Rigor Rictus' Carrion Crown - Game Thread

Game Master LastNameOnEarth


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Male Human Slacker 3/ Gamer 4 /Teacher 2

Well... I'll tell you what. I've got a lot going on at the moment (in addition to work, I've been picking up a number of other RL activities), but I do have a steady schedule as of this week, and I have long stints of downtime at the high school I've started at (currently the Internet there is borked, but that will likely change). I've dropped everything else on these boards except for a single PbP, so if you guys are willing to give me a few days to mull this over, see how my schedule will work out, and other such stuff, I may be able to keep at this one.

If not, I certainly wouldn't be offended if someone else picks up the game.


Its your game, so if you want to take a break and give it another go once things settle, then there's no hurry to have someone hijack the GM role. PbP games are by their nature slow-going... a week or a month off is no biggie. I don't mind waiting.

Shadow Lodge

Male Human WItch3(Gravewalker)/Rogue 2

Apologize if i seem to be Hijacking this thread but reading the above post I'm assuming you'll not starting "GM Lorebane's Luck of the Draw" game then. Its been a while since you posted in there.

I'd have sent a PM but i haven't found a way to do that on these boards

Again Sorry


Male Human Slacker 3/ Gamer 4 /Teacher 2

Hey, I'm back! I've finally got the internet in my office to work, and I'm starting to settle into my schedule, so if you guys are still here and still want to continue, I'd like to pick this campaign back up. I'm still trying to find a suitable app for mapping (I'm both lazy and illiterate when it comes to technology), but I'm sure I'll find something eventually. In any case, please let me know if you're still following this thread. We'll give it about a week before we continue, since it might take a bit of luck for some of the players to notice this post.

It might be a lil slow at first, because I'll be working on a thing for Raging Swan, but it's also a lot shorter than my last project and shouldn't take overly long.

Also, I'm going to take a few small liberties with the AP and with Golarion to get myself a little more invested. At times, this might be filling in blank information, at others, I may actually change an encounter or some established bit of lore. In any case, my first order of business has been creating names for the different coinage of Ustalav (different from what I'd mentioned before, please bear with me). Henceforth, CPs are "pennies" or "pence," SPs are "lira," GPs are "florins," and PP are "luna."


I am so totally still in! Haven't touched a hair on Kirill's pretty grave-robbin' head.

Also, if you need help with mapping, I can still throw together google.docs for you on a moment's notice, but I know you sometimes have trouble viewing them.


Male Human Slacker 3/ Gamer 4 /Teacher 2

Yeah, that's my big issue with mapping. All the VPNs I've found have been pretty fickle, so they may or may not work on any given night. I need to find a program that China will allow me to use. Know of any mapping programs that don't talk about religion or spread dissent?


Pen, graph paper, scanner, photobucket, carpal tunnel?


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

Hey Martinaj, good to see you back. I'm still in if the game gets going again.


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

I am good to go. Question though can I change Agnar some UC was nice?


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 still present.


It's still pretty early, so changes wouldn't be a problem. I allow most material from UC, but not quite all of it. Which changes did you want to make, Agnar?


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

In order I was thinking of doing either Armored Hulk, Scarred Rager or Wild Rager. Wild rager would only be an option if everyone else is cool with it if not one of the first two. I like Wild Rager just got to pump up those will saves and lower that cha.


Those would all be fine, Agnar.

Also, Zhan. You were having some trouble picking a domain/inquisition earlier on. Have you seen the black powder inquisition in UC?


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

Cool just got to get everyone's input on Wild Rager see which to do.


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

I'm still in, also! I have been checking the thread once a week or so... happy to continue! :)


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

Well since most everyone is here now. I want to change Agnar to one of three above mentioned archetypes. Now one of those archetypes is Wild Rager I do not know everyone knows what it does but I will put the problem class feature here.

Spoiler:

Uncontrolled Rage (Ex): A wild rager's rage functions as normal, except that when she reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 10 + the barbarian's level + the barbarian's Charisma modifier) or become confused. For the remainder of her current turn, she attacks the nearest creature other than herself. On the following round, refer to the confusion spell to determine her actions. At the end of this round, and each round thereafter, she can attempt a new saving throw to end the confusion effect. The rounds during which she is confused do not count against the rounds she has spent raging that day, but she cannot end her rage voluntarily, nor can she use rage powers while confused.

