Sometimes the dice roller seems to hate a character. For instance, I have a rogue that has failed nearly every pivotal perception for traps or disable device roll he has made over almost three real life years of play In Mummy's Mask where that is really bad. Then I have a dwarf in another game that has rolled three confirmed critical strikes in a row.
It looks like many roles are taken and I was eyeing ranger so here are some new concepts.
tactically, shouldn't everyone who can attack this round do so? Otherwise you are giving it another round of free attacks and we are low level characters. It better get damage on it quick or this will be a TPK.
Or are you guys thinking make the rogue hard to hit and give Yantri enough time to put a couple of bullets into the ghoul?
So the character wouldn’t get the bonus of +1/2 her rogue level to Perception, but thug doesn’t lose Perception right? Thug does lose the ability to find magic traps, but could find mechanical ones with Perception correct?
If some one else spots a magical trap can a thug remove it?
I have a rogue/ranger who can’t roll over a 4 in the past several traps he has come across in Mummy’s Mask. Either he completely misses it or REALLY finds it then detonates it in his face. The last one was he tried to “disable device” the greater earth elemental he mistook for a magical trap in the tower they are clearing. Some of the best moments of the game and all the other characters are comically gun shy when the rogue declares the path clear or says, “Hold my ale. I got this! I have a +17 to Disable and it’s a DC 18 to remove. What can happen?!” — 1d20+17=(1)+18 again. Always fail on natural one. It has made it fun, but it’s been almost fatally so. Luckily the party Barbarian is an Invulnerable archetype and DR has saved him a few times when he takes point.
Here are tonight’s actual excerpts:
Dm: “Dwalindor, you're persuaded that Tariq might - might - be telling the truth.
But you have to decide who's most expendable to send up there in case they've all been fooled; it's certainly happened before.”
Barbarian Dwalinor: “Shad? Maybe you should sneak up there and see if it is really dangerous. Right?” Dwalindor calls out to the wizard, totally convinced Tariq and Noonan have gone mad.
Sheridan you are right. You give up Trap Finding for Frightening.
Here it was:
Some criminals steal with finesse, their victims only discovering the crime when the rogue is long gone and the coin already spent. A thug, on the other hand, cares nothing for finesse. Through both threat and violence, the thug gets what she wants by the promise of force, and has no problem making good on that promise as needed.
Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
This ability replaces trapfinding.
Okay, as it is right now we don’t have a character submission that can spot or remove magical and non-magical traps yet. Trap Sense is a bonus to Perception, but Sheridan’s current build shows NO Perception skill. Is that by design? Or just an oversight? Because you have put a point in Disable, but if you can’t perceive it you can’t disarm it. Like a minesweeping technician with no detector. See what I’m saying?
I think if you waited to put a point in appraise next level and put that point in Perception you would make the character more vital for selection and increase your survivability and maybe the entire party’s survival.
I totally like the character I’m only saying something because it’s either a typo and you already have Perception it’s just not in the stat block or maybe? Not trying to be a butt =).
And we do not have a frontliner submission unless I am missing something. SgtDrill I am guessing Mesmer is a grapple and submit type, but can he realistically be a front line striker in a few levels? I like the Nacho Libre Vibe with a dash of Don Quixote for flavor by the way!
Tevforshort, are you going to be a melee or ranged based character?
Yantri reads like a sneaky sniper type. I like your story too. I actually haven’t played Pathfinder with guns yet.
Kane is a tough wizard with a freaking battle axe that speaks languages! I hope I get to see how you play it!
Mine is a straight cleric with combat and healing domains, you won’t get to find out the fluffy bit about his name unless he is selected ;).
I would like to respectfully suggest that I think most PbP go better with five players for a couple of reasons.
First being people always disappear, sometimes with a “sorry (insert RL drama here) or they are simply abducted by aliens and never heard from again. Party’s of three are almost always unbalanced. Things stagnate for 3-4 weeks looking for a replacement, sometimes it is hard to slip in a new character and you loose dynamic and the game dies. Party’s of four continue to operate through those times.
More players means more posts. More posts means more interest and more momentum. People hit refresh and see a post it is the best intermittent reinforcement to stay with the game.
More minds mean more ideas and ways to overcome challenges.
I think the larger parties allow players to have characters like bards which really need other supporting classes or a group of less traveled classes/archetype combinations. A party of three really can’t afford a Mite Paladin, but a Party of five might and have fun with it.
PbP by nature has to be somewhat story driven and since there is so much time between posts character driven interparty interaction can actually make it more colorful and sometimes easier for the DM.
Again, I don’t know the module or your style yet, but just offering my thoughts from several years of experience on these boards.
Okay, I don’t want to bleed into the oracles party role, so how about someone who helps stop bleeding all together?!
How about a cleric?:
Human cleric of Ragathiel 1
NG Medium humanoid (human)
Init +2; Senses Perception +7
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4
Speed 30 ft.
