Rigor Rictus' Carrion Crown - Game Thread

Game Master LastNameOnEarth


651 to 700 of 754 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>

A killer GM with a killer smile.

I've invited a friend of mine from my irl game, who is an experienced gamer but new to PbP, to join our group. He has expressed interest in being our new Wizard and is presently making up his character. Hopefully, he will be checking in soon.

Delia, or anyone else that has someone they would like to bring into the fold, please let me know. I am thinking one more player would be good, but we might manage two if needed, particularly given the attrition rate of longer games.


A killer GM with a killer smile.

How is level up going for our other players? Ember, Delia, and Agnar?


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

I'm done with it in Hero Labs, but just needed to roll HP

HP roll 1d8 ⇒ 6

I try to adjust her profile later tonight. I do have a friend in multiple games eager to join (he runs 2 I'm in, I run 2 he plays in, and we both play in another so he's active). He is waiting to hear back from about whether you wanted more or not.

If it's cool I'll let him know and link him to the discussion.


A killer GM with a killer smile.

It's cool. Go ahead.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Hey guys, I just got the message from Delia (Aardvark) that I'm being allowed into this game.

Seeing a marked lack of martial ability in the party, I've created an undead-hunter Ranger/Fighter/Wizard, going into Arcane Archer. I'll have him (his statblock and backstory) up later.


I was waiting to see on exact changes before I leveled up.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Actually, I might want to change my mind on the kind of character I play. I have a few ideas of things that I'd like to play.

Question, though: What races are allowed? I see you have a changeling but it says in the beginning of the thread that it's core races only.


A killer GM with a killer smile.

This campaign was started by another GM, and I probably took over about 1/3 of the way in. His original receuitment stated Core races only, but when he recruited a second round of players, he brought in the changeling (he also had them start with level 2 starting wealth, while no one else had gotten any treasure yet, so I had to come up with ways to fix that.)

At this point, I think I would be fine with most Advanced race guide races, the preference being core before Featured races, featured before Other races, or whatever the last category is. No custom races.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I think I have an idea, although it breaks some flavor. Not terribly badly, I think, though.

My idea is the following: A aasimar (angel-blooded) paladin of Pharasma. His parents are not a human and an angel, but rather a human and a kere psychopomp.

Many years ago, a kere psychopomp named Kysira grew bored and lonely after her many aeons of graveyard-protection, and so tried to attract a mortal visitant to keep her company. This mortal visitant happened to be a servant of Pharasma and a good, gentle, and good-looking man, whom the kere psychopomp fell in love with over the years of frequent visits by the man.

For his part, he initially began to visit because of his fascination with meeting an extraplanar servant of the Lady of Graves, but then grew to like and then love the outsider woman for her vigilance, sense of duty, and dedication to Pharasma. The two had a child together, (who is the PC, Aerick the Grey) and they lived and raised the child together (although physically separately most of the time, as the psychopomp cannot leave her graveyard for long). Aerick's childhood was a rough one, due to his slow growth and maturation, his eerie greyish skin, and the fact that his mother was a creepy grave-keeping outsider, but it didn't get any easier when, in his twenties, his mother was killed. He and his father had always known the dangers of being involved with an outsider who dedicates her life to the destruction of undead, especially in Ustalav (given its history) but they were nontheless taken aback to learn that Kysira had been killed by a necromancer so that he could exploit her graveyard for corpses.

Until that moment, Aerick had never understood the importance of Kysira's mission, and had often asked his mother to leave her graveyard for days at a time so that he could more easily spend time with her. She had, of course, always refused, and now he knew why.

He joined a group of Pharasman warriors and clerics on a hunt to destroy that necromancer and his creations. It took years, and Aerick saw many a friend and ally die at the hands of the necromancer's servants and flunkies. It was only because of his psychopomp-born resistance to negative energy and his prodigious strength that he survived at all, but he did survive, and he eventually was part of the strike team that eventually killed the necromancer.

