| GM Mustache |
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Keep them all and do 'teams' of 4 or 5. If any drop there are replacements. ??
I've thought about it, for sure...
But there has to be some incentive for doing a good job on the entry, as it reflect the quality of gameplay I can expect from a player. Some of the backstories given here have been a little slipshod... bad grammar is what really kills it for me because I like a game with good writing and those will be the people that end up not being selected. People do have til the deadline to fix or polish.
Top of a new recruitment page... here is the spreadsheet link again.
| chunky04 |
I have purposefully put bad grammar in Mufasa’s entry to reflect his relatively low intelligence and general lack of education to be reflective of his character. Is that something I should change? The idea of a charismatic simple barbarian is quite amusing to me. I did try and make sure the sentences were still clear to read while keeping the desired style.
| Lessah |
So I've tinkered a bit with my character idea sheet.
So far I'm thinking that the gillmen's tendency to simply melt if not dipped in water might be a harsh liability to dump on the community. (Worse then 5' hopping merfolk even!)
So I might abandon that plan and make a Samurai instead to get my fish out of water flavour. (Fun fact: the class allows you to get a 25' per round fin-hopping merfolk before racial features! ...But there might be more helpful ways to spend your character on ... ^^)
I'm planing to at least pitch a rough outline tomorrow : )
| GM Mustache |
| GM Mustache |
I have purposefully put bad grammar in Mufasa’s entry to reflect his relatively low intelligence and general lack of education to be reflective of his character. Is that something I should change? The idea of a charismatic simple barbarian is quite amusing to me. I did try and make sure the sentences were still clear to read while keeping the desired style.
At first I was confused, but I figured it out. No worries. I wasn't thinking of your post.
| fishdies |
| GM Mustache |
Just found this and its looks just bloody amazing so sign me right up!
I'm surprised you actually rolled a free number!
26. The green energy has sharpened your mind and destroyed your body!
Greater: Mr. Glass: Gain an additional +3 intelligence and a -2 constitution.
Lesser: Powerful memory: Make any knowledge check untrained.
Bad: Lame. Your stunted legs reduce your base speed by 10 feet.
| GM Mustache |
I know this PCSipio but kobolds start with -4 str remember, so trying to figure out if I have to use some of my points to manually take it to 8 or if its going to be freely set to 8.
Let's see... So everything starts at a 10. If you lose four strength you are down to 6, so you will have to spend points to get up to 8.
Super smart kobold will be fun! Super slow, too! Slower than a zombie. **yom yom**
| Nairb the Grey |
Looking like I am not going to have time to finish a submission before the deadline...boo.
Oh well, I withdraw. which means number 38 is up for grabs...
Green energy has turned you into a living weapon, but the power has drained the strength from your body.
Greater: Green Energy Blast: As a standard action 3 times a day, you can pull green energy from your body and coalesce it into a glowing ball of green energy, and throw it as a ranged touch attack to deal d4 constitution damage. Range: 30 feet. Provokes an AoO. Enemies immune to poison are unaffected.
Lesser: Green Energy Belly: Your stomach is roiling with green energy, but it does not consume you. As a swift action 3 times a day, you can breathe a 15 ft cone of green energy that deals 1d2 constitution damage, Reflex DC 12+ 1/2 level for half, minimum 1. Enemies immune to poison are unaffected.
Bad: Fragile consitution: When you fail a Reflex save, you fall prone. When you fail a Fortitude save, you are staggered for 1 round.
| Shirrodan |
I've firmly decided to stay with my original concept, the little summer witch, rather than switch to bard.
Rather than go the popular debuffer route, Handsome Dan will focus on support. I'm going to make one small change to my plan for him: I'm going to focus on fortune and cackle, and wait a bit to take the fly hex. That way I'll have an amazing buff that stacks with what others are doing, on top of the other goodies he'll be using later.
| Krugh Drawlin |
If you are looking for an incredible buff hex, try this one! Protective Luck. Stand behind your favorite tank and make him untouchable....
| GM Mustache |
I did a review of our submission to get a feel for party breakdown.
We have two submission who are healing capable... a druid and a cleric. I'm sure neither is interested in being a healbot,but they can if needed.
Some other classes can probably cast a spell or two or use wands.
It might be in the best interests of the group to get another two clerics, oracles, or inquisitors, or something like that; also would have a high chance of getting in.
| Shirrodan |
We have two submission who are healing capable... a druid and a cleric. I'm sure neither is interested in being a healbot,but they can if needed.
And a hex channeler witch makes three.
At level two he will gain the ability to channel positive energy, and the plan is to keep using hex slots to boost that to keep pace in channeling with a cleric one level higher.
And using feats for extra hex will keep him relevant as a witch, not to mention the witch spells and wands.
| Shirrodan |
If you are looking for an incredible buff hex, try this one! Protective Luck. Stand behind your favorite tank and make him untouchable....
I was planning on eventually getting this.
