The Arena (Inactive)

Game Master Grumbaki

Eight warriors enter, one walks out.



This is where players can discuss the tournament.


Okay, So I think doing the same race isn't a bad idea.

My vote for races would be Hobgoblin, Catfolk, or Shabti

As far as roles go, we'll want a trapfinder, a tank, a healer, and a fourth.

A couple of things that every character in our group should have an answer for:

Climbing/Swimming
Swarms
DR besides magic
Fighting something at range

Note that you don't have to have a great option, but you should have Something (for example, climbing can mean just having 100' of knotted rope and a grappling hook).

We might also want to take a look at some teamwork feats. Outflank, Precise Strike, and Escape Route are all pretty fantastic build neutral teamwork feats.

Finally, I think we should look at pooling some of our starting money and getting a wand of cure light for the group. It'll give us a lot more staying power, especially since at this level Cure Light is still an effective combat heal.


Great idea on hobgoblins. A militant and organized race...we could really make something work with them


+4 Stealth for race
Stealth synergy as free Feat

= Win


But also, 25PB on Gnolls, +2 Str and Con is nice on almost anyone (especially with the higher point buy making strength builds more viable) and +2 natural armour is also nice on anyone.

Also, we could get the whole pack thing going on.


So...

Gnolls

+2 Strength (good on most martials)
+2 Con (good on everyone)
+2 Natural Armor (good on everyone)

Hobgoblins

+2 Dex (good on most everyone)
+2 Con (good on everyone)
+4 Stealth (Good if we all decide to be stealthy. Throw in stealth synergy and we can be almost invisible)

My Take

Gnolls for 'in-your-face' playstle where extra AC helps.
Hobgoblins for 'stealthy' playstyle where we don't want to be seen.

------------

I'm honestly alright with either one. I think that gnolls would be a pretty unique experience (I don't think I've ever seen a pack of gnolls on any PbP before). But a unit of hobgoblins would be fun as well.

-----------

Anyways, for votes:

Hobgoblin, Catfolk, or Shabti: 1
Gnolls: 1


The other advantage of the Gnolls is the 25PB as compared to 20PB, if that makes a difference to your thinking.


Yeah...it kinda does. +5 points can make a huge difference.

Plus your idea of Sherlock Gnoll is pretty funny.


http://paizo.com/campaigns/SaevoxsGauntletAMultiTablePvPvEPathfinderModule/ recruiting#14

I lucked out. Buying a Wayfinder with Ioun Stone and got +2 Wisdom

If we go Gnoll, with 25pt buy I could get....

Str (18) Dex (16) Con (16) Int (10) Wis (16) Cha (8)

Perfect for any martial. Would make a great...anything. Vampire Hunter, Ranger and Inquisitor all stand out.

Or....?

Str (18) Dex (14) Con (16) Int (10) Wis (18) Cha (8)

Zen Archer Monk. With Orc Hornbow....

2d6+4 damage. 2-3x shots.

————-

Or 20pt Hobgoblin

Str (10) Dex (18) Con (16) Int (10) Wis (18) Cha (8)

Which would make a great Unchained Monk (1) Unchained Rogue (3)


With an investigator, a (ranged?) ranger or inquisitor and the previously posted bloodrager that makes a pretty sweet team. Almost anything could fit in with that.


Well won’t go with the bloodrager...got to use the +2 Wis somehow. :)


Oh right my bad, didn't realise that was you.


I recommended the races that I did because none of them have a stat penalty, giving a wider choice in character creation.

I think we really have two options when it comes to building our characters: we can either hyper optimize, in which case we'll have two melee, two ranged; a full bab character, an arcane caster, a divine caster, and a trapfinder.

Alternately, we could go with four 3/4ths bab, self-buffers, since that is the most powerful frame in the game, so to speak.

That would be something like a magus, bard, inquisitor, and occultist.

Personally, I think we'll get a lot more flexibility with the latter group, but it really depends on what people want to play more than anything else.

As far as what I'm playing, I'll pick something to round out the group and cover anything that's missing.


A quick suggestion for our teamwork feats:

Since it looks like we're down to either Gnoll or Hobgoblin, I would recommend the following teamwork feats:

Swarm Scatter, Shake it Off, Escape Route, Precise Strike, Outflank, Swap Places, Scarred Legion.

If we go Hobgoblin, I would add the following to the list for consideration: Stealth Synergy, Focusing Blow.


Right now I'm going to vote for Gnoll.

* 25pt buy! That's huge
* No stat penalties
* +2 Str +2 Con +2 AC + Darkvision

Put all that together and we should do pretty darn good.

I also like the idea of taking Scarred Legion. Better saves for us, and it would make a metal team name.

Character Idea 1: The Tank wrote:

Race: Gnoll
Class: Fighter
Str (18) Dex (14) Con (18) Int (10) Wis (16) Cha (8) Initiative (+2)

Traits: Fighter of the Society, Seeker

Feats: Lvl 1 (Power Attack) Lvl 2 (Furious Focus) Lvl 3 (Shield Focus) Lvl 4 (Unhindered Shield)

Equipment: +1 Fullplate, +1 Buckler, Wayfinder with Ioun Stone (+2 wis), +1 Falchion, Fighter's Kit, Chakrams

Skills: Perception (+11) Climb (+6)

AC: 28!
HP: 48!
Falchion: +9 / 2d4+13
Chakrams: 30ft Range / +7 / 1d8+4

Character Idea 2: The Everygnoll wrote:


Class: Sanctified Slayer Inquisitor
Str (18) Dex (16) Con (16) Int (10) Wis (16) Cha (8) Initiative (+6)