Aerick lost his taste for adventure, then, and retired to Lepidstadt, in Ustalav, for a time, to recuperate and to serve his community. It seemed, however, that fate (cause Pharasma, ha-ha) had a different path in mind for him, for several years later, he was greeted by one Judge Embreth Daramid with a job proposition, one that involved a necromantic cult and the fate of Ustalav...

Whaddya think? Legal?


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Just a real quick observation. Pharasma is N, so technically can't have Paladins, but Rigor may be cool with it, so it could still be an option.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I know she technically can't have paladins, but I've seen paladins of Pharasma before, they seem to be a thing.

The next thing I wanna see, though, is a canon paladin of Nethys.

Crunch?:
Aerick the Grey
Male aasimar (angel-blooded) paladin of Pharasma (sacred servant) 4
LG Medium outsider (native)
Init -1; Senses Perception +1, darkvision 60ft.
Aura good (moderate), courage (10ft.)
--------------------
DEFENSE
--------------------
AC 20, touch 9, flat-footed 20 (+9 armor, +2 shield, -1 Dex)
hp 40 (4d10+12)
Fort +9, Ref +3, Will +8 (+2 vs. death effects, energy drain, negative energy, necromancy)
Resist negative energy 5
--------------------
OFFENSE
--------------------
Spd 30ft., 20ft. in armor
Melee unarmed strike +7 (1d3+3/x2)
. . . +1 battleaxe +8 (1d8+4/x3)
. . . mwk cold iron heavy mace +8 (1d8+3/x2)
Special Attacks smite evil 1/day (+4 to damage, +3 attack/AC)
Spell-Like Abilities (CL 4th)
1/day - alter self
at will - detect evil
Paladin Spells Prepared (CL 3rd)
1st - cure light wounds, (empty)
--------------------
STATISTICS
--------------------
Str 16, Dex 8, Con 14, Int 14, Wis 12, Cha 17
Base Atk +4; CMB +7; CMD 16
Feats Improved Unarmed Strike, Greater Mercy
Traits Scholar of the Great Beyond, Magical Knack (paladin)
Skills Heal +10, Knowledge (planes) +13, Knowledge (religion) +9, Sense Motive +8
Languages Common, Celestial, Infernal, Abyssal
SQ divine grace, lay on hands 5/day (2d6), divine health, mercies (sickened), channel positive energy 2d6, domains (restoration), restorative touch 4/day, deathless spirit
Combat Gear antitoxin (2), potion of cure light wounds (2); Gear +1 half-plate, +1 battleaxe, mwk cold iron heavy mace, mwk heavy steel shield, backpack, flint and steel, waterskin, silver holy symbol of Pharasma, traveler's outfit, silk rope, 900gp;


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

For the rebuild I swapped out the teamwork feat she shared with Father (Swap places). She took Eschew Materials instead. Father took Dodge.


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

Father finally got more HD, so do I roll his as well? JIC, here is his roll.

HP 1d10 ⇒ 6


A killer GM with a killer smile.

Delia: No problem on the Feat swap. Easy retraining.
Father: Rolling for HP is fine. Everyone may either roll here, or you may take the Standard Half+1. Honour system as far as trusting you not to check out your roll in the Preview before making your decision.

Leinathan: You idea looks interesting and has some merit. I have seen a few Paladin's of Pharasma around, and indeed I even played one myself for part of Entombed with the Pharaohs. Unfortunately, that game petered out before it got very far, so I never really got to see him in action. That character was made possible simply by the GM waving the always LG clause of the Paladin, which led me to play the character as true Neutral, as to match his deity. That would probably be on of the issues with your character as written, in that his alignment would not correspond to his deity; it might make better sense to wave the requirement and have him be LN as opposed to LG, as Pharasma does not typically have LG followers. For an undead busting Paladin, Sarenrae is always a good choice.

Another possibility would be to take a look at the Warpriest class from the Advanced Class Guide playtest, as it is very similar to Paladin in most respects, but does not have the Alignment restriction (except for the standard within one degree clause common to all divine classes). I am fine with Playtest classes being used here, with the proviso that when the final version of the class is released this summer, you would be required to make any relevant modifications to bring your character into line with the finished version of the class.

