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Starfinder Society

Kingmaker: On the Shoulders of Giants

Game Master JDPhipps

As a ship sails toward the ruins of Ancient Azlant, the colonists aboard will soon struggle to rise above the machinations of the unknown powers that vie for control of the remains of this once great civilization. Only time will tell if they manage to fend for themselves or become unwitting pawns in the games of others.

Roll20 link!


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Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Hey guys! Here's the new discussion thread for the game, and I'll have a gameplay thread and everything else up soon as well. Once everyone checks in here I'll deactivate the old game. I have the prequel adventure all written out, so I'm ready for it when you guys are. Just need to put up the last few edits for the characters, and we'll be ready to go!


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 9/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 4/5, Stamina 3/3

Make sure you open a new gameplay for us to dot too. Otherwise we won't be able to track properly.


1 person marked this as a favorite.
Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Right, yeah. I just need a proper "opener post" that can serve as a placeholder. Just as a stylistic thing, I generally prefer the invisible dot method for new games, if possible. It looks less messy.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Placeholder first post is up in Gameplay, feel free to dot in to track it.


Male Shadow's Status | Human Human Bard 2 | | HP 16/16 | BP 20/20 | AC 18 | F+2 | R+7 | W+9 | Per+5 | Ini+3

Checking in.


Male Tiefling Slayer 2 | HP 0/24 | AC 18, touch 14, FF 14; CMD 20 | Fort +7, Ref +8, Will +2 | Init +5, Perception +6 (darkvision 60 ft.)

Here.


Male Half Giant Skald 2 [ HP 11/19 | AC 16/11/15 , Fort +1, Ref +2, Will +6 | Init +2; Perception +8 (darkvision 60ft.) | Stamina 1/3 | Raging Song 3/7]

Here. Equipment will be done tonight. Will also try to tackle finishing the background/personality.


Male Half-Orc Seer Oracle lvl 2 | Darkvision 60ft, scent, | Spd 30ft HP: 15/15 |AC-14 T-10 FF-14 | F+3 R+1 W+7 |CMB+3 CMD13 | Init+0 | Perc +4 | -2 penalty on att and skill if 10ft from unconscious ally | Active Conditions none Uncanny Dodge (no actions in suprise rnd except flash of insight. if no suprise rnd then staggered 1 rnd) Staggered is only move or standard | retrieve a stored item needs standard acation, dropped item lands 10ft away |

I would ask a third to check my math on my gear then since I keep getting the same number.


HP: 30/31, Ward HP: 2/2, Temp HP: 0, Burn: 0/6,AC 19, Fort +9, Ref +8, Will +4

Marcus' background is up.

GM, there are a group of feats (Nature Soul, Animal Ally and Boon Companion) which allow a character to gain an Amimal Companion.

Would you allow a version of those feats to gain a Phantom (as per the Spiritualist class)?


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Sure thing. Forego Nature Soul, and Animal Ally becomes Phantom Ally.


HP: 30/31, Ward HP: 2/2, Temp HP: 0, Burn: 0/6,AC 19, Fort +9, Ref +8, Will +4

Would you allow a version of Boon Companion as well, to get the Phantom fully-leveled?


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Yeah, sorry. It just didn't occur to me to mention it. It works the same, don't change the name it works for me as is.

I'm going to say Phantom Ally also nets you the Etheric Tether ability, so the phantom can actually manifest.


HP: 30/31, Ward HP: 2/2, Temp HP: 0, Burn: 0/6,AC 19, Fort +9, Ref +8, Will +4

Great, thank you. Guess I know what my next two feats are going to be.

I left the background on the spirit intentionally vague. All Marcus knows is that it is obsessed with Azlant. Something about it is tied to that place. I'll leave the details up to you.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Ooh, another plot hook for me to play with? What a wonderful surprise for me.

Conri, I'll take another look at your math either tonight before I go to sleep, or tomorrow when I get up. Overwatch just hit the Summer Games, and I need to start farming loot boxes. It will probably be tonight, so check in tomorrow. I just need a quick break before I dive into it.


Male Half Giant Skald 2 [ HP 11/19 | AC 16/11/15 , Fort +1, Ref +2, Will +6 | Init +2; Perception +8 (darkvision 60ft.) | Stamina 1/3 | Raging Song 3/7]

Finished with equipment. Ran out of time. More work tomorrow.


