Breath of Fire with GM Deadly Secret - Homebrew - Table 2 [closed] (Inactive)

Game Master Deadly secret


1 to 50 of 70 << first < prev | 1 | 2 | next > last >>

Breath of Fire Play by Post Build Rules

- Starting at LVL 1

- Starting MAX gold

- 2 Traits, no drawbacks or regional traits

- Max starting health for your classes HD and max every level after that. Things are going to get intense later game with potentially long battles. Also, sleeping will heal double your HD in this game.

- Races: Dwarf, Elf, Gnome, Half-Elf, Halfling, Human, Aquatic Elf, Catfolk, Grippli, Ratfolk, Lizardfolk, Tengu, Gillmen, Kitsune, Merfolk, Nagaji, Gnoll, Kobold, Wyvaran, Dhampir, Samsaran & Vanara (the other races don’t exist in this world) SIDE NOTE: The lifespan of these races will all be equivalent to a Humans in this game

- Languages are currently limited to the list of playable races. You may discover new ones over time, but there won't be a whole lot of barriers so don't think to much on it.

- All classes are allowed except for 3rd party, Mythic, Gunslinger or Vigilante. (Warpriests, Paladins, Oracles & Clerics will be influenced by an unknown force that will count as your god. We can work with each other on what you would like access to for character building and see if it fits the theme of this unknown force)(any bloodlines tied to the restricted races will be restricted, if you're not sure just ask.)

- No Evil alignments (you’re being raised in a Lawful Good village that is very open minded)

- 20 point buy for stats

- We are using Unchained Background Skills & Alternate Crafting and Profession Rules

- Pounce (Ex): I have many issues with Paizo’s wording. If you fail to grab you can continue with your claw attacks as normal. If you succeed on the grab, then you can continue with the rake attacks with appropriate modifiers due to grapple. In other words, no your companion is not going to get 5 attacks on a charge/pounce. We can discuss but I will not be changing this ruling. This rule also applies to me and all creatures I will run with it.

Background choices for character development will be limited to these options. Your character has not traveled outside of the surrounding area of your village and you really never had a desire to or if you did you suppressed it. You have been to the kingdom to the north a number of times in your life but no grand adventures have been had. If you’re an aquatic type race, you would have visited a fishing spot to the south often but never ventured further to the land farther south across the ocean.

You do not know who your parents are. You are told they fought in the last uprising of the Dark Dragons and as a noble sacrifice gave their lives to end the war. You all have strong bonds with each other knowing that your parents fought together.

You can be siblings or just friends, but you are friendly with each other with no sour ties. (If you’re different races, then you’re likely adopted or just friends.)

Things you do know. When you were just a baby a minor war happened. You’re told this is a reoccurring war as the Dark Dragons never seem to give up. It has been many lifetimes since the last successful uprising but history shows the White Dragons were able to final defeat the Dark Dragons and restore peace. You are told the White Dragons are no longer in existence due to the many wars over time and that your parents fought alongside the last. Many fear what would happen if the Dark Dragons were to return. Your parents died 20 years ago so your current age is between 20-24, your choice. Any memories you would have had of them was wiped out due to magic (though you don’t know that). You have lived a peaceful life in this village. You happily participate in the daily operations of keeping this village running, chores & duties. Maybe you have a lover, maybe you don’t but you certainly are not married and you don’t have any children.

Final Note: The Dark Dragons and Light Dragons are not necessarily Dragons but history has shown Dragons among the many soldiers that fought each war. Very little documentation is available due to many wars. The world has few cities and low world population as it continuously tries to repopulate before the next war breaks out. Your Elders will tell you stories about the brave people who fought, each having their own unique powers. The Elders of this village that are raising you did not fight in the war, they were tasked with the important job of preserving the young and to help guide them in the new world of unknown consequences.

OK let’s get talking and see what we can come up with.


Been a while since I got into Breath of Fire... gotta ask my friend if he still has his copy of BoF4 around!

Anyways, to the builds and concepts... I've actually got a couple ideas that would be fitting for this. Depending on how the others want to flesh things out, I'm thinking it would be fun to play a Spiritualist with the Phantom Blade archetype! Awesome spirit sword that could be feasibly explained as a a relic left by the parents from the last war. Along with a bit of spellcasting to help support the team.

