Beneath the Southseas (Inactive)

Game Master Matt, Garnished Game Designer


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Azrael Dukshi wrote:

A campaign mostly underwater? Wow. Got to say, the worse possible race to choose for this would probably have to be ifrit.

...And now I want to make up an ifrit character for this. Dammit. Any ARG restrictions?

All the material is fine to use though I'd prefer no new race creations to facilitate my job and because I do not know it well enough.

Aside from this, feel free to play an Ifrit, there are some pretty hot places under the sea you know.


Okay, are we using the Golarion gods for this? I'm looking at divine classes for this and want to be sure I don't make a fool of myself by taking a deity that doesn't exist.


Azrael Dukshi wrote:
Okay, are we using the Golarion gods for this? I'm looking at divine classes for this and want to be sure I don't make a fool of myself by taking a deity that doesn't exist.

No golarion deities. You choose 2 domains if you are a cleric or other domain user. If you use any other class that requires a patron you may take a golarion god's portfolio and follow those principles.

Example: Erastil = You believe in the community, etc.


Forgot familiar, so I updated that and sent you my backstory. I hope a dinosaur is alright, because the little guy is kinda awesome.


Radic wrote:
Forgot familiar, so I updated that and sent you my backstory. I hope a dinosaur is alright, because the little guy is kinda awesome.

Familiars can be anything available to you.

EDIT: Still leaving time for any new applicants to arrive and for other interested people to finalize their characters.


I'll put my build up in the morning, he's going to be a monk/alchemist obsessed with physical, spiritual, magical and chemical perfection.
Edit: ugh, didn't see someone already did my plan. Ah well, I'll have something cooked up soon.

Lantern Lodge

Pardon me, good sir. About this expedition that I'm signing myself up for. I was wondering when the ship is expected to leave. The aforementioned ruins have quite piqued my interest, and I would hate to miss the boat through having it depart whilst I was tinkering with a new magical trinket or sleeping off a hard day's work!

diplomacy check:
1d20 + 13 ⇒ (14) + 13 = 27


MyTThor wrote:

I'll put my build up in the morning, he's going to be a monk/alchemist obsessed with physical, spiritual, magical and chemical perfection.

Edit: ugh, didn't see someone already did my plan. Ah well, I'll have something cooked up soon.

No problem mate.


Tuillen Aelethsyl wrote:

Pardon me, good sir. About this expedition that I'm signing myself up for. I was wondering when the ship is expected to leave. The aforementioned ruins have quite piqued my interest, and I would hate to miss the boat through having it depart whilst I was tinkering with a new magical trinket or sleeping off a hard day's work!

** spoiler omitted **

If you're wondering when we start, I'm aiming for a start within the next 24 to 48 hours.

Lantern Lodge

Excellent. I shall return this time tomorrow to await the good news. Well, I may also check in from time to time to see if any of the other expedition members have checked in. It would be nice to get to know the people I will be travelling with.

Do tell the captain not to leave without me.

With a tip of his very broad-brimmed hat and a genial smile, the half-elf bids the recruiter for the expedition a good day, and ambles out of the tavern.


Just a hint, those who have finalized characters are most likely assured a place in this campaign.

Shadow Lodge

Okay, after reading over the swimming information i'm curious-

1. Does Darkvision work underwater?
2. Can we use goggles to increase/better our sight?
3. Is there a way we can stave off water pressure damage? Some sort of spell of piece of equipment?


@OJR: Good evening, Celeador here, with my submission. I told you before that it would be a surprise and I hope you like him... For your consideration Zissren Dagermaw

Crunch:

Zissren Daggermaw CR 4
Male Lizardfolk Cleric 4
CN Medium Humanoid (reptilian)
Init +2; Perception +11

--------------------
DEFENSE
--------------------

AC 28, touch 13, flat-footed 26. . (+5 natural armor, +2 Dex, +7 Armor, +3 Shield, +1 Deflection)
hp 40 (4d8+8+2d8+4)
Fort +10, Ref +5, Will +9

--------------------
OFFENSE
--------------------

Spd 20 ft., Swim (15 ft)
Melee MW, Cold Iron Spiked Gauntlet +8 (1d4+3/20/x2 w/Domain Touch Power as Swift Action)) and
. . Claw, Claw and Bite +7/+7/+7 (1d4+3/20/x2)
Ranged Sling +6 (1d4+2)

--------------------
STATISTICS
--------------------

Str 16, Dex 14, Con 14, Int 12, Wis 18, Cha 11
Base Atk +4; CMB +6; CMD 19

Feats Armor Proficency (Light, Medium), Cleric Weapon Proficiency (Groetus: Heavy Flail), Shield Proficency, Simple Weapon proficiency, Improved Unarmed Strike, Domain Strike, Scribe Scroll

