DM Dickie |
Hey everyone, I am looking for one or two players to join an in-progress Shattered Star game! We recently lost two players back-to-back thanks to real life distractions.
25 point ability score buy.
Any official Paizo material is fair game.
No evil alignments.
Characters receive one Shattered Star campaign trait for free. Characters may select two others, no two of the same type. No drawbacks.
Take maximum starting wealth.
To reinforce the Pathfinder Society angle, which I'd like to play up, each character gains two free ranks at first level in one of the following skills: Craft (any related to writing or drawing, or similar journalistic or academic skills), Linguistics, Knowledge (arcana, dungeoneering, history, or local), Perform (oratory).
It is acceptable to leave a few skill points unspent, or some languages not yet chosen until selected, so that the final group can coordinate some.
Include a very brief backstory, and a short "IC post" for flavor. Please don't give me a book to read, just enough to give me a solid idea who the character is! I can catch up on the details later if you're selected.
Other important things to know:
We will use Roll20 for maps.
Milestone leveling as opposed to tracked exp.
Use PFS HPs when gaining a new level.
Retraining will be allowed.
I will shoot for an average of 2-3 substantive posts per week. Sometimes that can be faster, especially outside of combat, and sometimes I might be slower on my end due to real life.
The group is now level 2, but for submissions just give me the first level stuff!
Don't hesitate to ask questions, thanks for reading!
DM Dickie |
I knew I forgot something important!
Current, active characters are a ranger, shaman, and a psychic. I can't really speak to what they might think they need and will encourage them to check in when they have a chance to toss their opinions in.
My best guess is maybe a tank and dedicated healer, possibly more sneaky/skills, but I think the ranger has that covered
Turin Starfall |
I just want to see if I can get an extra +2 to Intelligence or Wisdom.
Variation: 1d100 ⇒ 34
"You gain a +2 dodge bonus to your AC against attacks of opportunity from evil outsiders or undead." I'd rather have the pyrotechnics spell like ability. Unless you are willing to give me the extra +2 to Wisdom?
Sokkla |
I'd like to submit Sokkla for your consideration (not yet, I know she isn't ready) she's a concept I've been mulling over for a while now. She can play a bit of tank plus a bit of healing. (Plus chickens!)
I'll get her all square with your character creation guides today. And also tie her into the Pathfinders more strongly. She is likely semi settled in a town/settlement currently, are you able to tell us where your party currently are (I don't want to read too much of your gameplay thread for fear of spoilers)
Lastly, I'm not very good at/inspired by optimising my characters within an inch of their lives. I'm looking for effective and characterful/fun to play. Does this fit with what you already have?
Galahad0430 |
Here is Stefan, defintely a front liner (he will be able to tank with minimal healing support and be able to stop enemies from ignoring him to go after the squishies. In addition, he will be a debuffer with Demoralize, and Dazzling Display in another level). I combined an IC post with the background:
The smoky tavern was filled with noise, most of it coming from the large table in the back corner of the room. A large group of young toughs were gathered there drinking and engaged in boisterous conversation. Their dress marked them as young nobles, while their swords marked them as probable students of one of the dueling acadamies that Restov was famed for.
"But Stefan, where could you possibly go from here? Surely you can make amends at home, afterall your father is stinking rich!
"I've burned that bridge as thoroughly as could be." Responded the one that had been questioned. He was slightly older than the rest of the group and appeared to be its nominal leader.
"First, I'm the fourth son so I wouldn't be looking forward to much involvement in the family business even if I had the interest. Second, after I escaped that accursed monastery my father stuck me in...."
"Wait! What monastery? You were a monk?!?" interrupted one of the youngest at the table.
Stefan sighed. "Yes, for about a year. My father thought it would be a good idea to have kin in the monastery of Irori in the Icerime Peaks that overlooks one of the only trade routes through there. It didn't matter to him that I was completely unsuited for that lifestyle. Of course, back then was when I still believed all that "honor of the family" stuff. It was the most hellish year ever. Can you believe they expect you to drink water with dinner?"
The table burst out in laughter at that and Stefan puncuated the ridiculousness of the idea by taking a long draught from his tankard.
"Well, needless to say, I stole out of that place as soon as I could. Although, I have to admit that some of the stuff I learned has been very useful here at the academy."
At that comment, there were several nods around the table. They all had seen Stefan use techniques that were unique and even the instructors had commented on.
