1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,
2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,
3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,
4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,
5) No more than one Hero Point may be expended per round.
Perception:
Viorr [dice]1d20+1[/dice]
Dev [dice]1d20+5[/dice]
Kana [dice]1d20+8[/dice]
Frank [dice]1d20+3[/dice]
Zabeth [dice]1d20+8[/dice]
Gauntlet [dice]1d20+2[/dice]
Pink-Eye [dice] 1d20+9[/dice]
Initiative:
Viorr [dice]1d20+6[/dice]
Dev [dice]1d20+3[/dice]
Kana [dice]1d20+4[/dice]
Frank [dice]1d20+2[/dice]
Zabeth [dice]1d20+2[/dice]
Gauntlet [dice]1d20+2[/dice]
Pink-Eye [dice] 1d20[/dice]
Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4
With a bit of delay, probably caused by the fatiguing heat, you can feel the comforting presence of Kana among you, her words and movements bringing out the best in all of you, after she enters the room.
Sweat glistens on her face smearing up her makeup and she looks really wild.
Starting inspire courage: +2 attack and damage as well as on saving throws against fear and charm effects for everyone!
male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9
Pink eye charges in after the inspiring words start with his reach he chops at the elemental with his adamite axe shining black in the fire glowing with negative energy swift action to channel energy
attack:1d20 + 14 ⇒ (11) + 14 = 25
damage:1d12 + 10 ⇒ (5) + 10 = 15
negative energy:2d6 ⇒ (6, 6) = 12
Tenzo aids the attack with reach as well moving with Pink eye
the Mournland - Whitehearth Complex - Twenty NINTH Day of Dravago
These Elemantals are Large so I believe they take up just a 5' space.
Frank and B make their way into the machine room as does Kana who uplifts the spirits of the group with her Bardic abilities. Zabeth removes the fatigue which is dragging down Viorr.
Pink-Eye and Tenzo come to the aid of the just struck Viorr and a blow is struck in return.
Gauntlet attacks his foe but its nature yields no discernible injury. Attack missed.
tDB ONLY:
Green HP = 94/106.
Red HP = 62/106.
Round 2 -
Dev, Meridian, Viorr (No LOnger Fatigued), EE - GO!
Elementals
Kana, Frank, B, Zabeth, Pink-Eye & Tenzo
Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold
"Well that's right enough of that then," Dev says, not exactly sure what happened with his cold ray but unwilling to experiment when his pals lives are on the line.
"They mighta liked that cold more'n you'da thought they would!" he calls, before focusing his mind on the one between EE and Gauntlet, and changing up tactics. "Let's see what else they got!"
Wild Surge! 4 pp for Recall Agony
Surge:1d4 ⇒ 4ML4+4=8 Enervation on a 1:1d4 ⇒ 1Enervated? Yes
PHEW! OKAY! I spend 4 pp, Wild Surge gives 4 more, so Recall Agnoy is augmented to ML8 for 7d6, Will Save DC 18 for half. I also lose an additional 4 pp from the enervation, which is sad, but it triggers Vent Agony again, so that's nice.
Untyped Damage, Will DC 18 for half:7d6 ⇒ (1, 4, 5, 3, 5, 1, 5) = 24
"AAAAaaaaahhh!!!" Dev screams out as he touches his mind, brimming with destructive energies, to the Elemental's.
DC 16 Will or lose 8 pp (12 hp if it's not psionic) and it's dazed until the end of my NEXT turn. I finally triggered the good combo! Hooray for random effect based classes!
Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]
Meridian unleashes another arc of electricity to the elemental on her side of the room. Electricity is fast, but it is so hard to time the attacks through the limbs and bodies of her allies...
