Mixed Umm, Aardvark.. DUH! Barbarian 8/ Senator 2/ Pope 5
Aubrey the Malformed wrote:
Okay, no worries. A lot of that must have been in the thread itself (which I admittedly hadn't read, just the world link). The shunned wasn't all out ostracized, just as in the general way half-elves are typically not accepted by either heritage. Also had figured that given we are a pre-established group, I'm attached to them and we have a name as a group more than just on an individual basis. So, is this a city intrigue style of campaign? Just trying to get an idea of the overall premise we're going for before I go back and read 3-4 pages of the thread.
Mixed Umm, Aardvark.. DUH! Barbarian 8/ Senator 2/ Pope 5
Okay, looking at a Half-aquatic elf, considering this is an island nation type place and elves live more on the fringes. Typical half-elf shunned by both his people. Taking the Unlettered Arcanist and White Mage Archetypes. With an Otter familiar. Of this, I had a question. It seems it's just the assumed norm of 2 traits. Am I able to take a campaign trait from one of the others? Specifically, Touched by the Sea from Skull and Shackles? Not many things give me a swim class skill, and he's building to be very water-based.
Mixed Umm, Aardvark.. DUH! Barbarian 8/ Senator 2/ Pope 5
Wow, yeah, I missed checking this and it exploded. I haven't read even half of it beyond Aub's recaps on PC concepts, but was wanting to play something I rarely play. A good old fashioned squishy caster type. Either a Wizard or Sorcerer, but if there's too much arcane, let me know. I'm going to try and go back and read up on the other stuff now.
Mixed Umm, Aardvark.. DUH! Barbarian 8/ Senator 2/ Pope 5
Sorry for any delay, I won't have time to really sit down and throw together the character until some time this weekend. If you want to go ahead without me, that's fine, as my work schedule got a little screwy lately and it affects my posting frequency.
Mixed Umm, Aardvark.. DUH! Barbarian 8/ Senator 2/ Pope 5
Is the replacement option a first come/first served or more of a recruitment thing? If I'm not too late, I've had a Rnager concept I've tried playing a few times (mostly from multiple failed Jade Regent campaigns I've joined). This was the original concept: Lirrathan is Shalelu's younger brother. He came to Sandpoint because she seemed to be having fun here. He is fairly quick with his ideas, but he never thinks things through as much as he should. This makes him impetuous, and often gets him into trouble with the authorities. If it weren't for his older sister vouching for him, he probably would spend more time under Sheriff Hemlock's dutiful watch. He is always handy with a knife, and his sister has taught him plenty about getting along in the woods. He prefers to be around people as much as she spends her time alone. He's easy with a laugh, but verges on bipolar when it comes to flip-flopping, and because of this he doesn't tend to hold grudges since it doesn't take him long to find something else to focus his attentions on. Primarily he's a gambling, drinking, two-weapon fighting Ranger (Skirmisher, Wild Stalker so he gives up spellcasting for Rage). He loves a good fight just for the pure excitement of it. He may have some levels of fighter, I'll have to see on the build up. What are the other Char gen rules beyond level 11?
Peet wrote:
I've been asked twice so far by others if they could use it, and have been meaning to post about it, but I have put together a simple Google Sheets document I use to track all XP, Treasure, as well as indiviual loot (and encumbrance). HERE is a link to a copy of one of mine. Anyone is free to use it for their games, PbP or otherwise, if anyone finds it to their liking. EDIT: For the treasure list, I hide columns F-I whenever I'm not using it, so it hides all the info the players don't have.
Mixed Umm, Aardvark.. DUH! Barbarian 8/ Senator 2/ Pope 5
I'm amenable to any preferences of the GM in regards to the campaign/character gen he runs. I will say, if there is a large city-based aspect to the game, I have a Urban Ranger/Bard combo that I've tried to bring into multiple CotCT's, that I didn't really get to see through. I would like to play something like that. EDIT: Oooh, I also have a Hedge Witch follower of Pharasma (that I tried to use in a few CoT's), that is a great healer and crazy good diplomat.
