Okay. I have Doctor Werner Krieger. He's a Ragebred Skinwalker that doesn't actually know he's a Skinwalker. He thinks he's a Human with bizarre powers. It pushes him into alchemy in almost an Island of Dr. Moreau type of way. He wants to find a place where he belongs and people he can trust, and discover more about who he is and where he comes from.
Huh, rerolls eh? Interesting... For the other people interested I am probably going to roll up a beastmorph/vivisectionist alchemist and become an absolute mauler in melee. Stat: 4d6 ⇒ (2, 6, 4, 3) = 15
So that'll end up being... 18 16 15 13 13 7 The 7 hurts but that's still a 36 point buy so I think I'm good with that >.>
Couple of questions! What method of rolling do you wish us to use? Or is there a point buy? Is all Paizo material available? Is anything restricted? Are we using traits? Background points? EiTR Feat Tax rules? Also as someone that plays in and runs a couple of games on this board, I would perhaps note that once per week is *quite* slow and might prevent the game from moving apace. That said I'm quite interested. I'd lean towards either an alchemist or investigator, most likely.
Frankly I feel like it's meant to A- bring us back a bit from the disastrous attempt at making a tabletop that played like an MMO that was 4e, and appeal to the new "hip nerdy tabletop crowd" without having a super steep learning curve. And as far as that goes, I think it does a good job. But I agree, I actually do really love most PbtA games and like a narrative heavy style.
5E has it's ups and downs as far as I'm concerned. It's definitely better for a new player, I think. A lot less math intensive, which even as an experienced player I like live; it speeds up play quite a bit. And I think AiME in particular does a very good job of capturing the feel of LOTR. But for more generic fantasy games and for more customization, I definitely prefer PF.
Ah, and, to wit; I have been playing RPG's for about twenty years. I'm very experienced with DnD and Pathfinder. I used to play in and run several games on the boards before illness sidetracked me. I still have a RL group that I game with weekly and have been getting back into playing online. Here's a link to an RP post I made in an Adventures in Middle-earth game I'm in on these boards so that you can see the type of RP I usually do; Link. Hopefully that worked right! In general I check the boards several times throughout the day, as I have an office job that doesn't really monitor internet traffic :3
Okay! I have Varryk Swiftshot ready to go. I just haven't finalized his gear... which I probably won't bother doing unless I get selected. Varryk is a Ranger (Infiltrator) with a grudge against the Whispering Way. I've done my best to tie all of his Traits to his background, which is... kind of long. I'm not *super* up on my Lastwall/Ustalav/Whispering Way lore so let me know if anything I have up is off and I'll change it. I'm sorry it took so long. I was too distracted by how beautiful GM ShadowLord is >.>
Hello friendos! As some of you may remember, I am ElegantlyWasted (alias GM Wasted). I was pretty active on the boards several years back but a couple of occurrences of cancer led to my long absence. I'm fully in remission, and looking to get into some gaming again (and have a new office job which gives me plenty of time to sneak to the boards >.>). I'm considering running one of two games. I could run both but I'm a busy bee and I don't want to get burned out, especially being so newly back to the RP boards. I'm considering one of two games. One would be a solo Kingmaker Tristalt game. Yes, you read that right! Tristalt! Like Gestalt, but MORE! There's a lot to like in Kingmaker, but I feel like it suffers from being a bit of a pure hex crawl, and I've seen many a group sort of flounder when it came to exploring the more interpersonal bits of a group of adventurers suddenly running a kingdom. What I would want would be to take one person, give them a cast of NPC's to work with, and explore their personal story, delve into what it's like for them to be, all of a sudden, a lord... maybe even a king or queen. It would be somewhat similar to the Kingmaker video game by Owlcat in that regard. As far as adventuring went, you would have a companion or two and combats would be a bit smaller, a bit more intense, a bit more personal. I'd expect you to build your character well, to be able to handle most challenges that came your way. And I'd expect you to be a damn fine writer and roleplayer, because it's just going to be you and me, and I would want this to be a quality character exploration between the two of us. The other option I'm considering is Adventures in Middle-Earth, the LOTR-themed 5E game. I love LOTR, and AiME is, I think, a pretty good system for translating that world into a d20 skin. I'd be using elements from existing campaigns to tie them into a 1-20 supercampaign, much of which will be homebrewed content. Be forewarned, that would get extremely nerdy... I am a big Tolkienphile and my knowledge of the lore of the setting is as vast as the waters of Ulmo. It would be a campaign focused on a group of sort of "middle heroes". The time period is set between The Hobbit and LOTR and I don't have a ton of interest in changing the established LOTR story, so we, as players and the Loremaster, would know that it was not possible to completely defeat the Shadow. But it would be possible to determine the fate of lands not directly involved in LOTR. It would be possible to delay the return of the Shadow until it can finally be defeated. It would be possible to travel to lost lands and defeat threats that would have laid low the Fellowship before it even began. So yeah. Those are the two campaigns I'm thinking of running. The Kingmaker game would only have one player. The AiME game would have four to six. Any takers?
