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Now that folks are posting things, here are a couple helpful links. The first is to a particular favorite character of mine I ran in an adventure for about a year on this site. It will give you an example of my preferred character profile formatting (i.e. What reads easiest to me). You don't have to format exactly like this, but I would prefer it if you hewed as closely as possible:

Soroza Alessio

The second is an example of the flow/feel/formatting of Play by Post (PbP) games. You obviously do not have to follow this to the letter, but the game Soroza was in was a particularly exemplary one, and I feel makes a pretty good "role model". The page I'm linking you to is in the middle of the adventure, at the tail end of a "boss fight". I feel like there's some pretty good RP in there from everyone, and you can click to the previous page for a really good example of combat. Of course, feel free to read more of the game if you like!

Soroza's Adventures


If you want to be less focused on magic, and more on fighting, you might want to go with a Hunter. They're a cross between a Druid and a Ranger. Their spells only go up to Level 6 (but you get access to the Druid and Ranger spell lists!), but they get more combat focus (martial weapon proficiency, etc.) and they still have access to the full range of animal companions, as a Druid does.

Additionally, they get to pick a fighting style to work in tandem with their animal companion: either archery while the companion ties up their target, or working together in melee. This is further supplemented with access to bonus Teamwork Feats that your animal companion automatically learns as well.

As for your "sorta goofy monster lizard" aesthetic, I've dug up a few that might fit. Unfortunately, without that Wild Rider archetype for the Druid, you won't be able to ride them until they are large. The earliest choice this happens for is at level 4 with:

Giant Chameleon

Their defenses are weak, but they get huge bonuses to Stealth while remaining stationary and can grapple enemies at range with their tongue!

There are also some fitting options that become large (and rideable) at level 7:

Allosaurus
Iguanodon
Pachycephalosaurus

All three are fairly offense-oriented. The allosaurus (similar to a T-Rex) gets Pounce, one of the most powerful abilities in the game. It allows you to use all of your attacks after a charge.

The Iguanodon (long, kind of hunchbacked guys with front legs similar to arms) get a x3 critical modifier on their claw attacks.

Pachycephalosaurus are the dinos with the big, bony skulls that they use to ram their enemies. They're a bit one-note, but their single ram attack hits like a truck.

**********************************************************************

As far as fluff: Most Druids simply worship nature, or a naturalistic philosophy. The ones that do worship a deity follow one with nature (or another a more specific naturalistic element, such as forests or oceans) in their portfolio.

If you go with a Druid, perhaps your character just feels a particularly strong bond to his adopted plane, and took up the druidic arts to feel closer to his new home world?


Lishaleaf wrote:

Hello Everyone~ I am so so excited to be all playing again!! I can't wait to meet all our characters. ^___^

Still solidifying my character, here is my first pass at stats and all that.
(Please feel free to chime in on my notes so far Orannis).

...

Just a few quick points:

The stat spread you have listed includes your racial modifiers, yes? The point buy adds up properly that way, but you have the stats listed as if you paid for their direct value (ignoring racial modifiers), so I just want to make sure I'm interpreting it correctly.

Secondly. Going with a 9th level casting class with a race that has a stat penalty for that class's spellcasting stat can be a tough road. Remember, you need a stat of 10 + Spell Level to cast a spell, which means you'll be pouring every level-up stat increase into Wisdom to keep up with the joneses as it were. I'm not trying to discourage you from playing what you want, I just want to make you aware of mechanical challenges you may face. (If you perhaps want to look at other classes with pets as a major mechanic, I can help out with some suggestions.)

On the fluff side of things, Druid is a class with *very* specific roleplay characterization/flavor to it, and Fetchlings are a race with similarly specific but very different trappings. I very much doubt this reminder is necessary for you, but remember to put a lot of work into weaving those two disparate aspects together!

