GM Advocate's Hell's Vengeance (Inactive)

Game Master Sir Longears

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Party Conditions:
Ahreni [7/17 - wounded (-2)]
Cael [20/21 - healthy]
Melani [13/14 - healthy]
Pava [18/20 - healthy]
Vicenzo [18/18 - healthy]

Party Exp: 3810/5000
Rebellion Points: 10


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Open for further discussion before we get started!

For those who have not yet created an alias, please do so and put the following in the respective 'spots' (note the space in the beginning of the race and class lines):

Race: | HP: xx/xx| [ooc]AC: xx (xx Tch, xx Fl)[/ooc | CMB: +x, CMD: xx | [ooc]F: +x, R: +x, W: +x[/ooc | Init: +x | [ooc]Perc: +x, SM +x[/ooc
Class: | Speed xxft | [ooc]Spells: 1st x/x[/ooc | Active conditions: None.
Gender:Gender AL race class X

I'll take a complete look in your crunch to check if everything is alright!


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

Pleased to be on board and the alias probably has one (or three) errors, especially since Satinius' alias was from a Savage Worlds gunmage!

I've looked over it again and spotted a few mistakes but sometimes you miss the obvious. Stoked to get into the game and since I'd like this one to last I'll include a small introduction.

Veteran gamer (which means I'm 50, got the minuses to my physical stats but yet to the bonuses to my mental stats. Like Pathfinder because of the sheer variation. Only played one other evil character in Way of the Wicked and he was an ugly runt called Kergh. Hopefully this one will last longer since we never finished the first book. Used to write for Living Greyhawk and have done a couple of bits for Raging Swan a few years ago now. Favorite setting's are Vikings, Al Qadim and Ravenloft. Other hobbies include supporting the Green Bay Packers and Liverpool FC, all from the UK.

Cheers
P. S. Call me FW or Frenchie

Dark Archive

Male LE Human (Chelaxian) Investigator 2 | HP: 19/19 | AC: 19* (12 Tch, 13 Fl) | CMB: +0, CMD: 12 | F: +1 (+2 poison), R: +5, W: +3 | Init: +2 | Perc: +5, SM +5 | Speed 30ft | Inspiration 3/4 | Active conditions: Ant Haul, Shield

Hi everyone, thanks for having me!

Introductions are of course in order: I'm 37 years old, I live in Switzerland (the french-speaking part, so my mother tongue isn't English either), and when I'm not on the paizo boards, I'm either teaching History and English to teenagers or spending time with my lovely wife, my 2 year-old son, and soon (mid-July if all goes well) a new baby!

I've been roleplaying for 25 years, acting as both GM and player in a wide variety of role-playing games. I've found my mark with Pathfinder since the beta, and I've been playing ever since! It's funny you should mention "Way of the Wicked", Satinus, because I've just started GMing it for my veteran group after finishing RotRL AE. It's an amazing campaign too.

As for PbP, I've been playing in this format for three years and still enjoy it a lot. I used to play and GM a lot of games in parallel (saying no is really hard!), but I've decided about six months ago to limit the number of games in which I'm involved, preferring quality over quantity, and I've never regretted that choice. Aside from four PFS games (most of which are about to conclude), I only have another AP as a player and we're about to finish it as well. Hence, this game will get my full attention! I'm very enthusiastic about it.

On the boards, I'm known as Lithrac (my main avatar), so you may call me that.

I'm thrilled at the thought of enjoying this campaign with you all!


Male LE human witch 2 | HP: 18/18| AC: 12 (12 Tch, 10 Fl) | CMB: -1, CMD: 12 | F: +4, R: +2, W: +4 | Init: +2 | Perc: +5, SM +4 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

Excited to be here.

Brief intro: 48 years old, born in Uruguay, living in South Carolina. I host a couple of games here on the boards (proud sponsor of the turn recap) and this is the 5th game that I'm playing in. I'm a player in the GM's other game.

I only played an evil PC for a very short while and this is also my first witch so beware. :)

I like lots of settings but the ones that have certain post-apocalyptic vibe to them are my favorites (Dark Sun, Gamma World, Fading Suns).

Game on!

@Satinius: I followed Liverpool a few years back when Suarez was playing there. :)


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Ahreni, Fallen Angel:

It looks like your trait 'Seeker' is incorrect, since it gives a bonus to Perception and not Initiative;
I'm not allowing the Rich Parents trait neither this Life's Savings (not even sure from where you got it!). Please adjust your gear accordingly, not forgetting to take the ACP to the skills.

Also, I'd like to offer a couple suggestions regarding your crunch.

