The New World

Game Master Sai Ling

A new continent is discovered, and players take the lead in exploring and colonizing it.


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Indubitably Never 3d6

There's always this.


male Dwarf barbarian 3

As I suspected the sister is probably the truely dangerous one.

When are we wanting to head out to salvage the wreckage? Originally I was going to say tomorrow, but we may need to hold off a bit and solidify our position.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

I think the sister can be worked with though. The brother is just an a@@.


male Dwarf barbarian 3

So then for the council we have Ben, myself, Gair?, either the brother or sister and one other npc? The idea should be suggested by someone who isn't going to be on the council. Avoids seeming self serving.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

There's nothing to suggest either of them are particularly sinister at this point.

So far Edmund is an entitled dick and his sister a bit less so. Hardly offenses worth plotting their demises over...

As for the proposed council, Ceuta's somewhat more diplomatic than myself at least on paper, though I could probably take some ranks if needed. Just wish it was a class skill...


male Dwarf barbarian 3

Not all the council needs diplomacy, some will but it is also a matter of having smart people run the settlement. I really don't have an issue with Ceuta having a spot if you don't want it but we should try to have a majority on the council while appeasing some other important parties. I am also willing to give up my spot if someone really wants it, but having one of the clerics on the council seems like an easy sell.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I'm curious, is a spot on the council supposed to be a full fledged leadership position? Preventing said person from serving as one of the others?

The more I'm looking at it, "Ruler" is somewhat a misleading title. The idea of a group of intelligent and practical people running the kingdom is covered by the various leadership positions. The Ruler doesn't have very much singular power in the end, more of a figurehead. Certainly not enough influence to be worth splitting 5 ways.

Mechanics wise, perhaps we should consider the ruling council being made up of a number of the more prominent rulership positions (Or hell, all of them even) and simply rename the Ruler position to "Council Chairman" or something similar. The rules stay the same but by fluff things are more of a group consensus.

What do you guys think?


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

I was looking to see what positions mechanically we all might be best suited for and I guess being the one with the highest Charisma bonus I am the best suited for the ruler slot. What is this pipsqueak Thayers Charisma bonus


Indubitably Never 3d6

Who knows?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:

I'm curious, is a spot on the council supposed to be a full fledged leadership position? Preventing said person from serving as one of the others?

The more I'm looking at it, "Ruler" is somewhat a misleading title. The idea of a group of intelligent and practical people running the kingdom is covered by the various leadership positions. The Ruler doesn't have very much singular power in the end, more of a figurehead. Certainly not enough influence to be worth splitting 5 ways.

Mechanics wise, perhaps we should consider the ruling council being made up of a number of the more prominent rulership positions (Or hell, all of them even) and simply rename the Ruler position to "Council Chairman" or something similar. The rules stay the same but by fluff things are more of a group consensus.

What do you guys think?

My PCs in the Kingmaker campaign I ran did something similar - they formed an oligarchy, with each position getting a vote, on important matters (declarations of war, treaties, etc.). The "ruler" position they called Lord Mayor, and he was essentially the public face of the oligarchy - the face that the citizenry put with the decisions made. The Lord Mayor was considered a life position, but could be deposed with a 75% no confidence vote of the people, with a recall vote possible once every 5 years, triggered with a certain amount of unrest, but I don't recall how much. Likewise, the oligarchy could kick someone out of a leadership position (except the Lord Mayor) with a majority no confidence vote. It made for an interesting game play as they really made an effort to court the NPCs, and they listened to any advice that was given and really considered it. It also allowed for NPCs to steer the direction of the kingdom a bit, as their pet projects would merit consideration because the PCs didn't have a solid political block at any one time.

If we do a council of some sort, I think room should be made on it for every PC at least - all of our characters have strengths and weaknesses, and I'd hate for any character's ideas to not be considered because he or she isn't on the council.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:

I went to make a skill check to start earning some capital, when I realized you still have to pay for earned capital and Vallen is broke. He has about 6 silver.

