Intense Variant Rules Gestalt Mythic Rise of the Runelords Anniversary Edition

Game Master Sebecloki


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Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

I'm definitely curious now. After looking through some of the blog post and through the shareware document, I can see some much less kludgy ways to do some of the things I would like.

Question: how many of the additional rules are applicable? For example, rolling 3d6 for skill/attribute checks, having 6+ ranks in a skill makes it a class skill, etc? Would higher HD be the difference between class-provided HD and the desired one? (Ie, going from a d10 to d12 would be 8 points (d12) - 6 points (d10) for +2 points per hit die upgraded?)


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)

I was actually going to suggest using the Eclipse system for this game. I feel it fits with the uniqueness of this game.


Aleister, Lissala's Chosen wrote:
I was actually going to suggest using the Eclipse system for this game. I feel it fits with the uniqueness of this game.

'

I guess I'm open to considering that, but that would be a much bigger 'ask' from the collective. In that case, I'd award you several classes worth of cp. I suppose you could avoid too much work if you just selected the pre-built packages for certain things. I'd have to have a better sense of how other players felt about that.


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

I'd be willing to run with an Eclipse rebuild, but it would take me quite a while to really understand the system. It's much easier to "bolt-on" segments of things, though that also makes it much easier to make things overpowered.


Henric Logos wrote:

I'm definitely curious now. After looking through some of the blog post and through the shareware document, I can see some much less kludgy ways to do some of the things I would like.

Question: how many of the additional rules are applicable? For example, rolling 3d6 for skill/attribute checks, having 6+ ranks in a skill makes it a class skill, etc? Would higher HD be the difference between class-provided HD and the desired one? (Ie, going from a d10 to d12 would be 8 points (d12) - 6 points (d10) for +2 points per hit die upgraded?)

I'm not sure about the question on 'additional rules' -- is that mainly a question about the interface between eclipse and standard PF?


If we're going to do a complete rebuild, I'd want to continue with pure roleplay for a couple of months while we look at the options. That's a bit deeper than I had originally intended to go with this, so I'd need some time of my own to figure out monster design.


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity
Sebecloki wrote:
Henric Logos wrote:

I'm definitely curious now. After looking through some of the blog post and through the shareware document, I can see some much less kludgy ways to do some of the things I would like.

Question: how many of the additional rules are applicable? For example, rolling 3d6 for skill/attribute checks, having 6+ ranks in a skill makes it a class skill, etc? Would higher HD be the difference between class-provided HD and the desired one? (Ie, going from a d10 to d12 would be 8 points (d12) - 6 points (d10) for +2 points per hit die upgraded?)

I'm not sure about the question on 'additional rules' -- is that mainly a question about the interface between eclipse and standard PF?

Pretty much. Mostly wondering if its purely "spend CP to bolt on feats", or if the other design/play elements come into things at all.


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)
Sebecloki wrote:
If we're going to do a complete rebuild, I'd want to continue with pure roleplay for a couple of months while we look at the options. That's a bit deeper than I had originally intended to go with this, so I'd need some time of my own to figure out monster design.

Sorry, I wasn't suggesting a full rebuild using the rules, as while I do like the system, it is a bit intimidating. I also actually like the classes I have for Aleister, even if this isn't the ideal build for the concept. It's just become a different take on the same core idea.

Rather, I believe your idea of giving us CP to use on buying additional abilities with the rebuild is basically what I was going to suggest.

Couple of questions:

1) Would you give us only 1 level worth of CP(24) or CP = to our level(72 or 96 depending on if we level after this scene)?

2) Would we still level normally during game play? Ie, gaining class levels per a standard game.

3) Would we still be able to take gestalt/prestigious/magic-user Horrifically OP feats? Or would the addition of CP and the ability to cherry pick special abilities override that?


No, I'd intend it to apply to anything the system covers -- though I'd really prefer not to have people try to do things that involve me having to make up dozens of new rules for a 3pp. system like this.