Okay, I've been following the thread, and even broaching the subject with friends I have gamed with (but don't any more due to distance apart), and with friends I currently game with. First, and please don't cease to read because of my preference, I am whole-heartedly in the "Changing die rolls is cheating" camp. The key to that statement "Changing Die Rolls..." Changing stats, gear, level, power (by the rules so as to continue to remain CR/Rules appropriate), is all well within the purview of the GM for the sake of creating enemies and challenges tailored to the story the players are a part of. Changing any of those ad hoc, in the middle of the encounter... I would consider dishonest, maybe even cheating, because it is done entirely to change the outcome from the one that is naturally happening. Regardless of your intentions, you the GM are assuming that your chosen outcome is far superior than the one that is happening, which I think is possibly a fair bit narcissistic. My distinction lies within the aspect of the die roll itself. Once you as the DM (who I expect to be an unbiased arbiter of the how the world reacts to the PC's and their involvement, as well as a strict adjudicator of the rules as they are understood to exist by the gaming group as a whole), decide to roll a die, you decided to let the die determine the outcome for you. Do not balk in your decision, if the result is a number/outcome you don't like. If you have a desired outcome, then just declare the outcome, don't lie that it was the die roll and not just your choice. That is what you are doing when you ignore the result of the die roll. You are just deciding the outcome that matches the story you would rather tell. I don't want to be just part of the audience listening to the GM's 'great campaign idea that is horrifically unable to reach it's desired conclusion because a PC died at the wrong my-story relevant time'. I came to play a game. A game with a very extensive set of rules of what is required to resolve actions/decisions that are tied to die rolls. Not what you can do, may do, might need to do if things get out of hand, or could do to get things back where you want them. A game where I take on the role of someone in the deadliest, yet most monetarily rewarding job in the fantasy world. I assume that everything I face could very well end my PC's life, and I develop a voice, persona, and backstory for the type of character that has chosen to live that life. I'm summarily bad at optimization (I love rogues, and have taken toughness a decent amount of times, because they better fit the character and concept I wanted to play than because they were/were not numerically advantageous to my 'build'), and rarely make builds as much as let my characters grow based off their experiences, over any particular mechanical goal. I also am bothered (not angry, just bothered), by the notion that 'fudging is bad' is purely a "New Player" mindset. I've been playing for about 28 years (no breaks), from 1E to 5E, PF and various other RPG's, as well as being the GM about 80% of the time. I roll all my dice (except those listed in the rules as supposed to be hidden) in the open, and I have NEVER had a player walk away from my table. Okay, I feel like I'm rambling, and may or may not have made my point.
Evil Deity wrote: Hey wondering any advice GM's who have run this can suggest. The group I'm running completely ignored Hosilla (and thus Radiance) in the Mongrelman lair--choosing to block the tunnel to her room instead of adventuring down. They are currently in Kenabres and have zero intention on going back down into the tunnels. Did this happen with anyone else and if so what did you do? I have some ideas but would like to hear on what worked or what did not. I'm inclined to have the sword corrupted and used against them at another point but that may be too extreme. Thoughts? If the PC's made the agreement with Chief Sull and the people of Neathholm, they could bring it up later when they join them for the assault on the Grey Garrison. Hosilla and the others down there would die of hunger/thirst before long, and the mongrelfolk could have gone in after it had been cleared to explore the area. Just offering a nice way to deliver at least the sword to them. Let the mongrels keep everything else found there.
Mixed Umm, Aardvark.. DUH! Barbarian 8/ Senator 2/ Pope 5
Mothman, Some of the numbers that may be off are likely based on my revelations. I have one that uses my Chr instead of my Dex for AC and Reflex Another allows me to use my Chr instead of Int for knowledge skills. The backstory was last written for a Reign of Winter campaign, so it will be tweaked (same as stats based off my rolls), to fit the campaign. I just didn't make any changes until I knew you were okay with me using the profile.
Mixed Umm, Aardvark.. DUH! Barbarian 8/ Senator 2/ Pope 5
I personally love the randomness of rolling for ability scores, but I can play with 15 pt buy just as well. If we roll:
4d6 - 2 ⇒ (6, 5, 5, 2) - 2 = 16
4d6 - 1 ⇒ (3, 4, 6, 1) - 1 = 13 4d6 - 3 ⇒ (4, 6, 3, 3) - 3 = 13 4d6 - 1 ⇒ (2, 1, 2, 5) - 1 = 9 4d6 - 2 ⇒ (5, 2, 6, 4) - 2 = 15 4d6 - 2 ⇒ (3, 5, 2, 5) - 2 = 13 I would like to play a Half-elven Lame Loracle that I failed to get into a few PbP's before. The profile was already built a while ago, I would just need to update it. I would likely take Bad Day in Town or Infected Family Member (Father).
I'm not certain this is the right method of doing this, but here it goes. I have an issue with the comic that came in my order (Pathfinder?Origins #4: Merisiel (paizo.com exclusive)). The mini-map/poster that comes in the comic has been stapled to the comic. There is no way for me to remove the insert without having to either undo and remove the staple and return it, or tear the cover from the staple.
