Barmaid

Velix Okah's page

Organized Play Member. 42 posts (61 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.



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Space Crimes wrote:

I use a variant of xp with much smaller numbers. It takes 15-20 points to level up. The group gets 1 point for overcoming small problems, the kind that can be solved with 1 or 2 skill checks, or a trivial fight. 2 points for an average encounter that shouldn't seriously endanger anyone in the party. 3 points for a particularly dangerous or climactic fight. Bonus points for defeating an encounter in a particularly creative way or for completing a goal set in advance by the players with me like "we want to own a boat/tower/guild!"

I like it because it's less arbitrary than GM whim but the calculations are easy. Players see the next level approach in a consistant, reasonable way. I never really had a problem with players picking inappropriately easy fights to collect the rewards but I suppose it would discourage that.

I like this. A lot.

In fact, I think I'm going to ask my players about this next session.


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6. Bob the Human Fighter
This is not his first time old Bob has gotten his +1 longsword soiled, and it won't be the last. Or will it?

He's been fighting goblins for a few years, along with his friends, a cleric, wizard, and rogue.

He uses a longsword, a heavy shield, full plate armor, and his feats are geared towards hitting things. He doesn't really talk much.


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Back in 3.5, I had a guy.

He created his own homebrew ghost slayer class that I didn't really look over, but when I did, I noticed how awfully overpowered it was (Had an ability that effectiely gave double Fighter BAB).

He insisted on dual wielding bastard swords, and always showing his "true face" to the enemies before battle (3.5 angel ability).

Despite this, he was never able to do anything, ever. He never participated in combat other than "showing his face", as it was "beneath him", and didn't talk to any humans because they were filthy.

I tried catering to his hate of ghosts by introducing a ghost dungeon, but he dumped wisdom, so he never actually overcame his fear of them, despite training for it for the past 6 levels.

It was really funny, now that I look back on it.


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Jiggy wrote:
Darksol the Painbringer wrote:
Scavion wrote:
Falchions rock.
But Nodachis are better.
Falchion dice are less likely to roll off the table. ;)

Falchion dice are also more likely to crit you IRL.

Especially if you have a habit of being barefoot.


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Rogue with Major Magic talent, select the Unseen Servant.
Have the servant carry a cloak around that always blocks where you are sneaking.

RAW for stealth, you get full cover, and you're undetectable.

Gnome/Halfling barbarians.

Getting one level of Divinist Wizard (Scryer) and one level of fighter. You can prestige into arcane knight by third level.

Fighter who specializes in using a whip. There are LOADS of cool feats for it.