Gorvald Thrimbyrson

Jereru's page

Organized Play Member. 2,247 posts (12,260 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 75 aliases.


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Hello,

I was an active player in these forums a while ago, though life made me have to abandon my activity. Not long ago, I started combing here and there for some new games, and specifically 5e games, since I again have some spare time.

I am limiting myself to 1 or 2 games at most, to avoid burn out and due to time constrains.

I know I'm a bit late on this, but I would be interested in knowing a bit more.

Thank you.


Seer of Shadows wrote:
What remains that would qualify it as fully ready for inspection?

Na, mostly details that might haunt my fractured mind... Nothing major.


Paddy O'Sullivan ready for inspection (mostly).


Hi again:

Is this magus arcana allowed?

Everything else is done, I'll link the character later today.


Alright, now I get a bigger glimpse of the whole picture. Thank you.


What do you expect us to tell about our Othersoul? Physical description? Personality? Does the character and the Othersoul get to meet each other? Do they even know the other one exists? What kind of benefit/penalty, if any, does the Othersoul get from their connection?

I had the idea that the character's Othersouls was a Svartalfar while the character, in his Dreamwalk, resembled an EladrinAzata. Both sides of a mirror, both hunters but one for the common good and survival while the other for blood and personal gain. Could that work?


Okay, I keep my question about the gloves but for the future - I can't afford them now because I've just realised I have to pay for runestones of power instead of pearls.


They come under Legendary Fighter but they seem somewhat optional. Are Minor Gloves of Dueling allowed?


Finally I've reached the last step: equipment.

What is your approach on fixed price properties like Adaptive? Do you consider it a fixed price payed with the Curio budget, or do you turn it into a +1 property?

Or, simply because we can generate a different Regalia weapon everytime and even shift it, are we able to virtually ignore a Str penalty for archery?


Two more questions:

A) Suppose you've got something like the Elemental bloodline, which allows you to change a spell from one element to another. For example, Acid Splash turned into cold. Now we've got an alchemical reagent, an acid vial, which allows Acid Splash to do +1 damage. Would it still work? Would it rather be wiser to assume the reagent should change, maybe using Liquid Ice?

B) So we get our regalia when we dreamwalk. Do we have to pay for it? What if I want a mithral armour, e.g.?


Sorry, another one.
The Legendary Fighter (which, if I am not mistaken, is pre-approved) states at the beginning of the Archetypes section that all existing archetypes for fighter should be compatible, and gives some directives on how to do it (seems easy).

Should I assume an archetype like Runesinger is available with the Legendary Fighter, then?


Auspicious Tattoo

Is it fine to assume the character could have gotten such a tattoo while in the army in Egypt and South Africa?


Monkeygod wrote:

Unsure if you saw the ability score rules, or just missed the bonus, but:

Ability Scores: Point buy (25 points). Following the point buy, choose one ability score as your primary stat and two others as your secondary stats; primary stats gain a +4 untyped bonus and secondary stats gain a +2 untyped bonus.

We also get the +2 to any ability score from being a human.

The PC I made for Seer's Kisarta game a Dex of 11 as his lowest stat, and that actually took some effort to get it that low.

Unless you really want to absolutely dump your Cha, you should be able to easily get a 13.

I just thought assigning 3 points to an ability score just because of one feat was not a good plan for me. I'm sorry for asking and trying to build the character the way I envision it, and thus I withdraw my petition. I'll find another way around it (or not).


Could we possibly burn a feat to skip an ability requirement of another feat? Maybe limiting it to only happening once, if you feel like?

In my case, I have an archetype which changes spellcasting to spontaneous but still based on Intelligence. Then I found out Spontaneous Metafocus requires 13 Cha.


Ah, holidays... *sigh*


Hello!

1- Is this archetype allowed?

2- How many feats would need to be paid to counter Diminished Spellcasting (a feature common to certain archetypes where you cast 1 less spell of each level)? I'm not sure since, on one hand, spells must be core to a class, but on the other you're not losing the whole spellcasting feature.


Excellent, thank you!


Alright.

So I took a pair of things for granted. Please tell me in case I should change them.

First, I decided it would be okay if the character saved one of the Ainsworth's life. That's how they met. But if that's a conflict with whatever you have in mind, I can work around it (maybe save some other's life with the Ainsworths witnessing it).

Second, I thought it would be okay that the Ainsworths would have several estates, specifically one in Ireland. Again, there are ways to fix that if you don't feel like it's a good idea. The character has been employed by the Ainsworths but it could be that they just recommended him to some friends, for example.

Now keeping up the creative work with descriptions and some other details.

