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Overview

About This Game

A Zombie Post Apocalypse game, based on the absolutely fantastic Days Gone by Bend Game Studios.

Game System

Pathfinder 1e

Detailed Description

<Dr Nick Voice>HI EVERYBODY!!</Dr Nick Voice>

So, I've been away from MW for awhile...I needed a bit of a mental health break from...well, just about everything. But after some improvements in Life, The (or at least My) Universe, and Everything...well, not EVERYTHING, but SOME things...anyway...erm...where was I? 😵

Oh, right, now I remember...I'M BAAAAAAAACK!!!

And the gaming bug is biting me firmly on the backside. Which is where all this comes in.

About a year ago, I acquired the thoroughly amazing Days Gone. I burned through it in less than a week, and it was absolutely AMAZEBALLS. I've since played it through half a dozen times, and it just keeps getting better every single time. Despite not being a huge Open World RPG fan (Ubisoft and Bethesda, among others, have seriously burnt me out on the genre), I fell in love with everything about this game. The setting is FIRE; the combat is incredibly fun, frenetic, and utterly satisfying; and the story literally brought me to tears multiple times.

Since, sadly, this amazing game will probably never get a sequel (which is a damn crime!!), it's up to us to make that happen.

****************************************************

A few notes, for those that haven't played in one of my games...

Hi! orcdance.gif I'm Arklytte, long time member of The Weave, and unofficial Old Fart Grognard™

Welcome to my newest bout of insanity adventure. Here's hoping it will whet your roleplaying appetite.

A little bit about me: I've been roleplaying for over 40 years now (tabletop for most of my life, and online for over 25 years - about nearly seventeen of which have been here on MW), and have played more systems than I can count...or even remember. I even invented a couple systems, back in the day. I've GM'd many games here on MW, as well as other sites, and have had varying degrees of success with them, but, since I enjoy DMing almost as much as I enjoy playing, I keep coming back for more. I am a big fan and avid supporter of ROLE over ROLL playing and my games feature a lot of character interaction/development, fleshed out NPC's, and (at least so I'm told) lots of fun.

I value intense, flavorful roleplay; strong writing skills
Whether English is your first or fourth language, it is the lingua franca of MW. Like Korben Dallas, I only speak/read two languages: English, and Bad English. The written word is the only form of communication we have here, and I expect my players to be at least reasonably competent in it's usage. If you have trouble with your writing, or English is not your first language, please use a spell checker and do your best to use reasonably good grammar. I'm not going to penalize someone for not being an English Lit major, but I do expect everyone to make an effort to be a good communicator.
, and creative, open minds.

That being said, I am also an opinionated old fart (as advertised orc9.gif), for whom the word 'Optimization' is akin to various Four Letter Words. I dont care how good a roleplayer you claim to be, if your first inclination when considering joining one of my games is to rub your hands in glee at all the options you have to make 'teh uber character'...well...let's just say that this game probably wont be the best fit for you. And yes, I know...Stormwind Fallacy...BLAH BLAH BLAH! Sorry, IMO Stormwind is full of it. And at the end of the day, My Game, My Rules. If you find this too restrictive or are offended by it, then I appreciate you reading this far and wish you luck in your future endeavors on the Weave. I'm sure there are plenty of games that cater to your preferences...this one will not. I'm going to blatantly steal a comment I read in another recruitment thread many, many (far too many orcstupid.gif) moons ago, by @Legionbunny , that I think perfectly sums up my attitude on this point. It's quite apropos to this game as well.

Murderhobos...Shoo! SHOO!


Now, all that being said, this will be a game with characters who are going to end up being fairly strong for their level, mechanically speaking. I'm totally ok with that...if I wasn't, I wouldn't have gone to the extent to put my own stamp on the rules that I did. I didn't create these rules so that you could torture the math into giving you a character who can one shot Thor. I created them to give you the flexibility to make a truly interesting, compelling character, that is exactly what you envision when you think of 'Hero'.

