Aubrey's 'On Skull Beach' - Table 1

Game Master Aubrey the Malformed

The adventurers set sail to the Isles of Allam, the northernmost territory of the Inotian Empire.


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M Humanborn

hmm not sure what i want to play then. i will poke around some later tonight and see if anything sparks my interest.

The Exchange

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Can I also point out (to everyone) that this is not a high magic setting, it's intended to be a little bit gritty, so half-elf spoonbenders and floating castles and so on are not really suitable. Also, the Empire is overwhelmingly human. I know I gave some detail on non-humans and nothing on humans, but non-humans are relatively rare. The non-human characters we have are all fine but it is worth highlighting.

The Exchange

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That said, if you have a kick-ass idea for a half-elven spoonbender who lives in a flying castle, by all means pitch it - the worst I can say is 'No'. I guess what I'm trying to say is that, as usual, I'm much more interested in who your character is, rather than his or her build (my eyes tend to glaze over when I read the optimiser boards) as that doesn't really get me going. If you can explain why this slightly wacky character is out and about doing their thing, I'm much more likely to be fine with it.

Something else I should point out (maybe a little late, but hey): while I don't want to give away too much of the storyline, it is quite important that your characters are reasonably resilient. Things can cut up rough on the Isles of Allam, and your characters are being hired because you are supposed to be rough-ty tough-ty adventurers who can handle this sort of thing. So if a gust of wind is going to blow your character over, you might need to reconsider.

And lastly, a reminder: skills will be quite important here: knowledge, physical, social, indoors, outdoors... Not every character needs to have every skill, of course, since the party members can complement one another and we'll work out which character goes in which group when the time comes partly on this basis. But again, bear it in mind.

The Exchange

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So, on the basis of the above, I'm changing my mind over Tenro's preferred choice of source material. If he can explain to me who this character is and what (s)he's doing, and how (s)he fits in to the world given these (relatively mild) strictures, I'm fine with it. But I expect a very clear character sheet.

I'm similarly slightly concerned about F_S's mutagen fighter - not the basic build concept, but how he fits in. An elf with a weird-looking spear who takes drugs - there needs to be a bit of thought how he gets a job with an important nobleman, since it's not a compelling sell right now. Who is he, what's his background, and so on? Why does he take these mutagens, when did he start? Does he do it openly? What's the impact on his personality? (And can we lose the spear, and maybe go curveblade? I just can't get over how daft the concept of the branched spear is, it's a weapon just begging to get entangled in everything, and feels totally unrealistic as a workable weapon.)


Shadow's Status

Background sounds a ok to me. I will have the build up by Friday.


For your consideration:

Spoiler:

Brother Cyriphrain
Human warpriest of DIktats 4 (Pathfinder RPG Advanced Class Guide 60)
N Medium humanoid (human)
Init +0; Senses Perception +3
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+10 armor)
hp 27 (4d8+4)
Fort +5, Ref +1, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +6 (1d8+9/19-20)
Special Attacks blessings 5/day (Nobility: inspiring word, War: war mind), channel positive energy 4/day (DC 15, 1d6), fervor 5/day (1d6), sacred weapon (1d6, +1, 4 rounds/day)
Warpriest Spells Prepared (CL 4th; concentration +7)
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 12, Int 13, Wis 17, Cha 14
Base Atk +3; CMB +4; CMD 15
Feats Associate, Extra Channel, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Traits armor expert, child of the temple
Skills Acrobatics -4 (-8 to jump), Diplomacy +9 (+13 to influence members of Church of Diktats of Inotis or making gather information checks about them.), Handle Animal +6, Heal +7, Knowledge (history) +3, Knowledge (nobility) +7, Knowledge (religion) +8, Perform (oratory) +4, Ride +0, Sense Motive +10
Languages Common, Dwarven
Other Gear +1 full plate, +1 longsword, 1,035 gp
--------------------
Tracked Resources
--------------------
Blessings (5/day) (Su) - 0/5
Fervor (1d6, 5/day) (Su) - 0/5
Sacred Weapon +1 (4 rounds/day) (Su) - 0/4
Warpriest Channel Positive Energy 1d6 (4/day, DC 15) (Su) - 0/4
--------------------
Special Abilities
--------------------
Associate (Church of Diktats of Inotis) +4 Diplomacy to influence or gather info about group. Gain minor resource from organization.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (1d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 1d6 (4/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

I took the Associate feat as a way to give him some measure of standing in the church.


