# The Price of Immortality (Inactive)Game Master mathpro18

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Phew! what a week it's been, finally got round to looking at my character build and realised that what I want to do would work better as a Cavalier (Beast Rider). It's a shame as I really want to try out the Hunter class, but I'm sold on a Lance wielding Flyer.

I'm going to resurrect an old Halfling cavalier character that I made but never used, Rusty Luckspur.

Need to adjust his stats a bit and backstory, but here is a character. A half-elf cleric of Erastile. I used the 25 point buy.

Hmmm...I keep butting my head against the problem of low strength. at -2 to Str, I could live with it if I had a base of 18, but my highest Base is 16, which gets reduced to 14. My stats currently are Str 14, Dex 18, Con 15, Int 9, Wis 14, Cha 14.

I think to make this character viable, I am going to change him out from front-line combat to aerial archery. I lose my Mounts attack option, but I can switch back to Hunter. I will make the Lancer another day. I'll swap the Int and Cha stats.

It's getting lste, now so I'll finish this tomorrow night if I can. If not, I'll have to pull out.

Wait, you have a 14 strength, and that isn't high enough?!
Have you never played something below superhero?

I can understand optimizers loving to get skyrocketed stats, but when players start thinking a 14 is non-viable, there is a serious problem somewhere.

Heck, the int score is the only one that doesn't qualify for "great" or better.

set 1:
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 3) + 6 = 10

set 2:
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 3) + 6 = 10

Maldion - Elf alchemist (grenadier) (Can have trapfinding if we don't have a rogue) Used 25 point buy.

Background:
Maldion arrived in Kassan last year. A tinker by trade, he affords room and board at the local inn by making alchemical items upon order. Many rumors swirl around him. Some hint that he is hiding for hunters. Some tell that he is a prince in disguise. The entire town knows him and his professionalism. (How much of his secret past is worthwhile to include? I could write a few pages)

Maldion follows Yuelral the Wise searching for knowledge of lost magic and alchemical recipes. He greatly appreciates elven art, especially crystals and jewels, which can be mistaken for avarice.

When he heard of the tradition of exploring the crypt, he ensured himself to be selected.

Personality:
Maldion is aloof (Charisma 8) and cagey with his past. He is standoffish but readily accepts anyone as they are. His behavior attracts those misfits in the Kassan who view themselves as outcasts. Some of these misfits count Maldion as a friend, but he treats everyone equally from his point of view.

Crunch:
Maldion
Elf alchemist (grenadier) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 10 (1d8+2)
Fort +3, Ref +6, Will +0
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
. . gauntlet +4 (1d3+1) or
. . rapier +4 (1d6+1/18-20)
Ranged bomb +6 (1d6+4 Fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Alchemist (Grenadier) Extracts Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds (2)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 15
Feats Martial Weapon Proficiency (elven curve blade), Throw Anything, Weapon Finesse
Traits firebug, pragmatic activator (Can switch to trapfinding if we don't have a rogue)
Skills Craft (alchemy) +8 (+9 to create alchemical items), Disable Device +8, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +6, Spellcraft +8, Survival +4, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear leather armor, dagger, gauntlet, rapier, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], soap, thieves' tools, torch (10), trail rations (5), waterskin, 1 gp, 8 sp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Firebug +1 to attack rolls with thrown splash weapons.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Sorry to bother you again, Mathpro. Still working on my Oracle. I found a curse that I really like, but it's 3rd party, so I wasn't sure if you'd allow it or not. Specifically the Merciful Curse, which is fitting for a Life Oracle and also very useful.

Curse:
You are bound to offer tender aid to those who are most wounded.

Effect

If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level.

At 5th level, you gain a mercy, as the paladin ability.

At 10th level, you gain a second mercy, and can exchange your first mercy for a different one.

At 15th level, you gain a third mercy, and can exchange one of your existing mercies for a different one.

personally wish those 3rd curses weren't 3rd party, definitely need more to choose from.

@Rowe

That doesn't seem like much of a curse. Where is the negative aspect? Unless you are evil, or at least cold and heartless, then very rarely would this have any effect. The GM would have to work quite, and predict the players quite accurately to put you in a position of being required to help when wouldn't do so otherwise.

I had an idea for a unique weapon.
You know those dog leashes with the spring inside so the leash reels in the excess? If you swing one around, the weight of the clip pulls out the line. Imagine then, that the clip is a spiked ball, like on a flail.

This weapon could be swung around to easily attack any target within 20' (well 30' really, that is the length I was using in the yard, but don't want to get too crazy in the game). Also, it can attack around corners, be used to trip or grapple, and can even be used as a grappling hook to help climb up to high places, if there is a place for the tip to catch.

I don't imagine the mundane version would be strong enough to pull a person up automagically, but a magic version might be made to do just that.

