The Mouth of Doom (Inactive)

Game Master Grimmy

Round 2:
Raziel <<<<
Hound <<<<
Q <<<<
Bandits

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The Exchange

I'd like to see an arcane trickster. Though I'd have to say it's really hard for them between levels 4 and 7. They also don't come into their own until around level 15 or so. I would suggest letting them use SLAs to enter the class earlier. The downside is they'll be using fireball sneak attack 2 levels earlier but that shouldn't give them too much of an advantage in this setting.

Can I have a little extra starting gold? 60gp for the monk is really really tough. Can't even afford a longbow.


OK then, sorry to change this yet again, but let's go with max gold or 150gp whichever is greater.

The Exchange

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@GM: Do you even sleep, bro?!


I want to leave party composition ultimately up to you guys, for a hard adventure like this finding synergies with each other can be important and part of the fun, so talk to each other. But I will say, at some point in the greater campaign I really need someone to be playing a divine character devoted to Thyr or Muir... could be paladin, cleric, or inquisitor.

If no ones interested, it doesn't have to happen in this recruitment, but if it does we won;t have to worry about it later.


Grimmy, am I starting Eli with Gnome and/or Undercommon as additional languages?

I should have my fluff finished in about an hour and a half as long as work flow stays this low. If not, I'll finish it when I get home tonight.


Eli Szardos wrote:

Grimmy, am I starting Eli with Gnome and/or Undercommon as additional languages?

I should have my fluff finished in about an hour and a half as long as work flow stays this low. If not, I'll finish it when I get home tonight.

As long as your intelligence score and/or linguistics ranks allows for it you may Eli.

Nice to see you have an avatar together.


So many Ideas, but only one choice

Ass/Skill: 4d100 ⇒ (28, 74, 82, 13) = 197 Fighter, Monk, Bard*, Rogue
Div/Arc: 4d100 ⇒ (3, 13, 39, 86) = 141 Cleric, Oracle, Alchemist, Sorcerer*

Race:
Div/Arc: 4d100 ⇒ (5, 41, 81, 74) = 201 Human, Half-Elf, Aasimar*, Tiefling

So either a Aasimar Bard[Archaeologist], or Aasimar Sorcerer[Dragon[Red or Gold]]


Uncle Taco wrote:
@GM: Do you even sleep, bro?!

I do sleep less then most but the main reason I'm able to post so much is my unusual work situation. I do sound and lights for local bands, community events and political campaigns/charity auctions, and I work as a union stage hand on big national tour productions. The hours are insane, I may have several days in a row working 12-16 hour shifts followed by several days in a row off. I am able to post a great deal while working, there is a lot of hurry up and wait.

I have a very obsessive personality, when I get into something I get into it to the exclusion of everything else, and right now I have an insatiable appetite for gaming. I post from an ipad or a smartphone mostly, so I may be doing anything while I'm participating in a thread. Out to dinner, movies, babysitting my nieces, it doesn't matter, my activity on the boards doesn't look any different outwardly then someone who texts a lot.


Here is what I had thought about Helgash:

Background:

Helgash has no memories of his early childhood - has no idea of his background or origins, but he can feel it, lurking just behind his conscience, that there is something different about him. Of course, after having grow up, he is aware that he is a tiefling - a cross-breed between human and devil kin, but his progenitors are unknown to him.

His first memories are of a mad dash through infested sewers... A chase, screams, death and horror - in the midst of all this what he reminds more vividly is the firm hand grasping his own, and her face - Talian - how glorious she always looked to him, her dark hair and eyes another detail adding to the features of this stern, combative woman, clad in worn but well preserved armour, longsword in one hand, and himself, a wretched demon spawn in the other - dragging him, urging him to move faster, and to stay hidden whenever a fight burst in those narrow tunnels.

Talian... She taught him that life is what we make of it, taught him the value of friendship, of honor, and righteousness - years later she would be the one presenting him to Muir, but right now she was simply a shining beacon of courage in that mad run from their persecutors - Hellknights...

