
DM - Voice of the Voiceless |

Thanks for the feedback on the poll - have made a choice (slightly different to original, but hopefully satisfying to all) and shall reveal in due course.
Fair warning - I have a 5 day training course this week coming 20th to 24th so will only be posting at night. You'll still get an update 1/day, just won't be checking during the day at all.

DM - Voice of the Voiceless |

@ Cort - just wondering if you have a copy of Inner Sea Primer?
There is a Fighter archetype in there that you might be interested in called
Disarming Strike (Ex): when disarm an opponent, also deal normal damage to target, but without normal Strength bonus to damage (Replaces Weapon Training 1)
Steel Net (Ex): when fighting defensively as a full-round action, penalties on attacks are reduced by 2 and the dodge AC is increased by 2 for the same round (Replaces Armor Training 2)
Counterattack (Ex): make an AoO as immediate action when hit by melee attack (Replaces Armor Training 3)
Not sure whether you've seen it or not, just thought you might be interested.

Cortland Broadcloak |

@ Cort - just wondering if you have a copy of Inner Sea Primer?
There is a Fighter archetype in there that you might be interested in called
** spoiler omitted **
Not sure whether you've seen it or not, just thought you might be interested.
I've seen it. I was uncertain. I like a lot of it, but I don't really want to focus on disarms, so giving up weapon training for doing damage while disarming.... just not really my thing. The first bit sounds great. I was really back on forth on if I should take this. Same with Free Hand Fighter, but then I decided since my free hand was maimed that wouldn't work. Still a bit on the fence, I'm going duelist so I doubt any of the other stuff will come up.

DM - Voice of the Voiceless |

Ok guys - level bump is incoming on your return to the village. Please let me know what appropriate choices you make and when your profile is ready for checking / verification.
For HP, you can either take half rounded up, or roll and live with however the dice fall.
@ Doc - are you back in action yet?

Grusk II |

I think I will go with the average hit points for myself.
I am looking at my first rogue talent.....
I have a short list...
#1
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
I think fits the concept but I am not certain how it acts and interacts with.........
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
#2
Assault Leader (Ex): Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action. Source: Advanced Player's Guide
This really fits well with precise strike! ;)
#3
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Because traps suck and I am in front! ;)

DM - Voice of the Voiceless |

Grusk - on my reading I would see it like this:
1) Reduced below 0 HP, which causes Resiliency to kick in - which returns you above 0 HP.
2) Loss of temporary HP puts you below 0 HP again, which means that Ferocity kicks in.
3) Next round after Ferocity triggers, you go unconscious.

Kaavel |

I am going to take the average for my hp. Going to go with skill for favored class this level if I can put two skill points into Escape Artist this level.
+1 BAB
+1 Fort
+1 Reflex
+1 Will
Bonus Feat will be Improved Grapple.
Skill Points = 4, +1 to Profession(LeatherWork),Perception, Sense Motive.
Than If I can +2 to Escape Artist.

Memluk "Blaze" Seljuk |

Shouldn't average for d10 be a 6, not a 5? Least that's what I've been told, though either is fine.
Can I take Dervish Dance this level even though this level is when I'll gain the 2nd rank of Perform, or do you want me to wait till 3rd? If I gotta wait, I'll take Dodge this level.
Changes on profile done:
+1 Initiative(for that archetype)
+6 HP
+1 Fort
+1 BAB, +1 CMB, +1 CMD
+1 Acrobatics, +1 Diplomacy, +1 Perception, +1 Perform(Dance), 1 Rank in Stealth, 1 Rank in Survival.

DM - Voice of the Voiceless |

Yep - made a mistake with the round up - d10 should be 6.
@ Blaze - you'll have to wait until 3rd level for Dervish Dance.
Doc said he would be back on the 20th? - but hasn't made a presence here or in game for a while. My feeling at the moment is to leave him in the village when you go off to the tomb.
If he pops back up he can rejoin the squad after then, but I feel it would be cleaner to have him absent then have to NPC him through it.

Grusk II |

I am feeling really good about the stealth and other abilities of the two forward scouts.
I went with resiliency since it fits my melee rogue brute concept....
Was the bonus teamwork feat actually approved? I put it on my sheet but was not certain it went "official".......

Grusk II |

DB,
Precise strike only works if you have it also! ;)
I am open to other suggestions, but it looks like for teamwork feats to work we have to select the same one.....
Duck and Cover (Teamwork)
Your allies assist you in avoiding certain attacks.
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.
Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Paired Opportunists (Combat, Teamwork)
You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Swap Places (Combat, Teamwork)
You are skilled at changing places with your ally during a chaotic melee.
Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally’s square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally’s movement on his next turn.
Precise Strike (Combat, Teamwork)
You are skilled at striking where it counts, as long as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Memluk "Blaze" Seljuk |

Cort and I have already taken Precise Strike so that's two of us down. Now, i can all of us taking it, especially cuz it fits with the whole pack tactics as Sentis pointed out. However, if our scouts want to pick a different one that's cool too. Heck, I might take Paired Opportunist at some point, but Lookout might be better for them.

