[ooc] - Dogville - a bloody 3.5 game [5/5]

doghead

thotd
recruiting - s&b

I thought about it overnight, and I'm going to just leave things as they are - use whatever source you like. I realise that the Pathfinder classes and races are a little different, but not enough that its a huge issue. I'd rather just get the characters done, and the IC thread started.

Characters so far:

Redclaw's Ather, male human fighter rogue
Gyojin's Alton Magbrew, male halfling evoker
DT's Sergeant Brottor Broddok, male dwarf fighter

Voda Vosa, sweating his thesis presentation - Good Luck Voda!

Walking Dad. In Strahd's Yar Gock pbp game, he uses clerics as witch doctors (shaman). It works quite nicely. Plus the cleric is a good solid character.

I'm going to get to work on the opening ic post - up sometime in the next 24 hours.

doghead
aka thotd
 

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doghead

thotd
recruiting - s&b

- Thoughts on Posting -

My goal is to try and move through the material quickly. Posting rates will have an impact on this, but so will how we post. This is something I need to work on myself. From my end, I'm going to try and ensure every post provides something to move the game forward. My goal is to have you asking me to slow things down a bit than rather than asking to speed things up.

When posting, try and give me your character's intentions and approach rather than just his actions. This way, for example, a multiple post Q&A session between a PC and a NPC could possibly be reduced to a single exchange - a statement of intentions and approach, and a summary of the outcomes. Of course, you can indicate specific actions. Remember, I don't have copies of your character sheets, so add in any crunchy bits that you think might be necessary or useful.

Similarly for combat, focus on objectives and strategies over specific actions. If we get the hang of it, it may be possible (not likely, but possible nevertheless) to cover several rounds in a single summary. At a minimum, I want to cover one round of combat with one post. Everyone posts, then I post a round summary. Ideally, turn around would be about 48 hours or less.

They will probably be some glitches early on. But hopefully, over time, I will get better at understanding what you are trying to achieve, and you will get better at explaining in terms simple enough for a dog with a small brain.

As always, let me know how things are going from your end. The more input I get, the better I can tune things. And vice versa.

- Notes on Style -

I'm not a fan of coloured text for speech. "Talking marks" are sufficient.
Italics for thoughts.
[sblock=ooc]Sblock the crunchy bits. Any purely ooc posts should go in the ooc thread.[/sblock]

doghead
aka thotd
 


doghead

thotd
ooc - dogville

I've just had a closer look at the way Pathfinder handles feats. I have no problem with the way it handles general feats, but the combat feats ... yeah, nah.

I really don't want to be bothering with which feat is active, and remembering whether the PC used dodge last round so he can use mobility this round. In many cases it just looks like an additional level of micro-detail that adds nothing to game play. I can see the advantage of funky manoeuvres in adding to the fun factor - but these are ... well, not that.

[/rant]

OK, at this point I am going to adopt the 'ignore it and hope it doesn't bite me' approach. We will see how things go. Now off to the Pathfinder crunch thread to share my little rant and see what others are thinking.

doghead
aka thotd
 

Walking Dad

First Post
Final Character (using Pathfinder rules)

Kaddok, AC 15 (T11, FF14), HP 31/31, F +5,R+1,W+6
[sblock=Kaddok Windcaller, Shoanti Shaman]
Code:
Name: Kaddok Windcaller
Class: Cleric 2
Race: Human [Shriikirri-Quah (Hawk Clan)]
Size: Medium
Gender: Male
Alignment: Neutral
Deity: The Storm Hawk (Shoanti Tribe Totem)

Str: 14 +2 (6p.)        Level: 2        XP: 1000
Dex: 12 +1 (4p.)        BAB: +1         HP: 14 + 6 (1d8) + 5 (1d8) + 4 = 29 + 2 fav class = [U]31[/U]
Con: 14 +2 (6p.)        CMB: +3         Dmg Red: -
Int: 10 +0 (2p.)        Speed: 30'      Spell Res: -
Wis: 16 +3 (6p.+2Human) Init: +1        Spell Save: -
Cha: 12 +1 (4p.)        ACP: -1         Spell Fail: -

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +4    +0    +1    +0    +0    +0    15   
Touch: 11              Flatfooted: 14  

                         Base   Mod  Misc  Total
Fort:                      3    +2          +5
Ref:                       0    +1          +1       
Will:                      3    +3          +6

