If you're willing to have me despite my spotty track record at all, I'd say gming one-shots and losing my spot if I burnout is more than fair. As for commitment on a player end, I'm pretty dang solid on that one. I don't think I've ever ghosted, and I've been part of multiple multi-year play by posts, the longest going from Lvl 7-17 with two gms before we finally collapsed under the logistical weight of our fancy high powered characters. I'm always on discord, so using that for OOC communication's pretty great for me. My play philosophy is that I like playing the Dwarven Door Game when things are slow. In the above mentioned campaign, if we were ever like, taking several weeks to decide what would be appropriate precaution before opening a door, I'd go ahead and risk my character teleporting to the other side to scout. A thing I feel kills a lot of campaigns from the player side, is the players arguing back and forth based on risks rather than knowledge. Prepping a resist energy Fire when you know you're going after a red dragon is good preparation based on knowledge. The players arguing back and forth about whether they should open the door on the right or the left when we have no idea what is behind either is not. Sometimes you need to take a risk and make an uninformed decision. So, as part of that, I typically like playing durable characters. Not necessarily Halfling Shield Paladin with Fey-Blood level durable, but at least able to open a door without being a liability to the team.
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Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28 Speaking as someone who has built a "Marksman 2 | Ranger (Woodland Skirmisher) 1 | Vampire Hunter 1 | Aegis (Trailblazer) 1 | Warder (Zweihander Sentinel) 1 | Warlord (Steelfist Commando) 1" it really doesn't seem that weird to me. :P
"Just cause you're some big fancy demon you think you can haunt my dreams?!" Largo is a nimble of body and brain halfling set on cleansing the Worldwound for Desna. Nightmares and mysterious strangers have driven him thus. Statblock:
Male Ranger (Demonslayer/Divine Tracker) 1 | Arcanist (Brown Fur Transmuter 1) Init +4; Senses Perception +7 XP: N/A -------------------- DEFENSE -------------------- AC 15, touch 15, flat-footed 11 (10 Base +4 Dex +1 Size) HP 12 (1d10+2) Fort +5, Ref +7, Will +4 [+2 vs Fear, +1 vs Spells, Spell-Like, and Supernatural of Evil Outsiders] -------------------- OFFENSE -------------------- Spd 20 ft. Melee Cold Iron Masterwork Rapier +8 (1 BaB +4 Dex +1 Enhancement +1 Trait +1 Size) 1d4 (1d4 base) 18-20/x2 Piercing Ranged Longbow +6 (1 BaB +4 Dex +1 Size) 1d6 (1d8 base) 20/x3 Piercing Spells ML 2 1st (2 Day, DC 13)- Grease, Protection from Evil -------------------- STATISTICS -------------------- Str 10, Dex 19, Con 14, Int 14, Wis 12, Cha 10 Base Atk +1; CMB +0/4; CMD 14 Feats Weapon Finesse Traits Ancestral Weapon, Chance Encounter, Transmuter Skills Acrobatics +7, Knowledge (Arcana, Planes) +6, Perception +7, Ride +8, Spellcraft +6, Stealth +12, Survival +5[+1 when tracking] Languages Common, Halfling, Dwarven, Elven, Goblin Combat Gear Cold Iron Masterwork Rapier, Longbow, 40 Cold Iron Arrows, Potion of Cure Light Wounds Gear Vigilante Kit Coin: 38 -------------------- SPECIAL ABILITIES -------------------- Race: Halfing Stats +2 Dexterity, +2 Charisma, -2 Strength Size: Small, +1 AC, Attack, -1 CMB/CMD, +4 Stealth Fearless: +2 racial bonus vs fear stacking with Halfling Luck Halfling Luck: +1 racial bonus on all saving throws. Sure-Footed: +2 racial bonus on Acrobatics and Climb checks. Weapon Familiarity: Proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Keen Senses: +2 racial bonus on Perception checks. Traits:
Feats:
Ranger (Demonslayer/Divine Tracker)
Arcanist (Brown Fur Transmuter)
Spells: Basics: CL 1(2 for Transmutation), CL+Stat 3, DC 12+Spell level. Spells Per Day: 3 (2 base, +1 for from Intelligence) Prepared:
Spellbook
Indeed, but it only needs to rely on that weapon for levels 6-8. Once he hits level 9 and gets to cast personal transmutations on allies, the chains are set loose on transitioning into a unique supportive buff caster. And, before then, if he does get disarmed, he still gets to be a very tanky full caster, albeit with poor offense, or Quick Study to as a full round action change to some different spells to fit the situation.
