Yo Ho Ho! Recruiting Spelljamming Pirates and Roguish Sorts to fill Openings!

Deuce Traveler said:
http://invisiblecastle.com/find.py?id=912469

I got:
[6,6,2] = (14)
[5,5,4] = (14)
[5,4,3] = (12)
[6,5,5] = (16)
[6,5,2] = (13)
[4,4,2] = (10)
[4,4,3] = (11)

I would drop the 10, and go with 14,14,12,16,13,11.

I would go with either a Dolathi or Pleb immigrant Alley Stalker or Dolathi or immigrant (Rowaini or Praetor) Bounty Hunter, and I like the Bounty Hunter's description so I would like to know if either of the PCs or any of their current enemies are wanted by the law... maybe my character is tracking them down but gets involved with the party somehow. In that case, I would put my 16 to strength. If we need sneaking skills, I would happily go with a sneaky Alley Stalker, since that's my normal MO anyway. In that case I would make the 16 dex.
See my post above--you can actually drop the 16 and reroll if you like.

It is possible that a new PC may be hunted by the law--the current PCs don't really have an 'enemy'--they're on an mission of exploration.

As for 'needing' stuff--the cool thing with gestalt is that very little is truly needed after only a few characters. They don't really 'need' too much more of anything (except they do need at least one healer, but they'll likely get that and then some more already), so you should feel free to play what you like.
 

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Second attempt... eww...

http://invisiblecastle.com/find.py?id=912495

Third attempt... wow, that's ugly...

http://invisiblecastle.com/find.py?id=912498

Fourth attempt... much better.
http://invisiblecastle.com/find.py?id=912502

4d6.takeHighest(3)-> [6,6,5] = (17)
4d6.takeHighest(3)-> [6,4,2] = (12)
4d6.takeHighest(3)-> [6,6,2] = (14)
4d6.takeHighest(3)-> [3,2,2] = (7)
4d6.takeHighest(3)-> [6,4,4] = (14)
4d6.takeHighest(3)-> [6,6,5] = (17)
4d6.takeHighest(3)-> [3,3,3] = (9)

Drop the 7, suck up the fact I have a 9, and go with this character.

DM
[sblock]
He'll be a bounty hunter with a 17 Str, 17 Dex, 14 Int, 14 Con, 12 Wis, and 9 Cha. Since I assume your characters are good guys, I'd like to make him neutral good or true neutral. I'll play an intelligent, Pleb who escaped from his Praetorian master many years ago while on a trip to a Dolathi planet. This will give him a 19 Str, 19 Dex, and 16 Con and the construct template. Without a place to go in his youth, he took odd jobs and found himself having a knack for tracking down wanted men. Many years later, he is now an experienced bounty hunter.
[/sblock]

Should I e-mail him or post him? Or rework his background?
 

Deuce Traveler said:
Second attempt... eww...

http://invisiblecastle.com/find.py?id=912495

Third attempt... wow, that's ugly...

http://invisiblecastle.com/find.py?id=912498

Fourth attempt... much better.
http://invisiblecastle.com/find.py?id=912502

4d6.takeHighest(3)-> [6,6,5] = (17)
4d6.takeHighest(3)-> [6,4,2] = (12)
4d6.takeHighest(3)-> [6,6,2] = (14)
4d6.takeHighest(3)-> [3,2,2] = (7)
4d6.takeHighest(3)-> [6,4,4] = (14)
4d6.takeHighest(3)-> [6,6,5] = (17)
4d6.takeHighest(3)-> [3,3,3] = (9)

Drop the 7, suck up the fact I have a 9, and go with this character.

DM
[sblock]
He'll be a bounty hunter with a 17 Str, 17 Dex, 14 Int, 14 Con, 12 Wis, and 9 Cha. Since I assume your characters are good guys, I'd like to make him neutral good or true neutral. I'll play an intelligent, Pleb who escaped from his Praetorian master many years ago while on a trip to a Dolathi planet. This will give him a 19 Str, 19 Dex, and 16 Con and the construct template. Without a place to go in his youth, he took odd jobs and found himself having a knack for tracking down wanted men. Many years later, he is now an experienced bounty hunter.
[/sblock]

Should I e-mail him or post him? Or rework his background?
Posting is fine. You will want to elaborate more on the background and make it less hazy, but it doesn't really need to be reworked. Note that there is no such thing as a construct template--do you mean the construct type?