M Elf Transmuter 2; Perception +4; Init +9; AC 17 (w/mage armor); HP 8/14; Fort +2, Ref +3, Will +3; Shortbow +4 (1d6+3, 20x3)
Tracked Resources:
3/3 3/3

Gallidren is checking in.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:
Gallidren Aerenduill wrote:
Gallidren is checking in.

Hey Gallidren, did you happen to catch the discussion about the characters carrying over from the last game? As Marcus—and now it seems Kahurangi—are the actual same people from the previous game, do you intend to do the same? The three of you could easily have traveled there together, if you do. I just want to know for my own reasons as it will help me down the line.

I'm going to shoot the last two people a PM to remind them to check in over here. Conri, I'm about to double check your math again.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Conri, I'm getting a different number than last time, but I'm still not seeing your number. I'm getting 7.9 GP, instead of 2.9 GP.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Also, I have a question for the lot of you.

Azlant, obviously, has a fair bit to do with the aboleths. It was not my intention to have them be the main antagonists of this game as I suspect that will be the case for Ruins of Azlant, but as I continue to plan out this game I'm curious how much of their involvement you'd like to see. My original plan was to incorporate them along with some of the fey elements from the original KM adventure path, but if people would prefer more of them I can definitely accommodate that. Alternately, if you don't want to deal with them at all, I can just cut them out. It's really up to you guys. So, what would you like to see?

I'll note, this won't change many of the broad strokes of the campaign, beyond a few notes. Perhaps one boss may change. So, it's not as if I'm redoing everything I've done, so let me know what you're thinking.


Shadow's Status

I am fine with whatever you want to throw at us. Perhaps they can replace a set of villains in the KM campaign OR a certain section of KM AP could just be revised to include friction with the Aboleths instead?


Male Half Giant Skald 2 [ HP 11/19 | AC 16/11/15 , Fort +1, Ref +2, Will +6 | Init +2; Perception +8 (darkvision 60ft.) | Stamina 1/3 | Raging Song 3/7]

Alrighty, Janus is done.

In his background, it is hinted that his sister died, but there is no proof of that, so I will leave it up to you if you want her to be around for you to use later.

I do still want to flesh out his background more fully, and expand on the topics that seem to want it.

For the mechanics, can you double check my numbers?


Male Half Giant Skald 2 [ HP 11/19 | AC 16/11/15 , Fort +1, Ref +2, Will +6 | Init +2; Perception +8 (darkvision 60ft.) | Stamina 1/3 | Raging Song 3/7]

As for aboleths, I am fine with however much you want to bring them in. They are fantastic villains, but I am sure that there are other great villains available too...


Male Half-Orc Seer Oracle lvl 2 | Darkvision 60ft, scent, | Spd 30ft HP: 15/15 |AC-14 T-10 FF-14 | F+3 R+1 W+7 |CMB+3 CMD13 | Init+0 | Perc +4 | -2 penalty on att and skill if 10ft from unconscious ally | Active Conditions none Uncanny Dodge (no actions in suprise rnd except flash of insight. if no suprise rnd then staggered 1 rnd) Staggered is only move or standard | retrieve a stored item needs standard acation, dropped item lands 10ft away |

My math is always questionable. I will go though it again in the morning. Sorry about that.

As to the aboleths's I say bring it! The group I play with at a live table hates them and does not want to deal with them at all. Same with mind flayers. I on the other hand love the strange horror those types of creatures can bring.

I also love the Fey. Though I have re-skinned the aberrations category into the less pretty Fey. My table seems to love it.

Basically I am more than ok with with any critter you feel fits the campaign.


Male Tiefling Slayer 2 | HP 0/24 | AC 18, touch 14, FF 14; CMD 20 | Fort +7, Ref +8, Will +2 | Init +5, Perception +6 (darkvision 60 ft.)
Conri Warin wrote:

Same with mind flayers.

...I visit some strange places on the Internet, and that's one of the more disturbing links I've opened lately. (To everyone else, save yourselves.)

Grand Lodge

Tiefling Grenadier 2 // Hp: 17/17 |•| AC: 20/15/16 |•| Fort/Ref/Will: +6/+8/+3 |•| CMB: 16/112 |•| Initiative: +4 Combat: The Hydra, +8 (2d6+6 / 20, x4) or Grenade, +7 (1d6+6 / 20, x2) plus Splash DC 16

Guess who forgot to check in? Clue: he has two thumbs that are distracting you while his tail grabs a highly explosive device.