I'd like to suggest you to take two racial traits:
Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
This trait could perfectly represent Ahreni's transformation into a mortal...
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
The racial skill bonus you get from your heritage are really crappy for Ahreni and this trait (besides more useful) would also fit her background among humans, having a knack for learning new languages.

Also, any particular reason for you to have taken the Angelic Blood feat? I should warn you that it will be mostly useless... you are the bad guys this time so the only real utility would be the +2 to stabilize, which seems to be too expensive for a feat.

When you select the new trait in place of Rich Parents, please select one that fits your background.

I'd also like to point you towards a couple rogue archetypes that IMO fit really nice with Ahreni's background:
Knife Master+Sanctified Rogue: From what you wrote, I see Ahreni more towards an assassin than the classic trapmaster/dungeon specialist rogue. Knife Master gives a pretty good boost to damage (something that this group lacks a bit) and fits this assassin theme. Sanctified Rogue would work nice if you intend to take some God (like Asmodeus or Eiseth for the revenge portfolio) as a patron in the future.
Shadow Walker: Once more this archetype points towards a more assassine role and the ability to play with light/darkness really fits her theme of 'lost grace', even more if you take the Halo racial trait for a 'Dark Halo'. Might be interesting!

These are just advices and you should not take them if you do not feel them. I suggested these archetypes that replace Trapfinding because IMO this trapsmith role doesn't fit Ahreni at all... a couple days ago she probably never opened a lock since she was an angelic being after all! There will be traps in this AP but not many and perhaps the other player can handle them so no worries.

Anarxos Voralius:

I'm not sure how you are applying the benefits of the Fast Learner feat... I saw you have an additional skill point but you also should have an additional hp, right? (or a formula, but since it is one level lower, it is useless at 1st level)

About the Skill Focus (k. history), have you taken the Focused Study alternative racial trait? If so, please add this information to your sheet... if not, you should lol

Could you tell me which item you took with the Chelish Noble trait? Also, please put your total ACP in your sheet.

Marcelluss Vossler:
I think your CMD should be +5 and your CMD 16.

Please add yout total ACP to your sheet and also the human racial alternative trait Institutional Memory under SQ on your sheet.

Satinius Del Pierre:
I'm sorry to inform you but K. Religion and K. Planes are not background skills. Please take a look at the link and choose appropriate ones.

Also, since your only tiefling apparent feature is your green blood (not visible normally) and your tongue, have you thought about the Pass for Human alternate racial trait? IMO it is quite fitting.

Now, just a couple things regarding this group:

Damage output: The average damage output of this group is pretty low at this point. Marcellus should be hitting pretty hard and his high AC and hp means he should be able to keep hitting for a good amount of time; Ahreni could do also a pretty good damage if she is able to sneak attack but besides these two, Satinius, Vicenzo, and Anarxos (at least right now) deal almost no damage... so it is pretty important for you to keep Marcellus up.

Healing: An evil party already starts with a significant disadvantage of not being able to spontaneous cast CLW nor channel positive energy but I'm confident that this group is well prepared... Satinius' Channel Evil can be used pretty easily in combat and both Satinius and Vicenzo have access to Infernal Healing which is far superior to CLW outside of combat (always heals 10hp instead of 1d8+1). Also, in the future, 3/5 PCs will have access to healing magic. Just as a side note, since we are using the Wound Threshold system, it is always good to carry as much healing items as possible, especially against sequential combat situations.

Skills: Skills-wise it looks like you are pretty much covered, with multiple knowledge skills and variable social skills.

Now, I'd like to ask you an opinion about the power level in this AP... originally I intended to take just 4 players since the AP is designed for just 4... since we have 5, I see two options:

1) Buff the encounters to accommodate 5 players. This way you'll face normal difficult encounters from the beginning, leveling as the AP is designed for. The downside is that a couple of you (especially Anarxos) are not really effective in lower levels so it could become quite challenging, especially with the Wound Threshold system.

2) DO NOT buff the encounters, running them as written: This means that, in the beginning, fights will be easier (when you are most vulnerable) but also that you'll be receiving less experience and levelling slower, since you'll be receiving exp designed for 4 players but splitting in 5.

The second method means less work for me but do not take this fact in consideration when you vote!

Dark Archive

Male LE Human (Chelaxian) Investigator 2 | HP: 19/19 | AC: 19* (12 Tch, 13 Fl) | CMB: +0, CMD: 12 | F: +1 (+2 poison), R: +5, W: +3 | Init: +2 | Perc: +5, SM +5 | Speed 30ft | Inspiration 3/4 | Active conditions: Ant Haul, Shield

GM Advocate:
1) I think I have both, Hp should be correct, unless I've missed something (d8 +1 Con +1 Fast Learner = 10).

