This is the discussion thread for two campaigns:

The Spider God's Bride - Discussion


Play-by-Post Discussion

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Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Apologies for any delay due to my part. I'm still acclimating to the new environment and job, and on top of that I've had a shingles outbreak that I'm dealing with now. But I'm starting to get settled so I should be around a little more frequently.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Take care.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Please take care of yourself, Talar.


Female Aasimar Druid 7 (Noble)

Talar, just curious why you’re still rolling a fort save? You’re not in the chamber with the smoke (which is slowly receding anyway). So, you don’t need to keep rolling the fort saves.


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Oh I thought it was still reaching me. Thanks for letting me know!


Female Aasimar Druid 7 (Noble)

No, you're fine Talar. The only ones who were in trouble were Tairin and Paten, who were inside the chamber with the alchemicals and smoke until recently. Now they're fine, too. :)


Female Aasimar Druid 7 (Noble)

Why can't Yeth move to use his fire powders? There's room along that line of squares and down and Tairin wouldn't be in the way then. Shrugs.

Feel better soon, Yeth.


Male Human (Civilized Lamurian) Sorcerer 4

Because of the twenty foot cloud that the powder creates. If you are close enough to whip it (within 15 ft) you are close enough to get burned (20 ft.)


Female Aasimar Druid 7 (Noble)

I'm sure you'll get a chance to use it at some point. Your character is the only one to use such powders in this game. Since Yeth hasn't bonded with anyone in game (or attempted to via characterisation/rp), none of us know what is in his arsenal or repertoire. Remember, too, Bjoern is currently trapped under the spider on the floor. He could technically get burned by that powder along with the spider.


Male Human (Civilized Lamurian) Sorcerer 4

No doubt. It wasn't a critique. I couldn't even muster the energy for one at the moment if I had to. :-)


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For what it's worth the time is roughly mid-afternoon - those versed in lore of the supernatural would know that is a big blessing - fighting creatures of darkness during the night is much more challenging for lots of reasons - but that will be important later
to clarify, though - Daniya is dead - the spider god's bride is dead - that challenge has been completed, but there are many threats in the realms of men that you have yet to endure an defeat...

also, to clarify, there won't be any brutal combat for a while - while this is meta-game information it's worth noting that what you'll be doing with your time is "setting the stage" for the next challenge. In other words, you'll have time consolidate your position/power and heal your wounds - what you do with that time will effect how things develop in-game.

During this time I'm going to have the game function with two separate styles - one style will be akin to the sort of adventure you might have seen in the Prince of Persia or Assassin Creed style games - there will be the potential for knife-work and dashing from rooftops to back-alley sword play with rogues and scoundrels in the streets - the OTHER aspect deals more with diplomacy and more detailed/social RP - both sets of actions will converge as your party explores either option (assuming you stay in the city) but it allows for two different styles of RP to continue at once - one works for people looking more for combat/action and the other works more for those liking intrigue and Social RP - you'll still be the same party/group but there will be the chance to have some flexibility in style - what do you think?


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

The pbp format has the advantage of allowing such a split in game style. It's very promising and I'm looking forward to playing it. :)


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Indeed! I also responded in discord :)


Male Human (Civilized Lamurian) Sorcerer 4

This sickness is kicking my ass all over the place. I'm sorry that it has been slowing me down this past week and change. The worst part of a virus is that there is no easy fix.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Yeah, it's rough. I was flattened for a while back in December so I hear your frustration over not being able to clear it.


Female Aasimar Druid 7 (Noble)

I hope you're feeling better soon, Yeth.

I'm not doing so good myself - feel just plain *ick* and heavy/tired in my bones. I will post more once I know what checks are required at this stage to get what we want done.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

I just wish you the best.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Aye, take care Ariarh. I'm currently catching up.


Female Aasimar Druid 7 (Noble)

Two gifs which fit Tairin to a t right now. ;) Heehee.

Image 1
Image 2


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Wait...does this make Patenemheb the vizier? ;)


Female Aasimar Druid 7 (Noble)

@Paten: Hmm...

To take the office of the vizier, one has to have certain traits and behaviours that are required to be a vizier:

1. Act by the law
2. Judge fairly
3. Do not act willfully or headstrong

And, above all else, listen to and heed his Queen! ;) haha.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Hehe. :)

I was jokingly thinking something along the lines of the evil vizier stereotype/trope. The quote at the top of that page is really the one I vaguely remembered from back when I read more Prachett. :)

Quote:

"Grand Viziers were always scheming megalomaniacs. It was probably in the job description: 'Are you a devious, plotting, unreliable madman? Ah, good, then you can be my most trusted advisor.'"

