Kobold

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I've been listening to Brother Dege a bit lately. Great song!


I don't mind doing it however you want. We could simplify it further and I could just roll once with the lowest modifier and have both act then. I also don't mind having them both act independently. Whatever you want to do.

The wolf has combat reflexes so he'll be able to defend even if he's delaying.

The background stuff seems good to me. Chases Moonlight is primitive and probably strange to the others, but is surprisingly comfortable around foreign people.


This is a really cool feat option for characters who worship Nethys.

Also, I think Nethys has one of the better Divine Obediences. Did you look at this archetype?

The evangelist boons can get you fly or mirror image as a cleric. :P

For the list of boons and other Nethys-specific options, you can check here.

You automatically get some extra spells on your spell list that might be useful.


Dex to damage eats all of an archaeologists feats until level 7. 1 - Finesse, 3 - Focus, 5 - Dex to damage.

Did you decide yes or no on background skills?


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Awesome. Setting this in Golarion puts Chases Moonlight right where she belongs as a somewhat unusual member of the Shoanti Lyrune-quah.

Unusual because she's a terrible archer. And she's a lot more open to the outside world, though not necessarily any more trusting of it. It makes her a little bit of an outcast of her tribe.

I planned to use Shoanti Tattoo for proficiency.

Her involvement in the story revolves around the idea that the spirits have warned her of some dire threat looming in the future (the timeline is pretty open). This drives her away from her tribe and toward danger. I don't know really anything about this module, so hopefully that can fit well enough.

Her theme song.


She's a melee oracle, so not really a primary healer, per se, but she won't need her spell slots for combat very often so there should be plenty left for healing. The basic idea:

'Chases Moonlight' is a clumsy, optimistic huntress in a tribal clan who happened upon a connection to the spirits. She doesn't really understand how or why they speak to her, but she trusts in their guidance to a fault. Which is probably why she's so far away from her tribe at the start of this game.

Mechanically, she's a Spirit Guide Lunar Oracle with the Haunted Curse and an earth breaker (or other suitable tribal weapon if the GM prefers).

I'll get a build up after I sleep.


Oh hey, LadyGrayRose! I'm playing in the game with Dayana as a surly dragonborn. :P

I may revise my Oracle plan if you end up wanting to play a healer. I'm pretty flexible though.

I have tomorrow off so I plan to get at least a build done, if not some backstory hammered out.

Edit: @Groundhog: My Oracle concept would be a front-liner as well if I went with that plan.


I have a cool oracle concept that combines optimization and story pretty well, but she relies on being a part of the moon clan Shoanti.

I could use her with any human tribal society that reveres the the moon though.

Do we have a plan for setting yet?


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Level 2 sounds good to me. Daily posting shouldn't be an issue.

I've learned that the pace of a dungeon crawl relies pretty heavily on the scout/trapfinder player so we should try to put someone in that role who wants to drive exploration or have a system where they automatically search stuff that the other characters suggest etc.

I could take on that role if needed.


markofbane wrote:
Lazyclownfish wrote:

I would definitely be up for this. I especially like the idea of cooperatively forming the group with synergy and possibly tied backstories if you guys are up for it.

I'm hoping to play a 9 level spell caster but otherwise I'm very flexible.

Were you thinking a common race or religion? Or a common home town/city? I am good going with either linked backgrounds or not.

Were you thinking divine or arcane for a caster?

I'm pretty open, to be honest. My instinct is to play Arcane but I don't mind filling the healer role instead if nobody is interested in that. My most played classes over the years have been Cleric and Wizard.


I would definitely be up for this. I especially like the idea of cooperatively forming the group with synergy and possibly tied backstories if you guys are up for it.

I'm hoping to play a 9 level spell caster but otherwise I'm very flexible.


Hey, the site update messed me up on checking the recruitment forum.

It looks like you found a GM, which is great. I've been a little busier than expected lately.


I will be ready.


Ok so as I solidified the concept, I went back to skald. It just fits a lot better with the viking-ish father. I have him mostly built as a 2-handed strength character. His father is going to teach him how to call the spirits when he fights (spirit totem)

GM, how do you feel about this trait? The way I read it, it should cause the Strength, Constitution and Will Save bonuses to last an additional 2 rounds, but not the Rage Powers or AC penalty.

If you'd rather I skip the trait, I don't mind that either.

Another option is to make him a Spell Warrior, but I'm really not sure how Weapon Song works with summoned creatures and with dual shields.

I'd consider Urban Skald as well if we wanted to avoid the AC penalty.


Sorry about the delay. I got figuratively beat up at work yesterday and I couldn't focus last night to build a character. Tomorrow is my day off so it will be done by the end of the day.

I couldn't find any thorough background on the human ethnicities in the setting so I'm making some assumptions for the character's father.

