Male Human Inquisitor 2 | HP 19/19 | AC:17, Touch:13, FF:13 | F:+5, R:+3, W:+5 | Perc +8 | Diplomacy:+7/Intimidate:+10/Sense motive:+8/Stealth:+5/Survival:+7 | Init:+7 | CMB +2, CMD 14 | Stamina Pts. 3/3 | Spells: Level 1: 2/3 | Active Conditions: Bless for 1 minute
Shawn enters the inn, glancing around at the people within. He notices that some are staring at him and he realizes that he had forgotten to remove his helm/mask. The item is the holy symbol of his Deity, Nethys, but the Fey had told him it would draw attention in public places. Sadly he removes it and tucks it into his pack for now.
With his face exposed he moves up to the bar and takes a seat. Pausing again to remember social convention he pulls a coin from his pouch and requests food and drink. "What food is available here? And I'd like to try an.... ale I believe it is called." Glancing at the coin he had pulled he realizes it is gold. How much did things cost here?
I've decided the first adventure we're doing is Rudwilla's Stew from 045 --it's supposed to be for 4-8 players of levels 1-2, totaling about 9 total levels. Of course, that's 2e, so it's not direct, but if we have 7-8, level 1, that's approximately what it was imagining.
Male Dwarf Warpriest 2 | HP 23/23 | AC 18, T11, FF17 | F +6, R +1, W +6 (+3 vs poison, +5 vs spells, and spell-like abilities) | Perc +5 (Darkvision)| Init +1 | Speed 20' | CMB +4, CMD 15 | Fervor 4/4 | Stamina 4/4 | Active Conditions:
Checking in with smiles-a-lot’s Warpriest. Just need to buy some more gear and pick some spells.
I'll try to finish up my character tonight to. The first adventure starts in a very generic fantasy realm called the Duchy of Mulcrow. You start off in a very generic fantasy town called Griffondale, and the adventure is about getting ingredients for a stew for a Bugbear tribe. It's a fun little classic.
Male Human Rogue 1/Cleric 1 | Init +4 | Perc +6 | AC:17/ T:14/ FF:13 | HP 16/16 | CMB +4/ CMD: 15| Saves F 3/R 6/W 4
OK, so no regional languages as we are generic. Pick another common language or just drop the language?
Profile updated... I wouldn't call him "optimized" but should be funn to play and serviceable!
Lots of multi-classing, will need to toss in something that gives kukri proficiency... unless Effortless Lace is a thing in this campaign. Then, dual weilding with rapiers works.
OK, so no regional languages as we are generic. Pick another common language or just drop the language?
Profile updated... I wouldn't call him "optimized" but should be funn to play and serviceable!
Lots of multi-classing, will need to toss in something that gives kukri proficiency... unless Effortless Lace is a thing in this campaign. Then, dual weilding with rapiers works.
Why don't we just do a general 'southern' 'northern' 'eastern' and 'western' 'regional language' if you need it, and we'll work out the details later if we have to
OK, so no regional languages as we are generic. Pick another common language or just drop the language?
Profile updated... I wouldn't call him "optimized" but should be funn to play and serviceable!
Lots of multi-classing, will need to toss in something that gives kukri proficiency... unless Effortless Lace is a thing in this campaign. Then, dual weilding with rapiers works.
Why don't we just do a general 'southern' 'northern' 'eastern' and 'western' 'regional language' if you need it, and we'll work out the details later if we have to
Speaking from experience running adventures from Dungeon Mag, don't bother with "regional languages". All civilized races speak common, and there are plenty of humanoid and monstrous languages to choose from. There are also the planar & elemental languages.
Male Dwarf Warpriest 2 | HP 23/23 | AC 18, T11, FF17 | F +6, R +1, W +6 (+3 vs poison, +5 vs spells, and spell-like abilities) | Perc +5 (Darkvision)| Init +1 | Speed 20' | CMB +4, CMD 15 | Fervor 4/4 | Stamina 4/4 | Active Conditions:
I’m going to be on the road all day tomorrow (oh it is today already). Anyway, I probably won’t be posting. Have fun in the tavern.
