GM Captain Trips - Dying Light Homebrew (Inactive)

Game Master Chad Newman

Dying Light Wiki Site
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M Male Gnome Alchemist 1 (mindchemist)

I think I still have a pile of gold to spend as well....


Gobbo!

A few things of note I wanted to point out:

- Once I have an idea of where everyone is staying I'll get that all entered for my records. Lodging does cost money, so give some thought to how much you are wanting to pamper yourself. These are numerous intangible and tangible benefits to what lifestyle you choose for yourself. A basic breakdown can be found HERE. As mentioned, these costs will be assessed during downtime only to minimize record keeping.

- Familiarize yourself with the Downtime Rules. These can be very useful, and you should have an idea of what you might be working towards with respect to these.

- Profession skills. One thing I didnt outline in my initial notes is the impact of profession skills. I use these as a sort of "catch all" skill for a player based on what the profession is. For example, you might not know much about the local military (Knowledge Local), but if you had Profession (Soldier) you could use that skill in its place. Many profession skills can have a broad range of practical applications, so be thinking about these if you have one.

- Make sure to check your characters on the wiki and let me know if I have anything incorrect. Everything should be accurate, but I want to double check.

- Please make sure you create a stat line for your character to include AC, HP, saves, CMD, perception, sense motive, initiative, and so on. If you have any questions on how to do this, you can look at any number of pbp profiles out there, most will have it. This helps because it displays above your avatar and makes it easier on me to quickly see certain stats for rolls and checks I might need to make for you.

I'm going to be working on your introductions today, and will be sending those out via PM as I get them completed. Once that is done we can kick off the start of the campaign which will be mostly roleplaying for a bit before anything heavy happens.

If any of you feel your characters would know each other prior to your blind introductions, please go ahead and work that out as well. Obviously this isn't a requirement.


Tree:
Plant companion (tree) | AC/T/FF 17/11/16 | hp 19/19 | Fort/Ref/Will +4/+4/+1 (-8 Ref when planted) | CMB +5, CMD 16 | Immune paralysis, poison, sleep, stun | Percept +6
Female gnome Unchained Summoner 3 | AC/T/FF 16/13/14 | hp 21/21 | Fort/Ref/Will +2/+3/+3 (+2 vs. illusions) | Hero Points: 1 | CMB +0, CMD 12 | summon nature's ally SLA 7/7 | Perception +8, Diplom +11

Updated character on wiki.

Trips, can you open the Gameplay thread and let us dot in there so that updates show up on our "My Campaigns" tab?


Gobbo!

Yep, give me a few and I'll get that opened.

Also, your formatting is killing me Tyler! Bah, get Hero Labs! :)


Female Human Skald (Ancestral Warrior) 2 -- HP 20 : AC 17 CMD 15 TAC 14 FAC 13 : F+5 R+4 W+3 : INIT+6 Perception+5
GM Captain Trips wrote:

Also, your formatting is killing me Tyler! Bah, get Hero Labs! :)

Did you mean me?

Coincidentally, my brother's name is Tyler.


Male Human

Speaking of connections between characters, Jonas' and Hanz's backgrounds seem to lend themselves well to such a thing.

On another note, I am planning on having Jonas take both the Minor Magic (probably acid splash for the sneak attack potential) and Major Magic (probably vanish for the invisibility) rogue talents, as their Unchained versions make them particularly worthwhile, especially when combined with the Bookish Rogue feat. It would also make sense considering his background and skill selection.

What I am wondering -and I could certainly do with some feedback- is if I should take it a step further and use Variant Multiclassing to gain wizard features? The cost is considerable as it amounts to five feats in the long run (at levels 3, 7, 11, 15, 19) in exchange for a familiar at 3rd, a school's 1st level power at 7th, a wizard cantrip at will at 11th, a wizard bonus feat or discovery at 15th and a school's 8th level power at 19th (the school in question would probably be conjuration, or rather its teleportation variant to be more precise). I will admit I am not really sold on it, but it is something I am toying with in my mind. Feedback and advice is not only appreciated, but highly sought after.


