Storyteller-Shadows-Multi-Game-Recruitment III


Recruitment

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you may want to check out the flying blade swashbuckler for the knife throwing thing. They can do quite impressive damage with precise strike


OmniChaos wrote:
When you throw daggers they become ranged weapons, their no longer melee. That's why you use Dex for atk rather then Str without any feats or abilities. Also weapon finesse makes a point of calling out melee in it's descriptive text. Unless the DM house rules otherwise or I am mistaken, pretty sure that's how it works.

Descriptive text is just that: Descriptive. Plus you already apply your Strength as a damage modifier to thrown weapons. So picking up a feat to replace it with Dexterity doesn't seem like it is inappropriate to me.


Fury of the Tempest wrote:
Descriptive text is just that: Descriptive. Plus you already apply your Strength as a damage modifier to thrown weapons. So picking up a feat to replace it with Dexterity doesn't seem like it is inappropriate to me.

Well it speaks to the intent, but I won't argue that. Str is force, so adding it to thrown ranged weapons makes sense. Dex is agility so adding that to thrown weapon damage makes little sense. It's the same reason composite bows add Str and require it to be used properly. They add to the force of the projectile by increasing tension. Again the increase of damage is based off force. How do you explain the increase in damage based off agility?


How do you explain the increase in damage based off agility in melee?


Johnnycat93 wrote:
How do you explain the increase in damage based off agility in melee?

Shut. DOWN.


Johnnycat93 wrote:
How do you explain the increase in damage based off agility in melee?

I always thought the ability to move quickly lets you take advantage of the opponents weak spots and lack of readiness. Strike an opponent that is braced for it grants less damage then one that is relaxed. But that's just my thinking, so good question. I'd like to know the answer to that to. :)


OmniChaos wrote:
Johnnycat93 wrote:
How do you explain the increase in damage based off agility in melee?
I always thought the ability to move quickly lets you take advantage of the opponents weak spots and lack of readiness. Strike an opponent that is braced for it grants less damage then one that is relaxed. But that's just my thinking, so good question. I'd like to know the answer to that to. :)

So it's almost like throwing a weapon swiftly and accurately allows you to take advantage of opponent's weak spots and lack of readiness. Striking an opponent that is braced for it grants less damage than one that is relaxed. But that's just my thinking.


Either of the above two explanations seems plausible if not a mix of both.

As far as a ruling I'd have to look into it and get back to you Jereru.

My niche is really 3.5 actually it really the ST system. I know that's NOT how it works 3.5...


My point is this: you can look at dex to damage in basically two ways, narratively and mechanically.

From a narrative standpoint, combat is a huge abstraction that doesn't hold up to scrutiny. Which is to sauly that it's all gobbledeegook. It's difficult to have any sort of justification for agility based damage in melee combat that does not also apply to ranged combat. Especially when the precedence of dex to damage with ranged weapons already exists.

On the other hand, mechanically, daggers suck. Dramatically so. Given that throwing weapons is already a subpar fighting style, there's not any harm in letting them suck slightly less.


Fury of the Tempest wrote:
So it's almost like throwing a weapon swiftly and accurately allows you to take advantage of opponent's weak spots and lack of readiness. Striking an opponent that is braced for it grants less damage than one that is relaxed. But that's just my thinking.

The throwing is the major problem there. Force and speed is lost over distance as well as time, striking something in front of you accurately is way easier then striking a moving target accurately from a distance.

But as the DM is looking into it. I'll leave it at that. Their decision at the end and this is not a rules thread.


Okay, okay, let's see:

Deadly Agility wrote:
...You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat...

Bold mine.

So, technically, the way I see it, when you throw a weapon you're not wielding it anymore. Yes, I know, I'm knocking out my very own build. But that's how things are, some builds are bound to suck and that's that.

All this nonsense about fluffing out Dex to damage is nonsense. There are ways to add Int, Wis or Con to damage, even Cha. Trying to rule Dex off fluffwise seems ridiculous to me.

Supposing Shadow will rule the feat out (which seems logical to me since it isn't even a Paizo feat), I will do it without it anyway - picking the Startoss Style feat should add enough damage.


The reality is that you can justify (from a theoretically realistic point of view, at least) just about any attribute to hit or to damage. "It makes sense" applies to everything the imagination can concieve and subsequently justify, even moreso in a setting like Pathfinder where Magic and Superhumans abound.
Fluff-based reasoning holds (almost)no bounds.