I do love aboleths, but that's because I'm a huge Lovecraftian nerd and everything even mildly alien or tentacley appeal to me. Ilithids, as Conri mentioned, are other of my favourite enemies. That said I fully trust Jon, he would probably be able to make brownies a dreaded antagonist.

What I'm trying to say in a fanboy way is that whatever you throw at us, be it a huge tentacled fish, a mysterious fata or ye olde orcish waagh, I'l love it.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

@Janus:

  • You still seem to be missing two skill points. Did it perhaps not update?

    Everything else looks fine.


  • Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    @Garrick:

    I thought of this the other day, but have you considered looking into the Bruising Intellect/Clever Wordplay traits? You've got both Bluff and Intimidate as skills, but those traits would immediately give you a +3 on both skills over your current Charisma. You could easily get them at Level 3 with Additional Traits, if you wanted. It seems like it would fit the character well, and if you're interested in doing that and want to change the build around a bit, go ahead.


    Male Half Giant Skald 2 [ HP 11/19 | AC 16/11/15 , Fort +1, Ref +2, Will +6 | Init +2; Perception +8 (darkvision 60ft.) | Stamina 1/3 | Raging Song 3/7]
    Jon, The Evil DM wrote:

    @Janus:

  • You still seem to be missing two skill points. Did it perhaps not update?

    Everything else looks fine.

  • Got it fixed. Dunno how it was still off but it isn't anymore...


    Male Half-Orc Seer Oracle lvl 2 | Darkvision 60ft, scent, | Spd 30ft HP: 15/15 |AC-14 T-10 FF-14 | F+3 R+1 W+7 |CMB+3 CMD13 | Init+0 | Perc +4 | -2 penalty on att and skill if 10ft from unconscious ally | Active Conditions none Uncanny Dodge (no actions in suprise rnd except flash of insight. if no suprise rnd then staggered 1 rnd) Staggered is only move or standard | retrieve a stored item needs standard acation, dropped item lands 10ft away |
    Derrick Tramsen wrote:
    ...I visit some strange places on the Internet, and that's one of the more disturbing links I've opened lately. (To everyone else, save yourselves.)

    I am sorry I disturbed you, not my intent. It is just one of my favorite images of the Ilithid.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:
    Conri Warin wrote:
    Derrick Tramsen wrote:
    ...I visit some strange places on the Internet, and that's one of the more disturbing links I've opened lately. (To everyone else, save yourselves.)
    I am sorry I disturbed you, not my intent. It is just one of my favorite images of the Ilithid.

    Don't worry, he'll be fine. I've seen the other strange places he goes on the Internet.


    Male Half-Orc Seer Oracle lvl 2 | Darkvision 60ft, scent, | Spd 30ft HP: 15/15 |AC-14 T-10 FF-14 | F+3 R+1 W+7 |CMB+3 CMD13 | Init+0 | Perc +4 | -2 penalty on att and skill if 10ft from unconscious ally | Active Conditions none Uncanny Dodge (no actions in suprise rnd except flash of insight. if no suprise rnd then staggered 1 rnd) Staggered is only move or standard | retrieve a stored item needs standard acation, dropped item lands 10ft away |

    The internet is both delightful and horrifying depending on what you click on.


    M Elf Transmuter 2; Perception +4; Init +9; AC 17 (w/mage armor); HP 8/14; Fort +2, Ref +3, Will +3; Shortbow +4 (1d6+3, 20x3)
    Tracked Resources:
    3/3 3/3
    Jon, The Evil DM wrote:
    Gallidren Aerenduill wrote:
    Gallidren is checking in.

    Hey Gallidren, did you happen to catch the discussion about the characters carrying over from the last game? As Marcus—and now it seems Kahurangi—are the actual same people from the previous game, do you intend to do the same? The three of you could easily have traveled there together, if you do. I just want to know for my own reasons as it will help me down the line.

    I'm going to shoot the last two people a PM to remind them to check in over here. Conri, I'm about to double check your math again.

    Yes, I planned to have Gallidren retain his experiences from the previous adventure. I'll fold that into the background when I have time.

    Yes, it would make sense that Marcus, Kahurangi and Gallidren would travel together.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Cool stuff! I think that'll be a neat in-character bit of history there.