Definitely going with half elf bard and nephew of Logram.


Bucklers work with slashing grace and I haven't played a dex character in awhile is why I'm leaning that way. Maybe just core bard. I can make some use of advanced versatile performance etc.

I have my home game tonight but I'll make time to finish up this character tomorrow night.


I'm digging through stuff and I'm really not sure. I want to keep both bardic knowledge and inspire courage if possible, so that's limiting. If I go bard, I'm looking at a slashing grace build, the idea being that he has to learn a different style to wield his father's bastard sword with his elvish build. Skald would have to go strength though.

I'm open to giving up bardic knowledge but I don't want to give up the group support of a bardsong buff.

Any ideas/suggestions?


Hey Digger, how would you feel about your character having a sister who fell in with a (relatively) civilized Vikmordere and had a child who just won't seem to leave you alone. You'd be his favorite drunk uncle!

Half-elf/Half-viking bard anyone? XD

Anyway, I'm kind of building in the direction of a front-line bard. I'm going to look at Skald also since it could definitely fit, thematically.


Hey, I had plans to submit a character but I added another game unexpectedly and it would be irresponsible for me to stretch myself any thinner, so I won't be submitting her.

It seems like you guys have some good submissions and more to come. Good luck everyone!


I'd honestly love to play a bard or a skald. Is there a write up somewhere of the human ethnicities in the setting?


Hey everyone. Thanks for having me along! I'm relatively new to the boards (about 6 months in pbp) but I've been active to some degree every day in that time (to my wife's sometimes frustration). I like cooperative gaming and it's been my primary hobby for a decade and a half. My priority is always that the game is fun and fair for everyone.

I can post nearly every day if the game is moving that fast. That said, I work a high pressure job and my workload can prevent me from posting thoroughly on or around government paydays (usually the 1st and 15th, but weekends mess with that). I'll make it a priority not to hold up combat.

As for a character, I want to read the setting information spoilered here before settling on anything, but my instinct is that the group could use frontline, arcane casting and healing. Which sounds like a bard to me.

I'm super open to suggestions.


Hey all, I was hanging out in this recruitment the first time around but I didn't end up finding a concept I liked. This time, I've found inspiration for a character that will comfortably fill the front-line and healer roles.

She's a Shoanti of the Lyrune-Quah(Moon Clan) who is something of a young spirit-talker for her people, come all the way from the Cinderlands to Riddleport to figure out why the moon does not shine here lately.

Mechanically, she's a Spirit Guide Lunar Oracle who will fight with traditional Shoanti weapons(and not the longbows of her clan. She's a terrible shot).

The concept does require her to have befriended one of the other PCs beforehand in order to get her to the gambling hall, but I imagine that can be worked out.

I'll probably have the full submission ready tomorrow or Tuesday.


wanderer82 wrote:
I have heard great things about both these publications. Is this game still just a discussion, or has someone officially taken up the GM mantle? It seems like there are a couple that have expressed interest, and admittedly I am curious if this could come to pass.

Pinvendor is planning on running it. If he ends up being unable to, I'll start prepping to run it instead. My time is somewhat limited so it'll probably move quicker if he does it though.


Working up my build which is quite a bit different from where I started. Still an investigator.

Are variant Tiefling heritages allowed?

Edit: Nevermind. I think I'm just using Half-orc.


Level 7 is recommended. I have read very little of the module so if pinvendor is running it, I wouldn't mind playing.

I get the impression that if a player character dies, it's very hard to loot his stuff. Probably due to the frantic fleeing that the other players are likely doing.


Chobo wrote:
I think submission will pick up through out the week. It seems that investigator might be a popular class.

Hilariously, my first plan was a gunslinger. Apparently we think alike somewhat since this keeps happening... lol

But the investigator ended up being a little closer to what I intended.


I'm working on a steel hound investigator. It's been a busy weekend but I'll have him submitted before Friday.


I definitely think it's more important to recruit the player over the concept. Maybe make character creation happen after recruitment even.

The book has a bunch of reasonable ways to recruit new characters, including actual NPCs that the players could stat up and play if they wanted.

I'd stay very far away from the idea of recruiting a new player when a character dies. The players need to go into it expecting to have to make a replacement character at some point.

When I've run things at the table that were this dangerous, I've even had players bring backup characters on occasion.


So I've been thinking about running The Slumbering Tsar for awhile now but I have a similar problem to you. My players have proven themselves to be really, really bad at sandboxes and just aren't interested. So, I'll look into the possibility, but I'm a little worried about finding four players suited to this type of game.

As a sandbox dungeon crawl, the story is driven entirely by the players and indecisive players can make the game drag. Also, as open as it is, you will eventually take the path into someplace you're not ready for and characters will die.

It states that specifically at the beginning of the book.

