| Theorythmus |
Got some time to build further on my idea today.
And some more questions :
- You stated that encumbrance will be tracked to a minimal degree. What do you mean with this? Not counting clothing the person is wearing or just not constantly checking if everything is up to date?
- I am building my human to be native to the colony. What Alternate Racial traits would be applicable? (Mostly looking in the direction of the Hearth of the ... ones) as most others are not really tied to an area.
Current background concept is as follows :
He is a former task-master in one of the mines/areas the colony delved for gold. He tried to motivate the workers under him with words and care, but used his whip when necessary.
When he saw the seeds of an uprising he knew there would come a time he needed to choose. He knew whatever side he chose he would end up with trouble. He could loose his life and/or his job, so he chose neither and decided to get out of there. He found a group of people with similar ideas, albeit for other reasons ...
Let me know what you think :)
4d6 - 3 ⇒ (6, 3, 5, 4) - 3 = 15
4d6 - 2 ⇒ (4, 2, 5, 4) - 2 = 13
4d6 - 3 ⇒ (5, 5, 3, 3) - 3 = 13
4d6 - 1 ⇒ (1, 5, 1, 6) - 1 = 12
4d6 - 2 ⇒ (5, 2, 2, 4) - 2 = 11
4d6 - 1 ⇒ (1, 1, 5, 3) - 1 = 9
Hmm, I think I'm going to go for 25 point buy.
@Reckless, I noticed you and I have the same base character class combinations, but I have gone a very different route. Hope it won't diminish your chances of getting in as I think it would be interesting to see both in action & in a party due to the backgrounds. Although my performances wouldn't stack with yours but that's a minor detail I think :)
| GowWabber |
"Hey there! I was told to present my character sheet, but I can't find it at the moment. Maybe I lost it...."
Whack-a-Rogue here. Info's in the alias. All that's left is to purchase gear, but there won't be much. Probably just some food and assorted doodads. Let me know if you need anything else. :-)
| Balthe Synder |
ok crunch is done, I will need to update my backstory a bit, but this is the gist
The idea is that he is/was a bouncer. A lot of combat maneuvers, really works well with the possibility of all of you with rogue levels, reposition/trip/bullrush etc.
rushed backstory, mostly left it as it was from the shackles game, I think it still works, more of less.
Balthe aspired to be a monk of Irori. Where else could he do what he loved best-fight with his fists. The Religion was good, the fighting was good, the discipline? Not so good. The lack of drinking and gambling? Not so good. Being stuck in one place? Even worse. Balthe learned a bit then he was off traveling from town to town. Balthe followed the same pattern. Go to a new place, wind up in the docks, drinking and gambling. Get in fights until he finally lost and then get tossed into the drink. Swim around for a bit then go get a job as a bouncer at said bar, until the winds changed and it was time to move again. Usually Balthe would hang around for a few months, but in his last stop, things were different. So many people coming and going it practically is like being in a new town every couple of weeks. He enjoyed his life as a bouncer, until he was forced to take a side. He found himself wrapped up with his companions, after nights of drinking and laughing. Perhaps he should have tried to figure out who was most likely to win and hitched his wagon to them, but everyone makes poor choices every now and then. Luckily for him, he spent enough time in the drink that when he flew overboard in the wreck he managed to drag himself ashore.
| Bane88 |
4d6 ⇒ (2, 2, 3, 1) = 8 7
4d6 ⇒ (1, 3, 3, 5) = 12 11
4d6 ⇒ (5, 2, 1, 6) = 14 13
4d6 ⇒ (1, 5, 6, 6) = 18 17
4d6 ⇒ (4, 6, 4, 6) = 20 16
4d6 ⇒ (5, 2, 4, 4) = 15 13
Ok I think I have an Idea.
