Rigor Rictus' Carrion Crown - Game Thread

Game Master LastNameOnEarth


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Male Human Level 1 Fighter

Sagaar as far as I know will be a melee character, I'm gonna change it up and get the heal spell. But I'm not soley going for the healer, I'm was trying to go for a debuff type character but then I found out that they don't work well on demonic type stuff that my guy hates. Quick question, if things like inflict wound heal undead, does that mean that heal will hurt them? Also even though my guy is horribly scarred, he is always shrouded in a cloak so most people wont be able to see his face. His ability to talk with others is less of a genial type of charismaticness and more of a gruff in charge type of commanding respect, and less of getting them to like me.


Yes, the "cure" series of spells can be used to damage undead. And I never figured that Sagaar would be a healing specialist, but please recognize that he is the most competent healer in the party, and he will probably be expected to treat wounds from time to time. I think that between and Oracle getting all the "cure spells" (which you get for free) and an inquisitor selecting healing spells (I saw that Zhan at least has CLW), we ought to be in good shape.


Male Human Level 1 Fighter

Oh and another thing, I was planning on playing Sagaar not just based on fighting, hes going to be more of a RP story type character, but he still will be able to stand up to a scrap. I want to use knowlege to help in the fights, help find enemy weakness, know what to bring the the battles and stuff like that. Help give others better chances with the fighting while still being able to survive.


Saagar, a couple of things. Looking over your character sheet, I was wonder if you could list your class, level, and archetype (if you have one) somewhere near the top. Also, you have more 1st level spells than you should. A 1st level oracle has 2 1st level spells of their choice, and in addition, at each spell level they get either the relevant "cure" spell or "inflict spell." You have to choose which of these you'll be gaining at 1st level, so you'll get either all the cure spells, or all the inflict spells. You can take the inflict choice if you want, though if you do so, I'd strongly recommend selecting the cure spells using your other spell choices for the sake of party survivability.

Also, if you've got Ultimate Magic, there's a "possessed" oracle archetype that you might be interested in. It specifically mentions demons as a potential possessing entity.


alright changed the spells, and im looking into doing the class, level, and archetype stuff


Zhan wrote:


Sagaar – High Cha, but doesn’t like people. No indication yet if he’ll fight melee or ranged, or be more caster-focused. Looking at his concept thus far, are you sure he might not work better as a non-cha based class? Cleric with the knowledge domain maybe? Conceptually, hideously scarred and high-charisma is an atypical combination.

I don't see a reason this couldn't be made to work. A high charisma is more indicative of a powerful personality than it is a likable one. One might be able to play up to the mystique of the stoic with a dark past, and a high charisma can be channeled into intimidation just as easily as diplomacy.


I notice we still haven't heard from Valachi. What do you guys want to do about this? Since the actual game is about a week off, there's no real rush to get everyone over to this thread, though if you'd prefer to get the party compiled and fully represented, we can pick a replacement from the recruitment thread later tonight or tomorrow.


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

I would give him a day or two still. Than go back to the thread.


Male Human Level 1 Fighter

Alright I think ive got my profile corrected now, if there are any problems let me know and Ill try and get it fixed asap.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3
Orlok Jr. wrote:
A high charisma is more indicative of a powerful personality than it is a likable one. One might be able to play up to the mystique of the stoic with a dark past, and a high charisma can be channeled into intimidation just as easily as diplomacy.

I agree that there is no reason it cannot work, simply pointing out that it is less common. Since the character sheet was bit details-lite, it was more of a mechanical question than an RP one, and I was just curious if it was a deliberate variation from the typical (which I think is a good thing). I like it when a character concept deliberately challenges the normal preconceived (read:cliche) expectation.

Orlok Jr. wrote:
I notice we still haven't heard from Valachi.

I think we can easily afford to wait a few days. If he flakes out, we can always invite bear-dwarf, or even the witch Tsura.


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

I vote the dwarf sorry I really like that idea. Otherwise whoever is fine with me.


Alright, we'll wait a few days, and then bear-dwarf is next in line, though we might need to figure out something other than bear. I just can't get the "bear cavalry" pic out of my head when I think about him.


