Leviathan Rises (Inactive)

Game Master Harakani

After the Old Ones conquered Golarion the survivors fled to a patchwork of demiplanes known only as The City.


1 to 50 of 518 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Discussion thread for Leviathan Rises


Male Human Sensei-Four Winds 3

@DM - How realistic with the gear, I've got 10gp (picking clothing, mostly)... is a place to stay assumed? And, we're urban... so the usual rations, tent, winter blanket, etc... don't much apply unless we "know" we're going into the "country"?

@Gang members - Gang name, anyone... "The Unseen Hand"?


Male Human (Varisian, Tian-Sing, Orc) Sorcerer 1 (Tattooed Sorcerer)

If you need weaponry, clubs and quarterstaffs are free :)

As for the name, that sounds about right for Aku, especially once I get invisibility.


HP 1/9 | IN 5 | AC 17 | FF 10 | T 17 | F 1 | R 7 | W 1 | P 6 | M | Elf | Knife Master 1

Word all.

First of all thanks for choosing me to join. I hope that Treize does not disappoint. Also, congrats to everyone else ^^

I'll start finalizing my stats and what not. Oh! Combat...how do you plan on handling initiative Harakani?

For the name of the gang...well, that depends mostly on what makes us a gang: i.e. are we mostly thieves and pickpockets? Or are we more so like some kind of drug pushers? For the former type of gang, Unseen Hand makes sense. To the latter...not as much. Overall, however, the Unseen Hand is fine by me. Maybe a bit Adam Smthy...but not enough that I really care XP


Male Human Witch 1

Unseen Hand works for me. "The Grandchildren" could work too, given everyone's connection with grandmother, but that might be too childish or too creepy, as the case may be.


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

Checking in. Think my profile is good to go.

As for gang name, I personally think that a gang of teenagers would be pick the most ridiculous, over the top, don't mess with us name they could think of i.e. The Flaming Tarrasques, The Belly Slitters, or The Bloody Knives.

I don't actually mind "The Grandchildren" or maybe "The Witch's Familiars"

In the end I don't think it really matters, as this campaign is supposed to span years. I'm sure the name will change over time as the organization expands.


Male Human Witch 1

Sorry about double post, but we should start considering inter-group ties as well (since we all know each other, presumably).

For Nicator, I can see him being relatively close with Anton, given Anton's own dark "patron," and the interest in research that both have. He could possibly know Anton's sage friend as well, and use him as a source of books and research into his patron.

I'm not sure about the connection between Nic, Shaezon, and Aku. I could see them being a fairly tight-knit group as the arcane casters of the bunch, or having some sort of rivalry, given the different sources of magic that they have. He might also know Shaezon's librarian friend, and use him as a potential source of books and such as well. Hell, maybe Nic and Shaezon play chess (or Golarion equivalent) to pass the time--they're both fairly intelligent. Aku might be taking an interest in Gamil (the kid Nic looks out for), as he is also a budding sorcerer of some sort.

Not sure about his relationship with the other three. Nic and Weyland both lack clear memories of life before coming to the City, so maybe they commiserate about that. Treize, Weyland, and Tarek all seem like leadery types (frickin' rogues wanting to run the city....), if there's friction between them, maybe each is fairly close with one of the arcane folks? If not, I could see them working as the leaders of the gang--Treize running intelligence/pickpocketing, Tarek working on a more legal business front, and Weyland running the muscle.

Just throwing out some ideas, based my impressions of the group after a quick read through of background, goals, etc. Let me know what you all think, or if this differs from your image of the gang, DM Harakani.

Edit: Gah, Weyland snuck in there while I was typing. Well, at least that means I didn't double post.

Edit 2: Gah! Forgot Einar--miscounted by thinking "Oh, there's Anton, 3 casters, and the three rogues, adding up to 7 people besides Nic." Also not sure about Einar's relationship with Nic, but he seems like another potential leadery type, running the muscle alongside Weyland, perhaps.


Male Human Sensei-Four Winds 3

Campaign content wise... not trying to censor anything, but would appreciate staying away from "wetworks" and child prostitution (anything that violates children, really).

Not sure how everyone else feels about that. We're supposed to be mature, but still only 13-16 years old.