Gnome Sorcerer/Cleric of Sheylyn
Gnome cleric of Shelyn 5/sorcerer 5/gestalt 5
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
hp 38 (5d8+10)
Fort +6, Ref +2, Will +7; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d3-3/19-20)
Special Attacks channel positive energy 8/day (DC 17, 3d6), hatred
Spell-Like Abilities (CL 5th; concentration +10)
1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Bloodline Spell-Like Abilities (CL 5th; concentration +10)
8/day—laughing touch
Domain Spell-Like Abilities (CL 5th; concentration +10)
6/day—bit of luck, dazing touch
Sorcerer Spells Known (CL 5th; concentration +10)
2nd (5/day)—hideous laughter (DC 20), invisibility, mirror image
1st (8/day)—burning hands (DC 17), cause fear (DC 16), charm person (DC 17), entangle (DC 16), sleep (DC 19)
0 (at will)—dancing lights, mage hand, message, prestidigitation, resistance, touch of fatigue (DC 15)
Bloodline Fey
Cleric Spells Prepared (CL 5th; concentration +8)
3rd—create food and water, protection from energy[D], water walk
2nd—aid[D], charm animal (DC 16), cure moderate wounds, hold person (DC 18)
1st—charm person[D] (DC 15), charm person (DC 15), cure light wounds, cure light wounds, endure elements
0 (at will)—create water, light, mending, read magic
D Domain spell; Domains Charm, Luck
--------------------
Statistics
--------------------
Str 5, Dex 13, Con 15, Int 11, Wis 16, Cha 20
Base Atk +3; CMB -1; CMD 10
Feats Eschew Materials, Spell Focus (enchantment), Spell Focus (evocation), Spell Penetration
Skills Acrobatics +1 (-3 to jump), Bluff +13, Diplomacy +13, Intimidate +13, Knowledge (arcana) +4, Perception +5, Sense Motive +7, Spellcraft +5, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ gnome magic, woodland stride
Other Gear leather armor, dagger, 88 gp
--------------------
Special Abilities
--------------------
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 3d6 (8/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Dazing Touch (6/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Laughing Touch (8/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Woodland Stride (Ex) Move through undergrowth at normal speed.
| DM Stylz |
Already accepted peeps:
Dr. Buzzard / Nils the Roamer / Invulnerable Barb & Guide Ranger
Whack-a-Rogue / GowWabber/ Tattooed Rakshasa Sorcerer & Rogue
Theorythmus / No Name / Lore Warden Fighter & Bard
------------------------------------------
Potential Peeps:
DM Ashman / Ziago / Universal Wizard & ?
Reckless / Terimandra / Dervish Fighter & Dervish Bard
HighonHolyWater / No Name / Divine Tracker Ranger & Divine Hunter Paladin
fnord72 / No Name / Rogue & Wizard?
Dragonflayer / Hios / Zen Archer Monk & Cleric
MiniGM / Balthe Snyder / Monk & Brawler Fighter
Bane88 / No Name / Sorcerer & Cleric
| DM Stylz |
I mostly meant are there any "Heart of ?" traits that would not fit for someone being from Canorus?
One more question about mundane crafting in this game:
Can some of the mundane equipment we have be crafted (like our armor or weapons?) if we have the right tools/skills for them?
The only "Heart" that would not really fit is Heart of the Snows, otherwise I could see all of the fitting in with Canorus.
You can craft your starting gear if you wish, via the rules if you have the correct craft skills/artisan tools/wealth.
| DM Stylz |
Any thing I could do to improve my chances?
Buzz, runs a game I am in and has played in games I am in, and can speak to my reliability
Make a good backstory, I don't choose based on "balanced party mechanics", I chose on background, or what I think would make for goo roleplay. Besides, with gestalt, you shouldn't be lacking for anything anyways & I can adjust based on party makeup :)
| drbuzzard |
Yeah, MiniGM is a very reliable poster, so I will give him props. I do play in and run games with him involved. He will keep things moving, or at least give ample warning if he will have to be away.
I consider that a very valuable quality considering how many games I've seen disintegrate under the 'flake out' tendency which seems so common in PbP games. People come into a recruitment, write up an alias with a novella backstory, do a bunch of tavern role playing on the spot, and then in a week they have lost interest in the effort and never post again.
Personally, I try to recruit only people I know to be reliable in the first place rather than having to hope for the best. In one game I run, I've had so much musical chairs in the PCs that there is nobody who started it left. The current group though (including MiniGM) was recruited on reliability, and I expect them to go the distance.
Thus, unless you like to have to keep recruiting, I would spend a bit of effort on checking posting history of the people trying out for a game. Spotty, intermittent posting should be a red flag.
| Balthe Synder |
changed the story, and added a connection to Nils since he has already been accepted into the game
Balthe aspired to be a monk of Irori. Where else could he do what he loved best-fight with his fists. The Religion was good, the fighting was good, the discipline? Not so good. The lack of drinking and gambling? Not so good. Being stuck in one place? Even worse. Balthe learned a bit then he was off traveling from town to town. Balthe followed the same pattern. Go to a new place, wind up in the docks, drinking and gambling. Get in fights until he finally lost and then get tossed into the drink. Swim around for a bit then go get a job as a bouncer at said bar, until the winds changed and it was time to move again. Usually Balthe would hang around for a few months, but in his last stop, things were different. So many people coming and going it practically is like being in a new town every couple of weeks.