An alternate racial trait for the elf (from the Advanced Race Guide) trades low-light vision for darkvision 60' and sensitivity to light (mechanically, they are dazzled in areas of bright light or the radius of a daylight spell). Aye/Nay? (There is a different alternate racial trait in Blood of Shadows that trades keen senses for darkvision 60' without causing the elf to be dazzled in bright light - but is proposed as the result of a dark elf/drow somewhere in the elf's family history. I don't know if that would work in the world you have created, but if it does, it totally works with my backstory.)

The longbow is not among the shifter's weapon proficiencies, which seem to be largely thematic, but it is granted by the elven weapon familiarity trait. Any concerns with that weapon for the shifter? I don't think it breaks the theme of the class, but I thought I would ask.

The Exchange

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mellowgoth wrote:

For your consideration:

** spoiler omitted **...

Looks fine. I'd maybe consider calling him Brother-Captain Cyriphrain since he'd probably have military rank.

The Exchange

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Pixie Rogue wrote:

An alternate racial trait for the elf (from the Advanced Race Guide) trades low-light vision for darkvision 60' and sensitivity to light (mechanically, they are dazzled in areas of bright light or the radius of a daylight spell). Aye/Nay? (There is a different alternate racial trait in Blood of Shadows that trades keen senses for darkvision 60' without causing the elf to be dazzled in bright light - but is proposed as the result of a dark elf/drow somewhere in the elf's family history. I don't know if that would work in the world you have created, but if it does, it totally works with my backstory.)

The longbow is not among the shifter's weapon proficiencies, which seem to be largely thematic, but it is granted by the elven weapon familiarity trait. Any concerns with that weapon for the shifter? I don't think it breaks the theme of the class, but I thought I would ask.

Re the vision thing, I'd go with the second. We don't have to assume drow heritage for that, and I don't want you to be necessarily hampered - swapping low-light vision for darkvision seems a reasonable swap.

On the bow, as an elf you are entitled to use it per the rules and it doesn't interfere with your druidic vows, so go ahead. An elf warrior-type who doesn't have a bow sounds a bit weird.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Alchemist Background: A minor member of one of the old families, he has enough wealth from a number of small inheritances that he can live a quiet, respectable life on the edge of society. He follows the Diktats, and is generally well considered by the authorities. He's known to take an interest in things of a villainous nature, but no one has yet put together that when he does, the perpetrators invariably end up dead, or sometimes just dumped, bound outside a local guard house.

Secretly, the dull, mundane life is not enough. He tinkers in the alchemical arts, putting his skills to use to fight those who take advantage of the less well off. He has a number of contacts in the underworld, some of whom may suspect his other life...

Oh, and yes, Human.

The Exchange

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Nevynxxx wrote:

Alchemist Background: A minor member of one of the old families, he has enough wealth from a number of small inheritances that he can live a quiet, respectable life on the edge of society. He follows the Diktats, and is generally well considered by the authorities. He's known to take an interest in things of a villainous nature, but no one has yet put together that when he does, the perpetrators invariably end up dead, or sometimes just dumped, bound outside a local guard house.

Secretly, the dull, mundane life is not enough. He tinkers in the alchemical arts, putting his skills to use to fight those who take advantage of the less well off. He has a number of contacts in the underworld, some of whom may suspect his other life...

Oh, and yes, Human.

Ah, the secret alchemist crime-fighter. Since he's a known adventurer maybe he's a bit less secretive than he used to be, but it's all good (and I'm glad the 'invariably dead' bit actually is variable, since he might be otherwise going a bit evil).

The Exchange

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Recapping the recap from before:

Storyteller Shadow - orc bloodrager
Pixie Rogue - elven shifter
Mittean - human monk/kensai magus
Nevynxxx - human alchemist
natloz - gnome arcanist
Tenro - still thinking
Aadvark - still thinking
mellowgoth - human warpriest
Fumbles_suck - elven mutagen fighter

The Exchange

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Regarding F-S's mutagen fighter, I was thinking that his 'habit' could be a bit like Sherlock Holmes' 7% solution of cocaine which he occasionally takes to pep himself up. Sherlock's would probably be some sort of mental-enhancing mutagen, where as the elf's would presumably be a physical enhancement, but it could be looked on in the same way.

