Monster Hunter

mishima's page

Organized Play Member. 544 posts (18,130 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 14 aliases.


1 to 50 of 544 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

It takes more effort, but you can also dig through the general play-by-post forums and find the last post from our gameplay. Clicking the little no-smoking-sign on the right hand side will remove it from your campaigns list.

Late to thread, but if going the AD&D2e route (Gold and Glory) I would throw a submission into the mix.

15 and 16 are both +1 but separate fields because there are other columns on that table that change between 15 and 16. The damage mod, open doors, and carry weight.

I'm down for whatever method used, I just don't want it to change during gameplay. :)

Awesome, thanks for the clarifications. :)

But what are attribute bonuses in this old-school system? ;) Some get a +1 around 13, some don't.

For example charisma:


Table: Charisma
Score Maximum Number of Special Hirelings
3–4 1
5–6 2
7–8 3
9–12 4
13–15 5
16–17 6
18 7

What attribute bonus does a Charisma 15 character have? +5? That doesn't seem right.

I'm playing devil's advocate here a bit, but again want to nail this down before assigning my character stats.

So, just to be clear, we are still using thief skills like hide and move silently...just each character has additional attributes to use like skills? For example, as a thief I would have Dexterity as a skill attribute then I am free to choose another, say Charisma?

Then also, could you show me what this looks like in play? Here is what I am thinking given the text above. Assume my charisma is 15 and I am a 5th level character.

I want to lie about having stolen the Maltese Falcon.

1. Every class can make any skill checks using a d20 (roll over a target #).

Ok, so everyone can tell lies.

2. No defined skills the GM decides what attribute bonus (str, dex, etc) you will use on the check.

Suppose the GM decides charisma, and I have a charisma of 15.

3. Each class has two attributes they specialize in (one based on class and one they can choose).

Indeed, as a thief, I chose to specialize in Dexterity and Charisma skills.

4. Skills based on Specialized attributes always have a target # of 12 otherwise it is a target #18.

Ok, so I just need to get a 12 somehow.

5. You add your attribute (and your level generally for skills based on specialized attribute) to your roll.

1d20 ⇒ 20

Add your attribute. My attribute is 15, so 20+15=35.

And add level. My level is 5 so 35+5=40 total result.

I think I am confused on the 'add your attribute' part.

I am a bit hung up on this because I am trying to assign attributes and want to make sure I can be decent at certain things.

Oh...reroll allowed and order not matter you say? :)

2d6 ⇒ (5, 3) = 8
2d6 ⇒ (2, 6) = 8
2d6 ⇒ (3, 6) = 9
2d6 ⇒ (4, 6) = 10
2d6 ⇒ (5, 2) = 7
2d6 ⇒ (5, 3) = 8

Alrighty then, what a party.

Str: 2d6 ⇒ (2, 2) = 4
Int: 2d6 ⇒ (5, 4) = 9
Wis: 2d6 ⇒ (1, 6) = 7
Dex: 2d6 ⇒ (4, 1) = 5
Con: 2d6 ⇒ (3, 1) = 4
Cha: 2d6 ⇒ (1, 3) = 4

I'll do a halfling thief, just since its my favorite. Will get it all together soon.

Gold: 3d6 ⇒ (1, 1, 3) = 5

Wewps, sat on this too long I guess. Let me know if there's an opening in the future.

1 person marked this as a favorite.

Sounds good man, excited to see the combat in play with the 'pay hp or suffer' mechanic. :)

1 person marked this as a favorite.

Ah, ok, I think I'll go with 'criminal' then so they can be wise about underworld/syndicate stuff.

I believe I'm ready to go, unless there is any setting info then I could start thinking backstory a tad.

1 person marked this as a favorite.


11 str
16 dex +2
13 con +1
9 int
12 wis
9 cha

Stealth 2 points +1 : 4 in 6
Sleight 1 point +1 : 3 in 6
Tinker 1 point +1 : 3 in 6

DWPBS: 13,14,13,15,16

hp: 11 (2d6+2)
AC: 12 (leather)

Languages: Common, Thieves' Cant

class: leather, dagger, dagger, dagger
pack (C): backpack, 4 small sacks, thieves' tools, tinderbox, silvered mirror, waterskin, 1 week rations, 10 copper pennies

Boon: Knife Fighter

Dagger (10/30) 1d4+1 (+2 cunning), +2 to hit (+6 surprise)

Can I do something like 'Acrobat' for the failed profession skill or does that overlap Athletics too much?

1 person marked this as a favorite.

Ok thanks.

