| mittean |
I am interested in running a pbp of RotRL Anniversary.
I have some houserules I run with. They work magnificently well on table, so I'd like to try them in pbp. If you don't want to deal with house rules, please vamoose.
Also, I don't go for gamers who soliloquy. Please don't do speaches on every post, and never tell us what you are thinking. :)
Guidelines:
- 25 point buy.
- Anything Paizo, minus the ARG. If you really want to play a race, go ahead and submit...if I love it, you're in. But I tend to not like parties made up of half-birds, insect and cat people. The MIC and ToB. Anything else I'll do on a case by case basis.
- Max starting gold.
- First level.
- Two traits, and one campaign trait.
- Up to two flaws.
My house rules use Wound points and vigor, armor as DR, hero points, action points and more, advanced fumble systems and crit systems, and seperate magic systems. (Please don't "cast" your prayers at me. It's offensive). I'm considering using maptools, ttoprpg, or some other, to draw maps and move characters with lighting effects if needs be, with screenshots posted into google docs, so everyone can see maps. I'll take oppinions on that.
Anyway, I'll start with keeping this open until Sunday at midnight, MST. If it needs a longer soak, we'll see.
| scranford |
Here is my Aasiamar Cleric of Shelyn Abraham Silver. If accepted I will change him as needed for your campaign. I too am a big favor of get the point across posts.
Early History.
Vivanta struggled to catch her breath. Between the intense pains of impending childbirth, and the cold, driving rain, she was finding it difficult to keep her feet. The streets of Magnimar offered little comfort for one such as she during the best of times, and certainly not heavy with child, and obviously ill. It was much easier just to look the other way. Even the church of Pharasma had quickly considered and rejected her. It was her own fault. She hadn’t lived the most chaise life, and it was her fault that she hadn’t taken the potion to keep her from pregnancy. It was the call of the pesh, and she could not help but answer. ..But wait…there ahead in the darkness…a glow.
She fell. More than once, but kept moving forwards towards the glow. Closer, now she could see that it was only a statue. One of the statues of the Empyreal Lords…she used to know which one, but found it more difficult to remember things these days. And he seemed to be beckoning her forward. Finally after seemingly an eternity she arrived at the feet of the statue…and she felt the warmth. She lay at the feet of the statue, it’s glow warming and comforting her, and began to drift into a slumber. Even the pains of her pending birthing didn’t seem as painful. In her dream sleep she imagined giving birth without pain. Her last thoughts in this existence were of happiness…at the sound of healthy lungs crying out in the night.
….
Brother Eustice left the small shrine to Shelyn before sunrise as usual, to gather fresh bread for the homeless. His route took him past several of the monuments that were so common in the city of monuments. He never tired of marveling at the differing styles of the sculptures, and often stopped to gaze at them for a time before going onward. He wasn’t sure why he took the route he did that morning, it was out of the way, and the morning as dreary and chill, but he hadn’t been by the magnificent statue of Sinashaski in some time, and something seemed to draw him that way this morning.
As he approached the statue, and the morning’s light started to creep over the tall buildings that lined the streets, he noticed something piled up at the feet of the statue. Hurrying forward he saw that it was a body…the body of a young woman…was she still alive. As he increased his pace moving forward he heard the cry of a babe. The woman’s body was stiff with death, but underneath her healthy and pink was a newborn babe crying in hunger. Pushing the woman aside he noticed she was little more than a skeleton, with the tell-tale signs of a Pesh addict obvious. He also noticed that in spite of her condition she wore a contented smile on her face, and he could see something of the woman she could have potentially been. Then he saw the babe. It was beautiful. Even crying and obviously cold he could see that the infant exuded health and vitality. And when the babe looked up at him with those silver eyes, he knew that he must take the infant and care for it. Destiny had called him.
“I shall call you Abraham”, he said to know one in particular. “And by the grace of Shelyn shall you be raised”. He then bundled the infant into his robes, and for the moment forgot the bread he had originally intended to fetch.