Traits Dangerously Curious, Deft Dodger

Skills
Acrobatics +3 (+2 Stat, +4 Racial Trait, +1 Racial Skill, -4 Armor)
Heal +11 (+2 Rank, +4 Stat, +3 Class, +2 Item)
Knowledge (Religion) +5 (+1 Rank, +1 Stat, +3 Class)
Perception +12 (+4 Rank, +4 Stat, +3 Class, +1 Racial Skill)
Ride -2 (+2 Stat, -4 Armor)
Sense Motive +8 (+1 Rank, +4 Stat, +3 Class)
Stealth -2 (+2 Stat, -4 Armor)
Survival +4 (+4 Stat)
Swim +19 (+4 Rank, +3 Stat, +3 Class, +1 Racial Skill, +8 Swim Speed)
Use Magic Device +8 (+4 Rank, +3 Class, +1 Trait)

Languages Aquan, Draconic, Common

Combat Gear:
Spiked Gauntlet, Cold Iron, MW - 310 gold
Sling - free
Breastplate +1 - 1350 gold gold
Shield, Heavy Steel +1 - 1170 gold
Cloak of Resistance +1 - 1000 gold
Ring of Protection +1 - 2000 gold
Headband of Inspired Wisdom +2 - 4000 gold

Other Gear:

Adventureing Gear - 163 gold
Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone, 2 candles, chalk, hammer, 4 pitons, 50 feet silk rope, 3 sunrods, 2 Alchemist fire, Wooden Holy Symbol, Healer's Kit, 1 Antitoxin.

Wand of Cure Light Wounds (10 charges) - 150 gold
Scroll of Lesser Restoration (crafted) (x1) - 75 gold
Scroll of Resist Energy (crafted) - 75 gold
Scroll of Protection from evil (crafted) (x2) - 25 gold
Scroll of Sanctuary (crafted) - 12.5 gold
Scroll of Comprehend Languages (crafted) - 12.5 gold
Scroll of Bless (crafted) (x2) - 25 gold
Scroll of Remove Paralysis (crafted) - 75 gold

Gold on hand: 57 gold

--------------------
SPECIAL ABILITIES
--------------------

Favored Class (Cleric): +4 Skill points
Racial Skills (Lizardfolk): +1 Perception, Acrobatics, Swim. Perception, Acrobatics and Swim are considered class skills.
Racial Saves (Lizardfolk): +3 to Fortitude saves.
Racial Feat (Lizardfolk: Gain one additional feat.
Swimming (15 feet): You have a Swim speed. A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
Hold Breath (x4): You can stay under water longer than normal.
Quick: Lizardfolk gain a +4 racial bonus to Acrobatics checks.
Deft Dodger: +1 to Reflex
Dangerously Curious: You gain a +1 bonus on Use Magic Device, checks, and Use Magic Device is always a class skill for you
Improved Unarmed Strike: You are considered to be armed even when unarmed.
Domain Strike (Touch of Chaos): If you make a successful unarmed strike against and opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.
Scribe Scroll: You may craft magical scrolls
Aura: You radiate a faint aura of chaos
Channel Positive Energy: Release a wave of positive energy in a 30' burst, either causing damage to undead (Will save: DC 12 or take half damage), or healing living creatures, 2d6 points. Can channel energy 3/day.
Orisons: Can cast at will any prepared orisons.
Spontaneous Casting (Cure Spells): A cleric can lose any prepared spell that is not an orison or domain spell to cast any spell with the "cure" descriptor, of the same level or lower.
Domain Powers:
Chaos Domain (Protean Subdomain): Touch of Chaos: As a melee touch attack, cause a target to roll twice on any d20 rolls made for the next round and take the less favorable result. Usable 7/day
Madness Domain: Vision of Madness: As a melee touch attack, give a creature a vision of madness for 3 rounds. Choose one of the following: attack rolls, saving thows, or skill checks. The target receives a +2 bonus to the chosen rolls and a -2 penalty to the other two types of rolls. Usable 7/day
Domain Spells: Gain one domain spell slot for every level of cleric spell you cast, chosen from 1 of your available domains.

----------------
SPELLS
----------------

Orisons: DC 14
Detect Magic
Read Magic
Light
Resistance

1st Level Spells: DC 15
Bless x2
Protection from Evil
Obscuring Mist
(Domain) Lesser Confusion

2nd Level Spells: DC 16
Silence
Bull's Strength
Disfiguring Touch
(Domain)Touch of Idiocy

I see Zissren as a support caster, focusing on touch attack debuffs to aid the party. He’s not afraid to move in and out of combat to assist the fighters, but his primary strength is by slowly bleeding his foes down, by forcing them to take massive negatives on their rolls and saves. I play to play Cleric the whole way, without dips.