I assume I should make a skill checks to see how much "gold" I can earn, which can then be spent on earning capital? I looked through the thread and I didn't see any modification of the earning capital rules.

Garrack, your Democracy is every interesting. I'm impartial about leadership, if no one from our group wants to do it then democracy it up.

Vallen, this is my reading of the rules. First you have to acquire the money, then you can spend it as part of a check to earn the capital, or if you are rich enough, you can just buy it outright (this is probably what Edmund may be doing - spending money or goods to earn influence).


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

We still have about 2 days to go exploring the hex with the camp before we really know what is there. Do we want to split the party or keep together. We could:

1) all explore together;

2) split off the salvage group (right now it is Ben, Kal'Tos and Cueta - Cueta may ask Ingwe to accompany us if that would be OK with Ben and Kal'Tos). The others could continue exploring;

3) split into three groups: one salvages, one explores, one works at camp.

There's probably other options as well...


male Dwarf barbarian 3
Cueta Guiding Star wrote:

We still have about 2 days to go exploring the hex with the camp before we really know what is there. Do we want to split the party or keep together. We could:

1) all explore together;

2) split off the salvage group (right now it is Ben, Kal'Tos and Cueta - Cueta may ask Ingwe to accompany us if that would be OK with Ben and Kal'Tos). The others could continue exploring;

3) split into three groups: one salvages, one explores, one works at camp.

There's probably other options as well...

I think 1 is a bad idea, our window for using the longboat is minimal.

I am fine with Ingwe coming with us, how do people feel about also bringing Edmund? It might help us mend fences and give us a chance to see if he can contribute. That would give us 5 on the salvage job.

The rest could then work with people to explore and get stuff started? One person could lead a scouting mission with some NPCs?


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)
Cueta Guiding Star wrote:
Vallen, this is my reading of the rules. First you have to acquire the money, then you can spend it as part of a check to earn the capital, or if you are rich enough, you can just buy it outright (this is probably what Edmund may be doing - spending money or goods to earn influence).

Thanks Cueta, that's what I was understanding as well. In that case it's time to start earning some "gold." Vallen will stay behind and focus on helping the settler camp out, as well as hiring a team of craftspeople.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Kal'Tos wrote:


I am fine with Ingwe coming with us, how do people feel about also bringing Edmund? It might help us mend fences and give us a chance to see if he can contribute. That would give us 5 on the salvage job.

The rest could then work with people to explore and get stuff started? One person could lead a scouting mission with some NPCs?

I'm fine with Edmund coming along. It might be good to see what he's got. I don't know if he'd get on a boat with two heavily armed folks that argued with him and some chick he doesn't know, though. :) And I don't know if I'd get on a boat with him if he wants to bring his gang...

Couldn't hurt to ask though. Worst case, he says no or we say no.


Indubitably Never 3d6

Just to reiterate. The capital you started with you don't have to pay gold to use, just new capital that is earned.

The hex with the camp is now 1/4th explored, you were moving at 15' so you could forage, and for a forest hex, that =4 days.

Last thought re: the salvage mission: One person can row the longboat. It can carry 10 (20 if they're small). The more you bring, the less room there is available to bring people/things back. I'm just saying that to muddy the waters though.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Indeed, I would suggest splitting into several groups as well.

I plan to lead a group to continue scouting this hex over the next few days. Thus far I am planning on taking Bern and the other young man he got in a fight with, provided he is willing.

I'm also likely to ask if either Edmund or Sandra would care to accompany us. Though if you get him to come on the salvage that should take first priority. I'd try to limit that group to 4 or 5 total though.

Unless you have other ideas I'd also like to get you to come along Garrak. Does this sound good to you?


male Dwarf barbarian 3
Gair Hearthseeker wrote:

Indeed, I would suggest splitting into several groups as well.

I plan to lead a group to continue scouting this hex over the next few days. Thus far I am planning on taking Bern and the other young man he got in a fight with, provided he is willing.

