GM Cello |
Hello, and welcome to the game!
If you haven't yet finished creating your character, please do so using the criteria listed below.
Character Creation]
-Players will start at 1st level.
-Any non-evil alignment is allowed
-20-point ability buy
-Max HP for your class
-2 traits - one MUST be a campaign trait
-Max starting gold for your class
-Core races only
-All Paizo-created classes are allowed
I've noticed in some other games that players will put some stats (AC, saving rolls, Initiative, etc.) below their name. I have no idea how to do that, but it'd be really helpful - can someone share how that's done?
Also, I'm not sure how I'm going to handle maps and other files yet. I'm thinking either Google Drive or Dropbox - any other good solutions you've seen on the boards here?
Finally, how would the group here prefer to handle initiative? I've found that individual initiative gets a little hairy when it comes to PbP games, but I'm not sure I've found a better solution. Again, any suggestions based on prior experience?
Please let me know if you have any questions.
I can't wait to get started!
Altus Lucrim |
If chosen to participate this would be my ideal character concept, and while subject to GM approval I am not so secretly hoping that I get in.
Half-Elf Alchemist 1
LN Medium Humanoid (elf, human)
Init +4; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +5, Ref +4, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee Spear +2 (1d8+3/x3)
Ranged Bomb +3 (1d6+2 Fire/x2)
Special Attacks bomb 1d6+2 (3/day) (dc 12)
Alchemist Spells Prepared (CL 1):
1 (2/day) Shield, Cure Light Wounds
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Statistics
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Str 14, Dex 14, Con 16, Int 14, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Brew Potion, Point Blank Shot, Skill Focus (Craft [alchemy]), Throw Anything
Traits Elven Reflexes, Younger Sibling (Ameiko) (Ex)
Skills Acrobatics +0, Climb +0, Craft (alchemy) +9 (+10 to create alchemical items), Disable Device +4,
Escape Artist +0, Fly +0, Knowledge (arcana) +6, Knowledge (nature) +6, Perception +6, Ride +0, Stealth
+0, Swim +0, Use Magic Device +4; Racial Modifiers +2 Perception, alchemy +1
Languages Common, Elven, Hon-La, Tien
SQ arcane training, elf blood, half-elf alchemist, mutagen (dc 12)
Combat Gear Mutagen: +4 STR, -2 INT, +2 Nat AC, Alchemist's fire (2); Other Gear Lamellar (leather)
armor, Spear, Thieves' tools, 18 GP
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bomb 1d6+2 (3/day) (DC 12) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Half-Elf Alchemist Add +1 foot to the range increment of the alchemist's thrown splash weapons
(including the alchemist's bombs). This option has no effect unless the alchemist has selected it 5 times
(or another increment of 5); a range increment of 24 feet is effecti
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for
10 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Younger Sibling (Ameiko) (Ex) +1 vs foes threatening sibling
Caerwyn Callandriil |
Thanks for the selection, hopefully I won't doom this game as well. I agree that the GM should roll for everyone's initiative at the start of combat, that usually works best otherwise you're waiting for everyone to roll, then post, and the sort out who goes first, etc. With people spread across different time zones as well different continents it can take a couple of days to sort it all out.
Caerwyn is almost ready to go just need to pick his gear and he'll be good to go.
Terflynn |
I agree with the GM rolling init, but I would point out that it's usually best to just break it into "players" and "enemies", rolling once for all the baddies. That way you can handle all of the enemy action in one post, then the party can post as they are available. Then enemies, then party, and so on.
To add stats below your name, you just use the "Race" and "Classes/Levels" lines in the profile. Here's how it is for Terflynn:
Race - Human Witch 1 - Init +3 - HP: 11/11, - AC: 14/T: 13/FF: 11 - Perception: +0
Classes/Levels - F: +2/R: +3/W: +2 - CMB: +0 - CMD: 13, Speed: 30ft
Cally Pertwee |
Hiya everyone!
I've got a different format for the stat bar below my name, which was the one specified by my first PbP GM. I can rearrange the order to suit what you'd like to see GM Cello, or use another format if you'd prefer.
I use the 'Class/Levels' field on the profile page and insert the following, entering race and gender in their respective fields as normal:
[Alignment][Class][Level]|[AC][Touch AC][Flat-footed AC]|[HP remaining/HP maximum]|[Fortitude Save][Reflex Save][Will Save]|[Initiative]|[Perception]
Which once filled in for Cally will read below her name as follows:
F Halfling NG Bard L1|AC16 T14 FF13|HP9/9|F+1 R+5 W+2(+4)|Init+3|Perc+5
As for initiative, I agree with everyone above; having the GM roll all initiatives at the start of combat seems to work best.