Perhaps he was in the army and part of a programme looking at ways to enhance soldiers through 'medicinal' means. Perhaps the programme didn't play out well, with maybe only the PC a reasonably successful outcome among others that didn't work so well, and even then the side effects were unwelcome. 'Side effects' and possible withdrawal symptoms could be mainly a roleplaying thing rather than having a particular game effect, such as maybe headaches, moodiness or difficulty following orders.

Perhaps he's left the army now and has become a soldier of fortune. Possibly his use of mutagens is something he keeps to himself and certain others who know him well (like the other PCs) and he is instead on the surface a respectable former soldier and adventurer with a hidden dark side.

How does that work?


Male Human Film producer 3 Film director 2 Real estate investor 1

Okay, I think I've got most of the character fleshed out. Working on the backstory, but I think I've something I like. A few questions:

Flaws and Drawbacks?
I took the Threatening defender and Magical knack traits.
HP are 1/2 +1?
XP progression rate?


Female Human Unchained Monk Hungry Ghost Master of Many Styles 2/ Magus Bladebound Kensai 2
HP:
AC 23 HP 6/30 FRW 7/7/5 Perc +7

My character submission.
Backstory is just jotted notes currently. Will flesh out tomorrow.

The Exchange

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HP you roll, but if you get half or less of the maximum die roll, it counts as half the maximum die roll.

XP progression is Fast.

The Exchange

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Hmmm, have you considered using archetypes?

Also, just for my peace of mind, you have nine feats. I appreciate that you will get a quite a few a bonus feats but could you let me know where they all come from? But other than that, looks like an interesting character.

EDIT: I think whoever thought of the trait Threatening Defender maybe didn't think it through too well, since it basically gives anyone with the Combat Expertise feat a free +1 to AC, which probably ought to be a feat (like Dodge). But I'm not bothered about it enough to say no, we'll see how it works out in play as you are unarmoured anyway.

EDIT: Your character's STR is quite low (12) while her DEX is high (17) but you have gone for melee combat and not with a Weapon Finesse-type weapon. This is an extra +2 to hit you are potentially forgoing. Are you sure the katana is the way to go? Would a different weapon, perhaps a spiked chain, be more suitable (plus it can be used for tripping combat manoeuvres)?

The Exchange

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I also had a glance at your backstory notes. I'm not sure that with your character's abilities that an army career is really the best fit. I'd maybe see her as a highly trained temple guard or maybe even part of a sort of Inquisition / secret police / internal affairs bureau for the Church sitting outside the army's hierarchies. Perhaps she got disillusioned with the work (any large organization will have its politics, and there would be uncomfortable compromises along the way) and decided to strike out on her own, righting wrongs her way.

Does that work?

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Aubrey the Malformed wrote:
Ah, the secret alchemist crime-fighter. Since he's a known adventurer maybe he's a bit less secretive than he used to be, but it's all good (and I'm glad the 'invariably dead' bit actually is variable, since he might be otherwise going a bit evil).

I've been watching too much "Arrow"......

HP roll L1: 1d8 ⇒ 4
HP roll L2: 1d8 ⇒ 6
HP roll L3: 1d8 ⇒ 3
HP roll L4: 1d8 ⇒ 7

The Exchange

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Level 1 is an 8 anyway, since it's always the maximum.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Ok, think I have this batted out, but PCGen doesn't seem to be adding up the bomb stuff either 1) consistently, or 2) correctly. So it will take a bit of manual calculating to be happy before I post him up.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

A question:

There seems to be some contention, and it's certainly not clear.... The tanglefoot bomb description goes:

D20SRD wrote:
Benefit: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

That doesn't state if the bomb does, or doesn't do damage. There's a forum post about it, and a reddit thread... But it may be best if you rule before we get going.

Just the tangle, or damage and a tangle?


Well first sorry if this turns out to be wall of text. Also note that this is mostly the starting point and details may change.