3d6 ⇒ (5, 4, 4) = 13
3d6 ⇒ (3, 5, 6) = 14
3d6 ⇒ (3, 4, 4) = 11
3d6 ⇒ (3, 5, 4) = 12
3d6 ⇒ (3, 1, 3) = 7
3d6 ⇒ (3, 6, 4) = 13
3d6 ⇒ (2, 2, 5) = 9

Hmm I think I can get to the skill bonus dex 16 with that. Reducing int 13 by 4 to get +2 to the 14. I'll roll with that.

2nd level hp: 1d6 ⇒ 3

1 person marked this as a favorite.

Also how does throwing daggers work? Can I melee one turn, then throw it another? Or do I have to use separate throwing knives?

I was also wondering if there was any bonus to being unarmored. Thanks.

1 person marked this as a favorite.

3d6 ⇒ (1, 2, 3) = 6
3d6 ⇒ (1, 4, 2) = 7
3d6 ⇒ (5, 4, 4) = 13
3d6 ⇒ (4, 5, 1) = 10
3d6 ⇒ (2, 2, 6) = 10
3d6 ⇒ (2, 1, 3) = 6
3d6 ⇒ (5, 1, 2) = 8

Heh, that seems about right. I will see what I can do with those, but I'll probably reroll later.

1 person marked this as a favorite.

Just seeing this. Count me in as expert (thief style).

Dan, really sorry to hear about your health. I hope it all works out.

Cool, thanks for the tips guys. I'll get something together when recruitment is opened up.

How much is player knowledge of Golarion required to enjoy this? Love 5e, but Golarion never really drew me in (besides Kaer Maga).

Alrighty, sounds good. It was supposed to be Read/Write 25 and Ride 50, I just typo'ed. So I guess I got both.

MP(telepathy): 4d6 ⇒ (5, 6, 3, 1) = 15 =14
MP(levitation): 4d6 ⇒ (5, 6, 1, 2) = 14 =13
Forgot +2 plant con for hp: 2d6 ⇒ (5, 6) = 11 =44+11=55

Still kind of struggling with a good character RP idea (sorry, can't top corncob), but going Vine for the Stock (succulent was tempting for a Final Fantasy Cactuar-style character). I'm not sure how great being able to use tools is, I couldn't really find anything about tools in the equipment section. I just sort of needed the +DX just to have a useful stat.

Also, any advice on distributing skill points for scout skills? From the example characters in the back, it seems like scores around 5 are normal but that seems super low. Could choosing 3 to do 10/5/5 work out? Wise to put 1 instead of 0 just to make it possible?

Sheet so far...:

Vine Scout
Attributes: (d20+DR <= Score)
PS: 8 (0)
DX: 14 (+1)
CN: 13 (+1)
MS: 13 (+1)
IN: 6 (-1)
CH: 5 (-2)
SN: 11 (0)
hp: 55 (Double Pain: -2 if <half hp, -4 nerves/pain)
AC: 11 // MD: 11 // Health: 11 (Immunity: mental attacks)
mTHAC: 0 // rTHAC: 1 // MHAC: 0
Perception: 11 // Stealth: 2 // Remain Unseen: 2
Speed: 15 (Oversized Limbs)
Ride: yes // Swim: yes // Read/Write: yes
Scout Skills: (20pts) (d20+DR <= Score)
Detect Ambush/Trap
Wilderness Survival
Other Mutations:
Telepathy*: 19
Levitation*: 13
Equipment: Domars: 300

Oversized Limbs(legs): 1d6 + 4 ⇒ (6) + 4 = 10 =100% bigger
Immunity: 1d8 ⇒ 2 =mental attacks
Domars: 1d10 ⇒ 5 =300
Ride(25): 1d100 ⇒ 46 =no
Read/Write(50): 1d100 ⇒ 4 =no (I couldn't find if high or low for Gamma World percentile rolls)

Cool, getting it together.

Rerolled Second Defect Mutation: 1d100 ⇒ 19 =Double Pain (D)
Rerolled Second Defect Mutation: 1d100 ⇒ 49 =Metamorphosis

Telepathy Duplicate: 2d4 ⇒ (2, 3) = 5
hp: 11d6 ⇒ (5, 3, 2, 5, 1, 4, 6, 4, 6, 6, 2) = 44

edit: woops was supposed to roll plant mutations for physicals...

96: roll 2 more plant
25: Double Pain (D)

19: Chemical Susceptibility (D)
63: Oversized Limbs

19: (D)
49: Immunity

Mutations: Telepathy(x2), Levitation, Double Pain (D), Oversized Limbs, Immunity

...ok think I got that right now.

