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![]() Miner Cotren wrote: Hubaris, I will take a look over the weekend :) Awesome thank you! Let me know if there are any issues obviously. I think for the most part the idea is something I will stay with but I may shift around tiny things and skill ranks and such. I'm unsure what to do about the Warpriest Bonus Languages as well as the Favored Weapon I become proficient with. For now I've left them both off the sheet. ![]()
![]() Okay I couldn't sleep last night so I did some writing to get some exhaustion in. I went ahead without permission and made a character. It uses the following books for major features: Core Rule Book, Advanced Class Guide (Warpriest class, Disenchanter Archetype), and Monster Summoner's Handbook (Dispel Focus and Greater Dispel Focus). All items are from Core as well. Traits are from wherever, but they are just the usual +1 Class Skill and Trait Bonus ones. I apologize if it was too forward, but I got excited. Phon Vo (last name probably going to change, not keen on it). Phon is a magical bodyguard, warpriest, and amateur scholar who is dedicated to finding this strange pulse that keeps pulling her toward the Dark and understanding it. She's not entirely sold on the over-zealousness of her family to Volcano, but she knows she needs blessings to supply her magical power and her quest (a quest that on the surface looks scholarly, but is really tainted by vengeance for the death of her lover). Mechanics-wise, she is a reach warpriest with a focus on Abjuration and dispel abilities. I like the support role, and I think having access to abilities like Lesser Restoration, divinations and other Cleric tools are important even in a political game. ![]()
![]() Captain Generica wrote:
Yeah, it's always been one of those weird playing styles that doesn't get love. The archetype does get Dispel Synergy and Destructive Dispel in place of Bonus Feats down the line which is nice. ![]()
![]() Ok so I absolutely fell in love with an Archetype here: Warpriest Disenchanter. You mentioned that Divine Magic works differently, what are the differences? I've always wanted to play some type of Abjurer, and this is a great level range (and without full casting) to grab the Cleric spell list and not just feel like a worse Inquisitor. I'm thinking someone less militant (the word Warpriest always brings a certain image to mind that I kind of want to avoid), a little more dilettante. I suppose I can wait about details until I hear back about how Divine Casters work As well as how Favored Weapons work. I can see them heading to Hearth because of some lead regarding The Dark and being a specialist in unraveling magic, intrigued at how balance in the world can be completely thrown off by even the slightest bit of magic and spell. Possibly neutrally aligned, but with a more good slant; almost a divine, magically charged bodyguard. Classic reach Cleric but with counterspells and dispels built into the archetype So readied Dispel Checks aren't wasted due to AoO's. Positive energy as well, as repairing seems more in line with what I'm picturing. More knowledge based Probably spend some traits on accessing these, less fighty, but still able to hold their own when push comes to shove. In terms of what might be needed, really just stuff from Core and the Dispel Focus and Greater Dispel Focus set. Fighting against the Undine Strength Penalty will be hard but I think they fit the best based on what I have read so far Unless I can get an OK on a Flying Talon, Branched Spear or one of those weird exotic weapons. ![]()
![]() No archetype but you can keep exchanging spells for them. The idea would be to be nearly spell-less. It's mainly because they're scattered among 8 books or so (with Ultimate Magic having a bunch); so the viability is based on availability. Either way I'm sure I can think of other stuff as well. Thank you for the answers! ![]()
![]() Miner Cotren wrote:
Miner Cotren wrote:
I need some more reading comprehension. Oops. ![]()
![]() I'm very interested; I think this sounds like a very neat concept. Question, are Suli available as well? Everyone forgets about the Suli-Jann Not a huge deal, more also asking in terms of lore. Also who is currently in the game (or am I misunderstanding the 2 people from another table)? Final question, when you mean Core do you only mean CRB? People have different ideas of core. Thinking a Masterpiece Bard if possible, taking as little spells as I can Dependent on the answer above of course... ![]()
![]() Alias for Elina Noakes. A halfling wizard who considers herself more of a 'magical bodyguard' and a scholar. A little arrogant but fiercely loyal, she knows full well how deadly magic can be in the world of Nidal. Priding herself on her ability to spot and react to danger, she knows (much like halfling fashion) that others can have a chance to shine if she puts her skills to use. Despite her family pushing her to take up the trade, she worked at the books, and aims to one day find a way complete her thesis (about how magic completely changes policies and politics on the world scale when dealing with less magical nations)... And figured adventuring would be a good way to fund her research. Haven't fully finished the spell book or chosen a Bonded Item yet (thinking a Wand such as Acid Arrow to have some combat utility to offset the Defense Focus), but I picture her leaning heavily on Abjuration and Conjuration. How are you going to factor in Bonded Items, Spellbooks and Scribed Scrolls into account? ![]()
![]() Oh fun! Going to be a day or two before I get anything put together proper but let's see what the rolls hold. Strength: 3d6 ⇒ (3, 3, 4) = 10 *5 = 50
Size: 2d6 + 6 ⇒ (4, 4) + 6 = 14 *5 = 70
Luck: 3d6 ⇒ (1, 3, 3) = 7 *5 = 35 That Power roll with that Luck roll. I'm not sure what my character is quite yet but I want to play on that Power score in some way.