Strengths to Zissren include a beastly AC of 28, very solid saves and his ability to act as both a flanker in combat and provide solid buffs to the party. His Touch of Chaos with Domain strike combo can be very powerful and with a swim of 15 and a swim skill of +19, Zissren will be able to move easily though the water.

Roleplay wise I selected the domains of madness and chaos, so don't expect Zis's to be mentally balanced or rational. If I have some free time tomorrow I will work on a back-story for him.

Thank you for your consideration in my application.


Here is my submission, a friendly neighborhood neutral evil ninja. I've got everything done except equipment.

Astor:
Name Astor Zasz
Race Elf
Class Ninja 5
Gender Male
Size 6'3” 127
Age 130
Alignment Neutral Evil
Languages Common, Elven, Draconic
Occupation: Infiltration Specialist/Assassin

Strength 15
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 9
Charisma 14

Background:

Astor Zasz is an assassin and something of an escaped slave. As was implied, he was born a slave, owned by a noble human family well known for their reputation among slavers, among other less than noble pursuits. Astor is uncertain as to whether he was born to be a killer, or if his masters noticed something special in him, but he spent every moment of a human lifetime learning the trade. He saw very little of his owner, the man probably didn't think it was worth the effort, since he would be dead before anything would become of Astor; as far as Astor was concerned, his master was a rather sour old dwarf named Maudin. Maudin, or rather, his whip, taught Astor how to move unseen, how to bypass locks, how to get into position and finally, how to strike the killing blow without tipping anyone off. Before being inflicted on the world, he also learned to disguise himself among the crowd, how to lie, and other skills that would allow him to remain an unassuming commoner in the eyes of his victims and law enforcement alike.

On his ninety seventh birthday, he got his first assignment, and was given little more than a disguise kit and a dagger before being inflicted on the city. The target was reclusive, rich and paranoid, his house was overflowing with guards. There wasn't even much to gain from killing him, Astor's masters apparently felt that this would be a good test of his skills. Not only did Astor complete his assignment, he managed to do so without bloodshed, by poisoning the victim. His masters never learned where he got the victim, or how he administered it to a man with a food taster.

For a decade, Zasz's master was glad to have him, sending him on missions on the hardest missions, and Zasz returned every time, having completed it. Somewhere along the way, something seemed to have gone wrong. It wasn't always assassinations, though, sometimes he was ordered to steal something of great importance from another noble, or plant something. Astor's behavior never changed, but his master seemed to withdraw, dealing with him through intermedaries, instead of face to face, being disappointed in him, even though he'd completed his objectives. Eventually, his master's paranoia grew to a point where he sent Astor on a mission, and then sent another assassin to kill him. Astor managed to dispatch the other man, but realized that he'd been betrayed, and that he couldn't return home. He left the body where it would be found, and left a note with it saying that he would be willing to overlook this insult as long as his master would leave him alone.

Since then, Astor became an adventurer, selling his services as a scout, lockpick, and in certain taverns frequented by unsavory sorts, as a killer.

Astor prides himself on his manners, and sunny disposition. He tends to be friendly, polite and helpful. Many people have been surprised to discover that he is an assassin, though it should be noted that he carries a large assortment of weapons for a simple scout. . .

Combat stats:
Perception +9
Initiative +4

Saves
-Fortitude +2
-Reflex +8
-Will +3

AC/Flatfoot AC /
Touch AC 15

CMB +5
CMD 19

Hit Points: 33

BAB +3

Speed 30

Skills:

9 ranks per level

Acrobatics +10 (3 ranks)
Bluff +10 (5 ranks)
Disable Device +10 (3 ranks)
Disguise +9 (4 ranks)
Escape Artist +10 (3 ranks)
Heal +5 (5 ranks)
Intimidate +9 (4 ranks)
Perception +9 (4 ranks)
Sleight of Hand +9 (2 ranks)
Stealth +10 (3 ranks)
Swim +9 (4 ranks)
Use Magic Device +10 (5 ranks)

Feats and Traits:

Traits:
Armor Expert: -1 to armor check penalty
Indomitable Faith: +1 will save

Racial Abilities:
Low Light Vision
Elven Immunities
Silent Hunter: reduces penalty for moving in stealth by five, can run at a -20 penalty
Keen Senses: +2 Perception
Weapon Familiarity

Class Abilities:
Poison Use: cannot poison himself while applying it to a weapon
Sneak Attack: 3d6
Ki Pool: 3/3
No Trace +1
Uncanny Dodge: Cannot be caught flatfooted

Ninja Tricks:
Vanishing Trick
Hidden Weapon

Feats:
Iron will: +2 Will saves
Two Weapon Fighting
Dodge: +1 AC

Weapons:

Armor:

Equipment:

10,500 gold
Total Weight


Ol' Jack Rummer wrote:


Further questions can be directed to this post.