Also, the Pleb series descriptions got wiped by the crash, but I can probably tell you what series your Pleb would be if you tell me the original purpose for which his master created him.
 

I want him to have some experience on board a ship, so let's say initially he was used to lift cargo on and off a ship. Later, he showed some intelligence and was sometimes entrusted to help in navigation, though never by himself as he had an independant streak that was worrisome.
 

Okay, I forgot to update this--oops!

@Deuce--Plebs are expensive, much less efficient for lifting crates than just hiring an unskilled humanoid labourer or building a cheaper regular construct with Int --.

@Everyone--What classes do I still need to write? Other than that, I'd like to see characters finished by the end of March at the absolute latest so that we can actually start the game in April. How does that sound?
 

Rystil Arden said:
Okay, I forgot to update this--oops!

@Deuce--Plebs are expensive, much less efficient for lifting crates than just hiring an unskilled humanoid labourer or building a cheaper regular construct with Int --.

@Everyone--What classes do I still need to write? Other than that, I'd like to see characters finished by the end of March at the absolute latest so that we can actually start the game in April. How does that sound?

I still need the Heretic and to finish equipment. I plan on buying on the pirate plan for both.
 

End of March sounds great.

Should I just go ahead and roll the second set of stats for a character? I will be using the same name (Gli'jar) as before. I can do the d20 link and the roll.
 

Heretic!

[SBLOCK=Heretic]
Code:
The Heretic

BAB             Fort    Ref     Will    Special                              Spells/Day	
+0              +2      +2      +2      Emulate the Divine,Trapfinding       3/1+1        
                                        Sneak Attack +1d6, Turn/Rebuke Mimicry                                      
+1              +3      +3      +3      Evasion                              4/2+1                                      
+2              +3      +3      +3      Sneak Attack +2d6, Emulate Aura      4/2+1/1+1
+3              +4      +4      +4      Uncanny Dodge                        5/3+1/2+1
+3              +4      +4      +4      Sneak Attack +3d6, Slippery Mind     5/3+1/2+1/1+1
+4              +5      +5      +5      Insidious Mind                       5/3+1/3+1/2+1
+5              +5      +5      +5      Sneak Attack +4d6                    6/4+1/3+1/2+1/1+1
+6/+1           +6      +6      +6      Imp Uncny Ddg, Divine Misdirection   6/4+1/3+1/3+1/2+1
+6/+1           +6      +6      +6      Sneak Attack +5d6                    6/4+1/4+1/3+1/2+1/1+1
+7/+2           +7      +7      +7      Improved Evasion                     6/4+1/4+1/3+1/3+1/2+1
+8/+3           +7      +7      +7      Sneak Attack +6d6                    6/5+1/4+1/4+1/3+1/2+1/1+1
+9/+4           +8      +8      +8      Skill Mastery                        6/5+1/4+1/4+1/3+1/3+1/2+1
+9/+4           +8      +8      +8      Sneak Attack +7d6                    6/5+1/5+1/4+1/4+1/3+1/2+1/1+1
+10/+5          +9      +9      +9      Deny the Divine                      6/5+1/5+1/4+1/4+1/3+1/3+1/2+1
+11/+6/+1       +9      +9      +9      Sneak Attack +8d6                    6/5+1/5+1/5+1/4+1/4+1/3+1/2+1/1+1
+12/+7/+2       +10     +10     +10                                          6/5+1/5+1/5+1/4+1/4+1/3+1/3+1/2+1
+12/+7/+2       +10     +10     +10     Sneak Attack +9d6                    6/5+1/5+1/5+1/5+1/4+1/4+1/3+1/2+1/1+1
+13/+8/+3       +11     +11     +11     Divine Dissolution                   6/5+1/5+1/5+1/5+1/4+1/4+1/3+1/3+1/2+1
+14/+9/+4       +11     +11     +11     Sneak Attack +10d6                   6/5+1/5+1/5+1/5+1/5+1/4+1/4+1/3+1/3+1
+15/+10/+5      +12     +12     +12     Anathema Sever                       6/5+1/5+1/5+1/5+1/5+1/4+1/4+1/4+1/4+1

