Just a Mort |
Frankly I think the way you do your recruitment is rather arbitrary and unclear. Current party composition: Warpriest, Fighter, Witch.
Sure its really none of my business, since I'm not applying. But just wanted to say my piece.
a healer, a Melee, a Skilled, a support/blaster caster, or an interesting concept!
You listed out what you wanted earlier, Figher covers melee, witches and warpriests can cover healer. A bard would have fallen within a support caster and skills, which fulfils your requirements, yet you didn't pick that application.
Statements like:
I will likely choose someone who is on term to help the group as much strategically compared to just picking a Fighter or a wizard...
Are extremely vague and do not give anyone anything to work with - what is defined as helping the group? Is giving everyone an attack bonus not considered as helping a group?
At least Banakor was clearer - stating he wanted a full caster focusing on debuffs and crowd control - though I do not understand why a witch cannot fulfil that role - they have plenty of debuffs(hexes), and a lot of good conjuration spells on the spell list (glitterdust, stinking cloud, hallucinogenic smoke) that serve for crowd control.
And instead of bumping the thread after applications were submitted - why did you not give people something specific to work with - i.e I want someone with trapfinding, I want someone with full 9 levels arcane/divine casting, I want someone who can make knowledge checks.
Vrexis |
I did not state this because I did not want to dictate what others chose. I in no way wanted to influence what others made. They know that I have chosen a warpreist and a fighter, and after that my dissison was no longer just up to me. Sure, now we need a traper and a support. The traper has to be good enough to find and disable most traps, as well as act well in a non-combat situation. The support would best be a bard or a supporting melee, such as a monk or ranger.
Now this decision is no longer mine alone! I have two others who I must talk with to deside.
Being a DM, I understand how to balance a party, and at the time I posted that, I considered myself the backup caster. Now I am a support caster, since I have a warpreist and a fighter in with me.
What we require for our group is a trapper. Then we can round it out with another skilled or front line combatant.
Just a Mort |
Offically, John, Banakor and Vrexis. They're still discussing who else to include. Honestly this could have been better handled if Vrexis had been clear from the start.
Either you state what you want, pick party composition, or you let everyone play whatever they choose, and pick anyone irregardless of class, instead of bumping the thread, leaving potential players wondering whether they're accepted or not. You can't have your cake and eat it. Clarity goes a long way, seriously.
Galahad0430 |
Here is updated with trap finding:
Devon Pratt
Human fighter (aldori swordlord) 3/monk (unchained, master of many styles) 1 (Pathfinder Player Companion: Inner Sea Primer, Pathfinder RPG Ultimate Combat 59, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +5; Senses Perception +7
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Defense
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AC 20, touch 15, flat-footed 15 (+4 armor, +5 Dex, +1 shield)
hp 31 (4d10+4)
Fort +6, Ref +8, Will +1 (+1 vs. fear)
Defensive Abilities defensive parry
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Offense
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Speed 30 ft.
Melee mwk aldori dueling sword +11 (1d8+5/19-20) or
. . unarmed strike +9/+9 (1d6+1)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 12)
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Statistics
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Str 13, Dex 20, Con 12, Int 14, Wis 11, Cha 7
Base Atk +4; CMB +5; CMD 20 (24 vs. bull rush, 23 vs. grapple, 27 vs. trip)
Feats Combat Expertise, Crane Style[UC], Exotic Weapon Proficiency (aldori dueling sword), Improved Unarmed Strike, Power Attack, Slashing Grace[ACG], Stunning Fist, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits bruising intellect, dominator (belkzen), trap finder
Skills Acrobatics +12, Disable Device +14, Intimidate +9 (+11 to demoralize foes), Knowledge (nobility) +5, Perception +7, Sense Motive +7
Languages Common, Dwarven, Orc
SQ fuse style, pride
Other Gear mithral chain shirt, mwk buckler, mwk aldori dueling sword[ISWG], stagger-proof boots, masterwork thieves' tools, 325 gp
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Special Abilities
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Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Defensive Parry +1 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.