— Terry Pratchett, Interesting Times


Male Human (Civilized Lamurian) Sorcerer 4

I'm a bit frustrated. This could be merely frustration with still not being better. (I hate not feeling well and it sucks to feel poorly for so long.) At the moment, I feel like I'm getting it coming and going in and out of game. I chose to play a sorcerer because I was encouraged that it would not be a character that would step on other characters toes. (Specifically, Tairin worried that my sacred prostitute idea would be too close to her noble leader woman.) I know sorcerers have a bad rap in game in this world, and I didn't mind that because as long as it is all in game it doesn't matter. I was ready to play a despised character that had a rich inner life that the other players and the GM could see. I hoped that this contribution would be valued and perhaps the characters would grow on each other over time.

However, it seems that this kind of dark horse characterization is not what this group enjoys. Fair enough. No hard feelings. Between being sick these past few weeks and being shot down both in and out of character whenever I post doesn't spark the motivation. It's been all of a game day and Yeth-Kolsot is supposed to beloved in a world where sorcery is associated with demons (honestly for good reason in his case)? That sort of bonding just doesn't feel organic to me. I had hopes for after the battle, since between scholarship and poisons I thought there would be potential to work with Paten and Tairin, but now I'm just too discouraged by the pressure in and out of game. I don't think Yeth-Kolsot can give the GM and Tairin what they want.

I think Yeth-Kolsot will take this as an opportunity to get out of dodge and travel further away from Lamu.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

I had no issue with a sorcerer, but your rigid characterisation was setting Yeth aside from the group (and to be be honest was more than a little annoying in a play by post game). Yeth was acting more like one of the villains with his personality than one of the heroes. No one expected him to bond immediately with the original party, yet you deliberately put him on the outer with his personality and in a play by post, with a brand new character introduced into a party, you can’t have such a purely organic development/progression (there are no mechanics in place for that, especially in a fast-paced, complex, developed game such as this one). I’m sorry you’re feeling frustrated, but instead of working with the party/us to make it a better experience for you and us, you decided to cast blame on myself and Dain and that’s unacceptable. Your leaving is your choice as no one was pushing you out of the game (we were hoping to see a little more cooperation and willingness for a smoother transition with a new character). We simply wanted you to meet us half way with how Yeth was behaving in game. On more than one occasion, it appeared as if you weren’t reading what came before your posts - and that isn’t useful in a party environment.

I hope you feel better Ixos/Yeth and I wish you luck elsewhere on the boards.


Male Human (Civilized Lamurian) Sorcerer 4

Hmm. I find it a little unfortunate that you describe "think," "feel", and "seem" constructions as "unacceptable." Semantically, they are very different than the blame assigning. There is a difference between "I feel badly because of X" and "X is bad and blameworthy."

I don't stress this difference to escalate conflict, but to clear any confusion you may have had about my previous post. :-) I also wish you well.


I'm sorry things couldn't work out with you all.

This post is hard for me to write as I currently have horrible muscles spasms and I'm suffering from a headache and nausea from having an epileptic seizure earlier today.

I had hoped that you would have the chance to sit down (in character) and have some Social RP in which your characters had the chance to bond better.

In any case, I'm sorry that style didn't work out and I'm sorry things didn't go as I had hoped between you all.

I will post something later as I'm still feeling very sore from the seizure and I need to rest.


Female Aasimar Druid 7 (Noble)

Dain GM: I think we understood what you were hoping to gain via social rp at this time and trying to forge some kind of bond/s. So, don't worry, and there's no need to apologise. Rest up and start feeling better. Hugs.


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Please take time for yourself GM. This is a very mature group, I'm sure we can handle this appropriately on our own. You work hard enough :)

Yeth, I wish you luck elsewhere on the boards, and of course I'll see you in Talanor!


Thank you all of your support.

I am still disappointed that I couldn't have done a better job to help foster teamwork with the group. I believe that if I had done a better job setting up the meeting with the party and Yeth he may have been in a better place to get along with the group and you guys might have bonded better :(

Because of my illness I will not be working today and will have time to write, albeit intermitidly, throughout the day. Right now, my main focus will be working on things via Discussion as there's going to be some shifts to how the game is going.

