Island Defender

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Organized Play Member. 135 posts (1,197 including aliases). No reviews. No lists. No wishlists. 14 aliases.


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Congrats Helix, that was quite the submission. Awesome job.


First things first, there's actually a section on the forums that is all about discussing these types of things here. Go check it out and see if there's more there that you are interested to learn about with this process. If it's not already there, go ahead and create a thread.

Second, I would recommend starting with Doomed Heroe's Guide to PBP. It has much of the information you are asking about as well as some of the information that you don't know to ask about yet.

Finally, once you get kind of comfortable with the idea of PBP, and know what you want from it, come back to the Recruitment section and look for a game that interests you. This is very important as PBP games take much longer than IRL games, so you need interest in order to make it through such a game. Go in and apply, making sure to read through thoroughly what the GM is asking you to do for your application.

It can be a lot of work to apply, and sometimes it takes several applications before you get accepted, but if you keep trying, you'll get there eventually and it is definitely worth it.


Hmmm, super interesting. It sounds like on this one only a minimal background is needed, you just need the build, correct?


I've been thinking about it, yeah I'm interested. We're not actually ready for recruitment yet, correct?


Congratulations!!


This is a great place to start.

After that come back to the recruitment section and look for games that interest you. Read the GM's opening post and try to decide if you'd like playing in a game like the one their running (I cannot stress this enough. Don't just jump into any game, especially as you start, because it might not be a good fit for you). If it is interesting and you've got a great idea for a character, then apply! Each game has different application requirements, so make sure to read over what your potential GM has asked for. Some of the most frequent recruitment types:

-First come first served. Jump in there and express your interest and you're in.

-Private Recruitment. Unless you know these people or have some kind of invitation, well, you're just not likely to be able to join. If you're REALLY interested though, it doesn't hurt to ask. Just don't go around doing it too much.

-Build a character and submit. Build out a character (again look at what your GM wants, some only want the concept, others want everything from crunch on down to future plans, background, personality and description), and post their information in the thread. Make sure you read what your GM has said before, nothing says "just ignore me," like someone who ignores everything their GM wrote.

The latter is a the hardest and sometimes most frustrating type of recruitment. Competition is often extensive and it's always hard on you when you find out you didn't get selected, but it can often lead to a great roleplaying opportunity.

One last thing that I will say, is only join the games that you are willing to put in the time commitment for. One nights worth of face to face gaming can take a few months on the boards, so you are in for a huge commitment if you join an AP. Be prepared for that.

Edit: I started writing this before Keante posted. I know we covered a lot of the same ground, but that's what happens sometimes. I'm not going to go through and edit my post, just put this here at the end.


Answers:
GM Taliesin wrote:
What does her elven heritage give her that a human upbringing would not? And now that Heverly has achieved her vengeance on those that burned her, what is driving her?

Mostly, her elven heritage gives Heverly a long-lived and patient quality that humans lack over all. While she is somewhat erratic and fickle, it is only in comparison to her elven people.

As for revenge, she still has high ambitions, which she mostly put on hold to achieve revenge. She'd still like some more revenge on Talingarde, particularly for those who are responsible for the change of rulership and Asmodeus' downfall. But in addition to that, Heverly seeks power and will do what she can to find it.


Here is my submission: Heverly. I will be adding some more stuff, but it's all extra so I figured I'd post now.


Yep, still here, just waiting. :)


While we're all asking questions;

1) Would you allow for a reskinned Aasimar, as Elf instead of human descended? It doesn't change any stats or skills, she'd just be more elf-like.

2) For a deaf cursed Oracle, would you be fine with a rank in linguistics to read lips?


1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (1) + 7 = 8


Here is Layoki, my submission.