Roughly what I use as both a player and request as a GM is the following: (AC: 19 [T: 11 /FF: 18]; HP: 4/12; F+4, R+1, W+2; Init: +1; Perc: +0 [Darkvision 60']) -or- (AC: 21 [T: 14 /FF: 18] +1 dodge w/ crowd control; HP: 55/55 [Rage 48/65] 0 NL; F+5, R+5, W+8 (+10 vs Enchantment); Init: +3 x2; Perc: +10) It varies really, depending on conditional abilities, or the like. I prefer to not have the spoiler myself, and I know some GM's include CMD as a requested entry, and I include Non-lethal damage usually after I've encountered some.
Wraithstrike, I totally get where you're coming from, as well as what is meant on the forums by the term viable. I was not confused or mistaken by what they are asking, just to be clear. It's not a matter of how 'I' use the term. I don't use the term viable at all in regards to PC's, as I don't actually measure them as a GO/NO-GO (or viable/non-viable) standard. I was saying, the reason I don't think it's an appropriate term, is because there is too much leeway in what it actually means to be viable or not based on the reader or interpretation, especially from table to table. More appropriately, there should be a term with a more rigid meaning, since it is being used for a rigid measurement. Do these numbers meet these benchmarks? That's what is being asked. Since that is the question, I think a word that more effectively means just that should be used, but that word is not 'viable'. Overall, there are a lot of forum terms and practices that I personally disagree with, but accept as how others play the game their way. My issue is the choice of using the word 'viable' to mean meeting a high mechanical standard. When that's not what viable means.
The whole point is the word itself. Viable, meaning 'capable of success' as you clarified. Is being used to imply achieving the highest chance of success. Not capable, not feasible, the best possible for what they are attempting. That's the whole issue I have. Viable allows for a LOT of leeway. But it's not being used that way. It's being used incorrectly. That's my point.
Okay, spoilered are the builds for the summoner and fused form (yay, they finally have names). I just need to buy gear, which won't be much. Also, as I do with every pet/companion type class, I will be makig a profile form each one. I do this primarily for ease of separation in gameplay of who is active/talking. Summoner, Johann Iorra:
Johann Iorra
Male human (Kellid) summoner (synthesist) 1 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Magic 80) NG Medium humanoid (human) Init +2; Senses Perception +1 -------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 7 (1d8-1) Fort -1, Ref +0, Will +3 -------------------- Offense -------------------- Speed 30 ft. Summoner Spell-Like Abilities (CL 1st; concentration +4) . . 6/day—summon monster I Summoner (Synthesist) Spells Known (CL 1st; concentration +4) . . 1st (2/day)—mage armor, shield . . 0 (at will)—acid splash, daze (DC 13), detect magic, light -------------------- Statistics -------------------- Str 10, Dex 10, Con 8, Int 16, Wis 12, Cha 16 Base Atk +0; CMB +0; CMD 10 Feats Combat Casting, Fast Learner[ARG] Traits gifted adept, restless wayfarer, influence, frontier-forged Drawback attached (object) Skills Intimidate +8, Knowledge (arcana) +7, Knowledge (geography) +8, Knowledge (nobility) +7, Knowledge (planes) +7, Spellcraft +7, Use Magic Device +7 Languages Auran, Common, Dwarven, Hallit, Orc SQ fused eidolon, fused link Other Gear 150 gp -------------------- Special Abilities -------------------- Combat Casting +4 to Concentration checks to cast while on the defensive. Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif Gifted Adept (Mage Armor) A chosen spell gets +1 CL. Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon. Fused Eidolon, Tuvabeon: Tuvabeon
Male human (Kellid) summoner (synthesist) 1 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Magic 80) NG Medium humanoid (human) Init +1; Senses darkvision 60 ft.; Perception +1 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 9 (1d8+1) Fort +1, Ref +1, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee 2 claws +4 (1d4+3) Summoner Spell-Like Abilities (CL 1st; concentration +4) . . 6/day—summon monster I Summoner (Synthesist) Spells Known (CL 1st; concentration +4) . . 1st (2/day)—mage armor, shield . . 0 (at will)—acid splash, daze (DC 13), detect magic, light -------------------- Statistics -------------------- Str 16, Dex 12, Con 13, Int 16, Wis 12, Cha 16 Base Atk +1; CMB +4; CMD 15 Feats Combat Casting, Fast Learner[ARG] Traits gifted adept, restless wayfarer, influence, frontier-forged Drawback attached (object) Skills Acrobatics +1, Intimidate +8, Knowledge (arcana) +7, Knowledge (geography), Knowledge (nobility) +7, Knowledge (planes) +7, Spellcraft +7, Use Magic Device +7 Languages Auran, Common, Dwarven, Hallit, Orc SQ fused eidolon, fused link Other Gear 150 gp -------------------- Special Abilities -------------------- Combat Casting +4 to Concentration checks to cast while on the defensive. Darkvision (60 feet) You can see in the dark (black and white vision only). Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif Gifted Adept (Mage Armor) A chosen spell gets +1 CL. Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
The pedantery was for the fact that you only indicated the 1 or 20 as not viable. I had been asking thus far what the standard was set at, and who makes that decision. I'm saying, viable is too loose of a term, and too often used to say that someone not meeting hard set numerical expectations did not make a viable character. Regardless if it's what they wanted to play. I despise the very idea, that what people may enjoy is subverted by others' expectations of where their numbers are 'supposed' to be. I don't care if said feat, or class option gets someone over that 10 point bump or just a little closer to the standard. If it doesn't meet the concept of the character, I don't think it's necessary. Even worse, for someone to think that their character or concept is not playable or not 'viable' because the heavy number crunchers say it doesn't meet the standard. I don't like the term, plain and simple, same as many of the people I play with. As long as they are working as a part of the team (regardless of die result), and helping to advance the story forward, they are viable in my book. And by viable, I mean capable of working successfully.
