Call Forth Darkness! (Inactive)

Game Master Aku Warashi

Battle Map; Loot;

Evil Lair; Dramatis Personae

Name-------------HP--------VP
Agrippa--------??/??-------2
Cedric----------??/??-------1
Eldred----------??/??-------2
Johan-----------??/??--------2
Grumble-------??/??

Villain Points


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Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hey.

Welcome.

Please, update your crunch to level6.

Eldred, you can use the roll from the other thread.

Let's us discuss here before starting the new part of the game.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Lvl 6 HP: 1d8 ⇒ 4


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Lvl 6 choices:

favoured class bonus +1 HP
No new skills
Added Savage maw['cause its cool), cure moderate wounds, expeditious retreat to spell list
Locked in Shake it off for teamwork feat ( trying to address that awful ref save), new default Outflank.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Dotting


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Taking favoured class Hp and Imp precise shot.
8 + 3 con + 1 fav class = 12 hp (63). Will skill up later today. Won't take any new skills, just build the old.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Guys... Not sure what's really best. Rogue has talents and evasion. Assassin has poison use and death attack. Both have the same class skills.

Gear wise I really want to score some bracers to help my archery and mithril breastplate. There are some interesting boots out there too. Cloak of resistance wouldn't be a bad buy either.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Yeah I was thinking cloak of resistance too. Its a pretty common item, I'm hoping to find one before I have to break down and buy one.

Rogue or assassin PRC hmmm... I've always thought the assassin's death attack did not lend itself to the kind of fast paced combat you see in most games. Who's got time to study an opponent for 3 rounds?! Poison use has the same problem - it takes many rounds for most of them to hit their maximum effect, and are really expensive. It is all kinds of awesome flavour wise though.

I haven't read the new ACG yet, but I'm hearing good things about the Slayer. Would that be an option?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I do confess FLAVOUR wise Assassin feels properly evil but it's not 100% Eldred and it's not all that effective either as you say. For Eldred flavour? Negotiator bard feels good too. They get access to rogue talents. That said I tanked CHA so that won't work.

Slayers aren't an option even if GM allows them. It's a merge of ranger/rogue. It precludes me from taking levels in it.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

right... did they keep that in the final version? Thought I read somewhere that restriction got cut. But I haven't been following the book's progress very closely. Might be time to beg the GM for a rebuild ( stirs the pot) ;>


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

finally here

1d6 ⇒ 5 for HP


I am here as well and will level in a moment.

Johan is right. They are now letting you take levels of the base class with the new cross classes. Still not sure if our GM allows them. You could also consider Ninja. Its better than rogue except it does not give you trap finding. Bur Urban Ranger does.

But my vote would be for you to stay ranger. You can look at feats like Combat reflexes and snap shot and then Improved Snap Shot. You threaten out to 15 feat with your bow. This rocks. and in three levels you get Evasion as a ranger.


Sidious takes another level of cleric, to no one's surprise.

Hit Points: 1d8 ⇒ 7

His BAB goes to 4, which means his Power Attack now adds +6 damage with his spear.

All three of his saves increase and are now Fort +7, Reflex +4. and Will +9.

He takes his favored class bonus as a skill point.

His perception gets 1 point better and he begins to focus on acrobatics, adding 4 points to that skill.

and lastly he picks up an additional second and third level spell.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

I've meant to ask this for a while now but...why does Sidious use a spear? Wouldn't a Heavy Mace be more...Asmodean?


Actually a light mace is his deity's favored weapon. But Sidious is build to be a reach cleric. The idea is that he can cast spells to buff the party or attack the enemy on his turn and then take AOOs as the enemy comes to him on their turn. He has combat reflexes so gets to attack even if he is flat footed.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Hmmm - so you stack slayer AND ranger?! Urg... Nah. I won't - it feels just wrong.

If for some reason ACG classes are avail then I may go investigator or something like that.