You will be playing characters who are survivors of one the single most devastating plagues to ever infect the world. Humanity lost over half it's numbers in the initial Outbreak, and have lost more than half that number in the four years since. Sadly, not all of the 'lost' are, in fact, dead. A fair number of them are still up and walking around...they just dont have any interest in interacting with their fellow humans...unless it's feeding time...and you're the snack.

That said, the PC's are the survivors. They are among the prime examples of humanity's will to survive, even among the most devastating conditions. They are Drifters. Broken Knights of the Broken Road. Masters and Mistresses of survival. Hard as nails and twice as sharp.

Oh, and you kill Freaks damn good too! 😈

*************

Regarding character creation: I am FAR more interested in the story you tell about your character than I am about your math. Your story should influence the mechanics, not the other way around. 90%+ of my decision on who I choose to join my games is based on your character's story. And my interest in the crunchy bits is mainly to see if they match up with the fluffy stuff...well, that, and making sure they're reasonably well balanced against your fellows.

We're going to be using the Spheres of Power and Might alternate character creation system. This system encourages flexibility and customization above all else, and that appeals to me quite a lot. I have done a fair bit of customization and there are MANY house rules that will need to be navigated when creating a character.

At present, the plan is to leave recruitment open for roughly two weeks. Today is June 26th, and the last (planned) day of recruiting will be July 10th. Depending on how that goes, or if I end up with overwhelming interest, I may close recruiting early, but I will make sure all those who have applied up to that point will have adequate time to finish their characters, and I will make sure to communicate that decision at least 2 days before I (potentially) take that step.

As stated, my decision will be based almost entirely on a character's fluff, so I expect that portion of your character to be completely done by end of recruitment. I'd like folks to be mostly done with their crunchy bits...at the very least, having picked out their classes, decided on the major spheres they want to use, as well as have the majority of their talents listed, etc. If there are little, fiddly bits still to do once recruiting is done, I'm ok with that. While this game will not have all the complexity that some of my games are known for, character creation will still be relatively complex. Those that are chosen will get all the time they need to finish their character, even if that means that, once the final decisions are made, it still takes a couple days to get the actual game started.

A couple of points about the tone of the campaign...

This game will feature a fair bit of combat...probably more than normal for my games. I mean...Zombie Apocalypse, amirite? It will also feature a bit of puzzle solving, as well as a fairly significant mystery to solve (assuming I can pull it off...my wife is the mystery buff, not me, but I'm going to be asking for her input on the story, so...fingers crossed. orcdeb.gif). There will, of course, be plenty of opportunity to roleplay as well.

There will also be significant amounts of character and NPC interaction, lots of opportunities for your character's personality to shine through, and maybe even a touch of good old fashioned dungeon (or, at least, cave) crawling.

I wont be handing out XP in the traditional sense, I will instead be advancing your characters at story appropriate places. If all goes according to plan, your characters will have the opportunity to advance multiple levels.

This game will be relatively slow paced. As much as I'd love to devote all my time to gaming, my boss doesn't seem to understand that all this 'work' nonsense really interferes with my hobby time. Trying to carve out enough time IRL to allow me to do all this, as well as take care of all that pesky IRL stuff can be challenging. This leaves me with a fairly limited amount of MW time. I'm looking for roughly 2-3 IC posts a week once the game starts and players can expect the same from me.

That said, if the PC's want to interact more IC, I'm certainly not going to stop them.

This game will be mature themed. All evidence to the contrary, I am an adult (actually, as mentioned, I'm kind of an old fart ) and I write for other adults. The game will feature adult themes (within site limits, obviously), truly evil villains, and morally questionable choices. While I dont write horror, and I especially dont write gorn, you can still expect a fairly dark campaign. The universe is not sweetness and light, and neither will this game be. Your enemies are thoroughly terrifying and ravenously hungry...and you look like a snack.