(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---
So many things are happening! Are we supposed to try to break up the fight between the youths? Ask the harpist bard anything? So much going on it's a bit hard to keep up.
So many things are happening! Are we supposed to try to break up the fight between the youths? Ask the harpist bard anything? So much going on it's a bit hard to keep up.
Going to bed now, though. Good night, all!
anything you want, I'm just trying to add some local color before we get started.
Besides that combat stamina feet, how many feets should I have to start with at second level?
Two presumably, unless you're some sort of mutant :)
seriously, 1 at first, 1 at second, b/c we're doing feat per level instead of every other level. + combat stamina is 3. Any others have to come from class features or racial traits (or some other source I'm not thinking of right now).
Male Dwarf Warpriest 2 | HP 23/23 | AC 18, T11, FF17 | F +6, R +1, W +6 (+3 vs poison, +5 vs spells, and spell-like abilities) | Perc +5 (Darkvision)| Init +1 | Speed 20' | CMB +4, CMD 15 | Fervor 4/4 | Stamina 4/4 | Active Conditions:
- 1 feat per level instead of every other level.
- Combat stamina
- Elephant in the Room Feat tax adjustments
- +2 skill points per level, as well as background skills (you're both getting the background skills points and +2 per level, it stacks)
I'm going to let everyone respond to my character if you want, and I'll get this party started tomorrow with the introduction of the actual adventure.
Yes -- because we discussed the idea that you might want to do an adventure, I'll also run a PC so that I have something when I have an opportunity to play -- he'll try not to take too much of the spotlight while I'm DMing.
Ok everyone, I'm moving this along -- the night passes and you get up next day and can explore the town -- the adventure will start while you're wandering around the town.
I want to have a rules discussion to house rule something -- RAW I really don't like the social skills that basically end up functioning like enchantment spells. I think the following from a thread on this site suggests two mechanics that seem reasonable:
Opposed Check: When using Diplomacy, the PC makes a Diplomacy check opposed by the NPC they are talking or debating with. If the PC wins the roll by 5 or more, the NPC moves up the attitude scale by 1 step. If the PC fails the opposed check by 5 or more, the NPC moves down the attitude scale by 1 step. During the course of a single encounter, a PC cannot move an NPC up or down the scale by more than 2 steps relative to the NPC's starting attitude.
Diplomacy "Attack": When using Diplomacy, the PC makes a Diplomacy check to set the DC of the "attack." The NPC is allowed a Will save versus the DC set by the PC's Diplomacy check. The NPC moves 1 step up the attitude scale on a failed save. The NPC's save is successful, their attitude remains the same, unless they beat the save DC by 5 or more, in which case their attitude moves down the scale by 1 step. Again, during the course of a single encounter, a PC cannot move an NPC up or down the scale by more than 2 steps relative to the NPC's starting attitude.
It doesn't make much sense to me that an NPC that should be super convincing like this one (1) can't use diplomacy on the characters RAW, and (2) is basically subject to a kind of mind control by a not overly optimized 2nd level bard. I think some kind of opposed check makes much for sense for an encounter between two charismatic entities like this.
Male Dwarf Warpriest 2 | HP 23/23 | AC 18, T11, FF17 | F +6, R +1, W +6 (+3 vs poison, +5 vs spells, and spell-like abilities) | Perc +5 (Darkvision)| Init +1 | Speed 20' | CMB +4, CMD 15 | Fervor 4/4 | Stamina 4/4 | Active Conditions:
(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---
I was hoping we'd stick with PF1e rules as much as possible. Not a mish-mash of various house rules put up on the spot. Except EitR & a few others that were posted in original post.
If you read any of the D&D 3.X scenarios in Dungeon Mag (I own every physical issue and have read every single one and DMd about a third of them since 1987, many converted to later editions), you will see that when the PCs request more of a reward or money in advance, the PCs just need to succeed at a Diplomacy check. The amount depends on how successful the check is (usually no more than half).