Alternatively, I've had this silly idea of a Kensai Magus in the back of my mind for a while who uses a lasso to hogtie enemies and deliver spells through it (which, I think, if something you can do with it?) He pretty much is a rancher who happens to know a good bit of magic... and is a capable rider.


Zoned Map

Drogen Council


As an aside... I had a look at some of the Wizard archetypes, and one of them, the Familiar Adept, would make for some awesome flavor, if built right. My idea is a wizard with a rhamphorhynchus familiar that he is trying to mold and shape into a full fledged dragon!

If the Light Dragons are supposedly all gone, then by the gods, make one yourself!


Hm, decisions decisions, what to make.

Stating to lean to an unchained summoner.


Unfortunately, there will be no need for builds that turn you into Dragons such as Dragon Disciple or similar archetypes. Cooler things will happen. Also, not all creatures in Golarion exist here so we will have to discuss what you want for familiar/companion and if it's available here.


Male Human Warpriest 12

I've never played Breath of Fire, but I'm all about learning new things and about it! The classes in leasing b towards are brawler (Hinyasi archetype) or unchained rogue. Those aren't the only things I'm willing to play, just my initial thoughts.

As for backstory, I think it would be fun to be siblings with someone! It definitely adds a different dynamic to the game when you're protecting a sibling. And if we're getting lots of magic going on, I'm more than happy to hold into being a tank/dps. But, if you guys have any tips, I'll take them into considering!

Thanks!


I'd be up for the siblings idea with you. What race were you looking at?


If Drog goes into Summoning and Tev goes for either brawler or rogue... I guess that leaves us needing some ranged support and divine support, huh?

I'm torn between a Divine Hunter paladin and a Bolt Ace gunslinger. Bolt Ace in particular could have an excuse of being a gearhead who uses gadgets when adventuring... and I do like those type of characters. A more "practical" type of adventurer who always aims to come prepared. And a Bolt Ace gets a masterwork crossbow of their choice, so you can get some really cool combinations out the gate. Like taking Point Blank Shot and Rapid Fire with a heavy repeating crossbow to send a whole lot of bolts down field. Or a Launching Crossbow to lob alchemical items at enemies... expensive, but pretty fun with a wide enough arsenal!

Truth be told, there are quite a few options for long range support. Divine Hunter does cover the divine magic component, to a degree.


I'm not necessarily set in stone on a summoner, it's just something I'm considering, also thought about a divine caster since we may well have wizard lined up.


In that case, makes things a tad easier! I DO like the idea of a "practical" adventurer who uses gadgets and gear to help save the day... reminds me a bit of Edgar from Final Fantasy 6. In which case, he would almost certainly be a Ranger or Bolt Ace Gunslinger, throwing long ranged attacks at his enemies.

If it didn't go so completely out of the realm of weird, I would give the Constructed Pugilist some thought, since you effectively get a cool robot arm instead of Martial Flexibility! Though that would be one hell of a story link if Tev wanted to go that route with the Brawler. Tev has a character born with a bum arm, so mine goes "Pffft, I'll build you a new one!" and after years of tinkering and study, he actually manages to make it!

Of course, that seems a bit too advanced for BoF 1... I think BoF 4 had steampunk level tech, but it's been a while since I've played it.


How high of level are we looking to go to? Just had an idea to try a mystic theurge but I'll pass if we aren't going to a high level by the end.


Ah, blast it. Just reread the creation outline above, and realized that Gunslingers are off the list of classes available. I know Bolt Aces modify Gunslingers a bit, but until I get confirmation otherwise, probably gonna look at other classes. Maybe a ranger.

However, I do still like the idea of a "gadgeteer" style of adventurer. Probably might stick with using a crossbow, and look at classes that would offer other types of homemade "gizmos" to work with.

As for character concept, I'm actually thinking he might be one of the older members of the group who sees himself as needing to take charge of things and lead the group. Like the big brother of the team, around 23 or 24. He spends a good deal of his time tinkering in his workshop behind the house, trying to make things that will make life for the rest of the village easier. So he has a variety of tools to help tackle trouble as needed.

