Galenna Icethrone

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Organized Play Member. 702 posts (20,586 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 57 aliases.


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"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

I took off one thing that didn't allow a permit, but yeah, I get that there is inherent risk with all of it. Can't play the game without being a runner. :)


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Okay, good to know. I started on a profile (https://paizo.com/people/Zathena), but I haven't incorporated suggestions from above yet.

Sorry it is going slow. There's a lot to work through. :)


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Why wired? How about the reaction enhancer? Is one just better than the other?
And I was thinking about bone lacing. I don't want anything obvious, or I won't be able to keep my regular job. Just have to total everything up and see if I can afford all the things.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Hi, I'm one of Jesse's possible recruits. Shadowrun seems less crazy than Gamma World. :) Let's see if I came up with the things that you need to start a character:

Handle/Street Name: Zathena
Name: Serenity Maxwell Henderson, "Max" to her close friends
Gender: Female
Race: Elf
Legal Status: Legal citizen, has a SIN
Archetype: ? -- Is this an official thing? I can't find a list of these.
Skills: Projectile weapons, Stealth, Edged weapons
Special Abilities: Perceptive, Photographic memory?
Description: With her helmet off, the book-jacket picture of "S. Maxwell Henderson" is called to mind. A smiling elf with a white-blonde messy bob, wearing a biker jacket and standing beside a motorcycle. Middle class rebel. When on a run
Thumbnail: Citizen with a flexible-hours dayjob starts running for the experience, has since become a regular, but has to conceal her "secret identity" from her other "real" life.
Personality/Philosophy: Zathena writes urban adventure novels, and started running to get the authentic "feel" of the whole thing, but since then has become a true believer in helping the SIN-less masses and improving their lot. Her publisher knows about her running on a very general level, and would be willing to bail her out of a small legal problem, because it is just for the experience to make her novels more gritty and real, but if they knew she was an insider on something big, they would be less enthused about defending her, especially if she spouted anti-corporate philosophy in public.

Let me know if I am on the right track here. Working on the point-buy thing, but don't have it done yet.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

It is here, almost at the end:
https://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar

It is a 1d100 table of variant abilities. Some GMs allow you to roll, or roll three times and pick, or choose something that matches your character concept... or roll for you, so you don't cheat, etc.

It basically just replaces the spell-like ability once per day that Aasimars get to cast daylight. ... And I like random tables, so I was just wondering. :) Totally your call though.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Okay, going with the Serpentine bloodline. I think most decisions are made, I just have to get it all in there. The bloodline specifies that my spells can affect animals, so that seems like a good thing for a forest. I also thought the fangs thing was weird, and wonder if a background where my character isn't sure where that came from would be interesting.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Roll for second level HP (big bucks! No whammies!!)

HP: 6 + 1d6 ⇒ 6 + (4) = 10

(Plus Con bonus, so 12. Pretty darn good for a sorcerer.)

GM: Do you allow rolling for a variant aasimar ability?


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Awesome. I have read through the player's guide and am thinking an Aasimar Sorcerer, but with Scion of Humanity so she fits in as a human... still debating bloodline (verdant? rakshasha?). Have to get some sleep right now, but hopefully will have time to put together a more solid plan tomorrow.


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"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Okay... I love playing sorcerers and bards. Let me see what I can work up.


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"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Hey. Lizzie said you need someone.

Glad to fill in if needed... but let's wait and see if Gronilda's possibility pans out first. I have plenty of games, and if someone else is interested, I don't want to take their spot.

In the meantime, tell me... what kind of character do you need, and if I came on, what level would I be, and what method should I use for creation? Same as the recruitment thread, or were there any changes along the way? (You're only 7 pages in, so maybe none?)


Hey Kaz. :)

The other thing for everyone to keep in mind in this game is that things are very rarely solved by just hitting them a lot. I advise making sure any character you submit has other options besides pure combat... it is a tricksy game where we get in ethical conversations with goblins and nobody seems to be pure evil, so you have to walk a fine line where you solve the problem without murdering anyone.

It makes the game super interesting in some ways, but just try to make sure that your character isn't going to be bored if we aren't hitting things. Maybe come in with a hobby or a non-combat sidequest so you always have something to be asking about or pursuing as we go.

