![]()
![]()
![]() I assume this would be noted in the recruitment post once it's up but I'm gonna ask anyway just in case so that I don't forget: do you have a preference for character creation starting point?
![]()
![]() Would it be possible to have a no-known-background character show up? Don't get me wrong, I have plenty of characters I've never been able to use or could come up with something new with little effort, but I've never played an amnesiac and depending on how our past lives may or may not impact this story, I feel like an open-ended book could give us some sort of plot-within-a-plot and also giving you a way to feed relevant info into the group. ![]()
![]() Sebecloki wrote: male priests of Lloth, half-aboleths, dragon-drow sorcerers who rule the house instead of priestesses, etc. And across the planes, hundreds of thousands of drow cried out in anguish and fear as Lloth herself raged at the blasphemy. Either that or, basing on the theory* that Drizzt was an unwitting champion of hers, she'd give full blessing because of the chaos it would bring to the "natural" order. *I haven't picked up any of RA Salvatore's books in a very long time, so this may have been outright stated or disproven and I wouldn't know. ![]()
![]() Stat rolls:
Stats #1: 24d6 ⇒ (2, 5, 3, 4, 6, 2, 4, 6, 1, 6, 4, 1, 1, 5, 2, 1, 6, 4, 1, 4, 3, 5, 6, 6) = 88 Reroll 5 1s: 5d6 ⇒ (4, 5, 6, 1, 2) = 18 122223344444455556666666 101 344444455556666666 89 Stats #2: 24d6 ⇒ (6, 3, 4, 6, 6, 5, 2, 6, 6, 3, 4, 3, 1, 4, 3, 6, 1, 2, 6, 4, 4, 4, 2, 2) = 93
Stats #3: 24d6 ⇒ (3, 6, 3, 3, 2, 5, 3, 4, 1, 2, 2, 1, 1, 1, 6, 2, 1, 4, 2, 5, 5, 5, 3, 5) = 75
Stats #4: 24d6 ⇒ (2, 5, 5, 1, 4, 1, 3, 4, 6, 2, 2, 4, 3, 3, 1, 1, 4, 5, 5, 1, 2, 3, 6, 2) = 75
Stats #5: 24d6 ⇒ (2, 2, 4, 4, 2, 1, 6, 5, 3, 1, 6, 2, 1, 6, 5, 6, 2, 1, 3, 2, 4, 5, 1, 2) = 76
Stats #6: 24d6 ⇒ (2, 1, 6, 1, 4, 2, 6, 3, 1, 6, 5, 1, 1, 1, 4, 6, 5, 5, 1, 5, 3, 1, 6, 4) = 80
Stats #7: 24d6 ⇒ (4, 1, 5, 3, 1, 5, 1, 4, 3, 4, 3, 6, 4, 4, 4, 2, 5, 6, 6, 5, 4, 1, 3, 1) = 85
Stats #8: 24d6 ⇒ (5, 1, 6, 1, 6, 6, 6, 1, 5, 1, 3, 1, 1, 3, 4, 5, 3, 3, 5, 1, 1, 5, 3, 6) = 82
Stats #9: 24d6 ⇒ (1, 1, 4, 4, 6, 5, 3, 4, 6, 4, 1, 6, 3, 1, 1, 4, 6, 6, 4, 4, 2, 5, 2, 1) = 84
Stats #10: 24d6 ⇒ (1, 1, 5, 3, 6, 4, 6, 4, 2, 2, 5, 1, 6, 2, 4, 2, 3, 6, 5, 3, 4, 4, 1, 1) = 81
Stats #11: 24d6 ⇒ (4, 1, 3, 4, 1, 1, 2, 5, 2, 3, 4, 1, 2, 2, 4, 5, 6, 3, 6, 5, 4, 5, 1, 6) = 80
Stats #12: 24d6 ⇒ (5, 2, 6, 6, 6, 3, 4, 2, 2, 4, 1, 1, 3, 4, 2, 4, 4, 2, 3, 3, 2, 2, 3, 3) = 77
Picking array #6 Concept is a Thaythilorian Knight, dedicated to the survival and victory (in that order) of whichever Red Mage he happens to be assigned to. Teamwork feat focused on things like intercepting charge, take the hit, swap places, etc with combat maneuvers as the offense - shield slam, bull rush, trip, grapple to buy time for the mage (and other teammates) to make the decisive kills ![]()
![]() Yeah that's my hope, but that's also my question. Do I have to stick with the base assigned skills, or do I get to reapply them how I see fit? Is there a confirmation one way or another that I missed? Edit: I did miss it. Right in the initial post. but you do not have to choose all of the same feats and skill ranks as the “standard” member of that race ![]()
![]() Good point on the +1, I was looking at the default Int stat regarding its skill points, not accounting for the +2 I added to it. My question still stands though. Based on the Pale Stranger's stat block. Acrobatics 5 ranks, Climb 5 ranks, Intimidate 15 ranks, Perception 15 ranks, Ride 10 ranks, Stealth 5 ranks, Swim 5 ranks. 60 skill points matches 4 per 15 HD (+0 int bonus on default stat block). Do I: 1. remove 20 of those ranks (due to the decreased HD), add 10 more for the +1 per HD with the Int bonus after adjustments, and then add on my 4 class levels of skill points 2. do I just get all those points to assign as I normally would? ![]()
![]() Let me run this by you guys really quick to make sure I've got everything right with the different interactions: Character Gunslinger (Mysterious Stranger) 4, Pale Stranger (15HD (d8), CR10)
Skills:
Feats:
ABP:
![]()
![]() Coriat wrote:
He was kind of related to the first concept I had. Roqoloros was the original deity who is a servant to Apollyon. ![]()
![]() So I'm thinking about putting a character up for this. Initial thought is wereshark-kin skinwalker, worshipper of Roqoloros whose self-appointed objective in life is to corrupt as many bodies of water as possible to spread Roqoloros' presence. Whenever he gets the chance his preferred method of torture is waterboarding with polluted salt water, but he'd be looking for opportunities in combat for strangling his enemies - at least as an intimidation tactic. Roqoloros is a Daemon Harbinger, servant of Apollyon.