If the GM would prefer dropping the gadgeteer adventurer, however, perhaps a Ranger with the Sable Marine archetype to get a hippogriff. Someone good with strange and exotic animals... and can eventually fly!


A gadgeteer is fine.

You will probably be reaching level 17. It's a full on adventure kinda on the fast track.


Male Human Warpriest 12
Drogeney wrote:
I'd be up for the siblings idea with you. What race were you looking at?

I wasn't sure about race just yet. I've never been too picky about that. Although if I'm playing a Brawler a medium race is preferred. But if I'm playing a rogue I haven't a preference.

CapitanFord wrote:
If it didn't go so completely out of the realm of weird, I would give the Constructed Pugilist some thought, since you effectively get a cool robot arm instead of Martial Flexibility! Though that would be one hell of a story link if Tev wanted to go that route with the Brawler. Tev has a character born with a bum arm, so mine goes "Pffft, I'll build you a new one!" and after years of tinkering and study, he actually manages to make it!

If that was a possibility I would be so down for that! That's a lot easier to keep track of than martial flexibility anyhow! And, you could help me update my arm too! But, if you're planning on a Gageteer type character and that brawler is out of the question, then a rogue might be a better option. I could help build gadgets with you or use them more effectively than a typical brawler.


Looking at half elf at the moment as it gives me a possible quick entry to the mystic theurge but I need an alternate racial trait to do it. the one in question is Drow Magic. Would it be acceptable to take it and call it Dark Dragon Magic or something like that?


No that won't work for this campaign.


Crap, time to keep thinking then.
*Edit
And now that I've dug into it some more the early entry through spell-like abilities was neutered so no Theurge for me. Just not worth it given how much casting you have to give up to get into it.


Male Human Warpriest 12

Also, @GM Deadly Secret, since I don't know a ton about specifics of Breath of Fire, the Constructed Pugilist archetype- is that it if the question?


Tevforshort wrote:
If that was a possibility I would be so down for that! That's a lot easier to keep track of than martial flexibility anyhow! And, you could help me update my arm too! But, if you're planning on a Gageteer type character and that brawler is out of the question, then a rogue might be a better option. I could help build gadgets with you or use them more effectively than a typical brawler.

If we could go for the constructed pugilist, it would probably be a very intricate prosthetic that the two of them have been tinkering with for years. Probably with adjustable joints and the like that started out as a simple prosthetic, and just slowly evolved to the big contraption it is the more he's worked on it.

On the rogue side of things, certainly having someone who is familiar with disarming some of his more strange contraptions would be a welcome addition... and explain where he learned to do it!

I'm going to attempt to have a build up soon enough. End of the day by the latest (though probably sooner).


Thinking I migt go Oracle at this point. Thinking about either the shadow or succor mysteries, though the idea of the dragon mystery is amusing given the setting.


Male Human Oracle 9| HP 80/80 | AC 20 T 12 FF 13 | F +3 R +5 W +2 | CMB +2 CMD 15 | Init +3 Perc +6

Constructed the general alias. I left things kinda vague, but he's the town tinkerer whose inventions range from really thoughtful and helpful to "...not sure why we'd need that, but... thank you?"

"Always come prepared!"

Crunch:
Male Human Gunslinger (Bolt Ace) 1
NG Medium Humanoid (Human)

Init +3; Perception +6
--------------------
Defense
--------------------
AC 16 Touch 13 Flat-footed 13
HP 13/13
Fort +4 Ref +5 Will +2
Favored Class Gunslinger (+1 HP)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Short Sword +2 (1d6+1/19-20)
Ranged Repeating Heavy Crossbow +5 (1d10/19-20) 120'

Deeds 2/2 Grit
1st - Sharp Shoot, Vigilant Loading, Gunslinger's Dodge

--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 13, Wis 14, Cha 10
Base Atk +1; CMB +4 CMD 16
Feats Point Blank Shot, Rapid Shot
Traits
Skills 6/level
(1) Acrobatics +7
(1) Climb +5
(1) Heal +6
(1) Kn. Engineering +5
(1) Perception +6
(1) Survival +6
Languages Common, Undercommon
SQ Crossbow Maven, Grit 2/day, Deeds