As for the Race question, it is another interesting proposal, and on the surface, I don't have an issue with the idea. The precise mechanics might need some retouching though. While I know would be nice to fit with the idea of a melee based Paladin, the Kere Psychopomp's best stats do not match up with the Angel-Blooded Aasimar, as you have selected. Rather than a +2 in Str and Cha (which is perfect for most Paladins), the Kere Psychopomp's progeny would most likely have bonuses to Dex and Wisdom. Charisma is a close second amongst its mental stats, but it would definitely not provide its chief racial bonus to Strength, as that is one of its lower stats.

This kind of idea has occurred to me before, of a third race of outsider blooded human race, descended from Neutral outsiders. One wonders if Paizo will ever make an official one.

Let me know if you want to pursue any particular avenue, and we'll hammer out the specifics.


| HP 17/17 | AC14 (T14 , FF11 ) | +12CMD | F +3 | R +4 | W +5 (+2 vs Fear) | Init + 8| Per + 7| Wizard 4

Hi Champions and Associates,

Zeth is a resident of Lepidstadt and graduate of the University that the late Professor was resently employed. Nothing usual is to be said of this Halfling's past aside from his Class and interest in the Adventurer's accomplishments in the quest. As his family normally do not concern themselves with outsider affairs. He would be leaving his unapproving parents to venture with the victorious group.

Zeth would likely attend the welcoming party (if any), or seek out the group on his to join them in their adventures.

I'm still working out my skill ranks, HP, and final equipment choices. But I'm assuming what I have is viewable by the party members on my profile?.


A killer GM with a killer smile.

Our sixth Player has made up a Halfling Evoker named Zeth Bower, and should be getting his final details together soon.

Anyone else still making character updates, please let me know if you have any questions, and when you are finished.

Mrdarknlight, my impression is that there have been no major objections to my house rules, and I am assuming that we are moving ahead with them, so feel free to apply them to you character.


A killer GM with a killer smile.
Zeth Bower wrote:

Hi Champions and Associates,

Zeth is a resident of Lepidstadt and graduate of the University that the late Professor was resently employed. Nothing usual is to be said of this Halfling's past aside from his Class and interest in the Adventurer's accomplishments in the quest. As his family normally do not concern themselves with outsider affairs. He would be leaving his unapproving parents to venture with the victorious group.

Zeth would likely attend the welcoming party (if any), or seek out the group on his to join them in their adventures.

I'm still working out my skill ranks, HP, and final equipment choices. But I'm assuming what I have is viewable by the party members on my profile?.

Speak of the devil. Hey Zeth; good to see you on here at last.

Yes, anyone can see you character profile by clicking on your name or avatar. All of your character details should be listed there, as paper character sheets don't work across the various locals your team mates hale from.

It should include all your skills, stats, current HP, etc, as well as the full contents of your spellbook, and the spells you typically memorize on any given day. Basically anything that would normally been written on your character sheet.


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Delia and Father are done. Realized that I have been doing Father's attacks all wrong. I was doing a d10 when he should have been doing 2d6.


A killer GM with a killer smile.

If you've had Slam with Improved Damage all along, then yes, he should have been doing 2d6.

I also got into a long debate with another GM a little while back in regards to replacing the Free Claws evolution bipeds begin with with the Slam evolution.

PRD wrote:
Slam (Ex): An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Through that conversation, I became convinced that the intent of the italicized passage (replacing the Claws with Slam) was that the Eidolon would then have two slam attacks, as each of their claws would be replaced. This is the only way the point cost can be said to make sense, as otherwise it would be a much better investment to keep the claws, buy a Slam attack for the same cost, and apply the claws to the feet (which would be legal). Therefore, I would say that when he is capable of making a Full Attack action, Father can make two slam attempts. Or, if he would rather be able to apply 1.5 STR damage to all attacks, I'm fine if he sticks with one slam attack.