Lastly, some stuff on available rules materials (to clarify some things for everyone): Fetchlings aren't on my standard list of races I typically lay out for players, but we discussed you playing one some time ago so no worries there. Next, the archetype you selected is from a third party publisher (i.e. not Paizo). I typically don't allow that material because it often lacks the unity of design philosophy that Paizo-official material possesses. This typically manifests in one of two forms: being wildly overpowered or occupying tonally dissonant design space.

However, Wild Rider is merely very niche and, honestly, probably a bit weaker than a baseline Druid, so I don't mind allowing it. The long and short of all that being: I don't typically allow 3rd party material BUT if you see something that really makes your character idea sing, run it by me and I'll decide if it's something I want to allow or not.

In general, loving the basic idea of the character! I dig the innkeeper background a lot!


Aaaaand here's some general info for our module: The Dragon's Demand!

The Dragon's Demand finds the PCs in the remote Taldan town of Belhaim, where they will become wrapped up in all sorts of intrigue surrounding the town's history, an eccentric local wizard, and a fearsome dragon!

----------------------------------------------------------------------

Belhaim At a Glance

Belhaim is a sleepy Taldan backwater located on a lesser trade route between Dunholme and Wispil within the Verduran Forest near a region of the woods known as Dragonfen. A lesser tributary of the Verduran Fork runs along the southern side of the town, connected to the main road by a covered wooden bridge. Belhaim was founded in 3672 AR by Tula Belhaim, a famed dragonslayer who was awarded stewardship over the Verduran Fork and Dragonfen region for her exemplary service during the Dragon Plauge. Over the centuries, as a result of tragedy and failed rebellion, stewardship of the area eventually ended up in the hands of the Devy family, who rule to this day. A handful of human generations past, an earthquake flooded the town's limestone quarry and eliminated much of Belhaim's economic relevance.

Factions

Nearly all of Belhaim's residents belong to one of the three dominant religions in the town, which more or less define the town's political lines.

Worshipers of Abadar want to see Belhaim prosper as a trade center once again and, deprived of the limestone quarry, seek to drain the Dragonfen and use the land for agricultural prospects. They regard the Shelynites as layabouts.

Followers of Shelyn essentially prefer the town as it is: cozy, a bit remote, and far away from any real action. They view the Abadarans as greedy, overly traditional, and unable to enjoy the simple pleasures of life.

Adherents to the Green Faith are largely patient and even-handed, and find the town's political squabbling tiresome.

Character Hooks: Notable NPCs

Lady Origena Devy and Aarnholde Devy:
Lady Origena is the region's Baroness, and is a pragmatic woman who likes to see things running smoothly. She's also eager to see Belhaim "put back on the map". She could potentially be a useful resource or connection for PCs seeking dealings with Taldor's nobility. Arnholde is her adult son, next in line for stewardship of the region.

Balthus Hunclay:
A reclusive, sour old Wizard who moved to Belhaim a few years ago. His name is not particularly well-known in arcane circles, but he could be a useful resource for PCs seeking answers to mysteries of a magical nature.

Bassy:
The oldest resident of Belhaim, she is a gnome in her 414th year who's managed to avoid The Bleaching. She is belhaim's primary historian, and could serve as a family or social connection for gnomish PCs or player characters interested in the history of the Dragonfen, Tula Belhaim, and/or the Dragon Plague.

Character Hooks: Events and Environs

Kobolds in the Woods: A tribe of green-scaled kobolds has lived somewhere between Belhaim and the Dragonfen for some time. A peace built on mutual disinterest between the town and the tribe has been the norm for generations, but with reports of some townsfolk and travelers going missing, perhaps that has changed?

The Monastery: A long forgotten, and presumably abandoned, monastery to Irori was established in the Dragonfen not long after Belhaim was founded. The monks there vanished around 4500 AR under mysterious circumstances, but rumors the monks were researching knowledge heretical to Irori surface from time to time.

