This is very interesting, but I'm curious; are the saves in the base classes different from normal save progressions on purpose? Edit: With the 3rd party stuff, I'm gonna look into finally getting into something related to Akashic Mysteries stuff. More information to come when I actually make decisions.
Hmm. Too bad Thassilonian Specialist is from Inner Sea Magic, I've always wanted to play this AP with an archaeologist wizard who's fascinated by Thassilon. The kind of guy who's likely to be feeling out over the Runelords even while they're trying to kill everyone and he's trying to fight them. Granted, I can still do that with a Wizard just fine. I'll see what I can put together.
Male Human (Nerd) 15 Shadowcaster Wizard
OK, dragging myself out of the morass of inactivity to say HOLY BALLS. Floating an idea, too. Adril is apparently fond of Simulacrum. Simulacra are Illusion (Shadow) school effects. If I were to look at the Adrils under Arcane Sight and noticed all but one of them radiated strong Illusion (Shadow) magic, this might indicate that the one without it is the real Hestram. Correct?
Slayde77 wrote:
Well if they wanted to do the work they shouldn't have waited a month to get me my damned knives. xD
Hmm... Would a physician of some kind be middle class enough for the influential merchant? I'm thinking maybe a Druid or an Investigator, crossed with something else I'm totally unsure of as yet. But I figure a medical professional with a reputation for good work might be safer than most in a place like Galt. Maybe an herbalist or an alchemist who offers medical treatment as a side function of their business?
CucumberTree wrote:
Sounds like a great way to get mugged by the Technic League.
Hm... It's been a minute since I've played a knight. Let's see what I can come up with. 4d6 ⇒ (2, 5, 4, 1) = 12 11
4d6 ⇒ (6, 1, 4, 3) = 14 13
Point Buy it is, then. Wow, those rolls are butt level.
Male Human (Nerd) 15 Shadowcaster Wizard
I was going to post saying I might be slow for a week because I'm going on vacation, but now my grandmother has been hospitalized so that may or may not be off the table. Updates to the plan to come as I have them, but if I don't check in for a while it's probably because of something s@~&ty happening.
Hmm... I'll see if I can come up with something good, and bug my buddy into the same. 4d6 ⇒ (6, 4, 1, 3) = 14 | 13
Welp, I just burned a good bit of negative dice karma. Have fun, guys.
So, I'm trying to make Doctor Facilier's shadow, essentially. I'm looking at a Figment Improved Smokeshade familiar with the Shadow Form evolution, but it doesn't quite work; Shadow Form lets a corporeal creature affect incorporeal creatures. Would it be reasonable to assume it lets an incorporeal creature interact with the material world?
So, I'm not sure I quite grok the Favored Class Bonus thing: if I'm a Human with the Fast Learner feat, do I get +1 Skill Point and +1 HP for every single favored class level? Edit: I'm also a bit fascinated by the Kingsglaive class from FFD20, but being beholden to a king wouldn't really work well for the character I'm envisioning, so how's this for an Artifact? Hand of the King: A prosthetic left arm made of crystalized magic, created by the sheer will of a former Kingsglaive turned high traitor, seditionist and rebel when he lost his arm in battle with his former king. The arm has full function, as though it were a flesh and blood arm, and also allows the wearer to utilize the class features of the Kingsglaive class and gain levels in the same without being sworn to a king (though obviously one does not gain the salary of the Kingsglaive Armament class feature). Additionally, when wielding a Glaive from that class, the hand of the prosthetic does not count as occupied for the purposes of Spellcasting and class features such as a Swashbuckler or Fencer's Precise Strike, a Duelist's Canny Defense, or similar. The Hand of the King can be destroyed if its wielder freely swears loyalty to a king and is then lawfully (though not necessarily justly) executed by that selfsame king.