With that in mind, I've observed that for parties in RPG's the way the traditional CR is built is with the assumption that the group has 4 members; 1 Fighter for Physical Damage, a Wizard for Arcane Assault, a Cleric for Healing Magic and a Rogue to handle Traps/Auxiliary for the party.

We currently have the Fighter in Bjeorn, and the "Cleric" in Paten - this leaves the "Arcane" up to Tairin (which could be feasible as there's not too much magic in the game, and CR is generally made up for it with Combat and Traps requiring Skill Checks); which takes us to Talar - as a Ranger he can supplement the higher combat in the game so it's not all on Bjeorn, and can supplement the Skills so that Tairin isn't forced to be the only Rogue/Skillmaster in the party.

In short, we have the general basics covered in a higher-powered combat game with less Arcane Magic with the current party of Four Players to balance out standard CR's. To clarify - often times a CR has to be modified to correspond to a party that has more than 4 Players or is missing one of the key elements (such as giving out extra clues/data if there's no Arcane Caster, or changing the combat or adding in more Healing Potions if there are no Clerics).

I've been doing little things like that to accommodate the party thus far, and sometimes it makes it feel too overwhelming, or so I've been told.

As it stands we have 4 Players that cover the bases nicely. I'm not opposed to a fifth player, but my chief concern is looking for someone that the group really enjoys playing with.

It's my experience that PbP games often die because people just stop having fun playing them. It's also my experience that people often feel stressed/too busy because the game just isn't a good experience/fun.

In short; I think a PbP can be like food - if it's something we don't like, we feel too "Full" to eat any more and need to come back later. But if it's something we absolutely love, we somehow find the room to squeeze in some "dessert", even if our day is feeling "full", because, hey - everybody loves dessert!

That's what I'm looking to do with this game, and I think it can be done with the current party, though I wouldn't mind having another player just to give some good RP.

That is something I do like; that is - lots of RP.

Some of you may have noticed Tairin had made an earlier post including what her plans were. This post was, to me, a great length!

I love to read and I enjoy stories and reading her plans felt like a story. Ironically, Tairin had made some earlier posts in which she included extensive details in Spoilers. I actually missed those details completely because the post was so short (with the bulk under the Spoiler heading) I merely skimmed it, figuring it didn't have the details (this was in reference to my earlier request to have more details on your Perception Checks to search the bedrooms earlier; she had given those details under a Spoiler and I completely missed it because the post was so short I ended up just skimming it and literally missed the Spoiler Part of her post, unfortunately).

I understand that some people don't like long or frequent posts, but I'm not really one of those people. I can work in a game that is short on details/posts, but I like to see camaraderie with the group; social RP and the writing to feel like a good story. Being a GM is a lot of hard work and the most rewarding part to me is enjoying what the players are contributing and interacting with them (this is why I often include GMNPC's in the party, so I can interact more fluidly with the story).

With that in mind - I know not everyone likes to write long posts or read long posts - I also know finding new players to a PbP game can be challenging. If we stick with only 4 Players do you guys have any ideas or suggestions to up the Social RP in the game?

Finally, the game's pace will likely change for the next few weeks "In-Game". It's been pretty fast/intense lately, with every day bleeding into another combat, but now that you're able to get things set up in your new home things like researching spells and setting up diplomatic contacts and spies will slow things down as they take longer "In-Game".

Meanwhile, this will allow the non-combat people to have a more relaxed pace for diplomancing, and still allow the fighter-types in the group to have combat/action scenes. They won't happen every day, of course (in-game, that is) but they should happen frequently enough to be fun.

Please let me know what you think of this so far, thank you again for your patience and well-wishes, and I hope to hear from you all soon!


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

@Yeth/Ixos: I wish you the best of luck.

@Dain: Not every character interaction is going to work out. I've seen parties that should have worked on paper disintegrate into outright infighting - and the opposite. You can't account for all variables.

I will say that I'm not a great fan of the fighter/rogue/cleric/arcane standard party, if only because with systems from 3.0 onwards, the exact capabilities of those classes are so much more variable. A "fighter" looks a lot different if they take the lore warden archetype versus the trench fighter, for example.

