Gestalt Academy of Secrets Table 1 (Inactive)

Game Master drbuzzard

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Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

hey all.

Firstly i'm excited to see how this all goes its a cool concept.

while backstories aren't a major factor in this campaign i just wanted to go over some of my characters motivations.

Gale is a shaman who worships nature and the heavens, she strives to have balance in all things and as such as trained specially to keep the balance of nature by hunting and destroying anything or anyone that threatens to upset the natural order of things.

So in saying this, she's not a huge fan of change and she is often conflicted when presented with new experiences as she tries to figure out how the "balance" we be affected. She is a Neutral alignment and will not stray to far in either direction, she has no desire to be overly good or overly evil, and at time may even choose not to assist someone if she believes that what is happening is the natural order of things.

anyway i'm up for a good grind fest with plenty of combat but i'm alo not shy to throw in a bit of rp if the opportunity arises. I'm looking forward to meeting all of my companions and finding out about your interesting mechanics :)


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

Arvaldo is a cheerful companion, always inquisitive and ready to explore. He considers himself an entertainer first. But he adventures for two reasons. First to get more material for his stories and plays, and second, to make sure people are safe enough to need entertainment.

Having seen evil, he's decided he's definitely on the side of good. The evil gods and their followers always seem to be in a bad mood. Torture and slavery are just not fun. Of course some of the good gods are humorless too, but even they lets people have a day off once in a while. Shelyn is his patron.

When he is adventuring, he likes to stay up front, though often you'll not see him. He uses the shadows to cloak himself along as he scouts for danger. In a fight, he'll usually stay hidden as well. He'll snipe from the shadows, looking for openings. But if one of the more vulnerable members is threatened, he's not above interceding more directly.


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

Aramus is a hero through and through, although he's also free-spirited to the point of it causing trouble. He doesn't like staying in the same place for too long at a time, as was probably somewhat evident in my first post. He's a man of action, preferring adventure and danger to safe living. He's also a devoted, if not religious, follower of Cayden Cailean--he engages in adventure, drinking, wooing, and generally tries to enjoy life to its fullest.

He's also fairly sure of himself and knows that he's on the side of good. He has a strong sense or morality for what matters, at least in his own mind, and while he doesn't mind breaking or bending a few laws to do what he wants or get things done, he ultimately holds up virtues like charity and protecting the weak.

Aramus prefers to take the lead when able, not necessarily in terms of making decisions, but he always seeks to be the front-runner in combat, dashing in to take on the wicked rogues and villainous beasts of the world. He relies on his quick blade and mind to see him through.

ALSO, speaking of, a very important question has come up: GM, are you going to be using the recent ACG errata that was released? Because if so, Aramus will need at least one or two rebuild decisions--the Daring Champion lost Opportune Parry and Riposte, and that deed also lost the option to have its cost reduced by Signature Deed. I don't mind the second loss too much, as I realize essentially free parries (Aramus would have 8 a round right now) is a bit much, but losing it entirely is a significant loss for the archetype.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

@Aramus, yep, they figured OP&R was just too good to get without a full level in swashbuckler. I have a Kata Master that lost it. I figured that it would be taken away from signature deed, but taking it away entirely sucks.

----

Hmm... With Aramus, Arvaldo and Irra I expect that we'll have some party before the trial. Luckily I bought plenty of Alchemist's Kindness. And luckily we have Gale to be the serious side of the group.


I'm inclined to go with the latest rules. If you wanted swashbuckler abilities, it's hard to convince me you didn't have the opportunity to do it via gestalting.

You are welcome to rebuild if you so choose to get the ability.

You also have too high an armor class. Maximum Dexterity bonus for your armor is only +4, and you have a +8 from dex to your armor class.


Male Human Expert 2/Alchemist 1/Warrior 1

You could have a celestial chain for roughly the amount you've paid for your current armor.

That'd solve your problem.


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

The armor should be correct, since with armor training from fighter I increase the Max Dex by another 3 (actually 4 from the sash of the war champion). This gets the maximum Dexterity bonus to exactly +8.

As for the rules, that's fine with me, just wanted to check so I'd know. I'll make the appropriate changes--the main hit will be that my AC loss from challenges will be more of a problem, but that's not the end of the world. Basically this results in me getting a couple of feats to spend on other things.


Your fighter archetype gives up armor training. Even if you did have it, you would have at best a +7 max dex bonus (3rd, 7th, 11th).