Ruhk "The Dandy" |
Another question that might be good to ask now is how to handle HP at level ups. The options I've seen so far are:
A: Straight roll.
B: Take average.
C: Half roll/half gain, so a d8 would become a d4 + 4.
D: Max hd -2, a d8 gives 6, a d10 gives 8.
Cally Pertwee |
Another question that might be good to ask now is how to handle HP at level ups. The options I've seen so far are:
A: Straight roll.
B: Take average.
C: Half roll/half gain, so a d8 would become a d4 + 4.
D: Max hd -2, a d8 gives 6, a d10 gives 8.
Um, I'd just assumed that it'd be take the average of your HD each level, rounded up; so 4hp for a d6, 5hp for a d8, 6hp for a d10, etc.
Caerwyn Callandriil |
What I've usually done is allow the players to roll for their hit points. If the roll is the average or below for their hit dice (rounded down) then take the average (again rounded down) if it's above the average then so much the better.
I also use something like this when we enter combat to try and keep everything right there in the post.
Round #:
Initiative:
Perception:
Hit points:
AC: ; Touch: ; Flat-Footed:
Fortitude: ; Reflex: ; Will:
CMD:
Condition:
Terflynn |
I've seen people put that kind of thing into a status spoiler, but spoiler or not that's extra work both for the person making the post and the person reading it. And without a spoiler it's just eating up space. I think the Race/Classes/Levels solution is best, but I suppose that's personal preference.
Cally Pertwee |
Subject to GM approval, I've made a few minor changes to Cally's build; swapped around a couple of skill points (mostly so that I don't duplicate her Versatile performance skills at 2nd level), changed Lullaby for Read magic, and purchased some additional equipment since I'd underspent her starting funds by 30gp.
One question; does Ameiko speak Minkaian or Tien? Cally has put 1 point in Linguistics, mostly so that she can have learned some of the songs Ameiko sings at The Rusty Dragon in their original tongue, but I'm not clear which of the two languages is more appropriate for that.
GM Cello |
Hey-o! Glad to see most have checked in. We'll give our inquisitor until Monday before we find a replacement - I hate to act so quickly, but this game will not die before it begins!
Thanks for the tip on how to add the stats line. I don't really care the order or style of how you do it, as long as all the important info is included.
As for initiative, I'll definitely roll before combat, and we'll try a grouped style; that is, I'll roll for each player individually, the enemies as a group and any "special" bad guy individually. Any player with a higher init roll than the enemies can act in the order they post, then the enemies, and then all players with lower init. That gives some priority to higher initiative scores without punishing those who are able to check the boards regularly.
For HP, let's do as Caerwyn suggested - roll for it, but take the average if your roll is lower.
Finally, feel free to make any changes you want before I check your character sheet. I didn't review any of your character crunch when choosing you (apart from a light glance at your ability scores), so just let me know when you're done and ready for my final review.
@Cally - she speaks Tien.
Aldel Dresh |
I'm here. I kinda got caught up yesterday in trying to learn about classes in C++. I think I have the basics, but I'm still not sure on calling methods embedded in other classes.
Anyway, I'm looking forward to starting.
I shamelessly stole your format, Cally. I hope you don't mind.
Terflynn |
In fact, why do you have an ECB? It's not the best weapon for you since you don't finesse. Losing Skill Focus and 80gp on a sub-optimal weapon is kind of odd. Is it just for character? If you're planning on mostly single-classing you could ditch Multitalented and Ancestral Arms in favor of Drow Magic, which is a very cool class feature.
In OOP like C++ you would probably have to instantiate a new instance of the class or use an existing instance, and then call the method through that. Like:
object = new myClass;
object.myMethod;
In Java if you make the method static you can call it without an instance, like:
myClass.myMethod;
But static stuff can be confusing.
Caerwyn Callandriil |
That would make three of us then.
Aldel Dresh |
I'm not sure where I'm over, an Inquisitor has a max starting gold of 240, which is what I'm at.
As for the ECB, it's partly a character thing, and partly mechanical. When Aldel was originally made, his weapon of choice was a greataxe, because it just seemed to fit that he would carry a weapon with a wide variation in damage done, I switched to an elven curve blade because it's four less max damage for a much higher critical chance, which from my ignorance, seems like a better deal. There is also the fact that, judging by his weight, Aldel is more likely to be mistaken for human than an elf, and the weapon choice is his way of asserting which side he favors.
