[OOC] Life in Vein - Recruiting Replacement Player!


log in or register to remove this ad

Ray Silver said:
Yes, I'd rule that mojh levels stack for the purposes of runes. I'd also be willing to go with the idea that you both are very, very young mojh.

Sweeetttt!!! :)
That's awesome, thanks a lot Ray!

Would you happen to have a preference or a recommendation for the city we (the Mojh twins) originally come from? I'd figure that two bright boys from a nice and loyal human family, wanting to transform to get better, not being allowed, and "dying" because of it (i.e. we faked our funerals to undergo the transformation), would create a bit of a stir in the town/city where we live. People tend to remember by things like that (reactions could range from: oh, they were such nice boys to: damn Giants!). It would be easy for us to be solicited by human separatists/extremists.

Personally, I've actually chosen my feats so I can inflict a decent a mount of damage for my level, but without killing anybody. So, I/we cold have participated in Separatist's activities (to get to level 3), or we got our experience somewhere else, and this is a seed for the future.

Anyways, any feedback is appreciated.
Thanks and cheers,

Steve Gorak
 

mpickett81 said:
FaenFriend.... I was looking over your character. I didn't look too carefully, but I did notice that you forgot about synergy bonuses on your skill bonuses. For example, the fact that you have 5 or more ranks in tumble means you get a +2 on balance check. Go through the skills section and look under the "special" heading of any skill that you have 5+ ranks in to see if you missed any other synergies.
Also, it's my general suggestion that you not spread out your skill points so much. It's not necessary to max out every skill, but I find it is preferable to be highly-skilled at fewer things than to have a ton of skills you are so-so with. This is especially true in a large adventuring party like ours, where there is a good chance at least one PC will be an expert at any given skill.

Thanks mpickett! Somehow, synergy bonuses just completely skipped my mind. After taking a look at what bonuses I would receive, I switched around my skills a bit. Looking over everyone else so far, it seems that we'll be pretty good at bluff/diplomacy/sense motive!

Does anyone have any suggestions for what (magical) features I could add to a whip? I'm more interested in using my whip disarm/trip than for causing damage, of course. But would it be possible to create a whip that caused elemental or energy damage when it successfully tripped someone? This would represent, say, the lashing pain of a fiery whip wrapping around someone's leg. (Run Gandalf, run!)

Everyone's characters are looking really cool. I think we'll have a really interesting party for this game.

FaenFriend
 

I like the characters so far. FaenFriend made the point that some of the skills we're taking are repeatedly seen from PC to PC. Because of the size of the party, it might be wise to go through and make sure we have at least one PC who excels at any skill. Of course, many skills are useful if several PCs have them (e.g. sneak, spot, bluff, among others). Others, however, only really need to be covered by one or two PCs. If someone in the party has a +10 in disable device or open lock, it's not very useful to have someone else with a +4 in the same skill. Please don't think I'm trying to force people to take certain skills. Rather, this will give players a chance to drop some utilitarian skills they thought were necessary for the party in exchange for a more flavorful skill they just thought would be cool to have.
 
Last edited:

FaenFriend, while the idea of a fiery whip is quite cool, that would require at least a +2 equivalent weapon (+1 because all magical weapons must have that, plus the flaming quality, which is equal to another +1) and thus would have a price tag of 8,000gp plus the cost of a masterwork whip. So, no joy of that, but there might be some other ways. I'll think on it.
 

Questions...

Hey Ray!

I have put a rough draft of my magister into the rogues gallery, could you please check it out? RL is interfering with gaming at the moment, so it is quite possible, there are many mistakes in it .)

Thanx!
Dougal
 

In the spirit of spreading around the expertise...

The concept for my giant akashic is something of a psychic/forensic detective. As such, I intend to focus on information collection (i.e. search, sense motive, appraise) and analysis (knowledge). There looks to be a fair amount of overlap with what others have already posted. (For example, I was looking at maxing sense motive, including a feat, which would put me at around +12 or +14).

I'm not entirely happy with the build yet, so I'm open to suggestions.
 

Tychus said:
In the spirit of spreading around the expertise...

The concept for my giant akashic is something of a psychic/forensic detective. As such, I intend to focus on information collection (i.e. search, sense motive, appraise) and analysis (knowledge). There looks to be a fair amount of overlap with what others have already posted. (For example, I was looking at maxing sense motive, including a feat, which would put me at around +12 or +14).

I'm not entirely happy with the build yet, so I'm open to suggestions.

Hi Tychus (and everbody else) ... I don't have any good suggestions (sorry!) but I do want to remind everyone that our characters won't necessarily know each other. With this big of a group, it's quite possible that the game might end up consisting of two smaller groups at times, doing different things or in different places. This will lessen any overlap problems. But more importantly, I'm sure out expert DM will do some taloring of adventures to give us opportunities to use our skills. Since this game IS apparently going to have lots of plot, intrigue, etc., it may not be a bad thing if we're all a pack of highly-suspicious liars who can sweet-talk our way in or out of situations. I wouldn't worry so much about overlap. Rather, try and find one thing that your character will be able to do well that no one else will be able to do. For instance, though my character's bluff and sense motive skills may be redundant, his primary abilities as an unfettered will shape his role in the party. My trippin', whippin', disarmin' and charmin' litorian will probably use bluff in very different ways from the way mojh players might use bluff. (Did I mention how vain my character is?) So I guess I do have a suggestion Tychus. Try to find one area that no one else really excels at. Make this area your own. If everything else overlaps, it won't matter much. Besides, there's only so many skills ... we're bound to have overlap. And yeah, +14 sense motive would make you downright uncanny.

FaenFriend
 

Tychus said:
In the spirit of spreading around the expertise...

The concept for my giant akashic is something of a psychic/forensic detective. As such, I intend to focus on information collection (i.e. search, sense motive, appraise) and analysis (knowledge). There looks to be a fair amount of overlap with what others have already posted. (For example, I was looking at maxing sense motive, including a feat, which would put me at around +12 or +14).

I'm not entirely happy with the build yet, so I'm open to suggestions.

Tychus... It looks like some overlap is going to inevitable, but I second what FaenFriend said. As akashics, we should make an effort to make sure our PCs really excel at a couple of skills that everyone else is no better than "pretty good" at. You might want to take a look at my mojh akashic to make sure, but it looks like our two akashics should have fairly different concepts. My mojh is more interested in infiltration and trickery. His best skills are bluff, disable device, disguise, forgery, intimidate, open lock, search, sneak, and use magic device... along with a few knowledge skills of course.
So far I don't think I've seen anyone too skilled in appraise or sleight of hand, probably among others. Once a rough draft of the PCs are down, we could do a little skill swapping if necessary.

FaenFriend... I noticed you had sleight of hand and innuendo down on your class skills. These skills can't be used untrained (i.e. without ranks) even if you have racial or ability bonuses on the skill. Go through the skills chapter and see if you put any others down like this. It should say "trained only" just beneath the skill's header.
 
Last edited:

Ray, I think I'm going to bow out of this game. I've got two others I'm joining now, plus things are getting busy with Living Enworld. Plus, you've got some alternates in line, and I don't want to keep people from getting their first taste of PbP gaming. :)

Good gaming, everyone! Have fun! :)
 

Remove ads

Top