So, we need four players who are not afraid to push things along and who can handle their characters dying.

If we manage that, I'm probably up for it. Dungeon crawls are my favorite by far. The other game I'm running is a dungeon crawl. I'd probably have to run it relatively rules-limited, like my other game, and as big as the book is, I'd try to post daily but I couldn't guarantee more than 3 posts a week.


DM Nation wrote:
Also, I am realizing that the character template didn’t transfer like I had it set up because of bbc code. I will set up a better one.

The best way to do this would be to set up a public google doc and put the share link here. That'll preserve the code.

Similar to this sheet for Pathfinder.


I actually think it's a pretty good idea good idea from a story point of view to have players pair up before building concepts. I've done a couple of joint submissions for games and I think there is something gained from bouncing ideas back and forth and trying to synergize, both from a background and mechanics point of view.

I think your system could end up with a situation where the two concepts you like the most don't pick each other. Or one did, but the other did not. It could work, but there is some chance that your players won't work together well in the long run. And having two players that work really well together is extremely important for this idea.

Hey Nikolaus.


I made a list because I was curious. Not sure if I'll submit a character or not. We shall see. Let me know if I missed anyone and I'll update it.

ClydeMcClod - Brawler
Myza Sartva - Brawler
Vatra of the Burning Fist - Monk
Zoé Baradain - Cleric
Icthar - Shifter
Topper - Unchained Rogue
Morthos - Antipaladin
Aviaun Koski - Chaokineticist
Erick the Strangler - Brawler
John Tyrel - Antipaladin
Darven - Antipaladin
Gorn Dimslag - Cleric
Casius Flann - Mesmerist
Edman Al'Roth - Antipaladin
Baolo Tizden - Barbarian

@Saashaa - I couldn't find Peter's class anywhere but I might be blind.


I could actually be on Discord at my PC during that time frame a lot. But Discord is a good option because I can keep up with it on my phone either way. A quick back and forth from time to time could move things along pretty quickly, actually.

I think if you do a 2 player game, you should do some heavy vetting of the player profiles. Does the player post consistently? Do the posts typically have the quality you require(a variable depending on GM)? Does the player communicate when unable to post on time?

I honestly think you could do a shorter recruitment process, maybe asking for some basic background or a simple character concept etc., then do the leg-work yourself for investigating the players. Maybe have the players link posts or aliases that they think you should look at. I'm relatively new to the forums, but I've learned that a good and consistent player is way more important than a creative concept. This is probably doubly important in a small group.

As for the idea to run 2 PCs leading the kingdom, I think the idea is really cool as long as you're OK with managing all those NPCs. You could maybe make it a little bit easier by having the PCs manage their cohorts if you go the leadership route. Definitely if you find the right two players, you could get a very focused game.


He's been MIA since Wednesday but I've been following one of his games and I expect he'll be back.

I'll have my own submission ready later today.


Ok, I'll look into Dungeon World and build a character. I'm guessing my concept is probably going to end up being a Cleric. Should we just use the rules from that hack for now?


I'd like to chime in that I'd much rather this game go forward with the system the GM is most comfortable with, if only because that should put a lot less pressure on him to keep things flowing. I'm not that picky if we get to play in Tamriel.

I found this hack from 2011 for Dungeon World that could be a good starting point.

I also found some classless options that people built, but they're for different settings.


As a new GM on these boards, I will confirm first-hand that the beginning of my game was much easier than it has been lately, partially due to RL but also because I've had to come up with some stuff outside of the written content. That said, I was prepared for this and should have no problem keeping things going.

I couldn't imagine trying to run a gestalt homebrew. I have a headache just thinking about it...

So, the simpler the better, I think.


Plume wrote:
Might rethink the story hook and even the province we start out in if we only wind up having 1 Argonian player. :)

Lol my concept kind of relies on having young shadowscales to follow and lecture etc.

So yeah, I'd hope we get a couple at least.

Interest check: Argonian game. Sounds cool! Doesn't make an Argonian. ???


ZenFox42 wrote:
Thanks for the fast reply! There's a Hindrance in some SW settings called a "Giri", which is a debt you owe to someone. I'm thinking of having a Redguard, but with a Giri to the Shadowscales for saving his/her life, which is why they'd be working with them. Is that ok?

I've got an old shadowscale that wouldn't leave a Redguard he came across injured unless they were definite enemies, even if it was long ago in his youth. I'm flexible about the specifics if you wanted to use that. If not, no big deal.


Awesome, thanks a ton for the responses! I'll be building an old(retired?) shadowscale whose fighting skills have been waning but whose experience and skill with healing make him an asset anyway.

I just started reading the ruleset and it seems possible to do this type of concept. It may take me some time to get it worked out though.