2) Excellent point about Focused Study! I didn't even consider alternate racial traits - that one's perfect for Anarxos. Thanks!

3) As you may guess, I intend to take the Weapon finesse / Fencing grace route to be more efficient in combat. I also refrained from picking an archetype in order to keep Poison Lore, and use poison whenever I can. Are you okay with it?

Regarding poison, I've read the advice in the player's guide (all celestials except azatas have poison resistance), but would Anarxos be aware of it? I hate metagaming, so I think he shouldn't at first. His knowledge (planes) would help knowing from trial and error after an encounter with each subtype of celestial outsider, though. What's your take on this?

4) Regarding combat efficiency, I think I won't buy the alchemical lab yet, so that I have a light crossbow and be at least a little bit more useful at first. Does it sound fair?

Yes, I'm afraid Anarxos isn't much of a field agent yet, though he'll quickly adapt (Weapon Finesse and Fencing Grace should be among his first few feats). I'll bring skills to the table, and eventually Infusions. I also intend to use Intimidate to shaken enemies in combat to weaken them. At higher levels, I'm aiming at the Shatter Defenses feat to make our demoralized enemies flat-footed and make Ahreni's job even easier.

I'm using the Wound Threshold rule with both of my ongoing campaigns, and although I love the rule, it can be pretty rough if we don't heal after each fight. Also, the modified Endurance feat (which lessens the penalty from the wound thresholds by 1) is very well worth taking. Since the penalty applies to all rolls but also to AC and Caster level, this feat can be a real lifesaver for everyone.

I'm open to both options, and I really don't mind the first one.


Male LE Human Fighter 2 | HP: 16/16 | AC: 17 (11 Tch, 16 Fl) | CMB: +5, CMD: 16 | F: +4, R: +1, W: +0 | Init: +2 | Perc: +5, SM +0 | Speed 20ft | Active conditions: None.

I'm honored to have been selected.

It's ironic that I'm the one playing the "grizzled old man" character, as I'm the youngest one so far at the age of 26. I'm in the U.S. and I've been playing D&D 3.0, 3.5, and now Pathfinder since sometime around 2001. I'm in three other Play-By-Posts as a player, and I'm currently GMing a Hell's Vengeance PbP as well.

You can call me Morphling. I look forward to oppressing the weak, terrorizing the innocent, and gaining ultimate power with you all!

@GM:
Good catch on the CMB/CMD!

Luckily Marcellus is built to last. He takes lessened penalties for Wounds (thanks to his Endurance feat), has a whopping 16 hit points (thanks to the Toughness feat) and even has Diehard. He just won't stop fighting.

I think we should run the encounters as written. With the Wound Threshold system, I think that we're already fighting at a disadvantage. If we absolutely flatten every fight, perhaps we should re-evaluate this decision, but at the very least, we should start off with the encounters as they are.


HP 59/60 | AC22 (24), T/FF 19/22 | F: +6, R: +7, W: +3 | CMB 9, CMD 24 | Acr+16, Dip+16, KnwR +10, Per+10, Prf/Bluff/SM +16 | Init +7 | Glaive +12, d10+12 | Challenge 2/3, Resolve 4/4 | Active:
Marcellus Vossler wrote:

I'm honored to have been selected.

It's ironic that I'm the one playing the "grizzled old man" character, as I'm the youngest one so far at the age of 26. I'm in the U.S. and I've been playing D&D 3.0, 3.5, and now Pathfinder since sometime around 2001. I'm in three other Play-By-Posts as a player, and I'm currently GMing a Hell's Vengeance PbP as well.

Without trying to one up you at all ;) I am 25 and am playing a character whom has (more or less) been alive for multiple centuries :P I'm in the UK and I started playing 3.5 in 2009 and have been playing Pathfinder since I first got my hands on it early 2010.

I only found Pbp relatively recently, which let me feed my game addition even without being able to play much IRL :(. I'm in a lot of Pbp's but I've never played an evil character before so this is going to be a first.

@GM: I'll be having a look at the archetypes shortly. 'Life Savings' was simply me renaming the Rich Parents trait to make more sense for Ahreni - I'll go have a look for something else and mourn my lockpicks.

The Exchange

Vicenzo, human witch wrote:


@Satinius: I followed Liverpool a few years back when Suarez was playing there. :)

What a player...and those teeth!

Good to meet you, Fabian.


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.
GM Advocate wrote:
** spoiler omitted **...

I'll sort out the background skills next.

