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Post by TheUdjat on Jul 16, 2007 7:59:09 GMT -5
We're pretty well-balanced, yes. We're missing a couple essential skills, though, which may wind up hurting us down the line... For a band of thieves, we are conspicuously short on 'Forgery'. None of us took ranks in it. We're also completely without Decipher Script, which will come up less, but is more difficult, since it cannot be done untrained. (EDIT: I forgot about Kain!) Thank goodness for Read Magic, though (Not that I took it). We also have no Appraise, which may hurt some of our looting and thievery. Also, I don't know about the rest of you, but I'm sticking with Paul. He is a well-rounded rogue with some skills in pretty much everything, and he's the only person with even a chance at disarming a trap. He is my new best friend (actually, background-wise, my childhood friend ). And God forbid we ever have a wilderness situation, or even a big 'Central Park'. We have no wilderness skills at all (we're all such city boys). And no trick knots for us, with low Rope Use. But we have just about everything else. We're short a handful of Knowledges (Nature, Geography, and strangely The Planes and Religion), but otherwise pretty good on that front. It will be interesting to see how we all work together.
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Post by Rojito on Jul 16, 2007 8:18:35 GMT -5
yeah i guess we do overlap on ALOT, and i wanted to take forgery but its not a bard skill cause i can think of times it would be REALLY useful... especially when the cityguards come knockin on the door... So none of the rogues took disable device? nice... Ropes hopefully wont be that big of a deal, while it is a town i am sure we can figure other ways out, we have some decent spellcasters. Nature? we have all the nature we need with Carlos, he will bring down any problem there lol.
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Post by Rojito on Jul 16, 2007 8:23:25 GMT -5
also i kinda wanted to point out that in alot of scenarios you guys probably wont be working in 1 large group lol, to me The sneaky rogues are for the steal/assassinate (Not killing anyone who gets in our way) the spellcasters... really not sure what to do with them, they may end up being backup for when shit hits the fan. Beaters/Bruisers are our intimidate force, should we need to either start takeing control of the neighbor hood, or if an assignment is just to scare someone. Me well i am a hub, i deal with our Contacts, and i relay Messages to teamates that may not be together, i REALLY need those rings or whatever that allow us to communicate at a distance...
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Post by TheUdjat on Jul 16, 2007 8:23:47 GMT -5
Paul has Disable Device, and is lucky enough that he can probably handle any problems. But he's it.
We're pretty good about not overlapping too much. I mean, I expected we would in things like Bluff, Move Silently, and Hide. All rogues like some of that. And it was obvious that both me and Yakumo would take Spellcraft and Knowledge: Arcana, so that's nothing new.
I did expect the Paladin to have some Knowledge: Religion, though. He and the bard are the closest we have to healers, as you pointed out (I figured this would be the case. I thought about playing a Cleric of Trickery or something, but decided I just really wanted to play a Sorcerer).
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Post by Rojito on Jul 16, 2007 8:26:30 GMT -5
lol already spoken to Shakes about a nearby Church of Olidamarra or whatever her name is, the diety of thieves, they are the most likely to work with us maybe we can even borrow one or two of them for some of the more... reckless missions. You know what i came up with wanting to play last night? a Druid... thought wildshape vermin would be rather neat way to sneak into things... but i couldn't find a varient to get rid of the spellcasting... i really hate trying to play spellcasters, they are difficult for me. So once i find a varient for that i will find a game where i can go Druid/Master of Many forms/WarShaper hehehe
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Post by TheUdjat on Jul 16, 2007 8:33:06 GMT -5
also i kinda wanted to point out that in alot of scenarios you guys probably wont be working in 1 large group lol, to me The sneaky rogues are for the steal/assassinate (Not killing anyone who gets in our way) the spellcasters... really not sure what to do with them, they may end up being backup for when shit hits the fan. Beaters/Bruisers are our intimidate force, should we need to either start takeing control of the neighbor hood, or if an assignment is just to scare someone. Me well i am a hub, i deal with our Contacts, and i relay Messages to teamates that may not be together, i REALLY need those rings or whatever that allow us to communicate at a distance... Well, yes, obviously. Hence my point that only one rogue knows Disable Device. Although I disagree with your breakdown of groups. Rather than dividing up like that, more frequently I see 'teams' that would work together. For instance, I can already see ways in which TTC and I will work well together: He has lots of skills, I have almost none. He doesn't really specialize in dealing out damage, I do. I can toss out an Invisibility which can get us almost anywhere we need to go. He can handle the doors. We need a distraction? Ghost Sound. Add in Carlos and it gets a little more interesting - I can weaken opponents with Ray of Enfeeblement, he can line them up and knock 'em down even easier. I sit back and shoot, he stands and fights. Paul can flank for Sneak Attack. Rather elegant, really. But three rogues? If Masked Intentions has taught me anything, it's that too many skilled rogues is problematic. They all need something to do. Let them take different objectives and different back-up, and we can tackle multiple things at once. By having at least 2 of everything, we give ourselves 2 very viable teams at any given time. Except for the bard, who's only good for planning and coordinating.
