Aveira: Nation of Mages

Game Master Tark the Ork

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Male Orc Expert 5

And here we go.


Female Tiefling Warlord 3 | Damage Taken: 1 of 28
Common Stats:
AC: 16, T: 12, FF: 12; F:4*, R:5, W:5 (+3 on Fort vs death effects, fatigue or exhaustion effects, poison); CMD 16, CMB +7; Init: +4 ; Perc:+6, SM: +4

Hey! Happy to be among the chosen. This will be my first dive into PbP, but I've read the guides about it in the PbP General forum. If there's anything I can do better, just let me know! (Especially if it makes things easier on you, Tark.)

As far as figuring out the final details of our characters... I see we've got a lot of melee, everyone's got decent intelligence, and we've got an Inquisitor. Do we want to coordinate at all on teamwork feats? At the cost of a standard action, I can share one for a bit, but I feel like the melee ones tend to work better the more you have.

Eventually having Gang Up, Paired Opportunists, Outflank, and Seize the moment could be pretty good. (Outflank loses a bit of power because anyone flanking with me will be using my Charisma modifier as their flanking bonus, which will eventually be better than +4, but I think the AoOs on crits is still worthwhile, especially since I'm going with a crit heavy build.)

What are y'all's thoughts?


Male Human, dual talent Hedgewitch 3

Flank buddies sharing teamwork feats are always very very useful.

And just let me say Sweet Walt Kelly on a pogo stick are we martial heavy!

Makes us poor arcanes rather nervous.....


Female Tiefling Warlord 3 | Damage Taken: 1 of 28
Common Stats:
AC: 16, T: 12, FF: 12; F:4*, R:5, W:5 (+3 on Fort vs death effects, fatigue or exhaustion effects, poison); CMD 16, CMB +7; Init: +4 ; Perc:+6, SM: +4

Hah, yeah. Most groups I've played with end up very caster heavy, often to the point of no martials at all. This will be an interesting change of pace. On the plus side, you shouldn't have to worry too much about enemy melee smashing your face in. :)

I've looked at the general Spheres of Power stuff, but I haven't really looked at the Hedgewitch. What sorts of nifty things can you do?

Edit for Tark's post below:
I have SoP, but I've done so many regular casters, nothing really jumped out at me with a clear concept. I looked at the more martial classes there, but honestly I wasn't too sure how to make good use of their low caster progression. Then I looked at the Warlord, since I've heard so many good things about Paths of War (and is conveniently available on d20pfsrd), and it looked really fun.


Male Orc Expert 5

You saw the recruitment list right?

Like three some odd warders, two blood ragers, etc. etc.

I guess not that many people had Sphere's of Power.

Shame too it's actually well worth the price for the pdf.


Male Human, dual talent Hedgewitch 3

SOP does look good. Hedges are the really flexible casters of the SOP system. Think half bard half wizard in PF terms. Ryzern is built to fill the rogue and the support slots normally and use the synergy between the Academic's extra spell points and the Siritualist's "grab any talent or sphere when you need it" ability to approach schrodinger's wizard.

We are short healing. Sigh hmmm... a sphere wand of life is pretty cheap. And it can manage some emergency healing.........

Tark. Do wands of CLW etc exist? Are spells and spheres both extant in this world?

I suppose I could manage healing via ritual.... need to swap Divination for Life...

Blasted Drop Dead messed up my plans when they updated the Trapfinding secret. I was going to have both Life and Divination but Nooooo they had to strip out the granting of Perception and Disable as class skills from the trapfinding secret. Arcanes never get nice things.


Male Human, dual talent Hedgewitch 3
TarkXT wrote:

You saw the recruitment list right?

Like three some odd warders, two blood ragers, etc. etc.

I guess not that many people had Sphere's of Power.

Shame too it's actually well worth the price for the pdf.

I do not understand the Warder love. Broken Blade/Thrashing dragon-Stalker-monks sure but why Warders?


Male Orc Expert 5

Viable shield bashers and legitimately good heavy armor control.

I'm rather fond of warders myself.


Because I can stab people with iron spikes...and be really good at it in a way none of my other fighters have ever been good at? I was originally going for Mage Hunter but now I have other plans.

I didn't have SOP, have the money to throw down for it at the time and the warder was interesting because I have always wanted to play a defending type who actually defends. New toys and all that.

