I got into some other games, so I'll withdraw.
Best of luck to everyone!
My original application, the Asmodean advocate cleric, can handle social stuff just fine (actually, kinda min-maxed for that). But being level 3, he might be lacking in combat if playing up.
My other character in 4-5 tier is a bulette style -blunt instrument. Usually performs very well in combat, but lacking in other areas. I just haven't played him online ever.
I'd prefer playing the cleric, if you others can handle combat. That means Hrothdane can play the inquisitor, if the only reason for swapping was the low CHA.
Alrighty, the idea for the character:
Aldun Brigg, the pitch:
In an organization as large as Waterdeep city guard, there is bound to be a few bad apples. And there is no finer example of this unscrupulous type, than sergeant Aldun Brigg. He is more than willing to look the other way, if enough coins appears in his pockets. Likewise, the shopkeeps have noticed there will be much more guards watching their streets, should a small donation be made on the Guard's recreation fund.
But what keeps him in the job is his reputation as the deadliest marksman in the Guard, and a very good track record of catching criminals (the ones who failed to make their payments, anyway).
On the streets one hears all kinds of rumors, and one about half a million dragons hidden in a vault sounds particularly interesting. Especially for Aldun, a man whose hunger for gold knows no bounds.
I think Aldun will be a variant human fighter, specializing in crossbows. The crunch is here, but might change as I figure out the system better. And naturally I'll make PBP-friendlier character sheet here on the boards, should I be chosen.
And here's Quinrick Gobblewright, a rising star in the Cartographer's guild. He ventures out into the uncharted lands in look for adventure. He shall leave no blot of land, sea or underground undrawn in his maps. Fame awaits!
Male Halfling(Swiftfoot) Rogue 2
Medium humanoid, neutral good
Armor Class 15 (leather armor)
Hit Points 15 (1d8+1)
Speed 25 ft.
STR 8 (-1), DEX 19 (+4), CON 12 (+1), INT 9 (-1), WIS 15 (+2), CHA 10 (0)
Saving Throws Str -1, Dex +6, Con +1, Int +1, Wis +2, Cha 0
Skills Acrobatics +6, Insight +4, Perception +4, Persuasion +2, Sleight of Hand +6, Stealth +8
Tools : Cartographers Tools +2, Thieves Tools +4
Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Short sword. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. one target.
Equipment Dagger, Dagger, leather armor, shortbow, shortsword, etc, etc...
Background Guild artisan
If 5e newbies are welcome, I'm interested!
A very interesting spread...
2nd level HP: 1d8 ⇒ 1 => average, then
Well, if you're not turning off newbies, here's another... I've played a lot of Pathfinder (and other systems), but never got around to play 5E.
4d6: 4d6 ⇒ (6, 5, 4, 1) = 16 =>15
Did we decide to play the lower tier?
Other option is an arcanist, who is more of an arcane, ranged blunt instrument. Very efficient in combat, knows everything, and can smooth-talk as well. There's almost nothing he can't do! Unfortunately, handling animals falls into the "almost nothing" category :D
Are we more in need of knowledges or off-combat healer?
I'm here :)
Projects at work and at home just kept me busy...
About maps... Strange thing is that five years ago I wouldn't ever have imagined wanting to use battlemaps. But after playing so much Pathfinder, I've changed my mind. PF is so mechanically geared towards using maps, that I feel the rules don't work correctly without it.
But Starfinder seems a bit simpler, at least with the current rules. So I'll be without them. But as pointed out, in space combat the ship orientation plays quite a big role, so the map might be "mandatory". So far I haven't had any problems with editable maps in pbp games.
My only worry about space combat in pbp, is how smooth they run. On the two games I've played on live tables, the combats lasted for quite a many rounds, but one round didn't take much time. Basically it goes: discuss and agree the plan for next round (where pilot flies, who the captain helps, etc. etc.) Then execute the plan and roll the dice. Rinse and repeat.
So, I'm still aiming for android exocortex mechanic.
Some random ideas, which might, or might not be taken into use.
Feel free to feed additional ideas...
The policy of weapons is a good question. Looks like the system assumes at that at least soldiers are carrying heavy weapons, but the book doesn't say much about weapon laws etc. Well, there's a similar issue in Pathfinder with animal companions, and PFS seems to handwave it a lot.