On the flip side, the crunch side of Pathfinder deals with written rules and "Equality", even at the expense of "Realisim" and "Fluff".
The crunch has to make the game functional and fair between the different players, despite the fact that the reality-warping Wizard should be leagues more powerful then the mundane fighter, realistically. It is only as a distant second are concepts like "Fluff" and "Fun" considered, and only after its first priority is satisfied. (Even fun. Many really cool concepts are shut down because they are too powerful or they break something.)
It has to. Human nature will try and take every inch available and so the rules are written in a permissive form (ie you can ONLY do what we allow you to do).

That said, the developers generally fear Dex-to-Damage based on the reasoning that it inviladates another stat altogether. A pure Str character still needs Dex for AC, Ref saves, Initiative, and a host of skills. But what does a pure Dex character need Str for? CM, Carrying Capacity, Climb and Swim. If a pure Dex character forgoes Combat Maneuvers (or takes Agile Maneuvers) and gets a Handy Haversack then Str becomes an even more useless stat than Cha.
Worse still, it can begin to outshine a Str-based fighter since the Str-fighter needs to diversify its stats and the Dex-fighter can more easily specialize.
From a rules-and-equality standpoint, Pathfinder cannot allow Dex-to-Damage, or if they DO allow it, then they must impose heavy restrictions.

Note that when you make Homebrew content then it becomes entirely your responsibility to regulate the game balance, as the rules no longer have the power to :/
But you already knew that :)

As for this particular case? Dex-to-Damage for daggers, both in melee and at ranged does not seem to be more significant then just Dex-to-Damage for melee, balance wise. (from my perspective)

Also, I should really make the distinction between "You Will" and "Someone Could". This says nothing of what you are doing, simply that someone could do this, and if they did...
Its not personal :)


Jereru wrote:

Okay, okay, let's see:

Deadly Agility wrote:
...You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat...

Bold mine.

So, technically, the way I see it, when you throw a weapon you're not wielding it anymore. Yes, I know, I'm knocking out my very own build. But that's how things are, some builds are bound to suck and that's that...

I think you are splitting hairs a little too finely ;)

Combat in Pathfinder is abstract. You make a single attack roll and that represents a whole host of movement, twists, turns, jumps and dodges in a roughly 6 second period. Almost all of that is abstracted out, down to a single "You hit. Roll damage."
The term; "Wielding" seems to generally boil down to "having the item in hand and being capable of making threatening movements with it." Or that is as close of a conclusion I can come up with from reading the Combat section :/
You can wield wands, but they are generally useless as a weapon, for example.

Back to abstraction, if you can wield a dagger in your hand, and then throw it, how much time has passed since you let go of the weapon (and are no longer "wielding" it) and it strikes the target? What happens in this interval between "wielding the dagger" and "striking the target"? At what point in this sequence is the Attack Roll made?
The answer is that the rules dont say. All of this is abstracted down to a single "Attack Roll" for the whole thing.
"You are wielding a dagger for the beginning of an attack", is the same as; "you are wielding a dagger for the attack". With no distinction provided by the rules so no distinction should be drawn.

I would conclude that you can wield throwing weapons and that they are considered "Wielded" for the attack action even if they have left your hand by the end of the action.


Well, anyway... it's Shadow who will need to decide on that. He can even decide I'm not in for the game, there was just one spot free after all.

What I'll do is: I'll leave the alias as it is, then have a plan B ready to copypaste in the alias in case he decides to rule this off. And pick me, of course.

Verdant Wheel

Gobo Horde wrote:
That said, the developers generally fear Dex-to-Damage based on the reasoning that it inviladates another stat altogether. A pure Str character still needs Dex for AC, Ref saves, Initiative, and a host of skills. But what does a pure Dex character need Str for? CM, Carrying Capacity, Climb and Swim. If a pure Dex character forgoes Combat Maneuvers (or takes Agile Maneuvers) and gets a Handy Haversack then Str becomes an even more useless stat than Cha.

Hilariously enough, as I recently found out, Kvals (as well as any tiny creatures) use Dex for literally every strength-based attribute other than Carrying Capacity and Damage Rolls. Kiana could be significantly more powerful if she didn't have that 15 in Str, even with the smaller guns. Luckily firearm builds aren't that intensive Ability-Scores-wise so I could splurge a little. Even if I now have a negative in Con, the ultimate 3.X no-no.