It could be an opportunity to do nifty things that usually get overshadowed in normal hack and slash games too... like illusion magic, mind manipulation, traps, or a high intimidate or bluff skill could really be useful in some of our situations... other ways to make things happen.


Hey Robert. Yeah, if you want to come in as Ryan, we already have an NPC that you could take over, but Grumbaki is right. Be whoever you want. Always sad to play the game as a character that you aren't invested in.

Also, just pointing out that Astella can find and disarm magical traps like a rogue, so she is already in that niche for the party. Not saying we can't have someone even more skilled of course. :)


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Huzzah!!


I needed some secret rolls too for a level zero funnel I was running which had some unusual sized dice that I didn't just have... and then since I already knew the thread I also used it for rolls in a Gamma World game where the other players aren't supposed to know these particular rolls. Thanks for making the thread. I know there are others out there, but this is the one I found this time. Hope you don't mind me posting here. :)


I was doing lows for percentiles... if you roll under the number you get it, that sort of thing, so I think you can read and write. :)


Nooooooo! Not corn stalk guy! I am so sad.


Whoops sorry, didn't realize it was only for the pure strain. :) Thanks for letting me keep it... might come in handy.

Can I just pay for the binoculars and still keep that item as well, or should I give it up and only buy things tech level III and below?


Secret (M): 1d100 ⇒ 83
Secret (P): 1d100 ⇒ 71
Secret: 2d4 ⇒ (4, 2) = 6
Secret: 4d6 ⇒ (5, 6, 2, 2) = 15


There are only four classes, so someone is going to have to double up anyway... I don't mind if you want to be an examiner too. The world needs us all. :)

Question for Insnare: the book suggests that we get 250+1d10x10 domars to buy equipment (Tech III level). Is that what you want, or do you have specific rules for us regarding equipment purchasing?


Cornelius and Zera both have sonar. We're like bat-friends. :)

And okay Daniel... roll something up. Let's see what you get. :)


Interesting and fun stuff... can't decide whether I want to be a badger for the burrowing speed, or a human for the robot recognition, or a sentient plant because the DM says we need one. :)

Hmm, okay... since we have two animals already, I'll try Altered Human. Pure Strain human seems too far, since I mean... why play a game like this if you aren't going to get some fun mutations? But since I am new to it, maybe I'll keep my sentient badger idea for when my first character dies. :)

Physical Strength: 4d6 ⇒ (6, 6, 1, 2) = 15 (14) +1
Dexterity: 4d6 ⇒ (6, 3, 5, 1) = 15 (14) [Plus 5 from mutation, so 19] +4
Constitution: 4d6 ⇒ (3, 2, 1, 6) = 12 (11) +0
Mental Strength: 4d6 ⇒ (5, 1, 4, 5) = 15 (14) +1
Intelligence: 4d6 ⇒ (1, 1, 4, 5) = 11 (10) +0
Charisma: 4d6 ⇒ (1, 5, 2, 5) = 13 (12) +0
Senses: 3d6 ⇒ (2, 3, 2) = 7 -1

Wow, so far looks like I'll need to be a fighter of some sort... not so great in the mental abilities. :)

Mutations: 1d6 ⇒ 5

Ha ha... that seals it. That's 5 physical mutations, 0 Mental ones. Wow.

Physical Mutation 1: 1d100 ⇒ 1 Achilles heel (Defect)
Physical Mutation 2: 1d100 ⇒ 81 Sonar
Physical Mutation 3: 1d100 ⇒ 15 Chameleon Power
Physical Mutation 4: 1d100 ⇒ 35 Heightened Physical Attribute
Physical Mutation 5: 1d100 ⇒ 63 Photodependent... another defect, so requires a reroll.
Physical Mutation 5 reroll: 1d100 ⇒ 70 Radiating Eyes

No power score for Achilles Heel... just pick a fist-sized place on my body where I am weak. I'll go ahead and say the entire eye socket around my left eye which was badly harmed in a robot incident as a child. If I get hit there, double damage and can't do anything for the next round.

No power score for Sonar... I get antennae and I can just use inaudible sound to see.

Chameleon Power: 4d6 ⇒ (6, 1, 2, 2) = 11 (9)

Body coloration automatically matches the color of any background within a meter. (Clothes don't change) ... Can choose to change to any single color at will, or to look normal. When it is active, the Remain Unseen score goes up by 5+the modifier (0).

