Hialin

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Organized Play Member. 200 posts (7,363 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 32 aliases.


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Male Elf

Welcome aboard! Always excited for fresh meat.

I have no objections to a small fetchling.


Male Elf

I'm leaning towards a Wyrwood Wizard. A butler type of role that focuses on item creation and general upkeep of the guild hall.


Male Elf

Well put. I agree with Yash. I'd like to continue. Leaving Xing in Threshold to continue her bar training seems like a viable option, at least to me. I think adding another player would be good, as long as it's the right player, and no, I don't have someone in mind. New blood can keep things interesting.


Male Elf

Yash, "onward" isn't two words.


Male Elf

That's a fair question.

What makes anyone want to be around anyone for long? Respect, shared interests, mutual appreciation, etc.

Lynk won't intentionally attack anyone. He won't go out of his way to be disrespectful. He doesn't hurl insults, put people down, or start fights. Well, unless that's what the team decides. It's kind of like why do people watch horror movies or slasher flicks? It's just an unusual experience to vent some pent up frustrations or release some inner desire. Shrug, who knows.

He's lawful, and a team player. His excessive appearance is more a cross between personal expression and a warning, no more than a brightly colored poisonous animal or a beware of dog sign. And not everyone will find his appearance off-putting. Goth travels with goth. He's just a rather excessive version of Pete's dragon, the monster in the woods that the kid makes a friend out of.

To Lynk and Kimmy, they don't really care if you've (and by you I mean any one, not you specifically) gotten over their appearance. They've gotten over yours.

I'll add this last. It's a video game setting. If it's anything like ours, it's dominated by young male adults, and they usually like what's cool, different, and even scary or grotesque at times.

Their story isn't complete yet, and I think that's one issue. Lynk is not really a loner. You can't win or be great at any game without a team behind you. They will learn that as I continue their story.

All that said, I have no issues trying a different character. This was just the first build that came together out of a list of many.


I will try to be completed by sometime tomorrow.


I am interested, but it is tough to make characters like this. So many options on the table means a lot of decision paralysis. There's also a few decent level + gestalt games recruiting at the same time so I'm sure people are working on multiple characters at once.


Definitely interested!

5d6 ⇒ (3, 3, 6, 5, 2) = 19 17
5d6 ⇒ (1, 6, 1, 3, 3) = 14 13
5d6 ⇒ (5, 1, 2, 4, 6) = 18 17
5d6 ⇒ (6, 5, 3, 1, 5) = 20 19
5d6 ⇒ (5, 2, 3, 6, 1) = 17 16
5d6 ⇒ (6, 3, 3, 4, 3) = 19 16


It's in the Epic Pathfinder Handbook that you linked. Page 157-158.


I will be submitting a Changling Psion with Disable Device and Perception. I won't have Trapfinding specifically, but I should be able to make do.


If you're still looking for interest, I'm definitely interested.


Presenting Belg Slagback for your consideration.

Thanks for being a GM!


Presenting Lina for your consideration.

Thanks for being a GM. There's never enough of us to go around.


Interested.


I mean who wouldn't be interested in Eberron? I know I am.


Male Elf

Ah, ok. Ignore me. I'll shut up now.


Male Elf

Your listed base attack bonus is 1, should be 2, unless you didn't go unchained monk...which I think you did since your FOB doesn't have any penalties...

BAB 2
Dex 2
Weapon Focus 1

should be +5, or +6 with point blank

Also CMB should be +3 and CMD should be 18/16

...but I could be wrong.


Male Elf

I don't think Senna is fully leveled up to 2nd...


Male Elf

That was pretty intense.

(Dem three's yo) spoken in Manhattan.


Male Elf

Yes...and yes.

At the moment, it's a spell-like ability from my Bloodrager archetype, but I can/may select it on my Oracle side.


Male Elf

Spiritual Weapon specifically mentions it's based off of Wisdom and near as I can tell there has been no official changing for other classes with access to it. Most seem to think it's fine to use your primary casting stat when casting the spell, so that's the way I went with Yash and him being Charisma based, but if anyone thinks I should stick to using Wisdom as mentioned in the spell, please let me know.

