Serpentfolk Seeker

D-Kal's page

Organized Play Member. 870 posts (15,102 including aliases). No reviews. No lists. No wishlists. 12 Organized Play characters. 22 aliases.


RSS

1 to 50 of 870 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
The Exchange

After giving my concept some further thought, I've decided to withdraw from this one. Maybe some other time. Best of luck everyone.

The Exchange

Concept: The Hungry Void, a Tiefling Oracle of Shadow infected by a rare and pernicious shadow plague, turning all she eats into quasi-real shadows and leaving her permanently hungry. However, it's also given her power over shadows and disease which can only grow as she continues to feed the void within. She'll be playing as a divine spellcaster with a focus on debuffs, presumably a de facto healbot, and a natural attack melee combatant. She will also bring some utility spells, stealth, and social skills to the table.

Sheet: Tiefling (pitborn, maw or claw [claws], prehensile tail, vestigial wings)
Oracle (dual-cursed [hungry, plagued+], shadow mystery)
Kuthite Caster, Local Tough
STR 17 DEX 11 CON 14 INT 8 WIS 10 CHA 17
1st: Multiattack, Revelation : Dark Secrets

Background: Just another discarded half-fiend wandering the streets and scrounging for scraps, she doesn't know when or where she first became afflicted. But as she grew, so did her hunger, and soon she came to embody "will work for food". With her dangerous, animalistic features, ruthless attitude, and minor curses, she was usually hired to cause people trouble. That's been working for her well enough that it might be time for a promotion.

The Exchange

Beojraek, the godfist

crunch:
Monk (scaled fist) 1 / Sorcerer (dual-blooded, orc, draconic) 4 / Dragon Disciple 6
STR 24 DEX 14 CON 16 INT 10 WIS 10 CHA 14
BAB: +7, AC: 22, SAVES: F+9 R+7 W+5
Feats: Power Attack, Favored Prestige Class, Dragon Style, Extend Spell, Dragon Ferocity, Toughness, Prestigious Spellcaster x2, Improved Initiative, Weapon Focus (unarmed)
Traits: Magical Knack, ??
SPELLS: known up to level 4, slots up to level 5
ABILITIES: flurry of blows, AC bonus, blindsense, breath weapon

personality:

Beojraek is bold, proud, and friendly. Everyone is his friend and there is nothing to fear or mourn, for the world poses no danger to him and nothing can be lost that cannot be gained again. He is a man with a great destiny and a great certainty that he will achieve it. Thus, with hardly a care to weigh him down, he walks a difficult road but makes light of every moment.

background:

While the circumstances around Beojraek's birth are shrouded in mystery, he was raised by nomadic goat herders roaming the foothills of the northern mountains. But he never really belonged, never fit in with the others due to his seemingly supernatural strength and durability. And while the others were quiet and humble, Beojraek was loud and rowdy. Finally in his teenage years he was given to a monastery in the hungry mountains to learn more about himself, his origin, and his destiny.

It was there he had his first visions. He was shown a future where he could ascend, transcend, to become more than human. In his blood was the power of dragons, but also something greater. He was their avatar, the dragon diefied. At least, if he could overcome enough trials.

And so he set off in pursuit of his destiny to perform his great labors and become the man that would one day be a god. He faced many dangers, and overcame many challenges. He fought great heroes and terrible monsters. And finally he has landed in Ustalav, following the call of adventure once more.

appearance:

Beojraek wears no armor, for none has been made that's tougher than his skin. He wields no weapons, for none has been made that's stronger than his hands. He is the image of physical prowess, muscles like iron wrapped in perfect symmetry around a frame like a mountain. Though he may appear to be the best of human, he is something even more.

The Exchange

What would you say to a draconic monk sorcerer who believes he's destined to be a god?

The Exchange

Sounds like a cool game in an interesting setting, but I think I should resist the urge to splurge on 3 books and stay up late cramming. But still, I bet it's a lot of fun!