I'm not sure I understand the first couple of examples --

I don't think this would apply to the HD question. You'd just be purchasing HD on top of what you already have. The idea is like you're gestalting with a third class designed out of character points. So if you want to have d12 health dice, you'd purchase d12.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Note that much of Pathfinder is not in the eclipse rules, such as summoners/eidolons/etc. If we completely go to Eclipse, Shi becomes invalid as a character.


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

Ah. I was not trying to argue for doing a full rebuild; the simpler bolt-on approach would be a much better way to play with the system. I was just trying to figure out how much of the rule set was assumed to be coming with the "bolt-on"; for example, if 6 ranks in a skill makes it a class skill, then traits which add something as a class skill are only mechanically useful for the first five levels. I've found a number of things that do a better job of fitting my concept in the document so far. Also, Mystic Link + Companion might get you close to an eidolon, though there's more involved than just that.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

I was more referring to the fact that Shi'Vatha is an Eidolon, and there's nothing in there to buy bits and pieces of summoner to boost his eidolonness. :P


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

Ah. There are entire sections on being a magical beast or having special abilities / senses though. :)


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Yes, I was considering the equivalent of Devil Sight (darkvision to normal vision ranges). Expensive, but I think worth it for Shi, as he's going to always be on watch at night, and doesn't sleep or get tired...


I think this is a really interesting system, and I'm still weighing ideas.

Here's another idea I'm just going to to throw out for consideration since it came to me -- what if I gave everyone some large number of points (like 500-1000pts.), and we basically assume that's what the character is going to be for the game -- we wouldn't really do level ups or whatever 'advancement' would be purely equipment based.

So it would be a big project, like a couple of months probably while we do the RP part of the story, but then we'd be essentially done and I could figure out how to balance around some consistent numbers after that.

Scarab Sages

Defense 38|18 Armor DR: 7/adam or Huge. Crit Def: +25 Vig 87 Wnd 42 (Thresh 21) F +24, R +30, W +27 (+4 vs. Mind Affecting effects); +2 vs. enchantments, +4 vs. poison Aura courage (10 ft.) Init +23; Senses darkvision 60 ft., low-light vision; Perception +22

Sorry i'm not digging this.
Don't have the time to rebuild my character with a system i don't know at all and have no digital help for.
Can't we just not rebuild or have a new rulesset in every game once a month?


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

I’d totally be up for the massive build up - sort of 20th level characters thrown back in time / out of place with zero equipment / funds. However, this may not be the game for that, especially if not everyone is as enthused for the idea.


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)

500 CPs would be over 20th level, so that's probably a bad idea.

Also, I really don't want to give up classes. I like the Eclipse system as a way to add on powers and abilities, but I feel it's too complicated and possibly even unbalanced to fully supplant actual classes.

I don't want to be stuck in some sort of static build for the course of a full AP. I like being able to organically adapt and change my PC due to in game actions, fights, and so on.

Shadow Lodge

CG Gunslinger Striker/Hedgewitch(6) | Vigor: 194 | Wounds: 124/31 | AC: 55 | Touch: 54 | FF: 21 | DR: 7/armor | Fort: 28 | Ref: 52 | Will: 24 | CMD: 64 | Init: 42 | Per: 18 | Speed: 60' | Tension: 9 | SP: 12 | MSB: 6 | MSD: 17 | Conc: 14 |
Aleister, Lissala's Chosen wrote:

I really don't want to give up classes...

I don't want to be stuck in some sort of static build for the course of a full AP. I like being able to organically adapt and change my PC due to in game actions, fights, and so on.

Same.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Adding a little bit here and there is fine. I think completely reworking the game too often just leads to too much chaos to keep track of the story. IMHO


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)

Seb, we're waiting on you in game :)


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

Shi'Vatha, here's the blog post on summoners and eidolons! Blog Post

Might give you some ideas if we go that way.


1 person marked this as a favorite.

I just wanted to reassure everyone I'm still here, I've just been very busy with life -- I'm finishing up a biostatistics class for nursing school pre-reqs and doing a ton of overtime and my job. I just finished the huge group project that was taking all my time, so I will update soon.