Aubrey the Malformed wrote:

Regarding F-S's mutagen fighter, I was thinking that his 'habit' could be a bit like Sherlock Holmes' 7% solution of cocaine which he occasionally takes to pep himself up. Sherlock's would probably be some sort of mental-enhancing mutagen, where as the elf's would presumably be a physical enhancement, but it could be looked on in the same way.

Perhaps he was in the army and part of a programme looking at ways to enhance soldiers through 'medicinal' means. Perhaps the programme didn't play out well, with maybe only the PC a reasonably successful outcome among others that didn't work so well, and even then the side effects were unwelcome. 'Side effects' and possible withdrawal symptoms could be mainly a roleplaying thing rather than having a particular game effect, such as maybe headaches, moodiness or difficulty following orders.

Perhaps he's left the army now and has become a soldier of fortune. Possibly his use of mutagens is something he keeps to himself and certain others who know him well (like the other PCs) and he is instead on the surface a respectable former soldier and adventurer with a hidden dark side.

How does that work?

Mutagen stuff:

Honestly you are not too far off what I was thinking. More or less a combat drug of yester year (aka plants, probably distilled more potent via alchemy.) My explanation on why it doesn't work for other people is that as you suggested a military program and that you need to slowly build up tolerance and cnditioning the body, and the dosage needed to gain the benefits is potentially fatal without said tolerance.(naturally game mechanics remain the same become nauseated for 1 hour on a failed save)

As to side effects, I was thinking feelings of superiority and over estimation of ones abilities while under the influence, not necessarily unwanted ones as far as the military was concerned.(Also happens to fit the fact that 9/10 I will enhance dex so the penalty is to wisdom.) Long term affects are unknown as there simply hasn't been enough time between implementation and now. As to withdrawl I am thinking becoming irritable the longer it has been up to the point of becoming agressive/violent if extreme time between doses happen.

As to openness/secracy regarding the mutagen. Close people know that it's purpose is to help him fight, but the details he keeps to himself(it is afterall military technology). From strangers he keeps it hidden but if for some reason he needs to ingest infront of others he simply calls it "traditional elven medicine."

Background stuff:

For broad strokes of the background I was thinking at work.
- Born in Elven kingdom that was at the time independent.
- Extended family consists for the most part scholars, with significant minorities in soldiers and diplomats.
- Later takes part in the war with the empire, which ends in the kingdom being conquread, about decade later self-ruling given in exchange for tribute.
- As above during said war the experiment on mutagen happens. As some of his extended family are involved in the development is chosen for the project.
- Not that sore about end result in itself, but not happy how it happened. So decides to improve himself, apprenticing to skilled combatants.
- With funds running low giving an excuse to look for more pragmatic training starts working as a mercenary wandering around.
- Not that satisfied with company he is with starts working in smaller groups and soon enough gets involved with adventuring, finding it more to his liking.

Personality stuff:

- Mercenary but has softened up a bit in the recent years.
- Is envious about the shorter lived races passion and speed of progress, but still thinks the perceived elven way of slowly striving towards perfection is in the long run better.
- Extremely loyal to those he thinks have earned it and to hell with everyone else.
- Has a taste for hedonism.
- Bettering yourself is the end not the means.
- CN with leanings towards good.
- There is no such thing as fighting dirty, you are trying to kill each other.

Build stuff:

I will work out a proper statblock later but here is what I have so far decided
-STR: 14 DEX: 18 CON: 12 INT: 14 WIS: 11 CHA: 10 (Includes 4th level upgrade and racials)
-Elf with Loremasters alternate racial trait, replaces elven magic and keen senses. This is to represent being from a family of scholars.
-Fighter(Mutation warrior) 4 as mentioned.
-Feats: Breadth of Experience, Weapon Finesse, Combat reflexes, Power attack, Weapon specilization (Elven branched spear)
-Traits: Civilized, Warrior of old.
Skills: Climb +6 (1 rank, 3 class skil, 2 Str), Craft(Alchemy)+6 (1 Rank, 3 class,2Int), Intimidate +5 (2 rank,3 class, 0 Cha), Knowledge(dungeoneering)+8 (1 rank,3 Class,2Int,2 feat), Knowledge(engineering)+8 (1 rank,3 Class,2Int,2 feat), Knowledge(History)+13 (4 rank,3 Class,2Int,2 feat, 2 Racial),Knowledge(Local)+14 (4 rank,3 Class,2 Int,2 feat, 2 racial, 1 trait), Knowledge(Nobility)+9 (1 rank,3 Class,2Int,2 feat, 1 trait), Profession(soldier)+6 (1 rank,3 class, 0 Wis, 2 feat), Ride+8 (1 rank,3 class, 4 Dex), Survival +4 (1 rank,3 class, 0 Wis), Spellcraft +5 (1 rank, 2 Int, 2 racial) Swim+6 (1 rank, 3 class skil, 2 Str).
-FCB: +4 Skill points
- HP: 34(Roll below)