The Exchange

I have an updated draft of Farch

The Exchange

Alright cool, thank you. Here's what I have so far.

Farch, Warpriest of Feronia

-----Background-----

Not many ogres make it in the world of men. What few are allowed to live are often kept as slaves, whether for labor or war. Farch was one such creature, once upon a time. He knew no other life, and was humbled by his hopeless and lightless existence. But often he wondered what lay in the world beyond, where people traded and feasted and lived freely. A world without rough handlers and stone walls and iron chains. Many night did he lie awake, staring at the moon and wishing, wanting, sometimes praying.

Eventually, his prayers were answered.

Farch was granted a divine blessing, which caused much talk amongst his owners and handlers. There began to be arguments about what to do with such a beast, apparently given favor by the gods. Some felt guilty, and others afraid. Ultimately the issue was resolved by selling off the great ogre to an eccentric noble seeking protection on his journeys. Journeys led to adventures, and over time and with much wealth in his pockets, the noble granted Farch his freedom.

No longer a slave, he is now both warrior and priest. His might and deeds are somewhat known, though many still shrink away in fear as he approaches. But he can do nothing to change what he is. He can only decide who he will become.

-----Personality-----

Farch is fierce as any ogre, but he does not revel in murder or destruction without good cause. He is brutish and provincial, but clever in his own way. He seeks the company of those that do not fear him but instead treat him as an equal.

He's a solemn soul, and often still his eyes drift up towards the moon. It is hard to be merry when born a monster and reminded of it every day, but he does not let his lot in life bring him to despair or anger. He is neither inspired to good nor driven to evil, but merely drifts along doing what he must to find meaning in a life now his own.

-----Appearance-----

Farch is over twice the size of a man and many times as heavy. He seems perhaps absent-minded and dim-witted, his face blank and mouth slightly agape much of the time. He is mostly bald as ogres often are, and fat with thick hide. But beyond this, when regaled in full steel plate he is like a living castle, a sight to behold.

Current Draft:
Ogre Warpriest (arsenal chaplain; War) 7
N large humanoid (giant)
Init +1; Senses Perception +2 <low-light/darkvision>
------------------------------------------
DEFENSE
------------------------------------------

AC 28, touch 11, flatfooted 27 (+1 Dex, +9 armor, +3 natural, +1 deflection, +5 shield, -1 size)
HP 80 (7d8 + 7x5 con +7 FC)
Fort +11, Ref +4, Will +9 [5 class, 5 Con; 2 class, 1 Dex; 5 class, 3 Wis; +1 resistance]
------------------------------------------
OFFENSE
------------------------------------------

Speed 20 ft.
Melee [-2/+6 power attack]
[/dice=Bastard Sword]1d20+10+1-2[/dice], [/dice=Damage]2d8+5+1[/dice]
Ranged
[/dice=Javelin]1d20+5[/dice], [/dice=Damage]1d8+5[/dice] 30ft
------------------------------------------
STATS & SKILLS
------------------------------------------

Str 21, Dex 12, Con 18+2, Int 8, Wis 14+2, Cha 8
Base Attack +5; CMB +11; CMD 22

Skills Climb +4* (1), Heal +6 (1), Handle Animal +6 (4), Intimidate +3 (1), Knowledge:engineering +3 (1), Knowledge:geography +1 (2), Knowledge:history +2 (3), Knowledge:religion +3 (1), Profession (soldier) +8 (2), Profession (priest) +8 (2), Sense Motive +7 (1), Survival +7 (1), Swim +4* (1)
------------------------------------------
FEATS & TRAITS
------------------------------------------

Feats Weapon Focus (bastard sword), Weapon of the Chosen, Improved Weapon of the Chosen, Greater Weapon of the Chosen, Power Attack, Tower Shield Proficiency, Vital Strike, Quicken Blessing
Traits Fate's Favored, ??
------------------------------------------
MONEY & GEAR
------------------------------------------