Phys: 3d6 ⇒ (1, 6, 1) = 8 (0)
Dex: 3d6 ⇒ (3, 6, 3) = 12 (0)
Con*: 3d6 ⇒ (6, 3, 2) = 11 (0)
Ment: 3d6 ⇒ (4, 4, 5) = 13 (+1)
Int: 3d6 ⇒ (1, 2, 3) = 6 (-1)
Cha: 3d6 ⇒ (3, 1, 1) = 5 (-2)
Sn-L: 4d6 ⇒ (2, 1, 4, 5) = 12 =11 (0)
MutPower-L: 4d6 ⇒ (2, 1, 1, 4) = 8 =8

Mutations: 1d6 ⇒ 2 (2 phys, 3 ment)

1d100 ⇒ 96 =roll 2 phys
1d100 ⇒ 25 =Energy metamorph
1d100 ⇒ 79 =Telepathy
1d100 ⇒ 34 =Levitation
1d100 ⇒ 81 =Telepathy

additional phys: 1d100 ⇒ 19 =Double Pain
additional phys: 1d100 ⇒ 63 =Photodependent

Is someone doing scout already? That would be kinda funny for a plant...usually scouts hide behind the bush rather than be the bush.

I am surely outnumbered but, for what its worth, I would enjoy the 5e adventure.

I just meant unlinking it from the campaign and replacing it with a fresh gameplay thread. Thanks.

Hey there, is it possible to change the gameplay thread for an existing campaign? I seem to remember doing this for the discussion tabs somehow, but would like to for the the gameplay tab.

Thanks for update, no worries.

Agamer70, sounds good.

Critz, how are we doing starting equipment? Can I roll gold?

If so...: 4d4 ⇒ (4, 2, 4, 3) = 13*10=130gp

Indeed I was also curious if Amber was going to multiclass paladin or something.

If Agamer70 wants to go Sapper and we don't really have any melee frontliner, I don't mind going fighter.

@Agamer70, I was thinking ranged rogue.

Rerolls if allowed:

a: 4d6 ⇒ (1, 1, 1, 3) = 6
b: 4d6 ⇒ (4, 6, 4, 3) = 17
c: 4d6 ⇒ (4, 5, 5, 6) = 20
d: 4d6 ⇒ (3, 6, 2, 4) = 15
e: 4d6 ⇒ (6, 1, 5, 3) = 15
f: 4d6 ⇒ (3, 6, 5, 4) = 18

Rerolls a: 3d6 ⇒ (6, 2, 1) = 9
Rerolls a: 2d6 ⇒ (2, 3) = 5
Rerolls a: 1d6 ⇒ 3
Rerolls d: 1d6 ⇒ 6
Rerolls e: 1d6 ⇒ 3

I can whip something up with those, if ok with Critz.

Hi there, this sounds fun. How would you feel about a shadier type of character, one who seeks to exploit their status in the Federation for personal gain? A thief, treasure hunter, smuggler type?

Hrm, my rolls are remarkably underwhelming compared to others...think I will bow out here. Have an awesome game all.


4d6 ⇒ (2, 3, 6, 5) = 16
reroll: 1d6 ⇒ 3

4d6 ⇒ (4, 5, 5, 5) = 19

4d6 ⇒ (2, 2, 6, 5) = 15
reroll: 2d6 ⇒ (3, 5) = 8

4d6 ⇒ (1, 3, 5, 4) = 13
reroll: 1d6 ⇒ 3

4d6 ⇒ (2, 1, 1, 1) = 5
reroll: 4d6 ⇒ (1, 4, 2, 1) = 8
reroll: 3d6 ⇒ (3, 2, 5) = 10
reroll: 1d6 ⇒ 2
reroll: 1d6 ⇒ 4

4d6 ⇒ (4, 1, 3, 4) = 12
reroll: 1d6 ⇒ 3

Thinking about a wizard. All of the race/class options from Tasha's in play?

A few other thoughts, since Kensei eventually has a bunch of Kensei weapons and it isn't just one. The first two would be longsword and blowgun. RP wise, this would be a katana and his shakuhachi, a Japanese flute made of a length of bamboo. Then at 6th, he would take warhammer...flavor wise that would be him fighting with the katana sheathed.

A second spirit would be related to the flute, and live in his chest...come out creepily like a little face or something. It might be the Zen master that trains him in further monk-ness.

One issue is that I don't have the starting gold for both katana and flute/blowgun. So, I was thinking perhaps in some desperation he sold his flute to the caravan master, or lost it in a bet to him or such. That way its still there for him to buy back at some point (hopefully right after we find the first bit of gold). Otherwise it would be difficult to get an exotic item like that.