Gobbo!
Tsura Vhiski wrote:

Did you mean me?

Coincidentally, my brother's name is Tyler.

Sorry, no, I meant Penka. I was talking about the formatting of the character on the wiki. I'm kinda OCD when it comes to stuff like that :)


M Male Gnome Alchemist 1 (mindchemist)

To be fair, I don't use Hero lab either.


Female Human Skald (Ancestral Warrior) 2 -- HP 20 : AC 17 CMD 15 TAC 14 FAC 13 : F+5 R+4 W+3 : INIT+6 Perception+5
GM Captain Trips wrote:
Tsura Vhiski wrote:

Did you mean me?

Coincidentally, my brother's name is Tyler.

Sorry, no, I meant Penka. I was talking about the formatting of the character on the wiki. I'm kinda OCD when it comes to stuff like that :)

Gotcha. I see it on his profile now.

*continues reading wiki*


Gobbo!

I don't think using the alternate multi-class will really pay off, and for the most part I think its only a marginally decent system, but I did want to allow it. You could take a couple level dip in the class and get more for less. Giving up 5 feats is a huge commitment.

Even a single level dip really gives you far more than the variant system would, since you get 1st level spells right from the start.

I might even say that option would be better than taking major magic and minor magic if you are leaning that way. Armored spellcaster and some good armor and you'd be set. Look at using those rogue talents for things to improve sneak attack at range, provide additional flavor, etc.


Tree:
Plant companion (tree) | AC/T/FF 17/11/16 | hp 19/19 | Fort/Ref/Will +4/+4/+1 (-8 Ref when planted) | CMB +5, CMD 16 | Immune paralysis, poison, sleep, stun | Percept +6
Female gnome Unchained Summoner 3 | AC/T/FF 16/13/14 | hp 21/21 | Fort/Ref/Will +2/+3/+3 (+2 vs. illusions) | Hero Points: 1 | CMB +0, CMD 12 | summon nature's ally SLA 7/7 | Perception +8, Diplom +11

Check it now. I edited it to match Jonas' more closely.


Gobbo!

Another thought, you've got the charisma, so sorcerer or bard would even be an option. The nice thing about bard is you get to cast in armor instead of using feat investments. Take an archtype that flavors it to your liking, like Archaeologist.


Gobbo!
Penka "Prebleached" Bashment wrote:
Check it now. I edited it to match Jonas' more closely.

Better! And I just improved it even more :)


Gobbo!

Tossed up a Skill Matrix on the wiki.

Basically it shows that right now there are no party members with the following skills; Handle Animal, Knowledge Dungeoneering, Knowledge Engineering, Knowledge Geography, Knowledge History, Knowledge Planes, Linguistics, or Survival.

Just throwing this out there to help you all cover your bases. :)


M Male Gnome Alchemist 1 (mindchemist)

Didn't I put Fey Thoughts into Disguise as well as Stealth?


Gobbo!

Yes, but it doesn't look like you spent any skill points on it. :)


Male Human

Interesting suggestions indeed. And I must say, I have certainly decided not to go the Variant Multiclassing route, as it does indeed cost a bit much, at least in this case.

I do not think I will dip either, by the way. I generally try to avoid it unless I am going to be getting several levels in another class, but then it is not dipping. Besides, I want to try out the Unchained rogue and see what he is about, not to mention that postponing access to the Dex-to-damage part of the Finesse Training feature and the Debilitating Injury feature is not particularly appealing. :-)

Speaking of talents, I have some in mind, such as Minor Magic, Major Magic, Fast Stealth, Ninja Trick (Wall Climber), Ninja Trick (Hidden Weapons), Double Debilitation, Opportunist, as well as the ever useful Weapon Training, Combat Trick and Feat, not necessarily in that order.


Male Human

On the subject of skills, Jonas could take a skill point out of Spellcraft and put it in Knowledge (Dungeoneering). His Knowledge (Arcana) and Use Magic Device would still serve to reflect his training in the ways of magic as per his background, but his actual practical use of spells would be lacking, thus no Spellcraft, at least until grabbing relevant rogue talents (Minor Magic, Major Magic) and/or feats (Bookish Rogue), at which point I might put some points in it just to reflect his spellcasting and spellbook reading.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Well, the lodging cost is not so harsh, and Elxurian has a couple items which cannot be left unattended. They could be stolen while she's asleep or something like that. So, please upgrade her to the average lodging, to give her some minor safety. Plus, she's a woman, and not an ugly one in any case.