He enjoyed his life as a bouncer, and the last weeks before everything went to hell, he met a massive man named Nils, in the bar. Many a night they spent drinking, and on occasion Nils would help him toss a fellow into the drink. When everything did go bad, Balthe begged Nils to let him join him on his ship, luckily for him he relented and let him come along. He quickly found out that a sailors life is much different than a bouncers, but thankfully a strong back was all he needed to haul rope and swab the deck. Fate smiled on him again when the ship hit the rocks and he was thrown clear, and he managed to drag himself to shore, where he found Nils again and together they salvaged what little they could.
| DM Stylz |
Already accepted peeps:
Dr. Buzzard / Nils the Roamer / Invulnerable Barb & Guide Ranger
Whack-a-Rogue / GowWabber/ Tattooed Rakshasa Sorcerer & Rogue
Theorythmus / No Name / Lore Warden Fighter & Bard
------------------------------------------
Potential Peeps:
DM Ashman / Ziago / Universal Wizard & ?
Reckless / Terimandra / Dervish Fighter & Dervish Bard
HighonHolyWater / No Name / Divine Tracker Ranger & Divine Hunter Paladin
fnord72 / No Name / Rogue & Wizard?
Dragonflayer / Hios / Zen Archer Monk & Cleric
MiniGM / Balthe Snyder / Monk & Brawler Fighter
Bane88 / No Name / Sorcerer & Cleric
sarpadian / Dronk / Druid & Monk
| Theorythmus |
Well my character is shaping up well, only need to finish the background.
Here's the character sheet without background :
Male Human Gestalt
Fighter 5 (Lore Warden) / Bard 5
N Medium humanoid (Human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC : 19 | T : 15 | F : 14 (+3 Armor +1 Shield +5 Dex)
HP 39 (5d10+5)
Fort +5, Ref +9, Will +4; +4 vs. bardic performance, language-dependent, and sonic; roll twice on saves vs diseases, take the better result.
--------------------
Offense
--------------------
Speed 30 ft.
Melee Whip +12 (1d3+6 x2 | S)
. . Dagger +10 (1d4+1 19-20/x2 | S or P)
. . Rapier +10 (1d6+1 18-20/x2 | P)
Ranged +10 Chakram (1d8+1 x2 | 30 ft | S)
. . Dagger +10 (1d4+1 19-20/x2 | 10 ft | S or P)
+2 damage with Arcane Strike
--------------------
Statistics
--------------------
STR 12 DEX 20 CON 12 INT 13 WIS 10 CHA 14
BAB +5; CMB +8; CMD 23
Feats Weapon Focus (Whip), Weapon Finesse, Slashing Grace (Whip), Whip Mastery, Combat Expertise, Combat Reflexes, Arcane Strike, Improved Whip Mastery
Traits Fools for friends, Threatening Defender
ACP -0
Skills
FCB Skills
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int),Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str) and Use Magic Device (Cha).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
*Acrobatics [3]+3+5=11
*Appraise [1]+3+1=5
*Bluff [0]+0+2=2
*Climb [2]+3+1=6
*Craft(Armor) [1]+3+1=5
*Diplomacy [0]=10*
Disable Device [0] /
*Disguise [0]+0+2=2
*Escape Artist [1]+3+5=9
Fly [0]+0+5=5
*Handle Animal [1]+3+2=6
Heal [0]+0+0=0
*Intimidate [5]+3+2=10
*Knowledge(Arcana) [1]+3+1+2=7
*Knowledge(Dungeoneering) [2]+3+1+2=8
*Knowledge(Engineering) [1]+3+1+2=7
*Knowledge(Geography) [2]+3+1+2=8
*Knowledge(History) [2]+3+1+2=8
*Knowledge(Local) [2]+3+1+2=8
*Knowledge(Nature) [1]+3+1+2=7
*Knowledge(Nobility) [1]+3+1+2=7
*Knowledge(Planes) [1]+3+1+2=7
*Knowledge(Religion) [1]+3+1+2=7
*Linguistics [1]+3+1=5
*Perception [5]+3+0=8
*Perform(Oratory) [5]+3+2=10
*Perform(Act) [1]+3+2=6
*Profession(Taskmaster) [1]+3+0=4
*Ride [1]+3+5=9
*Sense Motive [0]=10*
*Sleight of Hand [1]+3+5+2=11
*Spellcraft [1]+3+1=6
*Stealth [1]+3+5+2=11
*Survival [2]+3+0(+4²)=5(9²)
*Swim [2]+3+1=6
*Use Magic Device [1]+3+2=6
*Versatile Performance : Perform(Oratory)
²Only in Urban/Underground settings.