And the Freaks aren't all you'll face. As in most of the darkest times in history, the true danger is your fellow (non mutated) humans. There are gangs that roam the Broken Road, and every manner of human depravity can be found somewhere out there. Those enemies that are still capable of (mostly) rational thought will, quite often, be an even bigger threat than the biggest Mega Horde. You can expect them to act appropriately.

If all of this interests you, please check out the Drifter and This Fallen World sections for Character Creation and World info

And so, without further ado, I'd like to invite you to join me in taking up the mantle of Drifter. Hop on your hawg, grab your shotgun, your 2x4 (artfully studded with ten-penny nails), and your trusty boot knife, and join me on The Broken Road!

And dont forget the most important rule: HAVE FUN & ENJOY YOURSELVES!

  1. What's new in this game
  2. River Statistics All Day Stats: All Day AC/TAC/FFAC: 24, 19, 19 All Day Fort, Ref, and Will saves: 8/10/7 All Day Attack Bonus and Damage Dice, both melee and ranged: melee: disengage to make a ranged attack Ranged: Assault rifle: +10 (1d10+1/19-20) (avg 6.5) AR w/deadly aim: +9 (1d10+3/19-20) (avg 8.5) Flashbang: +8 (1d8+1/x2) (avg 5.5) All Day Save DC/Damage for Special Abilities: DC 19 (blind+deafened) Hit Points: 65 Nova Stats: Nova AC: Same as above Nova Fort, Ref, and Will saves: 11/13/10 Nova Attack Bonus and Damage Dice, both melee and ranged: AR w/deadly aim+ireful ardor tincture: +10 (1d10+6/19-20) (avg 11.5 Nova Save DC/Damage for Special Abilities: 2x 3d6 (15 ft radius, no save, reduced damage for another 10 ft out past that) +1x 6d6 dam (40 ft radius, DC 20 for half). (total avg dmg 42) +8 to hit for entangle, DC 18 ref vs additionally being glued to floor, 10 ft radius effect Significant Temporary/Long Term HP Boosts: Up to 2d8+59 (avg 68) temp HP that lasts for 5 hours, gained by applying a revitalizing compounds boosted salve to someone who is currently at full HP (expert healing knack turns excess healing into long duration temp HP) Group Contributions: Position-Dependent Effects: (guess I'll put these two here) can create 15 ft radius foam blockage magnesium material imposition sheds bright light with a 40 ft radius (either as a holdable torch or from targets hit with a boosted flashbang) Healing: requires adjacency: 38 HP for medical training, 2d8+21 for salve (that can also be handed out to people), 2d8+59 for medical training boosted salve 60 ft range, 40 ft radius AoE: 38 HP for medical training boosted fuse grenade Optional Boosts: Temp HP mentioned above +3 morale bonus to damage and self-inflicted penalties to AC/attack reduced by 1, lasts 5 rounds Constant or Daily Boosts: +2 deflection bonus to AC or +6 competence bonus to stealth, lasts 14 hours +2 resistance bonus to saves (with optional +2 alchemical bonus to subsets of saves), lasts 2 hours low-light vision + darkvision 50', lasts 2 hours. Optionally has a +3 circumstance bonus to stealth attached. With all the various buffs that she can hand out, I'm going to need to sit down at some point and work out how often/broadly she can hand them out, because while she can gather quite a lot of herbs from herbalism, I haven't taken the time to math out the specifics of the various formulas. Resistances and Immunities: Condition Immunities: none Energy Resistance/Immunity: none Damage Reduction: DR 5/- Special Defenses: +4 on saves vs poison, disease (not exactly a special defense, but didn't see a better place to put it) Senses and Stealth: Constant Senses: +12 perception Temporary Senses: low-light vision, darkvision 50 ft. Stealth Effects: +14 normally, +24 if buffed (+3 from 2 hour duration tonic, +7 from 14 hour war paint, which drops her AC to 21), no particular effects to foil senses. That should be a good starting place. I may ask for more information as we go.