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
EE uses his usual techniques, even though they seem to be rather ineffective... just because he knows no others. <Mental note: need to learn an alternate way to deal with fiery/icy beings.> He has to focus closely on the elementals to discern where to strike, and get something out of their qualities.
the Mournland - Whitehearth Complex - Twenty NINTH Day of Dravago
tDB ONLY:
Will Save DC 18 vs. Untyped Damage 1d20 + 4 ⇒ (1) + 4 = 5
Will save DC 16 vs. Daze effect 1d20 + 4 ⇒ (1) + 4 = 5
Green HP = 70/106. - Dazed until end of Round 3!
Red HP = 62/106.
Fire Elemental vs. Pink-Eye - Slam 1 1d20 + 12 ⇒ (14) + 12 = 26 - Damage 1d8 + 2 ⇒ (5) + 2 = 7
Slam 2 vs. Pink-Eye 1d20 + 12 ⇒ (11) + 12 = 23 - Damage 1d8 + 2 ⇒ (7) + 2 = 9 . Red HP = 84/106
Once again Dev's barely controlled psionic blast strikes at the Elemental once again to great success! The fire burns but appears unable to capitalize on its own dangerous nature to threaten those around it.
Meridian tries to avoid her allies and in so doing strikes the wall with her lightning blast.
EE's stab with the rapier does not harm the fiery body of the elemental.
Viorr likewise is struggling to strike at the heart of the elemental as its body is not solid!
The elemental turns its attention to Pink-Eye and slams him twice with its two fiery fists, both connect pummeling even the large Minotaur. [ooc]Pink-Eye, take 16 Damage and make 2 Reflex Saves DC 16 or you start to Burn and take an additional 1d8 ⇒ 7 & 1d8 ⇒ 7 fire damage.
Frank takes a shot at the elemental.
Crossbow Attack -into melee:1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9they also get soft cover, so that's a whiff, haha
He tries so hard to avoid hitting his allies, that he hits the ceiling instead.
Broulnindre happily claws at the creature that the two mechanical men are trying to tackle.
Claw (magic, if that matters):1d20 + 5 ⇒ (4) + 5 = 9 damage:1d3 + 1 ⇒ (1) + 1 = 2 Claw (magic, if that matters):1d20 + 5 ⇒ (6) + 5 = 11 damage:1d3 + 1 ⇒ (1) + 1 = 2
male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9
not in the face:1d20 + 2 ⇒ (9) + 2 = 11
not in the face x2:1d20 + 2 ⇒ (12) + 2 = 14
being burning and unconscious sounds bad so I might need to use a hero point here of the two I have, what can I do with the having never played much with it before
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
Not sure if the elementals just managed out of his sword's way or they're plain immune, EE decides to try again, specially now that someone's playing that famous old song...
the Mournland - Whitehearth Complex - Twenty NINTH Day of Dravago
Franks shot misses high and the bolt sticks into the ceiling. B slashes at the elemental but her claws cannot injure the mystical creature.
Kana fires at the elemental threatening Pink-Eye and her bow strikes true on her second attempt.
Gauntlet and EE connects with their dazed foe.
It is clear that these creatures are resistant naturally to attacks. This pitched battle will not be easy!
Zabeth heals Viorr of some of the wounds he sustained from the large elemental.
Pink-Eye, see the top of the page for the rules on Hero Points - you still have 9 HP so you are not down yet. Yep sorry Gauntlet, left you off of initiative by accident!
tDB ONLY:
Green HP = 54/106. - Dazed until end of Round 3!
Red HP = 58/106.
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
the Mournland - Whitehearth Complex - Twenty NINTH Day of Dravago
OK, added Gauntlet and EE back in, sorry a bit off my game, working, moving, and trying to open a new business all at the same time so I am missing details here and there...
Round 3 -
Dev & Meridian - GO!
Elementals
Kana, Frank, B, Zabeth, Pink-Eye & Tenzo
Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold
Dev, choosing to give his mind a break after a couple of very stressful manifestations, settles for hurling a ball of psionic force, which is, comparatively, significantly more relaxing, even as he expends his focus.
Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]
Meridian gestures again with the resulting bolt of electrical energy.
Maelstrom Blast: 1d20 - 4 + 5 ⇒ (7) - 4 + 5 = 8.
Her inexperience with attqacking things that are embroiled in a melee shows once again as the electricity discharges harmlessly into the floor and she snarls in frustration.
the Mournland - Whitehearth Complex - Twenty NINTH Day of Dravago
The elemental facing the Warforged appears to still be effected by the shock that it received from Dev and takes no offensive action.
The other elemental attacks B.
tDB ONLY:
Fire Elemental vs. B. - Slam 1 1d20 + 12 ⇒ (4) + 12 = 16 - Damage 1d8 + 2 ⇒ (4) + 2 = 6
Slam 2 vs. B. - Slam 1 1d20 + 12 ⇒ (10) + 12 = 22 - Damage 1d8 + 2 ⇒ (6) + 2 = 8
Green HP = 42/106.
Red HP = 58/106.
It's first swing is to high but the second slams down on her head. Due to the magic protecting her, the fire that caused Pink-Eye so much pain is snuffed out on the hit to B. B. takes 7 damage.
Since the immunity can wear off, I'm pretty sure I still need to roll reflex and fire damage xD
Looking at pink eye, dc 16 and d8 damage? Reflex to not catch on fire:1d20 + 3 ⇒ (19) + 3 = 22 Burn damage (absorbed by spell):1d8 ⇒ 2 Hmmm, maybe rolling those is a waste of time after all...
"Augh!" Broulnindre shrieks at a blow she finally fails to dodge.
She turns on the elemental that just struck her and tries to use her tiny claws to hurt the creature.
Claw+Inspire Courage:1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 Damage+Inspire Courage (magic):1d3 + 1 + 2 ⇒ (2) + 1 + 2 = 5 Reflex to not catch on fire:1d20 + 3 ⇒ (12) + 3 = 15 Burn damage (absorbed by spell):1d8 ⇒ 1 on fire!:1d4 ⇒ 1
Claw+Inspire Courage:1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 Damage+Inspire Courage (magic):1d3 + 1 + 2 ⇒ (2) + 1 + 2 = 5 25 hits, right? Reflex to not catch on fire:1d20 + 3 ⇒ (20) + 3 = 23 Burn damage (absorbed by spell):1d8 ⇒ 7
Broulnindre is rewarded for her efforts with a flaming right arm, which she glances at with a smirk.
Init +7, fort+5 Rfx +6 Will 0. hp 39/39 two-blade+8(1d8+3/19-20x2) or 2 at +7/+7 (d8+3,d8+2) cg Elf fighter (2-wpn) 5
(Round 4)
Doubting his ability to hurt the creatures, even if he managed to hit them, Viorr moves to aid Gauntlet, setting up a whirling, threatening display to try to give the warforged an opening.
Five foot step, aid another for Gauntlet's next attack. 1d20 + 7 ⇒ (19) + 7 = 26
That should give Gauntlet a +2 on his next attack.
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4
Kana keeps up her inspiring singalong and you still feel her presence around you in a good way. Although the singing seems a bit absurd in the given situation and while it is quite catching with her melodic and accented voice, it's not a real epic - yet.
Up you go, elemental hoe.
Take this arrow, right in the marrow.
Let me quench your fire, even without my lyre.
Keeping up inspire courage +2 attack, damage and saves!
male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9
could I imbue spiritual hammer with negative energy?
Pink eye summons a spiritual war axe of his God bringing it down at the elemental and imbuing it with negative energy before it swoops in for the attack and then returns if possible
attack:1d20 + 7 ⇒ (7) + 7 = 14I can't tell if it's range touch but it attacks as a spell and thus negative energy can't be used on it I think
B is struck yet again on the shoulder though the second fiery fist she manages to sidestep. B takes 6 more damage! I will assume the spell absorbs the fire damage.