Heightened Physical Attribute random attribute: 1d3 ⇒ 2

Okay, so Dexterity increase of 6 minus the mod of the original value (1). (2 minimum increase) ... so, 5 (added above)

Radiating Eyes: 4d6 ⇒ (6, 5, 1, 6) = 18 (17) 5+modifier (3) intensity radiation beam from eyes (recharges one point per round after expended). Head is immune to radiation and add +2 to health score versus radiation.

... looks like that is as far as the others got, and I need some sleep, so pausing there. Totally fun so far. Looking forward to seeing how the character develops... but have to think about how a high dexterity, low senses person gets along... mostly by luck, right? Or sonar? :)


I've never played, but interested in trying it out.


unusual die: 1d24 ⇒ 15

unusual die: 1d30 ⇒ 28


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Hi! My name in real life is Suzanne, and the only Traveller experience I have is a DM who explained a bit about it to our group when I was living in New York because he wanted to play some, but we never did because he got a job with Paizo and moved to Seattle I believe. So... Zero experience, with added trivia for flavor.

(Note that I did buy the player's handbook recommended for the game, so I have a reference, but still might need help from time to time.)

Tabletop RPG experience though, I have a lot of. Used to play Dark Sun and some Planescape in college, and played a lot of 3.5 and Pathfinder 1e since then... have also dabbled in other games, more recently D&D 5e, Pathfinder 2e, Starfinder, Warhammer Fantasy, and even a little bit of people's self-published stuff.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Hi! My name in real life is Suzanne, and the only Traveller experience I have is a DM who explained a bit about it to our group when I was living in New York because he wanted to play some, but we never did because he got a job with Paizo and moved to Seattle I believe. So... Zero experience, with added trivia for flavor.

(Note that I did buy the player's handbook recommended for the game, so I have a reference, but still might need help from time to time.)

Tabletop RPG experience though, I have a lot of. Used to play Dark Sun and some Planescape in college, and played a lot of 3.5 and Pathfinder 1e since then... have also dabbled in other games, more recently D&D 5e, Pathfinder 2e, Starfinder, Warhammer Fantasy, and even a little bit of people's self-published stuff.


I want to generally do a polymorph theme, but there just aren't enough polymorph spells at lower levels, so I am more trying to work with Transmutation as a first choice, and Conjuration / Evocation as second choices... avoiding necromancy and enchantment because you said those are the ones that are most scrutinized... but there are also other ones because I just don't know how a magic using character can get along without Detect Magic, etc.

I figure that cantrips will be the most diverse since they are easier to learn, and maybe she has some subconscious spiritual memory of them, but the theme will get stronger as I actually have access to spells of the polymorph subschool.

... if that doesn't work though, I could probably do a lot stronger theme if I change my bloodline to something else and stick with a specific element or something like that.

That said, I'm just talking in general about spells here, but taking a trait just to get that cantrip... maybe a different trait would work better. I will take a look and see if I can find one that is more thematic.


Median's sheet should be all updated.

Question... could I take Stabilize with the Two-World magic trait? Wasn't sure whether that counted as divine magic or not. It's not exactly a cure spell, but it could come in handy if it is allowed. If it is, then I will take an appropriate drawback and add it to the character.

Also, let me know if anything seems incongruent with the world. Happy to change it up.


I am interested in Secrets of the Ancients, but definitely willing to be in both.


Sounds good. I'll put something together and see if I can make a compelling character, who obviously used to be morally bankrupt, but who knows who she is now after losing her memory. :)

If I am not hiding, how would we work it... would one of the other characters be monitoring/supervising then?


I'd be interested to try playing a mind-blanked "created" sorcerer. Would any bloodline be available, or a limited selection based on what they might have had? Also, could I be in hiding, pretending to just be a normal human, or would I have to be supervised by someone? ... I would be cool with either way, since the supervision part would also be interesting to play, but she might be working towards freedom.

Idea: She was a mage that was so enamored of the idea of this new magic that she experimented on herself... kept extensive journals about the process and the origins. So, the knowledge from those was enough to fake her way as far as pretending to be who she used to be. The same face helps... but the journals didn't have the important things (if any) about her home life or her parents or significant other, or anything of the sort. As far as she knows she was a hermit, staying in the rooms where she woke up, and she's continued writing in the journals, though her handwriting seems to have changed somewhat.