Now at lower levels I will not be raging much since I would rather save it if fights get really tough or we can guess that whatever we are fighting is a boss type thing. At higher levels when I get a few more rounds of rage to use will not be that big of an issue. So I will rage more often that is where this archetype will have some problems. I would like everyone input on instead of just saying oh I am going to play Wild Rager and everyone just has to deal with it.


Wanted to inform you of a new houserule I've been implementing, that will apply in this game. There's going to be a change to how weapon finesse functions...

From this day forward, let it be known that all light weapons and all weapons stated to be finessable now have the "finesse" quality, which allow you to use your dex bonus to attack regardless of what feats you possess. This only applies to weapons sized for you. The Weapon Finesse feat allows you to add your dex bonus to damage rolls in place of your strength bonus with melee weapons that possess the finesse quality. You may NOT add 1.5 of your dex modifier when wield a finessable weapon in two hands.

Also, in order to spice up combat options for the meleers, we'll be giving the rules for called shots (from UC) a probationary run. We'll try them out for now, see how they play out, and if they end up being problematic, they will be removed.


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 don't have a problem with the class feature, Agnar.

I am unfamiliar with the called shots, but am not likely to use them much with this character. I will most likely see it used a few times before I ever try.


Orlok Jr wrote:

Wanted to inform you of a new houserule I've been implementing, that will apply in this game. There's going to be a change to how weapon finesse functions...

From this day forward, let it be known that all light weapons and all weapons stated to be finessable now have the "finesse" quality, which allow you to use your dex bonus to attack regardless of what feats you possess. This only applies to weapons sized for you. The Weapon Finesse feat allows you to add your dex bonus to damage rolls in place of your strength bonus with melee weapons that possess the finesse quality. You may NOT add 1.5 of your dex modifier when wield a finessable weapon in two hands.

Also, in order to spice up combat options for the meleers, we'll be giving the rules for called shots (from UC) a probationary run. We'll try them out for now, see how they play out, and if they end up being problematic, they will be removed.

As a DEX based archery Rogue, I find you to be a saint.


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

So I just read call shots and they are well mean. Some of the effects when you crit is just well rough. Really nice though when trying to do a more realistic game though.


I really just want to give more options to meleers. I think the major factor keeping them in check is that you can only make a single called shot with each attack - you can't combine it with a charge or a full attack action or anything like that. Also, remember that I can use them too. Muahaha...


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

You can combine it with full attacks but need some feats that needs int of 13 and combat expertise which is dumb in my thought on it. Anyway until higher levels they are not that good than to top it off you would be better off at those levels to full attack anyway so the feat is kind of needed.


Agnar, do you know if Sagaar is still interested in the game? If you aren't sure, we can take a couple of days to see how it plays out, but either way, I'll go ahead and resolve the round in the morning.


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

When I talked to him the other day he said he was. I will see if I can get in touch with him again today.


Male Human Level 1 Fighter

Hey guys, sorry I havent gotten back to you sooner. Im still interested in the campain.


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)

Kirill:
Based off of the discussion you started about teaching you a few things about 4E, I am inviting you to join the 4E PbP I'm running HERE. I lost two players recently due to my pace of posting slowing down (work full-time and taking 10 college credit hours, just caught up to me), but I am managing to pick back up. It will give you a chance to play with the ruleset in a format allowing more time for questions and discussion than at a table, and has 3 other experienced 4E players/DM's in it that can help with all your questions.


Delia:
Due to a busy schedule myself I just had to cut two table games and 2 PBP games (all of which I GM) to free up some time. I would love to play, and since it is far less work to play a character than GM I think I'll take the opportunity. However I may have trouble posting more than once a day as a PC until my next deadline in 3 weeks. Is that all right? I figured that I should be up front about this before I jump in and cause any grief.