Hit Dice: d8

Weapons and Armour: Proficient with Rogue weapons, Light Armour, and Shields

Skills: 8 + Int bonus.  Heretics have all PH skills as class skills except Handle Animal, 
Ride, Survival, and Knowledge (though Heretics do have Knowledge [Local], [Arcana], [History],
[Nature], [Religion], and [The Planes]

Spellcasting: A Heretic casts divine spells, usually selecting from the Cleric spell list.  She
also usually has access to two domains, much like a Cleric.  Heretics can change their spellcasting
slightly to help blend in and hide.  The Heretic uses Charisma to cast spells.   

Emulate the Divine: In an eight-hour ritual, a Heretic can change her domains to a set of two 
coherent domains (so not Good and Evil at the same time, for instance) for their attempted 
impersonation.  If attempting to impersonate a class that casts like a Druid, the Heretic 
loses access to the Cleric spell list and domains but gains access to the Druid spell list.  In this
case, the extra domain spells per day are lost.  The Heretic must choose an alignment (which can be
any alignment of her choice, without regard to her actual alignment), and she can't cast any spells
opposed to the alignment she chooses.

Turn/Rebuke Mimicry: The Heretic gains 3 + Charisma Bonus Turn or Rebuke attempts, but the checks
automatically fail.  When she gains Emulate Aura, if she chooses a Good aura, the Turn attempts
can succeed, and if she chooses an Evil aura, the Rebuke attempts can succeed, both by virtue
of incredible mimicry granting the ability to channel divine energies.  However, she still cannot 
destroy or command undead in this way. 

Emulate Aura: For the purposes of Divination spells, your Aura is the same as the alignment you
select when using Emulate the Divine, much as if you were a Cleric of a Deity with the alignment 
you selected. 

Insidious Mind: When the Heretic makes a save against an effect that requires a Will Save, she
may choose to mask any indication that she made the save, leaving impotent vestiges of the magic
in existence to convince the caster that she is actually affected. 

Divine Misdirection: Whenever targeted by a Divine Divination effect, if the effect's caster 
does not succeed at a Caster Level check DC 10 + Heretic's Level, the Heretic can choose to
misdirect the results as Misdirection

Deny the Divine: The Heretic has gained supernatural power to deny Divine magic through her
unceasing determination.  She gains Spell Resistance 11 + Heretic level, but only against
Divine magic.

Divine Dissolution: The Heretic has mastered the unravelling of Divine magics.  She gains a
+4 bonus to Dispel checks against Divine spells (but not magic items)

Anathema Sever: The Heretic has gained the ability to sever the link that connects a Divine
caster and her deity or Divine source, at least temporarily.  On a successful Sneak Attack,
she may choose to sacrifice the extra d6 damage to instead cut the Divine caster off from
her Divine power for 1 round (no save), preventing the victim from casting spells, turning
undead, etc.  If she uses Anathema Sever on a Coup de Grace instead, she can sacrifice all
damage from the attack, after which the victim must make a Will Save (DC 10 + Damage that
would have been dealt from the Coup de Grace).  If the victim fails, she loses all Divine
powers forever.  They cannot be restored by any means short of a Miracle.
[/SBLOCK]
 


Gli'jar said:
End of March sounds great.

Should I just go ahead and roll the second set of stats for a character? I will be using the same name (Gli'jar) as before. I can do the d20 link and the roll.
You can just roll without the d20 if you use the same name--I can just check the date/time on the roll to make sure it comes after this post :)
 

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