Hullo, I've got a submission, if you'll have it. Ivy is a kind elf who likes nature, but is not afraid to poke people who don't with a spear despite being a mono-class full caster. Currently all that I believe is missing is the HP (are we doing average or rolled?) and a feat choice. Background and Party Role:
Ivelios, or Ivy as he prefers to go by for those who have trouble with his name, is a rather goodnatured elf hailing from Numeria. Descended from an elven tribe that endured rather than fled the Earthfall. They delved not so deep as the Drow, and thus lost much of their civilization, eking out a barbarian existince alongside the Kellids.
Ivy however, through many years of experience, seems to be a rather softer individual that one might imagine from the harsh wilds. Ivy says he has made many friends with the passing of seasons, and is always ready for more. Ivy believes there's magic in everyone, even if sometimes it needs a little help to come out. He made the journey from Numeria to Nerosyan, seeking to aid his 'cousins' in the Estrovian woodland, wishing to prevent the wanton destruction of nature happening there. -- His party role, beyond high initiative caster with haste (always a handy have), is to start out by buffing himself with Alter Self (Small) and Cat's Grace, to become a very accurate, very difficult to hit, and otherwise pesky frontliner. Later levels when his low BaB progression starts catching up with him, he uses his 9th level ability to send Personal only transmutations to allies to buff them up, and the general shenaniganery any high level arcane caster can get. I do note we have another transmutation focused arcane type applying, but we seem to have gone with very different directions, strength vs dex, and don't share a single non-cantrip spell prepared other than haste (which you can never get enough of).
Statblock:
Ivelios 'Ivy' Galendyr
Male Elf Arcanist (Brown Fur Transmuter) 6 CG Medium Humanoid (Elf) Init +11; Senses Low-Light Vision; Perception +10 XP: -------------------- DEFENSE -------------------- AC 20, touch 15, flat-footed 15. . (+4 armor, +5 Dex, +1 natural) hp ?? (6d6+12) Fort +5, Ref +9, Will +7 [+2 vs Enchantment) Immune sleep; -------------------- OFFENSE -------------------- Spd 30 ft. Melee +1 Agile Silver Elven Branched Spear +10 (1d8+5/20/x3/P) . . Dagger +8 (1d4/19-20/x2/P) . . Unarmed Strike +8 (1d3/20/x2/B) Provokes from armed opponents Ranged Masterwork Longbow, Composite (Str +0) +9 (1d8/20/x3) -------------------- STATISTICS -------------------- Str 10, Dex 20, Con 12, Int 16, Wis 10, Cha 12 Base Atk +3; CMB +3/8; CMD 18 Feats ???, Ancestral Weapon Mastery, Extra Arcane Exploit, Alertness (Familiar) Traits Ancestral Weapon, Naive, Reactionary, Transmuter, Skills Appraise +12, Knowledge (arcana, geography, nature) +12, Perception +10, Spellcraft +17, Stealth +11 Languages Common, Elven, could learn 3 more.. Combat Gear +1 Agile Silver Elven Branched Spear, Masterwork Longbow, Composite (Str +0), Cold Iron Arrows(40), Dagger, Cloak of Resistance +2, Amulet of natural armor +1, 2 Potions of CLW, Wand of CLW (50 Charges) Other Gear Barbarian's Kit Coin: 735 GP -------------------- SPECIAL ABILITIES -------------------- Arcanist: Arcane Reservoir (Su) Has a pool that can be up to 9 (3+Level) points, starting every day fresh at 6 (3+1/2 Level). Once per spell may spend a point as a free action to boost an arcanist spell by 1 CL of increase it's DC by 1. Consume Spells (su) As a move action, make a spell slot unavailable as if it had been used to cast a spell and increase your Arcane Reservoir equal to the spell level of that slot up to it's maximum. Usable 1 (Cha Mod) times a day. Armored Mask (Su) As a standard action, expend a point from arcane reservoir to gain mage armor of Arcanist level as caster level, and appears to be light or medium armor. While this is active as an immediate action, may expend a point from arcane reservoir to gain Shield of Faith of Arcanist level as caster level. Powerful Change (Su) Can once per spell expend a point from arcane reservoir as a free action to boost a transmutation spell cast using arcanist spell slots to grant it an additiona +2 bonus to an ability score it is boosting. Quick Study (Su) By expending a point from arcane reservoir as a full round action that provokes an attack of opportunity, with spellbook reference, may prepare a spell in place of an existing spell of the same level. Familiar Jerboa, granting +4 to Initiative Traits:
Race:
Feats:
Spells:
Basics: CL 6(7 for Transmutation), CL+Stat 9, DC 13+Spell level. Spells Per Day: 5/5/3 (4/4/2 base, +1 for each from Intelligence) Prepared:
Spellbook
Statblock Construction, or where the numbers come from: Stats:
Init +11 (7 dex +2 trait +4 familiar) HP:
Saving Throws:
Skills,
Item Budget: 16000 +Trait Item
I'm not sure about this. Would you rule that "Augment Summoning" and other feats/spells meant to apply to Summon Monster, applies to creatures summoned with the Servitor line of spells? Servitor seems to be the wordcasting variant of Summon Monster, right down to having exactly the same summon list.
EltonJ wrote:
Thanks! I didn't mean to be impatient, I just missed when you said the 7th specifically.
Lekkric18 wrote:
I was gonna be building my Soulknife fairly Rogue-y given the Cutthroat Archetype, and was considering going Dark Tempest if I was gonna prestige class, so that shouldn't be too similar. ~~ I'm not gonna assign my stats yet, because party comp hasn't been decided, and we're not sure who needs to be face/frontline/so on, but I might as well have fun with a roll of the dice. :) 4d6 ⇒ (2, 4, 1, 5) = 12
"Them fancy nobles and knights ain't so tough, I've seen 'em fall. Put a blade in me hand and I figger I'd kill a man just as well. And what'd you know, the gods gave me have one, all magic like. Appearin' out of thin air w'enever I want it. Must be a right sign I should use it, it must." I was thinking a Blackhearted Baklunish Rogue (In the sense of a dishonest and unprincipled man, he's actually a Soulknife Cutthroat), from Ket. Of low societal rank, he was a woodcutter of bad reputation. Bandits attacked from the more wild parts of the Brablewood Forest and he was taken captive. But, in the night, his latent psionic talent manifested, and he was able to create a blade to free himself from his bonds and kill one of his captors in their sleep and take their kit. Figuring no one would miss him, and believing his psionic gift was a sign (being uneducated, he has no great concept of the differences between different types of supernatural events) he set out to adventure. A godfearing, but not religious man, he's not liable to turn to banditry himself, but he's definitely not the most principled of heroes.
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Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28 Matsuhiko Kei wrote: You should add: 'Really, really dislikes it when people hurt women' to Kei's description. Heh, I should, but I was just judging by what I could gather by skimming the last 10 or so posts of everybody.
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Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28 Alright, so, Monkeygod asked me if I was game, and I think I might be. A thing I like to do when joining a pre-running RP is make summaries of what I understand about everyone else at a glance so I don't step on toes. Here's what I got. Vulture King: Vulture God of travel, animals, and community. CR 20ish Mythic. Seems to be a pretty nice dude who helps you survive.
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Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28 If I was to try my hand at GMing something like this, I'd definitely need to wind us all the way back to start as far as power goes. I can't imagine trying to GM for CR 17 who've beaten demon lords.
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Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28 I don't think we need mythic, but I do love the idea of story rewards, especially ones that give you sidegrades, or new non-combat abilities. Like jumping across miles? Super fun ability to have that doesn't particularly warp the combat scene. Even if Illia- doesn't even sorta need it. I agree with Kingdom Building moving to narrative style. Our characters warp that space far too much for it to work mechanically. As far as power goes, hell, I'd be down for just rolling base Erinyes again. All the PoW shenanigans sure make me better at murderizing stuff, but it's not like it's added new dimensions to the character other than being REALLY good at murderizing stuff. Albeit, I did like having better offense than Anaxian's minions. Before PoW I felt like an especially tanky Anaxian minion whose primary use was True Sight.
