I wasn't asking about lineage. There's a table called Variant Aasimar Abilities that you can roll/chose from if you give up your spell-like ability. I just need to know whether or not I have to roll or if I can just choose. (I'm Angel-Blooded, if that matters)
Go for it. You can pick what you want. I didn't read that far.
Riley Thorne wrote:
It's an interesting feat, which I think nicely encourages thinking things through rather than blindly attacking forever. How does this feat interact with rapidshot/manyshot, if it's a full round of readying?
More or less, it won't end up interacting with those two feats since (I don't believe) you can ready a full attack action. A "readied" full attack action is essentially a delay.
The full round ready is to prevent you using it every turn in place of rapid shot and therefore avoiding rapidshot penalties.
You will be able to forgo using the feat in place of using rapid shot/manyshot if you want to make a full attack action but if you use readied shot then you still get your move action. Does that clarify it a little more?
Iozif Alamancar wrote:
If that's my bonus feat, I'll go ahead and change my first level skill to Profession (driver) instead of Profession (herbalist). No idea if I'll actually use that in this game, but might as well embrace what I'm given. :)
That makes sense as well.
There will be driving in the campaign or I wouldn't have given you such a situational feat. That would just be mean.
For hit point I believe I said half+1 somewhere.
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I have most of the logistics on the introduction laid out, I'll be working on the post and should have it up in a couple days. Several of you will get specifics Pm'd to you, namely Malachi, Reflin, and Trusk. I don't like spoilers in my posts since I feel like this is a story and should be read as such.
Riley:The bonus feat is/was an incentive for making a good story. So We'll make your feat...
Readied Shot: Anytime you ready a shot, you can ready two arrows. This functions similar to manyshot, except each arrow is rolled independently, and it takes a full round to ready the arrows.
Intent: This is meant to be an opening maneuver, rarely used during in combat scenarios. It is meant to be weaker than manyshot because it is a much lower level ability. Does this feat make sense?
Reflin:Yes level 1, you can even get a bit more leeway with a few things since the Empire is equipping you, just don't over do it.
You can choose whatever language you want. Think of it like the United States; Everyone speaks English and only in certain regions are other languages useful, but the more educated people know the basics of another language of their choice, usually one that interests them but of no real use unless they plan on travelling.
Skills:
Bluff: 2
History: 1
Local (Surface): 1
Feat: Precise shot, if you don't have it already. (I can't view mythweavers at work)
Trait: Reactionary, if you don't have it already. (I can't view mythweavers at work)
Malachi:
Regarding bloodlines: You can pick any but Garuda, though Daylight is probably going to be a very useful spell.
Frepply:
That long shot missed. The Empire gives you their left-over/old armor, they view it as an act of kindness and loathe to give out anymore than bare minimum to criminals. Thinking about it now, I should have tacked on an additional ACP to the higher convictions since the armor probably doesn't fit right. But alas it is too late for that, perhaps if I run this for a group in person.
Your build doesn't quite follow the guidelines I mentioned before.
First, what is your conviction level? Second, Cold Iron is not available to you. The Empire does see it as necessary to supply criminals with that.
Other things;
Skills:
First level:
Expert is 6+1
Second level:
Druid is 4+1
Then I will pick the remaining skill points based on your backstory.
Feats:
Where did you get the second feat from?
Traits:
Why do you have three? I'll pick the extra trait based on your backstory.
Once these are resolved I can give you the green light on your crunch.
Trusk:
Skills:
Local (Prison): 2
Geography: 1
Climb: 1
Feat (Kind of):
Treacherous Earth (Sp): Once per day you can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the you stand. This lasts for a number of minutes equal to your level, after which the ground returns to normal.
Trait: Caretaker
Phrr:
If you are going ranged, your first trait might not be very useful to you. (Axe to Grind)
Skills:
Nobility: 2
Bluff: 1
Escape Artist: 1
Feat:
Aspect of the Beast: Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
Trait: Beast bond
Izoif:
I am fine with the Resilient trait, however Izoif doesn't seem much like the nimble type, so dodge isn't going to be your bonus feat.
Skills:
Sense Motive: 1
Geography: 2
Herbalist: 1
Feat: Skilled Driver
Reflin:
Skills:
Acro: 1
Escape Artist: 1
Intimidate: 1
Feat: Run... what else could I possibly give you (you might have this already, I don't have access to mythweaver at work)
Lots of small points right now as I am reading over everything and continuing to expand the setting.
You are on the right track Reflin; currency is rare, but it does exist. We will be working with non-metallic commodity money, and for those that have taken economics the consequences of commodity money will surface.
Does anyone plan on using heavy armor? (Riley?)
Phrr, regarding combat style, Ranged effectiveness will be more amplified in the setting. There will be several times where you are in very open areas and it will take several rounds for melee to become engaged, there will also be several times where you might find your self in areas <20-30 feet around you.
Don't forget about other combat styles in the other books
For the falconer archetype I'm sure we can find you a bat OR something else that I don't want to spoil yet.
You are correct trusk, the statblock at the top of your post is AFTER that turn. It helps me quickly log where each of you are at the end of your turn so I can quickly view the mechanical aspects of the round.
Trusk I will get you a short list of settlements that you may know and rumors/information regarding them. For gear you get level 1 stuff. and a limited spell component pouch since you have collected things for it.
The Campaign I think is fixed now, I put the other campaign as inactive, let me know if this is a problem for anyone.
Izoif, I'm going to have to say no on the intimidate for now, since you aren't exactly a fearsome individual. The way your character came off was more of a nice guy. But as time goes on and your character sinks into his more violent ways intimidate can be added. I hope that is okay with you.