Ametist wrote:
I guess we gain the Words when we're raised, so if we take a Word that boosts a stat (to 16 or 18) we should take all our level ups into account to get the base value, right?

Those words just give a +2 instead of raising a stat to a specific value. I think they clarified that in the original recruitment.


Vrog Skyreaver wrote:
My character is not an Argonian, otherwise I wouldn't have rolled.

Fair enough, but what if everyone makes a non-argonian character. :P


Plume wrote:

The Shadowscales are an elite group of the best that the tribes of Argonia has to offer, born under the sign of the Shadow and chosen for especially difficult tasks, and they (you) have been summoned to retrieve this artifact and bring it to the Overcouncil for safekeeping. Otherwise, a Dark Elf could recover it, and who knows what kind of damage they could do!

I'm not sure we should roll for our sign here.


I am completely new to Savage Worlds, but it definitely sounds interesting. I'll check it out. I'll try to work up a healer.

Is healing worthwhile in the system?


Vrog Skyreaver wrote:

First of all, dotting.

That out of the way, I would probably recommend against using any system with a class structure, as the Elderscrolls franchise has traditionally been about more of a mix and match style of character levelling...that lends itself to playing a stealthy archer =P

The above being said, however, if we are going to use a system that has classes, then I would throw my vote in for 5E. I'm currently in a Dungeon World campaign here on the forums, but I'm less enthused about the system, as it seems to be somewhat chaotic and it seems to lend itself to conflict adjudication that can take a bit and seems to have the potential to cause the game to stall.

I might suggest pathfinder, but it's a pretty rigid system and it doesn't seem to fit the versatility of the Elder Scrolls playstyle.

The idea of using a flexible system does seem like a good idea. Do you have any suggestions?


Groundhog wrote:
Quote:

from the south in Taldor. How is the country faring? I can't find any indication of its status on the provided link, and odds are, his first action might be to get in contact with the nobility and convince them to loosen their coin purses and lend financial support to the Alliance.

Going by Reign of Winter, Taldor would be pretty cold, especially the southern parts of it. Expect perpetual winter-related famine and resulting migrants.

Hey, the portals from RoW could be a cool way to get around, now that I think about it.

Not that my speculations are official or anything. They're not.

Actually, Reign of Winter is omitted from the list of failed APs. It didn't happen at all according to the recruitment post.

I imagine Taldor is just fine. It's pretty far away from all the bad stuff.


Digger Chandler wrote:
How should we calculate hit points?

In the original recruitment thread linked above, they answer a lot of questions. HP are max per HD.

They haven't decided if they're doing mythic yet from what I've read, so right now all you need is the godbound book and official paizo content. If they add mythic, it looks like they're allowing the Legendary Games mythic material, but I wouldn't buy anything yet.

I read through the Godbound material and it needs some conversion, which I think they're doing as players select abilities.

It seems very much like they want us to focus on flavor/concept and worry about the details of the mechanics later.

Also, in the original recruitment thread, many answers were delayed as the three GMs needed to discuss before making decisions a lot of the time.


I've got an idea for an orphan from Korvosa who would focus on stealth and deception. Died in Curse of the Crimson Throne. Probably unchained rogue, though he could technically work with some more martial options. I plan to just submit the backstory once I've written it and worry about the character sheet later. I like the idea of being a psuedo-divine entity of trickery without doing anything magical(outside of Divine Powers, of course).

I had one question though. I read through the initial recruitment thread and didn't see it(I may have missed it if it was answered). Is it more likely that our character is reborn as the same race or as a different race as he was when he died? The character kind of works either way, so I want to go with what's more likely.

Edit: Actually, I had some inspiration about this. Would you allow a human to be reborn either as a child or as a halfling with the same appearance that he had as a child, but retaining his adult mind? I have some cool ideas stemming from this thought.


Dungeon world is a system I have a little experience with, but would need a lot of guidance to play. It was a lot of fun the time I did play it. It was really cool how the system served the story and role-playing a lot more than your typical tabletop rpg.

Elder scrolls universe is cool and has a pretty diverse background to draw from. How would you set up the racial abilities for argonians for dungeon world?

I like argonians, but they aren't the most popular. Would you consider allowing other races if it expanded interest in this?


Dice:
4d6 - 5 ⇒ (5, 5, 6, 5) - 5 = 16
4d6 - 2 ⇒ (4, 3, 2, 5) - 2 = 12
4d6 - 2 ⇒ (2, 4, 2, 6) - 2 = 12
4d6 - 1 ⇒ (3, 6, 4, 1) - 1 = 13
4d6 - 3 ⇒ (4, 5, 3, 5) - 3 = 14
4d6 - 2 ⇒ (3, 6, 5, 2) - 2 = 14

16, 14, 14, 13, 12, 12

Plenty of options.