I created this PC as sort of the Diplomancer of the group; the one to help in situations like this, or negotiate for hostages, tell the dragon not to kill us, etc...
What would the point of using Skill Unlocks be, then?
I was hoping we'd stick with PF1e rules as much as possible. Not a mish-mash of various house rules put up on the spot. Except EitR & a few others that were posted in original post.
If you read any of the D&D 3.X scenarios in Dungeon Mag (I own every physical issue and have read every single one and DMd about a third of them since 1987, many converted to later editions), you will see that when the PCs request more of a reward or money in advance, the PCs just need to succeed at a Diplomacy check. The amount depends on how successful the check is (usually no more than half).
I created this PC as sort of the Diplomancer of the group; the one to help in situations like this, or negotiate for hostages, tell the dragon not to kill us, etc...
What would the point of using Skill Unlocks be, then?
That's why I was asking -- if you feel strongly about it, I'll go with RAW, but it feels cheap to me and one reason I've started disliking the system. As I said, it's basically enchantment magic, and the NPC has no real ability to resist.
It's basically forcing an NPC into a rather irrational action, and there's really no way for them to resist -- with the combination of stacking bonuses and aid other, and the DC starting out at most a 15, but more likely a 10, it's just really not possible for the Duke's ambassador, who should be very good at negotiating to do anything -- it's also not really clear how to write this -- he gave a good reason for not wanting to hand over the money -- now he basically has to reverse his stance for.... reasons. It's difficult to make that have any narrative sense.
(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---
Actually, I can see where you're coming from. I was reading/prepping an old AD&D1e adventure from Dungeon Mag for this group and there's a very cinematic part where simple PF1e perception check successes would blow the encounter/mystery. I'll have to "wing it".
As for our quest giver, just say he doesn't have the reward or can't get it until the job is complete. Simple solution.
The other problem is the very definite rules about what DCs apply to everything -- I can't really justify making it DC30, because there are specific DCs for friendly, etc. + cha bonus. From my perspective, that's the same as making a house rule to ignore super clear rules like that -- and also cheating the pcs -- you either need to make a house rule everyone agrees on or not, you can't smuggle in another result through basically misinterpreting fairly clear rules. Sometimes the abundance of rules for every situation is helpful so you don't have to make up rules for holding your breath in different situations, but sometimes I don't think these systems are well thought out -- it'd be better to have some kind of social combat system like in Exalted 3e that feats etc. could apply to and make it more interesting than rolling skill checks.
The main thing narratively is that I feel like a pc should have offered themselves up as a human sacrifice or something more compelling to get an npc to just reverse themselves -- but that's not really codified in the rules either. So basically you can just have a pc 'ask nicely' and then the npc just flips -- there's not really a compelling way to narrate what happened, it's just sort of mechanical.
(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---
Sebecloki wrote:
...it'd be better to have some kind of social combat system like in Exalted 3e that feats etc. could apply to and make it more interesting than rolling skill checks.
I can read Armenian -- can confirm the signature is correct -- though the letter for the 'a' in fair wind is an 'e', but I guess it's trying to represent the sound of the diphthong with ai
Male Human Inquisitor 2 | HP 19/19 | AC:17, Touch:13, FF:13 | F:+5, R:+3, W:+5 | Perc +8 | Diplomacy:+7/Intimidate:+10/Sense motive:+8/Stealth:+5/Survival:+7 | Init:+7 | CMB +2, CMD 14 | Stamina Pts. 3/3 | Spells: Level 1: 2/3 | Active Conditions: Bless for 1 minute
When you mention the rules for social skills, Diplomacy and/or Intimidate, what about the Feats like Antagonize? or Dazzling Display?
I've always considered someone using Diplomacy to get someone to do something that they normally wouldn't like a salesman making a pitch. The more outlandish the pitch the higher the DC, and a failed "push" should have the chance of a reverse affect.
As far as the feats I listed, Antagonize has a common language requirement and Dazzling Display requires a full round "bewildering show of prowess". In either case, if the roll isn't high enough the response is a "Meh". A bad fail could have the targets laughing at you!