She never spoke much about his past - "Look ahead child" - she would say - "Some things deserve being pondered, digested, so that lessons can be learned from them. Others are better left back there, where they belong". In Westcrown, life was pain, and even more so for a Tiefling - she took him in, a secret cell just in the outskirts of the thrice damned house of Thrune's authority, from where she assisted for 3 years, the escape of refugees, and hiding those unfortunate enough to fall on the Order of the Rack's wrong side.

He learned that she was a traveller, taking the word of Muir throughout the world through her actions and words - and this was exactly what she was doing in Westcrown - "Just doing the right thing..." as she would put it. When she left, protecting a convoy of refugees, women, children and old sick men, he left with her and his real apprenticeship began.

Every once in a while, he would catch her, out of the corner of his eye, observing him and smiling softly - "You are a paradigm and a pride, all in one Helgash - I feel that Muir has seen something in you, and I am starting to understand what it is..."

They travelled together for a long time, north from Cheliax and visiting all the portions of the continent - all the while, Helgash would hone his fighting skills, and his knowledge of Muir and his tenets. Talian was his teacher, trainer, and companion at arms, while they travelled through untamed lands, fighting lawless banditry or savage humanoids in a sort of pilgrimage.

He learned that, as far as the Goddess is concerned, faith lends itself to adventuring — you need to battle evil and spread the word, and while you might not preach openly everywhere you go, you certainly make no effort to hide your faith, so that others may learn and grow from knowing you. Stamp out evil and injustice wherever you find it - Do it in cities or in the wild, because the truth of Muir should shine brightly wherever it stands. Don't charge into battle against unbeatable odds — strong faith is not stupidity — but do all in your power to protect the innocent and show them how to stand up for themselves.

He wore proudly the red blood sword symbol around his neck - a simple, bronze medallion offered to him by Talian, and even though he did not command any holy power, he could feel its presence, beckoning at him, in every fight, in every conversation with a stray soul, seeking assistance or redemption...

Talian was a zealot of sorts, and she would always take her actions one step further - chasing the goblins back into their lair, following orc tracks for days until their shaman was brought back to justice, accepting the ogre leader challenge for single combat as an arrangement for them to leave the region, etc, etc.

One day she went too far, and Helgash followed... What seemed to be a simple band of roving hobgoblins, turned out to be an extremely organized tribe, associated to a wretched witch, commanding foul curses and defiling necromancy - they both found themselves severely outnumbered, and the cunning tactics employed by the evil creatures pushed them down and deeper into their lair, leaving them no avenues of escape. They fought valiantly in short skirmishes, retreating ever further down into the cave complex, Talian's light leading the way as they attempted to find a way back to the surface, to no avail though...

The wounds kept piling and the wretched witch had managed to land a wilting curse on Talian, that was chipping away at her, eating away at her strength and sanity - it was as if they were back in the Westcrown sewers when they first met, but this time it was Helgash dragging Talian - by now she could barely walk, and soon he had to carry her on his back, dropping her roughly to the ground whenever they were ambushed on a side tunnel - she would die soon if she was not tended to but he was not able to... He had no divine powers, only his infernal heritage which he cursed time and time again...

Eventually he was cornered on a dead end - he lay down Talian with care, made her as comfortable as possible, and turned back to his pursuers - he fought them off for what seemed like days on end on that bottle neck - they would attack every once in a while and then they would retreat. He defended the position in whatever way possible, piling wrecked debris and stones for some cover - he did not eat, he did not sleep, and Talian, now completely lost in a midst of madness and hunger, would spend hours on end in a litany about going to meet Muir soon.

More than once did he try to push out - he knew she would not survive much longer without proper care - but every time he tried to advance, he was met with serious resistance, barely able to escape the ensconced creatures - he could do NOTHING, and it was slowly chipping away at his own sanity.