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

Oh man I forgot about those. Yeah I can see your point now the monsters would just go screw that lets run. Sorry been been bored and wanted to joke around thanks for the chance.


Male Human Level 1 Fighter

http://fc00.deviantart.net/fs70/i/2010/333/9/a/abe_lincoln_riding_a_grizzly _by_sharpwriter-d33u2nl.png

this is more of what i was thinking


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

I couldn't get your URL to work, but I found the pic here.

It is a cool idea.

Quote:

Bear

Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

4th-Level Advancement: Size Medium; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4, Dex –2, Con +2.

But it is only small or medium, which makes it one of the less realistic animal companions, in my opinion. Why does a bear only become medium? It doesn't even get any decent special abilities; a lion or a wolf are both much tougher. If he did come in, I'd suggest you either allow him to ride the bear once it became a medium creature (kind of like our dwarf on a pony conversation in Ringtail's campaign - make dwarves an exception that can ride a medium animal), or use one of the other animals as a template for a 'Grizzly' companion that is different from the normal bear companion. Until it was large enough, he would have to fight afoot and just use his animal as a companion.

Sagaar I noticed in your profile, you have titles and Spoiler buttons. You can combine the two if you want to clean things up a bit. You just have to list a title in the code. (spoiler=Offence)Content(/spoiler) becomes

Offense:
Content
when you use [] vs. (). Sorry if you already knew that and just chose not to do it; just trying to be helpful.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

In regards to the question of our group's 'face,' I gave Zhan a domain that would allow him people skills along with great Wisdom stat synergy. Of course, if we have enough 'face' skills to go around, he could always look at taking a different domain in order to allow him to contribute to the group in another fashion. I'm perfectly willing to look at modifications to my character that might allow a more diversified group. If there are any thoughts on this, or other suggestions for modifications to Zhan, I'd like to hear them.

I've also considered generalizing his stats a bit to make him less specialized (probably to raise his strength). His goal with his existing stats would eventually be to acquire a 'Guided' melee weapon (+1 feature that allows you to substitute Wisdom for Attack and Damage). Until then, he would have to focus on Range, as his melee abilities are underwhelming. However, I think our group is large enough that a specialized range character would be useful, particularly since we don't have anyone else who has much range capability (so far).


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Woot! Thanks for adding me! I'll start fleshing out the rest of the stats, equipment, etc.

My long-term vision for Val was straight ranger using the natural weapons specialist, and either shapeshifter or skirmisher archetypes. Not yet sold on either one, both are cool and fit the concept really well.

He's not a "face" character, but I'll use his skills to make sure he's got something to add out of combat. As everyone develops out, I'll find a niche unfilled.

EDIT: Yeah, sorry it took a while to reply. I've been thrashing the last couple days to get my house packed up and cleaned out! I'm on the road the next couple days, driving FL > TX, but I'll do my best to check every day, if able.


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

Question do you guys think that I should trade my adaptability for the dual mind racial trait? That would give me +2 to will saves. I could just keep the skill focus for the +3 to my craft but I do not think we really need to worry about Agnar making the party armor till around level 4 or 5.


Your craft score will already be decent, and unless you are trying to race the clock you can probably live without skill focus unless you are planning on going the master craftsman route. Dual minded would be good to shore up the martial will save. When I think barbarian I usually think stubborn and the resistance to mental influence would help with that.

I'm having my own feat quandry. I have two and have no clue what to do with them. I'm thinking any two of stealthy, deft hands, or alertness (possibly skill focus in perception) and just being a skill whore, but it would leave my defenses and offenses in combat incredibly low. I'd have surprise rounds with my short bow for decent damage, but would pretty much be down to manipulating existing terrian in a battlefield or aiding another once combat is fully engaged. Does anyone have a particular objection to me lagging very far behind in combat?


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

Not going the master craftsman route. He will just make the armor others can enchant it. Question on the armor making though say I want to make an armor out of special materials do I just use the rules for masterwork or what do I do ? Yeah seems about right I will go with dual mind.


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)

Lagging behind as in, behind in distance, or behind the power curve in effectiveness?

If distance is the thing then you can use Father as a shield. He will be mostly in a 'defend the casters' role, and can add a 'defend the archers' to that.