Verdant Wheel

Fury of the Tempest wrote:
Nitro~Nina wrote:
Noted and read, thanks! Kiana would have been great as that new gunslinging Striker archetype, but ach well. Mostly the removal of Dedication is beneficial though!
You'll have to point out the new gunslinging Striker Archetype through, I can't see it anywhere.

Gunpowder Brawler, on this page!


Nitro~Nina wrote:
Gobo Horde wrote:
That said, the developers generally fear Dex-to-Damage based on the reasoning that it inviladates another stat altogether. A pure Str character still needs Dex for AC, Ref saves, Initiative, and a host of skills. But what does a pure Dex character need Str for? CM, Carrying Capacity, Climb and Swim. If a pure Dex character forgoes Combat Maneuvers (or takes Agile Maneuvers) and gets a Handy Haversack then Str becomes an even more useless stat than Cha.
Hilariously enough, as I recently found out, Kvals (as well as any tiny creatures) use Dex for literally every strength-based attribute other than Carrying Capacity and Damage Rolls. Kiana could be significantly more powerful if she didn't have that 15 in Str, even with the smaller guns. Luckily firearm builds aren't that intensive Ability-Scores-wise so I could splurge a little. Even if I now have a negative in Con, the ultimate 3.X no-no.

That is a holdover from 3.5 but it is not perfectly translated over to Pathfinder and you may find the rules are sometimes muddied :/

For Tiny Creatures;
Dex to CMB applies.
A tiny creature only takes up a 2.5ft space and has a reach of 0ft
Tiny creatures climb and swim using Dex
Some animals have Weapon Finnesse built in, while some, like the bat have to spend their 1 feat on it. Others, like the Tiny Animated Object do not get it at all (because they are mindless) and so they have to use Str for Att and Damage. The Badgerhound just simply dosnt get it.
In 3.5 all tiny creatures just got Weapon Finesse for free by default.

But ya, my Gunslinger has a 14 Str, because I cant imagine a weak smith, and it does allow me to transform into a greatsword or something and go to town.


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MAGNIFICENT SEVEN - A KINGMAKER/IRON GODS ADVENTURE

1. The Emerald Duke: (Erissa Baine; Android Cavalier Dune Drifter/Construct Rider),

2. Me'mori: (Mira Oralia; Android Holy Gun Grey Paladin/Mysterious Stranger Gunslinger)

3. Edelsmirge: (Johnny Mash; Half-Elf Gernaider Alchemis)

4. RobL8675309: Verra Vulcan; (Changeling Picaroon Steelhound Investigator)

5. Gobo Horde: (Joseph Bonkers; Human Armorist/Gunsmoke Mystic) (Casting Traditon/Sphere breakdown)

6. Gramork: (A-23; Android Zen Marksman Monk)

7. JDPhipps: (OZ-M1; "Ozymandias"; Unfettered Inevitable Eidolon Gunslinger) (Unfettered Creature)

I spent extra time here so I assure you all this was not an easy choice. I took into consideration preferences as well.

I'll have the Gameplay and Discussion thread up tomorrow.

-------

WANDERERS OF THE WASTE - HOMEBREW ADVENTURE

Idiot Cube: (Mylon Sivalra; Human Desperado Warlord/Juggler Bard)

Nitro~Nina: (Kina the Kval; Kval Conscript)

Teiidae: Xocualtuatl; Reptoid mechanist Techslinger Gunslinger)

Fury of the Tempest: (Arcantos the Gunsmith; Human Phantom Gunfighter)

Sapiens: (Alsande; Android Technician) (Scrapper Sniper Tradition)
Johnnycat93: (Samuel Rodrigues; Human Bloodborn Hunter)
Jereru: (Reverend Rob; Human Conscript) (Tradition)
This one will take longer to get going, expect to see it up and running sometime around Father’s Day.
-------

Some of you I did not select and for that I am sorry but I have limits on how many PCs I want in these games and I think 7 is as big as these groups should be (hell the number should probably be 5 based on strength of builds but 7 is where I settled) ;-)


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Joseph Soltz wrote:
Storyteller Shadow wrote:

Not for Eberron. I prefer to keep the Eberron feel by utilizing 3.5 converted stuff, someone placed a link somewhere earlier in the thread for that.

I'd allow Spheres of Might in the Forgotten Realms Recruitment I will have up later this month though.