HP: 3d10 ⇒ (4, 10, 4) = 18

The Exchange

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Still sticking with the funny spear? OK, I can live with it (I will pixelate it out in my mind when I think about your character).

On the other stuff, sounds good. Are you suggesting that the mutagen stuff is actually something the elven kingdom did while it struggled with the Empire? I think that works well, since it maybe wouldn't be the way the Empire would do things and also feels kind of alchemy/plant-y and therefore a bit more elven. Also explains why he might be wandering about, since he would be a seasoned soldier but not necessarily from the Imperial army.

Would he know PR's elven shifter? (It's not necessary, they could end up on different tables, just wondering if you want consider it.)

The Exchange

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Nevynxxx wrote:

A question:

There seems to be some contention, and it's certainly not clear.... The tanglefoot bomb description goes:

D20SRD wrote:
Benefit: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

That doesn't state if the bomb does, or doesn't do damage. There's a forum post about it, and a reddit thread... But it may be best if you rule before we get going.

Just the tangle, or damage and a tangle?

There's no errata either way. The normal thing is that if a particular aspect of a rule isn't specifically mentioned, then it hasn't changed. Since it isn't mentioned, I guess it does damage.


Aubrey the Malformed wrote:

Still sticking with the funny spear? OK, I can live with it (I will pixelate it out in my mind when I think about your character).

On the other stuff, sounds good. Are you suggesting that the mutagen stuff is actually something the elven kingdom did while it struggled with the Empire? I think that works well, since it maybe wouldn't be the way the Empire would do things and also feels kind of alchemy/plant-y and therefore a bit more elven. Also explains why he might be wandering about, since he would be a seasoned soldier but not necessarily from the Imperial army.

Would he know PR's elven shifter? (It's not necessary, they could end up on different tables, just wondering if you want consider it.)

While I did choose it largely for the niche of reach weapon that is finessable. The weapon it is based off actually does make sense in the context. Granted it is mostly speculation given lack of sources but they think the concept was based on being used against other spears, and if you have 2 handed spear and hence no shield, then 'branches' to aid in parrying/bind work start making sense. Granted it is still rather silly looking weapon.

Yeah that was the idea. Not necessarily invented at the time but at least implementation started then on any significant scale.

And I am perfectly happy to work with anyone on established relationships.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Aubrey the Malformed wrote:


There's no errata either way. The normal thing is that if a particular aspect of a rule isn't specifically mentioned, then it hasn't changed. Since it isn't mentioned, I guess it does damage.

I hoped you'd say that :D


There is a branched spear in history. The utility of such a weapon seemed best used in a certain formation so how one would use it alone would be interesting. It seems like a lot of material to swing around unless it's super small branches.

I forgot how much bookkeeping and math is required to play a wizard. Almost finished with the character sheet for my gnome.

3d6 ⇒ (5, 2, 4) = 11
Hp results with +2 con:
6+5+3+4+8=26. Repectable for a caster.


M Humanborn

Hmm, resilient, heroic, skillful. I can work with that. I have to think more on my character's personality and fighting style.

where are we at with technology? i saw no nanites. but what about steampunk, dirigibles, trains, guns, etc?

The Exchange

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Nope, none of that, assume medieval-type technology, D&D/PF standard.


M Humanborn

Alright, I am thinking of a human male. alchemist in the medieval sort, herbs and salves and poisons rather than the more magical nature of the PF alchemist. he would be an OK support healer, probably use a bow/crossbow and homemade grenades. not sure how far down the poison route i will go. scholarly, INT based with some good skills. not sure if he would follow the Diktats or The Tinker. any suggestions on that front as to what would make the most sense?