Oh...and Hi.

Edit: I don't get a lot of feats but I can be convinced about Teamwork, I think I hit most if not all of what I needed to meet my PrC requirements so I would be happy to look at it.

I will admit that the lack of overlap on weapon groups between broken blade and thrashing dragon is a bit of a bummer....unless Tark is willing to expand the groups or allow monk weapons as a group that doesn't require EWP?


Female Tiefling Warlord 3 | Damage Taken: 1 of 28
Common Stats:
AC: 16, T: 12, FF: 12; F:4*, R:5, W:5 (+3 on Fort vs death effects, fatigue or exhaustion effects, poison); CMD 16, CMB +7; Init: +4 ; Perc:+6, SM: +4
Brittiri Longtread wrote:
I will admit that the lack of overlap on weapon groups between broken blade and thrashing dragon is a bit of a bummer....unless Tark is willing to expand the groups or allow monk weapons as a group that doesn't require EWP?

Have you looked at the feat Weapon Group Adaptation? I'm new to all of the Path of War stuff, so I may be missing something, but that seems like it should cover what you want.

Edit:
Tark, in the Character Creation document, you said that Path of War material is allowed, "including the new harbinger and mystic stuff". Does that extend to the material in the Path of War Expanded Playtest? In particular, I'm looking at the following feats from the Expanded Feats document:

Feats:

Hone Weapon [Combat]
You’ve learned the art of bringing a fine cutting edge to your weapons.
Prerequisites: Knowledge (Martial) 3 ranks
Benefits: Upon spending 10 minutes with a whetstone sharpening a piercing or slashing weapon to a fine point or edge, the newly honed weapon inflicts an additional point of damage for the day; this bonus increases by +1 damage every four character levels possessed by the character (to a maximum of +5). You may only hone manufactured weapons with this feat.
Normal: You may improve your damage by +1 for the next attack you make by working it with a whetstone.

Thrashing Dragon Style [Combat, Style]
Your skill with two weapons makes you as dangerous as foes who wield one larger weapon
Prerequisites: 1 or more Thrashing Dragon Stances, Acrobatics 3 ranks
Benefit: When you make a standard attack against an opponent, you can make an additional attack with your off hand weapon. If you do so, all attacks you make this round take the normal penalties for two weapon fighting.

Thrashing Dragon Pounce [Combat]
Your swift movements allow you to close the gap and strike quickly against your foe
Prerequisites: Thrashing Dragon Style, Acrobatics 7 ranks
Benefit: Whenever you initiate a strike that allows you to make a only single melee attack, you can make an extra attack with your offhand weapon at your highest base attack bonus as a free action. If you do so, your attacks take two weapon fighting penalties as normal for fighting with two weapons.

Thrashing Dragon Whirlwind [Combat]
Your fury strikes out at all enemies around you.
Prerequisites: Thrashing Dragon Style, Thrashing Dragon Pounce, Acrobatics 11 ranks
Benefit: As a full round action, you can make a single attack each against every enemy within melee range with a weapon your main hand and a weapon in your off hand. You do not take the normal penalties for fighting with two weapons while making these attacks.
Special: If you have more than two arms, you can use each of your off hands to make an attack, instead of just the one.

Edit 2:
For that matter, this document lists some new Warlord Presences that look kind of shiny.


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

Hey everyone! Looking forward to this, the experimental nature of this game was definitely an interesting idea to me (plus I liked the setting, of course).

Sorry for the delayed post, Monday's are a little hectic.

I'm in the same boat with Sphere's of Power, I don't own it (though someday I hope to) so that was a no go for me. Figured a Monster Summoning Inquisitor using reach shenanigans would be a fun character.

PoW is excellent in my opinion, I just started another game using a Stalker and while I haven't gotten to do much, it's been fun so far.


Aiseilura Saravosa wrote:

Have you looked at the feat Weapon Group Adaptation? I'm new to all of the Path of War stuff, so I may be missing something, but that seems like it should cover what you want.

Doh!

I tried being thorough looking over Path of War but apparently I missed that! Very neat.

Tark, mind if I change a feat?


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

I might change a few minor things (maybe switch a few skills around), still need to finish purchases and look over everyone else's character to see where unnecessary overlap might exist. Should be finished tonight, didn't get a chance to yesterday.