I guess I should ask ... can you quaff potions underwater? Can an alchemist create bombs underwater?


Zissren Daggermaw wrote:

@OJR: Good evening, Celeador here, with my submission. I told you before that it would be a surprise and I hope you like him... For your consideration Zissren Dagermaw

** spoiler omitted **...

Hey mate, a supportive cleric is almost always a welcome addition to any group, and I'm glad you're rolling up one. =)

As a GM with some experience, I thought I'd make a few quick comments on things that you may want to adjust before Ol'Jack vets your character. Do take note that Ol'Jack may have different views from me and give your character the green light as it is, but if we're aiming for a start within the next 24-48 hours, you may want to retool your character for maximum chance of approval as soon as possible.

1. Stats:

Assuming a floating +2 racial bonus to stats (most PC races have a net +2 racial mod) I seem to be coming up with a 30-point stat buy.

1x16 = 10 points
1x15 = 7 points
2x14 = 2x5 points
1x12 = 2 points
1x11 = 1point

2. 6 hit die:

Considering that for your 2 monster hit die you get +5 natural armor and 3 natural attacks, amongst other things, I'm inclined to think that the base lizardfolk should be considered at least a level 2 character equivalent rather than a level 1 character equivalent. I recommend starting your cleric at level 3 rather than level 4.

3. +5 natural armor:

From looking at the lizardfolk, I'm inclined to think that the lizardfolk's VERY substantial natural armor was balanced against them not wearing body armor. Moreover, lizardfolk pictures that I've seen seem to depict them as having spines or fins down their back, which seems to get in the way of most armor.

It will be up to Ol'Jack to adjudicate on this one, but I'd recommend ruling that lizardfolk either need custom armor or can't use armor at all. That said, if you were to take a level in monk (the martial artist archetype does not require you to be lawful), things could get really interesting with a high WIS from being a cleric. =)

4. Why not a nagaji?:

If you're looking to play a lizard-y character, a nagaji seems to be a PC-suitable race that fits the bill rather well. Ask for a more lizard-like head as fluff and you'd be good to go. You'd have a much better chance of making it into the game, and there'd be less conundrums about balance and propriety.

Lantern Lodge

As Tuillen nurses a tankard of ale in the tavern, he observes the disparate individuals who intermittently approach the recruiter for the expedition. Two in particular catch his eye.

Hmm...the human with the halberd has a strong swinging-arm, and his weather-beaten face marks him as one who has seen hardship. I wonder what his story is. If his character matches his stature, he could make a fine and dependable comrade in arms.

As for that elf...well...he seems friendly enough, though I wonder why he thinks he will need all those weapons. This is going to be just a simple exploratory expedition, isn't it? I can understand bringing a weapon or two for self-defence and contingencies, but that many seems a tad excessive. Still, better over-prepared than under-prepared, I suppose. He grimaces slightly as he eyes the simple oaken staff propped against his table. Heh, with all that gear, he's making me look like a slouch. It's probably a good thing that I told the recruiter I am a mage.


Falashir the Corsair wrote:

I guess I should ask ... can you quaff potions underwater? Can an alchemist create bombs underwater?

There is a specific item for this, the Potion Sponge

As for bombs underwater you need a discovery for that

That said I'd love to join this game with a Grippli as, while not aquatic, they are at home around water. An alchemist with their racial archetype would be fun, but it grants the amphibious quality for the duration of a mutagen. Not stuck on an Alchemist though as I already run one.


An Air Bubble spell should arguably allow you to drink a potion normally.

But all in all, alchemists seem to have it in for them in an underwater campaign. =(


To be honest, anyone with ranged weaponry has similar problems (though there are underwater crossbows in the ARG). The easiest class to play underwater probably is a wildshape druid.

As for Alchemist, playing a vivisectionist solves half the problems, though that part can also be solved with a discovery


Cuàn wrote:
To be honest, anyone with ranged weaponry has similar problems. The easiest class to play underwater probably is a wildshape druid.

Not really. I'm perfectly fine, actually. Thanks to the DM approving that Buoyant armor I have decent AC and no penalties for fighting underwater, along with a nice Swim check, so I don't think it'll be any different than fighting on land for me, really. Well, other than the extremely slow move speed.


I remember there being a pretty hefty penalty for underwater fighting on all but piercing weapons. It may be 3.5 stuck in my head though.


Cuàn wrote:
I remember there being a pretty hefty penalty for underwater fighting on all but piercing weapons. It may be 3.5 stuck in my head though.

No, you're right. That's why I'm specializing in a piercing weapon. No problems.


Cuàn wrote:
Falashir the Corsair wrote:

I guess I should ask ... can you quaff potions underwater? Can an alchemist create bombs underwater?