Weapons +1 Bastard Sword, Masterwork Morningstar, Javelins [12]
Shield +1 Living Steel Tower Shield
Gear +1 Full Plate, +1 Cloak of Resistance, +2 Belt of Constitution, +2 Headband of Wisdom, +1 Ring of Deflection, +1 Amulet of Natural Armor
Items Potion of Enlarge Person [20], Wand of Celestial Healing [50]
Money 2,465g
------------------------------------------
SPECIAL ABILITIES
------------------------------------------

Natural Armor: +2
Bonus Feats: Weapon Focus, Tower Shield Proficiency, Vital Strike, Quicken Blessing
Spontaneous Casting: may sacrifice prepared spell to spontaneously cast a "cure" spell of same level

War Mind (Su) 6/day standard action, touch, 1 minute; start of each turn, choose: +10 ft land speed, +1 dodge to AC, +1 insight to attacks, +1 luck to saves

Sacred Weapon (Su) 7 rounds/day swift action to activate, extra +1 enhancement bonus to weapon.
Fervor (Su) 6/day standard (others) or swift (self) for 2d6 positive energy. Swift to cast spell on self (no hands, no AoO).
Weapon Training (Ex) +1 attacks and damage with sacred weapons.
Sacred Armor (Su) 7/day swift action, 1 minute; extra +1 enhancement bonus to armor. Can combine action with Sacred Weapon for 1 Fervor.

------------------------------------------
SPELLS
------------------------------------------

CL 7th, Concentration +3
Level 1 5, DC 14
[2] Shield of Faith ()
[3] Divine Favor ()

Level 2 4, DC 15
[2] Bull's Strength ()
[2] ?? ()

Level 3 2, DC 16
[1] ?? ()
[1] ?? ()

The Exchange

Hey so, I was just scrolling around the boards and came across this. It looks like you're wrapping up, but I had this ogre priest I thought might fit into this game. Would I be alright to submit him here?

The Exchange

Doomsday:
The TV flashed whites and colors into the dark, dingy one-room apartment. Baxter sat slouched in a well-worn armchair, snacking on corn chips as the anchor relayed the news. A few fell from his mouth and rolled down his shirt as his mouth hung open in disbelief. "Rmrgrd" He mumbled in a spray of dried corn meal and surprise.

Swallowing proved difficult with his mouth suddenly dry, though from the chips or the news he didn't know. Nevertheless he choked it down and leaned in closer to catch every detail. "All of them? No, can't be all of them." His hands gripped the threadbare fabric on the arms of his chair as he tried in vain to scooch it closer to the TV.

"Man, that is nuts. Are you seeing this?" He asked, looking back over his shoulder at the terrarium in the back corner, dimly illuminating a stick bug idly waltzing along a larger, much more genuine stick. "Man, no more heroes." He picked up a corn chip from his lap and turned it around in his fingers, thinking hard. "Maybe I should update my website. Exterminations, and more!" He looked at Stickmaster for approval. None was forthcoming.

"They're gonna need some new heroes. Otherwise--" He stammered, putting his hands out and then tossing them up, making dramatic explosion sounds with his mouth. "I mean, I could charge extra for that kind of work too." Suddenly he stood up and brushed the crumbs from his black Death-talikka T with a sense of purpose. "I've got some gnarly stuff brewing in the garage. I think it's time we test it out."

The Exchange

I had some trouble getting any of those concepts to feel right, so I just started playing around and ended up with something altogether different.

Presenting Bug Hunter, ordinary exterminator by day, supernatural exterminator by vaguely 9 PM weeknights (weekends available for extra charge).

Background:
Baxter "Bugs" Bellinger, as it says on his business card, is the best exterminator in the business. At least in this particular zip code. Well, the price is right anyway. But most importantly, he's available when you need him, and he handles jobs other people won't touch. You know, the kinds of things you can't post online without people calling "fake". Big problems. With giant stingers or dripping mandibles.

