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M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)
![]() From inside the cave Drael reaches out an arm and attempts to haul Razif through the entrance. Aid Another: 1d20 - 3 ⇒ (1) - 3 = -2 I've never seen a negative aid another check before... ![]()
M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)
![]() Drael beheads the gargoyle with a backhand swing as he turns to the one that has been bullying Layaali. As he does, he nods his massive head in greeting to the very tiny kobold, I'm not normally this large, I'll fit just fine. Attack: 1d20 + 10 ⇒ (16) + 10 = 26
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M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)
![]() Drael opens the door to the mansion a little after dark, paying no mind to whoever, or whatever, may be home at the time. He immediately kicks a rabbit as he steps over the threshold, and, cursing quietly, moves inside while walking with the exaggerated care of someone struggling to maintain an air of normalcy. He lets out a slight groan as he begins to walk up the stairs, and immediately plops down onto his bed before even taking off his armor, now covered less in the dust of dungeons than various dark stains. In minutes, he's out like a light. ![]()
M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)
![]() Perception: 1d20 + 7 ⇒ (12) + 7 = 19 Drael spots the mark at the back of the creature's neck, but in his exhaustion has no idea what it might mean. He wordlessly points to it, then stumbles towards Layaali, leaning on his still-flaming axe. As soon as the adrenaline stops, I'm likely to pass out. Don't let me die. And with that, he unceremoniously collapses. Sorry for the drama, couldn't think of a better way to get him out of the bloodrage given that he was about to drop into negative hp once he did so. ![]()
M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)
![]() Drael looks faintly nauseated by Undrella's display, averting his eyes and failing to connect at all with the nearest gnoll as he tries to refocus on anything but the harpy and her victim. Attack: 1d20 + 7 ⇒ (3) + 7 = 10
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M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)
![]() Drael follows the gnomes as well, walking slightly ahead of Uzma so as not to be named the rotten egg again. He turns back to face the druid after catching the last words of something said behind him, but hears his second sentence more clearly. Uzma, what was that about the wind? Are you alright? ![]()
M Half Elf Warpriest 7/Fighter(Dervish of Dawn)7 (HP 97/97| AC:23 | T:18 | FF:16 | CMB: 8| CMD:25 | Fort:+9 | Ref:+11 | Will:+11 | Init:+7| Perc:+15 | Speed 60)
![]() Galin bows his head in prayer as he sees the ghosts, before notching a set of grey-glowing arrows to his bow and sending them flying at the nearest ghost.
Attack: 1d20 + 15 ⇒ (6) + 15 = 21
Attack: 1d20 + 15 ⇒ (8) + 15 = 23
Attack: 1d20 + 15 ⇒ (7) + 15 = 22
Attack: 1d20 + 10 ⇒ (4) + 10 = 14
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M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)
![]() Yeah I agree. With Uzma conscious again I'm not sure who our highest priority to protect is, but it might be best for me to have Drael step forward towards the two you're currently fighting to attract their attention, and let the gnomes deal with the one I've already hit. ![]()
M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)
![]() Oh, that was my action. I took the move action to pull the vial, and the standard action was used to mess with the bow before dropping it, since it was in character and more importantly allowed time for someone to tell Drael if any of the others were still up there, given that his biggest priority would be not setting any of his comrades on fire by accident. ![]()
M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)
![]() Loud footsteps echo from the stairwell just moments before an armored man with an engraved shield on his arm bursts into the chapel. His dark eyes come alight with recognition as he surveys the party and their situation. Drael moves quickly towards the ladder, slipping his warhammer back into a loop on his belt so as to better assist those still attempting to descend.
I'm not exactly sure where Drael is emerging from into the room, so I'm assuming that he can't reach the ladder in 20 feet, but he can double move next turn and draw his bow to better cover those still up above. ![]()
![]() Sorry to jump into the conversation a bit late, but here are my thoughts based on the groups I've played with.
Realistically looking at the in-game motivations of your character, it is likely that you would be pressured by your group to cast haste in a situation where it's clearly the best option. This is because even though it might be boring for you as a player, in game your character's goal is to survive with as few injuries as possible, and for the group as a whole, anyone who doesn't act towards that end is something of a liability that you may not want to work with(obviously this changes if you're playing an evil group, but this is assuming otherwise). So in character it's likely that you would be under serious pressure to caste haste relatively often, which means that your player motivations are the real deciding factor that might lead to you not doing so. The way that I see the game is that your entire group is working together to succeed. Yes, you're all trying to play and enjoy your individual characters, but you're playing as a group, and at least with the people that I've played with it's taken for granted that if there's something that you can do to help the group that doesn't cause you a huge inconvenience then you should do it. Seeing as in nearly all situations you have more than one spell slot, meaning that you don't necessarily have to choose between fireball and haste and that even a specialized character can also delve into other options because their preferred strategy doesn't always work, it doesn't seem like too much of a hassle to me to take haste once per day or have a scroll of it when you consider just how helpful it can be.