Mechanically, my thoughts are on a ranged character who's probably going to be Magus/Ranger or Magus/Fighter, with the added quirk of being a lucky guy.


A bit of Toku's story:

So this is about the L5R character on which Tokku is inspired, so that you know a bit where do my ideas come from.

Toku was a peasant boy, enthusiastic about samurai, who was forced to fight to defend his village against some bandits in a scenario much like 7 samurais (there were actually seven samurais, and they all died). Toku somehow survived (sheer luck, I guess) and picked some items from the dead samurais (armour, weapons, horse, etc), pretending to be a ronin here and there. His origins were low but his spirit high, and in his adventures he met different samurai who thought him important lessons. One of those, Toturi, was heir to an important clan and got impressed with the young "ronin". When Toturi's clan fell from grace and he became a ronin himself (Toturi the Black), he gathered an army of outcasts (Toturi's Army) and summoned Toku to be one of his personal guards.
Time later, Toturi became emperor and offered Toku the charge of Imperial Guard Captain. Then Toku confessed about his origins and Toturi said:
"You are like a monkey, always wanting to grab what's out of your reach. In any case, only a samurai can have the position We're offering. We will fix that."
Thus he gave him the status of samurai and allowed him to create a minor clan, which Toku named the Monkey Clan.
After his death, Toku was named Fortune of Virtue by the Son of Heaven.

Maybe Tokku's sensei comes from Shokuro and he plans on offering Tokku a samurai position there?


On Tokku:

Humble and obscure origins are what relegates Tokku's family to being outcasts - having orcish blood somewhere in the distant past (probably in their Kyonin days) being part of the problem. Not all, but many relatives experiment strange powers and aptitudes. Most of them can't control their gifts, and though the family tries to hide these from common people, they have a bad name. Every now and then, a family member has healing or midwifery powers that they can use, and peasants at least tolerate them. But joining the samurai? That just doesn't have room in their heads - except for Tokku, of course.

Yeah, you're right. The spell is unable to be learned, so I'll remove it. Some cantrips will be enough to contribute to his notoriety, though.

Any Hobgoblin raid can be appropriate. The battle was just the tool to make Tokku wear a samurai suit - which actually put everything in motion.

I didn't know about Shokuro Toryaka, t now that I do, it seems inevitable that this man ends up being Tokku's idol. I don't know how to weave him into the story, though... I'll have to think of something (suggestions accepted).


Having a second look at the rules I saw the following phrase (bold mine):

Seer of Shadows wrote:
Disarmed or sundered weapons vanish immediately, as do thrown or projectile weapons without the Returning property after they hit their mark or miss.

So what if you have your own means of making a thrown weapon return to you (such as the Advance Weapon Training option or the Equipment Sphere talent)?


How would you treat inhebriation in terms of resistances? Is it a poison? a drug? both? I'm trying to pick a racial trait to increase alcohol resistance but I can't find nothing (other than increasing Fort saves).


Ouachitonian wrote:
Philo Pharynx wrote:

I'm not the GM, but given that it's only a minute duration I don't think it's too overpowering.

Lucky number is another interesting luck spell. You roll a die and when that number comes up next during that day you get to reroll it or get a +2 bonus. If you like your luck more random, this one works.

Could also steal the Halfling Luck trait, or one of its alternates (or both and!). None of those require the sort of physical alteration that would rule them out. Could also take a Luckstone for your special item.

My plan was to take one on top of the other, and make it a theme, yeah. Fate's Favored, of course, and whatever I can find.

Edit: just checked and the Lucky trait gives a Racial bonus. Not what I expected but well, we can still do something with it.


Okay so I thought on using the Spell -Like Ability racial trait to get Divine Favour (which will be renamed Irish Luck).

Thing is, it seems the costs are a bit weird. You can get it 1/day for 1 point, 2/day for 2 points and 3/day for 3 points. But then you can get it at-will for 2 points.

I was going to grab the 3/day but... It seems like a waste. On the other hand, at-will Divine Favor for 2 points seems a bit too much, or?