If it's lag in power, I think the CC AP isn't too combat heavy (I imagine) and is more about fear and mystery. I think we are decent for combat, so being a little behind the curve wouldn't be a big deal to me personally.

Looked at some of the archetypes, I think the closest that would fit my concept would be Evolutionist. As she understands what Father is she masters controlling his manifestation. I have til 6th to decide that though, so I will see how it plays out. I may just stick with straight summoner the whole way.


Delia Pilachet wrote:
Lagging behind as in, behind in distance, or behind the power curve in effectiveness?

...probably both.


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

I would go with a mix Ringtail. Not saying be great at combat but do well enough if something happens you can hold off until other characters can get to you. Never know what can happen. That is what I would do if you do not want to seem weak in the party. You will still have the skills and can still defend yourself if something comes up.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Kirill:

Since you are counting on that first round or two for some good sneak attack damage, it might work well to take Alertness or Skill Focus in Perception (which will generally never be wasted in Pathfinder, it's pretty much the everything skill) and perhaps improved initiative.

Depending on what it does for you concept, if you are taking a skill focus it may be beneficial to consider a change to Half-Elf for race. You loose 1 skill point per level, but still get a skill focus feat for free (so the +1 feat human trait is met), as well as gain low-light vision, half-elf immunities, and +2 to perception from keen senses. If that is not too radical a shift in concept, it might be worth the pay off.

Otherwise, I too would likely recommend splitting your feats between combat and utility/skills rather than going straight skills. You get enough skill points that even focusing in combat would not be that bad. If you are planning on range, any of the range feats are good; Point blank is great (since you need to be that close for sneak attack anyway), rapid shot (2 sneak attacks in the first round vs. 1), deadly aim (since you need a way to keep your damage up after the surprise round, but rapid shot kind of does that too), would all be good choices. Precise shot helps, but is not critical.

Otherwise, any of the usual combat feats: Dodge, Weapon Focus, or Two Weapon Fighting, for instance, will get used regularly enough to make them worth it, I'm sure.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Okay, I'm back online! I updated Valachi's profile for his basic stuff - need to buy equipment and finish the combat stats based on those. I'll get that polished up tomorrow.


Ah! Unlikely to come up, but I forgot about a small house rule in my games. Human PCs begin play knowing Common (Taldane) as well as their relevant ethnic language. Chelaxians and Taldans get one bonus regional language of their choice.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Profile updated with gear and combat stats. Let me know if I missed anything, or if you need me to expand/explain.

I changed his feats out, taking Imp Unarmed Strike and Imp Grapple. Figure Agnar will be fine handling the brute force smashing of things, and as Val gets into the natural attacks, the unarmed/grappling will work nicely with the claws, etc. Also put spikes on the armor... :)

Open to comments, questions, recommendations, bullshit flags, anecdotes...


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

Hey I do not just smash I also chop and slash. Anyway why is your favored enemy human? Thought maybe it was a back story thing but did not see why it would be in from the back story.


Agnar wrote:
Hey I do not just smash I also chop and slash. Anyway why is your favored enemy human? Thought maybe it was a back story thing but did not see why it would be in from the back story.

A little metagaming from the CCPG suggestions, and I wanted to start with something different than *undead*. It works okay for his background in that he spent much of his youth as a street rat, doing his best to survive - stealing or bluffing to get things, avoiding guards or gangs, etc. Later in life, perhaps protecting his woodlands against poachers or bandits. Val doesn't hate humans, he just have a lifetime of being at odds with humanity.


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

Oh I see.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Are you taking Aspect of the Beast at Level 2 to get true claws? If so, I don't think you need Improved Unarmed Strike, as you are considered armed since you have natural weapons.


Male Human Level 1 Fighter

Hey is there any suggestions anybody can offer me to help refine my character?


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3
Sagaar wrote:
Hey is there any suggestions anybody can offer me to help refine my character?

Do you mean mechanically, or conceptually?

I can comment on some mechanical tweaks if you like. They are by no means the only options, but usually sound suggestions.