There is a specific item for this, the Potion Sponge

As for bombs underwater you need a discovery for that

That said I'd love to join this game with a Grippli as, while not aquatic, they are at home around water. An alchemist with their racial archetype would be fun, but it grants the amphibious quality for the duration of a mutagen. Not stuck on an Alchemist though as I already run one.

As I've said before, I don't mind the use of spells and abilities to temporarily grant aquatic/amphibious/water breathing.

As for Alchemists, in order to not undermine them, that discovery would most likely be granted to them early on in the line of underwater adaptations all characters will go through.


Zissren Daggermaw wrote:

@OJR: Good evening, Celeador here, with my submission. I told you before that it would be a surprise and I hope you like him... For your consideration Zissren Dagermaw

** spoiler omitted **...

To not take up a massive paragraph, the Lizardfolk is a cool idea and I'm definitely not against it but as a CR 1 base creature, adding 4 levels of characters actually makes you CR 5, which is the equivalent of a 6th level character. One less level and this would be fine.

As well, watch your point buy, I'll check it out after.

Nothing seems to forbid the use of armor though, but with that 1 less level I think it'd be fine.

Also, there are indeed other reptilian classes as well as a non-level adjustment Lizardfolk made by Paizo Fans United on the d20pfsrd if ever.


wolfman1911 wrote:

Here is my submission, a friendly neighborhood neutral evil ninja. I've got everything done except equipment.

** spoiler omitted **

** spoiler omitted **...

So far everything seems great. We haven't had any rogue/ninja applicants yet.


Falashir the Corsair wrote:
Ol' Jack Rummer wrote:


Further questions can be directed to this post.

I guess I should ask ... can you quaff potions underwater? Can an alchemist create bombs underwater?

I believe some very helpful people answered these questions.


No one interested in playing a gunslinger... no?


There actually is HD-less lizardfolk printed by Paizo, though not official in the normal sense of the word: It is used as an example of how to use the race builder in the ARG (and it amounts to about the same level as normal PC races). You keep all natural attacks, get +2 Str and Con but only 1 NA and Hold Breath.

EDIT: If you give me a portable air bubble I'll play a Gunslinger :)
They're no worse off than wizards, maguses and alchemists as they all have to deal with a paper spell/formula book.


Cuàn wrote:

There actually is HD-less lizardfolk printed by Paizo, though not official in the normal sense of the word: It is used as an example of how to use the race builder in the ARG (and it amounts to about the same level as normal PC races). You keep all natural attacks, get +2 Str and Con but only 1 NA and Hold Breath.

EDIT: If you give me a portable air bubble I'll play a Gunslinger :)
They're no worse off than wizards, maguses and alchemists as they all have to deal with a paper spell/formula book.

The main difference being that spellcasters will usually have a dry place to prepare and pockets of air can be found around the region, while gunslingers need a constantly non-wet environment.


Cuàn wrote:

There actually is HD-less lizardfolk printed by Paizo, though not official in the normal sense of the word: It is used as an example of how to use the race builder in the ARG (and it amounts to about the same level as normal PC races). You keep all natural attacks, get +2 Str and Con but only 1 NA and Hold Breath.

EDIT: If you give me a portable air bubble I'll play a Gunslinger :)
They're no worse off than wizards, maguses and alchemists as they all have to deal with a paper spell/formula book.

Thanks for the heads-up. Here it is (from pg 226 of the ARG):

LIZARDFOLK
Type: Humanoid (reptilian) 0 RP
Size: Medium 0 RP
Base Speed: Normal 0 RP
Ability Score Modifiers: Flexible (+2 Str, +2 Con) 2 RP
Languages: Xenophobic 0 RP (you start speaking Draconic only, so you will need to find a way to speak common-and INT of 12 will work)

Racial Traits
Defense Racial Traits: Natural armor (+1 Nat Armor) 2 RP
Movement Racial Traits: Swim 2 RP (You get a 30ft swim speed)
Offense Racial Traits
Bite 1 RP (1d4 bite)
Claws 2 RP (1d4 claws)
Total 9 RP

Would probably be the closest thing to an official Paizo lizardfolk PC race.


FiddlersGreen wrote:
Cuàn wrote:

There actually is HD-less lizardfolk printed by Paizo, though not official in the normal sense of the word: It is used as an example of how to use the race builder in the ARG (and it amounts to about the same level as normal PC races). You keep all natural attacks, get +2 Str and Con but only 1 NA and Hold Breath.

EDIT: If you give me a portable air bubble I'll play a Gunslinger :)
They're no worse off than wizards, maguses and alchemists as they all have to deal with a paper spell/formula book.