Sorry I have been way, I have been somewhat ill of late. But am getting better.
hows it going


I'm going to try to resurrect this game -- I've been very busy with school working 50 hours a week, but let's see what we can do. Is anyone open to playing more than one character to replace those who have left?


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)

Before I decide on possibly playing another character or not, I need to know if you're applying the new character rules that we're using in Dark Sun to this game. If we are, I'll want to update Aleister before deciding on if I'll play a second character.


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

There's enough moving parts in a character this high-powered that I would like to stick with just the character I created and know, by personal preference.


Aleister, Lissala's Chosen wrote:
Before I decide on possibly playing another character or not, I need to know if you're applying the new character rules that we're using in Dark Sun to this game. If we are, I'll want to update Aleister before deciding on if I'll play a second character.

Very similar, but not 100% the same.

I'm going to change the magic/casting rules since no one went with the words of power system. I had a couple of ideas:

Spell points

Replace arcane and divine magic with Dreamscarred psionics and Occult Magic (I think this would be a really interesting direction, I was trying to see if it messed up anyone's current build). So the 'priests' would, for example, be spiritualists or mediums that contacted 'spirits'.


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

I already have a bit of Psionics, but I also really like spell points.

Depending on what the forthcoming changes are, I might be in the update/redo character camp under the new rules.


I was thinking about allowing a tristalt, but the tristalt class has to be occult or pisonic.

Look at my dark sun game in my profile to see mostly what the rest of the rules would be, it has them on the campaign page.


Image here Defence 25 | Armor-DR2/7*/11** Force | Wounds: 34/34 (0NL) Vigor: [48/48] Stamina: [pool] [8/8] | F+28*, R+38*, W+38*) Init: +10; Perception +21 | CMB: +6; CMD: 28| Mythic 5/5 | HeroP 5/5

Im happy to play another PC GM


I think we have 4 right now.

If someone would make 1 new character and someone else would make up a familiar/cohort/animal companion etc. or something like that using the character creation rules, that would give us 6.

I'm waiting a second to finish adjudicating the poison and interrogation. After that, we're done withe swallotail festival combat and I'll do a 'level up'. I'm still mulling exactly what I want to do.


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)

While I'm not opposed to possibly adding a 3rd class, that is either occult or psionic, I would prefer not to fully ban normal spells.

Not only do I get spell like abilities from my Bloodlord class, but if we get access to HOP feats, I'll probably take magic user so I can cast as a sorcerer.

Power word(like kill or blind), symbol and glyph magic is the core of my PC so I would rather not lose access to those spells(as I don't believe there's many psionic/occult spells of those sorts)


how do you feel about spell points?


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

That's a bundle of rules. Tristalts are fun, as are the Eclipse Point Buy, Spell points, etc.

I'd be willing to make up a second character, rather than trying to play an existing one. Maybe a pair of twins, one focused on death and the other on life, or some other dichotomy?


I was moving away from the Eclipse idea, how interested was everyone in that? If we were going to do that, I'd instead give you Eclipse character points equal to another class.

I like the twin idea -- that seems like it has a lot of interesting character possibilities.


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity
Sebecloki wrote:

I was moving away from the Eclipse idea, how interested was everyone in that? If we were going to do that, I'd instead give you Eclipse character points equal to another class.

I like the twin idea -- that seems like it has a lot of interesting character possibilities.

Honestly, I really like the Eclipse system; but with the wealth of other options, especially ones which play "nicer" in the existing system and already have plenty of creative synergies, moving away from it is probably the better choice unless everyone unanimously prefers Eclipse.

Yeah, identical twins that have diametrically opposite approaches to life but stay together for family / story reasons seems like an interesting way to furnish many hooks/RP opportunities.

Edit: If you've read the Mistwraith series by Janny Wurts, that's kind of the dichotomy I am thinking of.


I've read a lot of the first book a while ago. I'd be interested to see what you do with that concept.