In that dark hole, he went from cursing Muir to begging for her help - he cried and screamed her name at the top of his lungs, scaring the denizens of the tunnels. He turned to his own demonic heritage for help - screaming for his father, for his mother, for whomever would be listening - he offered his life, his soul, and his blood for salvation, but his pleas were not heard.

"Everything has a reason to be" she whispered softly - looking back he saw Talian sitting up, staring straight at him, her eyes now clear, devoid of the cloud that had been assailing them for the last days - "I will be gone soon Helgash, but you will prevail, I have seen it - now it is the time for you to meet Her, but you need to make peace with yourself. I will die, and you need to accept it"

"NEVER!!" he cried.

"Yes, soon... It is as She wills but more than that" - she raised her voice - "It is as I want! I have been true to myself and to the goddess I love - I am felled following her will, because I want to follow her will - or are you so naive to think that a life of strife against evil never meets with a sad, violent ending? You are wrong if you do, and I have taught you nothing - accept the glory, but accept also the defeat - it is always around the corner, and it caught up with me - I ACCEPT it! But not you Helgash, not you... I want you to strive on... For me... And now hold my hand, I am tired, I need to lay down one last time..."

He held her hand and watched silently as the life faded away from her, her eyes staring at him, a smile playing on her lips... and then she was gone, leaving him alone in the darkness, his eyes blinking the tears away from his black and white vision.... until they dried up.

One week later a lone demonic rider arrived at the shrine of the Seventh Church in Absolom, approaching in silence, a shrouded corpse lain across his horse. Dismounting, he took the weight easily on his arms and crossed the treshold - his piercing red eyes shining under his heavy brow, his unruly fire flecked blond hair caked with dirt and blood, and his arms and hands soiled by many wounds - his presence could be felt in the whole atrium of the church as he walked up to the attending priest.

Taking to one knee, the blood red sword symbol dangling freely around his neck, the shrouded cadaver still in his arms - "Father, I present you Talian - she fought bravely and was fallen defending the light of Muir - please ensure that she is attended to and ushered properly to the Her side. I am Helgash, Guardian of the Goddess' Will - I am... Was her friend. I was unable to save her, but I have avenged her death - may she rest in the Light"

Pulling the shroud back, laying a hand on her forehead, pondering for a moment if this was the last time he would gaze upon her fair face - "I will make you proud...", and then he simply left.

You will obviously notice the references to Golarion, but this was a way to try and show what the character is about, motivations, etc - and an idea of how I would plan on playing him.

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

Now.. the Arcane Trickster is something else completely different - he is more of an utility guy, whose contribution for combat will obviously not be the same - I do have some tricks up my sleeve, to try and make the most out of spells and Sneak Attack, and yes, would go the ranged way [crazy, I know :D] - apart from the usefulness of the skills, the combat MO would obviously be, apart from acting in the surprise round, also trying to go first in the round (two sneak attacks right there), or start it in stealth and making that first shot count (still got a few more ideas, but hey, one at a time). Though... we all know how good Archaelogist bards are, so there is definite overlap there, and perhaps the route going AT is not as optimized, I have to admit.

In any case, he would look something like this:

Raziel:

Raziel
Tiefling Rogue (Cutpurse) 1/Wizard 1
CG Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+1 armor, +3 Dex, +1 natural)
hp 14 (1d8+1d6+2)
Fort +1, Ref +5, Will +2
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee shortsword +0 (1d6/19-20/×2)
Ranged shortbow +3 (1d6/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities
. . 1/day—darkness
Wizard Spells Prepared (CL 2nd; concentration +6):
1st (2/day)—vanish, feather fall (DC 15), anticipate peril (DC 15)
0 (at will)—acid splash, mage hand, message
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 18, Wis 10, Cha 9
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Precise Shot, Scribe Scroll
Traits hermean paragon (steaming sea), magical knack
Skills Bluff +6, Diplomacy +4, Disable Device +10, Knowledge (arcana) +9, Knowledge (local) +9, Knowledge (planes) +8, Perception +7, Sense Motive +2, Sleight of Hand +8, Spellcraft +8, Stealth +10; Racial Modifiers +2 Bluff, +2 Stealth, measure the mark
Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal
SQ arcane bonds (sting, scorpion, greensting), diviner's fortune, forewarned, opposition schools (enchantment, necromancy), prehensile tail, specialized schools (divination)
Other Gear Haramaki, Shortbow, Shortsword, Thieves' tools, masterwork, 97 GP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (7/day) (Sp) Creature touched gains +1 to attack rolls, skill checks, ability checks, and saving throws for 1r.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Hermean Paragon (Steaming Sea) You gain a +2 trait bonus on Initiative checks.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.