  3. All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more, but not anything shorter. All Day AC: 17, TAC 14 (17 vs guns), FFAC 13 - +4 AC/TAC vs humans. All Day Fort, Ref, and Will saves: 5/8/7 All Day Attack Bonus and Damage Dice, both melee and ranged: Deadly Aim -2/+4 not included. - Heavy Sniper Rifle +10 touch (3d6 [10.5]) plus 2 bleed - Tactical Shotgun +9 touch (1d10+2 [7.5]) plus 2 bleed - Imp. Alchemist Fire +9 touch (3d6 [10.5] fire) - Bayonet stab +7 (1d4+1 [3.5]) plus 2 bleed - Dart trap shot +11 (3d6 [10.5]) All Day Save DC/Damage for Special Abilities: 18 Hit Points: 60 Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can use has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice. Nova AC: 32, TAC 32, FFAC 28 (Moldable Prescient Dodger instead of armour, Cover w/ Terrain Advantage & Adept Adventurer, Hermit self-aid) - +4 AC/TAC vs humans. Nova Fort, Ref, and Will saves: 11/14/13 (Moldable Cunning, one talent per each of f/r/w) Nova Attack Bonus and Damage Dice, both melee and ranged: (Sequence 4-5 [+2/+2], Sneak Attack [+0/+1d6], Deadly Strike [+0/+2d6], High Ground w/ Terrain Advantage & Adept Adventurer [+4/+0], Counterpunch [+0/+4], Reactive [+1/+1], Point-Blank bonus from Barrage [+1/+1], Stand Your Ground [+0/+2], Flanking w/ Adept Adventurer [+3/+0], Combat Stamina [+5/+0]) This is a...fairly unlikely scenario to be in, but hypothetically it's possible for all of these to apply at once in the situation that I have my Sequence at max, am attacking a target with a readied Counterpunch, am in my Elevated Terrain and Terrain Advantage, am flanking (or was recently flanking) with someone, and didn't move on my turn. - Heavy Sniper Rifle +26 touch (3d6+10 plus 3d6 precision [31]) plus 2 bleed - Tactical Shotgun +25 touch (1d10+12 plus 3d6 precision [28]) plus 2 bleed - Imp. Alchemist Fire +25 touch (3d6+8 fire [18.5]) - Bayonet stab +26 (1d4+10 plus 3d6 precision [23]) (No PBS, but +4/+0 for self-aid from Hermit motif) plus 2 bleed Nova Save DC/Damage for Special Abilities: Unchanged Significant Temporary/Long Term HP Boosts: 8 temp hp refreshed each round (Moldable Berserker) Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (thrown items, including throwing range/AOE, etc); Always On boosts (Motifs, alchemical items, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last. Position-Dependent Effects: Entrenched Terrain dredging (cover; lasts ages) Elevated Terrain dredging (high ground that applies to ranged attacks as well; lasts ages) Terrain Advantage pathing (increases cover/high ground/prone bonuses by 2, reduces prone/squeezing penalties by 2; lasts until he moves it, which will usually happen whenever I move). Optional Boosts: This is both optional (in that it won't always be active) and position-dependent, but Battle-Leader's Sequence within 35ft. Grants up to +2 (insight) to attack and damage, and also gives people a whole bunch of potential actions they can take, some dependent on what spheres they have. Waaaayyy too extensive to write out fully in this lil box. Lasts until I use it for something (which might itself be a buff to someone else) or combat ends. Constant or Daily Boosts: Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers. Condition Immunities: Energy Resistance/Immunity: Damage Reduction: Special Defenses: Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses. Constant Senses: Perception +11 Temporary Senses: Stealth Effects: Stealth +11 In the absence of anywhere to note Johnny's other gimmicks... - Skill monkey. Except Acrobatics, Climb and Swim, he can make any skill check at +10 minimum and can use 'trained only' skills untrained due to Improvisation. - When Aiding with skills he's trained in, he grants a +6 bonus, or a +4 bonus to three separate people simultaneously. (+1 of that is a competence bonus.) - With Physician's Efficacy approach active and spending sweet herbs on Efficient Healer he can treat deadly wounds as a standard action, restoring 1d20+20hp, and can do so twice per person per day, plus extra times when spending skill leverage. - Two moldable talents which can be combat talents, rogue talents or skill talents, changed at the start of each day. Courtesy of being a rogue talent, this means he can also take moldable feats (so long as they have a specific skill as a prerequisite and are not combat feats due to the limit on Gutter Rat), and between that and his access to Artifice, Tech and Alchemy that makes it quite difficult to summarise his potential abilities. The most direct combat boosts have been included above; obviously he can't have all of them at once since he only has two talents. - Flawless Flourish lets him provide permanent upgrades to firearms, though it costs money due to Expensive Parts. His moldable talents expand what he can provide.