Spiritual Weapon

"It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus."


Male Elf

I was just trying to be funny with Yash, I wasn't trying to comment in affirmation of leveling quickly.

I'm never really opposed to leveling sooner rather than later but I'm in no rush. A few more encounters is fine with me. While a lot of characters really begin to come into their own at level 2 or after, Yash included, so far level 1 has offered some nail-biting moments already which is always great to me.

Regarding Yash's hit points, he has 12 normally, he took 5 damage, so reduced to 7, and then cast cure light wounds for 3, for a total of 10 of 12.

From Bloodrage (Su) - "The increase to Constitution grants the bloodrager 2 hit points per Hit Die..."

Since he's got one hit dice, that should bump him up to 14 (12+2).

Villainous Vermin wrote:

Claw ATT #1: 1d20 + 4 ⇒ (18) + 4 = 22 vs Yash AC:19
Claw DAM #1: 1d4 + 2 ⇒ (3) + 2 = 5

CURRENT HP:
Mama 13/13
Yash 7/12

Yashnarz wrote:


He stood, and winced at the pain in his chest. He rubbed the wound, chanting a few divine words as healing energy flowed into the wound.

Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

And feel free to question my numbers anytime. I went to public school.


Well this sounds like fun.

Dice Rolls:

24d6 ⇒ (1, 1, 5, 6, 6, 6, 3, 3, 4, 1, 5, 4, 5, 1, 3, 5, 1, 4, 4, 4, 5, 4, 3, 4) = 88
24d6 ⇒ (1, 1, 1, 5, 4, 4, 3, 5, 5, 2, 5, 2, 2, 3, 5, 3, 6, 1, 5, 5, 5, 5, 1, 6) = 85
24d6 ⇒ (6, 1, 3, 5, 4, 3, 4, 2, 4, 4, 2, 6, 4, 5, 5, 5, 4, 6, 6, 6, 2, 5, 5, 3) = 100
24d6 ⇒ (3, 6, 5, 1, 1, 1, 3, 4, 1, 2, 1, 2, 5, 3, 2, 6, 1, 1, 6, 2, 3, 4, 4, 5) = 72
24d6 ⇒ (5, 4, 2, 4, 2, 4, 2, 3, 2, 5, 3, 5, 1, 1, 6, 3, 1, 4, 4, 6, 1, 5, 3, 2) = 78
24d6 ⇒ (5, 1, 1, 3, 2, 1, 6, 5, 1, 3, 3, 3, 3, 1, 1, 5, 1, 4, 6, 1, 3, 2, 1, 3) = 65
24d6 ⇒ (2, 2, 5, 1, 4, 3, 6, 6, 2, 5, 2, 1, 5, 3, 1, 6, 4, 5, 3, 3, 1, 2, 1, 6) = 79
24d6 ⇒ (3, 6, 6, 3, 6, 3, 4, 1, 6, 1, 4, 1, 4, 6, 6, 6, 3, 4, 3, 1, 2, 3, 2, 2) = 86
24d6 ⇒ (3, 3, 2, 1, 3, 2, 2, 3, 4, 3, 3, 4, 3, 6, 4, 1, 2, 4, 4, 3, 6, 2, 4, 4) = 76
24d6 ⇒ (1, 3, 2, 1, 5, 5, 4, 3, 1, 3, 1, 5, 5, 3, 1, 5, 5, 2, 5, 1, 4, 1, 4, 4) = 74
24d6 ⇒ (3, 1, 2, 5, 6, 4, 5, 4, 6, 3, 3, 6, 5, 3, 3, 5, 4, 1, 4, 3, 1, 4, 1, 4) = 86
24d6 ⇒ (1, 4, 6, 6, 5, 4, 3, 1, 6, 5, 4, 1, 4, 4, 3, 1, 3, 4, 5, 3, 6, 3, 6, 4) = 92

Reroll 1: 1d6 ⇒ 5

6 x 5
5 x 7
4 x 6
3 x 3
2 x 3


Male Elf

So I keep going back and forth on this and wanted to broach the topic of talking, or table-talk I guess. What's the etiquette everyone is comfortable with?