It's not explicitly stated but I assume that the DSP Psionic Classes are fair game, since they're called out on the Wiki. Is this correct? If so, I might make an Psychic Warrior that claims a link to divine heroes and is in the process of discovering his own fatal flaws. Is the Half-Giant race permissible? It seems as though this would be a good one to link to divine parentage.
About SorussInteligent Cyber Art-Cohort Vitalist L12 Cyberart
Soruss inhabits the tech when it wants to see the world, often taken some of the followers with it. It can if it wants to enter the N=SPACE of Gift hive mind. Iteligent Item
DEFENSE
OFFENSE
Abilities:
Languages Spoken by Item
Senses and Communication 120'
Senses: [Argmented by calective]+[darkvision or blindsense]
Empathy (Su): [Argmented by calective]
Telepathy (Su): [Argmented by calective]
Read Languages (Ex):
Feats
Skills
-=Skills=-
Appraise(Int)+5{+0rank,+5Int+0class}
^Kn (Arcana/Psionics)(Int)+10{2rank,+5Int+3class}
Concentration [+17][12CL+5Int] Encoded Form (Ex)
Hologram Projection (Ex)
Control Robot (Ex)
Powers Points/Day
Powers Known
The Difficulty Class for saving throws against vitalist powers is 10 + the power’s level + the vitalist’s Wisdom modifier. Maximum Power Level Known
To learn or manifest a power, a vitalist must have an Wisdom score of at least 10 + the power’s level. Power Points/Day 147+24=152 / Powers Known 8 / Max power level 7th 0 level Dc15
1st DC16
Knacks (Ps)
Vitalist Method
Collective (Su)
The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below). A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds. At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist.
In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed. Example: Darius the soulknife is a willing member of Jorus the vitalist’s collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus’s collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6. A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way. Medic Powers
The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor. Transfer Wounds (Su) [5d6]
Vitalist’s Touch
Health Sense
Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature. Spirit of Many (Su)
Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective. Steal Health (Su)
This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalist’s collective. A vitalist may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it. For example, Jorus is a level 3 vitalist with a Wisdom of 16 and 15 hit points. Jorus has suffered 3 hit points of damage and uses Steal Health on a nearby 2 hit dice orc, dealing 6 hit points of damage (3 from his levels in vitalist, 3 from his Wisdom modifier). Although Jorus may only heal himself for 3 hit points, he may distribute the other 3 hit points over the collective to other members as needed. If Jorus was level 6, he would have dealt 9 points of damage, but would not have received any healing because the orc’s total number of hit dice was too low. At 7th level, a vitalist is able to use steal health as a ranged touch attack with a range of 30 feet. Telepathy (Su)
A vitalist may temporarily deactivate, and reactivate, this ability as a swift action. Request Aid (Su)
Pulse (Su)
Expanded Knowledge
Vitalist’s Expertise (Su)
Mender Method
Mender Power
Mender Knacks
Halt Death:
Mender’s Touch
Swift Aid
Mender’s Expertise
In addition, anytime a mender manifests a power with the [Healing] descriptor, it heals an additional 50% hit points (round down). |