Awwwww, that's a shame. What about a Warlock port of sorts? I'd, likewise, love to play a Warforged who uses his own arcane energies and the soul invested in him by the creation forge to beat the snot out of his foes,whether actually in melee or not.

Edit: To clarify, I'm speaking of Avowed, made by Forrestfire.

OK to this idea, go ahead and submit.


Jereru wrote:

Well, anyway... it's Shadow who will need to decide on that. He can even decide I'm not in for the game, there was just one spot free after all.

What I'll do is: I'll leave the alias as it is, then have a plan B ready to copypaste in the alias in case he decides to rule this off. And pick me, of course.

Submit that alias by the morning and I'll consider it, I'll give a short extension till tomorrow on this as I having been having trouble with the site... again ;-(

As far as the Feat and its function, if I select you I'll look into it but assume for now I allow the feat any adjustments we can work out.


Rise of the Runelords

the Scorched One submission Human Fighter (Dragonheir Scion) [Cannot seem to locate Google Doc, please get a working link up by tomorrow noon EST ].

OmniChaos Submission Halfling Rogue 3.

MonkeyGod Submission Halfling Swashbuckler 3

Cari Mac Submission Female human (Chelaxian) unchained rogue 3

---

Hell’s Vengeance

Timeskeeper Submission Female Sylph Wizard (Spellslinger) 2

RobL8675309 submission GoblinMonk(Martial Artist)-1/Druid(Kraken Caller)-1.

adsapiens submission demon-spawn tiefling antipaladin (iron tyrant) 2.

Seth86:
Ren'Shaw
Male oread cleric (divine paragon, divine scourge) of Magdh 2 (Pathfinder Player Companion: Divine Anthology 15, Pathfinder Player Companion: Magic Tactics Toolbox 23, Pathfinder RPG Bestiary 2 205)
LE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
hp 17 (2d8+4)
Fort +5, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee silversheen switchscythe +4 (2d4+7/×4)
Cleric (Divine Paragon, Divine Scourge) Spells Prepared (CL 2nd; concentration +5)
. . 1st—bane[D] (DC 14), cure light wounds, cure light wounds, shield of faith
. . 0 (at will)—create water, detect magic, purify food and drink (DC 13), stabilize
. . D Domain spell; Domain Luck (Curse[APG] subdomain)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 12, Wis 16, Cha 9
Base Atk +1; CMB +3; CMD 16
Feats Deific Obedience, Power Attack
Traits aspiring Hellknight (Cheliax), hellknight aspirant (Order of the Gate), hellknight initiate, signature moves
Skills Acrobatics -2 (-10 to jump), Appraise +5, Bluff -1 (+0 while wielding Masterwork Silversheen Scyth), Intimidate +5 (+6 while wielding Masterwork Silversheen Scyth), Knowledge (planes) +11, Linguistics +10, Profession (torturer) +8, Sense Motive +8, Spellcraft +10
Languages Celestial, Common, Draconic, Infernal, Terran
SQ +4 to intelligence skill checks, cruelty, crystalline form[ARG], devoted domain, divine brand, malign eye, treacherous earth[ARG]
Other Gear breastplate, blunted bolts (10), crossbow bolts (10), silversheen switchscythe, bedroll, belt pouch, canteen[UE], flint and steel, heretic's fork, holy text (Magdh)[UE], manacles, masterwork (barbed)[ARG], masterwork backpack[APG], meditation book, mess kit[UE], silk rope (50 ft.), soap, spell component pouch, thumbscrew, trail rations (5), waterskin, 70 gp, 3 sp, 4 cp
--------------------
Special Abilities
--------------------
+4 to Intelligence skill checks Gain a +4 bonus on Intelligence-based skill checks.
Cleric (Divine Paragon, Divine Scourge) Domain (Curse)
Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Domain (Cleric [Divine Paragon, Divine Scourge] Domain [Curse]) Gain domain powers of only one domain, and obediences gained earlier.
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Malign Eye (6/day) (Su) Target suffers -2 to saves vs. your spells until they hit you with an attack.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Treacherous Earth (2 minutes, 1/day) Transform a 10-ft. radius patch of earth into difficult terrain.
Male oread cleric (divine paragon, divine scourge) of Magdh 2

---

Thus there apear to be 4 submissions for each game. Correct me if I missed you.

