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Organized Play Member. 13 posts (30 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 3 aliases.


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@Albion Looks like no other submissions over the weekend, so you are in. I'll PM you the details on how to get started.


If a number of submissions come in over the weekend I may extend recruitment in order to give those that posted over the weekend a chance to make adjustments.


Albion, The Eye wrote:

Thank you for all the feedback Stormspace - since the group already has a Magus, I'm going to try and avoid overlap, sticking with the initial Hunter idea (might go straight hunter though, and STR based - still deciding).

I have been wanting to play some sort of hybrid/gish like character (Magus, Investigator, Alchemist, or even Oracle), but from what I have been reading the Hunter seems to be the one most adapted to the game ambiance, or at least definitely the East Watch frontier like region.

Am now deciding on a final crunch, and background/personality info - is the group well balanced between melee and ranged?

@Albion Very balanced. The slayer is actually quite a bit offensive on the ranged side. The two warriors could use help. There are no druids and only one cleric with a pretty good channeling.

@SkaTalon Recruitment is over this Monday. At present the only rogue is a cohort.


@Albion Although Arcane spellcasters are frowned upon in this part of the world, being at the fringe of civilization and on the edge of the battleplains this is a perfect place to introduce one. Although We do have a staff magus hybrid in the group, we don't have any that came from an organized magic college. If you pursue that your magus would be from the evil country to the north, perhaps as an enlightened person that has seen through the facade of the government he's escaped to the south only to find he's trapped between worlds.

Details


@Albion I'd like to see a background that explains how you think he fits into the setting. You can use any info on the game website you can find. Also don't forget the bonus traits, skills, and feats listed on the character creation page.


@Albion Everything looks good. Being out on the battleplains you might want to look at that page. Also your animal companion will have arctic coloring. There will be some outdoor aspects of the current adventure but it will likely be in a large building initially.


Albion, The Eye wrote:
Stormspace wrote:
No 3rd party rules, half-human, or human looking races only.

Half orcs are out of the equation? I see Evenfall population has 5% of them.

Stormspace wrote:
@albion Posting from my phone. Argh! Those rolls are fine and use the first method I listed on the creation page.
Thanks! :D

Yes. Half-orc is also half human. ;)


@albion Posting from my phone. Argh! Those rolls are fine and use the first method I listed on the creation page.


Albion, The Eye wrote:

** spoiler omitted **

Hi Zond, since this is a fringe area, I think I would like the idea of playing a character with an animal companion (pondering between a Hunter and an Oracle), nothing too fancy, a large cat most likely. Would this be an issue?

In the meantime I will read some more on the background info and the links you provided.

Cheers.

Human with animal companion sounds fine.


I’d rather submissions be something that interest the player so that he role plays well. Also most players have a cohort option they aren’t using yet to fill gaps.


Looking for one player for a play by email homebrew to join 5 active players. Stormwind

Character starts at 7th level. See Character Creation page for details. Closing submissions 7-23. No 3rd party rules, half-human, or human looking races only. Good backgrounds that are integrated into the game world will get an extra 2000gp for starting equipment. Game play for new character starts in Evenfall in the East Watch of Phar.

Current adventure will be in and around the City of Monuments in the East Watch of Phar. Encounters with undead might be likely as well as other timeless enemies. Current party consists of Cleric, Slayer, Sorceror/Wizard, 2 Fighters, and a sometimes there divine spellcaster of uncertain origin.

I'll be using google sheets to manage your PC, so spreadsheet knowledge is a plus since I don't want to be the only one keeping your sheet current. ;) Once I accept your character I'll send you a link to the sheet so you can start inputting your character. I'm using Google Groups for posting.

Post any questions you might have here.

Character Creation


I agree that a paladin shouldn't detect and smite, but keep in mind a paladin can't just associate or ally with any evil creature. In the case of the previous poster whose King was evil, the paladin would likely have to leave the country or risk falling, especially if that king was his liege. The class just doesn't allow those associations.

A DM that constantly challenges the paladin's alignment is in my opinion a poor DM. No other class has to worry about the consequences of killing a creature whose alliances might be questionable, but we are going to hold the paladin to that standard because we want to see him fall? If you think the Paladin is abusing his detect evil ability then perhaps putting a limit on the uses per day is an answer, but putting him in an impossible position isn't the answer however funny you might think it is at the time.

Personally if a DM was going to run his game like this I'd rather him just tell me he doesn't like paladins and to choose another class.


Belafon wrote:

If the question is "can you teleport TO midair," I would allow it as it is not "being brought to your location" it's a deliberate attempt to put yourself somewhere.

If the question is "can you teleport FROM midair" the answer is definitely yes, but be aware of the PRD description for falling (vs. flying):

Quote:
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.

I know this is really old and I'm resurrecting the thread, but this rule is patently wrong. If teleport does not cancel out relative velocities it becomes useless as a spell. Imagine teleporting between two moving objects, one going up and the other going down, or my favorite; teleport to the opposite side of a spherical planet. The caster appears as a miles long smudge on the landscape.

For the spell to be useful at all, it needs to cancel relative momentum. If the caster can appear safely on the opposite side of a planet, canceling falling velocity becomes trival. The rule as written seems more applicable to a dimension door spell.