. Since then, he's devoted himself to demon hunting and serving as a scout and skirmisher for the army in Kenabres. He's a big man, his arms and chest covered in traditional Sarkorian tattoos, tribal fetishes mixed in with crusader holy symbols adorning his armor and weapons.

He's a scout and front-line combatant (shortsword and shield bashing) who would work well when paired with another melee fighter. I can pick up trapfinding as a slayer talent at level 4 if that's needed for the group.

Build:

Curn Blackhand
Human (Kellid) Slayer 3
CG Medium humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 shield)
hp 27 (3d10+6)
Fort +5 Ref +5, Will +4
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee shortsword +8 (1d6+4/x3) or shortsword +6 (1d8+4/19-20x2) and shield bash +6 (1d6+2)
Ranged handaxe +5 (1d6+4/x3) or longbow +6 (1d8+4/x3)
Special Attacks sneak attack +1d6, studied target (+1; move action)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 10
Base Atk +3; CMB +7; CMD 19
Feats Improved Shield Bash, Iron Will, Power Attack, Two-Weapon Fighting
Traits Reactionary, Stolen Fury
Skills Acrobatics +6, Climb +8, Intimidate +6, Knowledge (geography) +5, Perception +7, Stealth +8, Survival +7, Swim +8
Languages Hallit, Taldane (common)
Special qualities slayer talent (ranger combat style: sword and board), track +1
Equipment +1 darkwood spiked heavy shield, masterwork chain shirt, dagger, handaxe, masterwork shortsword, masterwork mighty composite longbow (+4) w/ 40 cold iron arrows, explorer's outfit, cold-weather outfit, fighter's kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, 50' of hemp rope, soap, 10 torches, 5 days trail rations, waterskin), bandolier with (2) potions of cure light wounds, (1) potion of shield of faith, 501 gp, 5 sp
--------------------
Special Abilities
--------------------
Proficiencies Simple and martial weapons, light and medium armor, shields (other than tower shields).
Favored Class Slayer (+3/6 slayer talent)
Encumbrance Light-100 lbs. Medium-101–200 lbs. Heavy-201–300 lbs. Current-70 lbs.

Also, I have no trouble posting reliably. I've been running one PbP on these boards for the past year and a half, and was a player in a year-long, successfully-completed Dragon's Demand campaign.

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4d6 ⇒ (2, 2, 6, 1) = 11=10
4d6 ⇒ (5, 6, 4, 1) = 16=15
4d6 ⇒ (6, 6, 4, 2) = 18=16
4d6 ⇒ (6, 4, 4, 4) = 18=14
4d6 ⇒ (1, 3, 5, 4) = 13=12
4d6 ⇒ (6, 3, 2, 3) = 14=12
4d6 ⇒ (4, 2, 6, 3) = 15=13

So, 16, 15, 14, 13, 12, 12.

Cool. I've got an idea for a Human (Ulfen) Brawler (Shield Champion), a disgraced huscarl who swore never to pick up a sword again after failing to defend his liege.

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DM Jelani: I don't see inquisitor on your list of approved classes but wanted to see if you would consider allowing one (specifically an inquisitor (witch hunter) with the Black Power inquisition)? I've got an idea for a gun-toting witch hunter with an axe to grind against the indigenous elves. Rather than gaining power from a deity, he's studied the heathen magic of the elves and uses it against them. Buttoned up and proper like a revivalist preacher in a black coat, with tribal tattoos and mystic symbols covering his flesh underneath.

I hate to be that guy who asks to play something not on the list, but since it seems setting appropriate I figured I'd make a pitch.

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I'd be interested in playing if a spot opens up. I've been in two 5e games on these boards that started off very promising before dying off and I'm really liking the system. Happy to play any role that needs filled.

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Also, if anyone ends up using these for a game here on the boards, post it here--I'd love to see how it goes!

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Chaoticnipple: I went with Cha because that's the default for spell-like abilities and made the most sense to me in terms of force of will vs practiced or reasoned ability. Also, I went with random wild talents because I wanted to emulate the randomness from the original. Balance wasn't my primary concern.

I didn't include the other psionic classes because I wasn't familiar enough with them to be comfortable taking submissions and haven't found a need for them since.

I think Slayers would make prefer bard stand-ins.