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)

Kirill:
That's fine, I have been posting slow lately anyways due to school. Go ahead and move to the discussion thread, and we can iron out details, and not clog up this thread. Look in my DM profile for my House rules (very few, as I'm a play by almost all the rules type of guy.)


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:
Also, Zhan. You were having some trouble picking a domain/inquisition earlier on. Have you seen the black powder inquisition in UC?

Hey Orlok, It wasn't Zhan who was having any trouble with his inquisition, it was my cleric in Ringtail's campaign that was having trouble picking a domain. Zhan has always been pretty happy with his inquisition, as it is what enables him to have such high diplomacy and such, which has been quite useful so far.

I did see the Black Powder Inquisition, and I was not particularly impressed. It could be useful, but I'm not sure those two feats would be worth what he would be giving up with his present inquisition. I was considering the possibility of taking a level of Gunfighter as a dip, probably at level 6, in order to get the same and more.

The Archetypes listed in UC are interesting, and could even be applicable to this campaign (Spellbreaker and Withchunter), but I'm not sure they are entirely compatible with the character. Depending on how you feel about homebrew content, I was considering whether you would be willing to consider a custom Gunslinger oriented Archetype for the Inquisitor. So many other classes got a gunslinger variant (Crusader, Ranger, Paladin, Wizard), but not that class that I thought was the best suited to one, the Inquisitor. If you were willing, I could come up with some possible variants for your approval. Otherwise, I will probably go with my original plan, and just dip for a level at 6th.


Actually, I would encourage you to come up with an archetype for a gun-toting inquisitor, or take the amateur grit feat, as I don't allow the Gunslinger (or the Spellslinger) class. I don't mind guns in the game (provided that they remain rare), and I love the gun-based archetypes, but I don't like the idea that they're common enough for an entire class to be built around them.

I'd be more than willing to work with you in coming with a an inquisitor option for guns, though. It seems like the Holy Gun archtype would be a good springboard. Maybe a few new Judgements involving firearms?


So I know we haven't been at this again too long, but I am really starting to get into the game again, and I was wondering if any of you had any feedback? As I said, I'm very new to PbP GMing, and before this game, it had been nearly two years since I'd been any kind of GM, so I'd like to here your sincere thoughts on how things are going (apart from not having maps yet). What would you like to see more of, and what would you like to see less of. My chief questions for you right now are...

Do you feel like you're being railroaded?

Do you feel like successful skill checks are going unrewarded?

Do you feel like Kendra is getting too much of the spotlight for one NPC?

Do NPCs feel too two-dimensional? Would you like to see more or fewer of them (Cause I got a whole town of 'em in the back of this PDF)?


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

Do not really feel railroaded. I have not really made any checks so do not really know. Kendra is the daughter of the man who got all of us together would be slightly off if she did not appear much. NPCs seems alright to me kind of hard to not make them seem two-dimensional when they are scared town folk.


Don't feel railroaded at all; we seem to have plenty of freedom in how we go about our investigations. I don't think successful skill checks are going unrewarded either. In fact I'm fine with them not anyway-I just believe that skill checks should have as interesting an outcome as possible (and reasonable), whether they succeed or fail, so you won't get any complaint from I. And thirdly; nope. It is good to have a staple character or two who is given enough characterization to be relatable and aid in immersion. I think you're doing a great job thus far and I'm having a ton of fun with Kirill.


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

I'm very happy to be running this again... I think you're running the campaign great! If we are being railroaded, I can't really tell, so that's a good thing... :)

As a DM, I like it when players get engaged with specific NPCs, especially when its unplanned, and goes beyond the required dialogue to find the next step in the adventure. I find you have to play it by ear - if the players are into it, let it ride, but if not, don't continue to try and force it (unless thats the intent...).


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

Well after much thought on which would fit Agnar I am going with Wild Rager.


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 have been enjoying the characterizations so far. The NPC's have seemed very real, and well rounded. Kendra is very central to the plot, so I think that it makes sense how much attention she is getting at present. I have felt that the pressure to keep us away from Harrowstone at this point in the campaign has been a bit on the heavy side, but it has not been unreasonable.

