Not sure if I'd be able to commit to this depending on IRL stuff but in the off-chance that I can let's see what the RNG has to offer in terms of stats.
Stat 1:1d4 + 10 ⇒ (3) + 10 = 13 Stat 2:1d4 + 10 ⇒ (3) + 10 = 13 Stat 3:1d4 + 10 ⇒ (4) + 10 = 14 Stat 4:1d4 + 10 ⇒ (3) + 10 = 13
Pretty decent. Kind of wish they were more varied but I suppose I shouldn't look a gift horse in the mouth.
Delightful, is this a Gwen variant? Doesn't matter too much, just curious.
I will tentatively say yes. Still hashing out some details though. Might decided an adult Mayday Parker might fit better but I think I'll probaby stick with Gwen.
Finally got the crunch for my Spider-Woman pitch. Powers-wise she's pretty standard with nothing to off the chart for a Web-Head but hopefully getting into her history and complications (the fluff) will make her more distinct and interesting. Beyond that I have been struggling to find some extra points to boost some of her skills and I am worried about not maxing out some of her save defenses and attacks but I think the build is functionable. If anyone has some advice to share or a review to offer that would be great.
Powers
Spider-Sense: Enhanced Advantages 7 (Agile Feint, Defensive Roll 2, Evasion, Improved Initiative, Move-by Action, Uncanny Dodge), Enhanced Defenses 8 (Dodge 4, Parry 4), Enhanced Skills 4 (Acrobatics 8, Perception 8), Senses 1 (Danger Sense) • 20 points
Spider-Strength: Enhanced Strength 1, Limited to Lifting (Lifting Str 9; 12 tons) • 1 point
Spider-Movement: Leaping 2 (30 feet), Movement 3 (Safe Fall, Wall-Crawling 2), Speed 2 (8 MPH) • 10 points
Spider-Venom: Array (16 points) • 17 points
- Venom Blast: Ranged Damage 8 • 16 points
- Venom Strike: Cumulative Affliction 8 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • 1 point
Web Shooters: 20 points, Removable (-4 points) • 16 points
- Web Swinging: Movement 1 (Swinging), Enhanced Speed 1 (16 MPH) • 3 points
- Web Slinging: Array (15 points) • 17 points
- Web Spinning: Ranged Affliction 8 (Resisted by Dodge, Overcome by Strength; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition,
Diminished Range, Limited Degree • 15 points
- Web Blinding: Ranged Affliction 8 (Resisted by Dodge, Overcome by Strength; Vision Impaired,
- Vision Disabled, Vision Unaware), Diminished Range • 1 point
- Web Grabbing: Move Object 8, Diminished Range • 1 point
Offense:
Initiative +12
Unarmed +10 [+8 Close Damage, DC 23]
Venom Blast +10 [+8 Ranged Damage, DC 23]
Venom Strike +10 [+8 Close Affliction, DC 18]
Web Blinding +10 [+8 Ranged Affliction, DC 18]
Web Spinning +10 [+8 Ranged Affliction, DC 18]
Defenses:
Dodge +12, Parry +10, Toughness +8/+6, Fortitude +8, Will +8 = Fort 2, Will 6 = 8
Hmm. I had a Unicorn Sorcerer with a big focus on healing in mind but I might think of something else depending on how many healers submissions we get. Anyways, let's see how those dice look:
I guess if there's a Greek god, a wonder woman derivitive isn't as good of an idea; playing her brother would be fun though
Again, in our source material, there are definitely duplicates and near duplicates. A mostly Marvel Herakles and a mostly DC son of Zeus, brother of Wonder Woman, would have lot to talk about and several fun interactions. Avengers Forever, out of all the Avengers of all time and multiverses, chooses to have two versions of Hank Pym, one Janet (Wasp) and a Hawkeye who can also change size. If it so happens that the right heroes to save our omniverse are related, then so be it.
In other words, submit the character you want to play. That is always more fun.
Hmm. I was going to shelve my Magical Girl Wonder Woman idea because of the perceived Greek Mythology bloat in regard to possible characters but maybe I'll give it another look. It's either than or a Spider-Gwen variant, which also would be fun.
Just so I have this right but are we expected or encouraged to make characters connected to the Marvel/DC universes? Basically, would a Spider-Man variant from Earth-Random Number be accepted as a variable character?