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Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28 Ah, Spheres of Might. That was a fun though experiment that very, very quickly broke down. If you're not explicitly playing to have fun, it's horribly easy to break, even worse than PoW. "Alright, I'm a level five, and I've got a +15 initiative mod, and I sacrifice my focus to throw two acid flasks, move action regain it by petting my cat, swift action throw another acid flask. Take 90 acid damage, no save, in a 20 ft radius, and half that again at the start of your next turn."
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Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28 Perhaps it's simply pessimism, as we've had quite a few full stops or dry spells with this roleplay. I'm starting wonder if it has just gotten too big to be manageable. I know I would struggle to GM for simply one of our characters, with all their world altering power, much less all of them. Then again, simply because I can't do something doesn't mean I should think no one can.
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Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28 On the one hand, I do dearly love the memories we made with this roleplay. On the other hand, I can't help but think maybe we reached the point where the roleplay collapses under its own logistics.
bookrat wrote:
Well, well, two of those are melee. Two of those are ranged. Fairly balanced really. But interestingly, NONE of those list charisma as their primary attribute. Think about that for a moment. The Solarion doesn't have a single example where the makers say "yes, Charisma is their key stat". And for two that list Charisma at all (Champion and Explorer don't even mention it), it's entirely "this gives you more resolve". Not even "Ability DCs are based off of it." ~~ Ultimately, I think this can be taken as a test, of whether the "Champion" build Solarion works at level 1. And the answer seems to be no. More data could be helpful, and not all people play at level 1, and not all people will play Champion build Solarion. But level one champion build Solarion could use some help. I think maybe bumping the base damage up to 1d8, or maybe offering Operative or Cha to hit would be useful changes to Solar Weapon that makes the "Champion" Solarion more viable levels 1-4.
So, a Ship's AC is 10 + Pilot Ranks + Ship Stuff. What do you have to do to BE the ship's pilot? You have to declare it when you board, and then not vacate it. There's not stipulation saying you MUST choose an action in order to be the ship's pilot. In order to Glide, there have to be no other actions taken in the pilot phase. You then add your Pilot Ranks to AC and TL, while having a otherwise weaksauce movement phase. So, there's nothing stating that a pilot can't choose to take a leisurely Glide Minor action every round, in order to add twice his pilot ranks to the Ship AC. Naturally, this is dumb, and shouldn't (and likely won't) be allowed. But I can see how someone looking at it from a "I want to use the RAW to break things", would see this as an exploit. If someone wanted to use this trick, I'd give them a "Evade really hard" Stunt, that allows them to take the penalties for glide, and add +4 instead of +2 on their Evade trick.
SkylerJB wrote: Hey Masha! Softer question: how is healing in Starfinder? Well, I think healing magic is less necessary, with the 10 minute rest and stamina point recovery. But that said, healing potions seem to have gotten weaker. But whether they are weaker in comparison to damage numbers is yet to be seen.
Mark Seifter wrote:
Even if that is your intent, the numbers are wack. It seems pretty weird to assume that even the most specialized of Operatives won't have a 14 in their secondary (that's even on the Focused Stat Array). If the only goal is to bridge the game between an 18 and a 14, you should be granting a +2 bonus. And, even if we consider that stats may change with level, it's easier to boost a 14 than an 18, even if boosting the 18 will be a higher priority.
Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28 "Oh, thank you... Uh, Drisquar." Illia-'s response seemed uncertain. She was unused to such compliments, especially from Drisquar. ~Perhaps he's just taking that earlier advice to heart? I mean, I guess that's a good thing..~ "Anyway, I'll start my illusion thing." Illia~ Decided to make the illusion of a caravan wagon with a bit of a Vistani flair, the sort of gaudy one that would run up and down the coast with sparkles coming off of it. She'd give it a winged black horse at the front, carrying it forward decently swiftly, above the reach of the purple worms. She figured, something like this would LOOK like it should be magical, and thus it would feel awry when indeed, magic was detected by that most basic of spells.
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