  4. WiP - Tentative currently... Character Statistics All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. This includes any buff with a duration of 2 hours or more, but not anything shorter. All Day AC/TAC/FFAC: 22 / 17 / 15 All Day Fort, Ref, and Will saves: 7 / 11 / 7 All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Sniper Rifle (RTA) +9, 2d6+1d4+3 (1 origin bonus, 2 mechanical savant), 18-20/x2, 450' range increment; Avg. 12.5 / attack All Day Save DC/Damage for Special Abilities: 10 + 2 (1/2 Lvl) + 6 (Int) = 18'ish Hit Points: 75 Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can use has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice. Nova AC: Nova Fort, Ref, and Will saves: Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Nova Save DC/Damage for Special Abilities: Significant Temporary/Long Term HP Boosts: Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (thrown items, including throwing range/AOE, etc); Always On boosts (Motifs, alchemical items, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last. Position-Dependent Effects: Optional Boosts: Constant or Daily Boosts: Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers. Condition Immunities: Energy Resistance/Immunity: Damage Reduction: 8 / -- Special Defenses: Fast Healing 2 Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses they can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses. Constant Senses: Low Light Vision Temporary Senses: Stealth Effects: That should be a good starting place. I may ask for more information as we go.
  5. I am updating Mabel's gear. Gear finalization is still a work-in-progress. I am making a number of decisions that strengthen her role as the team's tank -- stand up and take punishment to defend the others. This means that she is a bit less self sufficient, relying on others to repair her gear -- or do the many other tasks she's not the one for.
  6. Mabel Faith Menseh Statistics All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. This includes any buff with a duration of 2 hours or more, but not anything shorter. All Day AC: 25 Typically reduces to AC 23 when berserk, which is most of the time in combat. May reduce to AC 21 effectively vs target of her Challenge. All Day Fort, Ref, and Will saves: 13, 10, 8. (Paladin with Fool motif) All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks). +14 to hit, 1d10+4 (9.5) damage. Uses firearms in melee so its the same. If using Deadly Aim, +12 to hit 1d10+8 (13.5) damage. All Day Save DC/Damage for Special Abilities: Charisma based abilities, usually: 10+1/2 level +5 (cha) = 17 What special abilities she has debuf opponents but do not incapacitate. Hit Points: 84 Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can use has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice. Nova AC: 25 (no reliable transient defense buffs) Nova Fort, Ref, and Will saves: 18, 15, 11. (Circumstantially +2 vs certain creatures via Talisman, effectively +3 with Assuring Anthem) Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) For her to be in perfect position to "unload on her targets" it depends on having targets moving around her threat zone or attacking allies (not her) within her threat zone. In those circumstances she can get up to 6 attacks of opportunity. Those are: +18 to hit, 1d10+5 (10.5) damage. Assume the targets are all in her Point Blank range: +19 1d10+6 (11.5) Circumstantially, her AoO nova may be on top of 2-3 barrage attacks, and 0+ attacks she either gains from boasts or gives to her strongest ally in range via boasts. Circumstantially, +2/+2 vs Swarmers and +4/+4 vs breakers. (No way to redirect her favored enemy bonus -- but may take that next level.) Circumstantially, +2/+2 vs a creature she has challenged (takes time and makes her slightly vulnerable to the creature.) Unfortunately she cannot really "go nova" by herself, she depends on having a volume of enemies and allies nearby triggering events in her Sentinel's zone (movement and Punishing Rebuke) Combat Stamina may be part of going nova once (before resting to recover). That is worth approximately +2 attacks. Nova Save DC/Damage for Special Abilities: none Significant Temporary/Long Term HP Boosts: The purpose of her build is to run into danger and soak it, making way for her more skilled allies to do more finesseful things. She's given up a lot of the skillful variety of some other high Int PCs to be a team brick. Hence the following to support that Sentinel theme: Berserking (+8 