That's not to say that you should always do what's best for the group, but if you have the chance to do something that's so clearly beneficial to everyone and you choose not to because you personally find it more satisfying to do something else, then it kind of goes against the group-based attitude that has always characterized d&d for me.
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![]() Oreads make cool monks and rangers, I'm currently playing an Oread Zen Archer and it's a ton of fun. You can really RP up their background at random times for guaranteed hilarity(whenever someone in the party uses a sling, he yells at them for hurling his tiny nephews and nieces. One time we found a catapult and accidentally set it off, and he went ballistic that they had, "launched Uncle Gerald" into a nearby lake).
Roland Aristocrat Campaign [PbP, Homebrew] Recruitment: A Game of Intrigue, Aspirations and Betrayal
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![]() All right, after a ton of thinking, here's my submission. Gordon Flarner is the son of very wealthy merchants, who were the children of very wealthy merchants, and so on. As a boy, he was raised to take over his father's business, a collection of farms on the outskirts of Courtain. This meant that his childhood was almost nonexistent, as he worked to learn how to handle both business and the politics that accompanies it.
Job: His main job is an investor, so he'd probably have a more risk-involved income. He's not entirely guessing, so I'd say that his income would probably hover somewhere around 1d10X200, or something like that. Contact: A rising star in Roland's politics, Delaros Pime was a childhood friend of Gordon's. As a politician, he has worked relentlessly to improve the life of the city's underclass, including the Ratfolk and the poor. As they've both risen to success, they've stayed in touch, each warning the other about potential changes in their respective areas of power. Crunch:
Male Human Rogue(Spy/Scout) 3
Medium Humanoid (Human) Init +5; Senses; Perception +7 ==================== Defense ==================== AC 18, touch 14, flat-footed 15 HP 21/21 Fort +3, Ref +7, Will +3 (+1 vs Arcane spells) CMD 14 FCB: 2/6ths of a Rogue Talent ==================== Offense ==================== Speed 30 ft. Melee Mwk. Rapier +6 (1d6+3/18-20) Range Dart +5 (1d4/X2) BAB +2 CMB +1 ==================== Statistics ==================== Str 9, Dex 16, Con 12, Int 14, Wis 12, Cha 12 Feats: Weapon Finesse, Weapon Focus(Rapier), Slashing Grace Rogue Talents: Weapon Training Languages: Common, Dwarven, Halfling Traits: Reactionary; Superstitious ==================== Skills ==================== Acrobatics=9(Ability +3, Class Skill +3, Ranks +3) Appraise=7(Ability +2, Class Skill +3, Ranks +2) Bluff=12(Ability +1, Class Skill +3, Ranks +3, +5 Bracelet), +1 if made to deceive someone Diplomacy=12(Ability +1, Class Skill +3, Ranks +3, +5 Bracelet) Disable Device=7(Ability +3, Class Skill +3, Ranks +1) Disguise=5(Ability +1, Class Skill +3, Ranks +1) Escape Artist=7(Ability +3, Class Skill +3, Ranks +1) Intimidate=6(Ability +1, Class Skill +3, Ranks +2) Knowledge(Local)=8(Ability +2, Class Skill +3, Ranks +3) Knowledge(Nobility)=4(Ability +2, Ranks +2) Perception=7(Ability +1, Class Skill +3, Ranks +3) Sense Motive=12(Ability +1, Class Skill +3, Ranks +3, +5 Bracelet) Sleight of Hand=7(Ability +3, Class Skill +3, Ranks +1) Spellcraft=6(Ability +2, Class Skill +3, Ranks +1) Stealth=9(Ability +3, Class Skill +3, Ranks +3) Use Magic Device=5(Ability +1, Class Skill +3, Ranks +1) ==================== Special Abilities ==================== Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Skilled Liar (Ex): Whenever a spy uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). This bonus does not apply to feint attempts or attempts to pass secret messages. Poison Use (Ex): A 3rd level, a spy is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. ==================== Gear ==================== 1,125 gold 1 Ioun Torch 1 Sleeves of Many Garments 1 Masterwork Chain Shirt 10 Darts 1 Masterwork Rapier 1 Potion of Cure Light Wounds 1 +1 Cloak of Resistance 1 +1 Ring of Protection 1 Bracelet of Bargaining I'll send you a PM about how I see him playing, as well as his goals. ![]()
Male Suli Skirmisher/Sky Stalker Ranger 5 AC 20 (touch 14, FF 17); Hp: 40; Saves: +7,+8,+4; CMD 22; Perception +9; init +5
![]() Hal pats the chest that he always keeps near, Let me know if you need any more gold to supply the ship. Xyla, I haven't been feeding Flit anything special, but thank you for asking. ![]()
Male Suli Skirmisher/Sky Stalker Ranger 5 AC 20 (touch 14, FF 17); Hp: 40; Saves: +7,+8,+4; CMD 22; Perception +9; init +5
![]() Hal continues the introductions. I'm Hal, a former pirate who flew these skies with Flit, but I never found the adventure I was looking for. Eventually, a ballista shot down Flit, and we've been waiting here in the city for him to recover ever since.