Regarding skills there's not much I could change, but maybe I could change my background profession (housemaid) to Knowledge (geography) to help the group in that, if you don't mind. After all, Elxurian had her share of wandering, getting to know some places, and it would be good to keep that knowledge up to date, even if it's not a class skill.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

I've also changed her silver holy symbol to a wooden one, to give her some more cash to avoid problems with lodging.


Gobbo!

Keep in mind that you all will likely have earned some decent coin before we get to the first downtime event, so any lodging costs until then are basically on credit. No need to spend anything yet.

I'm fine with Knowledge Geography as a background skill selection.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

So one more is covered, I've got an impressive trained bonus of +2 to help us!


Gobbo!

Shops are now stocked! :)


M Male Gnome Alchemist 1 (mindchemist)

I've always loved the alchemist stuff in this game. Too bad a swashbuckler really has no need for Quick Freeze oil or anything like that.

Maybe I'll multi-class in alchemist!


Gobbo!

Someone else mentioned that as well at one point, but I don't recall who it was. Penka maybe?

Alchemists are fun :)


M Male Gnome Alchemist 1 (mindchemist)
GM Captain Trips wrote:

Someone else mentioned that as well at one point, but I don't recall who it was. Penka maybe?

Alchemists are fun :)

You are supposed to say, "Quarick, multi-classing as an alchemist is inefficient and non-optimum," Not encourage me.


Gobbo!
Elxurian wrote:
So one more is covered, I've got an impressive trained bonus of +2 to help us!

I probably failed to mention this, and its my fault. Background skills are considered class skills.


Male Human

Oh? Well, that is good to know. :-)


Gobbo!
Quarick Frezhal wrote:
You are supposed to say, "Quarick, multi-classing as an alchemist is inefficient and non-optimum," Not encourage me.

No, my job is to tell you that while a swashbuckler is probably not the best mix with an alchemist, it would be a wonderful pairing with magus! :P

I don't make optimum and efficient characters personally. I make fun stuff!


Tree:
Plant companion (tree) | AC/T/FF 17/11/16 | hp 19/19 | Fort/Ref/Will +4/+4/+1 (-8 Ref when planted) | CMB +5, CMD 16 | Immune paralysis, poison, sleep, stun | Percept +6
Female gnome Unchained Summoner 3 | AC/T/FF 16/13/14 | hp 21/21 | Fort/Ref/Will +2/+3/+3 (+2 vs. illusions) | Hero Points: 1 | CMB +0, CMD 12 | summon nature's ally SLA 7/7 | Perception +8, Diplom +11

Yeah I'm actually considering the Cleric Variant Multiclassing for Penka to take a nature-themed domain. I wish Druid gave Wild Shape earlier instead of a companion (which I wouldn't want to get since I already have an eidolon). Perhaps I can come up with a different way to get some nature-domain-like powers through feats instead.


Male Human

Perhaps the Eldritch Heritage feat chain with the Verdant bloodline or the Groveborn wildblooded variant if permitted?


Tree:
Plant companion (tree) | AC/T/FF 17/11/16 | hp 19/19 | Fort/Ref/Will +4/+4/+1 (-8 Ref when planted) | CMB +5, CMD 16 | Immune paralysis, poison, sleep, stun | Percept +6
Female gnome Unchained Summoner 3 | AC/T/FF 16/13/14 | hp 21/21 | Fort/Ref/Will +2/+3/+3 (+2 vs. illusions) | Hero Points: 1 | CMB +0, CMD 12 | summon nature's ally SLA 7/7 | Perception +8, Diplom +11

Not a bad idea, though I could just do Sorcerer Variant Multiclasss instead and eventually get more bloodline powers without having to spend a feat on Skill Focus. That might be what I go with. :)

EDIT: And that will also feed into the whole idea that I have of Penka being super nature-themed but only good with Arcane magic, always confused by divine magic. I love it.