Weapon                  Attack   Damage     Critical
MW Earth breaker          +4     2d6+3      20x3      
Dagger                    +3     1d4+1      18-20-x2      
Shoanti bola              +2     1d4*       20x2
Lightning Arc             +2     1d6+1      20x2


Languages: Common, shoanti

Abilities:
Domain powers (Air, Animal)
Orisons
Turn Undead (6/day, 30 ft., 1d6 Damage, DC 12)
Spontaneous Casting (Cure Spells)

[sblock]
[U]1st[/U] Lightning Arc (Su): As a standard action you can unleash an
arc of electricity targeting any foe within 30 feet as a ranged
touch attack. The lightning arc deals 1d6 points of electricity
damage +1 for every two caster levels you possess.
[U]2nd[/U] Obscuring Mist (Sp): You can cast obscuring mist 1/day per 2
caster levels you possess.

[U]1st[/U] Summon Companion (Su): As a standard action, you can
summon one animal to aid you as per summon nature's ally I.
The creature remains until you dismiss it and you can never
have more than one such creature in your service at one time.
Once the creature dies or is dismissed, you must wait 1 hour
before summoning another. At 6th level, and every four levels
thereafter, you may summon a more powerful companion,
increasing the summon nature's ally spell by 1 (II at 6th level, III
at 10th, IV at 14th, and V at 18th).
[U]2nd[/U] Speak with Animals (Sp): You can cast speak with animals 1/
day per 2 caster levels you possess.

ANIMAL DEVOTION [DOMAIN]
You enhance your own abilities with the characteristics of animals.
Benefit: Once per day as a swift action, you can give yourself the power of a specific animal.
Select one of the following abilities each time you activate the feat. Each effect lasts for 1 minute.

[I]Ape's Fury:[/I] Gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil)
bonus to your Strength score. The value of this bonus increases by 2 for every six character levels
you possess (maximum +8 at 18th level). When you activate ape's jury, fur sprouts all over your
body and remains until the effect ends.
[I]Cheetah's Sprint:[/I] Gain a +5-foot sacred (if your deity is good or neutral) or profane (if your
deity is evil) bonus to your base land speed. The value of this bonus increases by 5 feet for every
four character levels you possess (maximum +30 feet at 20th level). Your body is covered in black
spots while cheetah's sprint is active.
[I]Hawk's Flight:[/I] You can fly as if using the overland flight spell. At 5th level and every five
levels thereafter, you gain a +5-foot sacred (if your deity is good or neutral) or profane (if your
deity is evil) bonus to your base fly speed (maximum +20 feet at 20th level). Intangible,
luminescent wings grow from your back when you activate hawk's flight and remain as long as
the effect is active.
[I]Serpent's Strike:[/I] You gain a natural bite attack that deals ld3 points of Constitution damage
but no hit point damage. A successful Fortitude save (DC 10 + 1/2 your character level + your Cha
modifier) negates the Constitution damage. Creatures immune to poison are immune to this effect.
Your upper canine teeth grow into fangs when you activate serpent's strike and remain in that 
form as long as the effect is active.
Special: You can select this feat multiple times, gaining one additional daily use each time you
take it.
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this
feat for each three daily turn or rebuke uses you expend.
Special: You can have multiple abilities active simultaneously.
However, you can still activate only one ability per round.


Shoanti Bola: The Shoanti often use special bolas carved
from bones and weighted with stones. These bolas function
as standard bolas but deal lethal damage rather than
nonlethal damage. Most Shoanti bolas can also function as
bullroarers—tiny holes carved in the weights cause them
to emit a mournful keening sound when spun.

Shoanti bola 15 gp 1d3 1d4 ×2 10 ft. 2 lb. Bludgeoning and piercing
[/sblock]


Feats: WP (Earth breaker), Animal Devotion (Complete Champion), Extra Turning (Pathfinder)


Skills Trained: 3        Max Ranks: 5/2.5
Skills                   Base  Mod  Misc  Total
*Knowledge (Religion)      5    +0          +5
*Spellcraft                5    +5          +5
*Survival                  5    +3          +8
Perception                 0    +3          +3
Stealth                    0    +1    -2    -1


Spells:
0 – Detect Magic, Guidance, Light, Stabilize
1 – Bless, Shield of Faith, Vigor lesser


Equipment:               Cost  Weight
MW Earthbreaker         340gp   14lb
Dagger                    2gp    1lb
Shoanti bola (x2)         30gp    4lb
MW Hide Shirt          240gp   25lb