Okay, "Capable of working successfully". To which you defined to mean, a martial character needing more than a 20 to hit a CR appropriate threat. So, a CR 5 creature has 18, meaning that a 19-20 hits for someone with a -1. That menas that the PC is capable of successfully hitting that CR 5 monster. That same CR 5 monster, has a good save of 8. A caster needs at least a 10 in their stat to cast 0 level spells (going bare minimum here). Barring ability modifiers, the CR 5 would fail only on a 1. So, what if it was a 1st level spell (casting stat 11)? Then they fail on 1 or 2. Your terms of success are as simple as needing more than a single number on the die? But you wouldn't accept either of those as viable would you? So, where does the number really lie? 15 or more, 12, 10, 8, 5? Who sets this standard for what counts as success? As long as a nat 20 is an option, there is technically always a chance for success, except that was the one number you discounted. I mean, if 10 is the standard (50/50 seems not too unreasonable), then I think I unintentionally skirt that line fairly often, yet the only times I've died are when I don't roll over 7, so the standard of 10 would have been irrelevant. More importantly, how do you measure contribution? Only by how well they hit in combat, or how hard their spell saves are? WHat if the PC has total crap numbers, but their plans top anything the rest of the group ever comes up with? That's why I hate the term. Contributing or even being "capable of working successfully", only requires the ability to be capable of success. Because of 1' and 20's that can be at any level. Not even including what counts as contribution outside the numerical standard. I understand. I'm sure there are a fair number of people that will not accept characters that do not produce high chances of success based on the die roll. I just don't agree that the term viable is the appropriate one. Why not 'highly successful' or even just 'successful'? "I want to make this Magus build highly successful" Or 'Statistically superior' "What's the best way to make a statistically superior rogue?" Because that typically what's asked for with the word viable. It doesn't come off as they want one that works. They want one that works the best. Then again, this thread was about what forum memes bother us. If it doesn't bother you, or even you agree with the term, enjoy. I personally, however, think it's used derogatively to invalidate many a concept that someone may want to play until they find it isn't considered 'viable' by the mechanically superior.
Jiggy wrote:
This is exactly the issue I have with the use of the term viable. The expectation that there is a certain numerical value of skills/attacks/damage for a character to deserve the 'Viable' moniker. In his case, as you said he was new, I would suggest the feat as it seems like the concept he was looking for but didn't know how to make real. However, if the vision he had for his character relied on using his Str over his Dex for attacks, then that was the character he wanted to play. Jiggy wrote:
Now, I understand, some instances where it seems someone is actively going out of the way to not be useful or even be a hindrance. That is its own issue, regardless of what type of character or build they bring to the table. All the same, the character is 'viable' as far as I'm concerned. That's what I hate about the term to the point that it grinds my gears. Where is it written what the expected standards are to qualify as a 'Viable' character? I get what Mikaze was saying, about whether the concept can be built mechanically or not. Sadly, most uses I've seen of it tend to follow the lines of 'do I/does this have enough numerical bonuses?' for the term viable. I can't get behind the idea that someone has to play what others think they should just to ensure they hit the key numerical high points in gameplay. I stand by the notion, that if your concept is what you wanted to make (and in agreement with rules/genre) then your character is viable. Because, in the end, I firmly believe that as long as you enjoy playing the character* then it is viable. Regardless, I personally develop a concept, then find whichever mechanics I have at my disposal to make it work best without modifying my concept to fit the mechanics. I try to optimize the effectiveness of every concept I make, and enjoy helping others do the same if they want it. But if a concept doesn't stack up mechanically to whatever the proscribed standard that equates to using the term 'viable' may be, oh well. As long as the character was what I/they wanted to make, then it's perfectly viable to me*. *: A jerk is a jerk regardless of build, and if your enjoyment comes from intentionally destroying others' fun at the table, then what you have mechanically/conceptually is a moot point.
