Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
Lumberyard: Round 5 Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Round 6
Round 7
At the top of round 7 there's one wounded lumberjack and one healthy one
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
Lumberyard: Round 2 AoO: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 1d8 + 5 ⇒ (6) + 5 = 11 Round 3 AoO: 1d20 + 6 ⇒ (4) + 6 = 10
James fails to stop any of the oncoming Lumberjacks, so that he is now facing three of them at once. Quickly he lets himself crush the man, so that now he's only slightly outnumbered. Standard to attack lumberjack that I have grappled. His AC should be 12 Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
Lumberyard: I'm there, but trying to push things towards the witch. I have no prep to do so I skip through Rounds 1&2. Do you want to do the rest round-by-round so the lumberjacks can get their attacks in? Round 3 As the first Lumberjack wanders into reach James lashes out with the devouring hand, tearing at the man violently before grabbing hold. The hand shudders with anticipation as blood is spilled. Devouring Hand: 1d20 + 6 ⇒ (11) + 6 = 17
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
"Sorry, I'd try to be more accommodating if I could. Anyway, let's get this thing started. You want to take the lead? Just give the signal when things turn ugly."
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
James starts searching around for an in-charge type to deliver the note. He notes how out-of-the-way this trip had taken him. Probably his own fault for looking for something easy.
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
Alright. First things first I'll offer a couple of thoughts: I like Martial Flexibility; it's cool, it's a fun gimmick. But, frankly, it's not terribly good under the current circumstance where you have the option to take practically any class ability and you're trading it away for the luxury of being indecisive with feats. That being said it's not hurting you terribly. I think you should trade away Light Armor proficiency for a fourth class special. Light armor doesn't seem all that valuable to me unless you specifically plan on building into medium/heavy (in which case you should trade it for a class feature that gives you proficiency and goodies, like Panolpy Bond) Now, on to my suggestions in the order they come to me: Drop IUS/Brawlers Strike and pick up a Caestus with your proficiency/starting gear. Instead, take Fuse Style from the Master of Many Styles. Drop Martial Training. It doesn't do anything because there are no class levels in this game. Instead, use it to take the Drop Brawler's Cunning. Combat Expertise isn't very good at all, so swap it with Dirty Fighting. Congratulations, you now can use all combat maneuvers and still count as INT 13. Now, if you've been following me up 'till now you'll have three special abilities available (four if you decided to do away with Martial Flexibility). Here's what I suggest: Take the Master of Many Styles bonus feat twice for Ascetic Style and either Dragon Style (fun) or Broken Dream Style (FUN). If you chose the latter then use your final special to take Devastating Touch from the Dread class. If you go this route you can get rid of your traits (intimidate is no longer useful) for something like Heavy Hitter or Reactionary. Otherwise, use your last special to pick up Challenge/Glorious Challenge (EXTREME shenanigans once you get access to 12th level abilities) After all that you'll still have one feat left over. Psionic Body is good if you're going the Broken Dreams route, otherwise wait to pick up Power Attack and build into Cornugon Smash.
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
James nods at the explanation. "Can't afford any of that, but I'll try and be along when I can" and if there's nothing else he continues on for the lumberyard.
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
Seeing the merchant James decides to get a better look. Maybe there's something to learn about how this game works. He approaches the man: "Hey, how's it going? Can you tell me what you're selling here?"
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
"G$%#+%mit if this keeps happening I'm going to get setback" he says as he gets brought to the square. Even after hearing the announcement he heads for the quest giver. He'd decided to let others risk taking the dungeon on first. In the meantime he'd busy himself with whatever.
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
I gave it some thought and I've come to the conclusion that I'm more interested in the mechanical aspect of this game than anything else. To that end I'm going to push my characters and use them as a basis for experimentation. If you want help with something than please let me know.
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
After spending an hour fruitlessly trying to get a grasp of the situation, James leaves the temple and heads out into the city proper to get a look at things.
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
Right, well again I take an opposite stance of Bastion. The mechanical aspects are what require the most attention in this game. Given the rules some ways of building a character are more efficient than another. I don't want to overstep my boundaries, but if you'd like suggestions I'd be willing to help.
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
Not really, I believe there was an event coming soon? Besides access to maneuvers: armiger's mark, aegis, clad in steel, tactical acumen, stalwart. Armament Shield and Zweihander Training from the Zweihnader Sentinel archetype are also more useful than running sword and board. According to the developer Armament Shield works exactly like a shield so any shield-based abilities you may have still function. Boots of the Earth for fast healing
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
Death Temple: James grumbles a thanks before following the attendant. Perplexed by the pillows he pushes them to the side to clear the floor where he then places his things. Only then does he sit and begin to give consideration to his current situation.
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
Death Temple: Findlay manages to stagger out of the portal, dazed and confused. It seems now that his senses weren't exactly lined up making it difficult to think. He moves past the greeter and and directly to the receptionist. "Uh, yeah. Hey, look, I need somewhere to stay for a while. I there a place nearby?"
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
Quote:
Aye, I do. https://docs.google.com/document/d/1_9YW0UTP06LRhzHvVH-Acgnr2XB6pYnpC-qiFZP GivA/edit My character is ready. When the time comes please read and review my sheet carefully as there are many details and it's better to clear everything beforehand.
5d6 ⇒ (3, 1, 6, 1, 6) = 17
Here is a submission. I am working on the numbers and refining some descriptions but everything else is there. In the meantime if anyone would like to say anything feel free. I sent GM Wolf a fair amount of stuff the first time around plus some other stuff when we did the Borderlands game. Hopefully that'll cover that portion of the submission.
Male TN Human _ HP: 9/12, AC: 14 _ T: 12 _ FF: 14 _ Perception +8 Initiative: +2, Fort +2_ Ref +2 _ Will +2 (+2 vs death, necromancy), CMB: +4, CMD: 18, Speed: 30
At this point I think I'm going to step away as well. I don't think I'm right for this game. By the time you guys get back out to the street tin_man has simply left. Good luck with things further on, folks.
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