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![]() Here's my character. I threw him together pretty quickly, so let me know if anything is messed up. He is a sky pirate whose hippogriff mount was injured in combat and is still healing(this is just to explain why he can't ride it yet), and has joined up with a crew in the meantime. I can put together a backstory later, but I have to leave the computer now and wanted to put this out there first. Stats for Hal the Sky Stalker Spoiler:
Male Suli(Electricity Energy Strike) Ranger(Sky Stalker/Skirmisher) 4
CN Medium Outsider (Native) Init +5; Senses Low-Light Vision; Perception +9 ==================== Defense ==================== AC 20, touch 14, flat-footed 17 HP 40/40 Fort +7, Ref +8, Will +4 (+2 vs fear) CMD 22 Electricity Resistance 5 ==================== Offense ==================== Speed 20 ft. Melee Masterwork Glaive-Guisarme +10 (1d10+7/X3) Warhammer +9 (1d8+5/X3) Range Masterwork Composite Longbow +8 (1d8+5/X3) 110 foot range BAB +4 CMB +9 ==================== Statistics ==================== Str 20, Dex 16, Con 14, Int 12, Wis 14, Cha 15 Skills Acrobatics +4, Climb +6, Disable Device +3, Escape Artist +4, Handle Animal +6, Knowledge(Geography) +5, Knowledge(Nature) +6, Perception +9, Ride +5, Sense Motive +6, Sleight of Hand +6, Stealth +6, Survival +6, Swim +6, UMD +3 Feats Monstrous Mount, Power Attack, Mounted Combat, Endurance Languages Common, Auran, Draconic Traits Reactionary; Courageous, Vengeful Favored Enemy Humanoid(Human) Favored Terrain Mountain ==================== Special Abilities ==================== Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. Shockshield (electricity): Once per round as an immediate action, the suli can shock a creature that touches or attacks her with a natural attack, unarmed strike, or metal melee weapon, dealing 1d6 points of electricity damage to the creature. Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Favored Terrain (Ex) At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Hippogriff Companion: At 2nd level, a sky stalker adds Monstrous Mount to the list of bonus feats made available to him by his chosen combat style, regardless of the style chosen. He can only use this feat to select a hippogriff mount. If he does so, he treats his ranger level – 1 as his effective druid level. A stalker who takes this option does not gain the hunter's bond class feature at 4th level. At 6th level, a sky stalker adds Monstrous Mount Mastery to the list of available bonus feats granted by his chosen combat style. If he takes this feat as his 6th-level combat style bonus feat, note that he must wait until 8th level before he meets the effective druid level prerequisite to utilize his mount's mastery abilities. ==================== Gear ==================== 1 Breastplate 1 Masterwork Glaive-Guisarme 1 Warhammer 1 Masterwork Composite Longbow Str. +5 1 +1 Cloak of Resistance 1 Potion of Cure Moderate Wounds 2 Potions of Cure Light Wounds 2 Vials of Alchemists Fire 1 +1 Ring of Protection 1 Waterskin Silk Rope 1 Blanket 2 Belt Pouches 1 Small Treasure Chest 1092 gold 10 Animal Feed Stats for Flit the Hippogriff Spoiler: Hippogriff
N Large magical beast Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +5 DEFENSE
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![]() ElyasRavenwood wrote:
Thank you very much for offering your help and advice, I really appreciate it. |