Oh a classic! Very much interested in participating in a Runelords game again. Still running though ideas but I think an Ulfen Cleric of Erastil is what I'll be submitting unless something else captures my imagination.
1. Finally landed on playing a Drow for my Cleric and wondered if lowering their racial spell resistance will still require a standard action? Having to deal with SR blocking even friendly buffs/spells would be annoying but I suppose I could always swap spell resistance for another trait.
2. What starting languages would a surface Drow have in Faerûn? I looked up what common languages they might know (Common, Deep Drow, Drow Sign Language, Elven, Undercommon) but having them all seemed a bit much.
3. Since we won’t be on Golarion will we be still be able to use Golarion-flavored Religion and Region traits?
Been thinking about it and decided I'm definitely going for a Cleric of Eilistraee who's likely going to multiclass into Bard or Ranger down the line to better augment her physical abilities and get a few more skill points. A frontline Cleric who can heal, bluff, talk (and dance!) seems like a fun build to play.
Also looked into Eilistraee's original Domains from 3e and came to the conclusion that Chaos (she's chaos-aligned), Charm (for her artistic stuff), Darkness (moonlight), Good (she's good-aligned) and Travel (leaving the Underdark for the surface) would probably best fit her for conversion into Pathfinder's Domain system. Not totally sold on it though so tell me if that works or fits for you.
Thanks! Right now I'm tending towards either a cleric of Sune or Eilistraee. In regard to the later I'm also curious if a cleric of Eilistraee gets to be proficient with bastard swords since that's commonly Eilistraee's favored weapon?
Love to do a Faerun campaign after playing some BG3 myself. Got an idea for a cleric or paladin. Not quite sure on the deity just yet but I am guess as to where I would like look up Domains for a Faerun god?
Hate to do this but I'm going to have to leave the game. Real life stuff is becoming an issue and I don't believe I'll be able to commit to the game as a consequence. For that I'm sincerely sorry. It's been a blast playing with y'all and I appreciate what we've managed to do together as an collaborative troupe. I hope the best for the game going forward and hope you all continue being awesome.
Definitely interested in being part of a War For The Crown game. Got a Arcane Duelist who's a Julie d'Aubigny riff. Stats should be up soon with fluff coming a little later.
Rad to see this up and running! Got me a few ideas peculating in my head but for right now its safe to assume that I'm going to go with a Cleric/Warpriest of Besmara or a Swashbuckler with the Shackles Corsair archetype. Either way their going to be a big time worshipper of Besmara, the Pirate Queen, with an (hopefully) interesting twist on how fair that devotion goes.
Magick is definitely kitted out to be a ranged operator who will be trying her best to stay away from the thick of it. She’ll be using most of her time flying out of range blasting or deliberating villains from afar using her Magic array. I got plans to boost her close damage capabilities but until then her main thing will be the aforementioned ranged utility and blasting.
Personality-wise she's a "legacy" hero trying her best to live up while being really new stuff to the superhero scene. Also kind of a wizard nerd with mahou shoujo vibes.
Complications
Motivation—Learning: Gwen is a dedicated student of the arcane arts and wants to learn everything she can about her powers.
Motivation—Doing Good: Gwen is a nice girl despite her dabbling in the dark arts and wants to use her abilities to help the world the best she can.
Responsibility: Given her mom's history as a defender of the mundane and magical worlds, Gwen feels responsible to upholding that legacy.
Secret: No one can know that the bookish high school student Gwen Jones is in fact the magical spell-slinger Magick!
I haven't seen a Mutants and Masterminds game here for a while and would love to get involved in one! Here's my entry for Magick, resident witch and aspiring young hero.
Powers
Magick: (20 pt. Array)
Myrddin’s Arcane Blast: Ranged Damage 8 • 16 points
- Slumbering Curse of Aillen: Ranged Affliction 8 (Resisted by Will; Fatigued, Exhausted and Asleep) • 1 point
- Invisible Hand of Hekate: Perception Move Object 5, Precise, Subtle • 1 point
- Panacea’s Healing Touch: Healing 4, Energizing, Persistent, Restorative, Stabilize • 1 point
- Shimmering Mists of Avalon: Illusion 3 vs. All Senses, Area (15 Cubic Feet), Resistible by Will, Selective • 1 point
Complications
Motivation—Learning: Gwen is a dedicated student of the arcane arts and wants to learn everything she can about her powers.
Motivation—Doing Good: Gwen is a nice girl despite her dabbling in the dark arts and wants to use her abilities to help the world the best she can.