Edit: Where did he spend his 4th Evolution point (for reaching level 2)? So far I just see Slam, Improved Damage, and Improved Natural Armor.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1
Rigor Rictus wrote:


Leinathan: You idea looks interesting and has some merit. I have seen a few Paladin's of Pharasma around, and indeed I even played one myself for part of Entombed with the Pharaohs. Unfortunately, that game petered out before it got very far, so I never really got to see him in action. That character was made possible simply by the GM waving the always LG clause of the Paladin, which led me to play the character as true Neutral, as to match his deity. That would probably be on of the issues with your character as written, in that his alignment would not correspond to his deity; it might make better sense to wave the requirement and have him be LN as opposed to LG, as Pharasma does not typically have LG followers. For an undead busting Paladin, Sarenrae is always a good choice.

Another possibility would be to take a look at the Warpriest class from the Advanced Class Guide playtest, as it is very similar to Paladin in most respects, but does not have the Alignment restriction (except for the standard within one degree clause common to all divine classes). I am fine with Playtest classes being used here, with the proviso that when the final version of the class is released this summer, you would be required to make any relevant modifications to bring your character into line with the finished version of the class.

As for the Race question, it is another interesting proposal, and on the surface, I don't have an issue with the idea. The precise mechanics might need some retouching though. While I know would be nice to fit with the idea of a melee based Paladin, the Kere Psychopomp's best stats do not match up with the Angel-Blooded Aasimar, as you have selected. Rather than a +2 in Str and Cha (which...

I was wondering what you'd think, and your thoughts make a lot of sense. I'm still interested in pursuing the idea, but because of the loss of the Cha racial bonus, I don't think I'm interested in playing a paladin any longer.

I think that your warpriest idea is a good choice. The following adjustments would be made to my character:

Changes?:
Alignment: LN (from LG)

Ability Scores:
Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 12

Hp 36

Equipment (will be clarified, but switching to breastplate and swapping out the weapons)

Feats Swapping out Improved Unarmed Strike for Angelic Blood and gaining Weapon Focus (dagger) and Dodge.

Skills Ranks only in Knowledge (religion) and Sense Motive.

Spells Vastly different, actual spellcasting abilities

Blessings Water, Healing

On the other hand, if the racial modifiers from the kere psychopomp were +2 Dex, +2 Cha, I would make a divine hunter paladin quite quickly XD (that is to say, I would be interested in playing an alignment-changed paladin).

It just depends on what you're satisfied with, I suppose.

EDIT: Actually, with the same ability scores and stuff as the above, I might be interested in playing an inquisitor instead. I'll wait on your response and then have that debate with myself.

Choosing a class for the same concept shouldn't be this hard XD


A killer GM with a killer smile.

When we look at it, I wonder if the Psychopomp idea will work after all. For instance, Angelic Blood makes no sense for a character with that lineage. You are not Angelic born, nor does an ability that protects from and harms evil creatures make sense when you are descended from a Neutral entity. To make it work, we would likely have to make up a whole new race with its own options, and I don't know that I am in to that right now. I'd rather use existing races when possible, as there are so many of them available. When you add in that it doesn't really give you the Stat modifiers you want, the point starts to get a little stretched from the original goal. It is an interesting idea, but I think I'd rather wait for some official book to come up with a neutral outsider race and options than stumble about with it now trying to decide which Aasimar and/or Tiefling options should be available.

I'd suggest you just play a regular Aasimar, to keep down the confusion factor.

If you want to go ahead with the Psychopomp spawn, I would probably write it up as a new race, making it ineligible for most Aasimar or Tiefling feats as written (though modified versions might be made available). Let me know if that is what you would like to do, and I will make up the race (I generally prefer not to have players do that, as they become a little too ideal for a given character, rather than representative of their supposed purpose). If I did create them, they would likely have a +2 Dex and +2 Wis, as that makes the most sense.

Inquisitors are a great class, I quite like them, and the character I was playing at the beginning of this game, before I took over as GM, was an Inquisitor. Paladin, Warpriest, and Inquisitor all sound like great options, and would all make good additions to the team.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I'll need to think some more. I'll be back later with a completed character that works by RAW :D


A killer GM with a killer smile.

I can work with you to make options work. I like that kind of creativity, but I don't like control of such things to get too far out of the GM's hands. Let me know how you would like to proceed, and then we'll see if any new options need to be created.