Character Sheet
ABRAHAM SILVER CR 1/2
Male Angel-Blooded Aasimar (Angelkin) Cleric 1
NG Medium Outsider (Native)
Init +0; Senses Darkvision; Perception +3
--------------------
DEFENSE
--------------------
AC 15, touch 10, flat-footed 15. . (+5 armor)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +5
Resist acid 5, cold 5, electricity 5
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Glaive +2 (1d10+3/20/x3) and
. . Morningstar +2 (1d8+2/20/x2)
Ranged Sling +0 (1d4+2/20/x2)
Special Attacks Dazing Touch (6/day)
Spell-Like Abilities Alter Self (1/day), Dazing Touch (6/day), Lightning Arc (6/day)
Cleric Spells Prepared (CL 1, 2 melee touch, 0 ranged touch):
1 (2/day) Shield of Faith (DC 14), Bless, Charm Person (DC 14)
0 (at will) Purify Food and Drink (DC 13), Detect Magic, Enhanced Diplomacy
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 13, Int 10, Wis 16, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Extra Channel
Traits Clergy Member (1/week), Student of Faith
Skills Acrobatics -4, Climb -2, Diplomacy +7, Escape Artist -4, Fly -4, Heal +9, Knowledge (Religion) +4, Ride -4, Stealth -4, Swim -2
Languages Celestial, Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (8/day) (DC 14) (Su), Cleric Domain: Charm, Cleric Domain: Cloud, Spontaneous Casting
Combat Gear Glaive, Morningstar, Scale Mail, Sling;
--------------------
TRACKED RESOURCES
--------------------
Alter Self (1/day) (Sp) - 0/1
Clergy Member (1/week) - 0/1
Cleric Channel Positive Energy 1d6 (8/day) (DC 14) (Su) - 0/8
Lightning Arc (1d6+0) (6/day) (Sp) - 0/6
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Clergy Member (1/week) +1 on Diplomacy checks with ordained members of your religion, and you can request aid.
Cleric Channel Positive Energy 1d6 (8/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
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: Cloud Associated Domain: Air
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Touch (6/day) (Sp) Melee touch attack dazes target.
Lightning Arc (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Electricity damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.
| Azrael Dukshi |
I do have an already prepared RoTL character that was recently rejected (Large amount of interest in it), but they're a kitsune race and you've said you don't particularly like that. Though they tend to stay in human form for the most part - so, dotting for interest, want your ruling on kitsune. If not, I'll just draw up a new character.
My Kitsune Bard, for your lookover: Kyomi Goto
I'll edit her sheet to reflect the house rules soon enough.
Triga
|
ooo please let me play in your campaign. I have spent all kinds of money on the rules books,(Core,APG,UC,UM), but I can not find a local game to join, so I haven't ever actually played a game.
I would play either a paladin or a cleric. It is Saturday morning, I will work on my character and post details by the end of the today hopefully.
| ZetaGilgamesh |
I would like to submit a fighter, "Ten" Corval.
I am going to bump him up to 25 pts and do the rest of the rule changes shortly, but his basic character design will remain the same, a simple young man of Sandpoint.
| Birch33 |
I am someone that loves the creation of characters, so the below is something I would usually take days to complete - given the choice. However, time is pressing. All I need to do is pick flaws (the link wouldn't work for me for some reason) and to purchase equipment (dragon-hide will prove a little too expensive for this young woman for at least the present...)
I'll revisit within the day but this should give you an idea of the character in my head.
Corvus Kubaryi
Female Human Barbarian 1
CG Medium Humanoid (Human)
Init +0; Senses Perception +5
DEFENSE
AC 10, touch 10, flat-footed 10 (no armor as yet)
hp 12 (1d12)
Fort +4, Ref +0, Will +1
OFFENSE
Spd 40 ft.
Weapons tbc
STATISTICS
Str 18 +4
Dex 10 +0
Con 14 +2
Int 14 +2
Wis 12 +1
Cha 13 +1
Melee +5, Ranged +1, CMB 5, CMD 15
FEATS
Power Attack
Intimidating Prowess
TRAITS
Reactionary: +2 initiative
Birthmark: +2 on saving throws against charm and compulsion effects
+1 Campaign Trait tbc
FLAWS
tbc
SKILLS
Clim +4, Craft (cooking) +6, Intimidate +5, Knowledge (nature) +6, Perception +5, Ride +4, Survival +5, Swim +8
SPECIAL ABILITIES
Fast Movement
Rage (6 rounds)
MOST VALUED POSSESSION
Backpack containing:
- Saffron
- Salt
- Ginger
- Holy Symbol (Wooden)
- Pepper
- Artisans cooking tools, masterwork
- Cardomon
- Peppercorns
- Nutmeg
- Garlic
- Turmeric
BASIC DESCRIPTION
Height: 6' 4"
Weight: 140 lbs.