Okay, so it's maybe not the glamorous hero stuff that those high-profile guys do, saving the world and things like that, but it's an important job and an honest living. Besides, bugs don't bother him at all. In fact, he likes bugs. A little too much maybe. Depending on who you ask.

But hey, living alone isn't so bad. There's TV, and takeout, and the garage below his bedroom fits his whole laboratory. The immigrant family renting out the main part of the house minds their own business well enough. Sometimes they seem angry, but he can't understand what the heck they're saying and they barely speak two words of English, so it usually doesn't come to much. They still pay rent, so whatever.

About:
Tall and lanky, clean shaven, and vaguely middle aged, Baxter dresses in typical alt punk fashion that looks like he's trying to recapture his youth. However, atop this he wears sturdy faux leather boots, matching gloves, and an old duster that can cover up his scarab wings without getting in the way. Not that he wears armor for his regular day job. That would just be buggy.

He's brave bordering on crazy, and loves to have a good time. Which is usually just fighting monster bugs and watching action movies. But he's pretty chill, open-minded, and likeable in his own way, once you get past that crusty exterior.

Crunch:
Bug Hunter, PL 6

ABILITIES 12
Strength 4* Stamina 2 Agility 1 Dexterity 2 Fighting 0 Intellect 0 Awareness 1 Presence -1

DEFENSES 21
Toughness +7* (3), Dodge +5 (4), Parry +5 (5), Fortitude +7 (5), Will +5 (4)

SKILLS 9
Expertise (biology, limited: bugs) +8 (4), Perception +5 (4), Ranged Combat (throwing) +6 (4), Stealth +5 (4), Vehicles +4 (2)

ADVANTAGES 2
Throwing Mastery 1, Fearless

EQUIPMENT 4
Cell Phone (1), Gas Mask (1), Night Vision Goggles (1), 5 Daggers (2), 5 Dynamite (10), Truck (5)

POWERS 42
Insect Arsenal (array, removable) 18
Hornet Darts (ranged damage 5, secondary effect, homing 2, improved critical 3) 1
Lightning Bugs (ranged affliction 6, dazed+vulernable > stunned+defenseless, secondary effect, homing 2) 1
Spiderweb Mines (ranged area burst affliction 6, impaired > disabled > paralyzed, triggered 1) 1

Scarab Armor (removable, subtle) 8
Protection 2* (impervious 6)
Flight 1 (wings)

Ant Might 6
Enhanced Strength 3*

Phasmid Molt 10
Healing 10 (limited to self)

COMPLICATIONS
Day Job - he has a business to run, and all that that entails.
Slovenly - He's kind of gross, even without the whole bug "thing".
Secret - his weird bug powers make no sense and he doesn't like to talk about it. Unless you really wanna know. Actually it's pretty cool. I hope you don't have a weak stomach. So anyway...
Nosy Neighbors - I mean they're not so bad, but they are just across the wall.
Limited Ammo - what, you think he's made of bugs? Sometimes he has to go home and restock. Or at least back to the truck.

PS - I love Montana's Launch power. That's hilarious.

The Exchange

1 person marked this as a favorite.

Great. Would we prefer a tank or a controller? I have a few concepts:

Spoiler:
The Immortal - a time-traveling soldier from the future with extremely adaptable attacks and defenses.
Oros - a metallic magnetron able to liquefy and manipulate metal for powerful attacks and defenses.
Madhouse - considered by many to be a shared hallucination, this illusionist is impossible to pin down.
Anyman - a copycat who is never what he appears to be, this dynamic fighter can duplicate most other people's powers, but there's always something off about them...
The Speaker - gifted with a voice that can command reality, there is little that can stand in this person's way.

The Exchange

Is it too late to toss an app in? I don't want to step on anyone's toes. :)
Are there any roles missing?

The Exchange

No it's not

The Exchange

Haha. Looks like you've put a little thought into this.
Gestalt is considered 1.5x so 3 gestalt would be about 4.5 equivalent.