I got involved in a thread about converting old classics, and it made me think back to the early days of Dungeon magazine (like 2e era stuff).
I was thinking about doing a very casual campaign (just playing through modules, no big plot arcs and back story, etc.) doing a series of these old modules converted to PF1e. This style will make it possible to complete discrete modules and not worry about some huge over arching storyline.
The goal would be to be able to use monsters and NPC stats without a ton of adjustment beyond maybe increasing hp or adding in a few new abilities.
I want to be able to do 95+% of the conversion just using NPC stats from pfsrd20 and Nethys, so I don't want a bunch of gestalted pcs I have to really struggle to find/make npc opponents for, or who are using classes that don't have sample npc statblocks available.
I want to give enough little tweaks to make things fun without opening the floor up to powergaming craziness. My proposal would be the following:
Sources: Paizo (archives of Nethys) only with the following additional additional restrictions
Level: level 2
Attributes: 25pt. buy
Races: core and standard races (I'm not looking for super weird things)
Classes: limited to Core, Advanced Player's Guide, Advanced Class Guide, and Unchained Rouge (i.e.,. no vigilante, occult, or shifter)
Skills: everyone gets +2 per level. Background skills. Everyone gets skill unlocks. Unchained Rogue gets an additional rogue talent at 5th level, and an advanced talent at 10, 15th, and 20th level to compensate.
Feats: 1 per level w/ Elephant in the Room feat tax rules. Everyone gets Combat Stamina (Combat) for free. Fighters get an extra bonus feat to compensate.
Equipment: WBL
Traits: 2, 1 more with a drawback
Other notes:
You can make evil characters if they're cooperative
No modifications to animal companions or other pets, and no pregame crafting gimmicks (just don't make a crafting-focused character, I don't want to get into that)
I'm going to use the Unchained action economy for opponents -- you can use the normal one or the unchained one.
I'm going to use critical hit and fumble tables https://www.paperspencils.com/critical-hit-and-critical-fumble-charts-for-p athfinder/
You can use whatever gods you want for divine characters
You don't even need a back story beyond maybe a vague idea like 'elven prince on a rumspringga'. We're just going to start with everyone at the beginning of the first adventure and play through the modules. I'm not discouraging role playing, but this isn't going to be much more than playing through the modules, and mostly I want to keep a good pace, and it might be a sort of less than completely serious style. I'm starting off with the vague generic fantasy land concept that exists for most Dungeon modules -- I may homebrew some more later, but really we just need stats and we'll assume everyone's already in a party together and ready to go. Also, I'm intending a fairly deadly campaign, so be ready/willing to either make a new character or get resurrected.
I'm going to use a miro.com whiteboard for maps.
Post 1/day during week, more on the weekend is good, but not required. Let's just try to keep a consistent pace.
5-6 slots depending on submissions.
Let's see if we can get characters together by the 22nd
Oh, I hadn't thought of that -- I guess you can do variant MC if you want, but I'm trying to keep the builds pretty simple. I'm not picking anything that's like some sort of weird loophole flanking build which involves your animal companion sitting on your head or something silly like that.
Oh, I hadn't thought of that -- I guess you can do variant MC if you want, but I'm trying to keep the builds pretty simple. I'm not picking anything that's like some sort of weird loophole flanking build which involves your animal companion sitting on your head or something silly like that.
Oh, I hadn't thought of that -- I guess you can do variant MC if you want, but I'm trying to keep the builds pretty simple. I'm not picking anything that's like some sort of weird loophole flanking build which involves your animal companion sitting on your head or something silly like that.
No loopholes.
Variant MC, but not regular MC?
No you can do either if you want -- but you're starting at level 2, so there's not a lot to play with there either way
Ok, I am throwing my hat in the ring for this one of course - the opportunity to play Dungeon 2e adventures is too good to pass.
Since potentially, the characters may/would be exposed to a multitude of different environments, adventures and situations, I would put forth a versatile character. Someone like:
Herzag:
Herzag
Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 20 (2 HD; 1d8+1d10+5)
Fort +4, Ref +9, Will +5
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
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Speed 30 ft.