If I could have such a weapon that would be awesome, and worth giving up any other weapon profs, aside from daggers of course.

TheAlicornSage wrote:

@Rowe

That doesn't seem like much of a curse. Where is the negative aspect? Unless you are evil, or at least cold and heartless, then very rarely would this have any effect. The GM would have to work quite, and predict the players quite accurately to put you in a position of being required to help when wouldn't do so otherwise.

Walking through any kind of a lower class area, or working in a den of healing, as my character would, would burn through all of my resources. I don't know how that's not a curse for a caster.

No third party stuff sorry Rowe.

After the group conciseness I have decided to do the following:

All character concepts have to be in by 3 PM today and I will have my selections up by 3 PM Tomorrow. All times are central standard time.

DM Mathpro wrote:

After the group conciseness I have decided to do the following:

All character concepts have to be in by 3 PM today and I will have my selections up by 3 PM Tomorrow. All times are central standard time.

Then my character won't get in regardless. I'm in work longer than that.

Here is Baralas again...thanks!

@Mathpro

Are you open to Background Skills and Drawbacks?

cheers

PS Maldion contains the most updated version.

Jubal Breakbottle wrote:

@Mathpro

Are you open to Background Skills and Drawbacks?

cheers

PS Maldion contains the most updated version.

I am open to the background skills but not to drawbacks.

TheAlicornSage wrote:

Wait, you have a 14 strength, and that isn't high enough?!

Have you never played something below superhero?

I can understand optimizers loving to get skyrocketed stats, but when players start thinking a 14 is non-viable, there is a serious problem somewhere.

Heck, the int score is the only one that doesn't qualify for "great" or better.

It's all relstive. A Human with the same Base stat (16) can add 2 instead of subtracting, giving a +2 point difference (to hit and to damage), with a two handed weapon such as a lance that becomes 3 points difference (to damage), they can also wield a normal size lance that does 1d8 damage instead of 1d6. On a charge that becomes 2d8 instead of 2d6, which averages another 2 damage for a total of 5 damage difference. Then too he has a extra feat so will reach ride-by-attack, spirited charge and power attack 2 levels earlier. All in all, these two otherwise identical builds would end up miles apart in effectiveness, with the Halfling looking like he couldn't punch his way out of a paper bag by comparison. Playing against such a potential rival becomes no fun for the Halfling player as every time a battle starts it will quickly become evident who is holding his own and who isn't.

I have no doubt that if I were playing a 15 point buy, 14Str would look fine for a frontliner; but this is not that game.

DM Mathpro wrote:

After the group conciseness I have decided to do the following:

All character concepts have to be in by 3 PM today and I will have my selections up by 3 PM Tomorrow. All times are central standard time.

No idea what 3PM CST is in GMT, but I doubt I'd make it by then. I think I'll have to withdraw.

Shame, I've never played Crypt. Maybe another day.

Artix has been updated.

Rowe wrote:
TheAlicornSage wrote:

@Rowe

That doesn't seem like much of a curse. Where is the negative aspect? Unless you are evil, or at least cold and heartless, then very rarely would this have any effect. The GM would have to work quite, and predict the players quite accurately to put you in a position of being required to help when wouldn't do so otherwise.

Walking through any kind of a lower class area, or working in a den of healing, as my character would, would burn through all of my resources. I don't know how that's not a curse for a caster.

It is mostly avoidable, and it still requires the GM to put those low class areas and people right in your way and do so such that you can't or won't avoid it. And if you have the option to avoid it, but don't, then you are choosing to go do it anyway, in which case you chose to go help and thus it isn't really a curse at that point.

The GM would basically have to railroad you into such a situation when you want to avoid it, or have you jumped in the middle of helping a bunch of people where you can't stop to respond to the attack.

Thus, it relies heavily on the GM setting it up to be a problem.

:p

Okay guys I'm getting this up about an hour ahead of time but I figure I've kept some of you waiting long enough.

The 4 players who will be joining me are:

Rylka Sarna-Halfling Rogue
Goldilocks "Sugarsnap"-Halfling Druid
Baralas-Half-elf cleric (ecclesitheurge) of Nethys
Elias Two-Rivers-Human Ranger

Thank you for all who applied. It was a hard decision and I wish the rest of you good luck in your future gaming. Feel free to follow the adventure I put these 4 applicants through.

I will be throwing up the discussion thread for those 4 of you that were selected shortly as well as PMing those selected.

Dang it, have fun guys

Well that's another. No one likes Erastil.

I liked everyone that applied, well except that creepy old guy in the corner in the trenchcoat. he was just weird.

in any event thanks for the selection, If my plate was not so full I would try my hand at gming this as well. but I should probably buy the books and read them before I did that.

Say thank you truffles

snort snort

Good luck folks!

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