And, for the record... never want to rule the city, just be infuential. :)

Relationship wise, Tarek has only been around for about a year or so... newly returned and working as his grandfather's coffee house. No one wanted to shorten "Starknife and Buckler" to Starbuck?

Tarek is a little aloof, but when you speak to him his attention is all yours. He seems to like books and to discuss issues of morality and ethics. How things "ought to be".

More in a bit...


Male Human (Varisian, Tian-Sing, Orc) Sorcerer 1 (Tattooed Sorcerer)

If all goes well Aku's position in group will change dramatically over time. While he has fairly modest ambitions at the moment, things will change once his bloodline kicks in more as his behaviour will become more like an Oni.

Beyond that Aku is a perfect face. Once you look beyond the tattoos and the weird hair he actually is quite agreeable, though he can also be very threatening.

As far as the arcane caster thing goes, Aku doesn't really care about all that. All he knows is that his abilities are tied to his nightmares and as such there are times where he'd rather lose them altogether.

EDIT: Depends on what you see as exploitation. I think child labor is pretty much as given as far as I can see, but I also think that's the farthest it will goes. Unless you count us getting hurt as molestation.


Equipment wise, figure that you'll never be more than an hour from home. Misc stuff like sleeping rolls is communal property at grandmother's house.


I'd prefer if at this point the gang is a little unfocussed beyond defence. Individual members may do some questionable things to bring in money, but I'd like to start the game with the gang starting to really crystallise, rather than being an existent force.


Male Human Sensei-Four Winds 3

The Unseen Hand is a reference to a v3.5 Prestige Class from The Complete Warrior... at least that's where I heard it and it stuck.

Child labor seems to be a given, yes. And "period appropriate" for most fantasy RPG settings. I was thinking more along the lines of avoiding child... prostitution, slavery, physical, mental and emotional abuse/molestation.

So, were a gang that's coming together. Are we all origially from the same district?


Male Human (Varisian, Tian-Sing, Orc) Sorcerer 1 (Tattooed Sorcerer)
Tarek Madrysian wrote:


..slavery, physical, mental and emotional abuse/molestation.

A little too late there, that actually already happened to Aku. The perpetrators were Oni though, so evil beyond redemption. Basically he was a slave to Oni and was tortured while they tutored him. He doesn't remember anything though, not yet at least.


HP 1/9 | IN 5 | AC 17 | FF 10 | T 17 | F 1 | R 7 | W 1 | P 6 | M | Elf | Knife Master 1

Well, I was thinking that Aku and Treize have rather the same common enemy. Both of us have an enemy in a small brutal gang (I happened to call mine the crows and describe a human, but that's somewhat secondary, imo) and it could easily be tweaked so that the guy who Treize has an issue with is the same as who Aku has issues with.

Like Nictar, Treize also has a thirst for knowledge insofar as he hold knowledge to be power. That is the one undeniable truth for Treize. While his interests are really in moreso...tactically useful information as opposed to secret arcane mysteries of the universe...maybe the two have some kind of respect for each other's methods or some such?

I see a somewhat...love/hate relationship between Treize and Weyland. A sort of constant competition between them with each of them trying to one up the other on some daring thiefy/assassiny feat thing or another.

Also...to the other Elves/races with weird aging charts: have we decided on what kind of age scaling we're doing? Are we saying we're our races equivalent of Human sixteen (so Treize would be 100 and change?)? Or are we just having it be like a flat 16 all around (and we explain away that age difference saying its 'discovery' time or something)?

And I do somewhat need to know how combat/initiative is going to work as it pertains to the traits I pick up. Like, are we all rolling individual initiatives to determine combat order? Or are you just taking our average initiative scores as our 'default' initiative roll and we all act at the same time, together?

Preliminary Stat Block:

STR 12
DEX 19
CON 12
INT 14
WIS 08
CHA 10

Feat: Likely Weapon Finesse. Possibly TWF...but more likely Finesse.

I am somewhat...debating whether to drop CON to 10 and upping INT to 16. Mechanically, I know this is le dumb. BUT in terms of real RP flavour, I feel like Treize's INT should be higher. Also, while I hate playing this game because I know there's no way to say this without sounding whiney...I think that point gap between Humans and non-Humans is a bit much. I mean, compare these preliminary stats with those of Weyland in the recruitment thread. Same class, and I have racial bonuses to the stats that are important for a rogue. However, he still manages to crank out 20 DEX, and have enough points left over to kick his WIS up to 12.