"Father was none too pleased when I returned and then when I sort of borrowed some family funds to come here, I believe that was too much for him. So, now I'm looking into some things I've heard and will strike out on my own. Besides I was getting sick of my family's insipid fawning over the Surtovas."
Several of the Rostlanders smiled at that. One of them responded.
"I hear rumor that the Restov council is going to offer charters to explore the Stolen Lands, perhaps you would be interested."
"No,"replied Stefan."I am thinking of following another more sure lead. I'm headed to Varisia's coast. There is a lot of room for advancement there. I could completely sever my ties from here and begin a new House. Who knows, years from now you all could be visiting Lord Stefan."
Stefan beamed at the table. And was rewarded with good natured chuckling from the rest.
They think I'm joking, but I will found a new noble house and be remebered in the histories.
Stefan Lebeda
Male human fighter (aldori defender) 1/unchained monk (master of many styles) 1 (Pathfinder RPG Adventurer's Guide 23, Pathfinder RPG Ultimate Combat 59, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 18 (2d10+2)
Fort +5, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk aldori dueling sword +8 (1d8+4/19-20) or
. . unarmed strike +6/+6 (1d6)
Special Attacks stunning fist (1/day, DC 13)
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 12, Int 14, Wis 15, Cha 8
Base Atk +2; CMB +2; CMD 16 (17 vs. grapple, 17 vs. trip)
Feats Crane Style[UC], Improved Unarmed Strike, Slashing Grace[ACG], Stunning Fist, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits aldori caution, bruising intellect, serpent runner (intimidate), world traveler
Skills Acrobatics +8, Climb +3, Diplomacy -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +7 (+9 to demoralize), Knowledge (dungeoneering) +7, Knowledge (local) +8, Knowledge (nobility) +4, Perception +7, Sense Motive +7 (+5 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +6
Languages Common
SQ fuse style, pride
Other Gear mwk chain shirt, mwk buckler, mwk aldori dueling sword[ISWG], 275 gp
--------------------
Special Abilities
--------------------
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
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.
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 add Dex instead of Str to dam.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
DankeSean RPG Superstar 2010 Top 32, 2011 Top 4 |
I have interest! After doing just one PbP at a time for a very, very long time, I really feel like I could pick up a couple more without overextending myself.
I have a character that is almost ready for presentation; I have in mind a character that's an Irrisen-born, qlippoth-blooded, fey-raised tiefling, so a whole bunch of alien points of view represented in one guy. Morally a bit grey, party role wise he'd be a striker/front liner with some healing capabilities.
I did just want to ask before submitting him, do you allow variant multiclassing?
Sokkla |
I think Sokkla is finished.
Sokkla was an ordinary farm girl, living with her parents in the southern foothills of the Iron Peaks. They were by no means rich, but they got by. By day Sokkla would tend to the animals. Then in the evening her father would tell tales of his youth in the big city. He told stories of the wonderful ruins and stories of the monsters found in them. Sokkla’s favourites where the stories of just before she was born, her parents had been Pathfinders! It was all very idyllic.
Then the chicken started to stare. That one chicken, the Marquise (Sokkla thought she was the one anyway.) For the next couple of weeks nothing unusual happened, just more staring. Then the dreams began. Sokkla would dream of that chicken (or a chicken at least). In her dreams it would talk to her, they would have great meandering conversations but Sokkla would never remember what they were about except that she had to head south, south and west. After a week of this Sokkla had had enough, she was not one to sit idly by; someone might need her help. She packed up the chickens (both of them, just to be sure) and, taking her father’s old armour and sword, she left. Leaving a little note:
”I’ve gone with the chickens. S
Ps. Don’t worry about me, I have my Horse.”
She headed south first of all into the Sanos forest, as long as she kept moving the dreams didn’t come. She spent weeks in the forest finally becoming utterly lost. The dream that came then was different, Marquise transformed into a huge metallic dragon. Once more they spoke at length and once more Sokkla didn’t remember much, just the direction the claw pointed in and two words, ‘Pathfinders,’ and ‘Magnimar.’ She pressed on.
After a few days she arrived in Magnimar (by barge as it happens, but that is another story) and found herself some meagre lodgings for herself and the chickens, promising work for her supper and shelter. The next day she headed for the Pathfinder lodge to find her destiny.
Sokkla has a muscular build, work on the farm built her for strength and it shows. She is not conventionally attractive, but has a kindly innocent face. She speaks in soft measured tones using simple words that have led many to falsely believe that she is stupid. She is peace-loving at heart and follows rules to a fault.