Trade Caravan: Not much trade stops through Belhaim these days, but a man named Silas Gribb offered you 50 gold just to sign on as a caravan guard on a trip to Faldamont. A princely sum for such simple work! Though you do note that Silas comes off a bit shady...

--------------------------------------------------------------------

If you have any other questions about Belhaim that would fall under "something pretty much anyone could find out by asking someone on the street" please ask! Also ask if you'd like some additional information on any of the character hooks I suggested (and feel free to combine, mix, and match those hooks!). Ideally, I'd like one of your two Traits to reflect/tie in to whatever hook you choose/create.


Character creation parameters! Hooray!

- 20 point buy
- 2 traits, please prioritize one of your traits helping to tie you into the module (more on that below/later).
- Classes: Core, APG, Magus, Gunslinger, ACG, Occult Adventures, Vigilante.
- Races: Core, plus: Aasimar, Changeling, Grippli, Ifrit, Kobold, Oread, Ratfolk, Sylph, Tengu, Tiefling, Undine.

And here are additional, finer details:

Alternate racial traits: any you like.

Unchained Classes: Rogue and Summoner *must* be unchained, Monk and Barbarian are Unchained optional.

Unchained Alternate Rules:

Alternate Rules:

Background skills. You get two additional skill points/level that may be spent on the following skills only: Appraise, Artistry, Craft, Handle Animal, Knowledge(Engineering), Knowledge(Geography), Knowledge(History), Knowledge(Nobility), Linguistics, Lore, Perform, Profession, Sleight of Hand.

Automatic Bonus Progression: This helps encourage variety in Magic Item usage. Explanation of the the rules can be found at the Pathfinder SRD site.

Archetypes: Any.

Avereage Starting Wealth.

Fluff: All three of you are among the best RPers I have ever rolled dice with. I am sure 3 to 5 paragraphs of background/character fluff/personality description will be non problem for any of you.


This is a closed recruitment for a PbP with myself and my old IRL group so we can play again despite our disparate meatspace schedules. Details to follow.


I haven't!

I'm just having a real time of it balancing getting adequately prepped for this with my meatspace obligations.

Feel free to poke in here periodically, but I'll also send each of you a PM when I intend to get this started.

Thank you everyone who is still interested, and I apologize for having to backburner this for the time being.


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Hey everyone! Sorry, I'm getting avalanched with personal life nonsense at the moment.

I also apologize for the general slow pace in getting this going. I decided to do it off the cuff, with little prep, so I probably should have expected it to take longer than I wanted it to.

Watch this space, and I'll be trying to have us up and going as soon as possible.

Thanks again for your patience.


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Happy Halloween everyone!

(Zarz, I'll have a ruling for you tomorrow.)


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Quick update:

Looking over your characters and reading the last few bits of the module. Also, still waiting for Ford to check in.

Hope everyone is having a good week!


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Here we go, folks!

Belhaim At a Glance

Belhaim is a sleepy Taldan backwater located on a lesser trade route between Dunholme and Wispil within the Verduran Forest near a region of the woods known as Dragonfen. A lesser tributary of the Verduran Fork runs along the southern side of the town, connected to the main road by a covered wooden bridge. Belhaim was founded in 3672 AR by Tula Belhaim, a famed dragonslayer who was awarded stewardship over the Verduran Fork and Dragonfen region for her exemplary service during the Dragon Plauge. Over the centuries, as a result of tragedy and failed rebellion, stewardship of the area eventually ended up in the hands of the Devy family, who rule to this day. A handful of human generations past, an earthquake flooded the town's limestone quarry and eliminated much of Belhaim's economic relevance.

Factions

Nearly all of Belhaim's residents belong to one of the three dominant religions in the town, which more or less define the town's political lines.

Worshipers of Abadar want to see Belhaim prosper as a trade center once again and, deprived of the limestone quarry, seek to drain the Dragonfen and use the land for agricultural prospects. They regard the Shelynites as layabouts.