Melee cold iron rapier +5 (1d6+3/18-20) or
. . dagger +5 (1d4+1/19-20) or
. . silver light mace +4 (1d6+1)
Ranged sling +4 (1d4+1)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—endure elements, monkey fish[ACG]
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 14, Int 16, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Dodge, Fencing Grace[UI], Power Attack, Weapon Focus
Traits fate's favored, outcast, student of philosophy
Skills Acrobatics +6, Bluff -1 (+3 to lie (as a result of using Int instead of Cha)), Climb +3, Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +3 to persuade others but not to gather information (as a result of using Int instead of Cha)), Intimidate +5, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (local) +7, Linguistics +8, Perception +6, Sense Motive +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +7, Survival +7, Swim +3, Use Magic Device +4; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Goblin, Infernal, Orc, Undercommon
SQ alchemy (alchemy crafting +1), finesse weapon attack attribute, inspiration (3/day), inspired panache, orc blood, pride, trapfinding +1
Combat Gear wand of shield (50 charges); Other Gear chain shirt, buckler, cold iron rapier, dagger, silver light mace, sling, sling bullets (20), bandolier[UE], investigator starting formula book, masterwork backpack[APG], trail rations (5), waterskin
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Fencing Grace Use Dexterity on rapier damage rolls
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -1/+2 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
Sacred Tattoo +1 to all saves.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Herzag is mainly a Dex based striker + knowledges guy (probably best to have him focused in a few, and aiding on others) + magic (with extracts) for versatility in and out of combat. Would probably make him a VMC Magus, if that is a possibility. I feel like this kind of character can fit a series of different scenarios and types of adventures. The only thing I do not love is the fact he is so focused on the rapier, so if gear upgrade will not be an option during the game, I'd probably build the same concept, but Str based (which can more easily pick up any weapon he finds, and go to town).
I see him as a dark and morose duelist of sorts, somewhat like Entreri but not evil. Maybe he got his basic alchemy/investigator training as payment from some shady deal he carried out for someone, and now he is fending for himself, working as a mercenary, and learning more about his newfound abilities as he goes.
I'm a HUGE fan of Dungeon Magazine! I ran several campaigns long ago using mainly Dungeon magazine adventures (and modules & stuff) for many, many years. I started playing D&D in 1979.
If I can join, I'll play just a standard (mostly) core rules PC of whatever class will help balance the party. I love classic rogues, rangers, and clerics.
Now to go Google what certain terms you used mean.
Fixes feat taxes for martial classes--it's one of the more common homebrew houserules, there's even a herolab module for it.
Yep. I read through the original blog post and also found this thread. Quite interesting. I feel that I'm somewhat opposed to the EitR, but, I can live with it. Who knows, I might end up really liking it.
Anyway, I've always been a fan of rogues & rangers since the old days, so, I'd most likely play one of those. Either elf or half-elf.
Here is Ali ibn Sabbah of the nomadic desert people ("Osirion")...
Barbarian 1/uRogue 1, wide eyed youth turned tomb raider for all the right reasons. Advancement ratio of 1 to 4, favoring Rogue. He's all about perception and traps.
A fantasy Tom Sawyer of sorts.
Ali ibn Sabbah:
Male Human (Varisian) Barbarian 1/Unchained Rogue (Burglar) 1
Other Gear mwk chain shirt, arrows (20), cold iron kukri, light mace, shortbow, silver kukri, 670 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Overprotective -2 to attacks and skill checks, when more than 10' from fallen ally.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.
Additional gear being considered, thieves' tools, etc...
After a bit of thought, with the barbarian/rogue and the inquisitor/swashy mentioned above, I'm considering a good ol' fashioned cleric or wizard. Will give it some thought tonight.
DOT so I can lurk once Gameplay gets going. (I'm one of those old Grognard DMs with most of those old Dungeon adventures practically memorized having used them so much.) This looks like a spot of fun.
...and no pregame crafting gimmicks (just don't make a crafting-focused character, I don't want to get into that).
