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At the Adventurers' Table

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I understand your reluctance to the first idea. It was just the first idea that came to mind, and I may have something else to pass by you later. But I do like the idea of having all 1's count as a 2. That is a serious advantage, and one that I may take you up on.
 
Hi. *howl*


I've been a bit busy lately, sorry.


Work, work.



(yes that's a Warcraft III orc peon quote - like if you read it in that voice)






Anyway... I will have to give some thought to Wolf's second ability, but I probably have some time since he did not learn this yet IC. That has to come first anyway I think? And a question - Wolf and Stewart being outside is not the same outside where everyone else just went right?


And I am totally up for some combat simulation *rawrrr*


Grand Wagon map updated (plus some glitches patched).



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I don't know if it was answered earlier, but is there some training time involved in getting the new Signature Ability, like when we leveled up?
 
[QUOTE="Wolf Rawrrr]Wolf and Stewart being outside is not the same outside where everyone else just went right?

[/QUOTE]
Correct. Stewart is driving the Grand Wagon, and Bren (and Bria and Powerpaw) went to the smaller wagon, which is behind the Grand Wagon. Otiorin is off scouting, some ways ahead of the Grand Wagon. I believe Luna is still inside, with Bronze and the hobbits. (Sounds like a band! Bronze and the Hobbits!)
 
Good questions, Your Sherwoodness. =) Signature Abilities are granted instead of trained. There is no "training time" or cost involved.


No worries, Your Wolfship! Real Life Always Comes First. Re: Outside. Kaerri is correct.


Concerning Signature Abilities, here's the jist, friends: A Signature Ability is a special something in a character. It is an ability that may be exclusive to that character. Whatever it is, it is not especially tied to race, class, background, etc. Here are some things to consider:


1. Teach me something about your character. Seek out something inside of them, bring it to life, with the goal of making it a possibly-permanent part of your character. Maybe it's combat-related, maybe it's not. What is important is that it is unmistakably born of your character. Luna makes for a good example: Luna of Boccob is a specialized fire evoker mage. Having her deal higher damage in her long journey to become Sharseya's greatest fire mage only makes sense. Wait. What's that? Her next Signature Ability makes her irresistibly attractive to rangers? While that would benefit her, it's certainly not in character for her, is it?


Create something that is truly born of your character. Ask me for help if you like.


2. Signature Abilities are level-dependent and they do stack, perhaps to become something more later. Example: Devanne the Do-Gooder is a natural with swords. Longswords, especially. So, let's say at 1st level, he gains his first Signature Ability: Longsword Familiarity. It grants him an additional +1 to hit and damage whenever using longswords. Come 5th level, he has not let up in his practice. He's even become known for his mastery (among other things). He has come to know the longsword so well, he can roll to Identify any longsword he comes across (including those used against he and his party). What might he achieve if he earns another Signature Ability at 10th level? Ask yourself what this means both for the player and the character. Does the ability make sense? Is it fun? What does it teach you? And where do you want to go with what you find? Wonder is one of the grand purposes of great gaming.


3. Let it be something that your character naturally practices or does all the time. I find it much easier to agree to a Signature Ability that one is constantly using or that is clearly a core ingredient of that character.

There was a guy I used to work out with. He had earned his black belt and was a natural athlete as well as the master's protege. He was so good in football in high school, colleges wanted to sign him up. He chose the lifelong way of the warrior instead.


His punches were damaging and his kicks really hurt, but his side kicks were damned good. He had practiced them to the point of... well, let's just say he could end a fight with one good one. All that practice and natural ability combined into a truly punishing technique.


Shop Talk time. In game terms, let's say he's a monk. He does d8 damage with his Improved Unarmed Attacks with everything in his considerable arsenal, except that feared side kick of his. Believe me when I tell you that damned thing never hit for 1 point of damage (plus Strength). If he grazed you with it, it still hurt you and you were left feeling fortunate. Put another way, he never rolled a 1 on damage. It was a minimum of 3. So... he counts rolls of 1 and 2 as 3.


Mathematically speaking, this ups his average damage with that particular technique. The average damage for a d8 attack is 4.5 points. His sidekick? 5.5. Every time. And remember this counts for critical hits, too. If he crits you with one of those, it's over.


Let's take this one last step. Luna has a 7-dice Fireball. Her other bonuses aside, the average damage of that spell is 24.5 (7 x 3.5) to everything it hits. Make those results of 1 count as 2? Now her Fireball can be counted on for an average of 28 (7 x 4) points. Somehow up it to 3 down the road? That same Fireball rolls for an average of 31.5 (7 x 4.5).