I don't think it's crazy to go ranged with AT, I think if it was me I would use rays.

It's worth noting that the way I handle stealth may be a little different from the typical interpretation of RAW I see people espousing on the boards. Facing rules or no, people look the other way sometimes.

Long before any stealth FAQ or errata or alternate rules playtest or whatever has transpired, stealth has been working in my games in a way that never frustrated sneaky characters.


I guess it comes down to what you find more interesting or useful for the group.

I will be interested in hearing about your perspective on stealth rules though :D

EDIT: Of course, taking an Arcane Trickster into the likes of Rappan Athuk might be simply spelling death for the poor guy if he does not have uncanny levels of Stealth. I really haven't played many sneaky characters as I tend to fall into the martial roles, but +10 at level 2 looks acceptable, no?

On the other hand, the likes of Helgash seems to be a perfect fit for wandering into places of pure eeevil.

I certainly hope I don't have to decide between one of the two above, because I don't think I can - if I can get a spot in the game, someone else do it for me please:D


It comes down to what you find more interesting Edeldhur and I won't decide what is best for the group, it's your necks on the line :D

The one thing I could really use from the narrative point of view though is that cleric paladin or inquisitor of Muir. What happened to the two who wanted to play inquisitors? Nicos and Roidrage.

Everyone currently accepted can you post a dot in discussion to confirm you are in? So I can figure out how many seats are left?

I'll be back in a while to see what develops here.


Ninjaed HARD!

The Exchange

So, we've talked a bit but I don't think there was a hard confirmation on my acceptance, haha.


No you're in lol. Grandfathered from the other thread.


Klor has been forced to receed back to the depths of his dwarven home as the goblin horde has begun to reform. and his srevices are needed there.


I was under the impression this list was for the ones accepted - I could be wrong though.

EDIT: Ninjaed again - there was another thread?


I should probably announce who's in before I ask the people who are in to roll call, huh?

The dwarf cleric, Ogrin. The deep walker Eli played by grinning jester. Taco's monk. Andrea1's Barbarian.

These are still subject to audit for build mistakes obviously (btw can you guys help with this? Look each other over?)


Minimal backstories are fine, I have no problem with letting those things grow organically during play.

If you want though, go crazy. Ask questions about the setting, weave yourself into it, form connections with other members of the party.

Or don't. As long as you're not anachronistic to the setting I'm cool with a little or a lot. No novels set in Golarion please :)


HP for level 2: 1d12 ⇒ 2+3+1=6


That brings up another point. Reroll 1's when rolling for hp.

Sorry guys there are so many things I forgot to mention because we've been doing them so long at home I forget it's a houserule :)

And that is very good etiquette what andrea1 has done here, using the diceroller for the hp roll, let's do that for any and all rolls.


Hey here's my submission Alrik of Karlsguard complete with background.