Gauntlet is hit twice by the now recovered foe, his armored body absorbs some of the damage but the fire that has affected some others tries to catch on the Warforged's body.
Gauntlet, take 9 Damage and make 2 Reflex Saves DC 16 or you start to Burn and take an additional 1d8 ⇒ 5 & 1d8 ⇒ 6 fire damage.
Warforged LN Magus (Mindblade) 5 | HP38/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None
Once you 'Catch on Fire, I don't think you can get Burn damage more than once per round...Can you? Once you are on fire you are ON FIRE. Only if another burn affect hits you with greater fire damage dice does it matter. Right? Or am I remembering that wrong?
I think that's right (with regards to damage from being on fire)
But attacking a creature that has Burn using unarmed or natural weapons will trigger the burn ability, including the extra chances to catch fire, so that's up to 24 fire damage from the elemental's slam and two possible hits from claw attacks; on top of that she might be on fire maybe xD
It's all less than 50 no matter what, so I just skipped all the extra rolling
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
Also, please lemme know if my posts earlier are more helpful or more annoying xD
(Personally, I really like the (new) button that shows up when there's an unread post, and I also sometimes click on those when it's a bad time for me to post, so I thought it might be helpful... possibly maybe...)
@Kana Cherryblossom: thx for the tip ^^
I definitely do like having my games in my campaigns tab ^^
Sorry for going silent there right when I got the table together again between (mostly) annoying bad shit I am adjusting to a new schedule for my daughter and having the boards be shut down for August essentially got me out of the habit of daily checking and things snowballed...
BTW, is 15gp a typo? or is it a lot in the city of towers?
'cause I'm fine either way, but 15/50ths of a pound of gold isn't up to the usual DnD standard for economic shenanigans xD
Then again, the Cogs don't seem all that dangerous...
BTW, I feel like maybe we shouldn't make Zabeth pay for the whole bribe, anyone care to chip in?
(Frank is hesitant to part with shiny objects, but if everyone chipped in, I'm sure he'd feel too guilty not to)
Maybe a gp each? xD
The Campaign Info tabs cannot be edited until the next update to the website so that's real great but it is what it is. Just check in every third day or so till that issue is resolved then I can see whether you are listed as a PC in the game. Sigh.
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
I'm reading it for no reason now, and it's not the first time it happened. I wonder if I pressed the X button by mistake one of the times I checked with the cell phone. I don't have fingers, I have a bunch of sausages...
I was just remembered it's been a short while since the last post for this campaign, and then I remembered about this:
Electric Eye wrote:
With all new people coming in to the game, I just wanted to say I have no problem adjusting the PC to fit the party. If there is, e.g., someone who wants to take the trap dealer, I could look for a class without it, or if someone wants to take another frontline role and we think there'll be too many.
Honestly, I've always been a bit "obsessed" by party balance and all that shyte. I don't like it when someone is stripped of his niche and 5 minutes of glory because all roles overlap.
And I forgot to ask earlier: could we chat about party balance, Electric Eye? I'm very curious about that point of view.
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
Sure! You tell me, what do you want to do/achieve? What do we need in the group?
I'd like to keep the Investigator part of the character, since it focuses on skills and there are tons of skills EE could specialise in to avoid overlapping. I'm sure there are ways to be good at combat without dipping Fighter (more so having access to Spheres).
I meant more theoretically, and I was hoping the "I'm very curious about that point of view" was a good way to specify that, but now I that you've asked, I want to take care of those practicalities first xD
The main thing Frank does is have Broulnindre around :P
She can sneak around and be a scout and Frank can peek with Bond Senses for maximum scouting ability :D
Also, if she "dies", then she'll just come back the next day (probably in a huff) instead of us needing to drag a corpse to the nearest 9th level cleric and spending oodles of cash.