    I sent Kahurangi a PM to make sure he saw the new game was up, so he should be checking in here and then I can deactivate the old one.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    I'm doing a second run-through of other character sheets now. If you don't see your name, you're all set!

    Gallidren Aerenduill:

  • Your ability scores are now one too high... I might have made a mistake before? I dunno how, though. Dropping your CON to 12 fixes it and doesn't require any more math changes.
  • Your Reflex save should be +6, due to ABP.
  • Your AC should be a 16, as you can give the ADP bonus to your clothes.
  • The money appears to still need updating.

    No worries on getting the background stuff or this done super fast, as none of this is stuff that's egregious or would need to be fixed before we start. Just a few little things.


  • Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Derrick Tramsen:

  • Your saves are still missing the bonus from ABP.


  • Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Marcus Cowl:

  • You're still missing two skill points.
  • You haven't done anything with your money, but I think you know that already.


  • Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Kahurangi:

  • You're still missing 5 points worth of ability scores.
  • Your saves are still missing the ABP bonus
  • No attunement bonus on armor or weapon yet, either.
  • No update to money/gear.

    You mentioned an update before, but it seems that your changes may not have saved?


  • Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Everyone else appears to be all set and ready to go!

    Grand Lodge

    Tiefling Grenadier 2 // Hp: 17/17 |•| AC: 20/15/16 |•| Fort/Ref/Will: +6/+8/+3 |•| CMB: 16/112 |•| Initiative: +4 Combat: The Hydra, +8 (2d6+6 / 20, x4) or Grenade, +7 (1d6+6 / 20, x2) plus Splash DC 16
    Jon, The Evil DM wrote:

    @Garrick:

    I thought of this the other day, but have you considered looking into the Bruising Intellect/Clever Wordplay traits?

    That's a really good catch, actually, and goes well with the smartass attitude I was looking for.

    Sadly, even with Precise and Point Blank Shot being folded into Combat Awareness, ranged builds are feat starved so Additional Traits will have to be carefully considered as it pushes Deadly Aim to 5th level and either Rapid Shot to 7th or Vital Strike to 9th... Not taking into account Fiendish Sight who I want to pick twice.

    That said, and as both traits share the same category and would require your approval to obtain both, I could remove Extremely Fashionable, add a drawback and pick both. Drawbacks I considered are Mark of Slavery(obviously), Headstrong(one that seems to have plenty of RP potential) and Spooked(same as last one and makes sense that a slave to a diabolist is deadly afraid to spooky s%&%).
    The last one would be my personal favourite, and something about Garrick screaming like a child before firing wildly, throwing explosives and frantically looking for cover or a escape route fascinates me.


    M Elf Transmuter 2; Perception +4; Init +9; AC 17 (w/mage armor); HP 8/14; Fort +2, Ref +3, Will +3; Shortbow +4 (1d6+3, 20x3)
    Tracked Resources:
    3/3 3/3
    Jon, The Evil DM wrote:

    I'm doing a second run-through of other character sheets now. If you don't see your name, you're all set!

    Gallidren Aerenduill:

  • Your ability scores are now one too high... I might have made a mistake before? I dunno how, though. Dropping your CON to 12 fixes it and doesn't require any more math changes.
  • Your Reflex save should be +6, due to ABP.
  • Your AC should be a 16, as you can give the ADP bonus to your clothes.
  • The money appears to still need updating.

    No worries on getting the background stuff or this done super fast, as none of this is stuff that's egregious or would need to be fixed before we start. Just a few little things.

  • I think you're missing the +1 stat increase provided by the transmuter class. I provided my math in the "update" spoiler.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:
    Gallidren Aerenduill wrote:
    Jon, The Evil DM wrote:

    I'm doing a second run-through of other character sheets now. If you don't see your name, you're all set!

    Gallidren Aerenduill:

  • Your ability scores are now one too high... I might have made a mistake before? I dunno how, though. Dropping your CON to 12 fixes it and doesn't require any more math changes.
  • Your Reflex save should be +6, due to ABP.
  • Your AC should be a 16, as you can give the ADP bonus to your clothes.
  • The money appears to still need updating.

    No worries on getting the background stuff or this done super fast, as none of this is stuff that's egregious or would need to be fixed before we start. Just a few little things.

  • I think you're missing the +1 stat increase provided by the transmuter class. I provided my math in the "update" spoiler.