Followers of Shelyn essentially prefer the town as it is: cozy, a bit remote, and far away from any real action. They view the Abadarans as greedy, overly traditional, and unable to enjoy the simple pleasures of life.

Adherents to the Green Faith are largely patient and even-handed, and find the town's political squabbling tiresome.

Character Hooks: Notable NPCs

Lady Origena Devy and Aarnholde Devy:
Lady Origena is the region's Baroness, and is a pragmatic woman who likes to see things running smoothly. She's also eager to see Belhaim "put back on the map". She could potentially be a useful resource or connection for PCs seeking dealings with Taldor's nobility. Arnholde is her adult son, next in line for stewardship of the region.

Balthus Hunclay:
A reclusive, sour old Wizard who moved to Belhaim a few years ago. His name is not particularly well-known in arcane circles, but he could be a useful resource for PCs seeking answers to mysteries of a magical nature.

Bassy:
The oldest resident of Belhaim, she is a gnome in her 414th year who's managed to avoid The Bleaching. She is belhaim's primary historian, and could serve as a family or social connection for gnomish PCs or player characters interested in the history of the Dragonfen, Tula Belhaim, and/or the Dragon Plague.

Character Hooks: Events and Environs

Kobolds in the Woods: A tribe of green-scaled kobolds has lived somewhere between Belhaim and the Dragonfen for some time. A peace built on mutual disinterest between the town and the tribe has been the norm for generations, but with reports of some townsfolk and travelers going missing, perhaps that has changed?

The Monastery: A long forgotten, and presumably abandoned, monastery to Irori was established in the Dragonfen not long after Belhaim was founded. The monks there vanished around 4500 AR under mysterious circumstances, but rumors the monks were researching knowledge heretical to Irori surface from time to time.

Trade Caravan: Not much trade stops through Belhaim these days, but a man named Silas Gribb offered you 50 gold just to sign on as a caravan guard on a trip to Faldamont. A princely sum for such simple work! Though you do note that Silas comes off a bit shady...

--------------------------------------------------------------------

If you have any other questions about Belhaim that would fall under "something pretty much anyone could find out by asking someone on the street" please ask! Also ask if you'd like some additional information on any of the character hooks I suggested (and feel free to combine, mix, and match those hooks!). Ideally, I'd like one of your two Traits to reflect/tie in to whatever hook you choose/create.

Feth and CaptainFord, I'll have a little extra background info to send you. And Ford, if you wan to work out some connection with the Kobold tribe in the area I'd be happy to hash that out with you.

Please chime in when you've got your characters 100% done so that I may audit them!


@:CaptainFord

There is also a lot of kobold stuff in the first third of this adventure, so I imagine you will be quite pleased.

@:Everyone

Also, one of these dungeons is going to be a bit easier since so many of you are playing shorties.


Adagan wrote:
DM Orannis wrote:


No better investment than a Commoner with a 10' Pole!

That's what she said.

*Puts self in time out corner*

Oh my god.

No, it's definitely I who should go to the time out corner, for not seeing that blatantly obvious set-up I pitched.


Adagan wrote:
I do have a lot of leftover gold. We could hire someone.

No better investment than a Commoner with a 10' Pole!


No one has to change their character. This campaign also incorporates a lot of non-cohort "recruitable NPCs", so if necessary I have no problem contriving some reason for Boscoe The Trapspringer to follow you all around.


Also... If any of you want to retool your character into a Rogue... Or at least incorporate some Disable Device into your build... That might be a good idea.

There is a terrifying amount of traps in this module... O_O;


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Hey hey everybody! Again, sorry for the radio silence, but work has been pretty intense this week and I've been absorbing all the details of the module with my free time.

The campaign info primer I mentioned will likely be up on Sunday, but possibly tonight or tomorrow night if I can catch a second wind.

I apologize this has been slow getting going, but we're almost there. The more I dig deep into the module, the more excited I get about running it.