Responsibility: Given her mom's history as a defender of the mundane and magical worlds, Gwen feels responsible to upholding that legacy.
Secret: No one can know that the bookish high school student Gwen Jones is in fact the magical spell-slinger Magick!
Gwendolen "Gwen" Jones always knew she was special. Well, not special exactly. Magic isn't a thing she discovered. It was omnipresent in her life since she was a child. That's what happens your born into a family of witches and warlocks. The Jones Clan were a family of mages from the Old Country, who immigrated a long time ago to escape persecution from a land that hated and feared for usually unfair and bigoted reasons.
It's for that reason that Gwen grew up hiding her powers and natural skill with magic from those outside her family and the wider magical world. The thinking went that the rule of shade would protect them from a return of witch hunts and burnings... until other, stranger superhumans started showing up in the world. The advert of the age of superheroes brought great changes upon the world of magic, with several witches and warlocks seeing it as an opportunity to finally be accepted by the mundane world.
Gwen's mother was one of those mages, and she used her spellcraft to become the superhero Magick, a prominent name in the hero community. Unsurprisingly, Gwen looked up to her as a role model and at an early age aspired to follow her mother's thought steps as heroine even as she juggled her studies in magic with more "normal" social life in the mundane world. That all changed when her mother disappeared in Doomsday. Distraught but determined to do what she could to fill the needed role left by her mom's wake, Gwen took up the Magick name and entered the hero scene... much to the chagrin of her worrying father.
This sounds like a pretty interesting concept that can work with a surprising amount of builds despite the limitations of the theme and setting. I'd love to be a part of it and have a rough idea of a fire kineticist with a devoted fascinating with phoenixes, rebirth, and the elemental planes.
I'll have something more concrete in a day or two but right now I'm curious how the Golarion-focused traits will be handled. Given what you said on the OP I'd assume I can just change the flavor of the ones I want them available? Including ones that have perquisites for race?
Also I'm curious which languages were likely to run into?
A. Rue Woodkind
B. Human
C. Ranger
D. Blight-Burned
E. Bringing some furs to trade on Market Day and as an opportunity to interact with some humans after a long stint of isolation in the woods.
Ironically enough I'm more familiar with Mutants and Masterminds rather than the Fate system. I love OPM but I'll need to look at FATE for a bit before I can say whether I'd be interested.
"We'll probably be out here for another day or two so it would be good to know that people know where we are in case that drake does try to make a meal of us," Hana tells the leaving pair. The tavern singer said the last few words half-jokingly, but she would have been lying if she wasn't concerned that they all might share the same fate of the Battered Shield.
With that in mind, Hana quickly adds quietly, "And if you can please tell my mother that I'm sorry for leaving like I did and that I'll back as soon as I can."
I might throw in my hat, depending on build rules. I've wanted to rock a Gun Chymist for some time now.
Build rules would be pretty straightforward. 20 point buy, 2 traits (one from the campaign). I'd allow some gunslinger related third party stuff, though I'm not sure what yet.
Would all players be required to submit characters that use firearms or would they just have to have a tech or engineering theme?
Definitively interested in a Norse fantasy campaign! I only have a rough idea for a character right now but I’m thinking of making a squishy arcane full caster for this if only to stand out against all the armored vikings. A Winter Witch or an Elemental Sorcerer are the likely contenders right now.
Regardless of which wins out I am curious about a few things before I fully start hammering out the character sheet:
- Can you get an extra trait if you take a drawback?
- Can we reflavor Golarion-based traits/feats and use them for our setting?
- Besides the languages of the core classes what are the other main languages in Allsgard?
- This might be something you'll explain in the Player's Guide but I'm wondering if we'll be using the deities shown in Book of the Damned for Allgard's Archfiends?
Got a Unchained Rogue (Relic Raider) in mind for this. A useful addition that can easily serve as a scout and your reliable trap finder and dismantled when required. Face skills won't be neglected either in case we ever want to talk our way of the problem.
Anyhow, let's see how much coin they've have starting out.
Starting Wealth Rogue:4d6 ⇒ (3, 1, 1, 6) = 11
Welp. Average it is. Will have character sheet and bio up today.
Got a Psychic Chelish Noble in mind for this. Kind of Emma Frost inspired. Stats are mostly done and aimed at making her a good Face and decent Librarian. Just need some time to finish the fluff. Hopefully be done by Saturday.