In short: F & B can scout real good :P
B can also disable devices that aren't magic traps better than the average rogue. (Though, she will be good at Aid Another for magic traps once she has 10 ranks (@ level 13))
As for what we need, I don't think I have a good idea besides we need one or two people that can take out magic traps (longer than 1d4 rounds with dispel magic, though we might make due with that feat that makes dispel magic affect traps for 1d4 minutes...)
...and combat ability is always good!
As for the theory that I originally meant to ask about, I'm curious as to why you're self described as "obsessed" with party balance. :3
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
Oh, bad experience. I've seen too many times how someone doing a job is constantly overshadowed by another one doing the same job strictly better. I've been caught in that cage too, and I know the feeling. "Man, I wanted to play a rogue because it's fun to be the sneaky guy around, but this damned elf is playing rogue/fighter/wizard..." When that happens, you feel like you're spending feats and gold to accomplish something no one is going to appreciate, since the other guy will do it instead of you most of the time.
So, usually, I'm "obsessed" with the fact that everyone in the party should have a niche focus. Even though I like my PCs to be moderately well rounded, within rules boundaries (I would never expect a Paladin to swim in skill ranks), I try not to focus on things others are going to already have covered, unless they are (or I am) specifically neglecting them.
At my usual RL game group, before making new PCs, we usually try to assign the roles we thing we're going to need. "What else do we need? Do we have healing?", "I can do that!", "I can help a bit", etc. It helps avoid frustration.
So, in this case, I just wanted to play an investigator because I've never had the chance to, but I don't mind leaving behind Disable Device or whatever, if I can have a core to stick to. I could focus on Knowledges, or neglect skills and go Studied Combat, whatever, as long as we all have fun. So yeah, you have a point on the scouting thing. I'll just keep on adding ranks to Stealth and Perception, because they're skills that everybody want, and otherwise focus on another thing (and tweak a pair of things when we are allowed to retrain/change, probably after we exit the caverns).
Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4
As a bard, i have the trapfinder trait and can disarm magical traps.
Right now it's +12, inspire competence will make that a lot higher, since i get an extra bonus, when i only buff myself.
@Electric Eye: I think I know what you mean. It's definitely nice to be the best at a particular thing and have a chance to do it.
I think as long as everyone gets a chance to shine, it's not really party balance that's the issue. I heard a story about a group that decided to all be paladins, and I heard that they had fun trying to figure out creative ways past traps and things.
To put it another way, I agree that having overlap is usually bad, but I also think having a base or two not properly covered might make for some interesting and fun challenges ...anyone have experience with that?
As for Electric Eye's focus, I definitely like the sound of Studied Combat. Can't have too many rockets in a game of rocket tag :P
Likewise, it's pretty difficult to overshadow someone else in a knowledge skill. So I'd encourage everyone to grab a knowledge skill (maybe we can coordinate those somewhat?)
I'm personally considering getting the Dilettante feat (after dipping into basically every knowledge), both to fit Frank's character and because sometimes you roll high and figure out an important weakness/factoid about something/someone xD
Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4
Frank E. wrote:
nice, <3 trapfinder trait.
Not sure how to interpret that right now.
I didn't want to make an archeologist or rogue again and it was said we needed trapfinding, so there's that.
I'll admitt it right out of the box, i'm not a fan of summoners, especially with eidolons which resemble a PC so closely.
Companions of all sorts are already very powerful and that way someone is essentially playing 2 characters, not seldomly overshining several other characters. Difficult territory and i already made quite some bad experiences there.
Scouting is very niche as well though, did not happen in games i was very often and usually 2 or more characters can do it together or you can use magic.
I could drop that trait any time and find something else fun to do, don't know who can disarm magical traps at the moment else.
Maybe if I were more specific it'd make more sense?
+12 is nice. That's before your buff, right? That's about as good as you can get without spending feats, so it's a nice bonus.
BTW, the <3 is a sideways heart, in case you haven't seen that before...
and the reason I like the trapfinder trait is that for the price of a single trait, you can deal with magic traps with any class.