Background:

Alrik of Karlsguard is the son of Egon of Karlsguard Baron of a small Duchy south of Reme. The first son of Egon from an early age onward Alrik had been quick of wit and strong and all saw in the young man a proper heir.
When Alrik showed a gift and curiosity for the magical Arts Thedos the Baron’s royal magician, recommended the youngster should be sent to the Academy in Reme. While Egon was of the opion that training in arms was far more important for a young noble he figured as his son was already a respectable swordsman he figured letting him go to the city would be of no harm and might lead Alrik to form bonds to other young nobleman and ladies which might prove beneficial in the future and so let his son move to Reme on his 11th nameday.
At the Academy Alrik sucked up everything he could learn magic but noticed that while he was innately gifted to the arcane arts the life of a wizard who sat in dusty libraries all day was not his piece of cake. However luckily the instructors at the academy were not only good at appraising magical talent but also at gauging the motivations and preferences of their protégées and so it came that Alrik was tutored specifically in the arts of battle magic.
Having returned back home after his training at age 18 Alrik was assigned an important duty in the Baronies defenses in order to learn what it meant to be in command and to ripen with his responsibilities. One of Alrik’s first successes in this new position was the capture of the young witch Marilla who had been stirring up peasants in the country side. His father decided that for her rcrimes and treachery Marilla should burn on the stake, a decision which Alrik who secretly lusted for the attractive young woman found brutally harsh.
Marilla had quickly noticed that the young heir was rather suseptibel to her charms and seduced him to free her and run off with her and live wild and free an offer that the young man accepted. However a few days and sleepless nights later he woke one morning in the woods and Marilla was no longer by his side. Feeling used and somewhat ridiculed and knowing he could not return home after having betrayed his father Alrik made his way to Bard’s Gate to seek out the life of an adventurer.

Crunch:

Alrik of Karlsguard
LG Human Magus 2
Hexcrafter Archetype

Init +1 Perception -1
HP: 22 AC: 15(FF 14/T 11) CMD: 15 CMB: +4 BAB: +1
Wil: +2 FORT: +5 REF +2
Scimitar +4 1d6+3 (18-20x2)
Dagger +4 1d4+3 (19-20x2)

Ability Score
STR 16 5
DEX 12 2
CON 14 5
INT 18 10
WIS 8 -2
CHA 10 0
20
Traits:

Feats:
Toughness
Enforcer

Race Abilities:
Dual Talent: +2 to any two ability scores

Class Abilities:
Arcane Pool (5 Points)
Spell Combat
Spell Strike

Spellbook
Cantrips Brand, Dancing Lights, Detect Magic, Mage Hand, Ghost Sound, Prestidignation, read Magic
1st Frostbite, Grease, Color Spray, Shield, Feather Fall, Weapon Wand, Unseen Servant, Invisibility, Spider Climb

Spells prepared
0- Brand, Dancing Lights, Detect Magic, Mage Hand
1 - Frostbitex2, Color Spray

Skills:
Climb +7
Swim +7
Spellcraft +9
Inimidate +5
Fly +5
Use Magic Device +5
Knowledge (Arcana) +8
Knowledge (Dungeoneering) +8
Knowledge (The Planes) +8

Equipment
Chain Shirt
Longsword
Traveling Clothes
Backpack
Bed Roll
Spellbook
Scrollcase


I'll be making a Half-elf Bard[Archaeologist]


Got the character finished this morning. I likely missed some details here and there, saw mention of a free feat glancing through other people's posts that I didn't catch as official. If so, I'd like to pick up Martial Prof in the Scimitar. Eventually going to pick up Dervish Dance if that's kosher. If not the bonus feat will be Improved Initiative.

I bought a scroll of Cure Light Wounds if that's cool. If that isn't ok (buying magic items) then I'll just have the gold back and save it for gear in the game. Been a little busy with school work, so I missed what all else was in the party other than a magus and zen archer. Thought I saw mention of no healer. If that's the case and I get accepted I'll switch out Grease for Cure Light Wounds as a bard spell.

Took a level of rogue with the acrobat archetype if that's alright. What I'm trying to make here is the scout/stealth/skill monkey gall. Thinking of getting to level 3 as rogue and then putting the rest of my levels into bard.