Combat Gear Repeating Heavy Crossbow, Studded Leather,
--------------------
Equipment
--------------------
Backpack
-Artificial Gills
-Bedroll
-Beartrap
-Caltrops
-Compass
-Earplugs
-Ear Trumpet
-Flint and Steel
-Filter Mask
-Hammer
-Hourglass (1 minute)
-Oil (5 vials)
-Periscope
-Pitons (4)
-Rations (5 days)
-Rope (hemp, 50')
-Smoked Goggles
-Waterproof Hooded Lantern
-Waterskin

Appearance:
Colt is a fairly good looking fellow, about 5'11" tall with dark brown short hair. He does his best to keep himself shaven and clean, and usually keeps his equipment clean and neat. His body is toned and thick from the heavy metal work he usually does, and he always has a smile on his face, complimenting his dark green eyes.

History:
Arguably Drogen's oddest member, but no less dedicated to the well being of the town, Colt has grown up with a fascination for all things mechanical. Since he was little, the adults of the town have had to take some extra precautions to keep him from escaping his nursery, since he always seemed to grasp the locks they used to keep him in, and would often either foil them, or make something else that could bypass their little security measures. Still, they could see promise in the young man as he grew, and encourage safe, but adamant experimentation with the laws of physics and all the trinkets he could get his hands on.

As he grew older, he had a space built up behind his family home to continue working on his more intricate and outlandish ideas. Physics, metallurgy, building, and tinkering all came naturally to him and he aspired to use his unique gadgets to help make life around the village easier... with varying degrees of success. His automatic gate and door locks have inadvertently locked folks in their homes and animals in their pens until he fixed them, but his water-dripping time keeper has helped keep a relatively accurate time that the villagers can reliably count on. In particular, when Old Jerrin lost his left arm in a logging accident, but Colt's prosthetic has renewed his vigor and gotten him back in action.

But Colt would like to see what lies beyond the little village of Drogen. Are there other inventors like him out there? What have they made? Homes? Cities? Machinations the likes of which he hasn't even thought of yet!? While he doesn't want to abandon his home and the people he calls family... he would like to see what else is out there.


When your characters are ready, please dot and delete the gameplay thread so that I can pull your tokens and fill out my templates. Please make sure your alias page is filled out before you dot.


Male Human Constructed Pugilist Brawler 1 | HP 17/17 | AC 15, T 12, F 13 | F +5, R +4 W +0 | CMB +3, CMD 15 | Init +2; Perc +4

As as part of my background, I put in that I was helped by Colt with getting my prostetic arm and that he was one of my friends, simply because he was odd enough to not care about how I looked. I have Drog as a sibling, parents being an elf and human, but I can also be adopted. If you guys think of any cool backstory ties let me know! I'm having trouble thinking of a motivation to leave, so if you guys have any thoughts on what would work better than what I have, through it at me!

Stats:

NG Human Constructed Pugilist Brawler
Init 2; Perception 4

DEFENSE
AC 15; Touch 12; Flat-Footed 13
HP 17
Fort 5; Ref 4; Will 0

OFFENSE
Speed 30
Melee: +3 Constructed Limb (1d6+2, x2); B; Reach
+3 Smith's Hammer (Light Hammer) (1d4+2, x2); B; Range: 20 Ft

STATISTICS
Str 15, Dex 14, Con 17, Int 12, Wis 11, Cha 8

Base Atk +1; CMB +3
Feats: Toughness, Nature Soul, Improved Unarmed Strike

Skills
(1) Craft (Weapons) +5
(1) Disable Device +3
(1) Knowledge Local +4
(1) Perception +4
(1) Stealth +2
(1) Swim +5
Backgroun Skills
(1) Profession (Blacksmith) +4
(1) Handle Animal +3

Languages Common, Elf

SQ Constructed Limb (Ex), Limb Modification: Limb Extender, Brawlers Cunning (Ex), Martial Training (Ex)

Gear Masterwork Tools, Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft), Torches (10), Trail Rations (5), Waterskin, Bucket, Oil (5), Prosthetic Arm; Money 98 gp

Apperance:

Brim is an ugly fella. A broken nose from falling on his face one too many times, a flat face with eyes that were too small and a large forehead. He keeps his head neatly shaved after having fire catch on his hair. His large hand is calloused and his legs stocky. He's short, but formitive in wrestling.