She's trying to keep up, but then she has to go on this... trip... with people she doesn't know, and leave the rooms that she knows, and she's frightened, and quite aware of the consequences if she is found out.

Okay with playing it another way too though... and how extensive is the mind blank? I am assuming they don't forget language and motor skills... just surface memories, but if it is more extensive, let me know.


I'm not familiar, but I'd be interested in trying a new system.


DM:

I don't have any official Starfinder Society characters, but if you are open to me making a character at an appropriate level (or even bringing over an illegal clone of Zharis, who is at the appropriate level if that makes it more acceptable), happy to jump in and help make it happen.
Could be slow just because of the weekend though, so if you get enough people, no worries. Just offering in case you need someone.


Hmm. This might be slightly off-topic, but on the GM Shortage issue, maybe those smaller modules you were talking about could be kind of a DM Training round.

People apply to have you coach them through running something fairly short... and once they have done that, they are allowed to apply for a reward game. Or no reward, just the coaching as a reward unto itself.

A lot of players are just frightened of trying to DM, so something like a DM training module with other people that also want to try in a safer environment could get people started.

... as far as the forever DMs that keep running games here, I think they deserve a chance to play more as well, but that could be mixed up in the whole thing. They could have guaranteed spots in the training games, and then also to sign up for training you have to agree to prioritize the addition of the people who helped you learn in your first few games... which actually would benefit both sides. The new DM who is going to be nervous *wants* someone like that there to get advice from, and the forever DM has a chance to kick back and play... I mean, answer a question now and then too, but much less stress than planning the whole thing.

... personally, I have only DMed really small things for family, in-person, and I am very intimidated by the the idea of the whole thing, so that is the perspective I am writing from, so I am not sure if my perspective of the long-term DMs is accurate. Maybe training would just be extra work piled on top?


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Sounds like a good plan.

Azen helps her sister set up the tent, and then clears ground and gathers firewood for their night in the woods. She was looking forward to this. Old structures fascinated her.


Yeah, that's why I said technically. My best option still had me at 53, so it was lose three points or switch to point-buy where I could distribute them elsewhere, which when I did the numbers actually helped me get a couple of other improvements, at least bonus-wise, even though I think the overall total was a couple of points fewer.

Overall I like the randomness of rolling and playing with what you get, but when I saw that the normal ways to add points were set at 5 and 10 and you couldn't distribute the numbers across different scores, then rolling just didn't seem to make sense anymore.


JonGarrett wrote:
From level 1. I think it's the only way, rules as are, to go over the 50% limit at level 1.

Not the only way... As a Nephilim I took angelic heritage *and* chastity, which both give you +10 to Willpower, so I could have technically gone over 50 if I hadn't switched to point buy and planned for that hard stop. :)

But cool. I'm going to have to take a hard look at my talents and see if any of them are worth trading for attribute increases.


Question on the Attribute Increase talent... says you can take it every 5 levels, once per attribute. Does that mean you can take it at first level, or does it mean that you can't take it till level 5?


On Imbue Magic, the duration means the casting time, right? The spell would be permanent to grant an item magical properties, I'm assuming.

Hmm... that doesn't seem right either because it takes an hour per 100 silver.

... I just want to know if this is a temporary enhancement or permanent.


RHMG Animator wrote:
So ANY Paizo material is fair game.....as I want to be sure....

Good question... I took it with an implied "within reason," and didn't make a centaur. :) If something is questionable, you should probably run it by the GM specifically.


Okay... I'll try to get my character playable this weekend.


Thanks everyone. Benorus it is. :)


Ragnar av Gundrun wrote:


There is an NG Empyreal Lord of mines
Benorus
Standard Empyreal Lord, little known.

There is a vudran specific version here
Omrataji

Kelinahat is LG, Heavens spymistress and fairly darkness based
Kelinahat If you going for more of a sneaky then an underground aspect.

Hey thanks! Looks like some good options. I appreciate it. :)


I'm interested. I'll make a rogue with lots of good trapfinding. Or, it *could* be a ranger. I think that there is an archetype that turns a ranger into a good trapfinder as well, so might go that route. Will work on it after work.


Under Magic Foci

(https://genericum.weebly.com/ranged-weapons.html#magicfoci)

it looks like the description of the ring is wrong... probably copied over from stave.