Traits: Ancestral Weapon, Armor Expert

Feats: Inquisition (Stepup) Lvl 1 (Dodge) Lvl 3 (Power Attack)

Class: Studied Target (+1 hit/+1 damage), Sneak Attack (1d6) Solo Tactics with Precise Strike (+1d6 sneak attack), +10ft movement 6x times per day

Equipment: Masterwork Silver Warhammer, +1 Breastplate, Wand of Cure Light, +1 Cloak of Resistance, Wayfinder with Ioun Stone, something else

Skills: Perception (+10) Survival (+10) Climb (+9) Stealth (+8) Acrobatics (+8) Intimidate (+8)

AC: 23
HP: 39
To Hit: +10 Damage: 2d4+10 (+2d6 sneak attack)

Stepup would be useful in that enemy spellcasters and ranged can't 5ft step away. He'd also have alot more skill points, and could actually stealth. He'd have a few spells per day and could use a wand of infernal healing, to keep the party going.

Both seem pretty good to me.

The fighter's AC is almost untouchable. Melee enemies will need a 18+ to hit him if optimized. If not optimized they'll need a natural 20. His HP is also through the roof, so if someone does hit him he'll keep going. His weakness would be low movement speed and low-ish saves. He runs the risk of being ignored because he is too hard to hit.

The inquisitor has the potential to do even more damage than the fighter, has more useful skills, has some spells, can heal the party with his wand, is more likely to go first in combat, and is overall faster. He also has stepup which could be very useful for locking down enemies in combat. He's also sneaky enough that if we have stealth synergy, and all roll 4x times, then he can likely sneak up on the enemy. However, he'll be hit on a 13+ by optimized enemies. Which is pretty good AC, but nothing too special.


Male Human Techno-geek-dad/40ish

Wow you guys have been busy, I love it!

By the way, your "Same race" idea has caught on to another group who is considering the same concept. It should be a lot of fun.

Any questions for me?


This is glorious.


By the way, guys. Got an idea here for us.

We all take this drawback: http://www.d20pfsrd.com/traits/drawbacks/warded-against-nature/

Warded Against Nature: Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

Fluff

We 3-4 gnolls were banished from our tribe due to our curse. We have been bound together by this mutual shame.

Effect

If protects us against enemy familiars (no touch spells from them!) and animal companions.

So we get some nice fluff binding us together and explaining why we are here, and use it as animal protection. It just means that none of us can make use of animal companions, familiars or mounts.


Also, I've decided on my character. I feel that I've got a decent character in the crunch. Urban Bloodrager with Undead Bloodline (1) Vampire Hunter (3), with Deathtouched Trait.

* HP: 40 (not bad)
* AC: 26 (most enemies will hit on a 17+)
* Saves: 7/7/7 (Not bad at lvl 4. Gives him decent magical protection)
* Close Combat: +9 / 1d10+12 18-20 crit
* Ranged: 30ft / +7 / 1d8+4
* Buffs: +2 strength 3 minutes a day, +4 strength 7 rounds a day
* Skills: Climb/Swim/(+6) K-Religion (+7) Stealth (+8) Perception, Survival (+10, +11 follow tracks)
* Movement: 30ft in medium armor

375 gold for party fund of buying a wand

The only thing I'm missing right now is the teamwork feat.

The Rising Phoenix wrote:

Wow you guys have been busy, I love it!

By the way, your "Same race" idea has caught on to another group who is considering the same concept. It should be a lot of fun.

Any questions for me?

Can't think of any questions atm. Maybe can you take a look at my build and make sure it is legal?

But glad to see you and GM Huggles here. :)


Okay, so team 1. I am here then. I'd rather avoid playing a Gnoll or Hobgoblin, to be honest.

I am willing to fill in most class roles though.


Well...I'm in love with this character. And to be honest, having a character you enjoy is more important than having a theme. It keeps people from dropping out.

So as much as I'd love to have a race theme going, there is no rule stating that we musth ave one.


Male Human Techno-geek-dad/40ish
BigBenClockTower wrote:
Okay, so team 1. I am here then. I'd rather avoid playing a Gnoll or Hobgoblin, to be honest.

I'm not trying to disrupt your thing, but if you they whole team wants to go gnoll and you don't Ben there are still other teams forming. You could probably switch out with someone else.

Inarus the Wanderer wrote:
Maybe can you take a look at my build and make sure it is legal?

No prob, I'll take a look.


Male Human Techno-geek-dad/40ish
Inarus the Wanderer wrote:
Can't think of any questions atm. Maybe can you take a look at my build and make sure it is legal?

The first thing that stands out to me is your 8 WIS. How did you go down 2? Gnolls don't have a -2 WIS and the requirement is lowest stat 10 before racial.


Ah...missed that I can’t drop below 8! Thanks for catching that. I’m get it fixed


If that dead set on Gnolls, I'll probably swap then.


Male Human Techno-geek-dad/40ish
BigBenClockTower wrote:
If that dead set on Gnolls, I'll probably swap then.

I think that it's still early enough and there are several other people floating about without a team yet in the main thread that you could probably swap out and form an official Team 2 and let them grab someone else who's interested in all things gnolly ;)


Male Human Techno-geek-dad/40ish

OK I found someone else who wants to play gnoll, I'll swap you to another team BigBen and put Saashaa here.


Alright...so...

(1) Melee two handed
(2) Investigator
(3-Vrog) “As far as what I'm playing, I'll pick something to round out the group and cover anything that's missing.”
(4) ?


2 people marked this as a favorite.

(4) Win. Obviously.


So, Saashaa, what you thinking about playing?


Pretty sure we’ve moved threads to here: http://paizo.com/campaigns/SaevoxsGauntletTeam1/discussion

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