Health: 3d8 + 1d10 ⇒ (4, 3, 8) + (10) = 25

Okay, here's my submission for Havelyn:

Crunch:
Name: Thomas Havelyn
Race: Human
Class: Cleric 5/Antipaladin 2
Gender: Male
Size: 6' 2" 200 lbs
Age: 50
Alignment: LE
Deity: Asmodeus
Language: Common

Str: 14
Dex: 12
Con: 14
Int: 10
Wis: 18
Cha: 16

Stats
Senses Perception +8;
Speed 20 ft; HP 45/45

Defenses
AC 23, touch 11, flat-footed 22 (+1 Dex, +10 Armor, +2 Shield)(28/16/27 vs subject of Smite Good)
CMD 18
Fort +10, Ref +5, Will +12 (+2 vs emotion and fear effects)

Offense & Weapons
Melee MW Longsword +8 (1d8+2/19-20);
MW Dagger +8 (1d4+2/19-20)
Ranged MW Dagger +7 (1d4+2/19-20/10')
Special Attacks Touch of Corruption, Fire Bolt, Channel Negative Energy
CMB +7

Domain Spells
1st Burning Hands, Command
2nd Align Weapon (Evil Only), Produce Flame
3rd Fireball, Suggestion

Spells Prepared
Concentration +9
0-Level (DC 14): Bleed, Detect Magic, Enhanced Diplomacy, Spark
1st (DC 15): Bless, Command, Doom, Magic Weapon, Summon Monster I
2nd (DC 16): Build Trust, Bull's Strength, Hold Person, Produce Flame
3rd (DC 17): Bestow Curse, Suggestion, Vision of Hell

Feats
•Selective Channeling
•Channel Smite
•Improved Channel

Traits
•Noble
•Disillusioned

Racial Traits
•Bonus Feat
•Skilled

Skills
•Bluff (1 Rank, +3 Cha, +3 Class)
•Diplomacy +10 (3 Ranks, +4 Wis, +3 Class)
•Intimidate +8 (2 Ranks, +3 Cha, +3 Class)
•Knowledge (Nobility) +6 (2 Ranks, +0 Int, +3 Class, +1 Trait)
•Knowledge (Religion) +7 (4 Ranks, +0 int, +3 Class)
•Perception +8 (4 Ranks, +4 Wis)
•Sense Motive +12 (4 Ranks, +4 Wis, +3 Class, +1 Trait)

ACP: -6

Gear

Combat Gear
•+1 Dastard Full Plate
•MW Heavy Shield
•MW Longsword
•MW Dagger

Other Gear
•Headband of Alluring Charisma
•A Leatherbound Book

Wealth: 900 gp

Special Abilities

Aura (Lawful Evil): A Cleric has a particularly powerful aura corresponding to the deity’s alignment.

Aura of Evil: The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

Detect Good: At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good: Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability.

Channel Energy (3d6 / DC 17 / 6/day) : An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. Creatures that take damage from channeled energy receive a Will save to halve the damage. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Spontaneous Casting: An evil cleric can channel stored spell energy into harming spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (a inflict spell is any spell with "inflict" in its name).

Domain (Fire): A cleric chooses two domains from among those belonging to her deity. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot.

Domain (Evil [Devil]): A cleric chooses two domains from among those belonging to her deity. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot.

Hell's Corruption (2 Rounds / 7/day): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result.

Fire Bolt (1d6+2 / 7/day): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire.

Unholy Resilience: An antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Touch of Corruption (1d6 / 4/day): An antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. As a touch attack, an antipaladin can cause damage to his target. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, an antipaladin can use this power to heal undead creatures. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature.

I built him as a Cleric with the Devil and Fire Domains, with Antipaladin Gestalt at 1st and 5th. I figured Devil would fit really well with the Faustian bargain that was suggested might be available to him. I see him as having truly converted, as he watched Balentyne break and was filled with an unexpected sense of pleasure over the destruction of those hypocrites. Then as they leave on Tiadora's barge, he prayed to his new master and was filled with divine power. I've been thinking about having him take on a new name as part of this process. Mathwyn Pyre (Mathwyn being a combination of his first name reversed--Thom--and Bronwyn).

I see him having been drawn to the divine magic of Asmodeus as a subconscious desire to be the one to perform the resurrection magic should Asmodeus see fit to return Bronwyn's body once Havelyn has proven himself.

I built him so that his Knowledge (Nobility), (Religion) and Sense Motive were strong to go with his background and the groups interactions so far (how else could he have seen through Soren's skilled lies). I eventually intend to build up his bluff, but he showed before that he's not great at that yet, so I started him with just the one rank.


Congratulations and good luck all.


I was planning on a cleric with the devil and fire domains, but I did want to look over his interactions with the group a bit before I mad a decision as to how to build him. My goal would be to make the transfer as seamless RP wise as possible.