Just finished RotRL at Christmas with a far larger party. We all had some rules-fu as well so it was a bit of a cakewalk in many places. I'd personally prefer you to buff the encounters now that there is five of us. However it's hard to ignore Marcellus when he is our front liner fighter and is running the AP so has the inside track. I'll go along with whatever the party decides as a whole then.

I did hope that this would be an adventure path where we could use our social skills to avoid many encounters or gain unwitting allies along the way (much like Way of the Wicked). But I suppose this is more combat orientated than that?

While we may not be the most powerful characters, and Satin certainly falls into that class, I doubt we will remain that way.

Cheers
Frenchie

The Exchange

Ahreni, Fallen Angel wrote:

....t all ;) I am 25 and am playing a character whom has (more or less) been alive for multiple centuries :P I'm in the UK and I started playing 3.5 in 2009 and have been playing Pathfinder since I first got my hands on it early 2010.

.....r something else and mourn my lockpicks.

I'm living in Cornwall, so where are you, Nikolaus?


Male LE Human Fighter 2 | HP: 16/16 | AC: 17 (11 Tch, 16 Fl) | CMB: +5, CMD: 16 | F: +4, R: +1, W: +0 | Init: +2 | Perc: +5, SM +0 | Speed 20ft | Active conditions: None.

I am not opposed to buffing the encounters, just giving my personal suggestion. I welcome the additional challenge if that's what the group wants! (My experience GMing the campaign has nothing to do with my suggestion.)

Satinius Del Pierre wrote:
I did hope that this would be an adventure path where we could use our social skills to avoid many encounters or gain unwitting allies along the way (much like Way of the Wicked). But I suppose this is more combat orientated than that?

This adventure path definitely makes use of plenty of social skills and roleplay. You're not going to be disappointed. There is plenty of fighting to do as well, of course.

The Exchange

Marcellus Vossler wrote:
...... orientated than that?
This adventure path definitely makes use of plenty of social skills and roleplay. You're not going to be disappointed. There is plenty of fighting to do as well, of course.

Thanks The Morphling, I'm glad to hear it. Good to game with you.

Cheers
FW


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

DM Advocate:
Not sure where to find that Pass for Human trait but I'll happily take it instead of sacred conduit.


Male LE human witch 2 | HP: 18/18| AC: 12 (12 Tch, 10 Fl) | CMB: -1, CMD: 12 | F: +4, R: +2, W: +4 | Init: +2 | Perc: +5, SM +4 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

I vote to buff the encounters. I would hate to start book 2 at a lower than the recommended level or the GM having to do extra work to prepare encounters to get us to the right level.

GM: I know you roll more dice than me (i.e., follow the rules closer) but a quick way to making the opponents tougher is the '1, 2, 5 rule'. Add 1 to 'to hit', add 2 to 'damage' and add 5 to 'hit points'. For spellcasters, just give them a duplicate of their most powerful spells and you're done. Besides this PBP medium is slow enough for you to adjust on the fly if you think you made the encounter too tough.


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Anarxos Voralius:
I'm completely of with the use of poison and also ok with Anarxos knowing which type of celestials are resistant/imune to poison since he has a pretty good k. planes and I believe a knowledge check regarding the general characteristics of the different type of outsiders would be accessible knowledge for you.

That being said, you'd still need to roll to identify into which outsider type a creature would fall into. Also, have you decided which item you'll take thanks to your trait?

Satin:
Oh, it looks like you are confusing 'racial traits' with 'race traits'! The Pass for Human is a racial trait that modifies the tiefling, like prehensile tail or scaled skin. It basically trades the racial language (infernal) to allow you to not need to make disguise check to appear as a human and you count as both outsider (native) and humanoid (human).

It looks like there is a preference for the 'buff option'. For this I intend to buff up to an equivalent XP... for an example if you'd face an encounter and receive 1600xp (400xp each), I'd buff it to 2000xp (still 400xp each) by adding more enemies, class levels or even some unfavorable condition... this way I do not interfere with your normal 'game knowledge'.

Also, I'd like to ask you to take a look at your gear... it looks like only Vicenzo has the correct amount of gear and coins. I added a Loot sheet to the campaign header to help you. As in my other game, you should not altere this sheet... I'll make sure to keep it updated. I also track encumbrance.


Male LE human witch 2 | HP: 18/18| AC: 12 (12 Tch, 10 Fl) | CMB: -1, CMD: 12 | F: +4, R: +2, W: +4 | Init: +2 | Perc: +5, SM +4 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

GM:

So I never took the Foul Brand drawback nor the corresponding additional trait. I just took the cosmetic parts of it.