The Exchange

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Well, it would depend. I guess the questions I have are the usual ones: who is he, what's his background, why is he adventuring?


M Humanborn

well, i figure he is into it for discovery. i dont have a name yet, that is the hardest part for me. but i figure he would live in a decent-sized town or city, gets along well enough with people provided that chemists and brewers are tolerated. started off as a simple brewer, but got into mixing other chemicals to see what would happen/what he could pull off. he is adventuring to find new substances to experiment with, plus it is lucrative and interesting in its own right.


Ishmex should be good to go.


Male Human Film producer 3 Film director 2 Real estate investor 1

HP lvl 2: 1d10 ⇒ 2
HP lvl 3: 1d8 ⇒ 4
HP lvl 4: 1d8 ⇒ 4

What languages should I worry about, knowing nothing about the world? I'm aiming for some type of a spy/secret police unit.

And am I a specific nationality of human? Inotian, I assume?
I forget, Weapon Finesse and Power attack are feats in your games, correct? I know a lot of people made Weapon finesse a type of weapon, and that allowed you to utilize Dex with it if you wanted for free, and Power attack was a type of action.

Human: Combat expertise
1st level: Combat reflexes
Monk 1 bonus: Crane style
Windstep master 1 replaces Stunning fist with Hurricane punch
Monk 1: Unarmed strike
Monk 2: Crane wing
3rd level: Panther style
Kensai 1: Exotic weapon proficiency katana
Kensai 1: Weapon focus katana


Hit points: 3d10 ⇒ (5, 5, 9) = 19

Aw, hate it when I roll halfsies like that. Can't even round up to make myself feel better after a bad hp roll.


Female Human Unchained Monk Hungry Ghost Master of Many Styles 2/ Magus Bladebound Kensai 2
HP:
AC 23 HP 6/30 FRW 7/7/5 Perc +7

Okay, finished the first firm pieces of my backstory. Sorted my Skill points, and cleaned the page up a tiny, annotating it here and there. Still need to decide on a description and link a picture, and do gear and money, as well as spells.

I didn't want to do something like the spiked chain as I need a hand free for a lot of the Magus stuff, as well as the Style feats. The character is based around defense and deflection, about never being hit despite being unarmored, which is why I went Dex over Str. Any suggestions? :)


Backstory draft:
The shifter’s backstory would likely include a stint of military service for his elven nation, but he was selected for special duty guarding a princess when she was assigned a diplomatic post with the human empire.

He served in this role very well, earning commendations and making contacts among humans of like profession when they would be between shifts at common events - conferences and what-have-you. However, the princess is more than a little bit of a flirt, causing the shifter some discomfort (which amused her), but nothing came of it. What the shifter never learned is that the flirting with another member of the protection detail became far more serious. When evidence came to light and her chaperone challenged her, the princess confessed all - but she named the shifter rather than the true love interest, thereby ending his career suddenly and quietly.

The princess successfully campaigned that ‘her lover’ be merely banished from service and left to his own devices among the humans. The irony is that the shifter was never told his crime. Being fairly naive, he has come to the conclusion that the flirting is why he is persona non grata in his own land. Stripped of title and gear, he had roughly a week’s lodging’s worth of coin and the clothes on his back. A servant from the elven embassy - one of the few local human women working within the walls of the embassy - found him and delivered a package from an unknown individual “as reward for years of exemplary service and as apology”. Within, he found gear similar to what he’s worn for years, but without insignia. Thus equipped, he has been able to improve his skills and get short-term employment as a guard through his contacts and relying on his good reputation. No one outside the embassy knows of his supposed transgression and he prefers it that way, so he lets rumors of why he left run rampant and he avoids the embassy as much as possible, preferring jobs out of town to more lucrative assignments within.

The Exchange

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natloz wrote:
Ishmex should be good to go.

Looks fine to me.


Male Human Alchemist 4 Treasure

Delmar Ruth, ready to roll....

I did what I don't often do and consulted a "how to build an alchemist" page..... He ought to be pretty all round, and fairly decent with skills...

I could do to spend some cash I think, but not so sure what on.....