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Hey everyone! Apologize for the radio silence, personal life was pretty busy this weekend.

But! I've got the book in-hand, finally! I'll shortly have an update for you with a capsule gazetteer, a list of NPC's that make for good hooks for your character's involvement in the campaign, a list of non-NPC hooks for the same, as well as some non-spoiler-y tips about what to expect from the campaign in regards to theme, tone, and challenges faced.

Feth, I'll also have some slightly more detailed background info about Belhaim to send you, as it is a story Adagan would likely be familiar with as Taldan nobility. Any one else who starts play with a rank in Knowledge(Nobility) or Lore(Taldor) or roughly equivalent skill will receive the same extra background tidbits. Those of you who start with this knowledge can help with exposition a bit in-character! :D

Also, if any of you have any other questions/concerns that I am better able to answer now that I have the book, please speak up!


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Don't worry about taking your time. I'm having a difficult time just arranging to pick up the physical book. :P


I'll be honest, I'm not really particularly well-read on the Stamina system... I'll take a look at it tonight.


Koal the Wrestler wrote:
So, when do we get this party started?

My goal is the last week of October. I was hoping to have the book in my hands already, but retrieving it keeps getting stymied by my work schedule and inconvenient happenstance. Despite that, starting sometime the week of the 25th is still the plan.

Once I have the book in-hand, I can provide more detailed setting information and you can all tweak your fluff/crunch around that if you feel the desire or need to do so. Then I'll audit everyone's characters and once any necessary tweaks that brings to light are taken care of we can start rolling dice entering commands into the RNG!


Posh Stemtimple wrote:
Can someone remind me which Unchained rules we ended up deciding on?

We will be using Automatic Bonus Progression, Background Skills, and Unchained Summoner is mandatory. Technically the Unchained Rogue is "mandatory" as well, but that's a rule that doesn't really need any enforcement!

Technically we have a tweak to ABP (one entirely in numerical favor of the players, so don't worry about it blindsiding you) but it's only going to come up if we elect to continue the PbP beyond the published Dragon's Demand module.


A kobold tetori might be the single most inherently hilarious character discussed thus far.


Also, the default setting for guns in Golarion is "Emerging", meaning you're not gonna find Advanced firearms just lying around everywhere. Those guns (as well as schematics and/or knowledge of how to craft them) are quest-reward level goodies.


I would point out that, mechanically, Mysterious Strangers delay their Dex to damage with good reason, and I hardly consider it "crippling".

That said, while the flavor of Trench Fighter is rather annoyingly specific, the mechanical manifestation in the archetype is a good bit more flexible.

So, integrate a rather significant amount (You're taking 3 levels in it, after all) firearm-related military experience into her character organically (don't shoehorn it) and we're good. Remember: every piece of crunch needs to be validated by (sensible!) fluff.


Sasha Tunnely wrote:
Alright, alright, you talked me into it. I was originally going to go with Ifrit, but something changed my mind. Here's the preliminary sheet. Also, I know I asked before, but I just want to make sure that I'm not catching you by surprise, Trench Fighter is cool, right?

I am actually not familiar with Trench Fighter! I will check it out and let you know. Since you're specifically asking about it, is there some component to it that is considered controversial?


Alzhar the Fledgling wrote:
And also make it hard for anyone to take us seriously.

This is the best part.


Kubular wrote:
Oh damn. Now I'm thinking of doing it.

Dooooooooooo iiiiiiiiiiiiiiiiiiiiit...


Feth wrote:

I can see it now, my magus as the babysitter..

"Put that down, we don't want to break it-"

"I SAW IT FIRST! TELL THE GNOME TO BACK OFF"

"Now, let's not fight over it. Sharing is-"

"VILE BEAST, WHO ARE YOU TO DECIDE? I SWEAR BY SMIAD-"

"JUST TRY IT YOU RUNTY SUCH AND SUCH"

"Guys, please...we don't have to fight..."