Application:
1) Ferretal, the Elf Barbarian. He's a chaotic good elf, originally from the Mwangi Expanse, the Ekujae elves who live there. He was captured and taken in as a slave when he was fairly young. Traded hands several times, but was eventually bought by a monster hunter. Served as bait and other dangerous or hard jobs under Gallma. Till one day, while hunting the Sandpoint Devil Gallma was killed. Ferretal decided to take the over the job for him. Now he's in Sandpoint hunting for the Sandpoint Devil to finish off what had killed his master. He feels if he can kill that creature, he'll have really earned his freedom. They have not been in Sandpoint long, Gallma was only making his first forrays into finding the creature, which is why he was unprepared.

Character will be a Front line warrior/Tank. Decent (though not great) AC with a large HP pool, and ready to do a lot of damage. Out of combat, Ferretal will be pretty bad at it. Most of his interactions with people who are not the Ekujae have been bad (master/slave). He has only a little loyalty to Gallma as the master that treated him best (still not great). His best out of combat contributions will be in tracking and survival type things, though he can help with a few (really low) knowledge skills (Dungeoneering, Local, History). His character arc will definitely be learning to trust his new companions and getting to actually be a part of the group. I don't have a specific plan yet for him mechanically as we move along.

2) GMT -7, I usually post more in the mornings, before noon my time. Though, I will sometimes post later in the day depending on schedule.

3) I've played several PBP games. I did have to drop out due to a major life change a few years back, but I'm finding time for it again and excited to come back. I am currently in 1 game, a Legacy of Fire game.

Crunch/Narrative Background:

Still working on finishing the details, but from what I've read this should be more than enough for the application to be complete. Happy to do more if you need it.

Name: Ferretal
Race: Elf
Class: Unchained Barbarian
Gender: Male
Size: 5' 7" 130 lbs
Age: 134
Alignment: CG
Deity: None
Language: Common, Elven, Sylvan

Str: 16
Dex: 14
Con: 12
Int: 12
Wis: 13
Cha: 10

Stats:
Init +4;
Senses Perception +6; Low-light Vision
Speed 31/41 ft; HP 13/13 (15/15 While Raging)

Defenses:
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 Armor) (15/10/15 While Raging)
CMD 16
Fort +4, Ref +2, Will +1 (+3 while Raging)

Offense & Weapons:
Melee Warhammer +4 (1d8+3/x3) [+6 (1d8+5/x3) While Raging];
Ranged +3
Special Attacks Power Attack
CMB +4

Feats:
•(B)Run
•Power Attack

Traits:
•Monster Hunter
•Life of Toil
•Frontier-Forged

Drawback: Xenophobic

Racial Traits:
•Fleet-Footed
•Low-light Vision
•Desert Runner

Skills:
•Diplomacy (-2 against creatures of a different race or culture)
•Knowledge (Dungeoneering) +2 (1 Rank, +1 Int)
•Knowledge (Local) +2 (1 Rank, +1 Int)
•Perception +6 (1 Rank, +1 Wis, +3 Class, +1 Trait)
•Sense Motive (-2 against creatures of a different race or culture)
•Stealth -2 (1 Rank, +2 Dex, -5 ACP)
•Survival +5 (1 Rank, +1 Wis, +3 Class)(+1 to get along in the Wild)

Background Skills
•Handle Animal +4 (1 Rank, +0 Cha, +3 Class)
•Knowledge (History) +2 (1 Rank, +1 Int)

-5 ACP

Gear:
Combat Gear
•Scale Mail (30 lbs)
•Buckler (5 lbs)
•Warhammer (5 lbs)

Other Gear

Wealth: 38 gp

Special Abilities:
Fast Movement A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.

Rage (5 Rounds/Day) A barbarian can enter a rage as a free action. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Background:
Ferratal looked across the bare patch of earth from the edge of the jungle, where he lay hidden, towards the solid white constructions of the Aspis Consortium. On other days, he'd wondered long on why these men would build ovens to live in, but today there were no thoughts beyond the raid. The first he'd been aloud to accompany. He noted two guards leaning against one of the buildings and two others walking through the center. Ferratal stepped back. He crawled through the brush, making only a few rustlings. When he was far enough back, he stood and run the remaining quarter mile to where Marenya stood.