Gender: Female
Eyes: Brown
Hair: Black (in braids)
Skin: Black
Dominant Hand: Right
Speech style: Slow and lyrical
FULL DESCRIPTION
Corvus is tall and athletic and has a thing for dragon-hide armor. She carries a magnificent two-handed greatsword and her back-pack is bulging with an assortment of weapons she's picked up on her travels.
She's travelled much of the jungle wilderness and seen many ruins that locals have deemed taboo to approach.
Corvus is a no-nonsense sort of person. She enjoys cooking above anything else and she has a love for animals.
She has learned the hard way to live off the land and can go days without seeing another sole - her cooking and own thoughts keeping her company.
A transformationn overtakes Corvus when she is forced to fight. She enters what appears to her to be a tranquil zone - where her actions are honed for combat. Yet to outsiders, she appears in a terrible rage and few would dare risk confronting her in a one-on-one fight.
She sees herself as a wanderer that is destined to protect those who simply seek to explore. She believes in a greater good and will do whatever it takes to uphold that ideal.
BACKGROUND
Corvus was born into the Bekyar people. These are the least known of the Mwangi tribes. Known for being tall and fierce, they are slavers by trade. A tomboy from an early age (she was never spared from the beatings of the bullies just because she was a girl), her family saw an advantage in an arranged marriage once she reached the age of womanhood to a powerful slaver who was reputed to have many wives.
Corvus inwardly rebelled at the idea but out of respect for her family agreed to the marriage.
At the first port she was able to, she ran away. On her travels, she came to hide her Bekyar ancestry as it provoked nothing but a negative reaction from everyone she met.
Then came the fateful day she killed her first man. She saw a young white woman being manhandled and knew they were going to rape her. She reacted instinctively, entering into what she later referred to as, 'the zone.' In one sense she was filled with a powerful rage to act. In another, she was entirely at peace and able to channel her energies into beating the first man to death with her bare hands. His partner fled.
The young woman turned out to be a follower of Desna, exploring the wilderness 'as her dreams had told her to.' She explained that in her dream, she had been told she would find the most beautiful butterfly in this land. The woman gasped as she saw the bithmark on Corvus' upper right arm - a perfectly formed butterfly.
The woman gave Corvus a wooden symbol of Dresna and simply asked her to continue to protect travellers and to help people fulfil their dreams.
Corvus has kept moving from that day - helping where she can - and truly becoming familiar with that zone she enters when combat is necessary. Corvus hasn't kept record of how many she's killed - but she firmly believes that each one is merited.
| scranford |
Abraham updated with house rules.
ABRAHAM SILVER CR 1/2
Male Angel-Blooded Aasimar (Angelkin) Cleric 1
NG Medium Outsider (Native)
Hero Points 1
Init +0; Senses Darkvision; Perception +3
--------------------
DEFENSE
--------------------
Defense 10, flat-footed 10
Armor DR: 5/magic or Large. . (+5 armor)
Critical Defense: +5. . (+5 DR)
Vig 8 (1d8) Wnd 28 (Threshold 14)
Fort +4, Ref +0, Will +5
Resist acid 5, cold 5, electricity 5
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Glaive +2 (1d10+3/20/x3) and
. . Morningstar +2 (1d8+2/20/x2)
Ranged Sling +0 (1d4+2/20/x2)
Special Attacks Dazing Touch (6/day)
Spell-Like Abilities Alter Self (1/day), Dazing Touch (6/day), Lightning Arc (6/day)
Cleric Spells Prepared (CL 1, 2 melee touch, 0 ranged touch):
1 (2/day) Shield of Faith (DC 14), Bless, Charm Person (DC 14)
0 (at will) Purify Food and Drink (DC 13), Detect Magic, Enhanced Diplomacy
--------------------
STATISTICS
--------------------
Str 15, Dex 10, Con 14, Int 12, Wis 16, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Extra Channel
Traits Armor Expert, Clergy Member (1/week), Student of Faith
Skills Acrobatics -3, Climb -1, Diplomacy +7, Escape Artist -3, Fly -3, Heal +9, Knowledge (History) +5, Knowledge (Religion) +5, Ride -3, Stealth -3, Swim -1
Languages Celestial, Common, Draconic
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (8/day) (DC 14) (Su), Cleric Domain: Charm, Cleric Domain: Cloud, Hero Points (1), Spontaneous Casting
Combat Gear Glaive, Morningstar, Scale Mail, Sling;
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/5
Alter Self (1/day) (Sp) - 0/1
Clergy Member (1/week) - 0/1
Cleric Channel Positive Energy 1d6 (8/day) (DC 14) (Su) - 0/8
Lightning Arc (1d6+0) (6/day) (Sp) - 0/6
--------------------
SPECIAL ABILITIES
--------------------
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Clergy Member (1/week) +1 on Diplomacy checks with ordained members of your religion, and you can request aid.