Okay, to answer some of the questions, I will post them out of order for a reason. here's is what I got. Sadly, I'm really bad at coming up with names, and it's always my last step in character creation. •Have you read any of the Reign of Winter Adventure path or played it previously? (This won't discount you, I'm just curious) I am currently running this at my RL game. I maintain a strong separation of player vs. character knowledge. •How many other PBP Campaigns are you currently actively participating in? I am GMing 3 of them, and playing in 13 (though some are quiet or real slow at times) •Are you from Heldren, or just visiting? He is just visiting, on the job. I randomly rolled that he is contracted for a job.
GM:
I was thinking maybe he was hired to meet the Lady's wagon in Heldren for the further trip (only to find out what happens). Or also, given I randomly rolled current love interest, the love interest could be the Lady Argentea. •Are you interested in helping those in need, or do you more often act for personal gain? As a big brother (you'll see in his backstory below) he tries to look out for the little guy. Because of his own weakness, he does so as the joined form. •Are you a team player, or an opportunist? He tries to work with and help others, but his normal form is a little weak. So he is a little meek and subdued. That changes when he wears the Eidolon form. It empowers his personality. •What plane is this creature from? This may be determined by your alignment, but not necessarily. His form is that of a Djinni (the fantastic creature met as a child), from the plane of air. •How would you describe its voice? What does it sound like, affectations, etc. It's voice is deep and strong, unlike the summoner himself. It is his powerful outer shell that gives the summoner courage and allows him to be imposing. Short, simple, backstory. Still can't come up with a name. Backstory: He grew up on the west side of Lastwall, where his family worked for one of the local lords. His mother died after the difficult birth of his youngest sibling, a female half-orc, due in part to an unfortunate incident out of Belkzen. He hated his little half-sister for it, but didn't understand why his father didn't share his anger. Working for the local lord, he had access to places within the keep that pothers wouldn't.
As a child, a Pathfinder follower of Nethys, convinced him to bring him a trinket that belonged to the lord's eldest son. The signet ring that was the child's birthright. When he did so, the man called on the Djinni bound to it. After the Pathfinder used the Djinni's powers, he left the ring with him. He proceeded to grant the Djinni his freedom. The djinni then informed him that he could call on him when he was in need, but just an aspect of himself to protect him. Given this new form, his confidence grew. It was then that he felt he could stand up and help others. Especially after his little half-sister was being bullied. His newfound confidence allowed him to stand up for her, even though he blamed her for his mother's death. This act of standing up for others resonated with him, but only as long as he felt the connection to his otherworldy friend. Since then, he has been moving around, trying to take guard jobs, or other help work.
I love random (especially when undecided). So I'm going to roll. I did change which die I rolled for Race and class. There are 7 core races, and I did not include the 3 alternate classes. I still have all Core, Base, and Hybrid classes (sorted alphabetically for the roll). Also, I removed rolls that didn't apply, and added in ones that required more information. Random Character Background:
Step 1—Homeland, Family, and Childhood
•Core Race: 1d7 ⇒ 7 = Human •Homeland: 1d100 ⇒ 92 = Frontier (gain access to the Frontier-forged regional trait) •Parents: 1d100 ⇒ 53 = Only father is alive •Siblings: 1d100 ⇒ 46 =1d2 full, and 1d2 half siblings (gain access to the Kin Guardian combat trait) - 1d2 ⇒ 1 Full sibling(s) - 1d2 ⇒ 1 Half sibling(s) - - Half Sibling is 1d100 ⇒ 72 = Half-orc •Full-Sibling Gender: 1d100 ⇒ 90 = Male •Full Sibling Relative Age: 1d100 ⇒ 61 = Younger •Half-Sibling Gender: 1d100 ⇒ 15 = Female •Half Sibling Relative Age: 1d100 ⇒ 57 = Younger •Circumstance of Birth: 1d100 ⇒ 54 = Middle-Class Birth (gain access to the Artisan and Merchant social traits) •Parents’ Profession: 1d100 ⇒ 44 = Yeomen (gain access to the Savanna Child regional trait) •Major Childhood Event: 1d100 ⇒ 81 = Met a Fantastic Creature (gain access to the Gifted Adept magic trait) Step 2—Adolescence And Training
Step 3—Moral Conflicts, Relationships, and Drawbacks
Okay, that's a lot of work. I like the story it wrote for me though. Very interesting. End result, I see a Human Summoner. GM, given my rolls for worst ability score, class background, and major event, are you okay with a Synthesist? I know a lot of GM's don't seem to like them.