Female Tiefling Warlord 3 | Damage Taken: 1 of 28
Common Stats:
AC: 16, T: 12, FF: 12; F:4*, R:5, W:5 (+3 on Fort vs death effects, fatigue or exhaustion effects, poison); CMD 16, CMB +7; Init: +4 ; Perc:+6, SM: +4

I'm still finalizing my thoughts for this character, which may involve slight tweaks to stats and feats. I think I'll also take another pass over skills, too... From glancing over everyone's characters, I think it looked like I may be the best equipped to take a social/face role, so I want to make sure I have the skills to do well with that.

I'll probably get around to it late this evening.


Male Orc Expert 5

Looks like we're missing our dreadguard.

Starting from the top.

As far as I can tell all the normal magic items still exist. I'll have to look more deeply into it but assume they do until I say otherwise.
Let's get these a bit at a time.

As far as weapon groups and what not keep in mind that for things like thrashing dragon you don't have to be wielding a weapon from the discipline only meet the requirements (TWF and such).

Characters can change as much as you need until the game officially starts.

If Lienhol doesn't post by Thursday I'll have to pop back in the recruitment thread and get someone else. He appeared pretty active so I'm chalking it up to weekday business.


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

Oh right Teamwwork feats, sorry, I somehow forgot about all of the intro posts. Yeesh.

So right now I have Precise Strike, I was just going to grab all of the standard Melee business so that I could share them with my summons. But I'm totally open to coordinating on different things. Having a Warlord around is obviously helpful in these matters.

I think having Outflank around could still be useful, not everyone will always be flanking with you and like you said the crit fishing aspect of it has decent value on it's. Especially once you get Paired Opportunist.

Oh and on the matter of social rolls, I'm pumping Intimidate, because I'm an Inquisitor and all. Though my Cha is not pretty. But I have the Heroism domain so I get Touch of Glory for all our Charisma Check needs. ^_^


Female Tiefling Warlord 3 | Damage Taken: 1 of 28
Common Stats:
AC: 16, T: 12, FF: 12; F:4*, R:5, W:5 (+3 on Fort vs death effects, fatigue or exhaustion effects, poison); CMD 16, CMB +7; Init: +4 ; Perc:+6, SM: +4

Cool, I'll plan on focusing more heavily on Diplomacy, then. I think that makes sense; while Aiseilura is wise enough to the world from her time with the town guard to recognize that not everyone is to be trusted, she does try to see the good in people. Maybe we'll get some sort of good cop / bad cop routine going at some point, who knows.

I did decide to switch out Precise Strike in favor of Paired Opportunists, by the way. Depending on circumstances, I'll probably try to share it around with Warleader, but I figured you'd want to know to consider taking it yourself.

At this point, I believe the major stuff on my character sheet is correct, though I'm going to make one more pass to make sure all the math is right and everything before we get started.

Since we haven't heard from Lienhol just yet, I guess we still have a bit? I imagine Lienhol or his replacement will want some time to go through this same sort of coordination and finalization.


Male Orc Expert 5

I'll PM him and if I dont hear back when I get up later today I'll poke around for a replacement.


Sorry folks. I've got 8 DEX and Fullplate, it takes me a while to get places.

Tark, I'd consider a huge favor if you could open the gameplay for dotting so I can get this game onto my campaigns tab.

I'm already finalized unless someone needs me to change something. Looks like I'm your frontliner, so stick close.

If anyone still wants/needs advice please ask and I will do my best to provide assistance.


Male Human, dual talent Hedgewitch 3
Dreadguard Lienhol wrote:

Sorry folks. I've got 8 DEX and Fullplate, it takes me a while to get places. ....

Enter Team clanky!

Jokes aside I'm glad we all made it.

Now to get that gear purchased.....


Male Orc Expert 5

Gameplay is up, though the game is not yet up. Jes waiting on people to finish their sheets.


Followed Aiseilura's advice and picked up weapon group adaptation, hooray light blades.

Just need to buy gear which I will hopefully resolve in the next little bit...


I already picked up a wand of CLW if it helps.


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

I've got a wand of CLW too. How many do you all think we should have?

Other than that my sheet is basically done.