However, reading Vicenzo's background, does it make sense to give him a lower than normal strength (8?). I'm not a fan of lowering stats because I think people just take advantage of it but in this case, it's a physical stat so the penalties are there.

Thoughts?


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Vicenzo:
I actually try to always lower one of my stats under 10 when I build a PC not just for the bonus points (even if they are nice) but mostly because I believe 'no one is perfect'. That being said, I'm completely ok with you lowering your strength. I'm only mad when I see a barbarian with all mental stats dumped or a wizard with all physical stats dumped.

I'd like to say a couple words about your three contacts. If you care to see in each others backgrounds, you'll see a big disparity between the importance between them.

For example, Satin's contacts might represent a couple 'extra encounters' while Marcellus' are more tied to his own PC, Ahreni's are tied to the future of the AP, and others might never show up but influence the plot in some way like sending help or even assassins...

That being said, I'll try to make all contacts relevant but that could not be possible since a couple parts of the AP need to take a certain pace and sequence and to break them could do more harm than help and also there is the problem that there are still books unpublished so there is no way for me to know for sure which way the AP will follow in the last books.

Dark Archive

Male LE Human (Chelaxian) Investigator 2 | HP: 19/19 | AC: 19* (12 Tch, 13 Fl) | CMB: +0, CMD: 12 | F: +1 (+2 poison), R: +5, W: +3 | Init: +2 | Perc: +5, SM +5 | Speed 30ft | Inspiration 3/4 | Active conditions: Ant Haul, Shield

GM Advocate:
About poison: sure, I'll make the relevant check every time to know which subtype of outsider the creature we're fighting is. Does it count as an information? There's quite a bit of table variation on this.

I completely forgot about the item worth up to 200 gp. I'll pick a finely-wrought suit of studded armor (175 gp) and will buy back the alchemy crafting kit with the 25 gp. I also picked up a journal (10 gp) to write notes in. Anarxos is really broke now, which means he'll need all the more some quick cash from Cimri's cunning plan!

Buffing up encounters works for me.

Concerning contacts, I understand that including all of them may be difficult. Having all of them not be as meaningful as we could have imagined is completely okay with me.


HP 59/60 | AC22 (24), T/FF 19/22 | F: +6, R: +7, W: +3 | CMB 9, CMD 24 | Acr+16, Dip+16, KnwR +10, Per+10, Prf/Bluff/SM +16 | Init +7 | Glaive +12, d10+12 | Challenge 2/3, Resolve 4/4 | Active:
Anarxos Voralius wrote:

Buffing up encounters works for me.

Concerning contacts, I understand that including all of them may be difficult. Having all of them not be as meaningful as we could have imagined is completely okay with me.

Seconded. I always think that contacts are like mannerisms - a way of rounding your character so that its not a party of orphaned loners every time! If Ahreni never does find Anya then that's the way it is. As she falls deeper into Thrune's service it might start to matter to her less anyway. She'll still want a piece of Graxus though! :)

Also - Angelic Blood, mostly because it is a. fluffy and b. pre-requisite for taking Angelic Wings :)

RE. archetypes: I'm going to go for the Knife Master/Sanctified Rogue combination into Assassin. If you will allow I'll also take the Gloom Magic rogue talent at 4th to give me a bit of light/shadow dichotomy. Apart from the illumination points the rest of the Shadow Walker archetype didn't really grab me. In terms of God she will eventually join Norgorber I think. Probably around the time she kills to become an assassin - as the god of secrets and the Reaper of Reputations he has two aspects she wants. Secrets: to find out where Anya is. Reaper: to discredit Graxus and the entire GR.


HP 59/60 | AC22 (24), T/FF 19/22 | F: +6, R: +7, W: +3 | CMB 9, CMD 24 | Acr+16, Dip+16, KnwR +10, Per+10, Prf/Bluff/SM +16 | Init +7 | Glaive +12, d10+12 | Challenge 2/3, Resolve 4/4 | Active:

Traits: I'm thinking either Innocent or Wary. Any opinions on which one would fit best?


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

We are in your hands - GMAd. I don't know the AP at all and I'm sure you will use the contacts however you see fit. Satin's contacts remind Satin of who she is and where she is headed. But she will get there somehow.

Also I'd prefer to roleplay finding out about everyone elses' contacts, I wont be looking into their backgrounds as a rule, unless we need to NPC them.

DM Advocate:
I found the racial trait: Pass for Human, you mentioned on the d20pfsrd website- I'd have taken it like a shot but it doesn't come from the ARG (which I used to make Satin). I'll swop it in now.