The one meme that bugs me the most whenever I see it, the term "Viable". "I want to make a rogue, but I need to make it viable." Under what standards? Is there a preset DPR that must be accomplished before a character is "viable"? I personally consider every one of my characters "viable" if they have a cohesive personality that coincides with the mechanical aspects that I used to build them. A complete coming together of both story and mechanics. I have a full rogue in a Shattered Star. She is neither the most nor least powerful, and has probably taken what may be considered wastes or trap build choices. Yet I think she's perfectly "Viable". To me, anybody's character that functions according to the rules (and gels with the campaign style/genre) is perfectly "Viable". ---------------
Well, everyone has to start somewhere. As a beginner, have you read Painlord's Guide to PbP GMing: Make Your World a Better Place? A lot of good tips and tricks in there. I don't agree with all points, but the majority of them are good enough that the few I disagree with are acceptable. Also, do you know how you intend on mapping (if at all)? There are so many different methods, preferences, and ones inaccessible at some workplaces. Character changes needed to meet criteria:
For Oliver to be up to date for your requirements. I would only need to change a few things.
I would swap his MW backpack for a regular one, and his spear for a longspear. Take one more trait, probably Wisdom of Irori And put 5 more point buy into his Chr to up it to 18. Also, sending you a PM.
Also, I think you should stick to 4 if you feel more comfortable with 4. I understand that 5 may increase survival, but if it becomes too much work for you to adjust, then the game risks dying. Which is worse than a party member or two doing so. I understand the push, as more players allows more people to be chosen, but since the GM does the most work in a campaign (especially a PbP) then what you're willing to take on is more important.
I'm interested with the character below. He is currently in the early stages of a RoW, but the GM has stated that RL may take over. Sadly, I have already run into issues with the current GM. Normally, I would not apply for another PbP with a character already in one, but I think the GM and I do not agree with one another Issues:
He has already accused me of metagaming, though when I asked for what made him think that, he could produce nothing. I even pointed out where the others did so more than I did. This was after he reprimanded me about making rules corrections, because I corrected my own actions when using a reach weapon, as it didn't afford me the AoO he said I could take. I would have to update for the current build requirements, but for now, below is the planned character. Background:
Oliver's parents were simple folk. His father was just a mediocre scribe, and his mother a very slight elven woman. She died during his difficult childbirth, and he was left with a stunted leg, never quite the same length as the other. His father would keep Oliver entertained by reading to him whatever he scribed at the time, allowing him to take care of the child while he worked. Oliver was often fascinated by the tales of old, historic civilizations, and the work of bards. He is a friendly and good natured young man, who was reminded often by his father that there was nothing wrong with him, he was just destined for a greater purpose. Oliver always believed that his defect was for a reason, but it wasn't until after his father passed that he decided to go find that reason. He had his familiar walking staff turned into a spear for safety, and began to travel. He found that he had a way with tending the sick and the injured, and has lent his knowledge garnered by his upbringing to communities faced with threats that led them to overcome them. Overall, despite his deformity, he has found to have an almost preternatural sense of danger, that has allowed him to avoid it. He had arrived in a small town called Heldren, and grew comfortable there. The small friendly community had a nice feeling of home, and there was so much acceptance. He easily latched on to the Apothecary, Tessaraea Willowbark, as she had so much to show and teach him. However, he accidently found a job taking minutes at the town hall meetings. Originally he was merely taking his own notes, but when they found out his were more thorough than the ones done by the council member also assigned to take notes, he was asked to take the job. He does it to make a living, using what he learned from his father as a youth, but he still spends most of his free time with Tessarea and Old Mother Theodora just for what he can learn from them. As of late, he has become enamored with Tessarea, and does all he can for her, but doesn't consider trying to woo her. He is worried that his mixed heritage, and lifelong injury will cause her to turn him away.