Thanks for the heads-up. Here it is (from pg 226 of the ARG):

LIZARDFOLK
Type: Humanoid (reptilian) 0 RP
Size: Medium 0 RP
Base Speed: Normal 0 RP
Ability Score Modifiers: Flexible (+2 Str, +2 Con) 2 RP
Languages: Xenophobic 0 RP (you start speaking Draconic only, so you will need to find a way to speak common-and INT of 12 will work)

Racial Traits
Defense Racial Traits: Natural armor (+1 Nat Armor) 2 RP
Movement Racial Traits: Swim 2 RP (You get a 30ft swim speed)
Offense Racial Traits
Bite 1 RP (1d4 bite)
Claws 2 RP (1d4 claws)
Total 9 RP

Would probably be the closest thing to an official Paizo lizardfolk PC race.

Here's the condensed version:

LIZARDFOLK
Type: Humanoid (reptilian)
Size: Medium
Base Speed: 30ft, Swim 30ft
Ability Score Modifiers: +2 Str, +2 Con
Languages: Draconic, can pick common as a bonus language if you have an INT bonus (recommended!)
Natural armor: +1
Natural Attacks: Bite (1d4), Claw x 2 (1d4)


Thanks for sharing this Fiddler.


O' Jack Rummer wrote:

To not take up a massive paragraph, the Lizardfolk is a cool idea and I'm definitely not against it but as a CR 1 base creature, adding 4 levels of characters actually makes you CR 5, which is the equivalent of a 6th level character. One less level and this would be fine.

As well, watch your point buy, I'll check it out after.

Nothing seems to forbid the use of armor though, but with that 1 less level I think it'd be fine

So for Zissren the stat breakdown is as follows:

Strength 16 (14 pointbuy + 2 for racial) 5pt
Dexterity 14 (14 pointbuy) 5pt
Constitution 14 (12 pointbuy + 2 for racial) 2pt
Intelligence 12 (14 pointbuy - 2 for racial) 5pt
Wisdom 18 (15 pointbuy + 1 stat for level 4 + 2 for magic item) 7pt
Charisma 11 (11 pointbuy) 1pt

Total points: 25pts.

As for CR / Class levels of monsters I would take a look at Monsters as PC's Specifically Treat the monster's CR as its total class levels

I think that 5 natural armor is very strong, but I couldn't justify losing two character levels for what it provides, especially so, since by taking a monstrous race I would be losing access to 3rd level spells.

Let me know what you think. I spent a few hours working this guy up and I hate to scrap him, however if you are opposed to it, I do have a Elf Aquatic druid I was working up as well that wields a net and trident


Update
Please read carefully!

I'm going to wait until 00:00 my time here (GMT -05:00, Eastern Time, U.S and Canada, it is presently 1:22) before making the final selection. Characters must be finished, minus equipment. Equipment must be purchased before tomorrow 00:00, that is 24h after the character selection as the first post of gameplay will begin at that time.

Modifications to characters can be made all the way until 11:00. This leaves me with an hour to go over the characters and select the finalists.

All characters must have the following information in their alias if they are chosen in the following way:

(Gender Race Class Level -- hp X/X, Fort +X, Ref +X, Will +X, Init +X, Per +X, AC 18, Touch 14, F-F X, Swim +X)

I'm looking at around 6 players for this campaign, and to those of you who have applied and were not chosen I apologize. I nevertheless start campaigns at regular intervals as time frees up or as previous campaigns die horrible deaths.

Current Ruleset
As this is a PbP, I understand the complexity of playing in an underwater campaign. As such, we will need to be lax on some rules while upholding certain other rules.

Breathing:

When underwater, please put the following at the top of each post:

Breath: X Rounds
Movement (Either Swimming or Walking)

Remember, you can hold your breath for 2 x Constitution Score Rounds and every standard or full-round action reduces this by 1 round.

Underwater Combat

Aside from the RAW, which has been posted before, we need to consider depth during combat. As such, when in combat underwater, your character will have a number in brackets beside his letter (A-F). This is the current depth of that character, item, etc.

Ex. You (A) are fighting a Sahuagin at 120 ft. He is in shallower water at 100 ft. On the map, you will have the following notes in your current location: [A (120)] while he will have [Sahuagin (100)]. This should keep us less confused as to where in the water the enemy is.

We will only use this in combat, the rest of the time it will be too hard to manage.

Travelling and Exploring
When exploring underwater and without a map, it's hard to calculate remaining breath so set locations will be X ft. away from each other, letting you know how much air you have left. Encounters with monsters can happen anywhere from point A to point B so we'll be able to determine remaining breath.

15 levels of this?
Put simply, no.

The breathing and movement will seriously only be at the lowest levels (5,6 and maybe 7). From there, this will no longer be a problem and the focus will switch from survival and exploration to finally getting a grip on what is actually going on in the deeps.

I apologize for the long post.