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

I've taken a look at Satin's gear and made the following changes;

Str 10 to 11, Con 11 to 10

Armored coat (50gp, 20lbs) instead of studded leather armour
Took out both scrolls

I had a go at adding up the totals - but I'm sure your spreadsheet will pick up any changes to the residual wealth that I may need to make.

Cheers
FW


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Ahreni:
About the Angelic Blood... I'm not going to impose you to take a 'useless' feat just as a pre-requisite so I'm willing to change it in one of the two ways if you are interested:

a) You gain a +2 bonus on saving throws against effects with the evil good descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil good subtype that is currently adjacent to you also takes 1 point of damage.

b) You grow a pair of wings that you can use to fall and glide at a safe pace. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall. This would be a custom feat, specially for you since you already have your wings, even if broken.

I'm ok for you to take the Gloom Magic rogue talent if you meet the pre-requisites (minor magic) and also ok with both traits.

I think we are ready to go... I'll take a last look to see if everything is OK and then post the starting scene.


Male LE human witch 2 | HP: 18/18| AC: 12 (12 Tch, 10 Fl) | CMB: -1, CMD: 12 | F: +4, R: +2, W: +4 | Init: +2 | Perc: +5, SM +4 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

GM Advocate:
Ok, I tweaked Vicenzo's stats; strength from 10 to 8 and wisdom from 10 to 12.

Regarding contacts: do what you can. I'm sure the AP has plenty of interesting NPCs. In my own games, if I can replace an NPC with a contact, that is what I do. So Barzillai is not going to torture just anyone in Kintargo but a PC contact. That sort of thing.


HP 59/60 | AC22 (24), T/FF 19/22 | F: +6, R: +7, W: +3 | CMB 9, CMD 24 | Acr+16, Dip+16, KnwR +10, Per+10, Prf/Bluff/SM +16 | Init +7 | Glaive +12, d10+12 | Challenge 2/3, Resolve 4/4 | Active:
GM Advocate wrote:

** spoiler omitted **

I think we are ready to go... I'll take a last look to see if everything is OK and then post the starting scene.

I'll go with option b. please. I like the idea of her having her broken wings still and trying to hide them as much as possible. Gives me a good reason for wearing a large man's overcoat too :) I'll post the adjusted version in my character sheet.

Will the adjusted feat give me fly as a class skill or not?

@Frenchie: I'm in Kent, so a lot closed to France than you :P


Longacre | Current Map | Loot | Critical-Fumble Generator

@Ahreni: Sure, why not.


HP 59/60 | AC22 (24), T/FF 19/22 | F: +6, R: +7, W: +3 | CMB 9, CMD 24 | Acr+16, Dip+16, KnwR +10, Per+10, Prf/Bluff/SM +16 | Init +7 | Glaive +12, d10+12 | Challenge 2/3, Resolve 4/4 | Active:

Awesome - I'm officially ready to go then! :)


Male LE human witch 2 | HP: 18/18| AC: 12 (12 Tch, 10 Fl) | CMB: -1, CMD: 12 | F: +4, R: +2, W: +4 | Init: +2 | Perc: +5, SM +4 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

GM: this campaign suddenly shows up in 'my previous campaigns' instead of my active campaigns.

Is this something you did or is something wrong on my end?


Longacre | Current Map | Loot | Critical-Fumble Generator

Hum... I do not know why but while editing the campaign's main page it changed all players to 'previous players'... it should be fixed right now.

I've added a no-spoilers description of Longacre in the "Campaign Info" page. You can pick and learn about one of the buildings for each day you are in Longacre (since Marcellus lives in Longacre, he should know 'all' about it). Of course there is more to know about some buildings and its proprietors/inhabitants but the information there are more like the common knowledge.


Longacre | Current Map | Loot | Critical-Fumble Generator

First post is up! I included a small introduction to place each of you in the current scene... there is no need to RP it though.

Feel free to introduce yourselves (or not) and let's be evil!


Longacre | Current Map | Loot | Critical-Fumble Generator

@FW: Have you posted with the wrong alias or are you intending to change Satin's name to Melani Starsmite?

Dark Archive

Male LE Human (Chelaxian) Investigator 2 | HP: 19/19 | AC: 19* (12 Tch, 13 Fl) | CMB: +0, CMD: 12 | F: +1 (+2 poison), R: +5, W: +3 | Init: +2 | Perc: +5, SM +5 | Speed 30ft | Inspiration 3/4 | Active conditions: Ant Haul, Shield

Suddenly, the campaign dropped in my Inactive ones. Any chance you could do something about it, please?


Longacre | Current Map | Loot | Critical-Fumble Generator

Fixed... this is the second time it happens when I'm editing the campaign. I'll try to keep an eye about this issue whenever I have to edit it in the future.