Cleric Channel Positive Energy 1d6 (8/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
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: Cloud Associated Domain: Air
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Touch (6/day) (Sp) Melee touch attack dazes target.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Lightning Arc (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Electricity damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
| Dehrisan |
Submitting a Hedge Witch from an older game. Just need to buy gear and he'll be all finished. Just to clarify, we get 3 traits total? One campaign trait and two others?
Here's his backstory, and I've left one or two of the details vague in case you want to play with them as a GM.
Dherisan was left be raised by the community, but this was basically the case for the other children of the caravan, and the only real difference in Dherisan's upbringing was eating or sleeping in a different tent or wagon each night. He was well cared for, and had positive outlook and a tendency to see thing in the long-term that helped him adjust rather quickly. He learned what he could from who could teach him, and it turned out that what he had a talent for magic and divination.
The youth had two mentors, in fact: an old Harrower who had long been with the clan, and a Shoanti druid who had been adopted into the caravan some years ago. Dherisan learned from them both, seeing little difference in the druid's oneness with the world and the interpretive insights of the seeress. Between this unique outlook on magic and a hodgepodge of instructional styles, Dherisan soon developed his own methodology to the art.
It was not long after his skills began to mature that Dherisan had a vivid dream. To this day, he cannot remember the details, but he can't shake the feeling that it was important. When he woke, he found an odd fox with ash-grey fur sitting before him. He knew immediately that it was no normal beast, and drove it out of camp, unsure of its purpose. however, over the next several days, he saw the fox lingering at the edge of camp, and when he slept, he had visions.
Every night Dherisan saw events or people of which he'd never heard. Vivid images of giants building massive monuments or wizards fighting in titanic arcane duels. Every time he woke, he saw the fox at the edge of camp, watching him. He grew paranoid at first, then he started to get curious. What were these visions? Where did this fox come from? Eventually, he decided he needed answers. He left camp one night in a stupor. His memories are hazy, but he knew he was searching for the fox, and that he has not returned to his caravan since that evening.
He began traveling, the fox at his side. He named the creature Ember because of the scorched appearance of its fur, and in his dreams it whispered to him. The visions were gone, replaced with knowledge. In his dreams, Dherisan refined his craft, learning the deeper mysteries of magic, as well as supernatural abilities that neither of his mentors had ever possessed. He learned to open his eyes, waiting and watching as he traveled Varisia.
Dherisan became a bridge between the peoples of the wilds, his open-mindedness making him a natural mediator. Furthermore, in the course of hearing various folk tales and legends, he realized that his dreams were of of old Thassilon, an empire built by giants and ruled by mages, and now wonders how his own magic - and Ember, might be tied to this ancient empire. He has taken to studying the ruins and histories of Varisia, hoping to find a clue as to where these dreams come from or why he has them. With the Swallowtail Festival coming up in Sandpoint and his supplies running low, he's determined that this might be a good time to stop by for a week or so and inspect their famous Old Light.
| tessara s |
elf witch, info on profile, i will update it soon for your game. slot filled, arcane, skills knowledge and face ones mostly, and possible healing.
flaw cowered, extra feat extra hex(evil eye), if three traits extremely fashionable(bluff class)
hope i can get into this one, been trying for a while.
description- A fair skin young elf woman, that has her brown hair flowing freely to her mid back, her green eyes and quick smile often make others take a second look at her. Her outfit looks to be meant for travel but leaves a bit more skin showing then would be wise when in the wilderness, but it also turns eyes on her as she wants.