I understand the reason why there's the stat difference (people shouldn't have to feel obligated to play a particular race to play their class effectively), but that said, 5 points really does kinda gimp any non-human a lot. In fact, if I weren't already conceptually committed to Treize being an Elf, there would have zero reason to roll up anything but a Human. If you like, the problem has simply become reversed: now the only way to play any class effectively is to be a Human. Thus I ask you reconsider that rule.

Also, I promise this'll be the only time I raise this issue.


Male Human Witch 1
Harakani DM wrote:
I'd prefer if at this point the gang is a little unfocussed beyond defence. Individual members may do some questionable things to bring in money, but I'd like to start the game with the gang starting to really crystallise, rather than being an existent force.

Gotcha, I'll keep that in mind. Tarek, Aku, agreed on avoiding child prostitution, slavery, abuse, etc.

Tarek, I didn't catch the name of the coffee shop. Well played.

Aku, fair enough. Nic has probably pestered Aku for knowledge once or twice, but not too much.

Treize, mutual respect sounds good. Information is always good to have, although Nic's tastes tend toward the arcane. Nic might have also introduced Eris to Marcus Laertes Jeggare, who is a young bard and Nic's outside contact.


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

Personally, the first thing I thought of when I saw this campaign was the movie "Mobsters"(which if you haven't seen, I recommend) a buch of street smart kids band together, gain strength and eventually take over.

Here's to hoping that our PCs don't all end up dead or in the lockup.

As to what sources of income we want to tap into, I agree with not having anything to do with the trafficking of children of any kind. Other than that, I say let the market forces decide where our best interests lie.


HP 1/9 | IN 5 | AC 17 | FF 10 | T 17 | F 1 | R 7 | W 1 | P 6 | M | Elf | Knife Master 1
Quote:
let the market forces decide where our best interests lie.

HA! I get it XP


Male Human (Varisian, Tian-Sing, Orc) Sorcerer 1 (Tattooed Sorcerer)

Oh I definitely agree shouldn't do anything along the lines of child traficking, I was merely stating that where abuse it's concerned Aku already has had his fair share, and probably more.

That does sound good Treize.

As for Nic, also sounds good though there isn't a whole lot Aku knows.

Other things would be that if any of you happens to have a tattoo Aku could have done it or he would at least comment on it (if visible). As far as his own tattoos go, he'd happily explain most of them, though he can't tell where to two lines on his face come from or what they mean nor does he know where he got the bird, but he'll animate it to show off (it's his familiar)

Another thing is that it's likely he would have been sent to get people out of trouble with the law whenever Grandmother was otherwise occupied, simply because he's a smooth talker.


The way I figured I could do 8 people was through streamlining combat.
I'd like to post the bad guys, then have people post in whatever order they like. Next day (or earlier if everyone is done, I guess) I do the next bad guy's turn.
If people can be a little flexible in stating what they're doing should be fine.
People who don't post I'll default to a safe action like going full defence, but I'll try to be flexible if people can give warning.

What that means for initiative is that I'd like to do group on group. I was thinking everyone gets a roll and I take the highest, but I like the "average" idea better :)

It does down-power Improved Initiative a little though.

Sound ok?


HP 1/9 | IN 5 | AC 17 | FF 10 | T 17 | F 1 | R 7 | W 1 | P 6 | M | Elf | Knife Master 1

Yup yup. Just wanted to get a sense of how useful initiative traits/feats were going to be before doing most of the crunch work.


@Treize Fair enough :)

@Aku different places have different rules on weapons.

@Tarek my model was oliver twist. Some kids do have it hard, but I'd like to keep it at a bit of a distance. Wetwork wise I had thought the group might end up doing it. Grandmother loves kids and is pretty NG, so she'd be heartbroken if "her kids" ended up hurting kids or being psychopaths.


Male Human Sensei-Four Winds 3

There's a lot of gray, more than fifty shades.

Teens killing people for money seems a bit advanced. Maybe at mid levels? Also, there's being sanctioned by some branch of authority to take out a known threat to the public (known Evil). And, there's killing some councilman's husband or wife to sway a vote, so that some shady businessman can expand his business.