Tark, do you want it in stat block format on our profile, or is Mythweavers (with a link) okay?


Female Tiefling Warlord 3 | Damage Taken: 1 of 28
Common Stats:
AC: 16, T: 12, FF: 12; F:4*, R:5, W:5 (+3 on Fort vs death effects, fatigue or exhaustion effects, poison); CMD 16, CMB +7; Init: +4 ; Perc:+6, SM: +4
Caun Stratego wrote:
Tark, do you want it in stat block format on our profile, or is Mythweavers (with a link) okay?

In addition to that, is there anything else we should do to make information more accessible to you, Tark?


Male Orc Expert 5

Either or is fine but having a quick stat block in your race line and taking the time for a detailed sheet with info on all your abilities in addition to a basic one for reference will be very helpful. I'd like to take bits and pieces of this game and be able to present them in some form or another and having that info already laid out and understood by every group member goes a long way.

Outside of that feel free to get as elaborate or as vague on your backstory as you want. I'm more likely to make strong use of it in this game being a homebrew than in any AP.


Male Orc Expert 5

Will try and get the first real gameplay post going today or tonight.


Male Orc Expert 5

First official game play post is up.


Male Orc Expert 5

Is Ryzern alive?

Or did the golem taxi killer get em?


Male Human, dual talent Hedgewitch 3

Sorry, life.

Plus I REALLY hate buying gear.


Male Human, dual talent Hedgewitch 3

Hey Tark, some general questions on animating objects.

Can an animated object fulfill its normal functions? For example could an animated door open on its own? An animated bicycle/pushbike/wagon carry a rider/load of cabbages? At what speed? The normal speed for the object or lower speed that say an animated table, hatstand or broom could manage? Could a loaded animated crossbow or gun fire? Accurately? could it reload itself assuming quarrels/rounds are nearby?

Is a normal inset type key lock considered part of the door chest etc it is locking or is the lock a separate object?

Is a door either sliding, hinged or trap considered part of the wall/floor/brass colossus it is set in?

Can a group of smaller objects in close proximity be animated as a group by treating the set as a larger object? Example: a dose of caltrops animated as a small object. Or a full Cheliaxian formal banquet place setting as a small or medium object?

Questions questions questions....


Male Orc Expert 5

Stupid webbrowser.

An animated object can usually fulfill its normal functions. But nothing complex that requires an operator.

A door could open on its own so long as its not barred, and a bike or wagon can travel on its own but would have to use the speed that's listed since the pwoer source for such things usually come from an outside source. A crossbow or gun could fire using their own stats, but don't have the dexterity or knowledge necessary to reload themselves.

A lock within the door is considered a part of it and if it's a simple lock can be unlocked. But more complicated locks or locks that are not strictly part of the door or have components separate from the door proper won't be able to do so.

As for sets of items, sadly it looks like you can only do one at a time. But I am open to the possibility of making that capability a talent down the road.


Male Human, dual talent Hedgewitch 3

Can a lock unlock?
Or lock?


Male Orc Expert 5
Ryzern wrote:

Can a lock unlock?

Or lock?

Depends largely on the lock. Simple mechanical locks can do so easily. Others might need a check. Most electronic or magical locks can't circumvent themselves and some mechanical locks require the key to move at all.


Male Human, dual talent Hedgewitch 3

Ok as we are likely to have to do this six times. We should establish a way we deal with doors.

Looking at folks char sheets does suggest a classic diamond formation

Dreadguard Lienhol taking point with the Britti and Aiseilura one space back to the left and right. Caun in the center supporting all and the cowardly spell jockey at the rear tossing semi-nasty ranged touch attacks if there is nothing more important needing doing.

In the case of doors I think putting the center of the diamond, Caum in the doorway would work. So Dreadguard Lienhol moves into the room just in front of the door, the flankers fan out and Caun moves into the doorway.

Positives: No crowded charge lines. Flankers have maximal freedom to move. Everyone is under the steel umbrella and a good chunk of the polearm's dead spaces are filled while still leaving summoning room. There is a solid wall for Ryzern to cower behind.

Negatives: Fireball.

Thoughts?

Note, not trying to play other folks characters, just thinking out loud and looking for ways we can work together. Anything I can see is likely obvious to you folks but I am bored and talkative so what the heck.