In PFS, instead of wizards getting scribe scroll as a bonus feat, they get spell focus instead. Are you okay with that?
However, I'm leaning towards making a bard. Good mix of spells and we may need some good comic relief.
Looking at a "bard on the run"; got in trouble with the law/king/broken-hearted lovers and joined a ragtag group of adventurers for fortune & glory.
Are you planning on a mix of adventures? Like, urban, wilderness, & dungeon here and there? Or, mainly urban adventures where the PC's city is the home base & focusing on urban adventures, but they get missions to head into the wilderness outside of the city or into ancient dungeons below?
Btw, I own every print issue of Dungeon Mag & Dragon Mag. I would love the opportunity to GM an adventure or two down the road, if possible. Even just a Side Trek once in awhile.
(Huge fan of Willie Walsh's adventures!)
...and no pregame crafting gimmicks (just don't make a crafting-focused character, I don't want to get into that).
In PFS, instead of wizards getting scribe scroll as a bonus feat, they get spell focus instead. Are you okay with that?
However, I'm leaning towards making a bard. Good mix of spells and we may need some good comic relief.
Looking at a "bard on the run"; got in trouble with the law/king/broken-hearted lovers and joined a ragtag group of adventurers for fortune & glory.
Are you planning on a mix of adventures? Like, urban, wilderness, & dungeon here and there? Or, mainly urban adventures where the PC's city is the home base & focusing on urban adventures, but they get missions to head into the wilderness outside of the city or into ancient dungeons below?
Btw, I own every print issue of Dungeon Mag & Dragon Mag. I would love the opportunity to GM an adventure or two down the road, if possible. Even just a Side Trek once in awhile.
(Huge fan of Willie Walsh's adventures!)
I think the alternative feat is fine.
I'd love to have a chance to play as well -- I just didn't except anyone would offer. I'm not much into powergaming -- I just play rogues or near rogues. I'd make an unchained rogue probably, or a cleric of norgorber if I have the chance to play too.
My goals were to make this really easy -- I'm open to more of a story developing sort of OSR style from player interests etc., I just want to leave it fairly casual, and also leave it open to the different settings of some of the adventures -- some are celtic, norse, or desert settings, and I don't want to confine selection to a specific world concept as of yet.
I really don't even have a list yet for the adventures except that I was thinking about doing the ones that have to do with the dragon Flame. I also like the Willie Walsh adventures. There are a couple of celtic ones I was thinking about. I think Rudwilla's Stew is sort a fun. I honestly was just planning on paging through stuff and picking things that struck my fancy. I'd also like to experiment with dungeon draft and arkenforge recreating some of the black and white maps from the adventures in a more colorful version.
I'll toss my hat into the ring with Alexandria the Red, the draconic bloodline bloodrager.
A former gladiator who turned to adventuring as slowly working their way up the ranks in the ring wasn't enough to sate their natural blood-borne desire for treasure and excitement.
Special Abilities
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Bloody Minded: You gain a +1 trait bonus on initiative and Intimidate checks.
Bloodline Powers Claws: At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.
Dazzling Display: While wielding a weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display. (Combat Trick: When wielding a melee weapon with which you have Weapon Focus, you can make a single melee attack as a standard action against a foe. If the attack hits, you can select any number of foes within 30 feet who saw the attack, including that foe. Spend 2 stamina points per foe you have selected, then attempt an Intimidate check to demoralize those foes.)
Memorable: When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.
For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.
Fast Movement: A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Vainglory: You take a –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.
Weapon Focus (Heavy Blades): You gain a +1 bonus on all attack rolls you make using a weapon from the selected group. (Combat Trick: Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.)
World Traveler (Diplomacy): Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Basically just a fairly beefy med-armor frontliner with some intimidate stuff (which might also let them pivot into off-face if it's ever needed) and some anti-magic potential and whatever minor utility gets picked up from their bloodline.
I was just going to do max, but I don't really care
Yikes! That's pretty excessive. We'd be pretty much invincible. Plus, it'd make toughness & other hit point traits & feats obsolete.