The Exchange

I think I'm mostly done with Anhur

The Exchange

I'm working on a Breton Thaumaturge. Probably a cultist of Hermaeus Mora if that's alright. Makes sense with the whole Forbidden Lore theme.
Birthsign would be the mage obviously.

The Exchange

Funnily enough I once created a spheres of power spellcaster specifically for an Elder Scrolls environment but never found a game for them.
Why did I make a character without a game? Haha, allow me to introduce myself.

But really, let me go dig up that old character.

The Exchange

Boris:
All looks right to me. The reason the cost in W&W is higher is because it includes ranks in skills and a couple of advantages. It actually doesn't put claws as "innate", so that could save you a point for another advantage if you wanted. But it looks like you got it all sorted, costed, & in PL. Congrats.

The Exchange

Boris:
Haha no worries. That's why I'm trying to help.
PS - I think you're the last one missing from gameplay.

The Exchange

Boris:
1. Okay, now your Fort/Will combined are 14, which is 2 above PL. You'll need to lower your Fort or your Awareness. I'd recommend not taking your Will below 4 as you want to avoid the whole "fighter who killed his party" pitfall. If you want to be tougher you can invest in things like immunity to disease/poison or pick up the Great Fortitude advantage.

2. True, you have different PL limits for the attack and the grapple. That's one way to solve it. But now your claws are 1+7 damage/2 attack = 10 total, 2 below PL. Same with your grab at 7 effect/3 attack = 10. You can do that, just wanting to make sure you know it's not maxed out. Alternatively with Strength 6 & Fighting 5, you could rely on Claws D1 to reach PL and use Powerhouse while grappling to reach PL with that.

4. Toughness is fine, but two points each in dodge/parry could go a long way. Just something to consider.

The Exchange

Lol Rednal there are other avatars

The Exchange

Boris:
Looks like you've mostly got it. Just a few notes.
1. Fortitude should be 7 from Stamina
2. Your claws (7 str + 1 dmg) are over PL with 5 on the attack. I'd recommend pulling a rank of strength off to maintain 7 damage/5 attack.
3. Your growth should be innate, which costs 1 more.
4. Your dodge is 0 which could make all-out attack kinda bad for you.
If you want to save some points I don't think you need 5 presence but that's up to you. Besides that your sheet could be a little easier to read. Like your skills don't have the actual bonuses listed. But like I said, pretty good over all.

The Exchange

Cool. Notes below.

Notes:
First of all, I love the profile overall. I really like the cloak as well as the "cantrips" variable. But I wanted to check your numbers & make sure everything was both right and how you wanted it.

1. Your strength, fighting, and dexterity are -1. For strength, that means you can lift a max of 25lbs above your head. That's pretty weak. Your character might have trouble completing basic tasks other people take for granted (opening heavy doors, dragging a disabled companion, etc). Likewise with Fighting and Dexterity, this makes your character weak, slow, and clumsy. I'd recommend pushing these to at least 0. Maybe even a 1 here & there.

2. Your Sand Transmutation "anything to anything" + "limited to sand" might work better as two Transform powers, one "from sand to anything" and one "from anything to sand". That would make the array base cost 25 and add one extra array item. From what I can tell, everything else in the array would fit into 25 points each.

3. I don't really understand what you're going for with Mass Transmutation. Can you explain what it's meant to be? You can already transmute air into sand if you want to.

4. Psammokinesis has Damaging but also Limited to Sand. Given that damaging sand isn't very useful, I'm supposing you meant for this to be able to "sand blast" other characters? Also it looks like you have the range at Perception but also Accurate 3. I'm assuming that was just an oversight?

5. Lighting bolts: do you shoot these from your hands? Or do they strike from the sky or something? There's a modifier to let you strike them from somewhere besides you (like the sky). Also, unless you can do rapid-fire lighting, you might want to modify this one with "split" instead of "multiattack".