I was thinking about taking the foci drawback, so if you have time, I would like to know how it works. If I take a ring as a focus object, but not the drawbacks of having to use motions or words, can I still cast spells without being seen to have done so, or is the drawback of the focus object that you might lose it, and then would be powerless?


Is it starting talents + race talents + archetype talents, or do some of those overlap in the descriptions?

This is what I have so far, but not sure if I read it wrong.

Starting Talents:
2 Combat (Warrior-Ranged Weapon-Bows, Magic-teleportation-Gate)
2 Social (Utility Magic-Imbue magic / Adventuring-Knowledge magic)
Unarmed Strike

Race (Nephilim):
Angelic Heritage (+10 Willpower, Healing talent chosen (Revive))
--Chastity (+10% Willpower)
--Gluttony (Craft Food)

Archetype (Adventurer):
2 Combat (teleport / teleporting assault)
1 Social (Long Range Teleport)
1 Armor (light)
1 Weapon (blunt)

Need to finish up details, add equipment, read it over again, but I think those are the main character choices... am I doing it right?


The character sheet, in the talent area, should probably have some way track how many action points things cost, cooldown times, etc. as well as just the talent itself. Or a separate section for magic if that only applies to those talents?


Question... On the luxomancy halo talent, it looks like rank 4 is either wrong, or I am not understanding it. At rank 1 you get +5% to hit, but at rank 5 it says to increase the bonus to 5% (which is where it already is). Does it maybe mean to increase it by 5% (to 10%)?

___

On the gate talent I think you mean "living matter" rather than just matter in the rank 1 description, because water *is* matter (solids, liquids, gasses are all states of matter). Living matter is problematic too, but you could clarify that clothing and things that are being held come with... and you might want to modify that even further... does intention make a difference, for instance, or if you opened a gate in the ocean would fish just spill out into wherever the other side is from, if a school of them happened to be swimming that way, or would they have to *want* to use the gate? How that works is going to greatly impact gameplay, so it is probably important to get that wording right.

Also, not sure I understand how the initial starting talents work:

This page tells me that I get any 2 combat talents:
https://genericum.weebly.com/character-creation.html

I follow the link to here:
https://genericum.weebly.com/combat-talents.html

and I see magic talents. Mmm. Want me some magic, so I follow THAT link to here:
https://genericum.weebly.com/magic-talents.html

And I see teleportation talents, which looks useful, so I go here:
https://genericum.weebly.com/magic-talents.html#teleportation

and then here:
https://genericum.weebly.com/teleportation.html

... but honestly not sure if I can have these as a starting combat power or not. The links seem to point here, so it *seems* okay from the path I followed, but my mind is going... uh, is this okay for a starting character?


Hmm... the stats seem a little bit like warhammer fantasy.

We'll see if it looks good enough to go further than this, but I'll try the dice rolling option. Love me some random stats:

Weapon Skill: 2d10 + 25 ⇒ (2, 7) + 25 = 34
Ranged Skill: 2d10 + 25 ⇒ (7, 8) + 25 = 40
Physical Prowess: 2d10 + 25 ⇒ (7, 7) + 25 = 39
Agility: 2d10 + 25 ⇒ (2, 2) + 25 = 29
Intelligence: 2d10 + 25 ⇒ (8, 2) + 25 = 35
Willpower: 2d10 + 25 ⇒ (8, 5) + 25 = 38
Fellowship: 2d10 + 25 ⇒ (6, 3) + 25 = 34

Hmmm... interesting, and reading more about it, I am liking the system so far.

So, maybe a Nephilim, drawback Natural Born Liar balanced with Refined. Weakness is lying, but is very good at it perhaps.

will have to read up a little more to take it further. Not sure if I want to be adventurer or Skilled... have to look into how the different options balance out. Interesting so far though. I'm liking it.


mrkrrtft wrote:
I'm not sure what to pick for the second trait. Ideas?

Something that gives you a nice bonus to intimidate? Maybe you've been practicing your guard scowl in the mirror?

https://www.d20pfsrd.com/traits/race-traits/masterful-demeanor-human/


Hmm. I am thinking perhaps a human sorcerer. Is a non-core bloodline okay? I was thinking maybe a Rakshasa bloodline, but Psychic or even just draconic would be okay too.

At work just now, but I can do the rest of the application soon...

here is a link to a game I am in now as an example of roleplay though: https://paizo.com/campaigns/v5748p75ivm4z/gameplay&page=1

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