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

Seems like a grand idea to me, honestly if somethings fireballs us in here it's probably going to hit all of us anyways.


No I think the tactic is sound and honestly outside eyes are helpful for me as the PoW stuff is new to me. I/we need to remember that I am giving everyone +1 Morale to Armor and Wil within 10' of me in addition to the other stuff other are giving me/us.


I'm giving the warder benefit as well, but it doesn't stack.

I love going in front.

Also, for traps I can summon a skeleton to eat the hit.


Female Tiefling Warlord 3 | Damage Taken: 1 of 28
Common Stats:
AC: 16, T: 12, FF: 12; F:4*, R:5, W:5 (+3 on Fort vs death effects, fatigue or exhaustion effects, poison); CMD 16, CMB +7; Init: +4 ; Perc:+6, SM: +4

That formation seems fine to me. I doubt we'd be able to spread out enough to avoid fireballs anyway.


Male Human, dual talent Hedgewitch 3
Dreadguard Lienhol wrote:

I'm giving the warder benefit as well, but it doesn't stack.

I love going in front.

Also, for traps I can summon a skeleton to eat the hit.

Very good to know that we have overlapping aegides. It is now almost a case for looking for when the bonus does not apply rather than when it does. Also makes it easier for me to pass up taking bard-song as a secret later. Pesky non-stacking morale boni.

Thanks for the skeleton offer, it's worth keeping in mind.


Male Orc Expert 5

well it depends on the bard song.

Inspire courage is a competence bonus to completely different stuff.


Male Human, dual talent Hedgewitch 3
TarkXT wrote:

well it depends on the bard song.

Inspire courage is a competence bonus to completely different stuff.

True I keep thinking it is morale for some reason, need to play more bards.

Oh and one more thing..... Does this feat exist?

It does not matter until ninth level when Magical Knack runs out, and it is one point of overkill but still Caster level is pretty vital for sphere casters and there is no pure PF way to do this.

I suppose I could have just played a high caster but the Hedgewitch feels more Ryzern to me.


Male Orc Expert 5

Eh, I'll say no for now. If I was allowing more 3pp stuff than I was already I'd probably go for it but I imagine the SoP guys didn't add that for a specific reason being a pretty obvious "include this" feat in such a system.


Male Human, dual talent Hedgewitch 3

Cool.

Might consider taking a few Incanter levels round 9-10 or so depending on how Ryzern's proto-rouge/magic-user career goes.


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

Oi!
Ryzern, just FYI, Caun didn't say that last bit in a demeaning way or anything, more "matter of fact" (or in this case, opinion), one might even see a small, but dry, joke behind it. Depending on how one perceives it, of course.

I Would go back and edit it to show that, but Tis a little late.


Male Human, dual talent Hedgewitch 3

No prob. Ryzern is a talkative fellow.

It never even occurred to me to take offence. But thanks for posting this, things could have gone another way had I misinterpreted. Right now everything is golden.


Male Human, dual talent Hedgewitch 3

@Tark
Dammit I think I made a basic error with Ryzern. Not a mistake as such but an incorrect choice. Ryzern is not an academic/spiritualist with a trace of charlatan he is a Charlatan/Spiritualist operating in an Academic framework. In short I want to correct his traditions.

What would change when Academic tradition becomes Charlatan:
Loss of one spell point.
Gain (3+1/2level)pt guile pool which can be spent for skill boni or a not usable on flank sneak attack.

Some skill values change by a point or three.

Trait, Vagabond child, becomes Seeker.

Feats
Level one feat becomes Fast Learner
Level three feat becomes Cosmopolitan granting 2 languages and the skills K. Planes and K. Nature

Secret changes to Trapfinding.

Style of play will not change it is just that the numbers will more accurately reflect the character's background and how it is being played.

Not that big of a deal either way but I realized I will never use the Academic tradition's fetish/cheap enchanting ability and as I want to really see what sphere magic can do, their ritual magic benefit will also be ignored. Turns out I was blinded by the Academic's extra Spell points and that was flat out Min-Maxing. I can certainly live with Ryzern as is but I think the proposed ghanges will make him more interesting.


Male Orc Expert 5

I'll allow it if the others are okay wiht it.


No skin off my bones.


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6
Dreadguard Lienhol wrote:
No skin off my bones.

+1

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