As for backstory, I'm not terribly familiar with the setting, so mostly thinking a fairly generic adventurer type. Chaotic Good alignment (I always forget alignment on my sheets so I'm just going to assume I forgot to put it on Ridley's). Tries to get along with most anyone, but has a bit of a prankster personality, so she's likely to to sass strict and dour types. Being a fan of whiskey and being underground she generally gets along with dwarves well.

2nd level hit points
1d8 ⇒ 8 Sweet!


Told you guys Fraust was still around.


Alex Mack wrote:

Hey here's my submission Alrik of Karlsguard complete with background.

** spoiler omitted **...

Get this converted into an avatar and post in discussion.


Ridley Blix wrote:

Got the character finished this morning. I likely missed some details here and there, saw mention of a free feat glancing through other people's posts that I didn't catch as official. If so, I'd like to pick up Martial Prof in the Scimitar. Eventually going to pick up Dervish Dance if that's kosher. If not the bonus feat will be Improved Initiative.

I bought a scroll of Cure Light Wounds if that's cool. If that isn't ok (buying magic items) then I'll just have the gold back and save it for gear in the game. Been a little busy with school work, so I missed what all else was in the party other than a magus and zen archer. Thought I saw mention of no healer. If that's the case and I get accepted I'll switch out Grease for Cure Light Wounds as a bard spell.

Took a level of rogue with the acrobat archetype if that's alright. What I'm trying to make here is the scout/stealth/skill monkey gall. Thinking of getting to level 3 as rogue and then putting the rest of my levels into bard.

As for backstory, I'm not terribly familiar with the setting, so mostly thinking a fairly generic adventurer type. Chaotic Good alignment (I always forget alignment on my sheets so I'm just going to assume I forgot to put it on Ridley's). Tries to get along with most anyone, but has a bit of a prankster personality, so she's likely to to sass strict and dour types. Being a fan of whiskey and being underground she generally gets along with dwarves well.

2nd level hit points
1d8 Sweet!

As above.


Edeldhur wrote:


I certainly hope I don't have to decide between one of the two above, because I don't think I can - if I can get a spot in the game, someone else do it for me please:D

Consider your seat held, and you can wait with me to see the headcount before you decide.

Only two of the accepted people have posted in discussion to cement their spot. Ogrin, Hound, please post there for roll call purposes.

Ridley, Alrik, you too now.


DM Grimmy wrote:
Edeldhur wrote:


I certainly hope I don't have to decide between one of the two above, because I don't think I can - if I can get a spot in the game, someone else do it for me please:D

Consider your seat held, and you can wait with me to see the headcount before you decide.

Only two of the accepted people have posted in discussion to cement their spot. Ogrin, Hound, please post there for roll call purposes.

Ridley, Alrik, you too now.

There are six accepted now, if they all confirm, Edeldhur is the last seat.

Edeldhur why don't you call a vote from the other 6? If it comes down to a tie I cast my tie-breaker vote for the Tiefling Paladin.


Ridley Blix wrote:

Got the character finished this morning. I likely missed some details here and there, saw mention of a free feat glancing through other people's posts that I didn't catch as official. If so, I'd like to pick up Martial Prof in the Scimitar. Eventually going to pick up Dervish Dance if that's kosher. If not the bonus feat will be Improved Initiative.

Yes on bonus feat, no on dervish dance.


Edeldhur wrote:

I was under the impression [b][

EDIT: Ninjaed again - there was another thread?

Yup. There was, and is, another thread, with another group, finding and claiming perfectly good treasure that could have been yours ;)


Alex Mack wrote:

Hey here's my submission Alrik of Karlsguard complete with background.

** spoiler omitted **...

Sorry Alex Mack what I was trying to say earlier was yes on magus, no on hex-crafter.

Sorry I wasn't more clear. Is that a deal breaker?


DM Grimmy wrote:
Alex Mack wrote:

Hey here's my submission Alrik of Karlsguard complete with background.

** spoiler omitted **...

Sorry Alex Mack what I was trying to say earlier was yes on magus, no on hex-crafter.

