The Forgotten God (private) (Inactive)

Game Master Whack-a-Rogue

Rhoswen's Palace


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For rules debates, extended OOC chatter, etc.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Hopefully there won't need to be too much debating about the rules. XD Anyway, I've added the basic info to the stat bar - is there anything else you want there for easy reference?

(Also, let me know when you want to get started on your own campaign, and I'll set it up. ^^)


Remind me of your Portfolio and Holy Symbol before we get started.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Primary Domains: Divine and Travel
Secondary Domain: Slavery (Yeah, she's weird like that. XD)

Holy Symbol: A rising sun


I'm assuming you also control a portion of the Good and Sun domains too? After all, the standard is 5 domains.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Yeah, we can go with that. ^^ I'll update her profile shortly, and those do seem the most fitting.


Loot
Small Dagger x2
Black Poison x4
Trail Rations (edible mushrooms and fungi) x2

Black Poison
Injury - Fort DC 15
Effect: 1d2 STR Damage
Lasts: 6rds; Cure: 1 save

Normally I'd give you a Knowledge check to identify the creatures (local in this case), but since you been asleep for thousands of years, you wouldn't have ever seen these creatures before - or at least what they've become...


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Note to self: Get to a library in the near future. Miiiight be important if I want to avoid useless attacks...


You now get to experience the possibly-dubious pleasure of playing a PFS scenario in reverse. ;-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Woo, kill the bosses first!

*Thinks about the kinds of things he's done to players*

*Recalls he's still level one*

...Crap. DX


Eh, you're a Goddess. You'll be fine. Maybe. ;-)


Recognize the newcomers? ;-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

I'm guessing that they're iconics, but I'm not jumping to any conclusions just yet. XD Still, it should be fun to see how this develops!


Here's what they look like
(the leftmost four characters)


Sorry about the posting delay. I'll be out of town for the weekend, so there probably won't be any updates until Monday.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Got it - thanks for letting me know. ^^


Whenever you level up, post what's changed here. For example:

Wizard 2
+1 first-level spell slot
gained spell x and spell y
Will +1

Barbarian 2
+12 HP
gained Rage Power x
Fort +1

Skills
Perception, UMD, Stealth, Climb +1 rank


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Sticking with the imposed rules for this campaign, mandating diversity, I decided to grab some a level in Fighter and improve Iris' ability to fight in melee combat. I might just stick with fighter, actually...

Fighter (Two-Weapon Fighter) 1
HP: +18 (10 x 1.5 + 3 CON)
Bonus Feat: Two-Weapon Fighting
Fort: +1 (Total: +10)
BAB: +1 (Total: +2)
CMB: +2 (Total: +5)
CMD: +2 (Total: +22)

Magus:
Ability: Spellstrike
New Spells in Book: Floating Disk, Unseen Servant
FCB: +1 Skill Point

Cleric:
Will: +1 (Total: +13)
Spells!

Skills:
Acrobatics, Climb, Heal, Know (Arcana, Dungeoneering, History, Nature, Planes), Perception, Perform (Sing): +1

I'll update my alias if everything looks good. ^^


Yep! Everything looks great. :-)

Completely off-topic, I'm still interested in having you run me through a version of this campaign, but it'll be a little while yet. Due to a massive change in my work schedule a couple weeks ago, my free time has drastically diminished, and I'm spread to my PbP limit for the time being. When one of the other four APs I'm running ends or my schedule frees up, I'll be set.

If you want some preliminary info to mull over, my PC will be the god of Knowledge and Academia. Since magic in Golarion appears to function on mathematical principles (as seen in the Sacred Geometry-esque feats), he's also an incredibly-powerful and versatile mage. Domains would definitely include Arcane and Knowledge. Depending on how you wish to set things up, Nethys could be an ally, rival, or maybe didn't exist yet. Classes would be Wizard, Master Summoner (if that archetype is allowed), and probably Bloodrager (either Destined or Arcane bloodline). If the Occult Adventures book is out by the time we start, I may add Kineticist levels if allowed (and the class received an upgrade). We'll see. Anyway, I figured you'd like some info so you can start generating ideas for when I'm eventually able to be a Forgotten God. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Master Summoner is indeed allowed - and we might be able to work on a custom summon list that better fits your character's theme, even. XD It's not uncommon for gods to have their own additions to the list, after all. Kineticist is also fine, though you'll definitely want to have more than one blast to make it truly effective.


Yeah, the Kineticist is a maybe at the moment. While the flavor is awesome, and I'd love a few at-will TK tricks (aerokinecist), the class is horribly underpowered in its Playtest format.

As for custom summon lists, I'll definitely be up for that. :-)


At a conference this weekend, so posting will be delayed for a few days.