Unless you want to adjust all of the creatures hit points as well, I would like to suggest going the Tournament/PFS/D&D Living Campaign route and go with Max at first level, then half HD+1+Con mod each level after.
Also, I'd like to suggest using Google Slides for maps, handouts, etc...
It was very quick for me to learn and I can do almost everything on it from just my phone. I don't own a computer or laptop. I do everything from my phone.
Here is Ali ibn Sabbah of the nomadic desert people ("Osirion")...
Barbarian 1/uRogue 1, wide eyed youth turned tomb raider for all the right reasons. Advancement ratio of 1 to 4, favoring Rogue. He's all about perception and traps.
A fantasy Tom Sawyer of sorts.
Languages Common, Osiriani, Sylvan, Varisian
Just a friendly suggestion, since we won't be on Golarion (right? It's gonna be a generic campaign?), I would suggest non-Golarion specific languages. My PC would possibly like a chance to speak with your PC in another language. Like, if we're interrogating orcs, we can discuss things to each other in elven, draconic, or whatever.
I was just going to do max, but I don't really care
Yikes! That's pretty excessive. We'd be pretty much invincible. Plus, it'd make toughness & other hit point traits & feats obsolete.
Unless you want to adjust all of the creatures hit points as well, I would like to suggest going the Tournament/PFS/D&D Living Campaign route and go with Max at first level, then half HD+1+Con mod each level after.
Also, I'd like to suggest using Google Slides for maps, handouts, etc...
It was very quick for me to learn and I can do almost everything on it from just my phone. I don't own a computer or laptop. I do everything from my phone.
I just took screenshots with my phone of the maps and stuff, or copy/pasted pics from my photo files.
Yeah -- I started with googleslides when I began pbp but I don't like you can't 'lock' images -- players would mess up the grid every time they touched it. So I'm not going to be using that. It's also super limited in what you can upload, which miro isn't
Fey raised human, Inquisitor of Nethys submitted for the game. I know I'm human and make mistakes. So, if you see anything that needs to be changed please PM me. Thanks!
You can set an image as the background for the slide, then it isn't moveable. The rest.... Yes, it can be messed up by people that don't know what they are doing. Had never seen miro.com before. Looks interesting.
I was just going to do max, but I don't really care
Yikes! That's pretty excessive. We'd be pretty much invincible. Plus, it'd make toughness & other hit point traits & feats obsolete.
Unless you want to adjust all of the creatures hit points as well, I would like to suggest going the Tournament/PFS/D&D Living Campaign route and go with Max at first level, then half HD+1+Con mod each level after.
Also, I'd like to suggest using Google Slides for maps, handouts, etc...
It was very quick for me to learn and I can do almost everything on it from just my phone. I don't own a computer or laptop. I do everything from my phone.
I just took screenshots with my phone of the maps and stuff, or copy/pasted pics from my photo files.
Yeah -- I started with google slides when I began pbp but I don't like you can't 'lock' images -- players would mess up the grid every time they touched it. So I'm not going to be using that. It's also super limited in what you can upload, which miro isn't
I _always_ messed up the grid/map when I first started playing in games with Slides. "Oops! I earthquaked!"
But, I was soon taught that's what the "undo" button is for.
You can totally "lock" images if you're using a computer. Not with a smartphone, though.
How is Google Slides super limited to what you can upload? I can upload various gif images & stuff that add a bit of excitement to the maps.
I was just going to do max, but I don't really care
Yikes! That's pretty excessive. We'd be pretty much invincible. Plus, it'd make toughness & other hit point traits & feats obsolete.
Unless you want to adjust all of the creatures hit points as well, I would like to suggest going the Tournament/PFS/D&D Living Campaign route and go with Max at first level, then half HD+1+Con mod each level after.
Also, I'd like to suggest using Google Slides for maps, handouts, etc...
It was very quick for me to learn and I can do almost everything on it from just my phone. I don't own a computer or laptop. I do everything from my phone.
So, we get 3 traits? In the original post you said 2 traits, 1 more with drawback.