Decision will be some time between tomorrow night and Monday night.

Thanks.


I was working on a sub for Hell's Vengeance but had dance recitals to attend today so, just didn't get it done. Maybe next time :)


Awesome, looking forward to playing in this!


Spazmodeus wrote:
I was working on a sub for Hell's Vengeance but had dance recitals to attend today so, just didn't get it done. Maybe next time :)

If you get it in before the Scorched One posts his corrected link to his character sheet, I'll accept it Spaz.


The Emerald Duke wrote:
Awesome, looking forward to playing in this!

I just hope the campaign is as epic as the Recruitment ;-)

Tomorrow my wife and daughter will be out for about 3 to 4 hours so I should be able to pull everything together then, I hope!

Between the site being slow this week, D&D table top last night, and a child that decided to go to sleep at 9:30 tonight, I am behind on posting in my active games as well. Luckily, I am working ten minutes from home on Monday so I can stay up ultra late tomorrow to catch up. Now, off to post I/C in as many PbP's as I can till I pass out! :-)


Sweet. I'm pretty stoked for this, a mash-up of two of my favorite APs. That, and it looks like I'll finally be able to bring at least a version of this character concept through a whole game. I'll be looking forward to it going online.


Well, here he is, Chejop The Dagger Thrower, Jereru's PC submitting for RotR.

I have completely removed Wp Finesse and Deadly Agility from the build for now, he will have to rely on the style feats to do damage. Maybe in the future he'll get levels in Swashbuckler or get a Weapon MAstery ability to mitigate that. Next level he'll get Ranged Trip and that will be fine. By level 7 he'll be able to make the daggers return, and meanwhile he'll use one of those belts.


Hey out of curiosity, what are the odds of finding technological equipment out in the wastelands? I may of over specialized Xoc in that field and am wondering if I need to overhaul him a bit.

Also, if there is mutants running about, what are the odds of but getting bitten by radioactive mutants and gaining powers or dying from cancer?

Verdant Wheel

Gobo Horde wrote:
Nitro~Nina wrote:
Gobo Horde wrote:
That said, the developers generally fear Dex-to-Damage based on the reasoning that it inviladates another stat altogether. A pure Str character still needs Dex for AC, Ref saves, Initiative, and a host of skills. But what does a pure Dex character need Str for? CM, Carrying Capacity, Climb and Swim. If a pure Dex character forgoes Combat Maneuvers (or takes Agile Maneuvers) and gets a Handy Haversack then Str becomes an even more useless stat than Cha.
Hilariously enough, as I recently found out, Kvals (as well as any tiny creatures) use Dex for literally every strength-based attribute other than Carrying Capacity and Damage Rolls. Kiana could be significantly more powerful if she didn't have that 15 in Str, even with the smaller guns. Luckily firearm builds aren't that intensive Ability-Scores-wise so I could splurge a little. Even if I now have a negative in Con, the ultimate 3.X no-no.

That is a holdover from 3.5 but it is not perfectly translated over to Pathfinder and you may find the rules are sometimes muddied :/

For Tiny Creatures;
Dex to CMB applies.
A tiny creature only takes up a 2.5ft space and has a reach of 0ft
Tiny creatures climb and swim using Dex
Some animals have Weapon Finnesse built in, while some, like the bat have to spend their 1 feat on it. Others, like the Tiny Animated Object do not get it at all (because they are mindless) and so they have to use Str for Att and Damage. The Badgerhound...

I forgot about melee attack rolls, partially because Dex-to-Attack makes more sense and partially because I've never seen a Dex-based melee character without Weapon Finesse. Well caught!

Verdant Wheel

Storyteller Shadow wrote:

WANDERERS OF THE WASTE - HOMEBREW ADVENTURE

Idiot Cube: (Mylon Sivalra; Human Desperado Warlord/Juggler Bard)

Nitro~Nina: (Kina the Kval; Kval Conscript)

Teiidae: Xocualtuatl; Reptoid mechanist Techslinger Gunslinger)

Fury of the Tempest: (Arcantos the Gunsmith; Human Phantom Gunfighter)

Sapiens: (Alsande; Android Technician) (Scrapper Sniper Tradition)
Johnnycat93: (Samuel Rodrigues; Human Bloodborn Hunter)
Jereru: (Reverend Rob; Human Conscript) (Tradition)
This one will take longer to get going, expect to see it up and running sometime around Father’s Day.