I would likely be OK with non-LG Paladins, but the restriction would likely then be that their alignment needs to match their Deity exactly.


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

Okay, forgot to add it to his profile before, but his Evolution was Skilled (giving him a +8 to Perception).

Also, I disagree with the interpretation of claws/slam trade-off

Originally it starts with the names, Claws is plural, but Slam isn't. Then claws specifically says you get two attacks, but slam doesn't. Lastly, Slam does a d8 base, but claws do 1d4. It would be too much to give the same number of attacks but for 2 die types larger. Also, primary natural attacks get Str to damage, but a single natural attack, like slam, gets Str and 1/2.

So the trade-off is 2 claws at 1d4+str ea, for a single slam at 1d8+str and 1/2.

From what I can remember, whenever a creature in the Bestiary gets slam, they only have 1, but those with claws have multiple. I think that was the intent behind the trade-off.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1
Rigor Rictus wrote:

I can work with you to make options work. I like that kind of creativity, but I don't like control of such things to get too far out of the GM's hands. Let me know how you would like to proceed, and then we'll see if any new options need to be created.

I would likely be OK with non-LG Paladins, but the restriction would likely then be that their alignment needs to match their Deity exactly.

Well, I feel like the most important part of my original concept is the race - I don't want to burden you as a GM, especially as a new player who you don't know yet, and the rest of his character is pretty much dependent on his race.

I have a few other ideas of characters I'd like to play and don't mind playing if its a thing.

I'm not interested in playing, inherently, the N paladin. It was really the psychopomp-blooded character that I was interested in playing.


A killer GM with a killer smile.

leinathan: Well, if a new version of a race works as an idea, I can try to work something up. It can be fun to come up with a new race.

I will probably make a generic Neutral outsider race, similar to Aasimar or Tiefling, and then make a set of alternative stats available for a Aeon-blooded or Psychopomp blooded, just as the other races have now. We'll see what we can come up with. Hopefully they can be logical and have a version that works for you.


A killer GM with a killer smile.

Delia/Father: You are welcome to disagree, and either utilize or ignore the ruling as you see fit, and as you feel best benefits or suits your character.

I don't want a rehash of the whole discussion, and I know that many others take that perspective, but I believe it is flawed and requires one to overlook several aspects of the wording, and the logic of the problem. The trade of would work fine if it were free, but makes no sense when considering that it costs as much as adding a slam in addition to the free claws.

Many monsters, I think most (though I did only a fairly quick survey), get 2 slam attacks as opposed to one: Treants, Golems (I checked Ice, Clay, Earth, and others), every elemental I checked that was larger than medium, and just about anything else I looked at that was not a small elemental. I think perhaps low level play provides a distorted sample on that note; seems like anything above CR 4/5 with slams has two of them.

As I said, if you disagree, feel free to ignore, as I think it would still be a reasonable option to take only a single slam if for some reason a player wanted the 1.5x Str damage, though at this level that is generally only a +1.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1
Rigor Rictus wrote:

leinathan: Well, if a new version of a race works as an idea, I can try to work something up. It can be fun to come up with a new race.

I will probably make a generic Neutral outsider race, similar to Aasimar or Tiefling, and then make a set of alternative stats available for a Aeon-blooded or Psychopomp blooded, just as the other races have now. We'll see what we can come up with. Hopefully they can be logical and have a version that works for you.

I think that if you were to make the Neutral-outsider race, I would gladly play it.


| HP 17/17 | AC14 (T14 , FF11 ) | +12CMD | F +3 | R +4 | W +5 (+2 vs Fear) | Init + 8| Per + 7| Wizard 4

HP time;
3d6 ⇒ (3, 3, 2) = 8


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I could also do a stupid savage elf, infuriated at the violation of the most basic tenets of nature :D


A killer GM with a killer smile.

Here is the provisional version I have come up with for a Aasimar/Tiefling-like human/outsider descendant with a Neutral outsider ancestor. I've called it an Aethereon.

I've just finished compiling it and such, so a few more revisions may be needed before we lock down the final version, but you can go ahead and start your build now if you like.