Dark Archive

Male LE Human (Chelaxian) Investigator 2 | HP: 19/19 | AC: 19* (12 Tch, 13 Fl) | CMB: +0, CMD: 12 | F: +1 (+2 poison), R: +5, W: +3 | Init: +2 | Perc: +5, SM +5 | Speed 30ft | Inspiration 3/4 | Active conditions: Ant Haul, Shield

Thanks!


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

Nope - I just adapted one on the fly until Satin gives her true name to the party. Does she tell fibs - fraid so!

Okay?


Male LE Human Fighter 2 | HP: 16/16 | AC: 17 (11 Tch, 16 Fl) | CMB: +5, CMD: 16 | F: +4, R: +1, W: +0 | Init: +2 | Perc: +5, SM +0 | Speed 20ft | Active conditions: None.

Hoo-rah! I was out at an all-day Pathfinder game today and only just got back. Let's do this!


Longacre | Current Map | Loot | Critical-Fumble Generator

I have put together the map of the Tannery of what Ahreni scouted so far. Let me know if you are unable to edit it. I'll give you a couple more ours to make any change with the plan, otherwise I'll move along!


Longacre | Current Map | Loot | Critical-Fumble Generator

Vicenzo, are you trying to affect the dog inside the house or the watch dog? Ahreni manage to drop the dog (unconscious now) in her second stab. The yelp was an 'involuntary' reaction of the dog though.

Not sure if your hex was to be cast before Ahreni's second attack, just for fluff, or if you are indeed targeting the dog inside.

Just to let you know, a witch needs line of sight and line of effect to target someone with a hex, so you'd need for whomever is behind the door to first open it.

Also, are you ok with the restrictions on the Slumber Hex from our WotR game (limited to targets with a CR equal or lower than your witch level)?


Male LE human witch 2 | HP: 18/18| AC: 12 (12 Tch, 10 Fl) | CMB: -1, CMD: 12 | F: +4, R: +2, W: +4 | Init: +2 | Perc: +5, SM +4 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.
GM Advocate wrote:

Vicenzo, are you trying to affect the dog inside the house or the watch dog? Ahreni manage to drop the dog (unconscious now) in her second stab. The yelp was an 'involuntary' reaction of the dog though.

Not sure if your hex was to be cast before Ahreni's second attack, just for fluff, or if you are indeed targeting the dog inside.

Just to let you know, a witch needs line of sight and line of effect to target someone with a hex, so you'd need for whomever is behind the door to first open it.

Also, are you ok with the restrictions on the Slumber Hex from our WotR game (limited to targets with a CR equal or lower than your witch level)?

I wanted to target the dog outside, before it barked preferably. :)

I'm Ok with the slumber hex nerf. I have to be. :) Seriously, I don't want my witch to hog the limelight so that's fine.

EDIT: I mean to say before it 'made any noise'. All good though.


Longacre | Current Map | Loot | Critical-Fumble Generator

The dog outside actually never barked. It just cried and growled. The barking pest is inside the house.


Longacre | Current Map | Loot | Critical-Fumble Generator

Marcellus and Satin, please move your tokens to where you intend to be when the door is opened.


Male LE human witch 2 | HP: 18/18| AC: 12 (12 Tch, 10 Fl) | CMB: -1, CMD: 12 | F: +4, R: +2, W: +4 | Init: +2 | Perc: +5, SM +4 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.
Vicenzo, human witch wrote:
GM Advocate wrote:

Vicenzo, are you trying to affect the dog inside the house or the watch dog? Ahreni manage to drop the dog (unconscious now) in her second stab. The yelp was an 'involuntary' reaction of the dog though.

Not sure if your hex was to be cast before Ahreni's second attack, just for fluff, or if you are indeed targeting the dog inside.

Just to let you know, a witch needs line of sight and line of effect to target someone with a hex, so you'd need for whomever is behind the door to first open it.

Also, are you ok with the restrictions on the Slumber Hex from our WotR game (limited to targets with a CR equal or lower than your witch level)?

I wanted to target the dog outside, before it barked preferably. :)

I'm Ok with the slumber hex nerf. I have to be. :) Seriously, I don't want my witch to hog the limelight so that's fine.

EDIT: I mean to say before it 'made any noise'. All good though.

Hey GM, question.

Will I know (will you tell me) if the slumber hex 'could' affect them or do I have to waste an action trying?


Longacre | Current Map | Loot | Critical-Fumble Generator

Hum... I think it would be too metagaming for me to tell you if an opponent would be affected or not but it also seems unfair for you to waste an action. What about you choose one of your other hexes and if an opponent would not be affected by the slumber, I apply the substitute hex instead.