Aha, fantastic! Thanking you kindly, Storyteller Shadow! Congratulations to everyone else who got in and I'm really looking forward to these character interactions.

Good luck to the Magnificent Seven too, I'll definitely be reading along...


Nitro~Nina wrote:
Gunpowder Brawler, on this page!

... Somehow I completely missed these archetypes. Huh. Guess I'm going to have to check them out.

Storyteller Shadow wrote:

WANDERERS OF THE WASTE - HOMEBREW ADVENTURE

Fury of the Tempest: (Arcantos the Gunsmith; Human Phantom Gunfighter)

Awww... I guess my guy didn't fit one of the tropes for the Magnificent Seven huh?


Badass! Thanks for the pick shadow. Very excited to play with you all and congrats to everyone selected.


Righto. Here's Spazmodeus' submission for Hell's Vengeance.


Storyteller Shadow wrote:

WANDERERS OF THE WASTE - HOMEBREW ADVENTURE

Jereru: (Reverend Rob; Human Conscript) (Tradition)

Thank you! I will correct the things that need to be corrected by the new SoM things, though it seems I have plenty of time to do it.

I'm eager to see what comes out of that twisted mind of yours!


sweet gun-slinging action! Looking forward to it


Cheers, I look forward to playing.


Teiidae wrote:

Hey out of curiosity, what are the odds of finding technological equipment out in the wastelands? I may of over specialized Xoc in that field and am wondering if I need to overhaul him a bit.

Also, if there is mutants running about, what are the odds of but getting bitten by radioactive mutants and gaining powers or dying from cancer?

I am sure there will be something :-)

Yes Mutants for sure, cancer, well, we'll see...


Rise of the Runelords Recruitment is now CLOSED

the Scorched One submission Human Fighter (Dragonheir Scion) Sorry tSO, without a working link to the crunch can't accept the submission, if you can get it fixed ASAP I'll consider it.

---

Jereru submission Half-Orc
Fighter (Weapon Master: Dagger)

OmniChaos Submission Halfling Rogue 3.

MonkeyGod Submission Halfling Swashbuckler 3

Cari Mac Submission Female human (Chelaxian) unchained rogue 3


Hell’s Vengeance Recruitment is now CLOSED

Timeskeeper Submission Female Sylph Wizard (Spellslinger) 2

RobL8675309 submission GoblinMonk(Martial Artist)-1/Druid(Kraken Caller)-1.

adsapiens submission demon-spawn tiefling antipaladin (iron tyrant) 2.

Spazmodeus submission Human Battle Scion

The Exchange

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Right, so... I'm interested in the Eberron game. I have the basic mechanical info, although I'm unclear what background skills are. Beyond the basics, is there any info on the nature of the campaign itself, so I can mesh a PC concept with it?


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Hi Aubrey, the campaign started with a group of disparate characters who were heroes either of the Last War or of an airship disaster all down on their luck. They accepted a job as mercenaries and found themselves in the bowels of Sharn retrieving an ancient artifact for House Cannith.

The job was complicated by the appearance of another mercenary group also claiming to be working for House Cannith.

The complication was resolved by House Cannith itself. However, a few members of the group went missing after having agreed to head back to the city to inform the Watch of the presence of the Lord of Blades.

The group spent the next few days trying to find their missing allies. They were informed by a member of the Watch that there may be a lead to the whereabouts of their allies (and a relative of one of the PCs) in the COGS. The group is about to seek that lead out. Another PC not affiliated with the group (but is about to be) is heading to the COGS as well to work for an Inquisitive.

New PCs will either: (1) have a missing friend or relative leading them to the same hook, or (2) be mercs looking for work leading them to the same hook.

Background Skills are described here.


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RECRUITMENT NOW OPEN for Eberron - Echoes of the Past Table II

This will be a Pathfinder game.

Eberron Pathfinder Conversion

Builds:

Starting at 2nd Level.

Traditional Eberron Races are (obviously) allowed.

25 Point Buy.

We are using Background skills.

Max HP at 1st Level. Roll or 1/2+1 HD thereafter.

If you wish to use a supplement just ask.

Yes Psionic Characters are welcome (Ultimate Psionics).

A brief Background 2 paragraphs max is fine.

Two Traits (from any book including Campaign Traits unless they are tied to the core of that Campaign and would make little sense here).

You may take a single Drawback to gain another Trait.