"Four visible. Two patroling, two stationary."

Marenya nodded at the report. She quickly pointed and motioned to several of the other elves. They split off and disappeared into the thick growth of the jungle. Six remained, including Ferratal and Marenya. Marenya looked at each of the others in turn. They each responded to the wordless question with a bare nod. Finally Marenya turned to Ferratal, "Stay hidden. Watch." Ferratal nodded. He had been lectured long on this and knew how important Marenya found it. Ekujae began their training as scouts. If he did well, he may be alowed to progress to warrior, but seeing comes first.

They slowly crept back to the edge of the cleared area. Ferratal stayed and watched as the others slowly made their way into the compound as previously planned. Things seemed fine at first. Ferratal watched in awe as one guard then another fell with no alert being called. That was when he saw the troop sneaking out a door and around one of the buildings behind Marenya's group. To Ferratal's growing horror, Marenya did not see the guards.

Ferratal stood and yelled, "Behind you!" He had not realized he'd decided to join the fight until he was halfway across the field with a branch in hand. Ferratal threw the stick aside and pulled his belt knife out.

He yelled, and let that yell propel him forward. He could see other Ekujae charging towards him, though in this battle haze he couldn't distinguish who. Ferratal was faster. He clashed with the men of the Aspis Consortium and found himself quickly outmatched. A sharp pain in his wrist. A dagger thudding to the dirt. More yelling. More men. Ferratal felt his mind grow dim as he swung out wildly.

Though he could not follow how it had all happened, Ferratal found himslef shepherded into one of the buildings, bruised, bleeding and confused. The heat that assaulted Ferratal did not help and he nearly passed out--he guessed it would probably be the second or third time. The men carried him a little farther then threw him to the ground. Ferratal heard a clang and snap. He tried to stand up, but hit his head on the cold iron bars above him. The sounds of fighting and the light through the windows began to swirl and fade again. One thought swirled with his head, A cage. . . .

**********

To be finished


I looked at the campaign in question and it seems like it's an interesting idea. I'd be willing to give it a go.


I looked at the gameplay thread and will be kind of looking over it a bit more, but with most of it being in Discord, it's hard to say what characters you've got now. Is it Ileosa, Ella and Godfrey that are left? Just trying to figure out what would be a good balance in this group.

Edited to add Dice Roll as per Recruitment Post
4d6 - 3 ⇒ (6, 3, 5, 5) - 3 = 16
4d6 - 1 ⇒ (1, 6, 2, 1) - 1 = 9
4d6 - 3 ⇒ (3, 4, 3, 3) - 3 = 10
4d6 - 1 ⇒ (5, 4, 1, 4) - 1 = 13
4d6 - 1 ⇒ (4, 1, 4, 4) - 1 = 12
4d6 - 1 ⇒ (5, 2, 3, 1) - 1 = 10
4d6 - 1 ⇒ (3, 1, 2, 1) - 1 = 6


I'm right about there with you dragoncat. I'm almost there, but gotta go to bed now it work will be miserable tomorrow.


GMT-7 here

I've pretty much narrowed down to a Transmutation Specialist Wizard, I'm looking at a sylph for flavor, if that's alright with you Montgomery, I kinda love the djinn descended idea in this setting, Probably going with Reclaiming Your Roots type background.


1 person marked this as a favorite.

I'm looking at a wizard, though I'm still trying to figure out the full details for them. I'll be taking some time today to figure that out, though I will say I probably won't post much more today.

BTW: to all those celebrating today, Happy Thanksgiving! And to those who aren't, have a great day anyway.


GM Sapphire Fox wrote:
go ahead and count me out, I'd have to rework too much on characters, my apologies

Well if that opens up a a spot, I think I'd be interested.


I'm going to drop out of this one. Thanks for the opportunity though.


Dot. I'm finding out about a couple recruitments in the next couple days and may apply if those don't go through, but I want to see the results on those first so I don't end up in too many campaigns at once.


Here's the crunch on that monk, I'm working on the background, personality, etc. Hope to have that up tomorrow but it might be on Tuesday.


Gold for a monk: 1d6 ⇒ 4X10=40


Great. Thanks.