Honestly I am feeling like I'm at Wrestlemania and I want to scream "hit 'em with the chair!" so badly.

Normally I would roleplay it as my character shouting instructions but since Yash is not actually involved, and barely aware of this combat, I feel like I should ask so I don't step on any toes or ruin the atmosphere for anyone.


Male Elf

I'm fine with using them, but in my personal experience they are often forgotten about and hardly ever used.


Male Elf
Senna Proviso wrote:

"I'm not a girl, I'm a force of f#~+ing nature!"

Yash is definitely gonna catch a case of the COOTIES from all these grlz!

Also, Senna is done. I'm going into 'build the campaign' mode. Feel free to talk amongst yourself. I'll give you updates as I go. We should be playing early next week... earlier, if I get inspired to burn the midnight oil.

Alright, forgive me, but I just gotta ask...not that I have a problem with it, but you went Wildblooded Sorcerer/Monk and went INT over WIS?!?! I just gotta ask why.


Male Elf

I'm guessing Senna is a female name. Which means...

"Yash is surrounded by...GIRLS!!!"


Male Elf

I have no objection to the bard archeologist change.

Yashnarz has a good charisma put few skills points. He should be able to handle the common folk after a level or two.


Male Elf

This is partly for my own benefit, but...

Spirit-Themed Abilities
..Haunted Curse

..Ancestors Mystery

..Shadowhunter racial trait - 50% to incorporeal without magic weapons

..Two Minds Revelation - there's just too many spirit voices floating around for him to pay attention.

..Occult Bargain drawback - always has to ask grandfather spirit for his "magic", in addition to the -1 concentration.

..Spirit Totem rage powers (from Primalist archetype)

..Spirit Guide oracle archetype; gain shaman's wandering spirit class feature (most likely tribe spirit) since the ancestor spirit duplicates most of what he already has.

..Ghost Sound - so everyone else can hear the spirits too.

..Mage Hand - to help the spirits bring him things.

Survival Stuff
..Craft alchemy + balanced education means I can use a physical stat in place of a mental one once per day. He's not about measuring this and a pinch of that to mix a precise formula...he just mashes it all together and stuffs in a bag to be thrown at someone later (ie. tanglefoot bag).

..Deny the Reaper feat allows him to make some heal checks as move actions and make some heal checks without a healer's kit...so he just uses what's around. "Here, put this mud on your gaping chest wound, it will help. grandfather says so." "Yes, yes, I know your eye came out but sticking this dead squirrel in it's place will help, trust me."

..Create Water

..Purify Food and Drink

Oh, and then there is raging with the greataxe...you know, to actually make the spirits.


Male Elf

Yash is all about spirits. He's a decent tank, not the greatest, and a decent hitter, again, not the greatest. He can heal thanks to oracle, and buff up some. I'm bouncing back and forth for his favored class bonus between more oracle spells (human) or more rage rounds (half-orc), but a lot of his spells will be situational/emergency type spells like remove curse or remove paralysis. Most of his abilities aren't really that great on their own, but he'll get a few extra attacks flying around through different things; spiritual weapon, lesser spirit totem, a bite attack, etc.

He's fast (cuz barb), but slow (armor), and will need to take his time to walk into combat in order to spell up for a few levels. Once he gets Mad Magic, he can cast spells while raged. I also like the idea of the Splintering Weapon feat, since bone weapons have the fragile quality, I can hurl bone dagger that can do bleed damage...but they break.

He's basically the spooky woodsy shaman that everyone tells stories about, except he's still mostly a kid, at only 17. I think I'm going to have him latch on to Mama as his parental figure, but he'll always be asking his (dead) grandfather for something or other. Kind of a survivalist/let's-not-leave-anything-to-rot-that-we-can-use-type of dude. I need a few more skill points to be able to craft bone things, and he has purify food and water so he can eat just about anything. I'm not really set on the name though.

"Grandfather, lend me you axe" - casting spiritual weapon
"Grandfather, protect me with your shield" - casting shield

I don't think you're brawler/bard has to be out. Play what you want. It's more fun that way. I have no idea what RD is working on, but it looks like Choon and I both left skills back on the boat, so that's right up your guy's alley. Bardic performance are always welcome. But other than that, a spell flinger, arcane or whatever, maybe some to handle locks and traps, shrug.