Each character will receive a bonus Feat of their own choice over and above the base level 1 Feat which must be selected at character creation.

I will use a Hero Point system of my own devising.

Starting with 2,000 GP.

Current party consist of an Oracle, an Elven fighter, a Dragonmarked Blade Adept Arcanist, a Wilder and a Bloodrager.

Recruitment will be open until June 9.

I am Recruiting for 2 Slots.

---

Current Submissions:

Jereru - Warforged - Fighter 1
- Investigator (Empiricist) 1
.

There has been some interest as well.

Recruitment ends in 5 + days.


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Note that Vampire Venice by Night the Dark Ages, Rise of the Runelords, Hell's Vengeance, Kingmaker/Iron Gods all Gunslingers, and Ravenloft Recruitments are all CLOSED.

As noted above, Eberron is open until Midnight EST June 9th.

The Wastelands Homebrew will open mid-June, I will post the link to that thread for the PCs who were accepted once I am ready to begin.

The day AFTER the Wastelands game is up and running I will begin Recruiting for the Forgotten Realms - Scions of Zhentil Keep all Evil Campaign.

Recruitment for the Ruins of Azlant Pathfinder Society Gestalt will take place here, dot in of you are interested and have not dotted already.


Storyteller Shadows wrote:

MAGNIFICENT SEVEN - A KINGMAKER/IRON GODS ADVENTURE

5. Gobo Horde: (Joseph Bonkers; Human Armorist/Gunsmoke Mystic) (Casting Tradition/Sphere breakdown)

Sweet! Sounds good :)

I will clean up the Submissions doc and remove a lot of the now-useless information but I will not delete the other applicants in case someone drops. Then I will see about adapting it for... Other purposes >:)

Good luck Nina~Nitro! I was looking forward to seeing your Kaval in action but it was not meant to be...


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Storyteller Shadow wrote:

RECRUITMENT NOW OPEN for Eberron - Echoes of the Past Table II

I may have missed it, but I don't recall seeing an answer regarding Avowed, for a Warforged submission for this game.


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Joseph Soltz wrote:
Storyteller Shadow wrote:

RECRUITMENT NOW OPEN for Eberron - Echoes of the Past Table II

I may have missed it, but I don't recall seeing an answer regarding Avowed, for a Warforged submission for this game.

My post may have been eaten, the boards have been funky the last few days.

I approve the use of Avowed source material for your Warforged submission.


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Storyteller Shadow wrote:
Joseph Soltz wrote:
Storyteller Shadow wrote:

RECRUITMENT NOW OPEN for Eberron - Echoes of the Past Table II

I may have missed it, but I don't recall seeing an answer regarding Avowed, for a Warforged submission for this game.

My post may have been eaten, the boards have been funky the last few days.

I approve the use of Avowed source material for your Warforged submission.

Hurray! Look forward to a Body pact Warforged, using some mixture of Shapes (likely including, though not limited to, Aether Circus for that good ole "Mech Missile Swarm" goodness).

Edit: Which Eberron conversion would you like to be used?


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Ya he did, the post was here, directly below the Mag 7 selections.


Kingmaker - Iron Gods All Gunslingers GAMEPLAY UP

That took a bit longer than I thought it would. ;-(

Anyway it's finally up.

Gameplay opens after a Firefight that the group has won against an Acolyte of the Technic League in the eastern Wastes, a day's ride from the Last Stop. The M7 have utilized all of the potions of the now dad warriors to heal their wounds.

You have a prisoner and need to decide what to do with her.

I inferred from some of your backgrounds why you would be here, feel free to amend as you deem necessary.

If you have any open creation issues pending, please re-post them in the discussion thread. In the meantime, go ahead and start playing!


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@Shadow: For Eberron, would you allow the Double weapon Finesse feat from Path of War?

Quote:

Double Weapon Finesse (Combat)

You have mastered ways to take a double weapon and turn it into a spinning majesty of deadly grace.

Prerequisite(s): Proficiency with one or more double weapons, Two-Weapon Fighting, Weapon Finesse.

Benefit(s): While wielding a double weapon that you are proficient in, you may treat both heads of the weapon as light weapons for the purposes of the Weapon Finesse feat and for Two-Weapon Fighting. You also receive a +2 competence bonus to CMD when using a double weapon.

I'm messing around with the idea of an Unchained Rogue that uses a Zulaat.....

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