Then again, the glamered fusion doesn't cost that much, so we could even have a bit tighter approach on carrying weapons in public...
I think Paizo removed quite a lot of mechanics related to ability scores - conditions give now penalties straight to attack, damage etc. instead of strength. And I think the enemy statblocks only contain the bonus, and not the actual ability score.
But for some reason they still kept the old ability scores for characters. Would it have been too great a change for the audience, and they didn't dare change it? Or maybe just some backwards compatibility - GM can now run a Pathfinder monster with ability drain, and run it pretty much as written...
The only place that I found the ability score matters, is spellcasting. You still need to have ability score of 10+ spell level to be able to cast it.
But if you want to remove the ability scores and just use the bonus, I'm ok with that. I have no great person like or dislike over it.
I'm cool with all the presented house rules.
And neither I object with changing the units. Metrons are fine, or we can try to come up with even fancier-sounding names. I was wondering if it would be even easier to have 1 feet = 1 metron? I know most measurements come eventually down to squares, so a 5-foot base unit would make sense. But weapon, effect, and spell ranges are still displayed in feet (even if increments of 5).
I'm not saying that it would be better, just thinking aloud.
And also, if you ever describe characters or objects or ships in metrons, please include a conversion to metric as well :D
Hi, GM Stargin! Hello again, Alessandra, eh.. Darkness Rising!
As I mentioned to GM Stargin, I've played one and run one PFS scenario, and that's all my experience with Starfinder so far. Even with those, it's really hard to tell much about how the game's going to be. But one thing I learned is that in starship combat, it's crucial to have a pilot with really high piloting skill :)
I usually take a very long time to decide what I want to play, but this time I'm pretty sure I want to be a mechanic! Could be a mercenary, or could be an ace pilot, or could be something else. The theme I need to mull over (and it depends on the other members of the team)
Is there a general assumption of party "alignment"? Goody-two-shoes rescuing space princesses from death stars? Carefree mercs doing it for the money? Evil pirates attacking anyone straying too far from the safe lanes (I assume not this one)?
Oh, what a delightful idea to set the AP in Victorian England. Definitely interested!
Memories: 1d3 + 1 ⇒ (3) + 1 = 4
Human Occultist 1
Sex: Male | Age: 29
Patient M-96960, assumedly of Prussian origin. According to patient’s own words, born in Berlin, it the year of the Lord 1812. Besides this, the patient fails to remember much, not even his own name. He claims he studied in Goethe gymnasium, and completed his Abitur. But whether he continued in university or chose some other career to pursuit, remains a mystery. The amnesia could have been caused by trauma from cranial injury. The patient clearly has bruises over his throat, as well as on the side of his head. We have no prior medical records on the patient, so the origin of these wounds is unknown. The patient believes he got them in a fight, but fails to specify where, when, or with whom.
Interesting note is that the patient reacts strongly to a one specific book - a children’s book called “Evening Star”, by Johann Gottfried. Perhaps it is linked to his childhood, and could be used to unlock more of his memories.
Bodhizen's conversion just mentions the prices, but CRB says the following:
Bone: Light and one-handed melee weapons, as well as two-handed weapons that deal bludgeoning damage only, can be crafted from bone. Hafted two-handed weapons such as spears can be crafted with bone tips, as can arrowheads. Other two-handed weapons cannot be constructed of bone.
Stone: Light and one-handed bludgeoning weapons, spears, axes, daggers and arrowheads can all be made of stone.
So that leaves out a lot of two-handed weapons. Then again, it suits the campaign flavor to leave out the great blades :)
I'll try to get a character submission done tomorrow.
I agree with DM Beckett that you have many things to control on your turn. Print statlines for your favourite summons for easy reference during sessions (This tool helps out)
If you focus on summons, high WIS isn't a necessity (since DC's won't matter). So perhaps you can lower that and invest more in physical stats. At low levels, your summons won't do much, so melee / archery is a good way to contribute.
I made a very similar character recently, see here if you're interested. Only that character was made straight to level 11 so I didn't bother with any melee capability.