As for the C++ goes, it wasn't really the concepts involved as much as the syntax, and the fact that it's all black magic until I do it myself, and now I have.
Caerwyn Callandriil |
Okay, gear is done and ready to go.
Terflynn |
For some reason I was thinking average rather than max. Time to go shopping!
The way I do weapon calculations is to just multiply the crit range by the crit mod less one by the base avg damage & add that to base, so with the ECB that's (1d10=5.5) x 15% x (2-1=1) + 5.5 = 5.5x1.15x1 = 6.325 avg weapon damage. Depending on what your deity grants you, the next best the inquisitor gets is, say, a spear, at 1d8 & 20/x3, so 4.5x5%x2 + 4.5 = 5.95 avg weapon damage. At a difference of just 0.375, or 3/8 of a point of damage, the spear actually comes pretty close. You can make that a shortspear for brace and throwing fun, or make it a longspear and grab armor spikes for a wide threatened area. Or, you could pick up greatsword proficiency (deity favored weapon or ancestral arms) and do 2d6 + 19-20/x2, so 3.5x2x10%x1 + 3.5x2 = 7x10% + 7 = 7.7 average damage. At 1.375 more than the ECB, that's a significant damage output boost at level one. Of course it won't net you the battlefield control of a longspear, so it depends on how you want to run.
Aldel Dresh |
Hmm, that's a good point, I'll have to think about it. Anyway, if Ruhk has a particular reason for fancying Shalelu over Ameiko, then by all means, keep it. I don't mind a love triangle, even if I hate having to say that.
Ruhk "The Dandy" |
No, I've been involved in a real life love triangle, and I don't think I would be comfortable rpg something that might remind me of that.
I'll switch to Ameiko.
Also, I was considering adding the Bladebound archetype, but since this is my first time playing a magus it would make more sense to keep it simple to learn how it works. Make sense?
Terflynn |
I don't personally care much for the bladebound archetype. I think it takes more than it gives and adds an extra layer of complexity. I don't want to spend the game wrestling against my sword's will. I want my sword to cut the guy I swing it at, end of story.
However, I do think the Hexcrafter, Spellblade, Staff Magus, Kensai, and Soul Forger archetypes are worth checking out. I personally run a Hexcrafter/Staff Magus right now that I enjoy. Hexcrafter gets you more mileage later on since hexes can be used more than spells. Staff Magus is interesting, but difficult. Kensai is great if you want a mostly martial concept. Very good for getting weapon proficiency & focus at first level for free. A good start to a whip build, for instance. Soul Forger would be cool if you wanted to be the resident arms/armor crafter.
For the standard magus, the most common path is to go Dex, get Dervish Dance, and use Magical Lineage on Shocking Grasp. Works well, but it's a little overdone for my taste.
GM Cello |
I've given a high-level look over your character sheets and everything looks good. I didn't inspect your equipment, so please be honest about spending your gold.
This means that we are ready to start the game. Depending upon how long I can stay up tonight, expect the first game post tonight or tomorrow morning.
Also, until I give the say-so, you can make some tweaks to your character - including archetypes, Ruhk. That said, I wouldn't switch to the Bladebound archetype - much like Terflynn, I like Hexcrafter and Staff archetypes much better.
Terflynn |
I've been messing around with my inventory. I pre-crafted a few things, like a potion and some alchemical items. Nothing huge. I also bought a chest and filled it with things I wouldn't carry on my back, but that I'd want to have on a long trip. I gather we're in a caravan, so is it reasonable to assume I'll have a place to keep my trunk?
And do you mind my pre-crafting? You can see the items in my "Supplies" spoiler.
Cally Pertwee |
Perhaps I should have mentioned this before; just FYI I'm in Tasmania, Australia, so as I write this, I'm 17 hours ahead of anyone on the west coast of the US. That does mean that I'll sometimes be a little out of sync in posting, like last night, but I do try to check the boards at least twice a day, usually more often, so it hasn't been a big issue for the other games I've joined.
Caerwyn Callandriil |
Getting there is half the fun.
Caerwyn Callandriil |
No one wants to help a Rogue out and flank with me?
Caerwyn Callandriil |
It's been two weeks without a peep from the DM in any of his threads, so I think it's safe to call this one. ToD 08/22.