In any case I've a few weeks before I need to level and a week non game time to choose.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
Father Sidious wrote:
Actually a light mace is his deity's favored weapon. But Sidious is build to be a reach cleric. The idea is that he can cast spells to buff the party or attack the enemy on his turn and then take AOOs as the enemy comes to him on their turn. He has combat reflexes so gets to attack even if he is flat footed.

I've a similar cleric, also with com ref. it's a solid tactic.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Oooohhhh - Investgator fits perfectly. The Mastermind.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Yeah...but a cleric with a spear just feels wrong to me. Like cheating. I do not think I have ever played a cleric who didn't wield their diety's favored weapon in the 3.0+ era.

My very first 3.0 character was a Cleric of Pelor, a heavy mace wielding undead bashing do gooder.


Sidious has a mace, if it makes you feel better. Its even masterwork. And a shield to go with it so if he needs to help tank some he can.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I'm down with it. It's a smart choice - the mace is for close quarters or for finishing foes.

If he were playing a cleric of Pharasma I'd not expect him to only use daggers.


What's wrong with daggers? They can be used to great effect to sever an umbilical cord when giving the Rites of Birth. The skane, what you call the dagger, is a holy symbol of the Lady's favor.

Grand Lodge

They're great but compared to say longswords, morning stars, great swords and long spears they lag a bit damage wise


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Classes:

I did not want to go into ACG stuff, for two reasons:
1 – I don’t have the book, and it’s not on Paizo PRD.
2 – If we allow it, any new player will want to go into those new classes, as they are new and, new and interesting and good and powerful and lot’s more of ands, you guys however, would be forced to multiclass. Anyway, I’ll leave the decision up to you.

@Classes again,
Samurai, Gunslingers, Summys, Ninjas and Pallys are banned classes for this game in particular.

@Reach cleric.
It comes down to players that prefer history and players that prefer combat. No real wrong choice it, it’s just a personal choice. As long you are having fun and not spoiling anyone else fun, you are right. :)

@3rd Party.
When I started this game, I was adamant about not using 3rd party. I’m not so sure anymore. Anyway.
Agrippa has asked me if he can use ‘Hellfire’ in our game. What I want to know is if you guys are comfortable in adding 3rd party content to the game.

@Memory
I know there’s something more I wanted to say, but I forgot. xD


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
DM Aku wrote:

@Classes:

Anyway, I’ll leave the decision up to you.

I do agree with not allowing a product if the GM does not haves access or experience with it. I'm not bothered by the possibility of the new classes eclipsing the existing players though, and I don't think anything in there would tempt Johan away from straight inquisitor.

DM Aku wrote:


@Reach cleric. It comes down to players that prefer history and players that prefer combat. No real wrong choice it, it’s just a personal choice. As long you are having fun and not spoiling anyone else fun, you are right. :)

I know you are being positive here, but the first part of this statement isn't really fair. This game can and is being played by people who have demonstrated they love both the tactical and mechanical aspects of combat and the immersive aspect of the great story you are helping us all tell together. You can have your cake and eat it too :>

DM Aku wrote:
@3rd Party. When I started this game, I was adamant about not using 3rd party. I’m not so sure anymore. Anyway, Agrippa has asked me if he can use ‘Hellfire’ in our game. What I want to know is if you guys are comfortable in adding 3rd party content to the game.

I've read RRGs Hellfire, and its good. Very flavourful; not OP by any stretch, and right in line for the flavour of this game. I'm totally okay with allowing some 3pp stuff on a case by case basis again, as long as the GM has access. Might be some hellfire stuff that Johan would be interested in too :>


If adding Hellfire increases player enjoyment I am for it. I do not have it and would like a chance to understand it a little better. Is it part of the PRD? Is there any place I can preview it without having to purchase it? I agree that this seems the perfect campaign to use it in.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Its pretty straight forward stuff really. About a dozen spells that have the option of being cast with the evil descriptor for a slight power boost. A new domain that kinda mimics the elemental ones with a 1st lvl blast and 8th lvl weapon enhancement, and some the new spells as domain spells. A couple of witches hexes, (and a few feats from their #1 with a bullet line).