Born in the breeding pens of Urik's arena, from a forced coupling of a dwarven father and human mother. Thrixus was exactly what the slavemasters wanted, a perfect specimen gladiator fights - combining the best features of both parent races. As soon as the young mul was old enought to walk, he was given a practice sword and put into gladiatorial training. Thrixus grew up just as promising as the slavemasters had hoped for, and the boy was sold many times for a big pile of ceramic pieces before he had even had his first fight. Just the promise of great fame made the school owners outbid each other. And then, one day, Thrixus was put into the ring for his first fight.
As his opponent closed, and he sensed the real danger, Thrixus just blacked out. A moment later, he snapped awake, his opponent butchered before him. The mul was told afterwards, that he just cried out in frenzy, leaped forwards and cut the other in half with one blow. The audience was ecstatic at first, but as the same was happening fight after fight, they started to grow bored. Thrixus won each fight, of course. But each time the black rage overpowered him, and the fight was almost immediately over. Each opponent dead in most brutal ways, whether or not the fight was to the death.
So Thrixus' value started to decrease, and the current owner was desparate to sell him. Already famous in Urik, he had to be taken elsewhere where unsuspecting buyers would be still willing to pay good money of him. But one the way to Raam, one of the caravan guards decided to have a little fun with his whip, igniting Thrixus' rage. Power by the terrible rage, the mul broke off from his restrains and killed the first guard with his bare hands. Then, armed with the guard's weapons, Thrixus had killed several guards before the rest even realized what was going on. The other slaves realized their chance for escape, and joined the fight, forcing the remaining guards to flee.
And from there, free for the first time in his life, Thrixus walked away from his previous life. Bearing the tattoos of a slave, he would not find solace in the cities. So he must travel the wild. Some of the other slaves mentioned about new land beyond the Sea of Silt, a promised land. So that is where he must go, steal a ship if he must.
Like all muls, Thrixus is broad- shouldered and wide, with almost no body fat. And just like the others, he has no facial hair, but has slightly pointed ears. But even for a mul, Thrixus is extravagantly large, standing at seven feet tall. All over his muscular body are tattoos describing his former owners - which he tries to hide as best as he can.
DM waz up? wrote:
Note:If any Character wishes to be a Dragon Bloodline Sorcerer I will gladly comply by making the game semi-mythic and give you the chance to become a Dragon-king. If course doing so will be late game
Hmm, would that work also for a dragon bloodline bloodrager going dragon disciple?
Although, dragons being evil defilers, that would somewhat set the campaign to the evil side (or major intra-party conflicts)
In any case, here's a submission for now. I might change it to crossblooded if the dragon way is a go.
Mul bloodrager 1 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder RPG Advanced Class Guide 15)
N Medium humanoid (human, dwarf)
Init +7; Senses darkvision 60 ft.; Perception +7
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 15 (1d10+5)
Fort +5, Ref +3, Will +2
Defensive Abilities ferocity
Speed 40 ft.
Melee bone earth breaker +6 (2d6+10/×3)
Melee obsidian longsword +6 (1d8+12/x3) (2-handed)
Special Attacks bloodrage (8 rounds/day)
Str 22, Dex 14, Con 19, Int 11, Wis 12, Cha 11
Base Atk +1; CMB +6; CMD 12
Feats Alertness (bonus), Endurance (bonus), Power Attack
Traits Bred in the Pits (+1 init, +1 ref), Auspicious tattoo (+1 will)
Skills Acrobatics +4 (+4 to jump), Intimidate +4, Perception +7, Sense Motive +3, Survival +5
SQ fast movement, spell catalyst
Other Gear lamellar cuirass torso piece, scale arm piece, studded leather leg piece, bone earth breaker[UE], 50 gp
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Dwarf Blood: Muls count as both dwarves and humans for any effect related to race.
Endless Stamina: Athasian muls add a +4 racial bonus to Constitution checks and Fortitude saves to avoid
fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot
or cold environments. Additionally, muls gain Endurance as a bonus feat at 1st level.
Ferocity: If the hit points of a mul fall below 0, but it is not yet dead, it can continue to fight. If it does, it is
staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its
Mul Resilience: Muls gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming
nauseated or sickened. Furthermore, they regain hit points at twice the normal rate while resting.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Catalyst (Su) Spells targeting familiar are treated as having a CL 2 levels higher.