Without that trait, anyone who wants that job is forced to pick from two classes (investigator and rogue are the only two, right?)... or a short list of archetypes of other classes, now that I think about it.
Ah, I think I know why you weren't sure how to interpret that earlier, I wasn't thinking >.>
Maybe we can just ask who wants to handle magic traps while we're on the subject?
Personally, I'll be pretty happy as long as I don't have to figure out how to get Broulnindre the ability xD
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
Oh, Storyteller Shadow has some "everyone X" games which are fun. Thanks to archetypes, diversity is present, and then roleplay makes the rest. But for that to happen, usually it's put in the table before and everyone agrees.
I'm also usually the guy of "hey, pick what you want to do and I'll pick whatever you leave behind", so we can do this - Investigator is so friggin' flexible that it can shine at whatever. Just don't ask me to be the face, please, I'm so tired of being the face at my home games that I almost never feel like being face here on the boards :)
Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4
For me the trapfinder trait feels a little bit like an excuse^^
Didn't want to take another archetype though, since they take away things i wanted to have.
Sandmann slumber and sneak attack are pretty cool, but first level ability is niche in my eyes and suggestion just too bard.
Some bards do get the rogue ability to disarm magical traps though.
I can do magical traps since i already built for it and it would also fit the character, but someone else could also handle it.
"Facing" can be done by different persons i think, or we can split it. Everyone wants some spotlight and contribution^^
In my experience, teamplay also brings the best solutions.
We could name "leading" characters for certain situations though, who would do a main roll etc., be supported by others and could then be botted in critical situations if necessary.
Ease of gameplay in PbP.
I bet Kana is good at at least one of the face skills, being that she's so good at disguise that she switches portraits for it :P
@Electric Eye: Maybe we should do a survey of everyone's character sheets so they don't have to volunteer their skills? XD
As far as face skills go, Frank could probably invest in one. He doesn't have them as class skills, he just has the good charisma, so he wouldn't be particularly great...
edit: ...all the new characters are female except for Frank, but he comes as a pair with Broulnindre xD
Also, we have a few people with diplomacy, but unless I missed something only Zabeth can Bluff well and no one can Intimidate well xD
Oh, Storyteller Shadow has some "everyone X" games which are fun. Thanks to archetypes, diversity is present, and then roleplay makes the rest. But for that to happen, usually it's put in the table before and everyone agrees.
yes. So all wizards (X = wizards) or all gun slingers (X = gun slingers) or something xD
Correct, pre-Divorce I was running 30 games and about 7 were so themed. I was playing in about 40 or so. Down to DMing 9 and playing in 5 and struggling with all of that so life is a bit different than it was at this time last year!
HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)
After realizing that I can edit it too, I decided to move the rest of team B ~60' south.
I'm not sure the positioning is exactly right 'cause I'm not 100% sure about where the rubble is, so everyone but Kana might be a 5'-10' farther north xD
edit: I'm now torn as to whether we should be team B because we're the second team to go down into the depths or because we have Broulnindre xD
@anyone who wasn't sure: Broulnindre is definitely female (or at least, as female as eidolons can be) xD
(I tried to write her entrance in a way that didn't immediately describe the person that just joined the fight. I was hoping the first sentence could give readers a modicum of the surprise/disorientation that the characters would probably be feeling. I always like it when player and character reactions can match.)
Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4
Computer at home has broken down, until fixed posting depends on other devices with unreliable availability.
Hope to have this fixed soon :(
Not sure what the surprise/disorientation should be about?
I daresay the majority of eidolons i saw, especially those resembling humanoids, were female with some quirks :)
As for surprise, it's kind of surprising for some extra-planar entity to just show up without so much as a twig snapping to announce her arrival xD
Also, I would've expected most eidolons to be gender-less monstrous killing machines based on the complaints against summoners I've read. Maybe those guys aren't picked on the PbP boards so much? xD