Male Human Sorcerer 1
I have 4 kids, I understand they can be a handful. It only takes 15 minutes to post though. I juggle both pretty easy and I've got a full plate myself. Work can make it tough though, especially for GM's. Many people can't post at all from work, but even if you can manage it on break from yur phone, you often don't have the tools you need.
Male Human Sorcerer 1
When it comes to combat i like to give initiative windows, say 12 hours, for the group to take their turn. At the end of the window, anyone who hasn't acted yet is considered to be taking the full defense action and the game moves forward. Of course, you dont have to do it that way. Whatever works well for the group is the way to go
Male Human Sorcerer 1
GM_MatsuKeiji wrote: Indeed! Just hoping it may be soon, I don't want to reply in the gameplay till he does. I usually wait for everyone to post in combat before continuing. The whole game stopping to wait on one person to post is a game killer. Very few games, if any, with that style of play make it to the climax of the story. Everyone goes on hiatus from time to time. Stopping to wait for them causes it to become contagious. Eventually people lose interest. Fair warning.
Male Human Sorcerer 1
Lucky Finn McDonaugh wrote:
Ha! Ba-Zing
Male Human Sorcerer 1
Lucky Finn McDonaugh wrote:
"A lighthouse of old, though we have other notions. Not entirely unfounded, but near entirely unshared."
Male Human Sorcerer 1
GM_MatsuKeiji wrote: @Lera:"As I see it, it could go either way, see what strikes each other's fancy. But he is interesting for sure, and likely a wonderful addition to the tour" she smiled and placed a hand on Lera's leg, since it was all she could reach. I like where this is going lol
Male Human Sorcerer 1
@Lera "Perhaps after our meal you'd like to accompany me back to the festivities. The old light is but a couple blocks from town square. Quink would blow a gasket if I let you in, but I can walk you by it if you like. I'll speak with Quink in the evening. I imagine I will be to fetch you in the morning to speak with him in person, though you will have to convince him yourself of any requests".
Male Human Sorcerer 1
@Lera "Only 2 seasons, though Quink has been studying it for quite some time, he does the interesting work. I've seen fewer years so he finds me useful in fetching relics or doing preliminary investigations on other possible sites. I retrieve what I can and report back". TruStrike drinks from his cup, well pleased with Ameiko's hospitality. "Today is a day to celebrate, but I can certainly inform him of your interest. Do you have a room here at the Dragon, or are you elsewhere in town?"
Male Human Sorcerer 1
TruStrke takes the seat offered to him with a nod. "Indeed he did Ameiko, though he didn't seem too happy about it" he responds with a bit of a snicker. "and I see you've gathered a crowd worthy of your exceptional charms for the day. Who could blame them. The aroma lingering from your door could stop a war." He adds with a friendly smile. His attention shifts as he extends an arm in Lera's direction. "An archaeologist you say? They call me TruStrike, I do some study on things of old myself. What brings you to Sandpoint, the Old Light perhaps?"
Male Human Sorcerer 1
I chose Forgetful- You are easily distracted and prone to forgetting important things. Effect: Whenever you leave a location you have been at for longer than 1 hour, you must attempt a DC 10 Wisdom check. If you fail, you leave behind one random mundane item (a purse of money counts as an item). It fits my amnesia. Unfortunately I'm a sorcerer with a 10 wisdom lol, so there's a 50% chance I lose something every time I stop somewhere for an hour
Takeshi Kitano wrote:
Ditzie is way better than google images, so much that its not even the same thing @GM I'd like to submit this character. I made him for Wrath of the Righteous though so if I get picked I'll change his campaign trait to something else and ill tinker with his background a bit. If it's alright with you I'd rather wait to see if I'm picked first though. I'm in US central time zone but i'm a bit of an insomniac. I run 2 pbp, 1 in US time zone and the other in European time zone. I keep them both up pretty well and they are both high paced games. I can post frequently for sure. I dont know how long this game would span but assuming it was to go the distance, this character would go sorcerer to 12th and then arcane archer. he would still wind up getting 9th level spells
About Piccolo TaphodarianDefense:
Perception: +5
AC: 17 (+1 dex, +1 size, +4 armor, +1 shield); Touch: 12; FF: 16 CMD: 11 (+1 Dex, -1 size, +1 BAB) Saves: Fort: +2 Ref: +4 Will: +4 Hps: 15 (8+3 add +4 Con) Offense:
Init: +2
Space/Reach: 5 ft/ 5 ft Move: 20 feet Attack: BAB: +1 CMB: +0 (+1 BAB, -1 size) Favored Class:
2 rounds Bardic Performance Feats:
Simple Weapons, Longsword, rapier, sap, shortsword, shortbow, whip, Light Armor, Shields, Improved Initiative, Spell Focus (Enchantment) Trait:
Focused Mind: +2 trait bonus on concentration checks.
Mediator: Benefit(s): You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Skills:
Bluff +11 (2 rank, +3 class, +4 cha, +1 HB, +1 GoT, )
Perception +8 (2 rank, +3 Class, +1 Wis, +2 racial) Sense Motive +7 (2 rank, +3 Class, +1 wisdom, +1 HB) Stealth +9 (1 rank, +1 Dex, +3 Class, +4 size) Knowledge (Local) +8 (1 rank, +3 Class, +1 int, +2 racial trait, +1 HB) Diplomacy +12 (2 rank, +3 Class, +4 Cha, +1 HB, +1 GoT, +1 Mediator) Intimidate +10 (2 rank, +4 Cha, +3 class, +1 HB) Perform (Oratory) +9 (2 ranks, +3 Class, +4 Cha) Special Abilities Race:
•Ability Score Racial Traits: +2 Con, Cha,-2 Str.
Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on Knowledge (Local) skill. This racial trait replaces the obsessive racial trait. Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Special Abilities:
Hard Bargainer: A negotiator adds half his class level (minimum 1) on Bluff, Diplomacy, Intimidate, Knowledge (local), and Sense Motive checks. This ability replaces bardic knowledge.
Bardic Performance: 12: rounds
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Counterargument (Su) This performance acts as countersong, except a negotiator can use only Perform (act, comedy, oratory, or sing) to perform a counterargument. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Fast Talk (Su) At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator's level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 10% more or less (negotiator's choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object's perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage. Rogue Talent: Combat Trick (Improved Intiative)
Spells Memorized:
0-lvl: detect magic, sift, prestidigitation, dancing lights, read magic,
1st-lvl: (3) cure light wounds, silent image, charm person Equipment/Treasure:
Traveler's Outfit, Belt Pouch, Spell Component Pouch, Courtier's Outfits (3), Signet Ring with sapphire (150 gold), Gold Neck Chain (100 gold),
Weapons: Rapier, dagger Armor: Chain Shirt, Buckler Encumberance:
Gold: 526
Appearance:
Piccolo is tall for a gnome with a lean, athletic physique. His longer than shoulder-length hair is the color of polished platinum. His hair is much like a lion's mane. He leaves his hair mostly untouched, tying off the back in a loose pony tail. His large eyes are the color of molten gold. He dresses as extravagantly as his coin will allow. He is handsome and well-groomed. His bearing and expression project a cultured, intelligent, and friendly demeanor. Personality:
Inscrutable, yet friendly. Background:
Piccolo is the son of a businessman and an entertainer. He has wandered from place to place as gnomes are prone to do. He has spent most of his time pursuing the acquisition of coins to support his love of extravagance. |