4d6 - 2 ⇒ (3, 5, 2, 3) - 2 = 11
4d6 - 2 ⇒ (2, 5, 6, 4) - 2 = 15
4d6 - 1 ⇒ (6, 4, 4, 1) - 1 = 14
4d6 - 2 ⇒ (5, 2, 4, 2) - 2 = 11
4d6 - 1 ⇒ (2, 3, 1, 5) - 1 = 10
4d6 - 1 ⇒ (3, 3, 1, 4) - 1 = 10
4d6 - 3 ⇒ (5, 3, 4, 3) - 3 = 12

Much better. I can deal with something like that.


Alright, let's get going for this!

4d6 - 1 ⇒ (1, 4, 4, 5) - 1 = 13
4d6 - 1 ⇒ (3, 1, 1, 2) - 1 = 6
4d6 - 1 ⇒ (2, 1, 2, 1) - 1 = 5
4d6 - 2 ⇒ (5, 2, 3, 4) - 2 = 12
4d6 - 1 ⇒ (3, 5, 1, 4) - 1 = 12
4d6 - 3 ⇒ (3, 3, 3, 3) - 3 = 9
4d6 - 1 ⇒ (1, 2, 6, 3) - 1 = 11

. . . That's something like a 1 point buy (not exactly sure how the 6 counts). Any chance on a reroll for that? If not, that's fine, I'll just take the 15 pt buy.


Two questions:

1) How do you want us to handle HP after first?

2) I'm considering a Magus (Bladebound), but the intelligent item can cause quite a bit of work for the GM, so I wanted to run it by you first. Would that be alright?


I'm still interested as a player. In fact this is one of those games I've really wanted to play for a long time.


Deaths Adorable Apprentice wrote:

I have a few games where the posting rate is inconsistent. It does cause lag with the players since they check on that game less. But so long as the player knows what they are getting into it should be fine. I have been lucky in a few instances and the inconsistent GMs let people know, or the players let us know. Though there have been a few vanishings.

You have to plan for the game to go slowly then. If you know in advance when you will be unable to post let your players know that for the next few days you will not be posting. And should you know times where you will be free then let them know as well.

+1

As long as you are clear about the fact that it'll be a game with sporadic posting, it should be fine. I'm part of another game that everyone posts maybe once to twice a week, and while it's very slow moving, we're all enjoying it.

As for AP, I'd say run one you care about. If you don't care about it, it can be hard to get the motivation to come back to it when you do have the time.


DM-Salsa wrote:
. . . getting ready to post who's in, :(

Now I'm "sweeting."

Ugh. That was bad. . .


Good luck everyone (Especially Salsa). Looks like no matter what it'll be a great group.


May I suggest Lu Ke Tiandi: it would have a double meaning. In Mandarin it is made up of the words "traveler" and "world" or "earth" respectively--though not by any means a good translation of a "world traveler"--then in the version of Tien I'd mentioned I wanted to create, it'd mean something to the effect of "home-like resting place for the weary." More directly "world heavy home rest"


Lettu "Wings" Kan wrote:
DM-Salsa wrote:
Lettu "Wings" Kan Tengu Rogue (Unchained, Swordmaster) (Needs to add Gm Questions to Profile)
Hi Salsa! What questions am I missing? The personal ones I sent by PM here on the forums, and the others are on the profile... I apologize, am I missing something?

I hope this answers your question:

DM-Salsa wrote:
I know some of you sent me a PM with the answers to the GM questions. If you would, make sure that those are in the same place as the rest of your submission. Thanks!


Rochiipu is pretty much done. Because I'm crazy, I'm going to try to write a narrative background between now and Monday. I probably won't finish. Regardless, all the things you've asked for are there in her profile for now. Thanks for running this, and good luck to everyone!


Yanjieming here. I am still interested, I just have a strange compulsion to completely finish my characters before submitting. No real reason. Just happens. But since you're getting ready to send out pms, I figured I'd lighten your load a bit. I'm working on a Tengu Ranger named Rochiipu Mazhyaz, mostly just called Roach. I'm still working on her, hopefully have her ready soon.


dot


Alright, I've started building an Arctic Elf Magus (Spell Dancer). I think I'll let you roll gold for me instead of taking the average, if that's alright.