I prefer to think less in terms of the classes, and more in terms of capabilities. And from that approach, I still agree that we cover our bases quite well. The sheer amount of high skills in the party alone have benefited us almost constantly! I don't think we are lacking in any role, and I could live with keeping to the current party. But a solid and consistent player who enjoys the particular atmosphere of this campaign could add to the roleplay, which leans me towards recruiting.

As for post length, my available time and energy vary quite a lot. There will be days I feel too wiped out to do more than the most minimal of posts. And frankly, I think those are insufficient when there are long, complex posts flying back and forth. I would rather wait until the next day when I am likelier to be able to contribute in a manner I am happier with.

If there's some element of the previous conversation that I've missed or under-explained, feel free to ask me to clarify.

And Dain, thanks for the campaign.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

@Yeth/Ixos I wish you godspeed, but alas you did pick (knowingly) a character that was from the class in a difficult position.
There is one rule, magic is not to be trusted. Then you did play him totally cool, if you had given him one anchor to trust him. And that is where we all failed I think. You should have picked one character and be indebted to him. An old friend, lover, arena mate, childhood friend.
To play the mystirious stranger is always a dicy decision, it is very difficult to pull of well.

I also think, we have all the basics covered well and we will pull together just nicely!


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

I am fine with the current make up and skill set of the party, and, we do have two main DMNPCs (Samir & Farrokh) we can lean on, if necessary.

If the group feels we require a dedicated caster to join our ranks, I'm open to it. I think in recruitment, though, we must openly state what we are hoping to see from the new player (that way they can decide whether they can take on the role and position). Characterisation is important, but not at the casualty of group dynamics and harmony. A new person really does have to jump in, feet first, and run in this game. A dark, brooding, hermit-like/anti-social character isn't really going to be able to accomplish this and it will take them longer to a) earn the trust of the current party and b) find their place among the group. I'm all for good roleplay, but not at the expense of player harmony and game movement/plot advancement/general social rp fun.

As to length of posts, I can post longer or shorter posts depending on my time and motivation. Much of the time, I prefer to break up the posts into more shorter, digestible entries, so people don't come onto the board and see bulky text to slog through (although my lastest few entries have been lengthier). I think that's when information tends to get lost, when there's too much information to take in/discern and people don't or can't wade through the text, especially when viewing the game from a mobile device.

I do like/enjoy the opportunity to unwind in game between fights or general mystery-solving activity. So, I think a change in pace is a fine idea. I think it's better for us to come together, talk, solve puzzles and unravel clues, rest etc and then move the game forward. I find if I'm constantly moving/reacting from one event to another without some or any rp/social downtime, it can get a little monotonous/hurried for me. I like movement, but at a steadier rate. If I feel rushed, I tend to post shorter and less descriptive postings as I'm generally juggling work and gaming due to time zone differences.

Dain, I do appreciate how much time and energy you invest in this game. It's what gives it flavour and substance.


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

I'm actually partial to the idea of not having a full caster available to us in the party. I think it helps set the atmosphere of magic being so strange and dangerous.


Female Aasimar Druid 7 (Noble)

I understand that, Talar. I’m of the same mind, too, regarding keeping true to the low magic world.

If you would bring in a new player to add to the group, what kind of character would it be?


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

I'd lean towards having more subtlety available to us. Best that a new character is flexible, in being able to act capably inside and outside of combat.

An article I read recently aligns well with my thinking here:

Quote:

This guide is not intended to be an ‘optimization guide’, which go in-depth on character options to accomplish specific goals. It is instead a ‘viability guide’, which only provides general purpose insight to create characters that can survive and excel in their adventuring career. I’m now going to qualify what I mean by ‘viable’.

(A) The character should be good (neither merely passable, nor necessarily excellent) in their primary combat tactic.

(B) The character should have no defensive measure that fails more than half of the time.

(C) The character should have a secondary combat strategy at a passable level of efficacy for when their primary will be ineffectual (ie, immunity to mind-affecting vs. an enchanter character, swarm traits vs. weapon damage characters) and/or a method of ensuring that their primary strategy works even in those unusual circumstances (such as a swarmbane clasp).

(D) The character should serve some function for the party when not in combat, preferably more than one.

Any character that meets these criteria is at least a viable character.

Patenemheb technically breaks A, though his buffing has its uses. ;)


Female Aasimar Druid 7 (Noble)

Dain GM, regarding Farrokh, I did post this in my last post:

Tairin wrote:

Upon Farrokh's return, Tairin waited until Patenemheb had communicated all that had transpired inside the estate since hus departure and what their immediate plans were. She only interrupted to add a few details and ask of him...