Spells
Lvl 0 : Light, Detect Magic, Know Direction, Mending, Message, Spark
Lvl 1 (5/day) : Cure Light Wounds, Alarm, Detect Secret Doors, Enhance Water
Lvl 2 (3/day) : Blistering Invective, Bladed Dash, Tongues
SQ
Fighter
Scholastic (Ex) Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
Expertise (Ex) At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.
Maneuver Mastery (Ex) At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
Weapon Training (Ex) Flails +1
Bard
Bardic Knowledge (Ex)
Bardic Performance 14 rounds/day. countersong, distraction, fascinate, inspire courage +2, inspire competence +2.
Versatile Performance (Ex) Perform(Oratory) --> Diplomacy & Sense Motive
Well Versed (Ex)
Lore Master (Ex) 1/day.
Human
Heart of the Slums Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Languages Common, Undercommon, Infernal
MW backpack 50 GP | 4 lbs
whip 1 GP | 2 lbs
*extra whip 1 GP | 2 lbs
Chakram 1 GP | 1 lbs x 3
Dagger 2 GP | 1 lbs x 2
Rapier 20 GP | 2 lbs
Spring loaded Wrist Sheath 5 GP | 1 lb x 2
MW buckler (155 GP | 5 lbs) → self-crafted 51,67 GP
MW Studded Leather (175 GP | 20 lbs) → self-crafted 58,33 GP
*artisan’s tools (common) 5 GP | 5 lbs
spell component pouch 5 GP | 2 lbs
canteen 2 GP | 1 lb
belt pouch 1 GP | 0.5 lbs
signal whistle 8 SP | -
*Gear Maintenance Kit 5 GP | 2 lbs
*mess kit 2 SP | 1 lb
*tent, small 10 GP | 20 lbs
*bedroll 1 sp | 5 lbs
*blanket 5 sp | 3 lbs
*journal 10 GP | 1 lb
*Ink 8 GP | -
*Inkpen 1 SP | -
*Oil 1 SP | 1 lb x 3
*trail rations 5 SP | 1 lbs x 6
* items in/on backpack
Outside of combat he will be a jack-of-all-trades, master of none. In combat he will be focusing on battlefield control with his whip, doing some damage where possible & bardic performances when necessary. :)
Wulfgar Ivarson
|
Bwa Ha Ha little birrrrd told me comrades needed, thrrrrow spangenhelm in rrrring will I, Ha Ha Ha
I've been reading your post since the beginning, I originally did not want to bogart cleric with Dragonflyer1243 posting his cleric/monk. Since the party needs a cleric and there are now several in contention I decided to go ahead and enter Wulfgar. Since he was going to go cleric fighter this is a perfect opportunity for him to have the best of both worlds. If you liked his style pick him, if not I understand. I will role and update him with a separate non-PFS Alias, probably as Wulfgar Ivarsson, thanks for the consideration.
4d6 ⇒ (6, 1, 3, 6) = 16 - 1 = 15
4d6 ⇒ (5, 1, 3, 5) = 14 - 1 = 13
4d6 ⇒ (2, 6, 6, 1) = 15 - 1 = 14
4d6 ⇒ (5, 3, 6, 6) = 20 - 3 = 17
4d6 ⇒ (4, 5, 2, 1) = 12 - 1 = 11
4d6 ⇒ (1, 3, 1, 2) = 7 - 1 = 6
what is your rule on the dual talent alternate racial trait?
Lord Foul II
|
Very interesting camping concept
Hmm what to play I'm thinking adept for my NPC levels...
Do you allow third party? Because I have had a vivisectionist alchemist/machine smith (later tasking the prestige class transmechanical ascendant)
Party niche: melee, healing, 2ndary casting , trap finding.
His parents were refugees from numeria that in a stroke of bad luck settled here just in time for the upheavals, when he heard others were evacuating it didn't take much convincing for him and his parents to evacuate with them
Both of his parents were engineers, trained in the skill of alchemy and able to work a forge, his mother also had a small gift for divine magics
My character suffers from occasional bouts of "SRMD" or science related memetic disorder (aka mad science disorder) and is espically fixated on the androids and on organic humanoids that "the madness place", as he refers to it, believes are the two halves of a perfect being. Compared to most suffers of the disorder relatively common to numeria he is fairly well adjusted, capable of, most of the time, suppressing his disorder.