Here's the kicker (so punny!). This only takes place if Luna works on it. For if Luna stopped practicing her Fireball spells, how are they to improve?
 
I doubt that Luna will stop using her fire magic to its maximum effect any time soon. The more I think about it, the more I like the idea of the 'count any 1's rolled as a 2' effect.
 
It's a sure winner. But what was your other idea? Yours is a creative imagination. =)


 
For those interested (and for those of you who don't mind knowing as players, even if your characters don't yet know), here are two "moar" examples of Signature Abilities, one each from Powerpaw and Bria:

Absolutely Fearless: Nothing causes fear in Powerpaw. He is not affected by the shaken or frightened conditions and fear, natural or magical, has no effect on him.


Reasoning: It is purely in his character. Powerpaw's eternal eagerness for battle and conflict on top of the foundation of his "Moar" philosophy makes for a world where "Fear... is for others."


This is not to say that he would not be affected by the loss of a loved one; he would simply not fear the source in any way.






Wisdom of the Ko (Monk-like AC Bonus): When wearing light or no armor and no more than lightly-encumbered, Bria adds her Wisdom bonus (+4) to her AC and her CMD. This ability does not progress with level. These bonuses to AC apply even against touch attacks or when she is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.


Reasoning: Bria was raised among the Ko monastery as one of their own. Their techniques form the core of her fully-defensive fighting method. This watered-down version of the monk ability both suits her in-character and is something she can practice as part of her daily meditation routine.
 
Here's an idea for Otiorin, based on his history:


Silver Scales, Silver Tongue: Otiorin has refined the ability to say the right thing to the right person in the right way to get what he wants. It has been this ability that has allowed him his life of relative ease, since he's always been able to pull the right strings in people he needed things from. Needless to say, this doesn't always mean he'd get what he wanted scot-free, but he at least manages to get a 'foot in the door'. (No idea how that would work)


As for the second, well, I dunno.


Captain Hesperus
 
I can't think of anything ranger-y for Wolf to be able to do which isn't already covered by some existing feat or skill :/ *woof*
 
[QUOTE="Captain Hesperus]Silver Scales, Silver Tongue: Otiorin has refined the ability to say the right thing to the right person in the right way to get what he wants. It has been this ability that has allowed him his life of relative ease, since he's always been able to pull the right strings in people he needed things from. Needless to say, this doesn't always mean he'd get what he wanted scot-free, but he at least manages to get a 'foot in the door'. (No idea how that would work)

[/QUOTE]A bonus to his Diplomacy and/or Bluff skill, perhaps? Or a negative to the opposing party's Sense Motive? (I dunno what the GM would think of that, though. Probably better to stick to what the character can do, rather than what other people can't.) Or perhaps it's Otiorin's Sense Motive, and he gets a bonus when trying to tell what's going to be the best argument to reach someone (although that doesn't fit the "Silver Tongue" part so well).
[QUOTE="Wolf Rawrrr]I can't think of anything ranger-y for Wolf to be able to do which isn't already covered by some existing feat or skill :/ *woof*

[/QUOTE]Maybe there's a feat or skill that he's really good at? Something you had in mind as part of his concept, not just class and race? Or is there something you wish a skill or feat could do, that it doesn't, currently? Wolf is turning out to be a first-rate archer; maybe his constant practice allows him to count 1s as 2s, the way Dann is suggesting for Luna's fire spells. Maybe he's an excellent close-range shot and gets an additional +1 on top of his Point-Blank Shot feat. Or maybe there's a spell he really likes, that he always has prepared, and casts whenever he can; perhaps now he gets one free casting of it each day (i.e., it doesn't take up one of his prepared slots). Or...perhaps there's something that isn't specifically ranger-y, but is very Wolf-y. Bria's ability is a good example of this.
Ideas I've been pondering for my own character:

Bren is a natural defender. Once per day per level (or whatever), when an ally that is next to him would be hit by a melee attack, Bren can choose to interpose himself in between the attack and the ally. In game terms, the attacker would have to beat Bren's armor class instead of his ally's, and even if he does, the damage is applied to Bren, not the original target. However, neither Bren nor the ally have moved from their "map squares."


Alternately, or perhaps in addition, this would use up one of Bren's opportunity attacks for the round (he currently gets 3, due to Combat Reflexes).





The Sarabina family has long been known for their skill in breeding, training, and riding horses, and Bren is no exception. +2 on any Handle Animal, Ride, Knowledge, or Survival check that involves horses and other equines of the Animal type.