Backstory:

Brim was born with a bum arm, not even grown to his elbow. In the town there wasn't anyone who shunned him, but he didn't have a lot of friends either. Colt didn't care about physical apperance, so they became friends quickly, and his siblings were all kind to him, well, as kind as you can be to the youngest sibling. But as kids do, there was some bullying. But Colt helped. He assisted by helping craft a wooden arm to strap over his stump, and that continued to be worked into a steel arm with working fingers and all. With Brim being an apprentice weaponsmith they had all the access they needed to forges and metals.
When Brim wasn't with Colt, he was out in nature. Seeing that animals didn't care about his looks or deformity either gave him a fond love of nature. He spend lots of time there instead of learning how to interact with others, stunting his ablility to interact with others, but he was sharp and knew how life worked.
As he began to get better at weaponsmithing he started to think if this was all life held for him. It was fine of course, he could make a modest living and his arm helped him be quick about things. But he'd grown up knowing that his parents had died warriors. Something about that fact made him long for more than just the average life. He wanted to uphold his parents legacy.
But alas, the evil was defeated..so he would continue his work.


Sorry it's taking me so long to finish, I'm usually much quicker than this. Doesn't help that work has really sucked the last couple of days and left me fairly drained when I got home. I will be finished today though. I'm definitely going with an oracle at this time, I'm just hung up on the mystery I take. I'm bouncing between the succor and dragon mysteries.

The succor Mystery combines a few options from different ones and makes a solid healer/magic damage/support.

The dragon mystery provides more melee and personal resilience options along with the usual healing/support and some very interesting dragon based abilities.

Are either of these Mysteries not going to work?


Well, the dragon one might not be worth it because secretly I'm giving you access to something similiar to form of the dragon for free. Succor is fine though, but I will decline the dragon one. Avoid build that turn you into a dragon, way cooler things will be happening.


That's what I thought so u will go with succor. I'll have it finished within a few hours.


female half-elf oracle 2 | HP 10/10 | AC 14, T 13, F 10 | F +2, R +3, W +2 | CMB +0, CMD 13 | Init +1 | Per +5 (-4 opposed; auto fail hearing) | Combat Healer 1/1 | spells per day: 1st 3/4

Alright, here is Droge's submission:

Build:

Sarinah Kether
female half-elf oracle 1
NG female humanoid (elf, human)
Init 1 Senses Perception +5 (-4 opposed)
--------------------
Defense
--------------------

AC 14, touch 13, flat-footed 11 (++1, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +2
--------------------
Offense
--------------------

Speed 30 ft.
Melee dagger +3 (1d4-1 19-20/x2)
Ranged sling +3 (1d3)
Special Attacks none
Spells (CL 1; concentration +4):
1st (4/day)—inflict light wounds (dc 14), protection from evil (dc 14). cure light wounds
0 (at will)—light, create water, stabilize, mending
--------------------
Statistics
--------------------

Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 17
Base Atk +0; CMB +0;CMD 12
Feats WP: simple; AP light, med; SP all -T; weapon finesse (1st), skill focus: heal (rbf)
Traits seeker, devoted healer
Skills
diplomacy +7=+3+1+3
heal +7=+0+1+3+3
knowledge (nature) +4=+0+1+3
perception +5=+0+1+3+1
sense motive +4=+0+1+3
Background Skills
profession (healer) +4=+0+1+3
linguistics +4=+0+1+3
Languages common, elven, sign language
Combat Gear dagger, sling, reinforced tunic; Other Gear potion of cure light wounds x2
Misc Gear backpack, a bedroll, a belt pouch, candles (10), flint and steel,mess kit, rope, soap, trail rations (5 days), waterskin, traveler’s outfit, healer’s kit, n gp
23 lbs carried
--------------------
Special Abilities
--------------------

Curse: Deaf You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.
At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2.
At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf.
At 15th level, you gain tremorsense out to a range of 30 feet.
Devoted Healer Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.
Myrtery: Succor Class Skills: An oracle with the succor mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
Bonus Spells: Ray of enfeeblement (2nd), shield of fortification (4th), coordinated effort (6th), greater shield of fortification (8th), stoneskin (10th), greater heroism (12th), expend (14th), greater spellcrash (16th), wall of suppression (18th).
Revelations
Combat Healer (Su) Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.