6. Cantrips: I'd throw this into the array just the same as the rest of your spells.

7. Takedown might make more sense as part of one of your powers (maybe Psammokinesis for a "wall of death" kind of effect). It's kind of an odd stand-alone advantage for someone who's so un-fight-y as Kal. Also your Artificer and Ritualist advantages are probably for someone more patient than Kal. Don't feel like just because you do magic that you have to do those kinds of magic too. Also with your skill bonus they'll be basically unusable anyway. I think there's better advantages for Kal, and he could use more skill points if not.

8. For skills, Expertise has to be in something specific. I'm guessing you'd want Expertise: Magic? You can still use Expertise in other things thanks to Jack-of-all-Trades, but when you put ranks in it they go into just one thing.

9. For Powers I count 31+4 arrayed+7 cantrips+9 cloak = 51 as you have them. I also only see 5 on defense (all on Will). But that puts your total up to 94 (including your secret power), which is 4 high.
With the changes I recommended you'd have 25+6 arrayed+9 cloak = 40. +5 for Will defense & +6 to get your stats all up to at least 0 brings your total to 89, leaving you one more point for maybe a couple more skills.

The Exchange

I'm not sure I'd call it that exactly. Reaching PL on attack/defense is something every sample character in the book does. PL isn't just an upper limit, it's an assumption. And reaching PL on attack/defense is far from making an effective character, while undershooting them can easily hamstring a character. But like I said before, this is obviously a choice you consciously made and I respect that.

The Exchange

@WhtKnt - Looking forward to it.

@Havokprince - I think there's a couple of mistakes on your crunch. We can work that out together.

@Daedelus - Same deal, plus I might have some additional feedback if that's cool.

@Warsor - Not how I'd have built him, but I'm pretty sure you knew what you were doing when you made him, so I'll keep it to myself. Carry on.

@Rednal - Some of your array is kind of hard to read/understand. Might be a better way to write those. Also, that's not really what "innate" is meant for. It's supposed to be for things that "nullify" would be downright silly for (like nullifying the growth of an elephant, thereby shrinking it to human size, or nullifying an insect swarm's insubstantiality, thereby hardening it into a human shape, etc).

The Exchange

Arrays are a tricky thing. In M&M you can array anything that 1) comes from the same source, and 2) can't be used at the same time as all the other stuff. So for magic users, you can array your spells since they all come from the same source (your magic) and you can't cast two spells at once (or concentrate on maintaining one while you cast another). So if you array a flight spell with your attack spells, you need to land (or plummet) to cast another spell. And if someone nullifies your magic, you lose the whole array.

So you don't want to array things like regeneration or immortality, and if your power comes from multiple sources (such as orge gauntlets, boots of speed, magical training, and an old curse) you need to keep those separate.

Having a huge array can make your character versatile, but it can also eat up points and make you prone to power loss (without the hero point). If your character is worthless without their huge array, that leaves a glaring, if somewhat uncommon, weakness. Besides that it usually falls into "GM approval" territory.

The Exchange

Yeah, the first thing I thought of when I saw those advantages was "monk" so I made that happen, then later I did a gnome inventor just to see how it would look. But ultimately I think Grith is the best I've got, simple as he may be.

The Exchange

If it's a character you need, I may have drafted a couple of spares because of how I am.

The Exchange

If this were RPGX there'd be a dozen applications by now.
This is bizarre.

The Exchange

Questions:

1) Are the characters more heroic or self-interested? Like are they fighting for justice/to save the town/country/world or are they following up on opportunities to become rich & powerful?
2) How much magic is there? Like, in a party of 5, how many would be expected to have spells? And how often would the PCs be facing other wizardly folk? What kind of magic services might be available around?
3) Are there going to be "minions" as such? How do you feel about the Takedown advantage?
4) Would you prefer a character heavily based around the archetypes & advantages listed in the linked resource, or are those purely optional?

The Exchange

I think it makes sense to keep it open a little longer. I thought there'd be a lot more apps honestly.

The Exchange

Tomorrow is the last day right?
Was hoping to see that Canid berserker make an appearance. Sounded like fun.