Upside, affects pretty much any d20 rolls. Downside, only affects one target, whereas protective luck affects all who attack the beneficiary.| Claire Spero |
The alchemists can heal themselves and maybe others if one of them takes infusion. The arcanes can also use celestial healing, which has the good descriptor. Kind of a confusing spell but cool! I think it'll be mostly a matter of planning with the party we have.
That protective luck hex is awesome... I might have to take that for my Kingmaker witch... I spend all day every day cackling anyway. Even when we're just talking to people. It's fun!
| Malladonna |
Myrandya will take infusion and craft cure wands, but I take the GM's point that the alchemists won't be able to do more than occasional healing extracts and end-of-day top-off healing.
Unfortunately, celestial healing is really awful. At caster level 1, it heals 1 hp. At caster level 10, it heals 5 hp. At caster level 20, it only heals 10 hp!
PCScipio
|
The Spiritualist spell list has a reasonable selection of healing options.
To expand on this, Karash will have access to the following spells:
1st: Cure Light Wounds
2nd: Cure Moderate Wounds, Lesser Restoration, Remove Paralysis
3rd: Cure Serious Wounds, Remove Blindness/Deafness, Remove Disease
4th: Cure Critical Wounds, Death Ward, Neutralize Poison, Remove Curse, Restoration
5th: Break Enchantment, Breath of Life, Raise Dead
6th: Heal
He's a spontaneous caster, with limited spells known, so some of these will have to be scrolls.
| AGamer70 |
I'm still working on my war priest who will have healing abilities. I haven't noticed anyone taking craft armor so I'll also take that and will take craft magic weapons and armor. Would be at lvl 3 at the earliest though.
I still need to finish though. Can you clarify when the deadline is? Is it the end of the day (EST) on the 14th or 15th?
| Claire Spero |
Karash's spell list is a bit limited for magic item creation. He could potentially craft Cloaks of Resistance, but he doesn't have the appropriate spells for stat boosting items.
There are so many other casters in the party who can cast the spell while you're crafting that it won't be an issue.
I'm still working on my war priest who will have healing abilities. I haven't noticed anyone taking craft armor so I'll also take that and will take craft magic weapons and armor. Would be at lvl 3 at the earliest though.
That's awesome! I doubt we'll have the wealth to need it before level 3 anyhow.
I'm thinking that perhaps we should have a system that incentivizes crafters, perhaps a 10% tip.
| GM Mustache |
I'm still working on my war priest who will have healing abilities. I haven't noticed anyone taking craft armor so I'll also take that and will take craft magic weapons and armor. Would be at lvl 3 at the earliest though.
I still need to finish though. Can you clarify when the deadline is? Is it the end of the day (EST) on the 14th or 15th?
End of the day (EST) on the 15th. I'll look at things on the 16th.
| GM Mustache |
What mutations are still left that people have given up? If there is need for a healer I have something I've been wanting to try but want to see if there may be a different mutation available.
At the beginning of this, I made 40 sets. At this point, there are only 3 remaining! All of them are up for grabs now, if someone wants to make a last minute change including you, Dakcenturi. (I'm sure most people who initially expressed interest and then went quiet will not submit a character at this point).
Here:
37
Green energy has greatly enhanced your emotional states; but harsh anger is unsettling for you!
Greater: Empath: You always understand the moods and feelings of others. You automatically succeed in Sense Motive checks, and as a free action can feel the emotions of enemies while you are fighting them. You tend to mirror the emotions of the other PCs and NPCs around you.
Lesser: Copycat: If you watch someone closely enough, you are able to copy their actions. Twice a day, you are able to use another's bonus in any skill check, provided that person did the action in the last 5 minutes. You are considered trained in that skill if the person you are copying is also trained.
Bad: Phobia: When presented by a common place item or situation, you must make a Will Save DC12+ 1/2 character to avoid being shaken. Failure by 5 causes you to be frightened. Phobia: Anger.
35.
The green energy left a thin layer of steel across your entire body, for good and ill!
Greater: Steelskin. You gain DR2/, +1 green energy bonus to AC, and a +1 stacking Armor Check Penalty.
Lesser: Energy Resistance and Vulnerability: You gain a green energy bonus 2 to Fire Resistance, Cold Resistance, Acid, and 10% vulnerability to Sonic and Electricity damage.
Bad: Missing Toes: The steel sheathe across your body failed to cover your toes; instead, it chopped them off. You take a -4 to all dexterity based skill checks.
38
Green energy has turned you into a living weapon, but the power has drained the strength from your body.
Greater: Green Energy Blast: As a standard action 3 times a day, you can pull green energy from your body and coalesce it into a glowing ball of green energy, and throw it as a ranged touch attack to deal d4 constitution damage. Range: 30 feet. Provokes an AoO. Enemies immune to poison are unaffected.
Lesser: Green Energy Belly: Your stomach is roiling with green energy, but it does not consume you. As a swift action 3 times a day, you can breathe a 15 ft cone of green energy that deals 1d2 constitution damage, Reflex DC 12+ 1/2 level for half, minimum 1. Enemies immune to poison are unaffected.
Bad: Fragile consitution: When you fail a Reflex save, you fall prone. When you fail a Fortitude save, you are staggered for 1 round.