background
She had a typical life growing up in a large city, being taught how to fight and how to best cast spells. She did this all without complaint for she knew it might save her life one day when she would be out of her home. But she found no joy in such work, perfecting to learn about ancient lands and old story's from before earthfall, Each day she would look for more forgotten lore in her city but it was not enough for her. one day while looking she saw a small monkey and did not know why it was there, she followed it for hours till it stopped right next to a book. she picked the book up, the monkey nodded to her as if to say read it, she did so and opened the book to see a hole in it showing the monkey, as she looked, she felt power and understanding flow from the monkey to her. From that time on she and the monkey were always together, the monkeys pranks showed up in her behavior as well, As time went on she found it easier and more fun to use her sex apile to get what she wanted, or just using her magic to get what she wanted. She does not like to fight, preferring to run if at all possible or disable a foe, or stalker, Her travels looking for knowledge have brought her to sandport, to see what the town knows, as well as using it as resting spot for looking around the ruins that are near by.
personality
She is a flirt and knowledge seeker, always looking for a good time to be had. using what ever she can to gain knowledge, but does not like to fight if she can find a way around it, tries to have everyone make peace with each other. She love a good thick book to read,
| mittean |
Thanks for the submission!
Dherisan, you are correct, three traits...two regular, one campaign.
Azrael, go ahead and do a different character...I'd love for you to have a fair chance on getting in, and with a Kitsune bard, you...don't. :) Sorry. Show me what else you've got!
So far, the standings are as follows:
* Grigore the Grim - 42 male CG Human Fighter (Gladiator/ Brawler) 1
* Zaigan "Lawbringer" - Male LG Aasimar (Archon Blooded) Monk of The Four Winds 1
* Tessara of the wild - 120 female CG elf witch 1
* Dherisan Shiarzik - 29 male NG half-elf hedge witch 1
* Abraham Silver - Male NG Aasimar (Angelkin) Cleric 1
* Corvus Kubaryi - Female CG Human Barbarian 1
* Tennegrin "Ten" Corval - Male CG Human (Varisian) Fighter 1
* Triga stated he was putting together a submission.
* Nathaniel - Male half-elf Synthesist Summoner 1
* Azrael's re-work.
That's nine submissions so far, with another potential one and a re-work as well. Let's let the pot soak for a bit longer, see what we turn up!
| mbauers |
Fixed Grigore's equipment. I don't mind house rules, but I am a bit worried that it might get bogged down over PbP if a lot of people aren't familiar with the rules, given how many you use. My thoughts:
1) I've used Hero Points before and think they're cool
2) Armor as DR--sounds cool. Never tried it before, but checked it out on the SRD. It seems like it would be a lot of extra work for you (the DM), but I think it could be fun.
3) Wound points/vigor--another one I'm familiar with but never played with. I'm not sure exactly how you run it, but it seems like it will add survivability to the characters. Do the enemies get vigor/wound points too? This combined with Rule 2 concerns me that battles might take a very long time (especially in PbP) as we slug away at each other over and over. Not complaining, just wanted to voice my opinion.
4) How do you do action points? Is that like from 4E?
5) I couldn't find anything on flaws in the SRD, but I vaguely remember it from 3E. I know that you said you gain a feat if you take a flaw, but what are the available flaws? Is there a list somewhere?
Thanks.
| mittean |
mbauers, I have a link to a listing of flaws here.
I recognize the difference in speed over pbp, and so I'm brainstorming some ways to make it work. Like I said, I want to see how it does, so feedback is always welcome. :)
My characters do tend to have more survivability, as an example:
I am running Jade Regent at home with some mates. At first level, they have around 35 HP, 35 vigor, and 25 wound points, plus four points of DR average from armor.
The encounter in Brinestump against the goblins, I used minion goblins, rather than CR 1/3 goblin warriors. I took away the firework from each group, and I removed one group completely.
My characters were given 5 action points (+1d6 to any roll), 5 hero points (+10 before a roll/+5 after a roll to any d20 roll), 5 luck points (re-roll) and 1 destiny point (auto success). They spent 75% of them.
Everything else I played RAW for the adventure.
My players won...technically. They fled the village, with less than 15% HP's left, carrying one of their own who was staggered between their arms, having lost ALL of their main weapons, as a building exploded behind them. Gutwad escaped, and is currently harrying them all the way to Brinewall.
And since there is no healing in the party, they are naturally healing on the first two weeks north.