I'll bust open my 7e book, I've owned it for years but haven't had the pleasure of playing anything past 5e yet, I'm assuming its mostly the same with minor differences. I'm liking the half/fifth as a way to do skill difficulty tiers. Makes it very simple ![]()
![]() Gentleman Mages brings to my mind Jonathan Strange and Mr Norell. That's fair though with the friction part, just trying to provide you an alternative view for your own consideration! ![]()
![]() As not the GM but someone who loves roleplaying games, I think that some minor friction is almost required for a setting like this. If everyone is of the same mind conversations and moral dilemmas end up becoming very terse and 1 dimensional. I for one would hate to see a Victorian setting without equal parts faith and science, it is a massive theme to the genre. That juxtaposition between faith and science, virtue and vice, man and monsters gives it the meat it really needs. ![]()
![]() There is no Improved Unarmed Strike in Elephant anymore but Unarmed Combatant: Spoiler:
Unarmed Combatant (Combat) You are skilled at grappling and fighting while unarmed. Prerequisite: Dex 13 Benefit: You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes now deal 1d6 damage if you are medium sized or 1d4 damage if you are small sized, and you can deal lethal or nonlethal damage, at your choice. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. You provoke an attack of opportunity when performing a grapple combat maneuver.
Much more brawler in a box than the one feat. Also your unarmed damage isn't a pitiful 1d3 with this. ![]()
![]() Question about Guns Everywhere if anyone has experience with it. How deadly is it that basically everyone can hit Touch AC and have 4x critical modifiers? I am assuming that is the intent... Guns are pretty dangerous as I've heard. I have to say it sounds exhilarating but requires a different thought process in terms of design. You mention that armor gives equivalent Damage Reduction, does the enchantment from ABP add to that or the armor bonus? Never mind I think you just answered that as I slowly posted on mobile. ![]()
![]() Ellioti wrote:
I'm obviously not the GM here but These are the ones that I've seen thrown around. I could be mistaken of course but it could give you an idea at least. ![]()
![]() Quick general question with the Feat Tax rules:
It's not gamebreaking or anything, I just found it interesting. @Smooshie: Thanks for the list! I did complete my profile this morning to a minimum (playable) extent. Minor details can be worked on if I'm selected. Getting that voice is important. @GM Oblivion: I'm assuming that Medicine in the background sections refers to Heal correct? ![]()
![]() Submitting Doctor Rupert Locke, a somnologist and mesmerist who is haunted by creatures in his dreams after failing to save a patient under such circumstances. With nowhere left to turn, the good doctor has begun his descent into the occult and has found that the world is not nearly as simple as we make it out to be. Profile obviously isn't done but that's probably the concept I'd like to run with. ![]()
![]() Oh I am so down for this. I love me some Gothic Horror. Let's see what the dice bring! Set 1:
Set 1-1: 2d6 + 6 ⇒ (1, 2) + 6 = 9 Set 1-2: 2d6 + 6 ⇒ (2, 1) + 6 = 9 Set 1-3: 2d6 + 6 ⇒ (4, 6) + 6 = 16 Set 1-4: 2d6 + 6 ⇒ (1, 4) + 6 = 11 Set 1-5: 2d6 + 6 ⇒ (4, 4) + 6 = 14 Set 1-6: 2d6 + 6 ⇒ (5, 5) + 6 = 16 Set 2:
Set 2-1: 2d6 + 6 ⇒ (4, 6) + 6 = 16 Set 2-2: 2d6 + 6 ⇒ (5, 1) + 6 = 12 Set 2-3: 2d6 + 6 ⇒ (6, 3) + 6 = 15 Set 2-4: 2d6 + 6 ⇒ (2, 1) + 6 = 9 Set 2-5: 2d6 + 6 ⇒ (1, 1) + 6 = 8 Set 2-6: 2d6 + 6 ⇒ (1, 2) + 6 = 9 I'll have to consider what character I want to bring into this dark and dreary world. It's a good thing I just started watching Penny Dreadful again with the missus. Thinking a Medium with these rolls with a focus on actually using all the spirits, some sort of ex-sailor because Obra Dinn is on the mind still or even some flim-flamming mesmerist. I don't get a lot of 1P only games nowadays so its a good excuse to do something occultish for me. ![]()
![]() I decided to go with Menhir Savant unless something more interesting pulls me away from it (like possibly the Restorer Druid for Spontaneous Cures). I'll be playing up knowledges with Comprehensive Education and supporting with my Wind Blast Domain Ability, spells and one of my favourite feats Combat Advice. I'll probably just save the 1 Wild Shape for Utility and not build around it for combat, I have plenty of Gishes so I'll move out of my comfort zone. Going to think of hooks for the GM. @MrMantis: I'll see if maybe we can get something working together but I feel like it would be hard. Unless you may have wanted to perform some kind of crime at a place I was weather-telling for. That's about all I can think of off the top of my head. ![]()
![]() I picture him more as a self taught druid which is why he is unable to Wildshape and why he relies on manmade weapons. Kind of a loner who has traveled around to help harvests and those who seek advice about the weather and planting. So more of a hermit from small hinterlands which is why his Cha is so bad. The call of Gozreh brought him to this situation. I don't see him as belonging to any specific order as in his mind the the world all around him is the order. He is not opposed to orders but he feels they are not for him (hinting at his CN or N nature). As to why he became a druid and took a new name I need to consider still. Maybe I'll have it develop organically as we play; I'll just need to feel it out a bit as I consider it more and more. He is stern and serious but kind and wise. He can accept the world and it's development for what it is in the cycle as eventually it will all be claimed again, but he doesn't stand for those who are not naturally inclined to be killed off by their own inexperience. Expecting a fish to fly is as foolish as a bird breathing water. So why force those to die a death that wasn't intended for them and that they are powerless to change? Nature is powerful and unfair but people don't have to be. ![]()
![]() All base attack bonus is added together much like a multiclassed Monk using Flurry. If it wasn't the case a Fighter 3 / Barb 3 wouldn't get an iterative if you were going based on the chart. It would say it gets a bonus on attacks equal to your Barbarian level if it was just supposed to be based on that. Considering the Skald only gets it's 3/4 BAB to Spirit Totem I would say it has nothing to do with Barbarian level. But of course it isn't my game. ![]()
![]() So I think I'm mostly set. A Nature Fang Druid of Gozreh (VMC Cleric). I was wondering if you would consider Planar Adventures for my Companion book I know it's not actually a Player Companion so I can get Healer's Hands. He will have spontaneous heals but not very many slots sadly due to being a druid, so I'm hoping to offset them with this feat and capitalize on his Wisdom. For Domains, I'm not too sure yet but definitely Plant of some sort (maybe as the VMC) and some Storm theme for the main domain. Gozreh has a bunch of stuff that I've never really looked at. I'm thinking Blood of the Storm, Tempest Reader or Researcher as my reason to be in the adventure. @Ingolf: I gotchu then! Go Rage to your heart's content! ![]()
![]() @MrMantis: Can I ask what deity you are thinking?