I don't see any of its content on PFSRD, but my search-fu is weak though


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa has provided me with the material.

While I still did not finished to read it, It seems good tho.

It seems that we'll go with it. I'll create a document, if Agrippa allows, with the spells for each class and their description and put it into a google doc file, for easy access.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Ah, just one more thing.

Be prepared to face the power of Soulfire, against Hellfire! MWUAHAHAHAHAH!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Also, before I forget:

Villain Points:

Johan - 2
Eldred -1
Agrippa -1
Sidious-1

:)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Mandatory rule:

Please Read this information.

From now on, having an organization, will help you until the game is finished. (Meaning from book 2 to 6), of course you may not want to spend a feat to get this done. Your choice, after all.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

I really don't want to spend a feat, especially after reading those rules. According to that, Johan would contribute absolutely nothing until lvl 10, because Cha is the only stat that matters. Seems like an utter waste of a feat for him, but without it he misses out on a facet of the game.


Sidious had plans for his feats as well, but he will bite. It seems very RP for him to try to gather his flock and start a church. So, if you want to use these rules at level 7, when he gains a feat, he will take Leadership.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa wants Leadership but only if he can get an outsider as a cohort. He isn't interested in mere mortals for minions, he has the Knot for that.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Hells yes, I'll spend a feat but likely level 9 'cause I want my cult of Assassin-Spys! Looks like I need a Charisma buff... At this point I get 0 action points until I hit level 11.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

If the consensus is no ACG classes the I am cool. Gods know I banned the same classes as Aku in my Carrion Crown game and just said no ACG class to a few hopeful players.

Not sure what my best next step is for Eldred is then. Likely rogue with an archetype like poisoner which trades traps for Poison lore (already have traps) or sniper, and take 2-3 levels in that.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

You have a CC game you are recruiting for?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay ppl.

Ready to move foward?

@Sidious, Don't worry about that last post in the other campaign.

It was meant a Eng test. But you can beat that DC with a 10.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
Heinrich Cornelius Agrippa wrote:
You have a CC game you are recruiting for?

Nah - Its been going strong for the last 6 months.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I am still on 15-18 hour days (have a rare break now)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I've created a recruitment thread.

Link

Feel free to join it and advice the ones that show interest.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Leadership.

As we discussed earlier. (months ago, really)

I'm allowing each of you use half (rounded down) of your relevant ability score instead of Charisma.

Meaning, someone with Str +5, would count as the same as someone with Cha +2.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa

Here is the complete Cohort list.

Of course, you may not agree, but Grumblejack is the best Cohort ever!


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

The part about Monster Cohorts says to use the listed monsters as reference.

At level 7, the only LE outsider that I found was the Hell Hound which might actually be useful to Agrippa.

I also found the Accuser Devil which isn't on the list but is the same CR as a Hell Hound.

Agrippa would much rather have the Devil, as he thinks it would bring him greater stature and power to have a Devil as an underling. Even though a guard dog Hell Hound would probably serve him better.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Yep, seems fitting.

But they are so ugly!!!!!


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Done! Agrippa is giddy with excitement.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

okay, that is gross. Uh, congratulations on you fly-baby.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You trained Grumble to be an Fighter, right?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

yeppers, other more interesting ideas were shot down by party members that are no longer here; fighter was the only thing we could all agree on if I remember correctly.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Heh


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Eldred wrote:
So the 2.311k we made from the fight post fight with Damien stays as well?

Sorry missed this when the thread went inactive. I'm not sure I follow your question. Johan, Malgrim and Eldred each made 2,117 for the hard coind and treasures from the frosthamar. We sold it all as soon as we went into Aldencross and everybody took their share at that point...didn't we?

Also, looking back at the old posts, what did we ever do with Damien's circlet?

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