Melee bastard sword +2 (1d10+2/19-20) or
cestus +2 (1d4+2/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks revenge/vengeance variant channeling 4/day (DC 11, 1d6 plus 1 channel bonus)
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day—inspiring word (1 round), rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +3)
1st—bless, divine favor[D], shield of faith
0 (at will)—detect magic, guidance, light
D Domain spell; Domains Healing, Nobility (Martyr[APG] subdomain)
Str 15, Dex 14, Con 12, Int 12, Wis 14, Cha 13
Base Atk +0; CMB +2; CMD 14
Feats Combat Casting, Selective Channeling
Traits armor expert, eyes and ears of the city
Skills Diplomacy +5, Perception +7, Sense Motive +6, Spellcraft +5
Languages Celestial, Common
Combat Gear oil; Other Gear lamellar (leather) armor[UC], bastard sword, cestus[APG], light crossbow, backpack, bedroll, belt pouch, brush, shaving (0.1 lb), candle (10), cup, shaving (0.2 lb), flint and steel, holy text[UE], ink, inkpen, mess kit[UE], mirror, parchment (2), sack, shaving powder (one shave) (0.01 lb) (50), soap, spell component pouch, straight razor (0.2 lb), torch (5), trail rations (5), waterskin, whetstone, wooden holy symbol
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Martyr)
Combat Casting +4 to Concentration checks to cast while on the defensive.
Inspiring Word (5/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 1 rds.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Revenge/Vengeance Variant Channeling (±1 Sacred) Standard channel/attack penalty
Revenge/Vengeance Variant Channeling 1d6 plus 1 channel bonus (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.
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I am working on a name, but he is a cleric who follows Ragathiel. I figure a party could always use healing and battle buffs. He is sturdily built with a bastard sword on his back and a winged bastard sword holy symbol proudly displayed on his neck.
His face appears calm though there is a touch of too much knowledge in his eyes. Around town he can be seen engrossed in a well worn an bookmarked tome his brow furrowed as his finger follows the text intently.
Dang thing ate half my post so the quick version
Number of current PbP campaigns
Knowledge of this module
I would like to introduce the town butcher (unless there is already a featured one in the adventure).
Sven the Butcher:
Sven the Butcher
Human barbarian 1
CG Medium humanoid (human)
Init +1; Senses Perception +5
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +1
Speed 40 ft.
Melee butcher knife +4 (1d4+3/18-20) or
meat cleaver +4 (1d6+3/19-20)
Special Attacks rage (6 rounds/day)
Str 17, Dex 13, Con 14, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Quick Draw
Traits armor expert, suspicious
Skills Acrobatics +4 (+8 to jump), Knowledge (nature) +5, Perception +5, Sense Motive +6, Survival +5
Languages Common, Sylvan
SQ fast movement
Combat Gear oil (5); Other Gear chain shirt, darkwood heavy wooden shield, butcher knife, meat cleaver, backpack, bedroll, belt pouch, candle (2), chalk, fishhook (2), flint and steel, hemp rope (50 ft.), mug/tankard, piton (4), sack (2), sewing needle, signal whistle, string or twine[APG], thread (50 ft.), tindertwig (4), torch (2), trail rations (7), waterskin, whetstone, 2 gp, 5 sp
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
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Sven isn’t native to the area, but moved into Sandpoint about ten years ago and set up his shop “Sven’s Meats and Sausagewerks”. He doesn’t speak about his past other than happy memories growing up and about profession related topics. However, a black round wooden shield hangs prominently on the wall in his shop and Sven doesn’t deny he had some military experience in the past.
The burly middle aged man wears an old blackened chain shirt under his coveralls and aprons. Sven claimed he wears it for safety when cutting meat and breaking down carcasses when asked by a well known customer some years back. The jovial man is said to keep a backpack loaded up with provisions behind the counter. Many write it off to his world view quoting on of the butcher’s sayings like, “One should always be prepared, you never know what life will bring” mimicking his thick Norther accent.
Attached to his belt are a wickedly sharp butcher knife and a stout well worn meat cleaver.
Rumors about Sven include that he is a deserter of some foreign army, but others dismiss this notion noting he wouldn’t display a shield to advertise himself.
Others tell stories about the last time the town was attacked. They saw Sven bashing foes with his black shield with ease while hewing them with his meat cleaver. No one doubts this account, but half jokingly hope he scrubbed and boiled his tool after the attack.
Despite being a successful business man with a useful skill Sven is a bachelor. Many speculations in town revolve around this. No two are the same.
Those from the town know Sven sells good quality products at fair, but not cheap, prices. He is known to give good prices and generous cuts to those struggling to make ends meet, the elderly, and he keeps a rasher of bacon around that he often treats young kids to a bit of for visiting his shop.