"YOU'RE NOTHING BUT AN OVERGROWN HANDBAG-"

"RAARRRWARRARWARRR-

Please...guys...please...STOP FIGHTING! I SWEAR I WILL TURN THIS PARTY AROUND RIGHT NOW!

Also, if Kubular plays another small race I am going to flat-out die of laughter.

(Remember, you can choose to be a small planetouched [Aasimar, Oread, et. all])


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Feth wrote:

I can see it now, my magus as the babysitter..

"Put that down, we don't want to break it-"

"I SAW IT FIRST! TELL THE GNOME TO BACK OFF"

"Now, let's not fight over it. Sharing is-"

"VILE BEAST, WHO ARE YOU TO DECIDE? I SWEAR BY SMIAD-"

"JUST TRY IT YOU RUNTY SUCH AND SUCH"

"Guys, please...we don't have to fight..."

"YOU'RE NOTHING BUT AN OVERGROWN HANDBAG-"

"RAARRRWARRARWARRR-

Please...guys...please...STOP FIGHTING! I SWEAR I WILL TURN THIS PARTY AROUND RIGHT NOW!

I can only hope! :D

My benchmark for absurd campaigns is pretty high. Way back in a 2nd ED game I ran (I am old, remember?) there was a Halfling Thief PC who, through terminal bad decision making and utter lack of impulse control ended up a sentient undead skeleton with 18 Charisma and a small duchy to rule.


Heyo folks! Just popping in real quick to let you know I'm still here. Radio silence is due to this week being the Normandy Beach of retail comics shipping, so I am swamped.

Also, I will say that while I enjoy some party tension, we're going to stop short of any outright PVP. Hard rule. It's pretty much the opposite of the reason I play the game.

And let's try not to let anyone actually die due to withholding healing?


CaptainFord wrote:

...I may have actually lied again about my last concept... mainly because I just remembered the Snare Setter which is kind of absolutely amazing, especially for a kobold. After all, the best fight for a kobold is one they don't have to participate in!

We probably would benefit from a little sneak, wouldn't we? Someone who is good at getting into where they shouldn't be... ARGH! I have way too many cool concepts I want to use!

Nothing wrong with having a lot of options on the table! We've got around three weeks or so before this should be getting started, so you've got time to throw stuff at the wall and see what sticks!


As for Primer, still don't have the book back yet. Going to try for tomorrow.

This was sort of a shotgun get-go here, and I didn't realize the book was not currently in my direct possession. I'll have a post of primer/setting materials up as soon as I am able!


Feth wrote:
I say pick something that makes you happy. I'm having an internal debate over my Magus. I have a game that just started but it looks like our GM is MIA. If it goes in the can I'd like to move that character over here. She's a summoner

Either works! I confess I was getting a bit attached to the Magus, and Estoc in particular is a pretty cool weapon. But also I've never run a game for an Unchained Summoner and want to see them in action. :D


Kubular wrote:

I feel like automatic bonus progression is excellent, and I heartily agree with rewriting of paizo adventures.

I really can't decide on one character concept. I was starting to settle on an aasimar Hungry Ghost Monk who worships Sarenrae, but I'm sort of giving up on it Because we've already got a monk and a Kensai Magus. I might just do it anyway, but it feels like so much overlap to me right now.

I'm now thinking back to one of the first original characters I had ever played with. It was my friend's first character but I really liked the concept. Essentially its a Halfling with a scar he got from a black Dragon's acid breath and he's sort of got a vendetta against Dragons. He was originally a rogue, but I'm thinking gunslinger. Maybe ranger.

Or I could go back to the monk idea and go with a musclebound Brawler type. Or spice it up with a master of Many styles with the Beastmorph Alchemist. Use of Dragon style and feral combat training makes this guy a real monster in melee.

Or do something more supporty and play a cleric? but I kind of feel like a party bard has that side of things covered.