The Exchange

Details in this post

The Exchange

So we're waiting for a recruitment thread to crop up in 1-2 weeks?
Had a concept kicking around my head preliminarily.

The Exchange

Hey is this still a thing I might show interest in? I'm fairly familiar with 3e but the supplement is something I hadn't heard of.
Races & deities are fluff, practically speaking?

The Exchange

Oh yeah, definitely going melee. This is going to be good.

The Exchange

The most daunting part about this is reading 177 pages of Gameplay.

I was in an Iron Gods campaign that died in Scrapwall. I don't know anything about the AP beyond that (and the general theme of course). But it would be cool to play an Oracle of Metal. The only question is, to melee or to gun?

The Exchange

Would you allow a low-level cosmic entity?
In my own notes I call him "The Godling"; basically a more versatile Paragon with a cosmic power array of the most dramatic powers (move object, transformation, creation, extended teleport, etc).
Thinking some kind of Adam Warlock prototype.

The Exchange

You know, I remember a while back there was a similar game that used Spheres. Unfortunately I came up with the perfect concept after the recruitment ended.
What I've wanted to play ever since is a Dragon Priest. If you know Spheres, there's a magic tradition that hurts you when you cast. And with Spheres you can make magic much more thematic. You can make a pyromancer, a necromancer, a summoner, an enchanter, or any number of other things. It's also really easy to gish, just like in TES.
Anyway I'm posting from phone but I wanted to get it out there.

The Exchange

Sorry I've been away guys. New Year's got a little crazy for me. I'm also starting a new job so things may continue to be crazy for a little bit. Sorry for the absence, please bot me if needed.

The Exchange

Sorry I've been away guys. New Year's got a little crazy for me. I'm also starting a new job so things may continue to be crazy for a little bit. Sorry for the absence, please bot me if needed.

The Exchange

Sorry I've been away guys. New Year's got a little crazy for me. I'm also starting a new job so things may continue to be crazy for a little bit. Sorry for the absence, please bot me if needed.

The Exchange

Sorry I've been away guys. New Year's got a little crazy for me. I'm also starting a new job so things may continue to be crazy for a little bit. Sorry for the absence, please bot me if needed.

The Exchange

I have a character I built for this ages ago. However, he is now 2nd level (3 XP) and I have also played one of the higher levels with a different character.

The Exchange

I don't have a strong opinion either way, though a shared discussion might be confusing at times. It could also be fun.

What would *really* be fun is if we met the other hunter team on a crossover mission.

The Exchange

There's another feat to take care of the reload issue if I remember right.

Spooks, I believe Morgam is complete.

The Exchange

Not bad. Doesn't do me any good, but I guess I can just go with a double pistol. Probably don't need tricks at all in that case.

The Exchange

Say Spooks, would you be open to slightly different tricks than those listed in the PHB?
For instance, I'd like to see an "extra range" trick that buffs the range increment of a ranged weapon by 20ft. Or maybe just for a one-handed ranged weapon, increasing it to a two-handed ranged weapon (or something like that).

Also:
I was hoping I could use the "increased damage" trick to, instead of making my revolver deal 2d6 for no discernable reason, make it fire two shots at once a la the double pistol. I wouldn't mind two-handing it for this (even though that's not a requirement for the double pistol), and would still take the -4 etc. In full disclosure, I like this better for two reasons:
1) it makes way more sense to me
2) I could get sneak damage twice (if I hit with both shots within 30ft in the surprise round, which seems like a niche scenario)
So... what do you say?

The Exchange

I do want to make it thematic without going overboard, while also keeping the power level in line with the hunter class. It's a balancing act, but I enjoy the challenge (and appreciate the GM's patience).

The Exchange

Okay. I read a lot of the linked sources but some of it was a bit hard to follow.
I was asking because of certain abilities I could add that would be suggestive of gaining power through biting, eating, or otherwise consuming the target. I wasn't sure how appropriate this might or might not be.

Bardock the Marshal has not participated in any online campaigns.