The encounter with the skeletons and the skeletal champion Samurai burned through ALL their remaining points, and had two bleeding out as our ninja barely destroyed the final skeleton. It was spectacular. They pulled out all the stops, and I even fudged in their favor a little, but when she dropped him, she dropped to her knees, in real life, and everyone cheered, standing. It was like the bloody world cup.
I like my campaigns to feel lethal. Scary. Deadly. I want a character to fear for his mortality, and therefore protect it. It works really well on tabletop, and goes surprisingly fast. So I want to branch out and see how others like it, and in what forums it works. :)
| mbauers |
I agree--that's one of the reasons why I like low-level play, because even 4 goblins can be a huge threat. I like having to be cautious, smart, and worried that any encounter could be deadly.
But I feel the deadliness of your listed example was more of a result of your players not having a healer in their group.
I mean, my character using standard rules has 12 HP and no DR. 3 Goblins hit him, he's in serious trouble.
If I have 35 HP and 6 DR from my chainmail, I can (at first level) wade into a sea of 100 goblins and kill them all.
I feel that adding wounds, vigor, and DR significantly reduces the feel of lethality that first level usually brings. I also think (my opinion) that giving someone that many points that either add to rolls or let them reroll reduces the danger (and therefore fun) of the game as well. With 16 bonuses/rerolls/auto-hits I will pretty much hit every time.
I like hero points, but used sparingly. For example, I use hero points in the Skull and Shackles game that I'm running. You start out with one and gain one each time you get a level (but you can only have a maximum of 3). You can use a HP before you roll to gain a +8 to that roll (only a d20, not a damage roll or something) and you can use a hero point AFTER you roll to gain 4 to that roll.
You can also use two hero points to "cheat death". It was awesome in the final fight of Book one when my player's monk got crit by an axe and was dying. Plugg went to coup de grace him and the monk (since he saved his two hero points) was able to "cheat death" and survive.
Anyway, I think hero points and reroll things should be rare.
Sorry if it feels like I'm just arguing for the sake of arguing--I'm not. I really like my character and I'd really like to play this AP (as I've never got a chance to get to book 2).
It's just that I agree with your philosophy of a deadly game is a fun game, but I disagree that some of your rules will CREATE a deadly game. Sparse hero points? Sure.
A bunch of rerolls, wounds, vigor, and DR/6 for a 1st level character? Feels more like my character is a killing machine than a vulnerable, starting character.
| mittean |
:D This is some of the debate I hope to see. No offense taken. And I'd love to see your character in, get some opinions.
It may be true, some lethality was added by no healer. I tend not to like clerics or bards in my campaigns...they are NPC's for me. Oracle's I love. You may have just convinced me to take a cleric along, to see how it affects play. ;)
| mbauers |
Well, most people view clerics as heal bots, but I like how all of the archetypes and domains make for a lot of variety. Check out the forgemaster archetype--haven't played one yet, but I tend to shy away from clerics who just spam channel energy so I think it looks cool.
But yeah, 6 or 7 channels per day at first level adds to survivability big time.
| mittean |
True. Although I do give them access to healing in town, and they did have healing via potions...so they weren't completely without. But either way...I'm excited to see what happens.
My next debate I'm having with myself is number of characters...I run anywhere from two to ten at my tables...debating between three and six for this.
| mittean |
I have opened the discussion thread for RPing during the Swallowtail festival. Let you all stretch your legs, show me your style, and what not. If a character doesn't wander into the festival...I will likely pick characters that do.
See you there! I'll close this recruitment soon, and launch the campaign.
| Restless Cherry Blossom |
I would like to submit Restless Cherry Blossom, Surreal Dancer from far-off Tian Xia. Followed the Path of Aganhai from the Elven nation of Jinin & found herself attracted to Cyrdak Drokkus' theatre troupe.
If I took the 'Weapon-Bound' Flaw for her, would that mean she wasn't proficient with her hair? Technically, it is a natural weapon, not a trained weapon, it also functions much like a whip. If you would prefer, I could instead take Free-Spirited.
| Restless Cherry Blossom |
I just took a look at the House Rules & I fear I must bow out. I already know I will have to stay on my toes just to adjust to the new rules of this character's Archetype. I'm afraid I would just get too flustered with the additional house rules & would consequently bog play down. Thank you for considering me!