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Post by Rojito on Jul 16, 2007 8:55:24 GMT -5
hey i can uhh... heal you.... when you make it back to uhh... the base we have yet to build.... hmm that doesn't sound as good as i had originally intended
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Moroth
Veteran of the War
Posts: 101
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Post by Moroth on Jul 16, 2007 9:34:47 GMT -5
Hey guys, I was thinking, my ranks in poison making will not go to use in any situation we come up with in our present. I might change 3 into heal and 4 into knowledge religion (even tho I am an atheist in real life), this could help us a lot more then my 7 ranks in poison making.
Edit: My healing is full so maybe 7 into religion? Any other ideas?
Edit the edit: Changing classes. This mean we have an even better team. I am going Monk until level 7 and then a Reaping Mauler.
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Post by Deekin on Jul 16, 2007 12:28:13 GMT -5
1 comment. Lurk != Rouge.
I have 4 Skill points per level, and a rather short skills list. I'm more of a psionic fighter/rouge combo.
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Post by TheZebraShakes™ on Jul 16, 2007 12:33:37 GMT -5
You all still have time to fix up your characters. Just notify me with changes.
And all Edits should be completed by Wednesday at the latest, or else none of you are getting out of the room. So encourage your fellow players to hurry up and make up their minds.
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Post by Rojito on Jul 16, 2007 12:35:58 GMT -5
2 rogues 3 bruisers 2 mages, 1 useless bard, albeit our Monk is stealthy and has the option to get a +5 on any untrained skill a day, open lock, disable device, use rope ect, so he can fit both catagories.
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Moroth
Veteran of the War
Posts: 101
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Post by Moroth on Jul 16, 2007 15:20:04 GMT -5
Our Monk (me) is awesome, although I though I was going to do 2d6 + 1d6 + 5 damage someone correct me and Rojito.
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Post by TheUdjat on Jul 16, 2007 15:34:27 GMT -5
If it sounds too good to be true, it usually is.
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Post by Yakumo on Jul 16, 2007 16:13:50 GMT -5
I like how you conveniently Left me out of how teams might work Udjat. I'm not that useless am I . I plan to have as much fun with Cause fear and ghoul touch as possible. With a Flaming sphere thrown in here or there. I also changed knowledge Local to Religion.
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Post by Rojito on Jul 16, 2007 21:34:26 GMT -5
Moroth i think we need a ruling by shakes about it, cause i figure if you can use weapons larger than normal that should include your natural weapons... and uhh, you will do much more when you use your belt not to mention the +1d12 when you pin. i see it as something like 1d6+2d8+1d12+5 when you pin someone
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Post by Rojito on Jul 16, 2007 21:35:04 GMT -5
err Pus 6 not plus 5, cause you get +2 str when Enlarged into your Large (Huge) form
Edit err and also you only do 1d8 atm, you may be large but your still only level 3 remember
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Post by TheUdjat on Jul 17, 2007 7:14:28 GMT -5
I feel I should also point out that Enlarge doesn't stack with the ability. The latter makes you 'count as large' for the purposes of particular rolls (Bull Rush, Trip, etc), wielding larger weapons, and something else. However, if you are actually made large (such as through the Enlarge spell), it doesn't make you 'count as huge'. It does increase your strength, and give you all the penalties associated with being large, and it lets you have a more powerful unarmed attack.
But if you're gonna be Enlarging yourself on a regular basis, you might as well just be human and get all your level 4 stuff. Then hit an enlarge when you need it. Or be a Half-orc (since they get a strength bonus). Or whatever.
EDIT: Just re-read Powerful Build, which says it stacks with effects that change size. Interesting. Hulking Brute does not. Can you tell me what book the Goliath actually appears in, or what the specific wording for their special ability is?
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Moroth
Veteran of the War
Posts: 101
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Post by Moroth on Jul 17, 2007 9:10:38 GMT -5
The Goliath race is in the book: Races of Stone. I'm not sure which page I've been using Pathguy.
Edit: Goliaths have a whole chapter for their race, starting at page 53 it goes until page 84.
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Post by Japic on Jul 17, 2007 14:34:57 GMT -5
EDIT: Just re-read Powerful Build, which says it stacks with effects that change size. Interesting. Hulking Brute does not. Can you tell me what book the Goliath actually appears in, or what the specific wording for their special ability is? As he said Races of Stone. Page 56 in the racial traits. The ability reads as thus: As I see it this is the same as the half giants get. It counts towards things like grapple checks (as the larger size category) and allows them to wield larger weapons with no penalty. If your monk normally does 1d8, make him into a Large and those fists grow with him to 2d6 dam. If you plan on grappling then you'll get great mods based on size difference (with the powerful build and/or enlarge) size at time of grapple and class level will determine the amount of damage dealt (same as regular unarmed strike). Hope that was what you were looking for. If I missed the bus, just tell me to shut up and all will be fine.
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Moroth
Veteran of the War
Posts: 101
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Post by Moroth on Jul 18, 2007 7:06:07 GMT -5
You did miss the bus put it's fine next time I'll be able to make my monk properly.
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