I could only find two neutral outsider groups, unlike the half dozen each that good and evil get, so there are fewer options than with the other native outsiders. I tried to look at the whole class of each, and come up with a sub-race that captures the feel and essentials of all the Aeons and the Psychopomps. In regard to Psychopomps, as there are far more than just the Kere, I took an average of their stats. Dex is definitely by far the most favoured physical stat, but mental was split, with 4 favouring Wisdom, and 4 favouring Charisma, so I left it as player's choice as to which side their blood favours.

Anyone who wishes can read, and provide feedback. Comments on implementation, balance, and typos are welcome.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

There are also proteans and axiomites/inevitables, just so you know.

I gotta say, I like it though :) Thank you for this.

Psychopomps are, I think universally Neutral. Both them and Aeons are all neutral. The Chaotic and Lawful neutral races, I've pointed out above.

I'll make my build momentarily.


A killer GM with a killer smile.

Thanks for the heads up. I'll take a look at those other species in a bit.


A killer GM with a killer smile.

First glance at Inevitables indicates that they are quasi-living constructs, and therefore might not be capable of breeding...


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Inevitables are created by axiomites, which is why I grouped them together. Axiomites aren't constructs, though.


| HP 17/17 | AC14 (T14 , FF11 ) | +12CMD | F +3 | R +4 | W +5 (+2 vs Fear) | Init + 8| Per + 7| Wizard 4

Entertainment in the mean time?
[url=http://vimeo.com/39114507][/url]


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Aerick the Grey
Male aethereon (psychopomp-blooded) inquisitor of Pharasma 4
N Medium outsider (native)
Init +6; Senses Perception +10, darkvision 60ft.

--------------------
DEFENSE
--------------------
AC 22, touch 14, flat-footed 18 (+7 armor, +1 shield, +3 Dex, +1 dodge)
hp 30 (4d8+7)
Fort +5, Ref +4, Will +7 (+2 vs. death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school)
Resist negative energy 5
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee +1 heavy mace +7 (1d8+4)
. . . mwk silver dagger +8 (1d4+2/19-20)
Ranged mwk comp longbow +7 (1d8+3/x3)
Special Attacks Judgment 2/day,
Spell-Like Abilities (CL 4th)
1/day - consecrate, augury, mending
at will - detect good, detect evil, detect chaos, detect law
Inquisitor Spells Known (CL 4th)
0 (at will) - acid splash, create water, daze, detect magic, disrupt undead, light
1st (4/day) - cure light wounds, detect undead, divine favor, shield of faith, wrath
2nd (2/day) - ghostbane dirge, silence
--------------------
STATISTICS
--------------------
Str 16, Dex 16, Con 13, Int 12, Wis 16, Cha 8
Base Atk +3; CMB +6; CMD 19
Feats Weapon Focus (dagger), Dodge, Mobility, Precise Strike
Traits Magical Talent, Unintentional Linguist
Skills Heal +10, Intimidate +8, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Knowledge (religion) +10, Perception +10, Sense Motive +12
Languages Abyssal, Common, Celestial, Infernal
SQ deathless spirit, inquisitions (fate), monster lore, stern gaze +2, solo tactics, track +2, cunning initiative
Combat Gear ; Other Gear +1 breastplate, mwk silver dagger, +1 heavy mace, mwk composite longbow (+3 STR), 20 arrows

Here! Needs to finalize equipment, but basically yeah


male aethereon inquisitor of Pharasma 4 | hp 24/30 | AC 21, touch 14, FF 17, CMD 19 | Fort +6, Ref +5, Will +8 | Init +6, Perception +10, darkvision 60ft.

Hopefully acceptable. Ready and here.


A killer GM with a killer smile.

Looks good. Just curious, what made you settle on Inquisitor?

Looking over the mechanics, and most looks good so far. A couple questions:
• I'm not seeing an archetype, so I'm assuming you are a straight Inquisitor. Correct?
• Looks like Favoured class was +3 to HP and 1 bonus level 1 spell?
• Are his divine bonuses sacred or profane? (N characters get to choose)
• Skill points appears to be 7/level. Delia and others: what is the consensus, to use or reject the idea of Dex providing bonus skill points?