Maybe a rogue? I was looking at grippli just because of the whole feel of it, but that could fit the bill for a Gunslinger as well.

I've also just been dying to run a Ragechemist/Barbarian just for the sheer hilarity of having 30+ Str.

Aghhh someone help me! My brain is overflowing with ideas!

Do we have any more setting primer by the way? Is there anything we can do to help with world building?

I am heavily in favor of all things Grippli! (Love those lil' buddies)

Especially a Rogue, but they can make pretty awesome Gunslingers too!


Posh Stemtimple wrote:
Tiktik the Tinkerer wrote:
I like that bonus overwrite idea. I'm still a tad confused on attunement, but I think I get the general gist.
For purposes of this game, it's just that beyond 4th level everyone has a +1 weapon and +1 armor or shield. Changeable once per day which item it is.

Right. Primary impact from all of this will be felt if we move beyond the module.

Now it is important to note, that since the Power Six gear is being taken care of for you, I will be replacing such items in the module with items of similar value for the same slot. Thus encouraging use of magical gear that often gets sidelined.

Additionally! To avoid depreciation of weapon/armor treasure since the enhancement bonus on such items will essentially not count, I will be tweaking that gear as well. For instance: a humdrum old +1 Breastplate in the book may become a Light Fortifaction Breastplate, or perhaps made of some special material. A rinky-dink +1 Light Mace would instead be a Shocking Light Mace.

Essentially, we are trading a small amount of outright cumulative power for greater diversity of gear. That's how I see it, anyways.


Zahir ibn Mahmoud ibn Jothan wrote:

So one could have a +1 flaming, or +1 bane weapon, but if you were to want holy or flaming burst then the +1 goes away.

Does a weapon that is just holy count as defeating DR/Magic when the creature is non evil?

I would rule no, as I feel it is a complication that makes things interesting without adding an insurmountable amount of difficulty. I am willing to hear other opinions on this.


Zahir ibn Mahmoud ibn Jothan wrote:

The system is fundamentally designed to cap out with +5 bonuses. Except at like 19th and 20th level using legendary gifts, there is no way to ever have an item with an effective +6 or higher, enhancement.

In a game going to 7th level, everyone will get:

+1 resistance at 3rd
a +1 weapon and armor at 4th level
+1 deflection at 5th
+2 mental at 6th
+2 physical at 7th

And that's it.

That's fine, everyone just needs to understand that from the start.

Strictly speaking, if one found a keen, or flaming, or bane, or holy weapon, one would be advised to simply wield it for what it is, and NOT attune your +1 to it. Rather keep the +1 on a different weapon, since attuning would overwrite your +1 needlessly.

This does concern me, though perhaps not as much.

Do you think it would be better if we made the "bonus overwrite" fractional? Specifically half, rounded down.

For instance:

A +1 equivalent ability overwrites 0 of your Attunement bonus.

A +2 equivalent ability overwrites +1 of your Attunement bonus.

A +3 equivalent ability overwrites +1 of your Attunement bonus.

And so on, and so forth?

I'd really like everyone's input on this.


Zahir ibn Mahmoud ibn Jothan wrote:
Wait, so are we using automatic bonus progression too?

I am considering it. I am currently in favor of it, but I am going to take some time to review the system and I'll have my answer for you by tomorrow.


Tiktik the Tinkerer wrote:
DM Orannis wrote:
Tiktik the Tinkerer wrote:
DM Orannis wrote:
Feth wrote:
ScegfOd wrote:


or helped insert the dragon into said family tree hehehe

*scrubs out brain*

Pass that scrub brush over here...

Yeah, there are going to be a whole lot of "accidents" happening to this poor gnome while I'm around.

Nothing personal, dude, it's just... no, actually, scratch that, this is VERY personal.