I've used clerics for Templars, to, but the inquisitor has worked very well so far. There weren't many Templars using particularly high-level spells in the original fiction, and a high UMD can allow them to use scrolls collected from defilers and elemental priests.

Helzin: I used 5d4. More details are in the recruitment thread for my PbP.

Shivok: That could work. I've used ogre stats for half-giant opponents several times and it worked well.

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The alternate human racial traits include a feat at first level. Everyone else has to wait until 4th and give up the ability boosts.

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Let's give this a shot, looking at a warrior of some kind:
Strength: 5d6 ⇒ (6, 5, 2, 2, 6) = 21 17
Dexterity: 5d6 ⇒ (2, 2, 5, 1, 2) = 12 9
Constitution: 5d6 ⇒ (2, 5, 1, 1, 6) = 15 13
Intelligence: 3d6 ⇒ (5, 5, 2) = 12 12
Wisdom: 3d6 ⇒ (2, 6, 6) = 14 14
Charisma: 3d6 ⇒ (2, 2, 5) = 9 9

Hmm... I'm thinking a Human Cleric of Kord. Tempest domain. Probably Outlander background. I'll work up a profile.

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The Dragonlance Nexus, here, is pretty good.

Also, here's my submission:

Background:

Felled by a festering leg wound, Marik Irondale breathed his last in a crude shelter in the ruins of Sithelbec, his only company a dark-haired stranger from the Seeker lands of Abanasinia. The Marik Irondale that left the ruins when the snow cleared was a half-a-hand shorter, his blond mane gone short and black, face covered by a short beard rather than a luxurious Solamnic mustache.

Trading his too-large armor to some farmers for a horse, this new Marik headed east, attempting to leave old memories and dark deeds behind. His signet ring and the rose-covered crown emblazoned on his shield opened doors that would have remained closed to a reformed killer, even one who had served as the anointed blade of Haven's Council of Highseekers.

The memories of that other life have proved difficult to purge, however, even as Marik traveled east, trading his horse for passage across the New Sea to Blöde, where increasing conflict with the local ogre clans promised honest work for both knights and mercenaries.

Stats:

“Marik Irondale”
Human Rogue 1
Role The Rogue or The Ranger
Alignment Neutral (heading toward CG)
Init +3; Senses Perception +4
DEFENSE
AC 14 (16 with shield)
hp 9 (1d8+1)
Saving Throws Strength +2, Dexterity +5*, Constitution +1, Intelligence +2*, Wisdom +2, Charisma -1
OFFENSE
Melee Shortsword +5 (1d6+3) or dagger +5 (1d4+3)
Ranged Shortbow +5 (1d6+3)
STATISTICS
Str 15, Dex 16, Con 12, Int 10, Wis 14, Cha 8
Proficiency Bonus +2
Proficiencies Light armor, medium armor, shields;
simple weapons, hand crossbows, longswords, rapiers, shortswords;
disguise kit, forgery kit, thieves’ tools;
Acrobatics +5, Athletics +4, Deception +3*, Perception +4, Sleight of Hand +5, Stealth +7*, Survival +4
Racial abilities +1 Dexterity, +1 Wisdom, +1 skill (Survival), +1 feat (Moderately Armored, includes +1 Strength)
Languages Common, Elvish
Class Abilities Expertise (Deception and Stealth), Sneak Attack (1d6), Thieves’ Cant
Background Charlatan (False Identity)
Trait I lie about almost everything, even when there’s no good reason to.
Ideal Independence: I am a free spirit - no one tells me what to do.
Bond I killed a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.
Flaw I’m convinced that no one could ever fool me the way I fool others.
Equipment Shortsword, shortbow and quiver of 20 arrows, leather armor, two daggers, thieves’ tools, burglar’s pack, set of fine clothes, disguise kit, Irondale family signet ring, shield with the sigil of a Crown Knight-Postulant, belt pouch with 5 gp.

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I'm thinking about a human rogue (assassin) masquerading as a Solamnic knight/squire. A former hitman for the Seekers seeking redemption who could serve in the Rogue or Ranger role. Would probably multiclass with fighter after a level or two, with a 50/50 split.