Future signature abilities might improve this to include equines of the Magical Beast type (such as unicorns and pegasi).


 
Talking with the GM, we've refined Interpose to the following:





Usable once per day per level (currently 7). When an enemy makes a successful attack against an adjacent ally, Bren may take the damage (and other effects) as if he had been hit instead. For the purpose of this ability, "attack" includes any melee attack, ranged attack, and touch attack and ranged touch attack spells.


Thoughts for the future (personal notes):


--Maybe he can work on retaining some or all of his armor class rather than just taking damage


--(from the GM) Maybe he can work on acquiring damage reduction in regards to this particular ability
 
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Cap'n: Good thoughts! I can do something with an idea like that (and it definitely fits Otiorin). While I am not quite in favor of the idea of Otiorin finding the right people (that, I feel, should be more left up to the player to decide), I am in favor of Otiorin having a bonus to his own abilities to win them over. Given the background tales you have provided for Otiorin, I have no problem classifying him as a genuine bullshit artist (what a way to classify someone, right? Plus, look at how many people he has so skillfully fooled).


With this in mind, I notice that regardless of his experiences, he still only has 1 rank in Bluff. So... what if we made him naturally good at lying? Say, a +2 bonus to Bluff checks and the added ability to treat his Bluff skill rank score as if it were 5 ranks higher (remember my House Rule of 5 concerning skill ranks?). That would both bolster his ability to lie his way out of trouble (or into it as may come up someday), and be able to make Bluff checks on people normally beyond his ability to fool. What do you think?

[media]
[/media]
No one does it like Mel Brooks. =)


Wolfie: On top of what Kaerri mentioned, what if we took Leonard's affinity with the wild one step further? Say, a +2 bonus to Monster Lore checks on Animals, Elementals, Magical Beasts, and Plants? Plus, perhaps a similar bonus when interacting (only) in a friendly or loving fashion?


Or perhaps we can take Leonard's linguistic levels into a new direction. What if Leonard could Speak with Plants in the same fashion he uses Speak with Animals? That would certainly make him popular with any druids you happen upon. =)


In other news.... I have an announcement for everyone: When I first created Powerpaw, he was a Charr (from Guild Wars 2). When he was introduced to Sharseya, he was a Charr. As of today, Powerpaw is no longer a Charr. For purposes of our game, he never was and is now something else entirely. =)


 
Two other thoughts I forgot to add:


1. Cap'n. What if Otiorin were something of a natural in sword fighting, archery, or some other form of combat? Or perhaps just born with a natural talent when using Elven weapons? Using our earlier example of Devanne the Drunkard, er, Do-gooder, what if Otiorin were extremely good with short swords? I would allow a +1 to hit and damage with all short swords (regardless of origin). But, say instead, he was decent with all Elven weapons (meaning all weapons with the "Elven" type; this would include the Moonlit Edge)? I would allow a +1 to hit with all of those (but not also damage). Just tossing ideas around in an attempt to build a better scoundrel! =)


2. Re: Signature Abilities. Bren's Interpose comes from the Miniatures Handbook (for D&D 3.5 from the Tactical Soldier class). Folks, if you want, you too might choose a special ability of some kind in a similar fashion (but nothing so unique as, say, the Arcane Archer's ability to Enchant Arrows - that concept is essential to that class; I am open to non-essential abilities if you know what I mean). Again, just generating ideas. =)
 
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@Dannigan I'm partial to the Elven swords thing, after all, he was raised by Elves, educated by Elves and much of his life experience was shaped among Elves, so why would he not have an affinity to all things Elven? Also, the Silver Tongue thing doesn't direct him to find the right people, but simply allows him to sweet-talk people into telling him who the right person is he needs to speak to. It doesn't lead him to them directly, it still involves doing the leg work and asking questions.


So how about these as Signature Abilities:


Silver Scales, Silver Tongue - Otiorin has always been able to say the right thing to the right person in the right way to get what he wants. It has been this ability that has allowed him his life of relative ease, since he's always been able to pull the right strings in people he needed things from. Needless to say, this doesn't always mean he'd get what he wanted scot-free, but he at least manages to get a 'foot in the door'. He gains +2 to Sense Motive, Bluff and Diplomacy checks in one-on-one interactions that involve matters of personal gain.


(I limited the skill bonus to affecting only single people, not groups, and for things that would benefit Otiorin directly, not others.)