Quote: War: Yes, this means violence. Obviously assume the same PG-13 standards of the site (I’m not big into ‘shocking gore’ in any case) but people will get hurt, by your actions or inactions. If you want to always win and save the day (and the NPCs) this might not be the one for you. :D Quote: A shifting context: Winning a battle is not winning the war. Even if you succeed, the larger tides of war may go against your faction’s wishes. This is not to say your choice won’t matter (they will be the crux of the game) but don’t expect the results to be what you (or your high command) expect. :D Quote: The Host of Freedom :D Quote: I am very flexible about alignments and classes, so feel free to experiment with LN paladins or LG barbarians. As a rough idea that I can flesh out after I know it's not doomed from the start, how do you feel about a CG Virtuous Bravo of Cayden Cailean? Also, any plans for Kintargo? My second idea is a Silver Raven, but I don't know how you'd feel about that one either.
Alright, ironed out that ranger who I answered the questions as. Kenneth Avery is a sad figure of Roslar's Coffer. Newcomers know him as the strange man who speaks with ravens and occasionally comes to town to trade furs and meat for various supplies, such as arrows. He says little on these trips, and is often seen looking at the outskirts of the town with a pained expression. Natives recognize him as the son of the ranger Micah Avery, who perished twelve years ago when the town was destroyed, giving his life to defend innocent civilians as they fled. Micah's animal companion, a raven named Tremaine, had been tasked with getting the boy to safety, a task the aging bird accomplished by bringing the child to the unkindness of ravens that resided in the nearby forests. Kenneth was raised by the birds for the most part, living off the land for much of his teenage years until the town began to rebuild. The young man tried to rejoin the community, but couldn't bear the sight of the scorched earth where the homes of his friends and family used to be. It's a sight he torments himself with on his trading trips, where he does his best to support a community that it would hurt to much to become a full part of, and in return obtains the supplies to make his hunting and living in the woods easier. Answers to the Questions, reposted for ease of access.: 1: If we're in or near civilization, disarm and restrain them, then escort them to a town with a jail. If that's not feasible, tie them to a tree and make sure they stay fed and watered until it becomes feasible.
2: Orchestrate a fighting retreat. Make the opposition bleed for every inch of ground they gain, but make sure they don't catch us. 3:... Solve the puzzle. Not sure how this one is a question. 4: We can squabble over a game of darts in the tavern later. Comrades do not kill comrades. There are less bloody ways to solve problems. (PvP combat is bad juju, and we're here to have fun. We can work things out like civilized people.) 5: Surrender for now, bide my time and wait for a chance to spring a trap on them. Haste makes waste. Any good hunter knows the value of patience. 6: Organize the party and divide the room into sections. Sweep the room by the most efficient means possible. If available, sacks of flour or the ability to conjure water will make everyone's life easier.
Hmm... I think I might have something for this. No promises, but I'll see if I can work something out. Stats: 1d10 + 7 ⇒ (9) + 7 = 16
Ew... Two eights, and combined with that free 18 and the two higher rolls I'm over 30 so I can't even knock one up to 10.
Male Human (Nerd) 15 Shadowcaster Wizard
You know, I always thought it was funny that rogues of all people got the "immunity to Flanking" ability, when they're confined to light armor and so it's just not going to matter against a high level creature. Edit: Ditto Barbarians, whose motto is "My AC says no, but my Hit Points say 'yes'."
Hmm... I think I have an idea for a Trapper Ranger. I'll hammer it out and post it later, but the questions I can answer from his perspective now. 1: If we're in or near civilization, disarm and restrain them, then escort them to a town with a jail. If that's not feasible, tie them to a tree and make sure they stay fed and watered until it becomes feasible. 2: Orchestrate a fighting retreat. Make the opposition bleed for every inch of ground they gain, but make sure they don't catch us. 3:... Solve the puzzle. Not sure how this one is a question. 4: We can squabble over a game of darts in the tavern later. Comrades do not kill comrades. There are less bloody ways to solve problems. (PvP combat is bad juju, and we're here to have fun. We can work things out like civilized people.) 5: Surrender for now, bide my time and wait for a chance to spring a trap on them. Haste makes waste. Any good hunter knows the value of patience. 6: Organize the party and divide the room into sections. Sweep the room by the most efficient means possible. If available, sacks of flour or the ability to conjure water will make everyone's life easier.
Hmm... Has anyone seen Hadestown? I found it recently and I've got one hell of a drive for some people sorta like that interpretation of Hades and Persephone: one all about the steel and electricity, one all about nature, opposites that fit together but also fight a bit. Bonus points if you're willing to pick up Perform (Sing) with me. XD
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