"Good morning. We have walked and floated a long way to be here. My name is Sokkla, I have come to join you."
She holds out her hand to the bemused Pathfinder behind the desk, her grin is sincere, if a little toothy.
Let me know if you have any notes.
PS. I am aware the spare chicken may not make it through the first day. :)
Damon Van Brandt |
If selected there are a couple details I'd like to better hammer out in regards to his background.
Crunch wise, he will be a front-liner samurai (brawling blademaster) with eventually at least a couple levels of monk (master of many styles)
I'll get the crunch done in a bit, but he will be largely an AC tank, with good offense focused around TwFing with a blade and unarmed strikes. The build will functionally be online around level 4-5.
Just too add a little more characterization, I picture his fighting style a mixture of mugen (from Samurai champloo, if you have seen it) and the style like strikes from the new Demon slayer anime. Its fairly flashy, unorthodox, and largely self taught.
A fun aspect is he can fight just as well with a torch in his hands.
Damon was born a child to a up and coming "noble" family as the eldest of four siblings. Two brothers and a single sister. However, due to his choice of companions, ill fortune and under handed schemes he lost his family and his money, and yet, he felt free for the first time in his life.
Damon never sat well with the, as he put it, boring life of a merchant lord. By the age of 14, he only way his father could get him to take his studies half seriously was to train him in only the bare basics of swordsmanship alongside the more bookish studies. Indeed, his resentment towards his father, and his father's frustration towards him and been brewing for awhile, and would only continue to further stew as years went on and he was further held down and entrapped by his father's desires.
It was around this time Damon started spending all of his free time outside in the city, often finding trouble in the form of fights or other small misdemeanors. At the age of 17, he had made a small name for himself as a troublemaker, as well as for his rough and instinctual style of fighting. Using both fist and sap in the fighting rings around the town. It was at this time, he met a girl by name of Alaria. A Varisian fire dancer in a traveling band of performers. He was smitten nigh immediately. He would eventually join the troupes performances when they were in town, and seemed to make great friends with them all, even the troupe's leader.
At the eave of his 18th birthday, the pressure from his father for Damon to take up the family business, and to finally start acting "as a proper man should" and to finally "take his proper place in the family" proved too great. After a large argument, the rift between them stretched to its breaking point. Damon had, to this point, managed to keep his dalliance with the Varisian troupe a secret from his family. However, now his anger at his father had reached its boiling point and he knew just how to humiliate him. He went about setting events up for the troupe he had joined to be the main performance at his 18th birthday despite his father's hesitance. It was here, in this public showing he would embarrass his father. Damon had joined the act, largely, as a fire dancer alongside Alaria. Using twin blades doused in oil for his performances. It was near the end of this performance that he removed the mask and cloak he used both to hide his identity and as part of the performance. Garnering gasps and silence as he stood there staring towards his father a furious anger on his fathers face.
It was here where things got quickly out of hand. Unbeknownst to Damon. The Troupe he had joined had planned to use this chance to rob the wealthy family of some of its riches. The group sent to carry out the robbery had been found, and a following skirmish resulted in a small fire, and the death of Damon's youngest sibling. It was this that proved the breaking point, and in a fit of rage and sorrow his father disowned him and banished him from the household. Giving him but a small pittance to survive on. Weighed down by guilt, Damon fell into fighting to make a living for a time. Incorporating a fair portion of what he learned from his time as a fire dancer into his style to further differentiate it. Eventually, after about three years. His desire for excitement, adventure, and danger lead him to join the pathfinders as the fighting rings had grown boring to him. Though, a large part of the decision was an attempt to forget and leave the past behind him.
Damon talking about why he enjoys fighting so much- His voice is a little on the deeper side, with a roguish twinge of a varisian accent. Which I can only picture now as a light southern drawl/accent.
That rush of adrenaline, the sheer focus of the fight. When you take part in a seemingly life threatening fight. In that moment, you truly feel alive, in that moment, you forget more than any alcohol induced stupor could even hope to achieve. In that moment... you are free.
What is your relationship to the gods and religion?
Eh, They are there, but they don't really help all that much.. A goal to strive towards perhaps but uh, I'm not one for all the traditions and uh, expectations most clergy go through. I live by my own code, and I don't intend change that.
-Do you have an easy way with strangers?