I thought it would suffice in expediting the conversation with Farrokh and getting him up to date on what had gone down while he was in the city proper. I saw that Paten hadn’t played it out, but presumed he would have and simply hand waved it to get to the more important rp/tasks. Can we say Farrokh now knows what’s happened or do you really want us to play it all out via social rp?


Ariarh Kane wrote:
I thought it would suffice in expediting the conversation with Farrokh and getting him up to date on what had gone down while he was in the city proper. I saw that Paten hadn’t played it out, but presumed he would have and simply hand waved it to get to the more important rp/tasks. Can we say Farrokh now knows what’s happened or do you really want us to play it all out via social rp?

I don't mind if a player wants to "fast-forward" the details in that case by writing something like - "I quickly bring my friend up to speed by sharing all the details".

Quick aside, how detailed do you want your servants; full stats or just details?


Female Aasimar Druid 7 (Noble)

I feel I kind of did that with my rp.

As to the servants, I think for now we just need their names, descriptions, what languages they speak and what duties they will perform within the estate. Thank you, Dain GM.

I will post some more rp in my morning as it's very late here and I have an very early morning start.


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

If I had the option to add somebody? Well...perhaps a battle cleric. Somebody who can help Bjoern hold the front line and add some versatility casting (such as buffs) that fall within the restrictions of the settings. One of the "use abilities to make us scarier then beat our enemies to death" types. If I had to pick somebody to fill in who wouldn't overlap with anybody else.

But honestly I'm fine continuing as is. This is a pretty intense high-detail game, and asking somebody to not only be interested in that but also be pinholed for a character idea would be a difficult task.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Handwaving is fine by me in this case, and generally is, unless imminent danger is a problem.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

It will be tomorrow, I'll be in bed soon.


Ariarh Kane wrote:
As to the servants, I think for now we just need their names, descriptions, what languages they speak and what duties they will perform within the estate. Thank you, Dain GM.

My intention was to reward your rolls with more qualified servants. Thus, the better you roll, the better your servants.

In this case you rolled exceptionally well, and I had considered giving you 4 Level 1 Servants of an NPC Class of your Choice and 1 Level 3 Head Servant of the Corbie Class (though I'm open to other options if you prefer) - all with Point Buy of 20.

This would allow you the chance to have more control and customization of your Servants, if you wish.

That's entirely up to you, though.

If you still just want "bare bones" including names, descriptions and languages, that can be arranged, too.

However, as this is a new option I thought I'd leave the choice up to you.


Talar Drealev wrote:
If more are coming into town with us, Talar will still have only himself and Tairin riding Ramul, and will make sure to keep a slow enough pace that those walking don't have to hustle to keep up.

Point of Clarification: The house you're in is literally inside the city limits. Essentially it's like a large, gated townhouse that's adjacent to a major street inside the city proper.

So, basically, the property kind of looks like = This =

The opening on the gate would be facing north and right in front of the gate it would be a street that is inside the city limits. Your house takes up, essentially, an entire city block.

But the point is, you aren't commuting from the house to the city.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

So no traffic jam! Glad to hear it.


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Ooh, any NPC class. There are definitely better options than commoner out there. Expert gets a good amount of skills and can simply pick any 10 skills to be class skills.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

I wouldn´t mind a warrior for guard duty, an adept for the kitchen, one expert as a assistant gardener, carpenter and an expert maid.
And our corbie to make the repairs :-)


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Abu Khiaff
Palaria


Female Aasimar Druid 7 (Noble)

You’d be hard pressed to find a Yar-Ammonite as a servant, Bjoern. Plus, that first name is too similar to Abu Khafi the powerful NPC in the city and it could get confusing. I will stat up/develop the 5 servants today and present them on discussion for final tweaks/changes. I will take other people’s suggestions into consideration, however, so we’re all happy with our household staff.

Thanks, guys!


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

I definitely think that we can do better than commoners. Minor aristocrat scions or experts should be possible.

I shall post shortly.