I'm also likely to ask if either Edmund or Sandra would care to accompany us. Though if you get him to come on the salvage that should take first priority.

Unless you have other ideas I'd also like to get you to come along Garrak. Does this sound good to you?

Maybe bring some of the elves with you as well? They seem like a handy group to get to know.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Indeed. They will also be useful in the hunting parties with those bows!

I'm on my way to getting it sorted out :)


male Dwarf barbarian 3

Ben and Cueta you good to set the salvage operation in motion day 2?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Alright, I'm off for the night. Looks like Ceuta and Vallen are also working on the watch angle, I'd assume we all get together. Given that I'm figuring we'll have north of 40 people all told, I'd suggest watches of at least 3 people a piece for tonight, pulled from those capable.


male Dwarf barbarian 3

I probably won't be able to post in the morning, if possible Kal'Tos wants to get the salvage operations going day 2.

If that isn't possible he will aid Vallen in establishing a more structured camp.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

@Kal'Tos - I would like to as well. Assuming that Ben will come along, and dependent on the night's events, I'll get a post going in that direction.

@Gair - you want to organize the watch? Cueta has spent time in the Mwangi jungles, but mostly she's a sailor, so this is really your domain. Cueta will take whatever shift, but she'd prefer to take the dawn's watch or as close to it as possible, what with her crappy human eyes and all.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Gair will want to go with the others early in the morning to hear what the captain of the Lillend makes of a place to set up camp.

After which he will make sure that someone is organizing the foraging parties before setting out with Bern, Kyle, Istiel and possibly Garrak to continue exploring the hex.

I'm curious, the elven bows spurring his desire to get working, would Gair be able to search for suitable wood during the exploration instead of foraging? For half results of course. If such things take more dedicated time that's no big deal.

I also think we should set up a sheet to keep track of things like our food supply, exploration progress and projects/materials we have collected, no?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:

I also think we should set up a sheet to keep track of things like our food supply, exploration progress and projects/materials we have collected, no?

Agreed. You think a Google Doc would be the way to go? I can start working on something tonight.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)
Cueta Guiding Star wrote:
Agreed. You think a Google Doc would be the way to go? I can start working on something tonight.

Seconded. I'm really anal about making lists and such, so I'm happy to help/keep it updated when you have it posted.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
Cueta Guiding Star wrote:
Agreed. You think a Google Doc would be the way to go? I can start working on something tonight.
Seconded. I'm really anal about making lists and such, so I'm happy to help/keep it updated when you have it posted.

Sweet! Maybe everyone can take one field to update - I'm sure that we'll have enough of such things as time goes on.


Indubitably Never 3d6

@ Gair: I think foraging for bow materials rather than food is a perfectly suitable substitution.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

Did the Elk have antlers. Horn is an important part of composit bow. I think a full set of antlers would be enough horn for a bow. sinews also from the Elk. All you need is a piece of wood suitible for building the bow on.
composite bow construction


Indubitably Never 3d6

Facts are delightful distractions from the serious business of gaming.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

The sinew I had thought to ask about Ben, but your facts are a little off. Horn is indeed an important component of composite bows. The problem is that antlers are made of bone, not horn.

And while finding some suitable wood sounds easy, by the rules I need 150gp of materials to make the bow I would like so it will take several days to locate the wood required.

Though I'm thinking I might make Bern a simple bow first and then start on my own.

It it a Craft check or a Survival check to find materials Nerk?


Indubitably Never 3d6

I'm thinking that it would be craft. Finding wood, horn, sinew isn't the difficulty as much as finding the right pieces.


male Dwarf barbarian 3

Gair needs to stop rolling 18+ on all his checks. He is making the rest of us look bad.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Shhhh! You'll jinx it and I'll die to a random encounter this afternoon :P


Indubitably Never 3d6

random encounter table (d4)

1 Diplomacy-proof Gair-eater
2 Diplomacy-proof Gair-eater
3 Diplomacy-proof Gair-eater
4 Diplomacy-proof Gair-eater subtable


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

We need 6 more labor to build a forge, if everyone is pitching in, which I believe they are. I'm going to get to work on earnin' it up!