I'll see what I can put together


1d6 ⇒ 4*10=40

That's over average for monk. Sounds good to me.


2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9

That's 11 points. I'll go with the 20 point buy. I'll start building something up soon.


Dotting


@GM of the Apes: I am GMing this game IRL. Would this be a problem for you? I would of course keep all previous knowledge separate.


Just putting all the finishing touches on my character. A couple quick questions though: Could we rent or own property as per the Guide to Korvosa? Also would Lore (Monk Weapons) be appropriate?


Azih wrote:

DMU: I was listening to the Know Direction podcast that recorded the Paizocon session on Unchained rules and the designers basically said that a lot of stuff in the revised action economy is left to the DM to handle as they didn't go through and fit all the years of old rules about swift actions, full attack actions etc. onto the three act per round revised system. They really left a lot to RAI here. Any class dependant on swift actions is going to be harder to handle than the flurry :p

It's up to you. I think it might be a fun thing to try and maybe drop if it's not working out?

About the flurry:

The thing about the section of the book on page 103 is that it's talking about the old standard/chained flurry of blows rule that was mimicking TWF in a kinda convoluted way. The new unchained flurry of blows isn't handled. This is simply an extra attack at highest bonus at level 1 and another extra attack at highest bonus at level 11 when doing a full attack action. The unchained flurry rule is very clear that these are meant to stack with any extra haste attack as well as the extra attack from spending ki.

One possibilities I can see to fit the unchained flurry is the one I proposed with the second attack losing the penalty at level 1 and the third attack losing the penalty at level 11. That's the examples I put in there with haste and ki spend examples included.

But then the monk loses all the extra attacks from bab.

Another option is making flurry a two action attack that gives you 1 or 2 extra attacks based on level. The third action could be used as an extra attack at -5 or a ki point spent first to gain an extra attack at full bab.


I would like to try it out at some point, but you're right. It would take a lot of work for you. So I think it comes down to figuring out how much you want to put into it.


Oh. I completely thought it said something about, "up to your maximum number of attacks," but I tried to find the quote today and it's not there. Apparently I just inserted it myself.


Tirion Jörðhár wrote:
YanJieming wrote:

Why did they even redo Spellstrike? Before, the melee attack was a free action to replace any touch attack necessary with a spell. Why not just leave it that way?

Anyway, I've seen a summoner and rogue, but no monk. I'll see if I can put one together. I've got two questions about the monk though;

1) In the revised action economy sidebar it talks about flurry of blows with a -2. My assumption is that this is talking about standard flurry and not unchained, so the unchained monk would get an extra attack at full bab. Is this correct?

2) How would you handle the swift action ki point to gain an extra attack? Would it allow an additional attack action before 6 bab? So:
Flurry: 1 action
Spend ki: 1 action
Extra attack: 1 action

Or would it allow an extra attack as part of the swift action?
So 6th level monk;
flurry: 1 action
attack: 1 action
Spend ki and attack: 1 action

If it makes any difference, I am putting together an Unchained Monk. Just have not figured out all the nuances of it yet.

Well, I've already kind of fallen in love with the concept I've come up with, so I'll probably just finish making what I've got.

Although looking it over, I have run in to one other question:

How would you handle the second extra attack with flurry (at 11th)? It's also at full BAB (as compared to the twf version of standard monk). Would our second attack action just get one at full and one at -5? Or would our first attack get 3 attacks at full?

Not that any of these make a difference for my applying, just curious as to how you'd handle it.


Normally I like to write longer more detailed backgrounds, but I guess I could get started with what I have and go from there.

Background:
Gregor grew up on Ferron, a small planet settled for its abundant iron mines. There were enough other resources on Ferron that several starting technology companies settled there instead of having the iron shipped worlds away. With no centralized government, most settlements ended up being governed by the nearest tech or mining company. Gregor grew up near Startech Inc. and attended one of there schools. He graduated top of his class in physics and was quickly offered a job. But the day before he was supposed to start he took off on a ship headed for the Frontier. Gregor eventually began working on a ship called the Föhr, where he learned how to pilot the ship. Gregor learned quickly. While his knowledge of physics helped with that, it really came down to the fact that he was a natural.

I hope that's enough to start. I've got more in my head, but would need more time to write it all out.

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