Description:

Sarinah is a pale complected half-elven woman with long silvery hair and sharply pointed ears. She wears clothing of pale white only carries a mace and sling for weapons. She carries herself with an odd grace and her eyes are almost always roving around as they look for trouble. She is also seen, at times, waving her hands and fingers at people, particularly her brother, and rarely says a word.

Background:
Sarinah was born the younger sister of Brim and the two could not be more alike. It has never been explained to the pair but somehow Brim was born full human while Sarinah was not. Sarinah was born half-elven and likely is only Brim’s half-sister but she doesn’t care. He is her brother, that’s all that matters.

Like her brother Sarinah remembers little of her time before being taken in by the town of Drogen, though there are some things she can infer. She knows she once could hear and that she can speak, though she hears nothing now, and she knows she must have trained a little as a healer as it is her calling. More than that, though, is gone.

During her time in Drogen Sarinah manifested magic, divine in origin, with no clue where it comes from. It seems tied to her deafness somehow as she doesn’t need words to cast her spells, she simply gestures and they happen. She has also learned to be very cautious of her surroundings. More than once her big brother had to save her from one thing or another and so she tries not to be a burden on him. She also has come to excel in the healing arts and is constantly having to patch her brother up after one fight or another, she usually gives him a hard time about it but it’s because she cares and they both know it.

I took the deaf curse and I would assume that, rather than speak common/elven I can read lips for those languages. I also put a rank in linguistics to take sign-language. I wasn't sure if that should be separate from my languages or if I know how to sign the languages I have. Just let me know and I can adjust skill ranks as needed.


I'm actually hard of hearing and reading lips is a really hard thing to do. I would say at first you know sign language and a number of the villagers do too, and as the adventure progresses you learn to read lips. How does that sound?


female half-elf oracle 2 | HP 10/10 | AC 14, T 13, F 10 | F +2, R +3, W +2 | CMB +0, CMD 13 | Init +1 | Per +5 (-4 opposed; auto fail hearing) | Combat Healer 1/1 | spells per day: 1st 3/4

Fine with me, I was more or less following what Pathfinder generally suggests up for such cases. Is sign separate from, or part of the languages.


um you get sign language for free and if anyone else wants it, they will need to use a linguistics. If that's ok

So basically you sign language common, but you can read and write additional languages.


female half-elf oracle 2 | HP 10/10 | AC 14, T 13, F 10 | F +2, R +3, W +2 | CMB +0, CMD 13 | Init +1 | Per +5 (-4 opposed; auto fail hearing) | Combat Healer 1/1 | spells per day: 1st 3/4

Alrighty, that works for me. I would recommend that Brim be able to sign common for free as well since he is my brother.

*Edit:
Also, I bought a journal and some charcoal sticks to write in it for communication with others.


Male Human Constructed Pugilist Brawler 1 | HP 17/17 | AC 15, T 12, F 13 | F +5, R +4 W +0 | CMB +3, CMD 15 | Init +2; Perc +4

So I'm obviously fairly new to PbP, so i have a question. How do I put my stats at the top of my posts?


female half-elf oracle 2 | HP 10/10 | AC 14, T 13, F 10 | F +2, R +3, W +2 | CMB +0, CMD 13 | Init +1 | Per +5 (-4 opposed; auto fail hearing) | Combat Healer 1/1 | spells per day: 1st 3/4

When you are in the alias adding your character sheet you see the optional fields at the top? you use those.

I usually put most of my line int the one that says Gender then the rest in Class/Levels.