Wild talent: 3d8 ⇒ (6, 3, 1) = 10 Detect Psychic Significance
Background to follow
Moar Dark Sun, sweet!
So this takes place in an island where no Dragon King governs (that the characters know of)?
Have you considered using combat stamina rules? That might make fighters/martials more attractive.
Rolling first, deciding the character later...
(Wow, I think that set is worth keeping...)
Jesse Heinig wrote:
DS is a setting that is all about scarcity. Water is scarce. Metal is scarce. Shade is scarce. Arcane magical power is scarce. You must carefully husband your resources to survive. Anything that breaks one of these resource scarcity elements in low-level gameplay is changing the setting that you are playing.
I do agree completely with Jesse here - the challenge of survival is a major theme in DS (at least, to me). However, Pathfinder is very different system from 2e, and there are many class features breaking this scarcity element. Monk is of course one, but there are many other ways to get high-damage unarmed attacks or natural weapons, just as there are plenty of ways to get high AC without armor. Also, psychic spells are now very similar to arcane spells, but only the latter has the social stigma. Etc, etc. So I don't know where is the fine line between "keeping true" to the original Dark Sun theme, and using all the interesting option Pathfinder system has to offer...
Anyway, I can't still make up my mind what character to make :) Mul gladiator, Elven trader, human noble psychic... choices, choices...
Sammy T wrote:
Nice, I hope this counts as official in PFS.
@Grakul: In your last build you are just making one attack until level 5, and the damage isn't very impressive. So levels 3-4 will be kind of painful. Of course, all thrown builds start very slow (except Far Strike Monk).
First of all, if you are just wanting to build a dagger-thrower, you could also take a look at flying blade swashbuckler. But warpriest isn't a bad choice either.
I would advice against STR build, since you would be struggling to hit anything without BoMH, and that's probably 2/3 or 3/4 of your PFS career. With DEX build, remember that dagger is a light weapon, and therefore finessable and by RAW can take agile enchantment (and RAW throwing agile weapon works, but it's bit on the grey area)
Note that Startoss shower will not give you any extra attacks during PFS levels (well, depending how you read the feat), so you only get +2 damage from that.
As others mentioned, you should take Deadly aim, preferably early on. I would also try to fit in weapon finesse somewhere, then you would be able to fight well in and out of melee range. That would also negate completely the need for point blank master.
DM Feral wrote:
I'm interested in playing this on high tier. I have Alchemist 11, Swashbuckler 10, Summoner 10 - preference to the summoner since he has a history on pbp.
Posting once per day is no problem, but more than that would most likely be difficult due to time zone issues.
Jyri, while the others may choose to disagree, I would say just play someone that sounds fun for you to play!
Yeah, yeah, but I'm just trying to narrow it down :) Besides, we just recently completed Ire of the Storm with full party of martial vigilantes, and it was hilariously awful. So a little party planning is always good ;)
So are PFS character creation rules used here?
@Deussu: sometimes it's just better to give up, than to struggle on with something you don't enjoy. I don't know how quitting works on PFS, though. The half-finished scenario never happened?
@GMBS: Yeah, there's been a lot of losing appetite for pbp lately, even among the Drongos. But speaking of which, I feel I've somewhat overcome my personal pbp burnout. So the idea of riding with the Drongos starts to tempt again. How about the others?
Indeed, indeed, indeed. I know Damien has quite clearly expressed he is out of PFS. But what about Steve and Chris? Just resting a bit or dropped out of Drongo's? I'm up for continuing after a small break (April/May onwards).
With the recent announcements in another thread in mind... If any of you are missing some pbp in your lives, there would be a need for replacement in Skulls & Shackles -campaign.
It's not quite one-post-per-day, so it doesn't have quite the momentum of our other games. But it's been progressing slow and steady since summer 2014.
Check it out, and let me know if you're interested...
Ouch, golfing in February. Yeah, I'm jealous!
Meh, at least we can go sledding there during winter.
And sorry, it's been really hectic at work and at home lately, and I'm struggling a bit to get the posts out.
@Steve: if you were planning to run #7–05: School of Spirits for the alts, I would be very happy to sit one out at this moment. And hopefully get things back on more normal schedule.