PBP game
Moderator: lucky64
Re: PBP game
@Hyway: If you want, the last spot is yours.
@Husk: No, it's just straight BFRPG... and quick character generation.
@Dymondy: Sure. Post your character.
@Husk: No, it's just straight BFRPG... and quick character generation.
@Dymondy: Sure. Post your character.
Pero 5/5
Galan 7/7, 1 healing potion left
Keiler 9/9, 1 healing potion left
Neville 4/4,
Davros 9/9
Thaddeus 10/10, 1 healing potion left
8:21AM, windy
19th of mid summer
Galan 7/7, 1 healing potion left
Keiler 9/9, 1 healing potion left
Neville 4/4,
Davros 9/9
Thaddeus 10/10, 1 healing potion left
8:21AM, windy
19th of mid summer
Re: PBP game
If no one else shows up soon I will play an elven fighter/mu. I am not sure if Joe was switching to 2 or not. If he didn't I will take 2.
- Joe the Rat
- Posts: 1242
- Joined: Fri Mar 11, 2011 12:28 am
Re: PBP game
Ah, go ahead and take it. I'll keep 8. I was eying the 16 charisma (15+1) - making him a fun guy to be around. I'll just retip more towards "fun, but a bit crude and obnoxious."
While we have everyone here, I'd like some advice on a problem. I'm in the mood for a Great Axe dwarf, but am running into encumbrance/move issues. I can do load-outs that are light encumbrance without the pack, but heavy with. I'd prefer chain, but that will make him verrry slow with his noncombat gear on. Switching to leather would deal with the move issue, but seems a bit light by itself for a front-liner.
Is "drop the pack for combat" a workable approach here?
While we have everyone here, I'd like some advice on a problem. I'm in the mood for a Great Axe dwarf, but am running into encumbrance/move issues. I can do load-outs that are light encumbrance without the pack, but heavy with. I'd prefer chain, but that will make him verrry slow with his noncombat gear on. Switching to leather would deal with the move issue, but seems a bit light by itself for a front-liner.
Is "drop the pack for combat" a workable approach here?
Re: PBP game
I have seen it done often, just don't forget to pick it up afterwards
lol
lol
Re: PBP game
Lucky, are we playing here on the forums or do you have another place in mind? If here, have you asked Solomoriah to set us up a game forum, yet?
Re: PBP game
I haven't played a MU very often so what spells to choose is driving me batty. Like you, I am also going to take sleep so we should be pretty awesome pair lol. As my second spell I am trying to decide if I want to be combat oriented (fighter/mu) and take shield, or to have fun with roleplaying and take charm person. I figure if we get a cleric they can ask for detect magic whenever we need it.Husk wrote:Are we picking in this thread? If so I'd really like to play a human magic user I'd take row 13 add one to dex as for spells I would take sleep and I'm thinking read languages would be very helpful, but I'm open to suggestion.
Are we using 0 level spells?
I think I will go with "charm person" and "sleep" and add my bonus point to strength.
Re: PBP game
@Hyway: The great eye said that he'll set up a game forum when I get enough volunteers. I'll PM him.
Pero 5/5
Galan 7/7, 1 healing potion left
Keiler 9/9, 1 healing potion left
Neville 4/4,
Davros 9/9
Thaddeus 10/10, 1 healing potion left
8:21AM, windy
19th of mid summer
Galan 7/7, 1 healing potion left
Keiler 9/9, 1 healing potion left
Neville 4/4,
Davros 9/9
Thaddeus 10/10, 1 healing potion left
8:21AM, windy
19th of mid summer
- Joe the Rat
- Posts: 1242
- Joined: Fri Mar 11, 2011 12:28 am
Re: PBP game
Flippin' uber-elf. 
@Husk: I tend to keep one foot in utility, and one foot in role-play when it comes to spell selection.
Think of your second spell potentially as your "back in town" spell, or your "other spell at 2nd level". What you absolutely want to have in your spellbook. Read Languages or Detect Magic would be good utility spells for the more scholarly-minded. As Hyway points out, Det. Magic may not be essential, depending on what Dymondy chooses to play.
Everything else would reflect who you want this MU to be. Trickster? Ventriloquism. All about Forces? Shield or Floating Disk. Subtle? Charm. Defense-minded? Shield or Prot Evil. Bizarre? Magic Mouth.
@Husk: I tend to keep one foot in utility, and one foot in role-play when it comes to spell selection.
Think of your second spell potentially as your "back in town" spell, or your "other spell at 2nd level". What you absolutely want to have in your spellbook. Read Languages or Detect Magic would be good utility spells for the more scholarly-minded. As Hyway points out, Det. Magic may not be essential, depending on what Dymondy chooses to play.
Everything else would reflect who you want this MU to be. Trickster? Ventriloquism. All about Forces? Shield or Floating Disk. Subtle? Charm. Defense-minded? Shield or Prot Evil. Bizarre? Magic Mouth.