We have 5 gestalt characters. There is going to be some overlap. If we start to step on each other's toes, we just have to take a step back and rethink our tactics.

We still need a face, a blaster or ranged support of some kind, battlefield controller, buffers would be good, another tank wouldn't hurt, same thing for another damage dealer, a utility caster would be nice.


Male Elf

"Yeah, I spent some time around 'em. Aboard the Wandering Duchess a few years back. He's not all there. Creepy too." The gnome slicks his hair back and looks around, before leaning in close.

"Always talking to the dead, or so he says. Says he's some kind of spirit walker, whatever that is. I think he's just talking to himself."

"Good with that axe of his though, and not a bad sailor. He can be handy to have around, if you can stand him. Did I mention he's creepy? Always going on about his grandfather." He shrugs. "And he's a healer, decent one too, but strange. Once I seen him bind a wound with a dead fish. I swears! I'm not making this stuff up."

He glances around again. "I mean he's not a bad guy...a loon maybe, but not a bad guy. Mostly kept to himself until he was needed, although a healer and a fighter is needed quite often on a ship I tell ya. Still gives me the creeps though...did I mention he was creepy? I mean sailors can be an odd bunch, but he takes the cake. Truth be told though, I think some of 'em may even miss the kid."

Yashnarz, the Soul Keeper.

I need to finish spending gold, and a few other things I'm sure, but he's getting there.


Male Elf

I walk...on ship.

And I vote for max gold.


Male Elf

I walk.

What are we doing for starting gold?


Male Elf

"These darn kids today!!"


Male Elf

I'm pretty sure no one was offended, and I don't think of any us feel slighted or untrusted...now where did we leave that automatic...

I agree with you in prestige class is the same as dipping.


Male Elf

We've worked together so far to come up with build rules, now we just work together to build a party of characters. In your initial recruitment post, you highlighted that you're not looking for all-stars who want to hog the spotlight, and I get the general sense that A). none of us are that, or B). we're agreed to not do that. That said, I wouldn't ban anything at this point.

While I hope to be a part of this for a great long while, most games flame out within a year or two, if not way sooner, and we're not even level 1 yet. I think as long as we communicate our thoughts and ideas, and as a group decide on what we want, we should be fine. Gestalt is still limited by action economy and attributes, so our 25-point build will help keep us in check.

Also keep in mind that the gestalt rules limit progression to the one side that qualifies. As Choon said, you would have to go Rogue and Sorcerer on the same Gestalt side to go Arcane Trickster. You can't take Rogue on one side and Sorcerer on the other side and still qualify for Arcane Trickster.


Male Elf
GM Choon wrote:
Eben TheQuiet wrote:
stormraven wrote:
We should clarify one other thing about it... I'm assuming we are putting limits on the gestalt... 2 classes only picked at 1st, no prestige classes (especially those ones that allow you to gain a caster level ON TOP of the caster level you'd gain from your primary casting class - naughty min-maxer!), and no dips?

Yes, some limits are likely good.

No dips: agreed (unnecessary w/ gestalt)
No prestige classes: disagree. They can open up totally new abilities/concepts
No Prestige Classes that double caster level: agreed
Only 2 classes: other than Prestige Classes, I’m good with this

Those seem perfectly reasonable.

Agreed.


Male Elf

I like the new guy. He's going to do just fine.


Male Elf

Full gestalt - yes please

Maps = GM choice

Good align = yes

As far as characters, I'd say 80% of my characters are divine.


Male Elf

Well that's unfortunate.

As a GM, I prefer to use the roll half + add half, or I've also offered one reroll per Con modifier. So a sorcerer with a +1 con modifier would roll 2d6, taking the highest.

As a player, max sounds great!

Realistically, I think rolling for hit points, and if the result is less than half+1, you get half+1, is the best way to go.


Male Elf

I'm assuming we're looking at a (mostly) good-aligned party?

You know, fluffy bunnies, mimosas, my-little-pony pinatas, etc...