For example, you put Evil Eye as a substitute so even if the enemy is too strong for the slumber, he still will be the subject of an evil eye, meaning that your power still affected him somehow.

Ahreni, I'll move you back since you were besides the door! The light is coming from the window. LOL. Your previous location was already the hinges side of the wall.

To easily remember what is multiplied or not on a crit, a quickly rule is that no additional dice is multiplied (no holy, no sneak attack, no flaming...)


Male LE human witch 2 | HP: 18/18| AC: 12 (12 Tch, 10 Fl) | CMB: -1, CMD: 12 | F: +4, R: +2, W: +4 | Init: +2 | Perc: +5, SM +4 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.
GM Advocate wrote:

Hum... I think it would be too metagaming for me to tell you if an opponent would be affected or not but it also seems unfair for you to waste an action. What about you choose one of your other hexes and if an opponent would not be affected by the slumber, I apply the substitute hex instead.

For example, you put Evil Eye as a substitute so even if the enemy is too strong for the slumber, he still will be the subject of an evil eye, meaning that your power still affected him somehow.

That's fine. So I try slumber, if the target is NOT 'able to be affected' then my action counts as having cast evil eye. Let's use evil eye to apply a -2 to hit given Vicenzo's propensity for self-preservation. Thanks.


HP 59/60 | AC22 (24), T/FF 19/22 | F: +6, R: +7, W: +3 | CMB 9, CMD 24 | Acr+16, Dip+16, KnwR +10, Per+10, Prf/Bluff/SM +16 | Init +7 | Glaive +12, d10+12 | Challenge 2/3, Resolve 4/4 | Active:
GM Advocate wrote:
To easily remember what is multiplied or not on a crit, a quickly rule is that no additional dice is multiplied (no holy, no sneak attack, no flaming...)

That is helpful! Thanks :D


Male LE Human Fighter 2 | HP: 16/16 | AC: 17 (11 Tch, 16 Fl) | CMB: +5, CMD: 16 | F: +4, R: +1, W: +0 | Init: +2 | Perc: +5, SM +0 | Speed 20ft | Active conditions: None.

I feel your pain, Ahreni. My wizard in Kingmaker was outright killed in the first attack roll of the entire Adventure Path by a Longbow crit. He had 14 constitution, favored class bonus to hit points, and everything - dead in one shot, first roll made in the entire game.

And I spent months developing his story and personality. I was devastated. When the game got a new GM a month later (but about 12 hours in-game later) he let the wizard have barely survived - but he lost an eye to the arrow. More than a year of gameplay later, he still has an eyepatch (and a fantastic tale to recount of his epic scar).


Male LE human witch 2 | HP: 18/18| AC: 12 (12 Tch, 10 Fl) | CMB: -1, CMD: 12 | F: +4, R: +2, W: +4 | Init: +2 | Perc: +5, SM +4 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

FYI, I'm going on vacation for the next 12 days. I won't be back home until Thursday June 16th. However, I should still have internet access and I do intend to keep the games going. I'll probably be posting in the mornings and nights but don't expect much during from me during the daytime. And don't be too concerned if you don't hear from me for a day or two. Please bot me as necessary.

Game on!


HP 59/60 | AC22 (24), T/FF 19/22 | F: +6, R: +7, W: +3 | CMB 9, CMD 24 | Acr+16, Dip+16, KnwR +10, Per+10, Prf/Bluff/SM +16 | Init +7 | Glaive +12, d10+12 | Challenge 2/3, Resolve 4/4 | Active:
Marcellus Vossler wrote:

I feel your pain, Ahreni. My wizard in Kingmaker was outright killed in the first attack roll of the entire Adventure Path by a Longbow crit. He had 14 constitution, favored class bonus to hit points, and everything - dead in one shot, first roll made in the entire game.

And I spent months developing his story and personality. I was devastated. When the game got a new GM a month later (but about 12 hours in-game later) he let the wizard have barely survived - but he lost an eye to the arrow. More than a year of gameplay later, he still has an eyepatch (and a fantastic tale to recount of his epic scar).

Aww Naralesh... If Edric had been there you would have been saved... :)

P.S. Hey! :D

The Exchange

Vicenzo, human witch wrote:

FYI, I'm going on vacation for the next 12 days. I won't be back home until Thursday June 16th. However, I should still have internet access and I do intend to keep the games going. I'll probably be posting in the mornings and nights but don't expect much during from me during the daytime. And don't be too concerned if you don't hear from me for a day or two. Please bot me as necessary.

Game on!

Have a good time. We'll try to keep you alive - if we have to bot you.

Cheers

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