Zissren Daggermaw wrote:
O' Jack Rummer wrote:

To not take up a massive paragraph, the Lizardfolk is a cool idea and I'm definitely not against it but as a CR 1 base creature, adding 4 levels of characters actually makes you CR 5, which is the equivalent of a 6th level character. One less level and this would be fine.

As well, watch your point buy, I'll check it out after.

Nothing seems to forbid the use of armor though, but with that 1 less level I think it'd be fine

So for Zissren the stat breakdown is as follows:

Strength 16 (14 pointbuy + 2 for racial) 5pt
Dexterity 14 (14 pointbuy) 5pt
Constitution 14 (12 pointbuy + 2 for racial) 2pt
Intelligence 12 (14 pointbuy - 2 for racial) 5pt
Wisdom 18 (15 pointbuy + 1 stat for level 4 + 2 for magic item) 7pt
Charisma 11 (11 pointbuy) 1pt

Total points: 25pts.

As for CR / Class levels of monsters I would take a look at Monsters as PC's Specifically Treat the monster's CR as its total class levels

I think that 5 natural armor is very strong, but I couldn't justify losing two character levels for what it provides, especially so, since by taking a monstrous race I would be losing access to 3rd level spells.

Let me know what you think. I spent a few hours working this guy up and I hate to scrap him, however if you are opposed to it, I do have a Elf Aquatic druid I was working up as well that wields a net and trident

Ah, I think I did not account for the magic item when I tried to work out your point buy. My bad.

I actually think the idea of the lizardfolk cleric was rather interesting, though I'd recommend you try the lizardfolk PC race proposed in the ARG. It'd cause the least contention about balance, and you get to start as a 5th level cleric. But choice is all your's.


Zissren Daggermaw wrote:

So for Zissren the stat breakdown is as follows:
Strength 16 (14 pointbuy + 2 for racial) 5pt
Dexterity 14 (14 pointbuy) 5pt
Constitution 14 (12 pointbuy + 2 for racial) 2pt
Intelligence 12 (14 pointbuy - 2 for racial) 5pt
Wisdom 18 (15 pointbuy + 1 stat for level 4 + 2 for magic item) 7pt
Charisma 11 (11 pointbuy) 1pt

Total points: 25pts.

As for CR / Class levels of monsters I would take a look at Monsters as PC's Specifically Treat the monster's CR as its total class levels

I think that 5 natural armor is very strong, but I couldn't justify losing two character levels for what it provides, especially so, since by taking a monstrous race I would be losing access to 3rd level spells.

Let me know what you think. I spent a few hours working this guy up and I hate to scrap him, however if you are opposed to it, I do have a Elf Aquatic druid I was working up as well that wields a net and trident

I'll let you keep the character as is, but I feel that the +5 natural armor bonus is too strong, as all Lizardfolk NPCs I've seen usually go with wearing bracers of armor and not actual armor. To be fair, I'll leave the character as is, but we'll discuss appropriate natural armor bonuses. Not trying to be unfair here, just worried about not being able to hit you.

So we'll keep this as a 4th level character alright?

EDIT: Unless you're open to the idea of switching to the ARG Lizardfolk.


I'd love to tag along, like mentioned before. Thinking of making a Grippli Stormborn Sorcerer, but might go Crossblooded and grab Empyreal as well.


Cuàn wrote:
I'd love to tag along, like mentioned before. Thinking of making a Grippli Stormborn Sorcerer, but might go Crossblooded and grab Empyreal as well.

Then feel free to provide your alias before 11:00 tonight so I can look everything over.

Lantern Lodge

Ol' Jack Rummer wrote:

Update

(Gender Race Class Level -- hp X/X, Fort +X, Ref +X, Will +X, Init +X, Per +X, AC 18, Touch 14, F-F X, Swim +X)

What is "F-F X"?


1 person marked this as a favorite.
Tuillen Aelethsyl wrote:


What is "F-F X"?

A popular video game from the Square Enix series "Final Fantasy", depicting the story of a time-traveling spiky-haired blonde kid traveling around slaying monsters and fighting his dad who is trapped in a giant whale that forces him to destroy the world.

Also, it can mean "Flat-Footed"


Man this sounds super interesting, but I'm having trouble coming up with a character concept I like and I've got some RL stuff coming up that may intrude. Sadly, I'm going to withdraw from consideration. Have a great time, all!


Ol' Jack Rummer wrote:

I'll let you keep the character as is, but I feel that the +5 natural armor bonus is too strong, as all Lizardfolk NPCs I've seen usually go with wearing bracers of armor and not actual armor. To be fair, I'll leave the character as is, but we'll discuss appropriate natural armor bonuses. Not trying to be unfair here, just worried about not being able to hit you.

So we'll keep this as a 4th level character alright?

EDIT: Unless you're open to the idea of switching to the ARG Lizardfolk.

For your convenience.