temp hp) Delayed damage pool (15 hp -- only really helps if she can heal/prevent this -- which she can if she can land damaging hits on opponents using the Defiant Boar stance before the end of her turn.) Rallying tune: 1d4+5 temp hit points, plus 1d8+5 as an immediate action discharge +15 hp by expending Sentinels Reserve points Bonds forged in war: Fight for your life: +7 temp hp, under the right circumstances Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (thrown items, including throwing range/AOE, etc); Always On boosts (Motifs, alchemical items, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last. Position-Dependent Effects: Clear Shot - gives allies a chance to reduce opponents cover benefits or not provide enemies soft cover, if the opponents are moving into an area or we are hanging in an area we've prepared to defend. Iron Wall - grant's allies concealment-like miss % benefits when in a patrolled zone or vs. a challenged enemy (or both). Optional Boosts: Assuring anthem -- allies can reroll natural 1-3s on skill checks / saves / ability checks , or discharge the effect to reroll an eligible d20. This is position dependent too. Talisman -- boost 3 allies with +2 luck bonus to saves or skill checks vs creatures from whom the talisman was harvested. Other people in the party will have Talisman too, so if we fight the same kind of creature repeatedly we probably can all get save and skill boosts vs. them. Pleasant serenade -- give allies +3 to charisma skill checks, or discharge to roll twice. Rallying tune: grant allies 1d4+5 temp hit points, plus 1d8+5 as an immediate action discharge A Gilded Tower -- a multi-scene act that allies can participate in: gives some buffs toward bluff, distract, creation of fear or enraged effects. Bonds forged in war: Relentless - resistance to negative emotions; Forged In Blood: bonuses to hit and damage if we are taking damage; Fight for your life: +7 temp hp, to allies, under the right circumstances; Stand Together: DR 2/- and remain active at negative HP as a finale. Constant or Daily Boosts: Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers. Condition Immunities: no, just good saving throws Energy Resistance/Immunity: Fire 2 Damage Reduction: 1/- Special Defenses: As noted earlier, a variety of ways of getting temp hit points, and recovering from moderate amounts of damage each round. As far as hit points damage goes, she's going to be sturdy. Accelerated Recovery oath + Sentinel Delayed Damage Pool => Endure Pain => (nonlethal damage) => Quick Recovery oath. Together these let her heal 7hp per round -- as long as damage doesn't arrive in bigger bursts than her delayed damage pool can support. Example: Sky dive without a parachute, max damage = 20d6. Average is 70 hp. Assume temp hp from berserking (8), and using and discharging a rallying tune (average 17). 70-25 = 45 damage after removing temp hp. 30 is lethal and 15 is nonlethal (cycling through the delayed damage pool). That definitely hurt, but not for too long. She recovers 7 hp per round for 3 rounds (at which point she is at -26 lethal damage, and 0 nonlethal. Then it takes 13 more rounds to be unharmed. Max damage (120 hp) would knock her out but at 120-25(temp)-84(real hp) = -11 hp, she will awake within 2 rounds after a max damage fail. She has to reach -52 hp to die (23 con * 2 + 6 sentinel FCB), which would be a single blow of 161 pts of damage. If she is flatfooted or unable to prepare or unconscious, of course, she can withstand less damage. If the damage arrives slowly and she can use Defiant Boar Stance and her several self-heal abilities, then she can withstand more damage. Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses they can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses. Constant Senses: +14 perception - assuring anthem can give limited rerolls which is kind of like +3 Monitor Movements - she and her nearby allies can sense each others positions even when concealed Temporary Senses: darkvision when using nightvision goggles Stealth Effects: +13 stealth - assuring anthem can give limited rerolls which is kind of like +3. nothing to spoil special senses.
  7. There SHOULD be an equivalent to Balanced for Armour & Shields...I thought there was on the list, but apparently I'm misremembering. 😵 Can't dig into it right at the moment, but I'll definitely do so later tonight.