Male Elf

I'm good with those races. Plenty to choose from.

I'm EST (GMT-5) as well, near DC.


Male Elf

4d6 ⇒ (3, 5, 3, 3) = 14 11
4d6 ⇒ (1, 4, 1, 6) = 12 11
4d6 ⇒ (4, 3, 2, 5) = 14 12
4d6 ⇒ (2, 4, 1, 6) = 13 12
4d6 ⇒ (6, 2, 4, 3) = 15 13
4d6 ⇒ (4, 3, 1, 5) = 13 12

I shall be...Captain Average!

I second not rolling for abilities.


Male Elf

I have and use roll20 frequently, have for years for both PbP and regular games.

I have used google as a player, but I've never created maps for it...successfully. I've played with it some, but never created a usable map.


Male Elf

Automatic Bonus Progression could help in that regard. It tends to make looting and bookkeeping a little less burdensome. Just a suggestion.

It may also help to discuss the first adventure somewhat. As I understand Stormy is 'first in the barrel', is there anything about the adventure that may influence some of these choices? As an example, the paizo adventure paths and player's guides. If we have an idea of the adventure that awaits, we may start thinking of character concepts, which may influence some of the build rules we're exploring. Again, just a thought.

Also, what about maps? Are we using them? If so, what environment; roll20 or google slides?


Male Elf

Either is fine. I've been called worse.


Male Elf

I'm pretty sure with all five that makes us Voltron.

As has already been said, I'm honored, and humbled and excited for the opportunity to establish something lengthy and from ground zero.

As far as build parameters, I think it depends on what we're looking to do but as an opening salvo I'll suggest the following:

25-point
Gestalt
Background Skill
Traits + Drawback

I would like to explore Path of War and Spheres more as I have only encountered them and never used them myself, but both offer a lot of additional flexibility.


Maturity Level:

Any maturity level is pretty much fine. I mean we're all adults here.

Disco! Definitely Disco! I mean what else am I gonna do with these platform shoes?!?!


Gestalt:

Gestalt is great with me, as a player and a GM. I'd also like to explore Spheres a bit more. I was very impressed with what I've seen from it so far. I'm also interested in Path of War...just, you know. Not all at once.

Alignment:

I've never really run into any issues with alignment. I've played paladins in both in-person and PbP games and it's never been an issue. Occasionally the paladin has to make a difficult choice, but I think that's just part of the game and it can happen to anyone and not be a part of alignment. Just because you're not Good aligned doesn't mean you wouldn't struggle with who to save or who to kill. I generally think alignment comes up more with regard to spells. Chaos Hammer comes to mind. Sometimes with monks or barbarians, hence no barbarian monks...which seems to be the world's loss!

I don't know. Alignment is more of a guide on how your character should act, but there's always exceptions. Forcing a paladin to choose between two evils doesn't make him evil and shouldn't cost him anything. Not to mention that even evil people have things they care about, or are protective about. They have feelings too. They just may not express them in the same way as others.

I've played evil-based campaigns, an aside from the undead themes, they're not that much different from good-aligned games. Lawful good can be bastards as much as any other alignment.


Stormraven wrote:
I do have one question at the moment. I was checking out your Skull & Shackles game. When you selected your crew you wrote: “You'll probably notice that this is not a "well balanced" group, and that is intended.” I’m curious, why did you go for an ‘unbalanced’ group. That isn’t a criticism, just interested in your DM logic there. :D

Skulls and Shackles presents a somewhat unique opportunity to play 'not-quite-goodguys' in of itself, and once I realized I had three players submit Witch characters, the opportunity to GM a pirate ship captained by a witch's coven was too tempting to pass up. The whole ghostly/undead pirate ships of Pirates of the Caribbean was the basic direction I was hoping to explore. I mean, how could we not!?!?

Also, as I noted in the recruitment for that Skull's and Shackles game, I was looking more for creative/unique characters than I was a typically well-balanced party. I wanted to see how creative players could be when they found themselves without a typical role filled. In this case, they had no traditional hitter or tank. Sure they had a magus, who can be glass-cannons and act as hitters, but with 6 characters, not a one had a full BAB or d10 hit dice.