Re: PBP game
Sleep is the bees knees, our second spells should be different so we can teach one another for free. I'm not sweating my second spell too much. Sleep will bee the go to starting out, and without some home ruling we will be limited to 1 spell slot until level 2, and if you're a combo class that may take a while.
@Joe- no reason drop-the-pack TM shouldn't work. I don't know what you're hauling but I'm fully loaded and have about 20lbs before I reach normal load. If you maybe wanted to work out a joint back story to explain why, I wouldn't mind schlepping around some odds and ends for you. That or buy a donkey.
Oh and we need a cleric.
@Joe- no reason drop-the-pack TM shouldn't work. I don't know what you're hauling but I'm fully loaded and have about 20lbs before I reach normal load. If you maybe wanted to work out a joint back story to explain why, I wouldn't mind schlepping around some odds and ends for you. That or buy a donkey.
Oh and we need a cleric.
Re: PBP game
Character: Oypan Szechamie
Race: Elf
Class: Magic-User / Fighter
Age: young adult elf
Height: 5' 1"
Weight: 130
Eyes: green
Hair: green
Level: 1
Experience: 4500
Strength: 18 (+3)
Dexterity: 15 (+1)
Constitution: 13 (+1)
Intelligence: 15 (+1)
Wisdom: 8 (-1)
Charisma: 15 (+1)
Languages Known: Common, Elvish
Hit Points: 7 (max first level, +1 CON)
Armor Class: 17 (shield and chain, +1 for DEX)
Attack Bonus: +1
Darkvision 60'
Detect secret doors on 1-2 w/ cursory look, 1-3 when looking.
-1 on surprise checks.
Immune to ghouls' paralyzing touch.
SAVING THROWS
Poison/Death Rays: 12
Magic Wands: 13 (+2 Elf)
Paralysis/Petrify: 13 (+1 Elf)
Dragon Breath: 15
Spells: 15 (+2 Elf)
SPELLS
Read Magic
Sleep
Charm Person
EQUIPMENT
Chainmail & Shield (67 gp)
Scimitar (10 gp)
2 Daggers (4 gp)
Sling and 10 bullets (2 gp)
Backpack (4 gp)
4 oil flasks (2 with wicks and wax seal) (4 gp)
2 small sacks (1 gp)
Rations (dry, one week) (10 gp)
Whetstone (1 gp)
Waterskin (1 gp)
Rope (hemp, 50') (1 gp)
12 iron spikes (1 gp)
Tinderbox (3 gp)
mirror (7 gp)
Money: 4 gp
Encumbrance: 79 lb (LL-80, HL-195)
Movement: 20' LL, 10' HL
Initiative: +1
WEAPON SUMMARY
Scimitar: 1d8 (+3 damage)
Dagger: 1d4 damage (10/20/30) (+3 damage if thrown)
Sling: bullet 1d4, stone 1d3 (30/60/90) (+3 to damage)
Race: Elf
Class: Magic-User / Fighter
Age: young adult elf
Height: 5' 1"
Weight: 130
Eyes: green
Hair: green
Level: 1
Experience: 4500
Strength: 18 (+3)
Dexterity: 15 (+1)
Constitution: 13 (+1)
Intelligence: 15 (+1)
Wisdom: 8 (-1)
Charisma: 15 (+1)
Languages Known: Common, Elvish
Hit Points: 7 (max first level, +1 CON)
Armor Class: 17 (shield and chain, +1 for DEX)
Attack Bonus: +1
Darkvision 60'
Detect secret doors on 1-2 w/ cursory look, 1-3 when looking.
-1 on surprise checks.
Immune to ghouls' paralyzing touch.
SAVING THROWS
Poison/Death Rays: 12
Magic Wands: 13 (+2 Elf)
Paralysis/Petrify: 13 (+1 Elf)
Dragon Breath: 15
Spells: 15 (+2 Elf)
SPELLS
Read Magic
Sleep
Charm Person
EQUIPMENT
Chainmail & Shield (67 gp)
Scimitar (10 gp)
2 Daggers (4 gp)
Sling and 10 bullets (2 gp)
Backpack (4 gp)
4 oil flasks (2 with wicks and wax seal) (4 gp)
2 small sacks (1 gp)
Rations (dry, one week) (10 gp)
Whetstone (1 gp)
Waterskin (1 gp)
Rope (hemp, 50') (1 gp)
12 iron spikes (1 gp)
Tinderbox (3 gp)
mirror (7 gp)
Money: 4 gp
Encumbrance: 79 lb (LL-80, HL-195)
Movement: 20' LL, 10' HL
Initiative: +1
WEAPON SUMMARY
Scimitar: 1d8 (+3 damage)
Dagger: 1d4 damage (10/20/30) (+3 damage if thrown)
Sling: bullet 1d4, stone 1d3 (30/60/90) (+3 to damage)
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