Darkbiter |

Darkbiter put up the following concern on the IC thread "I am starting to wonder if we are ever going to actually get to pick our own battles for a change."
Is this an issue with the style / content that I'm providing?
As much a comment on the dice roller as anything. You are doing a good job of giving us the opportunities, but the dice roller seems to like to take them away.

Memluk "Blaze" Seljuk |

I'm not sure what exactly he means. How do PCs actually pick their own battles? other than choosing to go someplace knowingly, like into a dragon's lair or walking up to monsters/NPCs, slapping them across the face with a glove and saying "I challenge you!"...
**Now pictures doing this to various classic monsters, Giants, Balors, Dragons, the Tarrasque...sadly the Tarrasque is too stupid to respond in anything but attacking, oh well. lol**

DM - Voice of the Voiceless |

@ Darkbiter - can understand frustrations with the die roller, it does seem to have a life of its own - max damage on misses and min damage on hits are my pet peeve.
I can say offline that this little (as in I assume they are all going to be dead in a round) encounter is more to tie up a loose end than anything else. You guys kill the biloko and then you get to delve into the ruins without worrying about them anymore (the biloko at least....).
The ruins are going to be much more squad driven in terms of exploration and response.

Darkbiter |

Most if it is that Darkbiter's training in stealth and perception have been utterly pointless in the last two fights. When I have a character that is built to spot the enemy and get behind them, and he may as well be walking around with a neon vest bright enough blind himself, it gets a bit frustrating. It's hard to put the character in the position he wants to be in when I have little faith in the dice roller to let me do what Darkbiter is built to do, but ask for some dice roll Darkbiter isn't trained in and it gives me a natural 20.

Drannigan "Doc" Piper |

A little system-fu thrown at 'Biter in hopes of alleviating and explaining his issues. (If it's stuff you already know, just ignore me)
Mechanically, this is a common problem in the early levels. You won't start being able to really rely on your skills until third and you won't hit your stride until 5th. That's just how the numbers function.
See, the scale is built primarily on a 5% curve (each +1 representing a 5% increase over the last). A DC 10 represents an easy, average task, one that someone with no training has a 50/50 shot at. Your average DC for someone who's trained in something is a 15. Because opposed rolls are generally between people with comparable bonuses, the math works for them too. That means that until you get a +5 bonus, you've got a coin toss' odds (or less) of being able to do what you want. Until you get a +10, you can't even be reasonably expected to do what you're supposed to be good at on a regular basis. (By the time you get a +20, it stops being about whether or not you succeed and starts becoming about degrees of success.)
The +10 to +20 skill range is where most players envision their characters when they create them. They assume max ranks and a good attribute implies competence. It doesn't. At least not at first. The issue is that unless you're horribly minmaxed you won't see a +10 to any skill until at least 3rd level. Darkbiter isn't "built to be stealthy" yet. He's learning, and making a lot of rookie mistakes. That will be the case for as long as the d20 roll has more say over the results than the bonus to the skill.

sunshadow21 |

A little system-fu thrown at 'Biter in hopes of alleviating and explaining his issues. (If it's stuff you already know, just ignore me)
Mechanically, this is a common problem in the early levels. You won't start being able to really rely on your skills until third and you won't hit your stride until 5th. That's just how the numbers function.
See, the scale is built primarily on a 5% curve (each +1 representing a 5% increase over the last). A DC 10 represents an easy, average task, one that someone with no training has a 50/50 shot at. Your average DC for someone who's trained in something is a 15. Because opposed rolls are generally between people with comparable bonuses, the math works for them too. That means that until you get a +5 bonus, you've got a coin toss' odds (or less) of being able to do what you want. Until you get a +10, you can't even be reasonably expected to do what you're supposed to be good at on a regular basis. (By the time you get a +20, it stops being about whether or not you succeed and starts becoming about degrees of success.)
The +10 to +20 skill range is where most players envision their characters when they create them. They assume max ranks and a good attribute implies competence. It doesn't. At least not at first. The issue is that unless you're horribly minmaxed you won't see a +10 to any skill until at least 3rd level. Darkbiter isn't "built to be stealthy" yet. He's learning, and making a lot of rookie mistakes. That will be the case for as long as the d20 roll has more say over the results than the bonus to the skill.
The sad part is that his perception is at +10, and his stealth at +8, so while I don't expect continual unbroken success, it should be getting at least somewhat reliable. I guess I'm used to casters that are built precisely to avoid dice rolls whenever possible.