    You are correct, that is exactly what I was missing. Thanks for pointing that out. You still need to fix your saves and AC, but other than that you're set. I missed it but the Will Save should be one higher as well; since it's effectively a cloak of resistance you should have a +1 to all saves, but I only count it being there for Fortitude at the moment.


    Male Half-Orc Seer Oracle lvl 2 | Darkvision 60ft, scent, | Spd 30ft HP: 15/15 |AC-14 T-10 FF-14 | F+3 R+1 W+7 |CMB+3 CMD13 | Init+0 | Perc +4 | -2 penalty on att and skill if 10ft from unconscious ally | Active Conditions none Uncanny Dodge (no actions in suprise rnd except flash of insight. if no suprise rnd then staggered 1 rnd) Staggered is only move or standard | retrieve a stored item needs standard acation, dropped item lands 10ft away |

    Spooked is one of my favorite drawbacks. So much potential for fun. I love the idea of panicked throwing.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:
    Garrick the Grenadier wrote:
    Jon, The Evil DM wrote:

    @Garrick:

    I thought of this the other day, but have you considered looking into the Bruising Intellect/Clever Wordplay traits?

    That's a really good catch, actually, and goes well with the smartass attitude I was looking for.

    Sadly, even with Precise and Point Blank Shot being folded into Combat Awareness, ranged builds are feat starved so Additional Traits will have to be carefully considered as it pushes Deadly Aim to 5th level and either Rapid Shot to 7th or Vital Strike to 9th... Not taking into account Fiendish Sight who I want to pick twice.

    That said, and as both traits share the same category and would require your approval to obtain both, I could remove Extremely Fashionable, add a drawback and pick both. Drawbacks I considered are Mark of Slavery(obviously), Headstrong(one that seems to have plenty of RP potential) and Spooked(same as last one and makes sense that a slave to a diabolist is deadly afraid to spooky s%+%).
    The last one would be my personal favourite, and something about Garrick screaming like a child before firing wildly, throwing explosives and frantically looking for cover or a escape route fascinates me.

    I don't go by the rules for traits and categories, I think they're silly. Take both if you want. Mark of Slavery seems obviously fitting, and Headstrong is a fun one. I feel like many people overlook it from an RP perspective, but I have plenty of faith you will do it justice. Spooked is also fine. Whichever one you want to go for is fine by me.


    HP: 30/31, Ward HP: 2/2, Temp HP: 0, Burn: 0/6,AC 19, Fort +9, Ref +8, Will +4
    Jon, The Evil DM wrote:

    Marcus Cowl:

  • You're still missing two skill points.
  • You haven't done anything with your money, but I think you know that already.
  • Yeah. Life has been rearing it's ugly head lately. My last chunk of free computer time I spent getting Spectrum ready for your other game.

    I should be able to get the bookkeeping for this game taken care of tomorrow evening.


    HP: 30/31, Ward HP: 2/2, Temp HP: 0, Burn: 0/6,AC 19, Fort +9, Ref +8, Will +4

    Ok, I spent about half my cash (on masterwork tools, mostly). I'd like to spend the rest of it on deployable traps. Here's a list of what I'm thinking of-

    Trap Prototypes:

    Locking Beartraps (discussed in previous game): Add a ratcheting lock mechanism to the clamp. Now escaping from the trap requires twisting a special clasp to release the ratchet. For a telekinetic, this is no harder than turning a key in a lock. Without telekinesis, a very difficult disable device check is required.

    Mechanically, this is a normal bear trap with the listed addition of a Disable Device check required to escape.

    Locking garrote bag: Imagine a tie-down strap made out of a bicycle chain and a ratcheting sprocket. When the chain is pulled through the sprocket, it can't go back through again until the catch is released (like the bear trap).

    Now imagine looping that over someone's head and pulling it tight.

    Now imagine if the chain were the draw-string of a chainmail sack.

    So, you pull the bag over someone's head and yank the chain. Now they are suffocating and blind.

    Mechanically, this trap works best on someone who is unaware they are in danger. Against an unaware target, a touch attack is probably sufficient (same as a lasso or net). Against an aware target, I would probably rule it as an attack roll against a Tiny target (head sized), or perhaps a Grapple check. I'll leave the details up to you.

    Again, a disable device check required to get free.