  8. That's the point. If there is not something like "balanced" for armor/shields, then the world is biased in favor of to-hit over AC. That could be intentional, or an oversight, so I'm checking. This question affects how I buy gear, so I'd like it answered before I tackle some of the specific things in the balance thread-- so tagging for a clarification.
  9. Andi "Tinker" Giovanni All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. This includes any buff with a duration of 2 hours or more, but not anything shorter. All Day AC: 22 All Day Fort, Ref, and Will saves: 6/10/9 All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) All Day Save DC/Damage for Special Abilities: Hit Points: 65 Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can use has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice. Nova AC: Nova Fort, Ref, and Will saves: Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Nova Save DC/Damage for Special Abilities: Significant Temporary/Long Term HP Boosts: Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (thrown items, including throwing range/AOE, etc); Always On boosts (Motifs, alchemical items, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last. Position-Dependent Effects: Optional Boosts: Constant or Daily Boosts: Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers. Condition Immunities: Energy Resistance/Immunity: Damage Reduction: Special Defenses: Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses they can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses. Constant Senses: Temporary Senses: Stealth Effects: That should be a good starting place. I may ask for more information as we go. div widgetdiv widget
  10. First off, credit where it's due. This form is copied, mostly verbatim, from something that put together for a game that I was a player in. I loved the idea and plan to use it pretty much every game I run from now on. I figure, if you're going to steal, steal from the best. Until all of you have posted your initial post, I would ask that everyone refrain from making any additional posts in this thread. I plan to use this as a reference document going forward with the game. Once everyone has posted their initial post, feel free to post any questions/comments/concerns at that time. In the meantime, please copy/paste this into a post as soon as you're able, then you can edit it as time permits. THANKS! Character Statistics All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. This includes any buff with a duration of 2 hours or more, but not anything shorter. All Day AC: All Day Fort, Ref, and Will saves: All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) All Day Save DC/Damage for Special Abilities: Hit Points: Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can use has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice. Nova AC: Nova Fort, Ref, and Will saves: Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Nova Save DC/Damage for Special Abilities: Significant Temporary/Long Term HP Boosts: Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (thrown items, including throwing range/AOE, etc); Always On boosts (Motifs, alchemical items, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last. Position-Dependent Effects: Optional Boosts: Constant or Daily Boosts: Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers. Condition Immunities: Energy Resistance/Immunity: Damage Reduction: Special Defenses: Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses they can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses. Constant Senses: Temporary Senses: Stealth Effects: That should be a good starting place. I may ask for more information as we go.
  11. Ah, I see what you're getting at, and why Guisewhy asked as well. Effectively those +2 starting items (i.e. weapon and armor / shield) need to have those +2's allotted to the listed options and there simply isn't a balance equivalent one for armors / shields.
  12. Is that where I got it from; yep. I did indeed take that. These characters are close to as complex as those other ones were, heh.
  13. My understanding was that it's not just special abilities like fortification etc that are not allowed but also that basic enhancement bonuses aren't allowed either. So while you might have '+2' armour, it doesn't just get an armour bonus 2 higher than normal because that's not an option that's listed in the thread that you can spend the bonuses on. The example Ark gives of a '+3' weapon being Balanced II Serrated I and having +2 to hit and +1 damage would seem to support that. (Enhanced Defences/Armaments being an explicit exception, of course.)