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Female Aasimar Druid 7 (Noble)

Servant 1 for perusal:

Name: S’bu, Azimban Warrior (Civilised); Position: Guardsman of Estate
(Name: S’bu of Azimba
Gender: Male Race: Human (Azimban) NPC Class: Warrior 1
Age: 19)

Physical Description:

--------------------
PHYSICAL DESCRIPTION
--------------------

Height: 6’1”
Weight: 170 lbs
Eye Colour: Dark Brown
Hair Colour: Bald-headed/Shaved head.
Skin tone/colour: Darkest, deep brown
Body/Physique: Toned muscles, lean, hairless

Personality:

--------------------
PERSONALITY
--------------------

Quiet, but watchful/observant. Loyal, proud, courageous, serious, disciplined, distrustful.
==============

Backstory:

Second son of an animal herder, born in the stone-walled city of Zimbullah, situated to the west in the foothills of the Shining Hills of Azimba. He was sent to train in the Barracks of the King’s Guard. A few months later, a travelling, foreign mercenary from Susrah took a liking to the boy (seeing his raw potential) and one night overpowered and spirited him out of the city before the gates closed. Sold into servitude/slavery many times over; S’bu found his skills were highly sought after as a guard and so his various masters provided formal training in hopes of earning more coin for the services or sale of the young man.

S’bu’s stat sheet:

Statistics

Name: S’bu of Azimba
Gender: Male Race: Human (Azimban) NPC Class: Warrior 1
Age: 19

Male Humanoid (Human, Azimban)
Init +3; Senses Perception +9
--------------------
DEFENSE
--------------------

AC 18; touch 13; flat-footed 15 (+3 Armor, +3 Dex, +2 Shield)
hp 12 (1d10+2)
Fort +4 (-2 vs poison & disease); Reflex +3; Will +1

--------------------
OFFENSE
--------------------

Speed 30ft
Melee Longspear +6 (1d8+5/x3/P/ brace, reach)

--------------------
STATISTICS
--------------------

Str 18(+4); Dex 16(+3); Con 14(+2); Int 10(+0); Wis 13(+1); Cha 10(+0) (Ability Modifiers +2 Dex (via culture), +2 Str (via race))
BAB +1; CMB +5; CMD 18

--------------------
FEATS
--------------------

• Skill Focus (Perception): +3 to Perception
• Alertness: +2 to Perception
• Weapon Focus (Longpear): +1 to hit and damage
• Azimban Spear Master (bonus feat) : Your skill with the longspear is legendary.
Prerequisite: Dex 15; must be trained by someone who already has this feat.
Benefit: You can strike adjacent foes with the longspear, not just those who are 10 feet away.
Normal: A longspear is a two-handed weapon with reach, allowing you to strike opponents 10 feet away with it, but not adjacent foes.)

--------------------
SKILLS (2+0+4(from culture)=6)
--------------------

• Climb 1+4+3=+8
• Craft (Spears) 1+0+3=+4
• Handle Animal 1+0+3=+4
• Intimidate 1+0+3+2 (via Azimban race)=+6
• Perception 1+1+0+2+3+2=+9 (not class skill, but has Skill Focus & Alertness, +2 from Azimban race)
• Profession (Guard) 1+1+3=+5

LANGUAGES
Azimban, Shoma (bonus per class), Susrahnite (bonus, starting language)

--------------------
GEAR & EQUIPMENT
--------------------

• Simple red cloth robe, sandals
• Longspear
• Heavy Wooden Shield (5 lbs, 1d4/x2/bludgeoning/+2 to AC, -2 ACP (You can bash an opponent with a shield, using it as an off-hand weapon. Used this way, a shield is a martial bludgeoning weapon. If you use your shield as a weapon, you lose its AC bonus until your next turn.)
• Hide Shirt (Light Armor, Cost 20 gp; Weight 18 lbs., Armor Bonus +3; Max Dex Bonus +4; Armor Check Penalty -1, Arcane Spell Failure Chance 15%; Speed 30 ft./20 ft. Made from animal hide and giant lizard scales over a shirt of interwoven cords, these chest and shoulder coverings protect without restricting mobility. The wearer of a hide shirt can make a DC 15 Strength check as a standard action. If he succeeds, the armor gains the broken condition and drops to the ground rather than requiring the usual 1 minute it would take to remove it. The armor must be repaired as though it had taken 8 points of damage before it can be used again; a broken hide shirt grants no bonus to Armor Class.)

(I wasn't sure how much gear he would have on him, so for now, I've given only the bare minimum.)

(I'll post each servant as soon as I complete their draft.)

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