Elven Hands, Elven Steel - Otiorin has a natural affinity to weapons of Elven origin, be they blades, bows or magical artefacts. If he wields a weapon made by Elves, his Elven blood sings to the heritage of the weapon and it responds, yielding its fullest power to him in response. When wielding any weapon of Elven origin (GM's discretion), Otiorin gains a +1 to his dice rolls to hit, in addition to any inherent magical or mundane bonuses the weapon provides.


In addition, I propose a future Signature Ability:


Elven Heart, Elven Mind - Otiorin comes from an ancient and noble lineage, steeped in grand magics and impressive lore. Many of the training techniques of the Elves involve deep concentration and meditative transcendent states that allow the student to absorb knowledge quicker. Much of this knowledge remains subsumed within the student's subconscious until such time it is needed, emerging to offer enlightenment, before submerging once more. Once per day, per level, Otiorin may take 10 on any Knowledge skill he has ranks in, but to do so, he must spend at least ten minutes in an uninterrupted meditative state.


(And I shall be looking to start getting Knowledge ranks)


Captain Hesperus
 
A question on Feats in your game, Dann. In my tabletop Pathfinder game, we have the option as we level up to retrain a Feat that we have discovered that we don't use any more. Can we do that here, or is that a house rule that my PnP Storyteller came up with? I look at my Rapid Reload Feat, and it just doesn't seem to fit with my spellcraft training. I was wanting to switch it out for one of the Feats on my wish list, like Skill Focus for instance. If not, I am sure that there will be times in the future that having the one shot per round with my crossbow will be a good thing. What say you, sir?
 
I'm still new to Pathfinder but if I were you I'd keep things as they are, Sherwood. They say don't put all your eggs in one basket, so perhaps it is better to have a couple feats/skills/items to bolster your other abilities besides magic. What if you find yourself in an environment where you can't cast at all, or your spells are rendered ineffective? Like back there with Karthas. And you might not always have the full support of the rest of the team, you could be alone or with just a couple others. Times like those you'll wish you have something else to threaten your foes with rather than just harsh language *woof* ( :P )
 
Cap'n. Just in case this is not clear, I want to tell you that Otiorin is not anything like the character Mel Brooks plays in History of the World Part One. =) Otiorin uses his ability to lie to do good things, and he usually seems to use it against bad people. For this, Otiorin is securely counted as one of the "rogues" in this game and not one of the thieves. =


That said, I think Silver Scales, Silver Tongue is not only excellently-named, but a very good Signature Ability for Otiorin. Unfortunately, because he's 7th level, I do not feel comfortable providing a +2 to three different skills. At this level, I have been providing a +2 to a skill with an extra bonus attached. If Otiorin chooses this now, I feel comfortable allowing one of two roads:


1. +1 to Bluff, Diplomacy, and Sense Motive skills.


2. +2 to Bluff and either Diplomacy or Sense Motive.





Two more things: This is not a passive ability. You must tell me when you want to use it. There is no limit to how many times Otiorin may use it per day. Also, this Signature Ability can definitely act like a foundation to another Signature Ability found farther down your road (especially as Otiorin increases in level). This means that perhaps at higher level we can add the roads together or travel on to a related path you are comfortable with.


Concerning Elven Heart, Elven Mind. That one is attainable if Otiorin does a hell of a lot of studying and spending points in those Knowledge skills, like 5 ranks in each category he wants to be able to use this in. I realize that is a change from your wording, but Taking 10 in any single skill (that one can't normally Take 10 on) is something I usually start doing around 10th level at the earliest, and only if the character in question has truly immersed him or herself into the skill in question (I can provide an example if you desire).


Taking 10 on multiple Knowledge skills? I certainly don't mind Otiorin possessing the kind of lineage that would be worthy of this, and the 10 minute meditation time is a decent restriction. However, Otiorin is a half-elf and therefore was not educated like a typical gray elf, regardless of his lineage. At best, his education was like that provided to a "special" child, and that does not lend itself to high or scholarly tutoring. Otiorin will have to really work to attain this and time will tell if he scales that plateau.


Sherwood. I like use the term "re-speccing" to change feats or the like (as in MMORPGs). Respeccing a feat is not a Pathfinder Core option; it seems that it was a house rule a previous GM of yours supplied. In Sharseya, under rare circumstances, I have allowed characters to respec their classes, so I do not mind the idea of feats.


How to do it? Go to where the feats are: A training hall (like Travis's Trainers). Spend a small amount of gold (100 gold sounds fine) and some time (a few hours) and it happens.