    Deployable Hoist Snare: It's a deployable version of this, that uses a coiled clock-spring instead of a counterweight.
    Imagine Jigger Tackle with a hefty Clock Spring inside the top pulley.

    The bottom pulley would be small, ending in a snare loop instead of a hook.

    When the two blocks are close to each other, that's the spring unwound. When the bottom block is pulled down, it winds the spring on a ratchet. It holds there until pulled again, then the spring winds the block back up to the top again.

    It deploys by hooking it onto something on the ceiling (a piton, maybe?) and then just pulling the snare loop down. Then, when something steps into the loop, the snare grabs their ankle and hoists them into the air.

    Mechanically, this could probably work identically to the bear trap as far as the attack roll is concerned. If it hits, instead of doing damage, it yanks them upside down. They wouldn't be helpless or anything, but they wouldn't be able to move, and might take some action penalties, and maybe falling damage if they free themselves.

    Thoughts? Did I explain my ideas well enough?


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Locking Bear Traps: Do you mean a required Disable Device check before the other checks required to break free? That can work, yeah. Otherwise, we could also just increase the DC. There are some new bear traps listed in the Adventurer's Armory 2 which you might want to take a look at when you get the chance if you're just after a better DC for the Disable Device check. However, the concept seems sound to me.

    Locking Garrote Bag: Oh man, that's devious. I've actually seen those locking garrotes written up and given stats before, I think in an old 3.5 supplement? If I can't find it, we'll come up with an idea. I never thought of putting a sack on the top of it, that's just rude. We can make this work.

    Deployable Hoist Snare: Yeah, makes sense to work it like a bear trap. I would say they're considered flat-footed, and otherwise are treated as having the Shaken condition. Dropping down would I'd say require a Reflex save to not take any damage, since you're hanging with your head closest to the ground.

    All of them are fine with me, I'll work out some more specific mechanics for them some time soon.

    Grand Lodge

    Tiefling Grenadier 2 // Hp: 17/17 |•| AC: 20/15/16 |•| Fort/Ref/Will: +6/+8/+3 |•| CMB: 16/112 |•| Initiative: +4 Combat: The Hydra, +8 (2d6+6 / 20, x4) or Grenade, +7 (1d6+6 / 20, x2) plus Splash DC 16

    I almost forgot Marcus is an expert trapper. Curious, because I was considering make Garrick also one.

    Thing is I picture Garrick's traps more alchemical and paranoid in nature. More tripping cords and mechanical triggers wired to alchemical fire, acid and eventually explosives. And obviously marking the perimeter of our camps.

    I can easily swap Craft(Firearms) to (Traps) and work as a support trapper to Marcus (not that I need Craft(Firearms), what with Gunsmith fet overriding it), adding a flaming touch to his traps.

    To that purpose I will transfer some funds to alchemical gear.


    HP: 30/31, Ward HP: 2/2, Temp HP: 0, Burn: 0/6,AC 19, Fort +9, Ref +8, Will +4

    Marcus does the alchemy thing too, for similar ends. I didnt want to jump straight to explosives at 2ND level, but they are on my list. Poisons too. Should be fun working together with Garrick on this stuff.

    I'm planning on eventually adding Tangleburn bags to the hoist trap. Yanking someone upside down and covering them in burning tar is just too much fun not to try.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:
    Marcus Cowl wrote:
    Yanking someone upside down and covering them in burning tar is just too much fun not to try.

    Looks suspiciously at True Neutral alignment.

    You can swap Craft (Firearms) out, especially since it doesn't have a huge use? I don't know what it would be used for since Gunsmithing doesn't specify needing any ranks in it. I can try to get some stat blocks written up for these new traps sometime today or tomorrow.

    Grand Lodge

    Tiefling Grenadier 2 // Hp: 17/17 |•| AC: 20/15/16 |•| Fort/Ref/Will: +6/+8/+3 |•| CMB: 16/112 |•| Initiative: +4 Combat: The Hydra, +8 (2d6+6 / 20, x4) or Grenade, +7 (1d6+6 / 20, x2) plus Splash DC 16
    Marcus Cowl wrote:

    I didnt want to jump straight to explosives at 2ND level, but they are on my list. Poisons too.

    Now you got me thinking of poison bombs, tear gas cans, bee/wasp pheromone juice inside a flask, holy water hand grenades... I think we'll spend a great deal of downtime simply trying to weaponize stuff.

    That I like.

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