The phone stuffs fine and occasional funny I have had GMs type about Mysterious cloaked strangers who "stick at a fart table" letting the shadows surround them. To your question I like rp a bit more than combat. But tend to like a decent challenging fight at least once every two games in the early levels. High level I start to like fighting less because it starts to take hours per fight. I am leaning toward a redeemed monster following your reskin rules from the Brotherhood of Redemption seeking out to help his fellows. Oh right two things I don't really like are rolling hp and crit success-fail tables.
On the possibility it will be allowed here is the reroll.
Original roll
Withdrawing cause the dice gods hate me.
Hey this is a town that could legitimately stop high level adventures from robbing stores. That means its near stuff and dangers people that strong can deal with and prosper from. I will be a little metagamey in if someone rolls a knowledge and you say you get no information, I am running away. Quick questions on Traits/Drawbacks, Mundane/Magical crafting and leadership. Pretty sure it would be 2/no/maybe/no/no and I am fine with that but no point in not asking.
As someone who missed out on the early days of tabletop playing home games of earlier editions sounds great. I am reading the guide now and feel like it would be a blast to play in I can imagine casting that web spell and having to humbly apologize to the various inconvenienced citizens as they shout and curse rather than run away. I have d20pro from a different homebrew game. On Saturdays I would be available every other Saturday 6:30pm est earliest 7pm would be best. I would be free all day the other Saturdays. Though in favor of honesty if it does look like I am about to die I will ask for 5 minutes to go over my character sheet looking for that one forgotten bonus that will save me.
Oh man a world where I can have healing spells and not have to deal with all the subsequent complaining over healing. Count me in. World Weariness?:
Quick question how would alchemy (not potions) and Heal skill checks healing connect with World Weariness. Class wise I would go with Bourous Redvein a Drecna Oracle or Witch. Backstory:
Bourous Redvein was thankful to be born as a mighty Utenvar Drecna. Born on a border town split by the countries within. (I am thinking of it as dead center on a map where all three kinds or Dracna live) Weaned on the brave tales of his forebearers it took many years before he realized the glory of the past no longer shone on the Utenvar. In the lands his people ruled totally (The lands around the fortress)they held absolute authority. But the town he lived in as a child the other Drecna of the city still treated him and his poorly. Over time He grew older but not as strong as the rest of his people no matter how hard he trained with his families old (Traditional Drecna weapon?) He turned to the arcane and divine arts to bolster his strength (side note how do the Drecna see magic) He eventually gained a position as an acolyte of Arrosh. This did not aid his streanth as divine magics never meshed with his abilities. Eventually he stepped on darker paths (need to talk with you about that more) And the powers awoke in him even and his body weakened further. Searching ancient tales records he became obsessed with the stories of Keldradt and the endless vitality the land possessed he began to dream of seizing it for himself. Spending all his meager wealth he set out and just barely made it before finding his coin runout. He needed to find work while direct fighting was difficult for him finding and working in a decent team would allow him the time he needed to slowly pull up the lands secrets. That story took a darker turn than expected.
The problem is that the Core rule book FAQ contradicts itself here. faq wrote:
Which says that you treat effects as if the class was singular. and herefaq wrote:
I don't know just pointing out the timing of the rulings.
No you can't Faq Cleave: Can I use this feat or Great Cleave to cleave to or from an image created by a mirror image spell?
posted February 2012
Late Night, Wealday, 2 Pharast, 4710
Fren will cart the bodies to Potbelly's corpse and dig them graves spending the night praying and giving them a small funeral as promised. First Light, Oathday, 3 Pharast, 4710
perception: 1d20 + 9 ⇒ (6) + 9 = 15
Fren will accept breakfast with the others and the rations from Svetlana barely speaking to anyone. He will answer any questions as simply as possible while keeping his brow furred and mumbling to himself. Could I have done more for those two. Should I have done more though they were given a choice and a chance at living. But we promised them a chance and they didn't take it. These and similar thoughts chasing there way through his head. Sorry about posting so slowly
Sticking with Clap-trap but changing to Artificer/Gunslinger Mechanist third party archetype. Please tell me if this is ok.
Hello Gm Wolf
18,16,15,13,12,12 Edit: Looked through the recruitment. Str 13, Dex 15, Con 12, Int 16, Wis 18, Cha 12 So an Artificer/Cleric. Also can I play using Gobo Horde's idea of a CL4P-TP's adding a few Rp of things. CL4P-TP's: CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion. Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot. Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there...
Standard Racial Traits Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Defence racial Traits
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects. Feat and Skill Racial Traits
Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot. Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted. Senses Racial Traits
_________________________________________________________ Favoured Class Options
. Race Points: CL4P-TP Constructed: 2rp
I rolled in the other thread sorry. I was thinking of making a dervish dance paladin of Sarenrae. The hook is that he uses nets in his off hand to entangle. So three questions 1. Would the net rope count as a weapon when using dervish dance. 2. If I was holding the net would it be damaged under sundering rules ie. CMB vs CMD or could they just slash it. 3. If I am enlarged and holding the rope will it remain large size.
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