Backpack                  2gp    2lb
Holy Symbol (wooden)      1gp    --
Spell component pouch     5gp    2lb
2 potions CLW           100gp    -- 
Grappling Hook            1gp    4lb*
Varisian Idol                  50gp    --
Traveler's clothes

Total Weight:52lb      Money: 29gp 0sp 0cp

                            Lgt   Med   Hvy  Lift  Push
Max Weight:                58    116   175  350   875

Age: 23
Height: 6'1"
Weight: 196lb
Eyes: Blue
[/sblock]
[sblock=Alpha3]
Code:
Name: Kaddok Windcaller
Class: Cleric 2
Race: Human [Shriikirri-Quah (Hawk Clan)]
Size: Medium
Gender: Male
Alignment: Neutral
Deity: The Storm Hawk (Shoanti Tribe Totem)

Str: 14 +2 (6p.)        Level: 2        XP: 1000
Dex: 12 +1 (4p.)        BAB: +1         HP: 14 + 6 (1d8) + 5 (1d8) + 4 = 29 + 2 fav class = [U]31[/U]
Con: 14 +2 (6p.)        CMB: +3         Dmg Red: -
Int: 10 +0 (2p.)        Speed: 30'      Spell Res: -
Wis: 16 +3 (6p.+2Human) Init: +1        Spell Save: -
Cha: 12 +1 (4p.)        ACP: -1         Spell Fail: -

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +4    +0    +1    +0    +0    +0    15   
Touch: 11              Flatfooted: 14  

                         Base   Mod  Misc  Total
Fort:                      3    +2          +5
Ref:                       0    +1          +1       
Will:                      3    +3          +6

Weapon                  Attack   Damage     Critical
MW Earth breaker          +4     2d6+3      20x3      
Dagger                    +3     1d4+1      18-20-x2      
Shoanti bola              +2     1d4*       20x2
Lightning Arc             +2     1d6+1      20x2


Languages: Common, shoanti

Abilities:
Domain powers (Air, Animal)
Orisons
Turn Undead (6/day, 30 ft., 1d6 Damage, DC 12)
Spontaneous Casting (Cure Spells)

[sblock]
[U]1st[/U] Lightning Arc (Su): As a standard action you can unleash an
arc of electricity targeting any foe within 30 feet as a ranged
touch attack. The lightning arc deals 1d6 points of electricity
damage +1 for every two caster levels you possess.
[U]2nd[/U] Obscuring Mist (Sp): You can cast obscuring mist 1/day per 2
caster levels you possess.

[U]1st[/U] Summon Companion (Su): As a standard action, you can
summon one animal to aid you as per summon nature's ally I.
The creature remains until you dismiss it and you can never
have more than one such creature in your service at one time.
Once the creature dies or is dismissed, you must wait 1 hour
before summoning another. At 6th level, and every four levels
thereafter, you may summon a more powerful companion,
increasing the summon nature's ally spell by 1 (II at 6th level, III
at 10th, IV at 14th, and V at 18th).
[U]2nd[/U] Speak with Animals (Sp): You can cast speak with animals 1/
day per 2 caster levels you possess.

ANIMAL DEVOTION [DOMAIN]
You enhance your own abilities with the characteristics of animals.
Benefit: Once per day as a swift action, you can give yourself the power of a specific animal.
Select one of the following abilities each time you activate the feat. Each effect lasts for 1 minute.

[I]Ape's Fury:[/I] Gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil)
bonus to your Strength score. The value of this bonus increases by 2 for every six character levels
you possess (maximum +8 at 18th level). When you activate ape's jury, fur sprouts all over your
body and remains until the effect ends.
[I]Cheetah's Sprint:[/I] Gain a +5-foot sacred (if your deity is good or neutral) or profane (if your
deity is evil) bonus to your base land speed. The value of this bonus increases by 5 feet for every
four character levels you possess (maximum +30 feet at 20th level). Your body is covered in black
spots while cheetah's sprint is active.
[I]Hawk's Flight:[/I] You can fly as if using the overland flight spell. At 5th level and every five
levels thereafter, you gain a +5-foot sacred (if your deity is good or neutral) or profane (if your
deity is evil) bonus to your base fly speed (maximum +20 feet at 20th level). Intangible,
luminescent wings grow from your back when you activate hawk's flight and remain as long as
the effect is active.
[I]Serpent's Strike:[/I] You gain a natural bite attack that deals ld3 points of Constitution damage
but no hit point damage. A successful Fortitude save (DC 10 + 1/2 your character level + your Cha
modifier) negates the Constitution damage. Creatures immune to poison are immune to this effect.
Your upper canine teeth grow into fangs when you activate serpent's strike and remain in that 
form as long as the effect is active.
Special: You can select this feat multiple times, gaining one additional daily use each time you
take it.
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this
feat for each three daily turn or rebuke uses you expend.
Special: You can have multiple abilities active simultaneously.
However, you can still activate only one ability per round.