Penka is officially going to Variant Multiclass as a Sorcerer with the Verdant bloodline! :)


Gobbo!
Penka "Prebleached" Bashment wrote:

Not a bad idea, though I could just do Sorcerer Variant Multiclasss instead and eventually get more bloodline powers without having to spend a feat on Skill Focus. That might be what I go with. :)

EDIT: And that will also feed into the whole idea that I have of Penka being super nature-themed but only good with Arcane magic, always confused by divine magic. I love it.

Penka is officially going to Variant Multiclass as a Sorcerer with the Verdant bloodline! :)

coughwannabedruidcough


Tree:
Plant companion (tree) | AC/T/FF 17/11/16 | hp 19/19 | Fort/Ref/Will +4/+4/+1 (-8 Ref when planted) | CMB +5, CMD 16 | Immune paralysis, poison, sleep, stun | Percept +6
Female gnome Unchained Summoner 3 | AC/T/FF 16/13/14 | hp 21/21 | Fort/Ref/Will +2/+3/+3 (+2 vs. illusions) | Hero Points: 1 | CMB +0, CMD 12 | summon nature's ally SLA 7/7 | Perception +8, Diplom +11

Well yeah, if you'd let me I would take VMC druid (Treesinger) instead so I have TWO plant companions, but that would probably be a bit ridiculous and doesn't work by RAW anyway. LOL


Gobbo!

I reserve the right to slap the PFS hammer on any summoners, restricting the maximum number of companions on the virtual table to one! :)


Tree:
Plant companion (tree) | AC/T/FF 17/11/16 | hp 19/19 | Fort/Ref/Will +4/+4/+1 (-8 Ref when planted) | CMB +5, CMD 16 | Immune paralysis, poison, sleep, stun | Percept +6
Female gnome Unchained Summoner 3 | AC/T/FF 16/13/14 | hp 21/21 | Fort/Ref/Will +2/+3/+3 (+2 vs. illusions) | Hero Points: 1 | CMB +0, CMD 12 | summon nature's ally SLA 7/7 | Perception +8, Diplom +11

And if I were the GM I'd do the same damn thing. LOL


M Male Gnome Alchemist 1 (mindchemist)

I also like that we have two very different gnomes in the party.


Gobbo!

And they are male and female! Its a looooove connection! :P


M Male Gnome Alchemist 1 (mindchemist)
GM Captain Trips wrote:

And they are male and female! Its a looooove connection! :P

Romance and RPGs don't really mix. Besides, it would be be weird to RP a romance since I'm a very staid married man IRL. Not something I'm looking for.

That said, she has a tree chaperon.


Gobbo!

Hah, you wouldn't like the goblin game then. I wouldn't call it romance, but Penka's character has already had the "boom boom" with like two of the other characters, plus the main NPC boss, and lord knows who else. She's a bit of a floozy. :P


Female Human Skald (Ancestral Warrior) 2 -- HP 20 : AC 17 CMD 15 TAC 14 FAC 13 : F+5 R+4 W+3 : INIT+6 Perception+5

Matchmaker, matchmaker, make me a match.


Gobbo!

And the first gameplay post is now up.

As I said, this part is basically going to be a roleplaying piece. Time to get introduced to one another and figure out things! Until the time is right, I will be staying out of the gameplay, so please feel free to drive the action for now!


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

All right, let's take a look!


Male Dwarf (Pahmet) Inquisitor (Witch Hunter) 2
Stats:
HP: 17/17 | AC/T/FF: 18/12/16 | Fort +4 Ref +2 Will +6 | CMD: 14 (18 against bull rush, trip) | SR 7 | Perc +8, SM +9 | Init +5

Trips, was there anything else you needed to know about Hanz, build-wise? I think he's pretty complete...