The Exchange

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Blythe Merovingian wrote:

Okay, finished the first firm pieces of my backstory. Sorted my Skill points, and cleaned the page up a tiny, annotating it here and there. Still need to decide on a description and link a picture, and do gear and money, as well as spells.

I didn't want to do something like the spiked chain as I need a hand free for a lot of the Magus stuff, as well as the Style feats. The character is based around defense and deflection, about never being hit despite being unarmored, which is why I went Dex over Str. Any suggestions? :)

You have a melee build with a low STR, which hinders your chances to hit and deal damage. Your defensive feats (Combat Expertise, Crane Wing) also reduce your chances to hit, as does you Spell Combat ability, so you might be defensive (debatable, honestly, with no armour and a low WIS but not impossible) but actually not contributing much damage-wise. Your low STR will also impact your CMB, which is another aspect you want to use (Hurricane Punch).

You have two ways to go as I see it. You can rejig your feats to make your DEX more prominent, via Weapon Finesse and Agile Maneuvers, and change your weapon to one which reacts to Weapon Finesse. The alternative, which is maybe less radical, is to reallocate your ability stat points to improve your STR. Your character makes no use of CHA to speak of (beyond a few social skills) yet you've spent at least 4 points on that. Your DEX is 17, but 16 will serve you just as well and free up more points. How badly does your INT need to be 14 when your spell progression is going to be so limited? It's a bit meta, but frankly the point selection method is always going to be.

EDIT: you might want to make note of how many points you have invested in each skill, it's quite easy to forget.

EDIT: I don't think Inotian is a race, it's a religion. Just go with human, I haven't thought about human ethnicities much.

EDIT: by the way, there is a Feat, Chain Mastery, which allows you to treat it as a 1-handed weapon. There's another, Dance of Chains, which allows you to add your DEX mod instead of your STR mod to damage rolls with a spiked chain. Quite a big investment of feats but maybe worth thinking about.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Pixie Rogue wrote:
** spoiler omitted **

OK, not sure that an elven nation would have an embassy as such, but if his basic backstory happens in an elven enclave and he is exiled from it into the Inotian Empire, then I think it's fine.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Recapping the recap from the recap before:

Storyteller Shadow - orc bloodrager
Pixie Rogue - elven shifter
Mittean - human monk/kensai magus
Nevynxxx - human alchemist
natloz - gnome arcanist
Tenro - human alchemist
Aadvark - still thinking
mellowgoth - human warpriest
Fumbles_suck - elven mutagen fighter

OK, I think we can start thinking about who goes in which table. How about:

Table 1
SS's orc bloodrager
Mittean's human monk/kensai
Nevynxxx's human alchemist
natloz's gnome arcanist

Table 2
Tenro's human alchemist
mellowgoth's human warpriest
FS's elf mutagen fighter
PR's elf shifter

This spread more-or-less gives us two fighter-types and two non-fighter per party, with a decent spread of abilities and skills (hopefully). Aadvark hasn't given us his idea yet, but when he does we can allocate him to one table or the other. Does this make sense to people?

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Yarp!


Gnome Arcanist 3; HP: 20/20 AC:14/13/11 Fort:3 Ref:3 Will:3 Perc+4: LL Vision Init +8

Indeed, and whichever alchemist I'm at the table with can share my spellbook for extra extract options. I've already spent the money to buy the scrolls so you can save on that cost if you like. I don't want to re-jig my spending so I'll stick with what I have.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Note that this puts Nevynxxx's alchemist in the role of healer (as well as bomber in chief). As such, it would probably be helpful if he takes the Infusion discovery which allows others to take his extracts.


Male Human Alchemist 4 Treasure

I can use spell trigger items if the spell is on my infusion list. Cure spells are on the list. Wands are Spell trigger items. I have a wand.

Granted, we are in trouble if I lose the wand, but not sure I want to mess with the discovery's at this point, but I may swap out "frost bomb" for it if people want that extra security.... Also, I really don't get that many extracts per day....


Shadow's Status

Makes sense to me, still have tomorrow as the target day to get that built.


Seems like a decent split to me. One party is missing on the divine while the other is lacking arcane support.


hp17 of 27

Aaargh...took too long writing my background post, the boards ate it. I'll try to recreate it tonight, and think about how I might know the other folks at my table. Sorry for the delay!

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