Shoanti Bola: The Shoanti often use special bolas carved
from bones and weighted with stones. These bolas function
as standard bolas but deal lethal damage rather than
nonlethal damage. Most Shoanti bolas can also function as
bullroarers—tiny holes carved in the weights cause them
to emit a mournful keening sound when spun.

Shoanti bola 15 gp 1d3 1d4 ×2 10 ft. 2 lb. Bludgeoning and piercing
[/sblock]


Feats: WP (Earth breaker), Animal Devotion (Complete Champion), Extra Turning (Pathfinder)


Skill Points: 3x2=6
Skills                   Base  Mod  Misc  Class   Total
*Knowledge (Religion)      2    +0          +3   +5
*Spellcraft                2    +0          +3   +5
Survival                   2    +3          +0   +5
Perception                 0    +3          +0   +3
Stealth                    0    +1    -2    +0   -1


Spells:
0 – Detect Magic, Guidance, Light, Stabilize
1 – Bless, Shield of Faith, Vigor lesser


Equipment:               Cost  Weight
MW Earthbreaker         340gp   14lb
Dagger                    2gp    1lb
Shoanti bola (x2)         30gp    4lb
MW Hide Shirt          240gp   25lb

Backpack                  2gp    2lb
Holy Symbol (wooden)      1gp    --
Spell component pouch     5gp    2lb
2 potions CLW           100gp    -- 
Grappling Hook            1gp    4lb*
Varisian Idol                  50gp    --
Traveler's clothes

Total Weight:52lb      Money: 29gp 0sp 0cp

                            Lgt   Med   Hvy  Lift  Push
Max Weight:                58    116   175  350   875

Age: 23
Height: 6'1"
Weight: 196lb
Eyes: Blue
[/sblock]
[sblock=Image]
attachment.php
[/sblock]
 
Last edited:

Redclaw

First Post
Okay, so how should I work the Dodge and Mobility feats? Obviously I'm moving toward Spring Attack, so I'd like to keep those two. Is dodge just always on? Should mobility just be the old +4 to AC vs AoOs? I'm fine with however you want to handle it.
 

doghead

thotd
ooc - S&B

Ah, spring attack. I was in a game once where the BBEG's sidekick (all in black armour) had spring attack. He seemed to regularly give us hell, and we hated him. My pally ran into him while the pally was out for an afternoon stroll with a lady (so no armour). The Pally was beaten to within an inch of his life - and he spent most of the time fighting defensively. The dude in black also took the pally's dog to negative hp's! That was just uncalled for.[/nostalgia trip]

Redclaw Personally, I would tend to leave it as is in the 3.5 rules. Actually, I think I'm just going to the run the npc's with the 3.5 feats. It seems much easier that way.

The Pathfinder mobility is a slight improvement in that it automatically denies any AoO's provoked by movement rather than just providing a AC bonus. Actually, its probably a big improvement, as I can never recall really using Mobility (although I took if for several characters). Spring Attack seems pretty much the same, both in application and effect. Losing Dodge and Mobility when you Spring Attack is a bit of downer through.

I'm going to leave it up to you. Call them Feats, and use them as per 3.5. Or call them Stunts, and us them as per Pathfinder. Once you have chosen, they will stay that way. But down the track we can look at it again if it is not working.

Walking Nice character. Good name. Earthbreaker - subtle. :)

Everyone The ic thread is open, but not 'on air' at the moment. So feel free to use it to chat, etc. The first 24 hours (game time) will be uneventful, so use that time as you will. I take the thread 'live' in 24 hours (real time), which should give Voda a chance to get his character sorted.

doghead
aka thotd
 

Leif

Adventurer
I was going to post a cleric, but while I was having lunch someone beat me to it. Oh, well, maybe next time?
 
Last edited:


doghead

thotd
ooc - dogville

Lief, keep an eye on the thread. If a slot opens up, I'll make a note of it in the thread title.

Everyone, the ic thread will be going live shortly.

doghead
aka thotd
 

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