Fighting a nasty cold, so posting will be delayed.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

No rush. o wo b

In other news, I'm considering retraining Mythic and switching from Hierophant to Champion now that I've tested Iris a bit. My ultimate goal for her is being able to freely switch between magic and staff-based melee, and having some better physical blows might be mighty useful... be sad to lose Inspired Spell, since that's a phenomenal power, but I don't want to be -totally- magic-dependent.

I'll be making the final decision later, though. XD I want to see what's in the Mythic Mania Hero's Handbook (the beta of which should be out in 2-ish weeks) before I settle one way or the other.


Sorry about the delay. I was sick. That got my wife sick. Then I got called to sub at work. Then Majora's Mask came out for the 3DS. Let's resume. :-)

I'm fine with the rebuild, by the way. Regarding materials from future supplements, as long as I can access it online somewhere, it'll be fine. For a game this high-powered, my normal ban list has been thrown out.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Worst-case scenario, I can copy and paste material for you. XD I'm not sure if the books will be going up on d20pfsrd or not, but I'll do what I can to give you access to anything I'm looking at.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Huzzah, rules questions! Anyway, next level, Iris will be getting the Bonded Holy Symbol power next level, and I'm trying to figure out how to implement that. Her only actual 'holy symbol', as such, is her birthmark... and it's kind of hard to craft powers onto that. XD

Anyway, given its strong thematic nature, I was wondering if you'd allow me to use Iris' staff as her holy symbol for the purposes of this power, with the ability to craft abilities into it as if it were a magic item for a given slot. So if I went with the 'necklace' slot, then Iris could craft necklace powers as she normally would, but she would also lose the ability to wear magical necklaces. (i.e. No extra magic item slots, just something more thematically appropriate for her.)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

In other news, the beta of the Mythic Mania Hero's Handbook is out, and I think I would like to switch Hierophant for Champion after all. That's probably going to be much more practical going forward. If/When I can do that, just let me know - right now, the only mechanical change would be swapping the Hierophant's Divine Surge for a Champion's Strike.


If posting from me slows down for a while, it's because I'm painting. My Bones II shipment arrived today. :-)

Re: swapping Mythic Paths - I'll give you a heads-up when the time comes.


Looks like we may be in Ustalav for a while. :-) While I didn't necessarily see this happening, it should be quite fun. After all, it's my 3rd-favorite region in Golarion.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Well, I certainly don't mind - though I suppose I'll have to work on ways of dealing with its more... unique... inhabitants. ^^ I'm definitely looking forward to seeing how this goes!


Heh, the theme for this campaign's first arc will be "Restoring light to Ustalav." The country's been stuck in darkness and fear for far too long. Enter Iris the Lightbringer. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

That seems... highly appropriate! Exactly the sort of thing she'll usually be trying to do.

...

It may also get rather more literal once she has the ability to cast 3rd-level spells. XD


Sorry about the delay, we're in the process of finding my wife a service dog, and have been meeting prospective candidates.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Real life - and especially one's spouse - is certainly more important than a simple game. ^^ I hope your search goes well, and you can find a great new member for your household.


So, inner of my campaigns has lost a couple players, and momentum is stalling. Would you be interested in jumping in? I'll warn you, it's a rather odd game: RotRL with an all-Goblin party. They started by sacking Sandpoint and will most likely end by accidentally preventing Karzoug's return. I know Goblins aren't everyone's cup of tea, but if you're interested...


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Is Occult Mysteries allowed? I've occasionally considered playing a pyrokinetic goblin with delusions of grandeur... or possibly actual grandeur. o.O He, uh, might have lived in a tribe convinced he was blessed by the gods (which might actually be true), and perhaps left to go adventuring as a way of proving himself. Ooooor just setting things on fire for the heck of it. Probably the latter.


Playtest stuff remains off the table for now, but I'm pretty flexible otherwise. I have a large repertoire of 3PP, for instance.

In terms of backstory information, all PCs are members of the Licktoad tribe and participated in a hugely-successful raid on the longshanks Sandy-points town during the festival where they swallow tails. They've seized the town and are currently living there. It's a rather low-powered campaign at the moment, as I'm trying for the "nameless mooks become big heroes" vibe. As such, I'll be giving out various boons as the game progresses.

Current Party
LE megalomaniac Evoker
CN gluttonous TWF Rogue
CN kleptomaniac Dirty Trick-focused Barb/Oracle
CG clumsy Dawnflower Dervish Bard and devout follower of the Fire-hair Lady (Sarenrae)

If you're still interested, I'll get you more info.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Hmm... can't seem to work up a good idea. Drat. >.<

Also, I won't be posting Friday through Sunday - I'll be completely away from my computer.


Not a problem - regarding both of your statements. ;-) RL always comes first.