1. Armour: First off, I'd suggest ditching the Hide armour and going with either Studded Leather or Scale Mail. If you could afford a chain shirt that would be a good middle road, but that is a pricey item. If you are doing medium armour, you have already lost your 10ft movement, and there is not much harm in going heavier. Scale gives you an extra +1 AC

  • Studded Leather AC +3 | Dex +5 | Check -1
  • Chain Shirt AC +4 | Dex +4 | Check -2
  • Hide AC +4 | Dex +4 | Check -3 | 20 ft movement
  • Scale AC +5 | Dex +3 | Check -4 | 20 ft movement

Except for its cheapness, Hide has pretty much nothing going for it. You start with 3d6x10 go (105 average), so I think you could afford to go with the Scale at 50 gp. If not, go with the studded leather and save yourself the 10ft movement.

2. Weapon:
You have mentioned that you will likely be mostly melee. Based on your stats and such, you are not really a first line combatant. Scale Mail will help keep you safer, but you don't have the HP to stand up with Agnar (HP 15) and Valachi (HP 13). With that in mind, your best bet is likely a reach weapon, so take a Long Spear.

  • Longspear 5 gp 1d6 1d8 ×3 — 9 lbs. P brace, reach
That will let you hug up behind them to still attack with a melee weapon, but without getting too close, and letting them soak up the damage; after all, they're a lot tougher than you and can handle it.

3. Traits: Lore Seeker - Adds +1 to Kn: Arcane and increases the caster level of 3 arcane spells. Since you don't cast arcane spells, you cast divine spells, this trait may be of limited use to you.

4. Spells Known: Think carefully about what spells you choose. In oracle is not a cleric or a wizard; he can't learn new spells easily, he only gets a few spells but he can cast them many times. If you need a situational spell, it might be better to buy an item or a scroll. An oracle is like a Sorcerer; he's a caster with a narrow focus, but the ability to keep casting more spells by volume than a cleric or wizard. But, since he knows so few, he needs to pick them carefully. He should aim for spells that he can use as often as possible. In essence, he needs spells he can "spam" - that he can use as often and in as many different circumstances as possible. Holy water can be useful, but you can also buy it, or pack it along from the temple, and it only affects some kinds of badguys. Ventriloquism is useful occasionally, but can you use it in most social situations, or in most fights? You get ghost sound for free, will that do what you intended for Ventriloquism? Protection from evil is good; you can cast it in pretty much every battle. Other handy spells might be Divine Favor, Bless, or Shield of Faith. There are plenty of good out of combat spells too. The key to keep in mind is that you get very few, so make sure each has as broad an application as possible, or is very good a doing one thing that will come up often (like combat).


Male Human Level 1 Fighter

I like the idea of a the reach weapon, I think I will go ahead and get rid of the 2 spells that can make holy water, I had been contemplating it before but wasnt sure. Those spells do take up alot of space on my spell list. Also Ill see if I have enough money to get a bit more decent armour, and as for ventriloquism, I though that since i took the archytype I have to take that spell, even though I do get it for free? (Not sure on this stuff). But yeah I was talking about mechanical stuff, Ive already got everything I need worked out conceptually unless anybody has any faults with my guy and ways to make it work better with the group.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Sorry, I didn't know Ventriloquism was a bonus spell. I'm looking at the Possessed Archetype now so I can learn about what it does for you. Since ventriloquism is a bonus spell, you in essence get it for free but you can't change it, but it does not count as one of the two spells you get to choose.


Zhan wrote:
Are you taking Aspect of the Beast at Level 2 to get true claws? If so, I don't think you need Improved Unarmed Strike, as you are considered armed since you have natural weapons.

Yes, and you're correct. I need IUS for pre-req to Imp and Gtr Grapple, though.


For Sagaar, another consideration for your armor decision is your overall encumberance. If you're already carrying enough gear to put you into Medium encumbered and 20 ft movement, than taking medium armor isn't going to penalize you any further in that area. If you're close to the line between Light and Medium enc, going the studded leather might keep you more mobile.


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)

Bear in mind that 'encumbered' carries a heavy (hehe) penalty. Medium load is max dex of +3 to AC and a -3 penalty to all dex and str skills along with the hampered movement.

But if the max dex and skill penalty is the same as your armor or better, then your armor already takes it into account.

So hide is the ONLY core armor that you can wear and be better off if you are under you carrying medium load cap. and that is only for max dex (at +4 so only matters with an 18), the check is still -3.