Personality/Beliefs Oliver is a cheery and friendly person. He never considers his leg to be a handicap, and instead considers it the blessing that got him the attention of the gods. He is eager to meet new people, and learn about them. He loves having new experiences to the point that he considers every one a learning experience. Sometimes, though, his thirst for knowledge can make him a bit of a prattling know-it-all. He is often heard starting many a conversation with, "did you know...?". This has become the core of his beliefs, as he thinks everyone should constantly seek to learn more. He often tries to educate others, when he can, even against their wishes. He also firmly lives by the notion that life itself is an adventure, and people should focus on finding the positive in every situation. Always eager to lend a helping hand, borne of an indomitable spirit of positivity, and eager to prove his capabilities, Oliver would do just about anything to save others. Oliver (Half-elf Loracle):
Oliver Hoffman
Male half-elf oracle 1 (Pathfinder RPG Advanced Player's Guide 42) NG Medium humanoid (elf, human) Init -1; Senses low-light vision; Perception +3 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d8+2) Fort +3, Ref +3, Will +3; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 20 ft. Melee spear +2 (1d8+3/×3) Ranged light crossbow -1 (1d8/19-20) Oracle Spells Known (CL 1st; concentration +4) . . 1st (4/day)—bless, comprehend languages, cure light wounds . . 0 (at will)—detect magic, guidance, light, read magic . . Mystery Lore -------------------- Statistics -------------------- Str 14, Dex 8, Con 14, Int 14, Wis 12, Cha 16 Base Atk +0; CMB +2; CMD 11 Feats Extra Revelation[APG], Skill Focus (Use Magic Device) Traits adaptive magic, resilient Skills Acrobatics -2 (-6 to jump), Heal +5, Knowledge (arcana) +8, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Perception +3, Profession (scribe) +5, Use Magic Device +11; Racial Modifiers +2 Perception Languages Azlanti, Common, Elven, Thassilonian SQ elf blood, oracle's curse (lame), revelations (lore keeper, sidestep secret) Other Gear studded leather, crossbow bolts (10), light crossbow, spear, bedroll, belt pouch, ink, black (2), inkpen (2), journal, masterwork backpack, scroll box, trail rations (2), waterskin, wooden holy symbol of Irori, 1 gp, 7 sp -------------------- Special Abilities -------------------- Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th Lore Keeper (Ex) Knowledge Skills become CHA-based. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. EDIT: Link to the profile - HERE
I'm interested. I'm an old Ravenloft fan from 2nd Ed. I have a tragic master summoner that I played through the first book of Carrion Crown, before the game dissolved. Delia here and her eidolon, Father that I would love to get to play again. Though I can't think of the domains themselves, I will tell you some of my favorite Darklords (in no particular order, as much as their story). Strahd, of course, great couple of novels.
Funny anecdote about the Light in the Belfry adventure (if it's the one I'm thinking of):
Anecdote: First, is it the one with "Thirteen Shards"? If so, than this story applies. If not, then it's still entertaining (at least to me and my group).
We were playing one of the Ravenloft audio adventures, and our DM was so proud to get to use it, and paid such close attention to the cues for each part of the audio cassette. It was based on getting to an old abandoned house on a stormy night, basically seeking shelter. We approached the house, and decided to investigate the exterior before risking walking inside. The first place we went, was the stables. As we entered, he played the audio and it included seeing a shiny piece of broken glass. Then continued to add, "... one of the Thirteen Shards." All ominous like, before the DM was able to stop the tape. So, we were like, "Hmmm, I guess were supposed to find Thirteen Shards?" said in imitation of the cassette's deep pronunciation. From that point through the whole adventure, whenever we found one, we would be like, "This must be, One of the Thirteen Shards" Now it's a long running joke in our gaming group, that whenever the GM does an accidental reveal, someone will add, "This must be, One of the Thirteen Shards"
Burian Kreech is a CG Dwarven Primalist Bloodrager (Draconic). I don't have his crunch together, because my work computer is being a doody-head. But I have the requested story and answers. I may look at going Dragon Disciple, but I don't know yet. Burian's Backstory:
Burian Kreech is the fourth of five children from a sizable family of western Lastwall dwarves. His mother's family had moved to the area in the time of her great-great-grandfather, from out of the Hold of Belkzen. They are a proud family of warriors, that have lived on the western end of Lastwall since they came to the land, willing and able to help protect the borders against the orcs of Belkzen. They have always been warriors for the cause, and are well known as ferocious fighters, often letting their anger take over to wreak great havoc amongst the ranks of whatever enemy they fight. The family affectionately refers to this as 'Letting the Dragon Loose'.