Almost finished with crunch, just need inventory. Mind if I roll gold? If so...: 5d4 ⇒ (4, 2, 4, 3, 3) = 16

So, allow me to bounce a few ideas. There's this wacky spirit in Japanese folklore called a tsukumogami. Basically, objects like containers, tools, and instruments after a service life of 100 years receive souls. Like this lantern. People usually don't want this to happen, so are encouraged to get rid of old clutter. Some objects on their 99th year sense this impending doom and become evil in an effort to save themselves etc.

But rather than be a character in a spiritual story of that sort, I was going to actually play the tsukumogami of something, probably an old katana. The sword is literally a body the spirit inhabits and animates, so they are one...kensei. Basically he came into existence from the celestial realm (aasimar) when the sword turned 100. (if someone else really wants to play aasimar I can change, no biggie)

He'd be loving/faithful to humans since they created him. He might also be bitter after serving for 100 years. I thought it would be funny if he had a strange attraction to old objects, too. Like, maybe he spotted a certain something on the caravan (a comfy old pair of rice sandals, zori) and is totally smitten, waiting for 'her' to wake up.

He would have a strange otherworldly appearance with reflective silver skin and softly glowing blue eyes, and of course a strong Japanese accent. Kozakura is the part of Kara-Tur that resembles Sengoku period Japan, so that would be his homeland. If we are crossing from east to west, he would be going back home via the Golden Way.

Not really sure I want Aasimar, but have you heard about the Legacy changes in 5e? A lot of the race stuff from Volo's and Mord's is getting redone for a new sourcebook (that combines the two) and no longer current. DnDBeyond has the updated versions, so wondering if I went Aasimar, I could use that version.

Updated Aasimar:
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Aasimar Traits
As an aasimar, you have the following racial traits.
Creature Type
You are a Humanoid.

You are Medium or Small. You choose the size when you select this race.

Your walking speed is 30 feet.

Celestial Resistance
You have resistance to necrotic damage and radiant damage.

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Healing Hands
As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

Light Bearer
You know the light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation
When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:

Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

I've been wanting to do a Kensei for a while. I think I'll go with that, play up the Kara-tur connection and dip into some Japanese folklore for backstory and such. Should fit with the desert and middle eastern Bedine, right? :)

Hey guys, excited about this. Still pondering a character idea.

I would vote for point buy rather than rolled stats.

Great, I'll get it all set tonight. I like doing bullet point backgrounds so I can reference easily and use for in-game writeups, if that works for you. 5-6 one sentence story notes and personality quirks, just enough to get me inspired. Check some of my active alias' to see what I mean.

Here's also a few samples of semi-recent posts if you'd like a taste of my style:
Monk unlocks ki
Thief gets turned into pudding
Wizard battles children

I don't always post multiple paragraphs, sometimes quality over quantity matters. The muse is fickle and I'm simply not talented! But I can guarantee 1/post per day, every day including weekends. :)

Still thinking wizard, but was wanting to play something planes related. So how about a githzerai? He was summoned to the Material by a group of elven conjurers just as they were attacked and slain by the drow. Being a native of Limbo, he might have a particular perspective into the chaotic things happening around the Underdark...

Nice, thanks for understanding. I'd like to do an elven wizard, since the survivalist vibe is pretty fun/interesting to me, and that will be challenging. I will have to think on story, but rest assured I am here completely for RP and the joy of creative writing.

27 pt buy?

Hey there, I ran the first few chapters as DM a few years ago, but would love to give it a go as a player if that doesn't rule me out.

1 person marked this as a favorite.

Thanks for invite, just home from work. Will get an alias and post up in the next few hours. :D

I missed the snack detail. Karley will have a bowl of vanilla pudding she prepared all by herself. ;D

Yes I meant to ask earlier if we could choose a Tool Proficiency as our 1 skill. It sort of makes sense to me, a child could be skilled with a paintbrush or chess set for example.

Oh whoops, didn't realize your friend was doing wild mage as well. I can change to something else (druid or rogue likely).

Name: Karley Rumblemuffin

1. Younger.
2. Lightfoot Halfling.
3. Sleight of Hand.
4. Bell. Ball bearings. Copper Coins: 1d6 ⇒ 4. Spectacle frames in the shape of butterfly wings.
5. hp: 4 / AC: 12 / init: +2 / pp: 9 / personality: I take great pains to always look my best and follow the latest fashions.
6. Lost: Offended fairy who stole her ability to speak/write nouns!
7. Wild mage sorcerer.

Why I'm interested: The RP focus with combat deemphasized.

Expectations: No problem once a day or more, including weekends.

A few semi-recent RP samples:
Monk unlocks ki
Thief gets turned into pudding
Wizard battles children

Sounds very interesting, will get something together.

1 to 50 of 544 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>