I have a question: For humans, do we have to select our feat at 1st level or can we hold on to it? I'd like to take the medium armor mastery feat but would need my first level of fighter before I'd qualify.

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Interested as well.

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Here's Cyne, a Kellid Barbarian with the Savage Technologist archetype from the Technology Guide.

Background:

Twice-orphaned by the Technic League, the rebel warrior Cyne comes to Torch in search of revenge and the tools she can use to take it.
The youngest member of the Scorched Wolf clan, Cyne was the sole survivor when the Black Sovereign’s adepts and Gearsmen fell upon her village in search of contraband artifacts. A traveling Pathfinder named Arthour Ghent pulled her from the rubble of the collapsed longhall. Ancient for a half-orc, the grizzled explorer helped her to shape and direct her anger into action. Together they explored the chaotic River Kingdoms, fanatical Razmiran and shadow-bound Ustalav before returning to Cyne’s blighted homeland.
It was a bitter homecoming. Seeing the suffering caused by the Black Sovereign’s rule, Cyne convinced her mentor to help organize a resistance movement. The rebellion was short-lived. Technic League enforcers descended on the fledgling insurgency like a reaping wind. Ghent was lost, dead or taken to the shining cells below Silvermount. Cyne alone escaped, resolving to turn the league’s own artifacts against them and to never again let a loved one suffer in her place.

Stats:

Cyne the Youngest
Female Human (Kellid) Barbarian (Savage Technologist) 1
CG medium humanoid
Init +2 Senses Perception + 5
DEFENSE
AC 17, touch 13, flat-footed 14 (+2 armor, +2 shield, +2 Dex, +1 dodge)
hp 14 (1d12 + 2)
Fort +4, Ref +2, Will +3
OFFENSE
Speed 40 ft.
Melee dagger +3 (1d4+2/19-20) or morningstar +3 (1d8+2) or battleaxe +3 (1d8+2/x3)
Ranged javelin +3 (1d6+2)
Special attacks Rage (9 rds/day; +4 Strength, +4 Dexterity and +2 Will saves)
STATISTICS
Str 15 Dex 14Con 14 Int 10 Wis 12 Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Dodge, Iron Will
Traits Against the Technic League (+2 damage), Berserker of the Society, Highlander
Drawback Overprotective
Skills Climb +6, Diplomacy +4, Perception +5, Sense Motive +5, Stealth +7, Survival +5
Languages Common, Hallit
Special qualities Fast movement
Gear Leather armor, heavy wooden shield, dagger, cold iron morningstar, battleaxe, (4) javelins, explorer's outfit, barbarian's kit [backpack, belt pouch, blanket, flint and steel, iron pot, soap, (10) torches, rations (5 days), waterskin], 50' silk rope, whetstone, troll slayer's kit [vial of alchemist's fire, flask of acid, tindertwig, (5) flasks of oil], 7 gp.
Proficiencies Simple weapons and martial weapons, firearms, light armor and shields.
Favored Class Barbarian (+1 skill point)

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Dotting, thinking about a Kellid barbarian.

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2 people marked this as a favorite.

I can understand the reasoning behind leading with the card game app, but it feels a bit like announcing Led Zeppelin are reuniting ... to record a car commercial. No doubt a kick-ass car commercial, but not really what long-time fans were hoping for.

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3 people marked this as a favorite.

And excitement ... extinguished. Call me when the announcement doesn't include the words "tablet," "app" or "card game."

Cool, I guess, for people who are into that sort of thing. Personally, very disappointed. Note: I have $50+ with Paizo's and Obsidian's names on it as soon as you announce an actual CRPG I can play on an actual computer.

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cvbz
Gorkhan Fort save vs breath weapon: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 171d4 ⇒ 1 Dex damage
Recharge: 1d4 + 1 ⇒ (1) + 1 = 2
Construct slam vs Gorkhan: 1d20 + 17 ⇒ (10) + 17 = 272d8 + 6 ⇒ (1, 6) + 6 = 13 plus fire: 1d6 ⇒ 3
Construct slam vs Gorkhan: 1d20 + 17 ⇒ (19) + 17 = 362d8 + 6 ⇒ (1, 4) + 6 = 11 plus fire: 1d6 ⇒ 2

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A couple of the documents in my original post ended up private somehow; I made them viewable by anyone again.

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