Certainly, its just they might not have an easy way with me. I tend to speak my mind and, well, I don't hold back. So its easy for them to see me as abrasive or rude. Its just better to not let them get too close.
-Do you play well with others?
When I need to, Always better to drink with friends, and having someone you can trust at your back in a fight is worth a hundred soldiers. But, Its rarer to find that than a diamond and besides, having too many "friends" just opens you up to being betrayed or let down. It also tends to load you down with expectations and I'm not one to like those. Or any real responsibility for that matter if I can help it.
-What draws you to the life of an adventurer?
Wanderlust and coin. A single contract of even the lower tier variety pays more than a year or more of working as a laborer or artisan. Though, I suppose I'd be lying if I didn't add that it gives plentiful opportunities to test yourself against all manner of foes. And I'd be lying if I said I didn't enjoy a fight. Suppose that's why I was drawn to mercenary work and ended up in the society.
-Do you identify with a particular animal or element?
Always enjoyed the wind, both the feeling of it on my face, the exciting chill of unknown places, the feeling of freedom it brings. Going where it wills.
-What specific goals do you have, if any?
Goals? Heh, Well, I suppose master my style of swordsmanship. Maybe start a school one day I don't know. I'm more of a... live in the now sort. I rarely plan ahead more than a few months at a time. I just wish that... well, nothing to dwell on. Can't change some things.
-Do the ends justify the means?
Yes, they do. And while there are limitations to everything... Stand among the ashes of a trillion dead souls, and ask their ghosts if honor matters. Their silence, is your answer.
DM Dickie |
Sorry for being slow to respond, RL has been very distracting. Middle of the week tends to be worse but a quick update: I'm going to cut submissions off Thursday night at midnight EDT (about 31sh hours from now). Looking to take two folks and will announce who is selected by Monday. If you've dotted in or submitted something that's a work-in-progress I will give you time to finish it up (an extra 24-48 hours).
DankeSean RPG Superstar 2010 Top 32, 2011 Top 4 |
Rabscuttle |
Tamala Belvan : CG Half-Orc Oracle of Battle
Tamala was born in captivity. Her powers manifested one night after a failed escape attempt and a brutal beating - while praying furiously, she suddenly felt a fierce fire burning within her and the burst of sudden knowledge of how heal the wounds of others or inspire them to fight. Over the next week, she rallied her fellow slaves and led a successful coup to overcome their masters. The price of this knowledge and her freedom were the scars from that final beating - she found herself unable to heal them and they slowly got worse over the years.
In the years since, she made her way down to Magnimar, where she found some success in combat in Serpent's Run, with her appearance only increasing her appeal. But lately she has become disillusioned with that role - the safe nature of the fights was becoming unfulfilling; she disagreed with talk of her losing deliberately "for the show"; and she was increasingly uncomfortable with her appearance being part of the show.
Having heard of the Pathfinder Society a fellow combatant - she joined up and was able put her skills towards something more fulfilling.
Statistics
STR: 14 = Base: 14
DEX: 14 = Base: 14
CON: 12 = Base: 12
INT: 10 = Base: 10
WIS: 13 = Base: 13
CHA: 18 = Base: 16; Racial: (+2) Half-orc
Fort: +1 = Base: +0; CON: +1
Ref: +2 = Base: +0; DEX: +2
Will: +3 = Base: +2; WIS: +1
AC: 20 = Base: (+10); Dexterity: (+2); Armor: (+6) Chainmail; Shield: (+2) Shield, heavy steel
Touch: 12
FF: 18
BAB: 0
CMB: 2 = BAB: (+0); Strength: (+2)
CMD: 14 = Base: (+10); BAB: (+0); Strength: (+2); Dexterity: (+2)
Init: +2 = Dexterity: +2
Speed: 20ft
HP: 10
Languages: Orc, Common, Giant
Attacks
Melee
Flail +3 (1d8+2, x2)
Ranged
Sling +2 (1d4+2, x2)
Skills
Acrobatics: -5 = +2 DEX; Misc: (-7) ACP
Appraise: 0 = +0 INT
Bluff: 0 = +4 CHA; Misc: (-4) Oracles Curse (Wasted)
Climb: -5 = +2 STR; Misc: (-7) ACP
Diplomacy: 4 = +1 rank; +4 CHA; Misc: (-4) Oracles Curse (Wasted), (+3) Class Skill
Disguise: 0 = +4 CHA; Misc: (-4) Oracles Curse (Wasted)
Escape Artist: -5 = +2 DEX; Misc: (-7) ACP
Fly: -5 = +2 DEX; Misc: (-7) ACP
Heal: 1 = +1 WIS
Intimidate: 10 = +1 rank; +4 CHA; Misc: (+3) Class Skill; Racial: (+2) Intimidating
Knowledge (dungeoneering): 2 = +2 ranks; +0 INT
Knowledge (engineering): 4 = +1 rank; +0 INT; Misc: (+3) Class Skill
Knowledge (religion): 4 = +1 rank; +0 INT; Misc: (+3) Class Skill
Linguistics: 1 = +1 rank; +0 INT
Perception: 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill
Ride: -5 = +2 DEX; Misc: (-7) ACP
Sense Motive: 1 = +1 WIS
Stealth: -5 = +2 DEX; Misc: (-7) ACP
Survival: 1 = +1 WIS
Swim: -5 = +2 STR; Misc: (-7) ACP
Race Features
Darkvision (CRB 25): You can see in the dark up to 60ft.