Only question I had for you was to confirm that you're ok with my using the Trap subdomain, since I noticed that it's not listed on Hanz's wiki page. I'll stick with the straight Artifice if you'd prefer, but I'd reeeeaaally love the ability to make those spell-stealing traps... :D

And rest assured, Hanz will be grabbing a repeating crossbow just as soon as he can get his grubby little mitts on one. >:D

As far as lodging goes, if we're assuming that the characters have a regular income in addition to their starting gold, Hanz is probably in Average accommodations. Staying in the foreign quarter, in an inn called (let us say) the Red Chamberlain, near the border of the Coins. I'd imagine Hanz has been there just long enough, at this point, to gain his "citizenry protection..."

And now, on to Gameplay!


Male Human

Alright then. I got Pathfinder Unchained for my Hero Lab and have finally made Jonas. After purchasing his various starting gear, he appears to have 6 gp, 1 sp and 6 cp left, which I have checked a couple of times, so they seem about right. Also, it appears that due to one of the updates, you are now allowed to choose from a wider array of starting clothing, the pickpocket's outfit among them, so there is that going for it.

I will be editing the Wiki, if you do not mind, and then I will be going over to the Gameplay thread.

Edit: Oh, almost forgot. Jonas will be staying at The Murdered Mare in Average accomodations.


Gobbo!

@Hanz - I'll go ahead and allow the Trap domain. It fits the character and is probably a little less useful than the 8th level power of the artifice domain anyway. I'll make the needed adjustments. Otherwise I think you are squared away!

@Jonas - Feel free to update the wiki whenever you choose. Those pages I don't want modified are protected, everywhere else is free for you all do with as you will.


Gobbo!

I'm in a rather long meeting this morning. Please feel free to carry on in the gameplay thread. Once you all have reached a decision on guard duties, and are satisfied with your introductions, I will give the scene a nudge. I definitely want you to have time to play out your meeting.


Gobbo!

Completely unrelated to the game, but something of note for Jonas. My wife has a level 10 rogue in PFS and got to do a rebuild of her character for free with the release of Pathfinder Unchained. I cannot begin to tell you how much better her character is now with the changes. She went from a fairly decent melee combatant to an absolutely devastating one. Double dehabilitation cannot be understated.

Spring attack rogue with the scout archtype. She moves 10 feet, applies sneak attack without needing a flank, and gives the enemy a -2 to hit and -2 to AC, -6 to hit and -6 to AC against her. Its just cruel. Next level she picks up the sneak attack rogue trait that deals 2 STR damage with each sneak attack (using her feat for an additional rogue trait).

I was blown away by the difference in her character. I'm really liking the unchained rogue differences.


Male Human

I find I rather like rogues, even if they are a bit underpowered, or were until the Pathfinder Unchained release anyway. So any improvements made to them are always welcome. :-)

I did briefly consider sticking an archetype on the Unchained rogue, but ended up deciding against it. I considered losing Trapfinding (both the bonuses and the ability to disable magical traps) and Danger Sense (especially the Perception bonus to avoid getting surprised part of the latter) not entirely prudent, Jonas being the skill and trap disabling guy and all.

I do have another Unchained rogue in mind that I want to try out at some point, an elf with the Swashbuckler archetype and an elven curve blade, possibly with fighter as secondary class via variant multiclassing (between the swashbuckler rogue's Weapon Training, Combat Trick x2 and Feat talents, losing five feats may be doable). Obviously a more combat-oriented kind of rogue, but should be interesting if I get to play him.


Male Human

Oh, in case you were wondering, I was considering the Knife Master (Sleight of Hand bonus to conceal daggers, d8 when sneak attacking with daggers, AC bonus vs. light blades) and Scout archetypes (sneak attack when charging or moving more than 10 ft.). But as I said, not sure if it would be worth it to sacrifice Trapfinding+Danger Sense and Uncanny Dodge+Improved Uncanny Dodge respectively.

Still, your story of your wife's rogue certainly makes it enticing; you just haaad to share that with me, huh? :-P

Any feedback? It would make Jonas more combat-worthy, true, but losing the ability to disarm magic traps could prove bothersome (the various bonuses from Trapfinding and Danger Sense not so much actually, while Uncanny Dodge and its Improved big brother are hardly irreplaceable methinks).

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