And what better place to make his own mark than trying to weaken the Mendevian crusaders by depriving them of useful water?
Initial thought is Fighter (tactician archetype?) and Waves oracle. Whip/trip/strangle build. The only concern I have is whether that's too much on the water theme for a campaign likely to be inland for the large majority of the time. Alternatively, blight druid, decay,storm,ocean bond, and... I dunno. Rogue or Alchemist focusing on poisons and diseases - specifically those that can be ingested via liquids. And then waterboarding his victims with that infected water! ![]()
![]() So the first time I check on open recruitment posts in something like a year, and yours is at the top of the list. Feels like a sign. And you know I'm down for any theme if you get this up and running. I'm trying to get some of my IRL friends to start up a standard pbp but it doesn't seem like it's going anywhere, and I need something to scratch that itch. ![]()
![]() > The reloading process is a big downside of some guns, so it should cost some money to jump that process. With revolvers, it's 6 or 7 shots before needing to reload, and it's a move action automatically (free with rapid reload) to go back to a full cylinder. It's not the reloading I'm worried about, it's just bookkeeping the ammunition lol. ![]()
![]() Timeskeeper wrote:
The core of your argument, unless I have completely misread everything after this, is that trains don't exist or are not statted out in Golarion based on the current Pathfinder ruleset, because the two most likely places for one to exist on Golarion, doesn't have them. Is that correct? Your proposition is to use a different setting that has them (or something like them) rather than make more work for the GM to come up with it on their own and have to worry about balance and function and the required changes to the world that might stem from adding this into existing lore, on top of setting up the adventure itself. I get that. My question is: "Why is everyone arguing?"
A more important question though: "Why does it matter?"
And if the GM wants to take on the extra work to make this work, great. There's no need to argue, on either side. I for one am all for the train heist. Maybe not so much being limited to bards, but considering the amount of archetypes, this isn't as big of a limitation as I'm probably thinking it is. As for a potential justification, I would go with something like the Demon Train from Legend of Zelda: Spirit Tracks. A train from another realms that can move in and out of the Material Plane. If we're high level adventurers, then one or more of the baddies our characters have been hunting down all used it to try to escape. We barely managed to "jump" onto the train ourselves and now have our own objectives while we're on the train. I also really like the "deific centipede turned god-engine" idea from Oblivion's Scion. The mental image there is close to what I was originally thinking before the Demon Train collided with my train of thought. Some conglomeration of Jormungandr, Galactus, and the Elder Centipede from One Punch Man season 2. ![]()
![]() Doesn't seem like there's a lot out there regarding Corao, but I've read over what I could find. If there's anything specific I should know, can you point me towards where I can find it? Also, I'm trying to refine Kiyoshi a bit. There were some items that I realized I don't particularly need for him and I can replace them with ways to shore up his missing items, so let me know what you think of these changes: build ramblings: Specifically, would you be willing to let me use one of the tail attack feats and disregard the racial requirement on them? Kobolds have "Tail Terror", Lizardfolk have "Dangerous Tail", Serpentfolk have "Tail Weapon", Tieflings can go "Grasping Tail" to "Lashing Tail", and Ratfolk can attach Tailblades and use them as natural attacks (I'm using human guise and racial heritage ratfolk for this at the moment), but Kitsune don't have a way to use their tails for attacks (obviously for balance issues, as they have Magical Tail feat which can grant them additional tail, each with their own SLA already, but since we're already going so powerful). Trading out the "Cunning" feat since I already have more skills than I really know what to do with. Getting rid of Dazzling Display and Shatter Defenses. That would free up four feat slots for some Horrifically OP feats that I never looked into. Maximize Sneak Attack and Permanency as definites, with Prestigious and Gestalt getting used somewhere (probably for the Shadow Dancer and maybe (anti)paladin for CHA to saves, or just my Rogue for better sneak attack... not sure what class if any would really help here. I should find a way to allow at-will conversion of my incorporeal attacks to become corporeal so that I can more easily attack things that don't have a strength score).