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

The Ustalavic Duelist archetype for the Fighter gives up the first-level bonus feat and the weapon training abilities (really it alters weapon training 1 and "loses" the others) and alters the weapon and armor proficiencies. I don't see anything about losing Armor Training. And as I said, I have the sash of the war champion which lets me treat my fighter level as 4 higher for armor training and bravery.


Going back I guess you are correct. Sorry about that. Didn't see the sash.


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

No problem, part of me wasn't sure if I'd been missing something myself. I actually discovered the archetype while making this character, so I wouldn't have been too crazy surprised to see I messed something up with it. As for the sash, yeah--having the equipment alter the way the abilities works gets a little wonky as far as putting the math together goes.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Gotta say, if it wasn't for OOC knowledge, Irra'd be out of here like a shot. A yearly competition going on for at least one hundred and fifty years with a single survivor? This isn't a competition, this is the Maze of the Minotaur.


Yes, but you are gestalt level 13s, which makes you pretty serious badasses. You should want to give it a shot. The usually competition which tries for it is only locals from Korvosa, which is a fairly podunk city,


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Ah; fair enough. Let's get all Theseus up in this b##*%.


Note, I am going to go with pre-ACG errata rules. Too many nerfs in there when we are planning on an over the top game.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)
drbuzzard wrote:
Jumping down the stairs, while dramatic, won't speed anyone up a great deal, nor is the possible drop more than 10'.

*sigh* but being dramatic is the point for some characters. Aramus is a self-described "brazen fool" who follows Cayden Cailean. Even if it's not faster, it allows his cape to billow out. His enemies will hear the thump of his boots and turn to see their death approaching.


I wasn't complaining, just explaining that it won't benefit you beyond appearance. I don't penalize people for panache.


Oh, and a hint. It's easier to just have the GM roll initiative for everybody at the beginning of the fight. since each cycle can take a day or two, it shaves that time off of combat.


Yes, I've heard that theory before. I don't much care for it. I use initiative as a way to make sure everyone is aware and present to start a combat.

This isn't my first rodeo.


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

Indeed, why fight, if not for the flair of it all? We dashing types are all about appearances. Appearances and sharp swords.

drbuzzard wrote:
Note, I am going to go with pre-ACG errata rules. Too many nerfs in there when we are planning on an over the top game.

Oh, cool! I'll swap back to Combat Reflexes, although I realized Aramus doesn't qualify for Signature Deed to begin with (forgot it needs specifically Gunslinger or Swashbuckler levels, not just access to deeds and level 11).

EDIT: Looked at Gameplay. Aramus wasn't flat-footed as per his Foolhardy Rush ability, so does the attack still hit? His touch AC is 24. Also, would it be fair to have Aramus up further on the map to start, due to that ability?


Female Human Monk(Sohei)//Paladin(Oath of Vengeance) 13.Perc. +14|Init +10|hp 134/134|AC varies, base 27, T 12, FF 25|CMD 29|Fort +22, Ref +19, Will +18

Erhm. I did roll initiative. It's the last line of my post.

Oh well. It's not like it'd change my rank in the round.

I guess spending a ki point won't put me further into the room. That makes sense I guess, we arrive in order of initiative.


Coulda sworn I read it as a perception check. Meh, as you say no actual effect.

People can go ahead and post actions, even if a PC is acting before them. I kind of treat the PCs a blocks- before baddies, and after baddies.


Male Human Expert 2/Alchemist 1/Warrior 1

Are the chair squares considered difficult terrain?


Yes.


Male Human Expert 2/Alchemist 1/Warrior 1
Quote:
flying octopuss

Wat.

Also, can you really breathe air while doing that? That's pretty silly.

I think I like it. Very Cthulhu.

Edit: Okay so apparently, octopuses can function for about an hour/half an hour out of the water. Plus you might not actually change the way you breathe by wildshaping. You learn something new every day. I thought it was more like drowning, but apparently there's a grace period.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Can I ask if there's anything else that you won't reveal with knowledge checks? No possible hints for mythic abilities or suchlike? I confess if I knew that knowledge skills wouldn't provide the slightest hint that a creature might be affected by a template, I may have built my character differently, particularly since there will presumably be a lot of template use in this game.


Knowledge checks will give you the normal stuff you ask about.

Where do you get the idea that a knowledge check will give you a template? I've never seen that be the case, especially a template like advanced which doesn't have any visual signs. Infernal or some others will give visual clues, but I'm not going to spell out templates ever.