  14. There are some classes or archetypes that grant skill unlocks. Arklytte is giving us the unlock for Perception if we have at least 5 ranks in it. Granted, as a drifter skill we've all got it, lol. But if Ark hadn't required Drifter on one side then it could have happened for Perception. Unless someone really didn't max Perception out...
  15. Isn't the flat bonus to the armor class simply the armor bonus of whatever armor it is? As listed in the armor tables on the PF1e sites or your books... Edit: As an example, I'm using kikko armor for my character and as my +2 armor choice its now a +7 armor class base armor. *shrug* Or am I misunderstanding the question?
  16. I mean, unlocks need their own feats anyway (unless that got houseruled at some point and I missed it), but yeah, honestly it mostly started with me taking Improvisation so I could get around Profession being trained only in order to do the whole 'been around so long he's tried his hand at most things' shtick, and then just kinda snowballed from there.
  17. Technically he's not better at them, depending on what he actually needs to do. Since he can't actually use any trained part of those skills. The feats allow you to use skills that normally require training (i.e. have the trained tag) but they don't allow you to actually use the aspects of any of the skills that require training nor are you ever allowed to use the skill unlocks without actually being trained. Its supposed to represent more of a jack-of-all-trades aspect of skills where you can do a lot of basic everything but you can't be a doctor, computer programmer, stunt pilot, etc. For the general usage stuff its awesome though! As an example Handle Animal has this blurb: "Untrained If you have no ranks in Handle Animal, you can use a check to handle and push domestic animals, but you can’t teach, rear, or train animals. A druid or ranger with no ranks in Handle Animal can use a check to handle and push her animal companion, but she can’t teach, rear, or train other non-domestic animals." So yeah, you can use the skill for general purposes, but any aspect of the skill that explicitly states it requires ranks simply isn't available. If you really want to be able to use all aspects of the skills, including unlocks, there's no getting around just taking ranks in the skill. *shrug* Edit: Although as with everything, I'm sure there are exceptions, lol.
  18. Many, many bonuses to untrained skill checks. +4 untyped from , +2 origin/racial from , +3 insight from the motif via the custom Fated Birth boon. I'm not really expecting to leave all of those bonuses in place - if nothing else it's a little silly that he's better at untrained skills than most of the ones he has full ranks in - but I made Johnny very much a jack of all trades kind of character with the assumption that if I got in I'd drop the parts that are covered by other people so I could specialise a bit more. Same goes for the ridiculous quantity of buffs he can stack up to his attack rolls and all his Aid Another bonus stacking.
  19. A question about armor or shields, and the custom equipment options: For weapons, you can get a +2 weapon with the +2 balanced trait, and it gives you +2 to hit. But if armor is +2, there is no trait listed on this sheet: that lets you get a flat bonus to your armor class. Is that an omission, or do you intend to only allow boosts to hit but not to AC? (Reinforced gives a bonus but only vs critical hits and called shots.)
  20. I'm curious, where are you getting a +9 misc mod on a lot of skills shown on your character sheet?
  21. Yeah my app is private. Partly force of habit from Ark's old games, mostly because I don't like the chance of my app influencing others. I'll deprivate it, I forgot I can do that myself on Baldr. EDIT: Done.
  22. It would appear to be 's app. I was wondering why the drifter's category insisted I had an unread post.
  23. Maybe one of the final six is hidden? I only see five.
  24. Thanks for the invite! Congrats to the folks drifting on in, and for those of you drifting away, I hope to see you in some game, some day!
  25.  
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