It was during Burian's adolescence that he actually learned where the term originated. This is because that was when he noticed his hands becoming claw-like. When he brought it up to his parents, his father merely looked on disapprovingly, but his mother said a prayer to Torag before explaining to him the truth. They had the spirit of the dragon in them, and sometimes it would manifest stronger in some of the family line over others. It was particularly evident in Burian's thrice-great-grandfather, and part of the reason he felt he needed to leave Belkzen, start over where he could try to disguise it somehow. Despite knowing this much, Burian's mother knew nothing more about how it happened or why. Burian was determined to find out all he could. After asking all of the family on his mother's side, all he learned is that it only ever first originated when the family lived in Belkzen. Armed with that little knowledge, Burian decided he would go there and find something to explain what lie in his family's past, and why it affected him so early in his life. He managed to grab a job as a caravan guard and make for Trunau to begin his search. When they found out he was leaving, the commander of his region had him tasked with gathering information about Belkzen for the potential of expanding Lastwall that direction. Goals/Driving factors:
Burian wants to find out about the draconic heritage in his family. He will then need to decide whether he embraces it or wants to purge it. I haven't decided yet what dragon, but even when I know, he and his family don't quite know
Also, he will be taking note on whether expansion of Lastwall into Belkzen seems plausible. "My story? You mean all.. oh, just what finds me here? Sure, that's worth it for an ale." "Well, I came in on the caravan that just rolled into town. Harlan and his boys were willing to let me work for the ride. It's no big deal, I'm more than willing to fight for my supper, especially if it means pounding in some orc skull or something. Amiright?" He says with a clenched fist, taking a heavy swig of his drink. "My family's actually from Trunau, you know? Long time ago, way back before even my grandfather's time." He points his finger admonishingly, "No, they didn't run when Lastwell left the place to the orcs. No, it was later, when my... well when things weren't looking good for my kin." He stares into his reflection in the top of his mug's contents, before snapping back to what he was talking about. "So, I'm the first to come back since then, I think, and I'm just trying to learn a little about my family's past. And hey, if I get to mess up some filthy greens while I'm here, ain't nothing wrong with that. Amiright?" He heartily slaps his eager listener on the back, laughing loudly. "I figured, what better way to start anything than with a strong drink to wash the dust of the road out of my throat. Amiright? Then I can get to the bottom of... of what I'm looking for." He spaces out, nodding his head lightly. All the while, he taps the talon-like claw of his index finger against the mug with a steady clink. I've been playing PbP steady since early 2011
DM Bigrin, I am really undecided on what I want to play. I'm actually still playing and enjoying the character I made via your random char gen method (albeit in a different PbP than the one I made her for). Would you be okay for doing the random method you used for the Shattered Star recruitment? Refresher: You pick 8 classes, 2 from each sub-grouping*(Assault,Skilled,Divine,Arcane) and you can't use the same class twice if it appears in more than one group.
you pick 4 Races. I'll randomise the selection for both. then you pick 4 archetypes, that you like.
*Definitions
*Classes in each group
I've been reading the thread, not really sure where I stand. I always have a backstory for my characters, and prefer them as a GM, but rarely even give them a second glance for inclusion of material in the game. Then I came to the realization of why. To me, the background/backstory is exactly that, the background. The whole point of the story is for me to get into the head of the PC. I use it to define their choices, beliefs, reason for leaning towards any one specifc class or alignment, and even what set them onto the path they find themselves on at the start of the game. As both a player and GM, The backstory is for me to use as almost a psychological profile. It helps me decide what drives the PC, what will motivate them. I don't have to include/encounter the stuff/people in the past as much as use the events as a guide in how to engage the character. Also, it is written from a narrative view, not a character view. These are not events as my PC percieved them. These are the events that happened. The PC is not telling the backstory, I am, as if to say "this is who I will be playing" beyond the mechanics of race/class/alignment. If I leave a vague point (father was murdered but the killer was never caught), then feel free to introduce the killer. Just as long as you don't introduce some twist where the doting and loving father was the villain in some way and the killer is somehow justified. It's best left as a side note, the father's name on some list of victims is more than enough to involve my PC.
Mixed Umm, Aardvark.. DUH! Barbarian 8/ Senator 2/ Pope 5
I was able to play the idea up to level 2 in a PbP here, but then the GM lost focus. He is a great character, and true to both paladin and self-hating form, did everything to put others before him. So, you know, the complete opposite of Arakan ;) Also, he will take the Touched by Divinity Trait. The Archetype:
The Eldritch Heritage Feat tree:
Brutal (Sorcerer) Bloodline:
Mixed Umm, Aardvark.. DUH! Barbarian 8/ Senator 2/ Pope 5
Also, as a Tiefling, am I allowed a variant (with or without the Feat)? The Idea is:
Personally, I rather enjoy a combat Alchemist build. Take 1st level as a warrior class, giving you access to almost all the armor and weapons you could want, then grab Alchemist for the rest (adding Chirurgeon/Internal Alchemist/Vivisectionist as wanted for the little extras they each have). To top it off, you get the mutagen for whatever phys stat you want to buff (and with just another hour of downtime can make a new one).
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