Wolf makes an excellent point, but of course, the choice belongs to you. =)
 
There are few enough times that my spells wouldn't be of effect that having the crossbow firing every round would make a big difference. If I recall correctly, without the Rapid Reload Feat, it will take a Move action to reload my crossbow to be able to fire. If I'm playing the role of fire support, it is unlikely that I'll need to be highly mobile. But Wolf does make a valid point. I will ponder this as we go on.
 
I can live with the +2 on Bluff and Sense Motive checks.


Re: Elven Heart, Elven Mind. How about instead of adding to his roll, he can choose to discard a Knowledge roll and re-roll it, accepting the second result, even if it's worse.


Captain Hesperus
 
I'd have to think about it. Otiorin's a special case - he has several things going for it and several against it. =)


 
@All. On another note, I was *really* impressed by Cap'n last post (concerning Otiorin's time alone in Shandra's Evergreen) - So much that the party has earned bonus RP points for it. Excellent writing and role-playing, Cap'n!


I would post tonight, but I lack the "brain" for it. Tomorrow, however, I will happily do so. =)


 
@Kaerri Given Bren's 7 ranks in Knowledge: Monster Lore, 1 rank in Knowledge: Nature, and his Ranger class (not to mention is long-time adventuring experience), I am all right ruling that Bren knows this one once he puts his mind to it (which he just did).


Woodland faeries grant their most powerful blessings to those who have pleased them through kisses. In tales not often told inside city walls, it is said that the kiss from a faerie can bring magical benefits, some permanent. But (and much to the chagrin of selfish and evil creatures) these blessings cannot be forced - the faerie(s) in question must freely bestow them or naught is gained. For a faerie to wish to kiss someone at all speaks of everlasting gratitude, heartfelt favor (usually due to the subject having helped the forest in some great way), or in rare cases, an edge in the hopes of success for some future deed.


 
@All. A few things I'd like to point out. Books are not rare (the libraries in Higwind and Summerset are legendary especially in the latter kingdom) and books are used among nearly all literate races (and scrolls among those who cannot or will not make books). Now, they are certainly hard to come by on the open road where you guys are... =)


Please remember the animals and the forge wagon are in motion on their way to Melshaef's Tree (your second checkpoint to Highwind). It's also evening-time.


 
Heya folks!


This concludes Chapter Four: Enlightenment and the Daughters of Summertime.


Our adventure together continues with Chapter Five: Melshaef and the Lost Mother. Feel free to post there, please.


 
And for further Storyteller spam, look no further than this huge post of mine! Ha ha!


Grats, folks! You have been awarded additional RP points (mostly from excellent role-playing). =)
 
Just a quick note to the folks: I'm finding that, despite his jinxed luck with dice, Otiorin is a scarily effective one-on-one fighter.


That is all.


Captain Hesperus
 
In our respective fields of specialization, we are all rather effective. Working together makes us a very effective team to beat.
 
I think Oti's specialisation is not having a specialisation. Luna's all about the spells, 'bout the spells, no melee. Wolf is the bowman sans pur, Bria is and continues to be everyone's medic, Powerpaw puts the hammer IN DA FAAAACE, Bren does the guardian/tank/aggro soak thing while Bronze makes all the good stuff. Oti dabbles his toes in everyone else's paddling pools, except Bria's and maybe PP's.


Captain Hesperus
 
I'm sure Bronze could make you a hammer if you're feeling left out. ( ;) )
 
Sherwood sez,

Luna finally musters up the presence of mind to just let this moment happen. She leans over to her companion and slowly kisses him. After what seems to be an eternity, Luna comes up for breath. "Oh, my."
To which I bring back...


"WHAT?!" Skaagenrackner roars. "OHHHHHH NO! THERE WILL BE NO SOPPY KISSY-FACE GOINGS-ON IN MY FOREST!"


*Skaagenrackner uses AoE Super-Squishy-Stomp on Wolf and Luna.*


Dannigan rolled 1 die of 20 faces, total: 6+2000 = 2006


For: AOE PARTY-FLATTENER #5


Rolled on: January-27-2015, 08:22am


See dice roll details


GM: That's a hit!


Dannigan rolled 20 die of 100 faces, total: 741+600 = 1341


For: DAMAGE!


Rolled on: January-27-2015, 08:23am


See dice roll details


GM: It's O.K.! You two can save for half damage! Good luck! 8D


Ha ha ha! =)
 
Didn't you know? Luna has the Feat of Auto Dodge While Engaged in Kissy Face Action. So, the party killer stomp misses her and she runs off into the night with her beau.
 
But he doesn't have Auto Dodge, so he's dead and she's running off into the night with a corpse.


Oh, the tragedy!! =)


(Either that or she's some kinda sicko...) =)
 
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