2 traits, 1 more trait with a drawback, and I took a drawback-- I haven't listed every part of the build yet, but I have a drawback on the longer sheet (This clearly isn't a completely filled out sheet -- it's just notes on an in process build). What's the issue?
After poking and prodding a bit, I'd like to submit the following for consideration. I present: Arrock, the non-angsty half-elf melee bard! I'm pretty sure this is less than an optimal build and might very well leave me gimped over time, but he's a fun semi-representation of an old favorite character who saw use in a number of Dungeon 1st and 2nd edition adventures. Personality wise, he's the son of a minor elven noble and the adventuring wizard that stole his heart. The community is positioned fairly close to human lands, so there was less prejudice against a halfbreed than the stereotype might indicate, and Arrock was just such a charmer of a kid that he mostly avoided even the leftover bits and snarky comments from old, crusty elven purist types. He grew up embracing both halves of his heritage and, in fact, was a good bridge between communities. Accordingly he learned a lot of courtly manners, and also, given his mother's inclination to magic and his training elven swordplay, became a fair arcane swordsman. Personality wise- he'd led a life of comfort, that leaves him a bit on the spoiled and pampered side now, and has a slight tendency to come off as a snob, but is so goshdarn charming and witty that he manages to get away with it. As a result of a near-drowning in his childhood and being magically pulled back from the brink of death, he does have an oddly quirky connection to the afterlife. 'I see dead people' comes into play, sometimes. He's actually quite cheerful about that, because the dead know such interesting things, if you can get them to talk a little.
If he seems like an interesting possibility, I'll go ahead and make a full posting profile for him. Even if I don't get in this one, he'd be fun to have around.
Hi all. After some consideration, and with the fast approaching Christmas season and New Year’s Eve, my availability is at an all time low, so I will bow out from this one.
Everyone who's interested, please go ahead and plan on finishing --everyone should be able to play if you finish a character at this rate. It looks like we'll barely have enough players if I make a character too.
Here is Ali ibn Sabbah of the nomadic desert people ("Osirion")...
Barbarian 1/uRogue 1, wide eyed youth turned tomb raider for all the right reasons. Advancement ratio of 1 to 4, favoring Rogue. He's all about perception and traps.
A fantasy Tom Sawyer of sorts.
Languages Common, Osiriani, Sylvan, Varisian
Just a friendly suggestion, since we won't be on Golarion (right? It's gonna be a generic campaign?), I would suggest non-Golarion specific languages. My PC would possibly like a chance to speak with your PC in another language. Like, if we're interrogating orcs, we can discuss things to each other in elven, draconic, or whatever.
Thanks, I agree... was considering it and thinking of taking racial languages instead.
Everyone who's interested, please go ahead and plan on finishing --everyone should be able to play if you finish a character at this rate. It looks like we'll barely have enough players if I make a character too.
Are we OK to finalize/fine-tune once the party is together, Session 0 sort of thing?
Everyone who's interested, please go ahead and plan on finishing --everyone should be able to play if you finish a character at this rate. It looks like we'll barely have enough players if I make a character too.
Are we OK to finalize/fine-tune once the party is together, Session 0 sort of thing?
Also, can go full caster if needed :)
My rogue is basically a fairly straight forward sneak attack build based around making magical darkness. I'm also going to use a sickle for sneak attack b/c it also has a potential trip power. I'm planning on going into the assassin prc at level 6
All sounds good. How about Gerard's idea of a Session 0 thing? Open a game & discussion thread with a meet and greet to start the game, and give possible ideas for fine tuning the builds?
All sounds good. How about Gerard's idea of a Session 0 thing? Open a game & discussion thread with a meet and greet to start the game, and give possible ideas for fine tuning the builds?
My stuff's pretty much done besides maybe fiddling with HP for whichever method we end up settling on. That said, I wouldn't mind hashing things out and getting a feel for people's plans and all that.
I've decided we're going to do this for hp -- max at first level -- for 2nd and every subsequent level, d6 classes are 2+1d4 per level, d8 classes are 1d4+4, d10 are 6+1d4, and d12 are 8+1d4.