Intimidating (CRB 25): You receive a +2 racial bonus on Intimidate skill checks.*
Orc Blood (CRB 25): You are a humanoid with the human and orc subtypes. You count as both human and orc for any effect related to race.
Orc Ferocity (CRB 25): Once per day, when you are brought below 0 hit points but not killed, you can fight on for one more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you immediately falls unconscious and begin dying.
Chain Fighter (APG 19): You are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons.*
Class Features
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Flail; Flail, heavy
Oracles Curse (Ex) [Wasting] (APG 44): Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate.* You gain a +4 competence bonus on saves made against disease. .
Revelation: You have discovered a secret to your abilities. (DC 14 unless otherwise stated)
- Weapon Mastery (Ex) (APG 46) : You gain Weapon Focus (Flail)
Traits
Serpent Runner (Intimidate) (APShS 5): You gain a +2 trait bonus on Intimidate checks to demoralize opponents.
Dirty Fighter (APG 328): When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Feats
Combat Casting (Core 119): You get a +4 bonus on concentration checks when casting on the defensive or while grappled
Weapon Focus (Flail) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*
Equipment
Chainmail, Heavy steel shield, Flail, Sling
Spells
Oracle
0th (DC 14): Guidance, Resistance, Stabilize, Virtue
1st (DC 15): Bless, Compel Hostility, Cure Light Wounds
Tamala doesn't hesitate to answer the Pathfinder's question. "Well, I can fight, as Gunthor probably told you. Been fighting at the Serpent's Run for the past year or so, and winning more than I lose. But there isn't any risk there, but I hear you lot get out and get into real fights with all sorts of critters. I've got some gifts to help out anyone else who's fighting - I can patch them up if they've taken a hit, and get them more fired up when they re-enter the fray!" She starts to grin at the thought of her team taking on some large ferocious beast, but then catches herself and adjusts her hood of her cloak to keep it from falling back.
Aldizog |
It looks like this party might need someone "sticky" to keep the bad guys off of them. Presenting a Dwarven Fighter (Brawler archetype).
Dwarf Fighter (Brawler) 1
NG Medium Humanoid
Deity: Torag
Init +2; Perception +2
-----------------
DEFENSE
-----------------
AC 21, touch 12, flatfooted 19 (Armor +6, Dex +2, Shield +2, Trait +1)
HP 13 (1d10+3)
Fort +5, Ref +2, Will +2 (+2 racial vs spells, SLA, poison, +2 trait vs charm/compulsion)
-----------------
OFFENSE
-----------------
Speed 20 ft.
Melee Dwarven Heavy Axe-Gauntlet +4 (1d8+3/x3)
Ranged Javelin +3 (1d6+3)
-----------------
STATISTICS
-----------------
Str 16, Dex 14, Con 16, Int 10, Wis 14, Cha 11
BAB +1; CMB +4; CMD 16
Feats Combat Reflexes, Stand Still
Traits Defender of the Society, Serpent Runner, Focused Disciple
FCB Fighter +1 Skill Point
Skills (3 per level)
Climb +7 (-3 ACP)
Swim +7 (-3 ACP)
1 skill point unspent
Campaign 2 bonus ranks: Knowledge (Dungeoneering) 2 +5
Languages Common, Dwarven
Special Darkvision, Defensive Training, Greed, Hardy, Hatred, Stability, Stonecunning, Weapon Familiarity
Equipment Starting Gold: 300
Breastplate (200)
Dwarven Heavy Axe-Gauntlet (21)
Heavy Steel Shield (20)
6 javelins (6)
Pathfinder’s Kit (12)
Holy Water (25)
Acid (10)
Remaining: 6 gp
2: Step Up
3: Iron Will
4: Weapon Focus
5: Weapon Specialization
6: Power Attack
7: Disruptive
Branmyr has been moving his way south for the past few years, offering his services as a caravan guard when needed. As of late, he has tried his luck at Serpent’s Run. Agents of the Pathfinder Society saw him and were impressed with his abilities, so have offered him a job.