I will probably take you up on the chance to make a custom Archetype, but it will have to wait a few more days as I have family visiting right now. I will get a draft of my ideas posted as soon as possible.


Alright, cool beans. I have a class in like 10 minutes, but I'll update as soon as I get home from work today. Thus far I've been trying to steer you away from Harrowstone because it doesn't mesh well with a 1st level party. You need to do some investigating 1st so you're better at fighting, or at least that's the assumption the XP system makes.

That being said, everyone will level up after resting tonight.


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 was getting the impression that we were not supposed to go to Harrowstone, since the encounters would kill little first levelers, but in-character it makes sense for us to want to go there. Campaigns have that limitation, that the way they are written is not always the way the story plays out.


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

Harrowstone is mean. I still get a chill when I think about it. Mind you this is also with the DM saying he cut a lot some of the harder encounters.


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

Ok Orlok, here is my idea for a Gun-Toting Inquisitor Archetype. Let me know what you think.

Holy Marshal:
Inquisitor Archetype

Weapon and Armour Proficiency: The Holy Marshal is proficient with all simple weapons, Repeating Crossbows, and with Firearms, which are considered to be his deity’s favoured weapon. He is proficient with Light armour, and shields, but not tower shields.

Have Gun: At 1st level, the Holy Marshal gains the Amateur Gunslinger feat and Gunsmithing as a bonus feat. She also gains a battered gun identical to the one gained by the gunslinger. This ability replaces the Shortbow, Longbow, and Hand Crossbow proficiencies, and Medium Armour Proficiency.

Judgement:
One Shot, One Kill:
The Holy Marshal gains an innate understanding of where his target’s most vulnerable points lie. When attacking with his firearm, he doubles his critical threat range as long as this Judgement is active. This affect does not stack with any other affects that change a critical threat range, such as Keen affects. In addition he gains +1 attack bonus to confirm criticals achieved with his firearm. This bonus increases by +1 every four levels he possesses. This Judgement replaces the Piercing Judgement usually available to Inquisitors.

Guided Hand (Ex): At second level the Holy Marshal gains Guided Hand* as a bonus feat, even if he does not meet the prerequisites. This ability replaces the Track class feature.

Point Blank Master (Ex): At 3rd level, a Holy Marshal gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces Solo Tactics.

Way of the Gun (Ex): At 3rd level, and every three levels thereafter, the Holy Marshal gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from range combat feats or those listed as Grit feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus feat in place of the most recent bonus feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent feat gained. Whenever she gains a new bonus feat, the previous Way of the Gun feat becomes set and cannot be changed again. An inquisitor can change her most recent Way of the Gun feat a number of times per day equal to her Wisdom modifier. This replaces Teamwork Feats.


Zhan. Looks good for the most part, though I wonder about the necessity of Guided Hand as a bonus feat. The main function of the archetype is to make inquisitors functional with a firearm, and Guided Hands doesn't really mesh with that theme. I'm also a little on the fence about "Way of the Gun" and the enormous number feats it opens you to, especially because you can swap them out on the fly.

This would be my suggestion: Instead of Guided Hands, you receive Amateur Grit as a bonus feat. For Way of the Gun, each time you would normally learn a teamwork feat, you learn a Gunslinger Deed that a Gunslinger of your level could utilize, or a Grit Feat. You can swap that Deed out as a standard action until you gain your next one, at which point the previous Deed or feat becomes locked in. How does that sound?


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 think "Guided Hand" makes a lot of sense actually. It implies that a divine (wisdom based) class member relies more on his faith in his deity and his intuition to guide his hand than something mundane like hand eye coordination. Like the 3.5 version Zen Archery it allows such classes to be effective in Range without going too MAD.

With Way of the Gun, perhaps I made it too broad, but I tend to think the Deeds have very limited usage, and would rarely come up. I only included Amateur Gunslinger as it seems to be a requirement of all the other Firearm Archetypes, but I see it as almost a "Feat Tax." Perhaps we could drop the ability to change them up, and make them range feats only, in order to limit them. I think the fact that he needs to qualify for the feats limits it as well, as it is not comparable to a ranger, who takes feats regardless of whether he makes the prerequisites.