In his current version, comapared to what he would be if he used the ARG Lizardfolk, Zissren essentially gets the following in place of a class level:

2 hit die (functionally +1 BAB, 2d8+twice CON for hp, 4+twice Int bonus skill points, earlier access to feats and stat gain)
+4 Natural Armour
-2 INT
15 ft reduction to swim speed

Due to the +1 BAB, I recommend using a level in a warrior class as a benchmark.
As a rough estimate, I'd recommend reducing the total natural armor bonus to +1, or reducing the number of humanoid hit die to 1 and reducing the natural armor bonus to +3.

Drake Rainser wrote:
Tuillen Aelethsyl wrote:


What is "F-F X"?

A popular video game from the Square Enix series "Final Fantasy", depicting the story of a time-traveling spiky-haired blonde kid traveling around slaying monsters and fighting his dad who is trapped in a giant whale that forces him to destroy the world.

Also, it can mean "Flat-Footed"

Heh. Thanks. Now could you also tell me how to post all that info beside my alias? XD


MyTThor wrote:
Man this sounds super interesting, but I'm having trouble coming up with a character concept I like and I've got some RL stuff coming up that may intrude. Sadly, I'm going to withdraw from consideration. Have a great time, all!

Sad to hear it MyTThor, but thank you for letting me know in advance.


FiddlersGreen wrote:

Due to the +1 BAB, I recommend using a level in a warrior class as a benchmark.
As a rough estimate, I'd recommend reducing the total natural armor bonus to +1, or reducing the number of humanoid hit die to 1 and reducing the natural armor bonus to +3.

I find this fair, so I'll let Zissren choose what he prefers over +3 Natural Armor Bonus or drop to 1 Natural HD and a +3 Natural Armor Bonus.

As for the Alias, just put that information under Class/Levels of your alias profile.


FiddlersGreen wrote:


For your convenience.

In his current version, comapared to what he would be if he used the ARG Lizardfolk, Zissren essentially gets the following in place of a class level:

2 hit die (functionally +1 BAB, 2d8+twice CON for hp, 4+twice Int bonus skill points, earlier access to feats and stat gain)
+4 Natural Armour
-2 INT
15 ft reduction to swim speed

Due to the +1 BAB, I recommend using a level in a warrior class as a benchmark.
As a rough estimate, I'd recommend reducing the total natural armor bonus to +1, or reducing the number of humanoid hit die to 1 and reducing the natural armor bonus to +3.

This coming from the guy who has:

Fort +12, Ref +5, Will +13
Using Nature’s whisper: Use CHA instead of DEX for AC and CMD
10 first level spells (Zis can cast 5 1st level spells)
39 hit points (one less then Zissren)
A Initiative of +8 (six more than Zis)
Smite evil
AND... Craft Wondrous Item so his starting gold spent on wondrous items is 17,000gp

Fiddlers, I understand that the Lizardfolk Monstrous Race can be powerful. Knowing that I chose to reign in my choices in feats and classes. I feel that you are criticizing my character unfairly, especially so when I look at yours and see a ridiculous amount of min/maxing / triple classing and you have the gall to cry foul at me.


FiddlersGreen wrote:


Heh. Thanks. Now could you also tell me how to post all that info beside my alias? XD

Sure. When you make your profile, just enter the information requested in your "Class/Levels" bar.


Gentlemen, please no ranting. I have yet to check over every character as this will be done at 11:00. I'm checking things one by one, and as a monstrous race, yours was the first I checked.

There's no foul involved as long as no rules are broken, and until I check all the classes all my suggestions should be just that.

In fact, ix nay my original opinion. Leave your character as is, let me compare it with others and rather than weaken those I find overpowered, I'll enhance the ones who seem overshadowed.

Seriously, I've never found OP characters a problem and certainly not on PbP


Zissren Daggermaw wrote:


Fiddlers, I understand that the Lizardfolk Monstrous Race can be powerful. Knowing that I chose to reign in my choices in feats and classes. I feel that you are criticizing my character unfairly, especially so when I look at yours and see a ridiculous amount of min/maxing / triple classing and you have the gall to cry foul at me.

Mate, there's no need to get defensive or antagonistic. I was not crying foul, I was simply offering my analysis of the lizardfolk race compared to a class level, since the GM had expressed an opinion about it. I also think my analysis was fair and considered, rather than vindictive or spiteful.

I'll leave it at that, lest this turn into a squabble.


Nathaniel. wrote:

Okay, after reading over the swimming information i'm curious-

1. Does Darkvision work underwater?
2. Can we use goggles to increase/better our sight?
3. Is there a way we can stave off water pressure damage? Some sort of spell of piece of equipment?

I seem to have missed your questions!

1) Yes
2) No, this will work for troubled waters though.
3) Some spells but nothing obtainable at character creation.

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