I just came up with a Bodyguard Barbarian that could fill that beef we seem to lack currently. Using a reach weapon and the Knockback Rage Power to blast people away during AoOs. I'm going to keep an eye here of course and see what we all come up with. I'll probably dump the sunset fighter for another game, wilderness doesn't always have people with sunderables. @PCSipio: Good to know. What do you prefer if it came down to it? ![]()
![]() @GM Rutseg: Thank you for the clarifications. I'm waiting on you all. I get to play and build a lot of characters so I wouldn't want to step on someone's toes. I'm happy to play fill in the gaps, I do it a lot and consider it a fun challenge to be constrained. Right now I've narrowed it down to a few defaults if no one cares for me to fill: - A frontlining (Sundering) Slayer with a brutish streak. Survival, wilderness stuff and lots of good old fighting and melee crowd control with my Player Companion selection opening up Smashing Style. I love this thing! It's so cool! Would probably be a (Redeemed) Criminal. How do people feel about Sundering in general? I think that is a very valid question
- An enchanter bard with his Monkey familiar. Focus on Charms, Fascinate effects and all of those types of spells. Maybe VMC Sorcerer for Dreamspun to get a pumped up Lullaby and Sleep (considering the game would end before Sleep really falls off). Would have social skills, stealth, disable device and such. Not sure what his background would be, maybe an artisan. He is a bit of a flim-flammer so could swing to be one of the two society folks as well.
- A healing and melee Nature Fang Druid using VMC Cleric for Spontaneous Cures. Might step on the Nature Oracle's toes so I'm leaning away from it. Probably a researcher of some sort.
I'm not a fan of Teamwork feats, considering it only hits 5th level, many classes won't have the spare abilities to really see their character come to full fruition and that is a little sad. I'd prefer for the teamwork to come out in synergy as opposed to forced through the feats. ![]()
![]() Hello all and thanks for the selection GM Rutseg! I'll just give a quick start here. I never play PFS so the whole Consortium/Society stuff is kind of new to me. From what I understand the two are at odds with each other correct? I try not to read things for fear of spoilers on the off chance I do play in it someday. If they are at odds, there seems to be campaign traits that seem to imply they work together at times, would that be accurate? I'm just trying to get a feel here. In terms of character design I'm happy to play nearly anything. I currently have a Poison druid that I've been sitting on for a bit with Spontaneous Cures and melee combat If we need some kind of supportive, healing type. A skill monkey Bard with a literal monkey thief pet who might fit very well as an undercover agent of one of those two factions. Which might work somewhat in the wilderness and somewhat not, depending. I'm partial to coming up with somewhat linked backstories with someone else if they are willing to do so with me. I've always wanted to play someone's hired goon and muscle. Think Caramon to someone else's Raistlin. Overall I just love building characters so I can fill in nearly any slot. I figured I should get the ball rolling though. I'm excited to build this way though, it seems fresh! Quick question though, what kind of monsters will we be expecting? It sounds gamey but there's nothing worse than rolling an enchanter in a game filled to the brim with undead, or an archer in a game full of swarms and tiny vermin. Just as a note I am EST (UTC-5) ![]()
![]() Black Dow wrote:
Having someone go out of the way to say this is a great sign! Colour me excited now. ![]()
![]() Sounds interesting. Might as well throw my name in the hat as well. - What do you like from PbP gaming?
- Have you ever played or read partially or completely the Ire of the Storm before?
- What made you decide to apply?
- What is your roleplaying motto?
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![]() caster4life wrote:
I don't think we've played together so if you'd like some references and posts just let me know and I can dig some up. Regardless thanks for the kind words! ![]()
![]() Submitting Professor Rankle Boomtop an Alchemist Artificer with an excitable attitude and a love of tinkering and toying with technology and magic. He is currently in the Underdark in Blingdenstone trying to find ways to help the gnomefolk out as they have been cowed by years and years of abuse in the Underdark. Upset that no one wants his idea of very loud help he gets disenchanted with setting up permanent camp and tries to find a better solution; hoping that some knowledge and good adventure will get the gears turning and a plan forming yet again. His first goal in his mind, is to solve why deep gnomes have a worse lifespan than their counterparts, and he truly believes that it might be the key to sparking a special fire within the gnomish people. Went with the Rock Gnome instead of deep because it has the cool artificing racial stuff which fit really well. Basically a support-ish class with spells and various tricks and tools with his Infused Items. Haven't decided on an Uncommon Magic Item, I'll look if I get selected but it will be something fun.
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