I have other plans for Variel unfortunately. And if I did do that he would likely become a DMPC since he wouldn't be separating from your party anytime soon. And I am of the opinion that DMPCs are only effective/fun for a short time and in a small group (neither of which would be the case).
I think that addresses eveything you guys have posted up to now. Unfortunately someone apparently cut my internet cord or messed with the cable box while I was away so this is all from my phone. And it is a pain to look at all your backstories and decide what you guys should get so the bonuses will be coming later. Glancing over the crunch of a few people everyone seems fine so far.
One thing however that I want to ask of you, Could you break up your skill ranks by level for me?
Trusk you will have permanent light sensitivity since you rarely see any sort of bright light. So even if you go to the surface you will be taking that penalty. You will also recieve a +1 bonus to all Knowledge checks to find spell components and other "rare" ingredients underground since you have grown up there.
Everyone will gain temporary light sensitivity after a certain amount of time underground (I am thinking two weeks, not sure how fast this will progress on a timeline). This means you take the effects of normal light sensitivity for two rounds before you eyes adjust. Then the counter resets (for another two weeks you won't be light sensitive).
Feel free to take liberties with the NPCs, especially names because I am terrible at thinking of those. You can create a full dialog between you. I'll try to describe their personalities and attitudes in detail when you meet them (I might even create a codex to reference) so you can have fun with them. I'll try not to retcon anything you guys do, but if you give yourself a sword, it will be quite obvious that will be taken back.
Putting up for VOTE:For gather information checks and the like, I can either provide a small tidbit of dialog and reaction, or I can provide the generic description of what you get from the conversation.
==================Example======================
Dialog Diplomacy:1d20 + 4 ⇒ (20) + 4 = 24 "Yes, I think 5g, 2 Golden Shrroms, and 3 skins of Red Ale is fair. Especially since I won't have to worry about raiders and whatnot attacking us, you folks look like a strong bunch. It'll take about 3 days to reach Farlek, so pack accordingly." The halfing seems very relieved at your offer, he was clearly expecting you to undershoot him on a fair trade as a guide to Farlek. You could tell he was impressed by your short annecdote of how you got to the town.
Description Intimidate:1d20 + 3 ⇒ (2) + 3 = 5
The halflind is furious at you, you attempts to goad him into guiding you to Farlek have obviously turned out for the worst. His hand is on his sword ready to be drawn. He is cursing at you to leave him alone and in your best interest to leave the town as soon as you can.
===============End Example====================
I am very open to suggestions, if you think of certain ways to run things feel free to speak up and we can see how that works and what everyone else thinks.
Follow the same building guidelines as outlined above. As I said in the recruitment thread, please don't post in the gameplay thread yet. In as few words as I can, You will be starting out as two separate parties, well three since Malachi is already in the prison for a few weeks. I may have Frepply "join" him. Not sure, still working it out.
In response to Riley: Yes you can take a drawback for an extra trait. That applies to everyone. Tomorrow I will be going in depth with the character building and solidifying everyone's crunch, and molding stories to fit with the setting.
Here is the link to the gameplay thread. I glitched the forums so the linked thread no longer exists and I can't unset it. I'm giong to email support. Sorry if that causes any issues.
You are in a holding cell with everyone else, save for those of you who are there obviously. You can interact however you want.
Note:
Your character does not know what he will be receiving item wise besides basic survival gear.
The silence has worn off and you are free to talk, but you are fatigued and take the appropriate penalties should the need arise. ( I really don't think it will)
For the spell casters: you can tell there is something effecting your spellcasting and every time you try to cast a spell a sharp pain jolts through your mind. Your spells manifest for a fraction of a second then dissipate.
The room is barren with stone beds that everyone starts laying on, except the gnome who is bouncing all over the room. Well bouncing compared to everyone else, even he seems very tempered for a gnome.
this is a short post, but I wanted to get it out before I left for my trip in case I couldn't do so during the trip.
The time has finally come. The time where you will no longer see the light of day. No longer smell the open air of the surface. The time has come for you to be exiled into the abyss.
Bright light pierces your eyes as the door grates open, overwhelming your senses for a moment. Before you can react two pairs of strong arms grab you from either side. As your vision returns to you Agent Francis stands outlined in the doorway. ”Take the light in boy, this will be the last time you will get to see it. Shame you did something to deserves this. But ya did bring this onto yourself.” He turns to go but pauses and looks back at you, ”Oh, and don’t try anything funny. We got quite a few precautions in place. The first you may realize is the Silence on you.” The two guards holding onto your arms reaffirm their grip on you, a sharp pain accompanying their tighter grip.
Moving outside you see the streets of your home, a few people have stopped to watch as you are dragged to a small carriage, others hurry along not wanting to be involved in anyway. Taking in the scene sparks a small bit of nostalgia, or perhaps hatred for the Empire and the predicament you find yourself in. Just as abruptly as you were grabbed you are suddenly thrown into the carriage, none too gently. The carriage has a musky smell, somehow familiar yet foreign to the senses. The door slams behind you and all light is cut off.
A voice drills into your head, nagging incessantly at the back of your mind, ”Wake… company… lonely… punched a guard…. wake….. WAKE up Opening your eyes everything is a blur, the ceiling keeps going in and out of focus, the stonework shimmering, never quite settling down. ”Oh goody, you are finally awake. Now you can keep me company.” Your bones ache as if from working nonstop hard labor for a week straight. A little gnome jumps on top of you eliciting a sharp pain resonating throughout your body.