![]()
![]() > Please also note that Constitution is the primary stat for combat stamina and tricks, which are a part of the core system for this game, since everyone gets the associated feat for free. Accordingly, you can't just dump constitution in favor of charisma without really losing out on your stamina points. If we go undead via template and no longer have a CON score (or CON/STR), how do you want us calculating stamina? Also, I'm taking forever because I'm having fun just mixing s$$! together right now, but I think I've found something I like and I want to see how it run, so I'm doing all the official build stuff for it. ![]()
![]() Quick question. What's your opinion on Tail Terror or Dangerous Tail feats, or tailblade equipment on something with multiple tails? Do they allow attacks per tail, or only one attack? If only one attack, since we have all these feats, could we take the feat multiple times?
![]()
![]() Dotting for interest. Beastmorph Vivisectionist Alchemist / Beast Totem Barbarian is a concept that I've always wanted to play. Since this is Strange Aeons, I'm also toying with making it Chirurgeon instead of Beastmorph (or both if GM would be willing to handwaive the archetype stacking - they both modify parts of Poison Use, unfortunately), and Abberant Bloodrager instead of Barbarian. The second option will match more thematically with the campaign and the character concept I've got, but I still need to make sure the archetypes mesh well together. On that note though, what would be your ruling for Monstrous Graft (alchemist discovery) interacting with Vestigial Arm (alchemist discovery)? Would replacing the arms with the grafts allow extra attacks as standard limbs, or would the graft still be limited by the "no extra attacks" clause of the vestigial arm? I'm not positive I'd end up taking them because there are so many downsides to it:
But thematically...
But being so near the Realm of the Mammoth Lords and the Kellid tribes living there prompt him to look at their raging abilities - not to mention the Orcs of Belkzen to the west and the demons of the Worldwound to the north, both known as potential catalysts for bloodline abilities - for "internal stimuli which prompt an increase in physical faculties". This leads him to embracing his inner rage and, mixed with his skinwalker heritage and abilities, focus on what is collectively known as the "Beast Totem Path". ... The beastmorph and beast totem archetypes are obvious mechanical choices for Mikel, though the same story could play out differently and lead to a bloodline ability - specifically Shapechanger, but add in crossblooded with Abberant which ends up getting him involved with the Asylum. Whether he showed up there originally on his own, or was brought there by some(one/thing) else, we can work on. If the beastmorph/totem sticks, then he went their on his own to study (by means of experimentation) the effects of limbgrafting on, well, people who may not be the most well-looked-after or are otherwise untreatable by the Asylum staff. Both of these paths would lead him to becoming the multi-limbed monstrosity that I envision, including the Monstrous Grafts performed on himself, loss of wisdom and all. The Chirurgeon alchemist archetype that I mentioned at the beginning would fit in as the medicinal portion of his background, and it would go with the vivisectionist as a "if you know how to fix it, you should know the best ways to break it" mindset. But forced to choose between Chirurgeon and Beastmorph, I think the beast is more how I picture him. Anyway, this is getting long and I've got to get to bed. Let me know what you think or if you have any questions/suggestions and I'll finish building him before recruitment closes. ![]()
![]() Animoira Valanaestra wrote: My Alias is ready as well, just need to attach all the stats and the backstory and... well I have the name and picture lol. Prefers to be called Valanaestra, Valan, Vala, or, to a select few, Vee. Only the dead or tormented have called her Animoira "Don't call me 'Nymphadora!'" River of Sticks wrote:
Just based on this, I'd say that fits much more into the LE or NE ranges than into CE. Evil because you are mostly willing to do whatever it takes to achieve your goals, but Lawful because even you have a line you won't cross. Much more Jason Todd / Red Hood than Joker. ![]()
![]() I know this is probably too late specifically because I didn't specify it, but is there any reason that I would NOT have climbed up the back side of the tree, getting full cover (advocating for full cover due to Tiny size) and preventing a good enough line of sight to qualify for a "clear shot" to throw the bag? Seems like something Boom! would think of that I obviously did not. Also, I've gone ahead and created a discord server if anybody wants to hang out and chat in realer time. This invite link should not expire: https://discord.gg/5PubV5M ![]()
![]() 4d6 ⇒ (4, 1, 1, 3) = 9=8
4d6 ⇒ (6, 6, 3, 6) = 21=18
Obviously I'm going to end up rolling something with the second set. No idea what, yet. Just wanted to get the rolls out there for me to mull over at work.
|