Male Human Constructed Pugilist Brawler 1 | HP 17/17 | AC 15, T 12, F 13 | F +5, R +4 W +0 | CMB +3, CMD 15 | Init +2; Perc +4

Awesome, that makes sense. Thanks!


female half-elf oracle 2 | HP 10/10 | AC 14, T 13, F 10 | F +2, R +3, W +2 | CMB +0, CMD 13 | Init +1 | Per +5 (-4 opposed; auto fail hearing) | Combat Healer 1/1 | spells per day: 1st 3/4

I will be out of town at Gencon this Wednesday through Sunday so my posting will be very sparse/non-existent until possibly next Monday. Please bot me as needed.


Male Human Oracle 9| HP 80/80 | AC 20 T 12 FF 13 | F +3 R +5 W +2 | CMB +2 CMD 15 | Init +3 Perc +6

Looks like the site is a little more stable now...


Male Human Oracle 9| HP 80/80 | AC 20 T 12 FF 13 | F +3 R +5 W +2 | CMB +2 CMD 15 | Init +3 Perc +6

Aaaaand I open my big mouth...


Due to the recent forum issues we have been set back a lot. I'm gonna pace the game a bit slower until we confirm everything is back to working and all players are also able to post.


Male Human Oracle 9| HP 80/80 | AC 20 T 12 FF 13 | F +3 R +5 W +2 | CMB +2 CMD 15 | Init +3 Perc +6

Sounds good to me! Just glad to have site running again! Sporadic as it may be.


Male Human Constructed Pugilist Brawler 1 | HP 17/17 | AC 15, T 12, F 13 | F +5, R +4 W +0 | CMB +3, CMD 15 | Init +2; Perc +4

Yay!!!! I finally got to post! Holy Cow, that was too long!


female half-elf oracle 2 | HP 10/10 | AC 14, T 13, F 10 | F +2, R +3, W +2 | CMB +0, CMD 13 | Init +1 | Per +5 (-4 opposed; auto fail hearing) | Combat Healer 1/1 | spells per day: 1st 3/4

Sorry for the delay in posting, everytime I tried to gget one in the blasted site was down.


Breath of Fire Slides

Hello everyone! During our downtime I had some time to move my stuff onto a slide show to consolidate everything. The first slide is for your icons, if you plan to summon something or you have a companion I can just copy/paste from here. The second slide will be our active map.

I included a party loot sheet. Consumables do not go onto this sheet, only items you don’t plan on equipmenting during combat. If you plan to equip it until you sell it, then keep it on your own character sheet for that time.

Please try to keep the player rolls table up to date when you level up or if there are any changes to your character due to gear equip and any situational modifiers.

Hope you like the slides and happy gaming!


I am sorry but I'm pretty sure you can't rapid fire a crossbow if you don't have rapid reload. Can you explain to me how you're able to multiattack bypassing this rule for future referencing.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.


I see that you have a repeating crossbow valued at 400 gp. I also see that you don't have your traits filled out. Can you fill out your traits and let me know how you have the gold?


ok well for now I'm going to assume you have the "rich parents" trait and that's how you have that crossbow.


Male Human Oracle 9| HP 80/80 | AC 20 T 12 FF 13 | F +3 R +5 W +2 | CMB +2 CMD 15 | Init +3 Perc +6

Sorry, got a tad distracted (we're in the path of Florence, so been a bit busy.)

Bolt Ace's start with a masterwork crossbow of their choice for free. Can't believe I forgot the traits... I'll get that sorted out as soon as possible!


Male Human Oracle 9| HP 80/80 | AC 20 T 12 FF 13 | F +3 R +5 W +2 | CMB +2 CMD 15 | Init +3 Perc +6

Okay, back! Sorry everyone, we've had some minor blackouts around our neck of the woods, likely thanks to the storm... maybe. Could just be folks not wanting to do their jobs. :/

But I should be back!


Welcome back!


Hello players,

Given some suggestions and some thought I have considered to do block intiative after all. I'll be using another GM's very good example and making my own method. Hope fully this will make some of you feel a little better about timing and your post.

I will try to implement this into each game on the next combat.

1 to 50 of 70 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Breath of Fire with GM Deadly Secret - Table 2 All Messageboards

Want to post a reply? Sign in.