Is Zen Archery not a feat anymore? I could normally see Guided Hand working, except that it specifies that it only applies to your deity's favored weapon. I can understand where your concern comes from, but I'm a little hesitant to use an archetype to completely eliminate MAD from a class for which it seems to have been intended. Remember that the various inquisitor judgements and spells are very useful in overcoming several of those limitations. In any case, If Zen archery is gone, I wouldn't be opposed to bringing it back.

As far as combat feats vs. deeds, I'll have to take a closer look at them. I agree that Deeds are somewhat limited in their usage, but one could say the same of teamwork feats. I just want to make sure we're coming up with options that are comparable in power and utility. I worry that granting an extra feat every three levels, even without eliminating the prereqs, might unbalance the class. I'm not totally shut off to the idea, I just need need a little more time to look into it.

I really hope I'm not coming off as too strict here, I'm just trying to break away from my older style of GMing, in which my knee-jerk response to these situations was always "sure, why not," and it quickly led to ad-hoc campaigns. I'm just trying to make sure that everything is thought through, and want to make sure there's a GM-Player dialogue instead of a simple series of permissions.


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

Inquisitor is hard to balance all the bonuses they can get really ups their damage and attack. Though to get it really high you waste a lot of your powers per day.


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 agree that with homebrew and playtesting, balance is pretty hard to achieve, unless you've seen an idea in action before. I've also never seen an Inquisitor played through to higher levels, and so I'm not sure what they are already capable of. Staying flexible is usually the best course. If you try something and it doesn't work, because it is over or under powered compared to where things should be, then you make a change to fix it. I'm not opposed to changing things again at a later point if it needs to in order to keep the group balanced.

For Guided Hand, I thought it was better than Zen Archery because of the spiritual feel, but the effect is exactly the same. Guided Hand could work as the Archetype makes Firearms your favoured weapon. However, in the end, it works out the same either way.

I don't think you're being too strict at all. It's always best to feel an idea out before saying yay or nay.


Alright, Zhan, I've given it some thought, and here's what I'm proposing. Guided hands is fine, and we'll go with "firearms" being considered your favored weapon. However, I propose that you keep track, gain this ability at 3rd level, and it replaces Solo Tactics. Don't worry too much about point blank master just yet - hear my out.

As far as the bonus feats, it seems like getting those combat feats is fairly vital to your concept, but here's the major problems I have with that. The first is that being able to swap them out combat feats seems much to powerful. The second is the rate at which you'd be acquiring them - a ranger's combat style feats seems to be comparable, and you'd be getting them at a faster rate, so here's my proposal.

You simply gain the Ranger's combat style ability, acquiring the relevant feats at all the same levels of the Ranger (2nd level, and every 4 levels thereafter). This replaces the teamwork bonus feats, and you CANNOT swap them out. You must select "firearms" as your combat style, and the feat least is identical to the "crossbow" style listed in the APG, save that "crossbow mastery" is replaced by "point blank master," and all grit feats are on the list as well. Does that sound okay?


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 think that should work; it sounds like a decent compromise.

Orlok Jr wrote:
...That being said, everyone will level up after resting tonight.

You have fast forwarded us to the next day in the game forum, so have we now leveled up then? Should we do our 2nd level abilities and such? How would you like to handle Hitpoints (or did we have that conversation already, I can't remember).


Yes, everyone level up.

As far as hit points, I usually go with maximum hp for level 1-3, and after that, you get half +1. So for this level and the next, you get the maximum possible hit points. After that, d6 is 4, d8 is 5, d10 is 6, and d12 is 7.


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

Do you allow Pounce to work with weapons? I do not know if we went over this. Asking because I was going to go with beast totem on Agnar but if you do not allow it than will go with dragon.


Kirill picked up Trap Spotter as his first talent. He'll have a bonus of +7 with it, and I'll try to remember to put it at the top of posts when in a dungeon setting, so it isn't forgotten. Having ran a campaign with a player who had this talent I can attest to it being difficult to remember to apply regularly.

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