I love the spreadsheet! Excellent work! The ant chitin taunts me, and makes me wish I'd have Vallen take ranks in armor and weaponsmithing. Curse my love of rp and backstory!


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

Did you count Ben's 2 labor in that.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)
Ben Sandlock wrote:
Did you count Ben's 2 labor in that.

I did indeed. Forge (9 Goods, 1 Influence, 8 Labor)

I wanted a team of craftspeople first, but you know, this is better for all. Vallen can pursue his construction fetishes later.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

In that case you have my 2 labor as well. Should only need 4 more!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:

The ant chitin taunts me, and makes me wish I'd have Vallen take ranks in armor and weaponsmithing. Curse my love of rp and backstory!

I hear ya - Cueta will probably never use profession (handmaiden), but I just had to have it because of my backstory. And despite me really wanting a rank in intimidate, I just couldn't see her having that skill, so knowledge (nobility) it was!


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

yeah the ranks in craft(books), and Profession(scribe) are not really helpful in the wild lands were we now dwell.

Nerk I just want you to know that no matter what happens here I will not intentionally kill your sorceress over in my skull and shackles game.


Indubitably Never 3d6

Don't think it'll be an issue, #33. It'll be a miracle if she survives past first level anyway.

And Horn'Tos has the necessary skills to make something of the chitin, so he can get that going, even before the forge is built.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)
DM Nerk wrote:
And Horn'Tos has the necessary skills to make something of the chitin, so he can get that going, even before the forge is built.

I was going to ask him to do that, thanks for reminding me. Just curious, if I ask Horn'Tos to help with the forge, can he make downtime rolls as well towards trying to get our 4 more labor for a forge, or is capital just an abstract PC thing to keep track of our resources?

I'd rather have him help with the forge than with the armor at first. If not, I'll get him started on the armor. I'm thinking a suit of scale mail and two large shields? (Vallen could use some scale mail, anyone else need some?)


Indubitably Never 3d6

Vallen ... I think, for now, the PC-affiliated NPCs won't be making downtime rolls. Labor capital in general represents work, and if PCs aren't doing the work, NPCs must be.

He can, however, work on shaping the chitin without a forge.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Thanks, that's what I expected. I'll sic him on that chitin when day 3 rolls around.


male Dwarf barbarian 3

Somehow I knew having my NPC being a smith would come in handy, and I fit my backstory well, so it was a win on both counts.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

It's certainly nice to have him around!

Nerk, I just thought of something. Is our exploration party able to make it back to the camp for the evening or would that cut into our progress?

Oh, I had one other question I'd been meaning to ask. Given how I've fallen into playing Gair, would I be able to swap out one of my traits?

Specifically Beast Bond for Affable? I don't plan on taking any ranks until we level, I want Gair to grow into the role he's carving for himself, I'd just like him to be a little more successful once he does.


Indubitably Never 3d6

lol ... Gair, I asked you much the same question in another thread.

Yes, you can swap traits, as you haven't used Handle Animal or Ride. I suspect you wanted it to make it a class skill, though.

Anyone who wants to switch out a trait or a feat that they haven't used can.

Edit: But let's try to get everything set in stone by the end of the week, ok?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Nah, as a ranger both a class skills for me anyway. It was just for flavor really but this way affable is both good flavor and legitimately helpful to my character. Thanks!

And yes, so long as it's not cutting into our progress I'd want to return to camp at nightfall.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear
DM Nerk wrote:

Anyone who wants to switch out a trait or a feat that they haven't used can.

Edit: But let's try to get everything set in stone by the end of the week, ok?

In that case I am going to switch out the Ambitious trait which will never be of any use because this is an E6 game and replace it with Fast Talker which gives me a +1 on bluff checks.

I wouldn't normally do this but since we are never going to run into anyone with 5 hit dice more than me then there is no way it could ever be of use.

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