All in all, looks good, Aerick.


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

I gave my opinion on the Dex to skills, but I won't fight it if you really want to do it. I was just pointing out what I thought of the power of the Dex stat already.

I had already assumed that we were using it since I was the only one that had reservations about it, and have already added them on my sheets.


A killer GM with a killer smile.

That was my impression as well, but I wanted to double check before proceeding, as the worst case scenario would be half the characters using it, and the other forgetting the bonus skill points.

CHARACTERS:

Ready:
Delia
Ried
Ember: Sheet says Cleric level 4; complete?

Apparently not ready:
Agnar: Awaiting update.
Aerick: Pretty much ready, with a little polishing.
Zeth: Still finishing up details.

Just waiting on you guys. We can start when the team is ready to go.


male aethereon inquisitor of Pharasma 4 | hp 24/30 | AC 21, touch 14, FF 17, CMD 19 | Fort +6, Ref +5, Will +8 | Init +6, Perception +10, darkvision 60ft.
Rigor Rictus wrote:

Looks good. Just curious, what made you settle on Inquisitor?

Looking over the mechanics, and most looks good so far. A couple questions:
• I'm not seeing an archetype, so I'm assuming you are a straight Inquisitor. Correct?
• Looks like Favoured class was +3 to HP and 1 bonus level 1 spell?
• Are his divine bonuses sacred or profane? (N characters get to choose)
• Skill points appears to be 7/level. Delia and others: what is the consensus, to use or reject the idea of Dex providing bonus skill points?

All in all, looks good, Aerick.

He is indeed a straight inquisitor. The archetypes didn't fit my vision of him.

Those favored class bonuses are correct.

His divine bonuses are going to be sacred.

Should I add the extra 3 skill points/level? I mean, I already think that Dex is the best stat in the game, but I'd gladly add the three skill points :D

In terms of class choice, it was basically because of the following:
1.) My paladin build was really wonky and experimental and I don't think I was down for doing weird stuff.
2.) I didn't want to play a fullcaster, like a cleric or an oracle.
3.) I definitely wanted to play a character with spellcasting abilities, so going straight martial was out.


Alright I will have updates done by later today, sorry weather+class been keeping me busy.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

I will have to go back and add the Dex bonus to skills if that is the way this is being played, but other than that (and making sure all my updates are good), Ember is ready to go!


A killer GM with a killer smile.

Sounds like there is a lot of resistance to that idea. I have tried it out in other games, and not found it too disruptive, and it can be nice to allow players to have a few more skills. I like Clerics and Fighters to be able to do a few more things outside of combat.

However, we've had a few express that they feel it adds too much to the dex stat. I am fine with omitting it, so why don't we just go ahead and scrap that rule, refrain from the extra modification, and be ready that much sooner.

If you already added those points, sorry. Let me know, and we'll give you the time to undo it.


| HP 17/17 | AC14 (T14 , FF11 ) | +12CMD | F +3 | R +4 | W +5 (+2 vs Fear) | Init + 8| Per + 7| Wizard 4

I think I'm ready, I'll have the points removed by the end of the day.


male aethereon inquisitor of Pharasma 4 | hp 24/30 | AC 21, touch 14, FF 17, CMD 19 | Fort +6, Ref +5, Will +8 | Init +6, Perception +10, darkvision 60ft.

Done.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

HP Roll:1d12 ⇒ 4
Should be good now.


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Sorry, just need to take away Dex skills from Father and myself. Otherwise ready to go. Just been busy this weekend with the weather and all the shoveling of snow.


A killer GM with a killer smile.

Sounds like fun. It's cold where I am, but fortunately, very little new snow. The old snow however has all frozen completely solid. It's kind of funny. My backyard looks like it has 3 ft of fresh fallen snow in it, but in actuality, it is so hard, you can walk on it without leaving a footprint.

651 to 700 of 754 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Orlok Jr's Carrion Crown Discussion All Messageboards

Want to post a reply? Sign in.