Sorry I wasn't more clear. Is that a deal breaker?

No but I'd make a few changes to the build as I can live with a lower Int then. Fluff would stay the same.


DM Grimmy wrote:
DM Grimmy wrote:
Edeldhur wrote:


I certainly hope I don't have to decide between one of the two above, because I don't think I can - if I can get a spot in the game, someone else do it for me please:D

Consider your seat held, and you can wait with me to see the headcount before you decide.

Only two of the accepted people have posted in discussion to cement their spot. Ogrin, Hound, please post there for roll call purposes.

Ridley, Alrik, you too now.

There are six accepted now, if they all confirm, Edeldhur is the last seat.

Edeldhur why don't you call a vote from the other 6? If it comes down to a tie I cast my tie-breaker vote for the Tiefling Paladin.

Now there's an idea! The poll is now open - I go in with Helgash, the Tiefling Paladin of Muir, or Raziel the Rogue/Wizard going Arcane Trickster?

Out to dinner - I'll check the results when I am back ;)


Very torn on the issue...I think we could use the extra healing a paladin would offer, and the idea of a tiefling paladin is pretty thought provoking...but at the same time I'm very interested in seeing a properly made Arcane Trickster in action.

Thinking my vote is going to go to the Wizard/Rogue ultimately. Healing is over rated, and having an elite group of stealthy asskickers appeals to the part of me that REALLY wants to play Shadowrun...


Alex Mack wrote:
DM Grimmy wrote:
Alex Mack wrote:

Hey here's my submission Alrik of Karlsguard complete with background.

** spoiler omitted **...

Sorry Alex Mack what I was trying to say earlier was yes on magus, no on hex-crafter.

Sorry I wasn't more clear. Is that a deal breaker?

No but I'd make a few changes to the build as I can live with a lower Int then. Fluff would stay the same.

OK get'er dun.

Fluff looks great btw.

The Exchange

I'm for the AT, its my favorite prestige class. Though I would suggest getting your first two levels in rogue, then dipping wizard, then your last rogue level, and two more wizard. The absolute worst time I ever had getting to level seven was when I started rog 1/ wiz 1.


AT pulling ahead. Wow! Can't say I saw that one coming :D


In combat healing is mostly worthless and out of combat is handled by a wand of CLW. Go AT. Ranged touch sneak attacks? Yes please.


In combat healing is mostly worthless, UNLESS you can heal yourself as a Swift Action for 1d6+4 7 times a day at level 3, and take a tankish role ;)


Is that a paladin thing? I'm honestly not real familiar with the class. Only thing I know of that heals themselves as a swift is the Warpriest (though my knowledge base is low on the subject, I don't play a lot of healing oriented characters).


That's true, but Fey-foundling is in the inner sea guide.

@Faust: Paladin's can heal themselves with lay-on-hands as a swift action. With the right feats, they can get some pretty solid self-healing.


Yeah, using Lay on Hands, when on the paladin himself, is a Swift action - so sweet ;)

Is Fey Foubdling out of the equation?

After so many votes already on the AT (3 so far - I believe I should expect a total of 6?), I gave him a second look, and to the characters already chosen and who have post on Discussion and... It seems we are missing quite a few skills, so I re-crunched him somewhat to complement that (hope that is ok DM Grimmy). Also removed teh cutpurse archetype, as it bites into trapfinding and trap sense, and that just seems wrong for a Rogue - new crunch is below:

Raziel:

Raziel
Male Tiefling Rogue 1/Wizard 1
CG Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +7
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Defense
--------------------
AC 15, touch 13, flat-footed 12 (+1 armor, +3 Dex, +1 natural)
hp 14 (1d8+1d6+2)
Fort +1, Ref +5, Will +2
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee shortsword +0 (1d6/19-20/×2)
Ranged shortbow +3 (1d6/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities
. . 1/day—darkness
Wizard Spells Prepared (CL 2nd; concentration +6):
1st (2/day)—vanish, feather fall (DC 15), anticipate peril (DC 15)
0 (at will)—acid splash, mage hand, message
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Precise Shot, Scribe Scroll
Traits hermean paragon (steaming sea), magical knack
Skills Acrobatics +7, Bluff +6, Diplomacy +4, Disable Device +11, Escape Artist +7, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +7 (+8 to locate traps), Sense Motive +2, Sleight of Hand +7, Spellcraft +8, Stealth +10; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal
SQ arcane bonds (sting, scorpion, greensting), diviner's fortune, forewarned, opposition schools (enchantment, necromancy), prehensile tail, specialized schools (divination), trapfinding +1
Other Gear Haramaki, Shortbow, Shortsword, Thieves' tools, masterwork, 97 GP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (7/day) (Sp) Creature touched gains +1 to attack rolls, skill checks, ability checks, and saving throws for 1r.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Hermean Paragon (Steaming Sea) You gain a +2 trait bonus on Initiative checks.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

@Uncle Taco: I have pondered going into rogue at level 2 but it really does not seem to add that much as far as character abilities go - ok there is a versatile Rogue Talent in there, but the wizard seems to offer so much more just in the form of spells...

As for Helgash the Paladin - the only thing that really pains me about the build is the lack of skills - he would probably have to specialize in... Two skills I guess - most likely Diplomacy (really high score in that one) and one or two knowledges (Planes or Religion I guess) - still it would complement the group.

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

So, for the time being, the POLL sits at:

- Helgash, the Tiefling Paladin of Muir - 0 votes
- Raziel the Rogue/Wizard going Arcane Trickster - 3 votes

A landslide so far, but it can still change I guess - keep'em coming :D


Well, if it makes you feel any better Ridley's rogue level doesn't involve any of the trap aspect, but her bard levels will.

Interesting to note that about the paladin. Last time I tried to play one it was the late 90s I think...and it went rather poorly...


That is why I was concerned with overlapping - Archaeologist really moves away from the bard concept, gaining a lot of stuff "as the rogue class feature of the same name". Except for the sneak attack of course ;)


I'm in suspense!


Was wondering about the overlap myself, and that's one reason I was back and forth on the vote. As it stands, I think Ridley is going to be pretty focused on handling traps and rolling around melee trying to flank with people. If you go the ranged rout, both sneak attacking with rays, and possibly buffing/debuffing (not sure the strong points of the AT myself, so I'm guessing here) I don't think there will be much overlap so much as possibly synergy.

One alternative, assuming Grimmy is ok with it...I have an urban druid idea kicking around in my head. I could get that character up and made tonight, theoretically covering a good deal of the knowledge skills as well as a spot of healing, and you could take the roll of scout completely.


What the hell is an urban druid lol is that like vegetarian chili!?

j/k. APG archetypes are approved so go for it if that's what you want. I'll stay on my side of the GM screen :D

You guys play what you want, i just want to roll some dice and have some fun.


DM Grimmy, how many votes should I expect in total? 6?

Fraust, don't change your concept on my account - if that is the direction your character is heading, then the trap base is covered.

The bottom line now is: does the group need more tanking, melee damage and wall characters? Or more 'covert' damage, additional scouting/trapfinding and/or arcane stuff (besides bard spells)?


Lol :) I imagine it similar to people who obsess over community/in door gardens...or a street shaman from Shadowrun.

I'll have the character ready but wait and see what Edeldhur thinks. The reason the urban druid got on my radar to begin with was working on a character for the other RA game I mentioned, so if it turns out I don't use it for your game I'll have it ready to update for that (that one starts at 6th if I remember right) EDIT: Well, looks like that answers that.

We have a cleric that looks to be able to hold his own in a melee, a tough as nails barbarian, a melee oriented ranger, a zen archer, me, and I think a magus incoming. I think our ability to heal is at an acceptable level, and our melee capabilities look very well covered. This assuming I've grasped other people's character builds properly...

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