I came up with this:

About Tokku:

Tokku was a Jinin kid of humble origin who dreamed of being a samurai. It was technically impossible, but the boy was bold and determined - when the chance arrived, he wore the armor of a deceased warrior and was involved in a battle to defend the territories his family lived in.
It didn't go too well for him, but he caught the eye of an old elf who appreciated the kid's spirit. Having lost his family in the war, Tokku was adopted as a student by Taiga, the experienced warrior.
Tokku grew up in age and power under the teachings of Taiga, who happened to be more than meets the eye, and who taught him how to capitalize from his inner power. Together in a permanent musha shugyo, they fought duels, helped the need and unearthed magical secrets. During these adventures, Tokku's determination grew and he stubbornly held to the idea of once becoming a samurai. He learned how to forge his own weapons, how to address a noble and many other different things, all with one goal in mind.
The day came when the Ruby Championship was announced. Taiga told Tokku about it, and to back it up he said he had no more to teach him unless he won the tournament, thinking the young elf had a strong chance and this could open a way to being accepted into the samurai ranks. Tokku easily managed to win the classificatory contest, and some Jinin peers already noticed his capabilities.
Tokku is a very stubborn boy, being used to fight his inner demons from a tender age, and he’s methodical in all steps of the path to his goal. He has a strange connection to the magical world from birth, though he’s never cared much about it. Already honorable before meeting Taiga, the old elf has further cultivated Tokku’s senses of duty and courage, and has taught him how to focus his strange powers to improve his fighting prowess.
Abuse of power and blatant cruelty can get Tokku out of his mind. Several times he’s risked his life to defend a poor soul being abused. Of course, this has more often than not ended up with Tokku and Taiga in trouble, but that hasn’t stopped them from falling in the same pit again.
With his traditional vests and his pair of self-made elven swords, he actually looks like a fancy young samurai in his training pilgrimage. When he rests after a long journey, though, the kid that lost his family long ago blossoms again, and he takes joy in something as simple as a bowl of spiced rice - his mom’s specialty - and a cup of tea. During the night, dreams of his goal come to him, and the fact that winning the championship is the obstacle to overcome makes him focus all his efforts on it.

Though I'm not sure I won't tweak here and there. Also, the character is finished except for some leftover coins I should spend somewhere.


Robert Henry wrote:
Seer of Shadows wrote:
Firearms are heavily discouraged, but not outright denied.
Curious, I was thinking a Scottish officer home on medical leave. Obviously a military officer of that era would carry revolver and sword. Any chance the firearms Just Don't Work? in the fey realm?

In the other thread I asked about firearms and was told they're common in the mundane world but not on the Dreamworld. Since there's where 85% of the action is happening, then yeah, I guess they're not adviced.


Nice!

Regarding race and the extra race points, I bet they come always be invested in traits requiring Human, Fey or those without prerequisites, yeah? No gnomes, elves or whatever.

Also, I'm guessing no different Ability distribution is allowed (as in, Humans get Human Heritage for 0 points, they can't change it to any other by paying the cost, yeah?).


Still working on Tokku. Yes, he's mildly inspired in the L5R character, Toku.


My view on the "24 hours wearing it" (even if my view had no value here, I understand) is that the intention was to make you wait 24 hours the first time you wear it, so as to avoid using 4 such items in a row during the same day.

As an option, you could go to the loo with your vest on. Medieval guys didn't take baths often.


Additional Traits to provide some class skills should be fine. It's free, after all, and having Perception or something else added to your list is both cool and potent. I'm still deciding if Healer's Hand + Signature Skill should be kosher or not, but in any case, I'll end up finding something.

I'm taking a bit longer to edit the character sheet because I'm not really used to this template and I want to add links. I hate finding out I can't remember what something in my character does.

As for background, in 5 seconds, he's an elf from Jinin who cannot be samurai due to his origins, so he ends up finding an elf master who trains him "unoficially". To further advance in his learnings, his master asks him to qualify for the Ruby Championship and win it.


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Dorian 'Grey' wrote:
I must confess

I still believe


I'll use a bow then. It's also more whimsical :p


Jereru wrote:
Jereru wrote:


•Regarding non-combat feats, are things like Iron Will applicable? What about Additional Traits? I mean, most feats (yeah, even Skill Focus) could potentially have a use in combat, and traits as well.

•You mentioned the possibility of considering certain 3rd party options in a case-by-case basis. I understand opening the can of worms can be the beginning of the end, but would you consider the feat Deadly Agility? The reason behind this petition is to allow a Dex-based build other than the overused Scimitar-Dervish Dance one. It doesn't save me a feat slot or makes something overperform.

•As for Story Feats, do we get the completion bonus?

•Racial feats are considered non-combat even if they do combat things? 8 mean, elves can get Weapon Focus, for example.


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Jereru wrote:


•Regarding non-combat feats, are things like Iron Will applicable? What about Additional Traits? I mean, most feats (yeah, even Skill Focus) could potentially have a use in combat, and traits as well.

•You mentioned the possibility of considering certain 3rd party options in a case-by-case basis. I understand opening the can of worms can be the beginning of the end, but would you consider the feat Deadly Agility? The reason behind this petition is to allow a Dex-based build other than the overused Scimitar-Dervish Dance one. It doesn't save me a feat slot or makes something overperform.

•As for Story Feats, do we get the completion bonus?