1 person marked this as a favorite.
Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

So I'm thinking if we go this route to invert a bunch of assumptions and create fraternal twins. : Twin A as the dark, brooding character, but he is actually a great buffer - handing out bonuses to the group and taking some of the battlefield control types of paths. Sort of a deep voiced, pessimistic guy, but working to make sure the worst is staved off through thinking ahead and planning. Twin B is light hearted kind of gal, who takes on a fierce aspect in battle with hugely destructive blasts/attacks and a shining glory of righteousness that strikes fear into the hearts of the enemy - a blunt hammer that can smash into whatever stands before, but tempered by her brother's advice. She rushes into situations, and he tries to plan ahead to get them out after the fact.

Scarab Sages

Defense 38|18 Armor DR: 7/adam or Huge. Crit Def: +25 Vig 87 Wnd 42 (Thresh 21) F +24, R +30, W +27 (+4 vs. Mind Affecting effects); +2 vs. enchantments, +4 vs. poison Aura courage (10 ft.) Init +23; Senses darkvision 60 ft., low-light vision; Perception +22

Is everyone getting a second character now? Or just some? Or is that meant as replacement?


Only those who want to


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)

I believe we still have 5 players(Pai, Henric, Ynja, Shi and myself) so we don't actually *need* replacements or dual characters.


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

I'm definitely fine staying with one character if we don't need more characters.

Scarab Sages

Defense 38|18 Armor DR: 7/adam or Huge. Crit Def: +25 Vig 87 Wnd 42 (Thresh 21) F +24, R +30, W +27 (+4 vs. Mind Affecting effects); +2 vs. enchantments, +4 vs. poison Aura courage (10 ft.) Init +23; Senses darkvision 60 ft., low-light vision; Perception +22

How about everybody changes their character every week? I would say from Sunday to Monday. And while we are on it, we best change the gaming system at least once a month as well.
That way everything stays fresh all the time.

Also we can keep all the characters in the rooster, so everyone can decide what to play each round.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

I'm ok with Spell Points, always preferred them.

I'm assuming Pai's being sarcastic. :)

I'm WAY to busy at work to run two characters (I'm averaging 60 hours a week).

If we want to add some powers, that's fine, I just need some lead time to alter Shi's build (that pesky 60 hour a week thing).


Shi'Vatha wrote:

I'm ok with Spell Points, always preferred them.

I'm assuming Pai's being sarcastic. :)

I'm WAY to busy at work to run two characters (I'm averaging 60 hours a week).

If we want to add some powers, that's fine, I just need some lead time to alter Shi's build (that pesky 60 hour a week thing).

I'm working 50 hours a week right now, so I have the same issues; the next part of this should be mostly rping, so I imagine having a month or more of just talking and exploring to do any leveling up.

Just to be clear -- we're not really changing the rules -- this is a 'build out', like adding stuff on top of what is already there, like more feats, classes etc. I don't really do 'level up' like just add a level, I usually give a choice of some options and have more going on.


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

I've got a number of ideas depending on just what "Very similar but not 100% the same" entails, but at a minimum I know I would like to switch the Legendary Fighter portion of Henric to a Battlefield Tinker Armiger from Spheres of Might... Still Full BAB d10 HD martial, so there's not much to change at the low levels.


Male Weremonkey Rogue/Ranger/Trickster

Posting to all my games:

This Tues(the 1st) I'm heading down to NYC to work at New York Comic Con, and returning home on Mon(the 7th).

I will have my both my laptop and cell phone with me, so I'll be able to keep up with my games, but may not be able to post much. Please bot me when and where necessary.


Let's try to move this back into high gear, I apologize for the interruption.


Image here Defence 25 | Armor-DR2/7*/11** Force | Wounds: 34/34 (0NL) Vigor: [48/48] Stamina: [pool] [8/8] | F+28*, R+38*, W+38*) Init: +10; Perception +21 | CMB: +6; CMD: 28| Mythic 5/5 | HeroP 5/5

Thats ok, so the Lab

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