In his manner, Branmyr is confident and pleasant, and even somewhat charming (for a dwarf, anyway). His faith in Torag manifests most notably in a protective stance in battle; he seeks to prevent foes from harming his allies by staying with them and limiting their movement. Should a foe slip past his guard and harm his allies, Branmyr will be harshly critical of himself and vow to do better next time.
He is very loyal to his comrades, and generally easy-going when it comes to most ethical dilemmas. Branmyr does not regard himself as a moral authority, preferring to let someone else figure such things out. He tries to do the right thing but his is a violent profession, and it doesn’t overly bother him. He's good-ish. Good with Neutral tendencies. Maybe a smidge more Good than Amos from The Expanse.
He flashes the archer his most charming smile.
"Yield."
Marcus Nocturnus |
Including Role is a good idea.
Torgar is an Invulnerable rager. This makes him a hit point sponge (highest HD, high CON bonus, and Toughness) with the ability to deal significant damage (very strong with a big sword). He will have a fair AC (med armor, low dex but natural armor when raging at 4th level) but if all goes well the enemy will be dead before he needs to worry about it.
Torgar will pursue the beast totem giving him a full attack on charges at 10th level. His other rage powers by then will be renewed vigor and increased DR. By 10th he should have DR 6.
Damon Van Brandt |
A couple of extra notes.
I don't intend to use any actual "samurai" flavor for Damon. I know this can be a worry sometimes in regards to themes. I merely am using the class and archetype as basis for a fun street fighter who has blended several things together to make a style of fighting unique to himself and represent his stubborn nature (resolve).
Likewise, monk flavor can be added as the traditional sense, or it can be more in line with bits and pieces he has picked up and incorporated into his own techniques. I envisioned the latter. I likely won't take more than 2 levels of monk, to pick up style feats and let him blend them.
Because I like the idea, I'll give a rundown of the plan for his feats, mildly subject to change.
1- Dodge, Step up(?)
Monk(1) 3- Crane Style (level), Ascetic Style (Monk)
4- Two weapon fighting (TWF) (class feat)
Monk(2) 5- Weapon focus Unarmed Strike(probably), Style Feat (possibly monkey style)
7- Improved TWF
8- Combat Feat, undecided. Probably. Combat Style Master
9- Improved Critical (Unarmed strike)
11- Pummeling Style
13- Pummeling Charge
14- Two weapon Rend.
DM Dickie |
I think I somehow contracted the curse that cost me one of the two players I recently lost, lol.
Celestial do not gain the good type, but they clearly should IMO, so yeah I'd let the feat work.
I'm doing some back and forth debating and second-guessing myself, and TBH, we have time because the group is inside a dungeon-y site right at the moment. I will still make the call sometime after work tonight and update before I pass out, so just watch this space!
DM Dickie |
Sorry for the delays and mis-managed recruitment session both...
I appreciate the patience. What should have been just been a crazy week at work turned into freakin' "holy moly" when the only other guy that does what I do on my shift quit rather suddenly. So I've been crushed by basically double work!
Okay, so here we go, the two we are going to add are:
Sokkla
Branmyr
When you two are ready, please check into the Discussion thread.
Should one or both need/want to drop out before getting started, I will update here with the next alternates.
Thank you everyone! Fantastic characters all around. Recruitment is always the most difficult task because I so often want to see EVERY story possible with every character, but I already added a lot to my plate doing two tables here! Know that in the end my decision was based on who I thought would be the best fit for the group as a whole and I nearly had to start flipping coins!
Now, if anyone is still looking for a game, I also need to replace two slots in a Dragon's Demand game. I planned this recruitment better, so I'm only accepting a total of four complete submissions and have a clear timeline for end-of-recruitment this time from the start. You can find that recruitment post here.