Alright then! I'll begin with some questions:

•Regarding non-combat feats, are things like Iron Will applicable? What about Additional Traits? I mean, most feats (yeah, even Skill Focus) could potentially have a use in combat, and traits as well.

•You mentioned the possibility of considering certain 3rd party options in a case-by-case basis. I understand opening the can of worms can be the beginning of the end, but would you consider the feat Deadly Agility? The reason behind this petition is to allow a Dex-based build other than the overused Scimitar-Dervish Dance one. It doesn't save me a feat slot or makes something overperform.


Working on it. The reason for my character to have joined will be just that his master imposed that condition in order to keep on teaching him.

I'm building a Magus.


Mark Thomas 66 wrote:
I have an Aasimar Enlightened Paladin that would be great for this, but I am in multiple games already (violating 1st preference). I'll hold off on throwing up a submission unless you don't seem to be getting enough people who aren't in the same boat, just to be fair.

Same thing here, being involved in several games already. It'll be fun to build something, though, and have it ready in case you ask for some support :)


Right. Will it be Advanced Firearms rules then? At that time, I can see hardly anyone but some specific indigenous cultures using bows and arrows.


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Will the setting still be the Earth in the 1880s? I'm starting to think about some concepts.


Yeah, I understand liberating a far away planet not connected to the gameplay zone is a bit pretentious. That's why it was only a suggestion with which you can play as you wish.

You know, I actually thought of Nar Shadaa, but I wanted to stay away from Old Republic Era content (which is my favourite era, btw).


Oh, I meant known by the players. But again, if you point me to a plannet that causes that first impression on npcs, I'd be glad to tweak the story a bit.

Now on the destiny, I don't want to shoehorn the story, but I thought you might ponder the character ending up liberating Dathomir from Imperial influence (or even Dark Side influence, though that seems a bit too unlikely), this having it linked to the character's past and also future.


Hasdrubal Praag:

Damn! The Destiny! I forgot about it!

Now on Dathomir, the original intent was to choose a birth place that was hard and dangerous. It gives the character a reason to be a hero, to leave his home world and to fight for improvement. Why Dathomir? Well, could have been anywhere else, but that one was already described and known by many, so it instantly evokes that "man, that's a tough guy" feeling. And it's not one more character from Tattoine.

What if... Okay, let's do one thing. I'm
going to pick Liberation as my Destiny. What do you say?

So yeah... The Nightsisters are not what they used to be, but they still linger. And they're known for coming back over and over again. And there's Maul, and the Empire has set foot there as well, so... Not many reasons to go back, rationally. But Destiny, often times, works with irrational things happening, right?

But I'm always open for a suggestion of a different home world if it had a similar concept.

Non-Dathomir questions:

I was thinking more the kind of "i want to fly wherever you take me, no questions asked - I have this sum of credits plus I can sell you my armor" proposal. What were they snuggling? I don't know... Maybe people? Yeah! Let's say they take people here and there avoiding Imperial registrations.

Hasdrubal sells himself more as a soldier than as an assassin. He's been offered the job, though he's always rejected - it's tough to kill in cold blood and he doesn't have the skills anyway.

Anything else? :)


All, I wasn't sure I could take 10 :)

In any case I think I'm done for now:

Hasdrubal Praag

We'll see how many things need correction!


Ok, let's see if I'm lucky enough to find the license for a bayonet (Licensed, 50 creds):

Kn Bureaucracy DC 10: 1d20 + 1 ⇒ (16) + 1 = 17

So 50 for the bayonet plus 5 for the license.


So for a Blaster Rifle, which costs 1000 and is Restricted, that should be a DC 15 check and 150 for the license?

Kn Burocracy: 1d20 + 1 ⇒ (17) + 1 = 18

Yay!


Copied that the intention was to give the clones a 28-point-buy like everyone else but droids.


Stupid question:

In your house rules you present some clone trooper templates, indicating they're 25-point buys and that we're free to spend the remaining 3 points as we desire. However, doing the math, it seems they add up to 28 just by themselves. Is this some kind of errata, or a compensation for the loss in flexibility?


You can always say the guy was a bit of a rebel in his teens (thus scoundrel), then when he matured he finally understood the importance of family matters and relations (then noble).

I'm working on a mercenary who was betrayed/sold by the Empire and lost his whole unit, then he decided to work against the Imps for a symbolic price - 1 credit per day. He's gonna be a Soldier mostly, though there might be some Scout levels added - aiming for Elite Trooper or Gunslinger.


I'm focusing more on writing some background than anything, but my g@#*&mn work is giving me hell...


I'm sure the insurgents need a good merc's firepower, am I right? :)

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