There is a mechanism for knowledge checks to reveal monster information. Are you saying I should reveal templates so you can metagame everything about the critters?

If you ask for specifics you will get them based on the 'exceed by 5' rule as is inherent in knowledge checks. Mythic abilities will be included.


Perhaps I should clarify how knowledge checks work.

They are you remembering what you have read, heard, or studied about a particular type of creature.

How well you roll is how well you remember details.

None of this is to say it reveals things about one creature in particular that you see before you. If a erinyes happens to have fighter levels, how would you know? It's not like you have a dossier on this particular erinyes.

I will give out special abilities (attacks, defenses, etc) as usually granted by knowledge checks even if it comes from a template (though I could certainly make a rationale for not doing so based on the above).


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

I could see some templates being revealed by a knowledge check, perhaps a secondary knowledge check or a perception roll. Draconic comes to mind. But it should never be easy.

and of course, we'll find stuff out as the combat goes along.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

I'm aware that nowhere in the rules does it say that knowledge checks reveal templates; however in the past all of my GMs have tended to give a hint or two about the template applied. Templates aren't usually subtle things, they should be reasonably obvious. For an Advanced creature, a simple 'this creature seems more threatening and muscular than normal for its kind' would suffice. For something like Celestial, describing sky-blue eyes or a celestial aura would work.

Just to prevent the kind of confusion before; where a creature has been identified with a very high knowledge check, yet behaves in a way totally not in keeping with that creature. Perhaps it was metagaming for us to know its exact normal bonus, but regardless there is a difference between 'a retriever' and 'a more dangerous retriever'.


A retriever which had not moved a muscle and only basted out and missed once is distinct? Really?

Knowledge checks are not a magical power which gives any information based on anything but appearance. Otherwise it would take a couple of rounds to see what it could actually do.

Remember, if we want to open up the metagaming box, it can work both ways. Just think of what a few knowledge local checks could reveal if I can see all your powers just by you walking into a room. I maintain a solid wall of what monsters know and don't know, rather like I expect players to keep separate character and player knowledge. If I see someone not keeping up their end of that bargain, I can play that way also.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Not sure what you mean by 'distinct', but off the top of my head I'd say 99% of commonly used monster templates would be visually distinguishible, barring a disguise effect. Again I just think an advanced retriever should be described so; having stronger musculature, an extra arm perhaps, whatever.

Sorry if it sounds like I'm asking for 'all' of its powers from a check, I'm aware knowledge checks typicaly work with asking questions. I was just concerned that you were suggesting that there was no way we would be able to know about a template, or identify someone effected suchly, with a knowledge check. And by that I don't mean 'I want to instantly know everything about a template', I just want to be able to know that it is present after a check.

'If I see someone not keeping up their end of the bargain' sounds a bit adversarial, I'd really rather not play that way, no way we could ever win, you're the GM.


I just had a character complain in the game thread that I screwed up a saving throw because they checked the monster stats against the outcome of my roll. It seems a bit early to be called on stuff before anyone has even taken a point of damage.

Let me be blunt, your opinion and my opinion on how knowledge checks work in regards to templates are different. You don't get templates. You get abilities which are asked for. If there are visible aspects to a template, you will get those (wings, horns, etc.).

I can't keep people from checking monster stats. Heck I couldn't keep people from reading the module. I can keep it from helping you much.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

I'd suggest rather seeing it as someone helpfully trying to correct a possible mistake due to unfamiliarity with your GMing style. Not trying to be patronizing.

I consulted a friend, and he actually felt that advanced is much less visible than I thought it would be; after some discussion, I find I now agree with him. Though he thought that with a decent knowledge or perception check it would be just-about visible.

Knowledge checks won't detail templates/I don't get to ask questions about templates- fine, I'm cool with that. I'd just like to request that a high knowledge or perception check let me know if a template or any other mildly visible effect has been applied to change a creature.

I can promise that I won't read and haven't read the module. I don't like spoilers.

Also, my bad for how I structued my knowledge check; 'XX to identify the creature', leading you to reply 'Retriever'. By just giving me the name I took that as you wanting me to look up the page, as you didn't say how many questions I had. I suppose in future I should say 'XX to identify and lowest save, special defences and abilities and attacks please' with my questions in order of dscending importance so you can cut them off if I roll too low.


That will work fine.