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)

Combination bump and reminder.

I'm not sure if encumbrance will be an issue (or used) for the game, but remember that unlike 3.5 your free set of clothes are not weightless. Just remembered and saw it put me over my weight, so now I have to make Father carry more of my gear.


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

Well this seems to be what Angar is going to look like for the most part. Any suggestions on changes or see something that is off?


Just letting you know that my family has gone back to the states and I've returned from Beijing, so tonight I'll be double-checking everyone's characters, and we should be able to kick the IC thread off sometime early tomorrow.


Ah, and I don't have you track encumbrance unless you have an unusually low strength score (below 7) or are carrying mountains of equipment. It's something that might come into play when you start making your way out of a dungeon with bags upon bags of loot, but overall, so long as you are carrying what seems to be a reasonable amount of gear you don't have to worry about it.


Orlok Jr wrote:
Ah, and I don't have you track encumbrance unless you have an unusually low strength score (below 7) or are carrying mountains of equipment. It's something that might come into play when you start making your way out of a dungeon with bags upon bags of loot, but overall, so long as you are carrying what seems to be a reasonable amount of gear you don't have to worry about it.

Whew. Even with my 12 STR it has been a balancing act staying within light load. Looks like I'll need to finally decide on feats today then. Oh, could I buy wither masterwork spectacles or magnifying goggles as a masterwork tool for sight based Perception? I have them currently listed on my gear but can change it to something like boots or a cloack for stealth or even something else if not.


I think I've figured out a decent way to keep up in combat while only spending a few resources. I've taken point blank shot and precise shot at level 1. At either level 2 or 4 I'll pick up Minor Magic (trap spotter will be the other trick) to grab spark. Then I'll be able to light smokesticks to create smoke clouds as a standard action (20GP twice a day for when combat arises shouldn't be too difficult as levels progress). I'll be able to move through or behind the concealment, and come out the otherside stealthed to take a shot at a flatfooted enemy and repeat. I won't put out great damage, but hey, at least I'll actually be able to contribute while developing my character skill and personality wise. Now all I need is a final bonus langauge and I'm done.


Male Human Slacker 3/ Gamer 4 /Teacher 2

Gonna have to say 'no' to the masterwork spectacles, boots, or cloaks. That's what Eyes of the Eagle or Cloaks of Elvenkind are for.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3
Zhan wrote:


Are you taking Aspect of the Beast at Level 2 to get true claws? If so, I don't think you need Improved Unarmed Strike, as you are considered armed since you have natural weapons.
Nomadicc wrote:
Yes, and you're correct. I need IUS for pre-req to Imp and Gtr Grapple, though.

In that case, I would ask Orlok to wave the requirement for Improved Unarmed Strike, as once you are armed the effect is neutralized and the feat wasted. I would suggest you take the feat at level one, but then be allowed to retrain it after level 2, as you will in effect never be unarmed again. Orlok, what do you think?


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }
Zhan wrote:
In that case, I would ask Orlok to wave the requirement for Improved Unarmed Strike, as once you are armed the effect is neutralized and the feat wasted. I would suggest you take the feat at level one, but then be allowed to retrain it after level 2, as you will in effect never be unarmed again. Orlok, what do you think?

Good thinking... I won't complain about getting a feat back. :)


martinaj wrote:
Gonna have to say 'no' to the masterwork spectacles, boots, or cloaks. That's what Eyes of the Eagle or Cloaks of Elvenkind are for.

What about a masterwork soapbox for diplomacy? *Wink* But of course I joke. Looks like it is alchemical supplies for me.


Valachi wrote:
Zhan wrote:
In that case, I would ask Orlok to wave the requirement for Improved Unarmed Strike, as once you are armed the effect is neutralized and the feat wasted. I would suggest you take the feat at level one, but then be allowed to retrain it after level 2, as you will in effect never be unarmed again. Orlok, what do you think?
Good thinking... I won't complain about getting a feat back. :)

Sounds fine to me. Sorry I've been a little late in getting this off the ground. Been trying to get re-oriented after vacation. I only have a single class today though, so I'll probably have some time to get things rolling after that.


It. Is. READY.

here is the IC thread, so hike on over and introduce your character to Ravengro.

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