By the way, if you're still up for it, I'm ready to be a "Forgotten God" player. There's no rush: I noticed you were recently recruiting a replacement PC for one of your other games, and I know it can take a little while to get settled in. I just wanted to put a bug in your ear. :-)

Astoroth - God of Information-gathering
Portfolio/Domains: Knowledge, Secrets, Arcane Magic (since several feats show it's math-based), Revelations
Holy Symbol: a figure opening a door (Picture)
Possible Antagonists: Norgorber, Abraxas


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

You're special when it comes to games I'm running. ^^ I'm happy to get started on that as soon as you're ready to begin - it is, after all, what I offered to you as thanks for helping me test all of this.

Let's see... what kind of class combination are you looking at?


Advanced Sylph Wizard//Brawler

I'd stay Wizard for the entire game. Add in a fair bit of Summoner and swap between Brawler and Monk on the martial side. He'd predominantly fight with magic but would go unarmed if needed. I'm thinking of doing the whole "Robert Downey Jr. as Sherlock Holmes" combat thing with Snake Style and some other defensive AoO-based feats. Maybe some improvised weapon stuff as well. Eidolon would be a sneaky skill-monkey.

What's your stance on 3PP? I'm a big fan of "Spheres of Power."


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

I backed Spheres of Power, but haven't actually played a game with it yet. XD I'd need to brush up on the rules.

Overall, I generally accept 3PP stuff on a case-by-case basis. The more reputable the source, the more likely I am to allow it without question - though, of course, I always reserve the right to ask for changes later if something starts unbalancing the game in an unexpected way.

The good thing about this game is there's no need to balance it for other players (nobody likes feeling useless, after all). The bad thing about this game... well, the GM still has to deal with whatever happens. XD Really, balance is the important thing - head TOO far from the expected power level of the game and it just gets hard to run things with the right degree of challenge.


I'm actually playing a Spheres of Power Oracle in a RL game I'm running for my wife. I can't speak for mid-high level play, but it's more powerful then Vancian casting at low levels. It valences this with action economy and lack of specialized spells. For example, the Conjuration sphere gives you an Eidolon as a cantrip, but it only sticks around while you concentrate. If you burn a spell point, it lasts 1min/level. Another example is the Divination sphere. Detect Magic isn't a cantrip, but it lasts a good while and also functions as Detect Undead, Detect Evil, etc as you invest in other spheres. In terms of specialized spells, with a little investment you can get miniature steerable Fireballs at-will, but I haven't found a way to get Black Tentacles.

Is it balanced? I think so, but it's too early to tell for sure. If I can use it, that would be very cool, but my concept doesn't require it. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Sure, why not? ^^ Deities don't always follow the same rules as most mortals anyway.

(Speaking of, the Recharge Magic rules are one of the options for the five Divine Abilities that characters get, and one of the few not on the main list of Salient Divine Abilities. It's mostly a GM preference thing - having magic recharge this way can be immensely helpful for solo campaigns in that it stabilizes the power of the character and lets you provide a more consistent challenge, but it also means that the character can't be worn down very easily. On the other hand, NPC enemies would also recharge, so they won't be stuck with their worst abilities if the character survives more than two or three rounds... it might be fun, and it's your decision on whether or not that would be something Iris gets.)


Yay! In that case, I'd want to take the Incanter class from the same supplement and drop the Summoner levels entirely. Instead, I'd go Investigator, Alchemist, or something else. If the Incanter is too much, I'll use the Spherecasting Wizard archetype and keep the Summoner levels.

I'm at work, otherwise Gameplay would be updated already. :-( On the bright side, if you play your cards right, the brightening of Ustalav can start with Ravenmoor. This module gets pretty intense. ;-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

*Goes to download a copy of the PDF*

Let's see... hmm, Incanter seems fine. Takes the place of your full caster slot, of course, but I'm sure you expected that. Looking to grab any of the specializations?

As for Ravenmoor, it's completely true that Iris has this... thing... about bringing light to areas that need it. XD


I'll definitely grab Divination specialization. It fits the theme, and Spidey-Sense is awesome. I'll have to peruse the options for everything else, but I may grab another sphere or two - and possibly a Cleric domain. I'll do some reading during my lunch break. I also figure I should go either extract-based or noncaster for my third class. That way I won't have Spherecasting and Vancian casting on the same PC. I'm not Nethys, after all, and it would make things complicated from a mechanical standpoint. We already need to figure out how scrolls/wands/etc interact with me, and I can't remember if Spheres of Power discusses it. I don't want you to have to rework Golarion's entire magic system for this game.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Hah, I'd just make it so that everyone else would stay on Vancian. XD Chapter 6 explains how Magic Items work within the SoP system. In-Game, you'd basically be able to buy standard items as-written (although some might not work very well - if at all - for you), but would create items under the Spheres of Power system. You could also write up an SoP version of an item and just buy it outright after I double-check the math and rules to be sure it works.

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