The reason I didn't ask about questions is because I consider this a trivial encounter and didn't particularly want to waste time. It is a CR 12 critter. You folks are getstalt and 13th level. It shouldn't be more than a speed bump. You also get a night to rest before the main event actually occurs, so this is a mild warm up.

Once you get into the module proper, things will get more interesting (that means after you enter the Hall of Wards).


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

As the "offending" id like to chime in, firstly i never accused the gm of stuffing up i merely questioned the result.

Secondly i didnt metagame as i cast the hex before i knew what the creature was.

The only reason i looked up the creature was i was unfamilar with the gm's style and thusly didnt understand the straight d20 roll. I guessed that you may have been withholding the modifier so thats why i looked it up. And that's why i became more confused and decided to ask about the result..

In hind sight i could have spent some more time to explain my question a bit further and thats something ill take on in the future if something comes up im unsure about.

As i said in my previous post i didnt particularly mind that it didnt take effect as i knew from what you said that this was just a warm up encounter.

As for the validity of templates, i use them in games that i run but i also make a point of describing the monster in a away that makes it clear that this isnt a normal cresture.

Either way we all have different gaming styles and there will always be some adjustment at the begining. I dont think this is a major issue and im happy to move on as im looking forward to getting into the "meaty" part of the campaign


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

As for what Irra would learn about Arvaldo.

On one level, he's a performer who combines magic into his performances. His cat Stravolo plays the monsters in his puppet show, and steals the show. In addition to puppetry, he does comedy, storytelling, dancing, singing, and the pan pipes.

But looking deeper shows that his stories are not based on legends, they're based on his adventures with various groups. He's fought undead, fiendish cults, planar incursions and other evils. He's sneaky, good with traps, and has a unique magic about moving things.


Same as above, well 45 is pretty damn high check so.

Very old dwarf. Biggest exploit was killing a red dragon. Hasn't been an adventurer for quite some time. Has a wife, children and grandchildren. Recently(at least by dwarf standards) has been mainly just looking over his home region.

If he doesn't want to be seen you are very unlikely to find him. Master shapeshifter, that is the basis of his prowess in battle. Uses herbalogy* infused with magic and nature based magic mostly to increase his own abilities.

* Refluffed alchemy.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)
Rogard Skybeard. wrote:
If he doesn't want to be seen you are very unlikely to find him.

Not a bad stealth score. For somebody who relies on items. *smirk*


Considering he can get +20/40 from invisibility and +12 from wildshape, I would not call him reliant on items.


Male Human Expert 2/Alchemist 1/Warrior 1
Irra wrote:
Also, my bad for how I structued my knowledge check; 'XX to identify the creature', leading you to reply 'Retriever'. By just giving me the name I took that as you wanting me to look up the page, as you didn't say how many questions I had. I suppose in future I should say 'XX to identify and lowest save, special defences and abilities and attacks please' with my questions in order of dscending importance so you can cut them off if I roll too low.

I've always ruled it that you get the number of useful facts that your check lets you have - the GM picks out that number from the statblock and tell you. (with 'useful' meaning it'll help you kill the thing, or be prepared for unexpected tricks, eye-rays are a good example of this)

Then wrap those facts up with a bit of fluff about the monsters ecology, more detailed on high rolls, and there you go.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)
Rogard Skybeard. wrote:
Considering he can get +20/40 from invisibility and +12 from wildshape, I would not call him reliant on items.

Mere tricks. :)


Considering the level of threath that is likely. Would people be interested in getting some material components for dealing with death? Considering this is likely the last time we will have access to a city.

Rogard has access to reincarnate wich is cheaper at 1000gp but comes with issues.

Personally I got about 400gp left to pool in.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

I can agree with that. Theoreticaly, I have 900 left. But I'm still going over the revised occult book, so I need to see how that affects Arvaldo.

Plus of course the money we got as a group.


Male Human Expert 2/Alchemist 1/Warrior 1

Mi'al has 700gp to pitch in there.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

Arvaldo is updated to the new occult adventures. He got a few new tricks.

He can still apply 900 to the return to life fund.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

Gale will put in 2000gp towards mats, she can also cast and has preped breath of life


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

Okay, one last change to Arvaldo, now he is finalized.


It would be a good idea for everyone to emulate Aramus or Gale's profile so I have the ability to see their stats quickly in their posts.

This can be done when you edit the profile by putting it into one of the first three fields.

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