![]() ![]()
![]() I 'll roll something up! Was hoping to get in with gunslinger, glad to see it's not banned! 4d6 ⇒ (5, 2, 1, 5) = 13 - 12
Rerolling the lowest
I think I can definitely work with those scores! Character crunch and backstory to come shortly. ![]()
![]() Okay, so I've just spent the majority of the morning's free time wading into Roll20 and I have to say, I'm impressed. The first map is up, but looking rather rough. I'm sure I'll learn as we move along. I suppose I should head over to your discussion forum and post an introduction and meet the rest of the players. I'll be doing that somewhere close to 6. ![]()
![]() Well that does sound intriguing... If it's alright with you, I'm going to take today (Thursday) to read your backstories, look into Roll20, and get the first few maps up. Ideally, I'd like to start things up by tomorrow evening, but realistically it probably won't be until Friday sometime. Depends on how complex Roll20 is to get started with. Does that sound like a deal? ![]()
![]() Ooh! The Cyclone looks like he'll fit in to the medium I was building! Totally going to try to clear it's use with the DM so I can try it out. Also, I would also like an answer on the whole Law/Chaos axis as well. Will we be able to match across either axis, or will both alignments be required to match in order to channel the spirit? ![]()
![]() I've tried to stay current on this thread and I'm loving what I'm reading so far. I'll be going out to work on some medium playtests so we can get a glimpse at some of these other spirits! Exciting! Quick question though, if a medium loses control to a spirit, can that spirit use its own powers? I'm specifically wondering about The Rakshasa. With the All Are Slaves to the Rakshasa power, wouldn't that make it possible that The Rakshasa spirit could keep itself in the medium's body in perpetuity? Not that I have a huge problem with that. You knowingly channeled one of the most evil spirits out there and you chose to use that power, but I just needed some clarification on the subject. ![]()
![]() tossing around a few ideas, we'll see what's what when the dice hit the floor.
Set 2
That second set i can definitely work with! ![]()
![]() Galahad0430 wrote:
Ah, so it is. I tried putting it into hero lab really quick and must not have added it up right. Even better! ![]()
![]() Posting interest and rolling for stats. Thinking about something a few concepts, but we'll see where the dice land. 4d6: 4d6 ⇒ (5, 5, 3, 3) = 16 = 13
Comes out to a 21 point build, so I'm going to stick with it! ![]()
![]() For your persual, I submit Nathaniel Belorne. A scavenger who it rich in the Wastes, but paid the price with a mutation that left him an outcast. Stat Block:
Nathaniel Belorne
Male Half-Elf Alchemist 6/Rogue 6 CG Medium humanoid (elf, human) Init +7; Senses low-light vision; Perception +17 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex) hp 58 (12d8) Fort +7, Ref +15 (+2 bonus vs. traps), Will +5; +2 vs. enchantments, +4 bonus vs. poison Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep; Resist poison resistance -------------------- Offense -------------------- Speed 30 ft. Melee +3 agile rapier +14/+9 (1d6+8/18-20) Ranged +2 reliable pistol +12 (1d8+2/×4) and bomb +14 (3d6+5 Fire) Special Attacks bomb 11/day (3d6+5 fire, DC 18), sneak attack +3d6 Alchemist Spells Prepared (CL 8th; concentration +13): 2nd—alchemical allocation, alter self, barkskin, invisibility 1st—adjuring step, anticipate peril (DC 16), anticipate peril (DC 16), cure light wounds, polypurpose panacea, shield -------------------- Statistics -------------------- Str 11, Dex 21, Con 10, Int 20, Wis 12, Cha 12 Base Atk +8; CMB +8; CMD 23 Feats Brew Potion, Point-Blank Shot, Rapid Reload, Rapid Shot, Skill Focus (Perception), Snap Shot, Sword and Pistol, Throw Anything, Two-weapon Fighting, Weapon Finesse, Weapon Focus (pistol) Traits magical knack, reactionary Skills Acrobatics +17, Appraise +9, Bluff +13, Climb +5, Craft (alchemy) +13 (+19 to create alchemical items), Diplomacy +13, Disable Device +22, Disguise +5, Escape Artist +10, Fly +9, Handle Animal +2, Heal +16, Intimidate +12, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +6, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +17 (+20 to locate traps), Ride +7, Sense Motive +10, Sleight of Hand +11, Spellcraft +20, Stealth +17, Survival +6, Swim +5, Use Magic Device +5; Racial Modifiers +2 Perception, alchemy Languages Azlanti, Celestial, Common, Draconic, Elven, Infernal, Osiriani, Osiriani, Ancient SQ discoveries (spontaneous healing, vestigial arm, vestigial arm), elf blood, fast poisoning, mutagen, poison use, rogue talents (combat trick, finesse rogue, firearm training), swift alchemy, trapfinding +3 Other Gear mithral shirt, +2 reliable pistol, +3 conductive rapier, alchemical cartridge (paper) (50), belt of incredible dexterity +4, handy haversack, headband of vast intelligence +4, alchemy crafting kit, thieves' tools, masterwork, trail rations (10), waterskin, 34,549 gp -------------------- Special Abilities -------------------- Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 3d6+5 (11/day) (DC 18) (Su) Thrown Splash Weapon deals 3d6+5 fire damage. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Knack (Alchemist) +2 CL for a specific class, to a max of your HD. Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 min. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Poison Resistance +2 (Ex) +4 to save vs. Poison. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed. Spontaneous Healing (15 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I Swift Alchemy (Ex) You can construct alchemical items in half the normal time. Sword and Pistol Firearm/crossbow attacks don't provoke AoO from foes you threaten with a melee weapon. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Trapfinding +3 Gain a bonus to find or disable traps, including magical ones. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can Basically, I'm playing the Vestigial Arm discoveries as accidental mutations from the Wastes. My idea is that he was just a rogue, scavenging out in the Mana Wastes. He found the Headband of Vast Intelligence, and that was what spurred him to become an alchemist with the knowledge of both the body and magic being dumped into him. (Those are the two skills the headband confers) Unfortunately, his first few experiments went wild and caused him to grow the Vestigial Arms. Now he's more content to continue scavenging in the Wastes than stay in town where he'll get dirty looks from everyone. ![]()
![]() I'd definitely be up for an E7 game. I think PbP is a great vehicle for experimentation with the system, so I'm totally fine with whatever house rules you'd think would be interesting to try. I've been doing PbP for the past year or so and loving it for the most part. I'm currently in 3 active games on these boards, and another 4 on another site. I'm also DM'ing a game on that other site as well. On average I can get 1 or 2 posts in per day, possibly more if the posting rate is high. Personally, I think the key to a good horror game is description, but not exposition. Being vague enough to let a player's mind fill in the gaps in a description lets you envision whatever it is you think would be most terrifying. Character death, though a valid source of suspense, should take a back seat to character disability. Going insane at the sight of something that is impossible to comprehend seems a more immediate threat, and therefore a more potent source of tension. Also, it seems to me that would present better opportunity for roleplay and things for players to bounce off of each other from, rather than just the DM. As far as characters go, I had been considering making a studious colleague of Professor Lorrimor. He'd have been a student of his at some point and decided to travel in search of research into all sorts of subjects both arcane and mundane. As a result, he's well read, diversely educated, and can handle himself in a scuffle. If you say you have some improvements for rogues, he might turn out to be one. ![]()
![]() 3d6 ⇒ (2, 2, 3) = 7
I'm thinking this qualifies for a reroll. 3d6 ⇒ (6, 2, 5) = 13
Wow, and this one's even worse. ![]()
![]() Alright, I'll throw down some dice, and probably make an application. Thinking about warforged something, we'll see how the dice land. 4d6 ⇒ (5, 1, 6, 5) = 17 -> 16
1d3 ⇒ 3 Great rolls, I'll whip something up in a little bit. ![]()
![]() Profile page is now up for my character, a Powerless Fighter/Monk(Martial Artist). Profile page has a link to the character sheet. I'll work on moving everything over to the profile page for convenience if I'm selected. Fluff will come later today, after I've gotten some sleep. He will be a member of the Stag Watch, though. More to come later. Good night, all. ![]()
![]() Finally finished up Robert de Sanduin, the wizard I've been cooking up. Profile page has the link to the sheet. Will work on getting the whole thing moved over to the profile page for ease of reference if selected. Little bit of backstory coming up in the next hour. Technically, I had posted interest a while back, so not new around here. In case you wanted to keep the 28th as the deadline. ![]()
![]() I'm thinking about a cleric, with some kind of archetype. Let's see what the dice have to say about it though . . . 4d6 ⇒ (3, 4, 2, 6) = 15 -> 13
Nice. Now to hit the books and pray for inspiration. I'll draw something up before the end of the day tomorrow hopefully. ![]()
![]() Okay, finished up the arcanist I was building. If there is anything else you want just say so. Name: Daromel
Link to Character Sheet: http://www.myth-weavers.com/sheetview.php?sheetid=732623 ![]()
![]() I'm thinking I might apply with a monk, perhaps. If not a monk, then perhaps a fighter. We'll see what inspiration strikes. :) 19 - 1d6 ⇒ 19 - (3) = 16
Let's see what we're working with. . . |