If said hypothetical gnome went Green Dragon Desciple, and thus began manifesting draconic heritage with no outside influence, I imagine Tiktik would be positively apoplectic. ;)

He does that and we're gonna have us a dead gnome! I WILL NOT have some filthy fey scrapling making a mockery of my family tree! Look at him! He doesn't even have any scales!

And now, all I can picture is Tiktik being the Vegeta to the gnome's Goku.

I am... more than a little in love with this idea.


Tiktik the Tinkerer wrote:
DM Orannis wrote:
Feth wrote:
ScegfOd wrote:


or helped insert the dragon into said family tree hehehe

*scrubs out brain*

Pass that scrub brush over here...

Yeah, there are going to be a whole lot of "accidents" happening to this poor gnome while I'm around.

Nothing personal, dude, it's just... no, actually, scratch that, this is VERY personal.

If said hypothetical gnome went Green Dragon Desciple, and thus began manifesting draconic heritage with no outside influence, I imagine Tiktik would be positively apoplectic. ;)


Kubular wrote:

I really love monk-types and I was thinking about playing a Martial Artist but its looking more and more underwhelming as I read into it. Not generally a big fan of the Brawler, but I guess it's more a flavor limitation for me.

I'm still also considering other things like Barbarian or Bloodrager. Gunslinger is also looming tall in my mind. Is Trench Fighter available just in case I want to go Mysterious Stranger?

I was pretty happy with one I played up I about level 5, but this could be a personal taste thing. I will advise, though, that the unarmed Fighter archetype (forget what it's called) might get you closer to what you're looking for (possibly with VMC Monk?).

Oh, right! Variant Multiclassing is on the table. Sorry, it's such a "no brainer" option to me that I forgot to mention it.


ScegfOd wrote:

Maybe the cranky old wizard wants to study a gnome that has a dragon somewhere in his family tree~

or helped insert the dragon into said family tree hehehe

I will have the book back in my possession within a day or two. Then I'll be able to post a list of location hooks and possible NPC connections to help tie your character to Belhaim. If you come up with something before then, like you're awkward family reunion, that is totally cool!


Feth wrote:
ScegfOd wrote:


or helped insert the dragon into said family tree hehehe

*scrubs out brain*

Pass that scrub brush over here...


WRT: Automatic Bonus Progression

I neglected to state this in the character creation parameters, so thank you for bringing it up.

I overwhelmingly favor it, a little for the reasons Kubular mentioned, but mostly because it encourages using item slots for gear outside of the Power Six.

I do not recall it utterly hamstringing Armor/Weapon crafting (do we have anyone planning on going that route?), but I will review the rules for the system before I make my decision. You can expect that by tonight, midday tomorrow at the latest. If you have any finer points on the system you'd like to elucidate, now is the time.


Zahir ibn Mahmoud ibn Jothan wrote:
Do you concur that if a gnome was to take the "Fey Magic" alternate racial they could select speak with animals as their first level Druid spell, and thus be able to use that ability twice per day? The first time coming from the usual gnome magic SLAs?

Yes although, as Sceg mentioned, the one from Fey Magic would only be usable while in the terrain you select for the trait.


ScegfOd wrote:

Hello, I'm Kubular's friend~

(thanks for the invite Kubular)
also I have a bard I was looking forward to play as, mind if I rework him 'till he belongs in this module? do we need a face-man skill-monkey?

Yes! Please feel free to tweak that character to fit in this campaign. Always love a good Bard!

He was a gnome, if I recall correctly? A party with two gnomes and a kobold actually sounds like a trip and a half, haha!


Hahaha! I think your good. ;) A kobold Beastmorph is hardly what I'd call "power gaming". Like I said, I appreciate optimization when it's used to make something decidedly non-optimal work.

Besides, Tiktik sounds fun. A little disruption can bring character to a campaign, just don't run the train off the tracks and onto the jagged rocks below and it'll be all good.


The word is in! Kubular, please invite your friend to the thread.


@Feth, where do you stand on adding a fifth player?

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