That being said, he does/will oblige his madness by dissection of many of his fallen foes, especially those who have especially weird anatomy or abilities.
Edit: never mind, core only.... Hmm tricky
| Wulfgar Ivarsson |
DM Stylz
this is my gestalt version of Wulfgar, I still need to get his spells for higher levels, will have that done Wednesday. I did not use the "dual talented" racial trait, decided I wanted the feat and skill instead. I did give him the "two-handed fighter" archetype. He will be the same character that was in "Master of the Fallen Fortress" I hope you enjoyed him, if not I understand. Thanks for the consideration.
| DM Stylz |
DM Stylz
I there any particular style you want in our PCs sheets? Thanks again for the consideration.
No, as long as it is legible; and I can see all the info I may need then use whatever format you prefer (herolab or bedtiary style, or free form is fine)
drbuzzard can attest I am fairly laid back and easy going as a GM :)
| TreasureFox |
"Soil! Oh sweet ground, how happy I am to finally be back on solid ground!"
Not that I would have betrayed my word, but don't think I enjoyed the trip. Seasickness wracked my stomach, being lost put me on edge, and arriving as one of very few survivors has left me feeling like a failure. My quest to protect this young woman has failed. Now I am on this forsaken land, but I will not be defeated. I will harness my strength, my cunning, and my faith. They will guide me through this land until one day, I can be greeted by the great golden horns of my people once again.
Female dwarf cleric (Forgemaster) / paladin (Stonelord) 5 Gestalt
LG Medium humanoid (dwarf)
Init +2; Perception +3
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +2Dex, +1 natural)
SR 10
hp 54
Fort +7, Ref +3, Will +7; Immune to fear
--------------------
Offense
--------------------
Speed 20ft.
Melee Masterwork Warhammer +8(1d8 +2(20x3))
Cleric Spells Known (CL 5th) All except alignment conflicts
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 13, Wis 16, Cha 12
Base Atk +5; CMB +7; CMD 19 (23 vs Trip, Bullrush)
Feats combat casting, combat reflexes, endurance, craft magic arms and armor, elemental channel (earth)
Traits craftsman (racial), magic resistant (racial), warsmith, steel skin, stalwart of the society, overprotective (drawback)
Racial Modifiers defensive training, stability, stonecunning, darkvision, hatred, weapon familiarity
Languages Common, Dwarf, Terran, Undercommon, Ancient Dwarf
Acrobatics -2,
Appraise +6,
Bluff +1,
Climb -2,
Craft Weapons +13,
Craft Armor +13,
Diplomacy +7,
Disguise +1,
Escape Artist -2,
Fly -2,
Handle Animal +1,
Heal +8,
Intimidate +3,
Knowledge Arcana +1,
Knowledge Dungeoneering +2,
Knowledge Engineering +3,
Knowledge History +5,
Knowledge Nobility +5,
Knowledge Planes +1,
Knowledge Religion +5,
Linguistics +5,
Perception +3*,
Profession (blacksmith) +9,
Ride -2,
Sense Motive +8,
Spellcraft +5,
Stealth -2,
Survival +3,
Swim -2;
*Does not include stonecunning ability
Masterwork Weapon Smith's Tools: 55gp
Masterwork Armor Smith's Tools: 55gp
Masterwork Self-Crafted Warhammer: 104gp
Cleric's Kit: 16gp
Self-Crafted Scale Mail: 20gp
I hope to play her in combat as a defender of her allies. Offering more of a physical shield rather than just healing. Out of combat, she will spend most of her time crafting if possible.
She is meant to be a stout mother bear, who thinks of her allies as her cubs. She is sweet, but strict, and will not hesitate to give you a good hard kick if you need it.
Thank you for your consideration, and I will provide a proper alias upon selection. Happy new year to you all!
| DM Stylz |
I would like to thank everyone for their submissions and patience in my selection process. There a many build that I think would be interesting an fun to see in a social dynamic, alas I cannot keep my sanity should I select everyone.
The chosen to join the other 3 shipwrecked are:
MiniGM / Balthe Synder / Brawler Fighter & Monk
Robert Henry /Wulfgar Ivarsson / Cleric & Two Handed Fighter
Will the two aforementioned vict...I mean shipwrecked please report to your island of doom. Along with the other three :)
Gameplay is open. Map to come soon.
May everyone find a home to become heroic asventurers in this new year.