I wouldn't mind being in bed with the authorities and be paid to do what they are not allowed to or can't be associated with. IMF, CIA. The would also turn a blind eye to some of our less offensive lines of business.

I'll RP whatever comes up.


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

I'm leaning more towards getting into the protection/extortion racket, throwing in a little prostitution (which is probably legal anyways) and gambling

Then again, it's not like we need to reflect reality. We do have a 16 year old sensei after all.


Male Human Sensei-Four Winds 3

The thousand mile journey... Tarek has but taken the first step.


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

Oops, didn't see the discussion thread was up. Here is Anton.

I got rid of the "Eyes and Ears of the City" trait since it seems to be directly related to the worship of Abadar and being part of the City Watch. Ended up changing the skills around a bit as a result. I replaced it with "Reactionary" which seems to fit with he and his sister being bullied, but might go with something else if Initiative has less meaning.

The questions are also in the profile although I had trouble with the mid and long term goals since they may depend on what he finds out in his shorter term goals.

I agree with Nicator's thought with his penchant for research being in line with Anton's.
Shaezon seems to like the library as much as Anton, and they both seem to work there. Perhaps the Shaezon's Barnabe and Anton's near-crazy Sage friend are either the same person, or are themselves aquaintances.
Can't really say much about the others at the moment.


Male Human Witch 1

Nicator updated. Swapped out Evil Eye for Healing Hex and picked up some basic equipment (i.e. Spell Component Pouch, Quarterstaff, sling and bullets). I might adjust his current spells known slightly--Beguiling Gift is neat, but not really that necessary right now, methinks.

Also adjusted current spells prepped--Obscuring Mist and Sleep are both flavorful, given the pickpocketing he helps Gamil engage in, and useful.


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

Nicator, healing hex kinda sucks, it can only be used once per 24hrs per person. You'll get more milage out of just CLW. If you were the only source of healing, then I guess I could understand, but we have an oracle as well.

If you feel like healing, take Cauldron instead. Brew potion gives you more flexibility and potions aren't too shabby at low levels.


Male Human Witch 1

Hrrm. Here was my thought on it: it takes a hex slot, but frees up general spell slots for both myself and Anton. With healing hex, I free up resources for both myself and Anton--myself by freeing up spell slots for other things (more sleep, mist, etc.), and Anton by freeing up some of his spell slots for more inflictions and murderous commands. This seems particularly useful as we have a large party with only one person who could healbot--if more than 3 people take damage in a single day, we'd have to wait to fix them up, which could potentially be problematic. Additionally, HHex can serve to smite undead 1/day each, according to the errata on the SRD. Don't know how often we'll hit undead at this level, but a little smiting can't hurt.

As far as Cauldron, I didn't really look at it initially. I'm not sure that it would do any good at this level. Our characters are dirt poor--if I read the ad correctly, we all have minimum starting gold, which is all of 30 GP for me. By the time we hit level 2, it might be that they're a bit better off, making Cauldron a good investment at that point.

All that being said, I'll think about it. HHex is much less useful past level 3 or so. I hadn't really looked at Cauldron before, in part because I usually don't deal with magical item crafting, but I'll consider it. It's definitely more useful in the long run ("Whee, level 15 and I can heal everyone for 13 HP at most! Go healing hex!" vs. "Hey, cheap buffs!"), but we need to survive to get there. Hell, having Evil Eye for now and then picking up Cauldron at level 2 might be the way to go--increase survival now by debuffing, and then brew potions when it's more economically viable (Damn you, unseen hand!).

On a random note, I looked at Gamil's name in my post above, and read "Gmail" for a moment. Huh.


Remember the house rules dropped caster level requirements on all crafting feats. Tarek could take Craft Staff as a 1st level feat and start working on his Staff of Passage, and he doesn't even have a caster level. This reduces the utility of Brew Potion as a means of getting potions earlier.

Healing Hex qualifies for Accursed hex, which means if you use it to zap an undead and they save for half, then they become eligible to be hit again. I was going to say that it doesn't qualify for healing people despite RAW, but if people think healing hex is that underpowered I might be persuaded to allow it. ie save to resist half allows being hit for full on a second round.

Healing hex is less useful at level 15, unless you have some reason to be doing cleric-scale mass healing. I'll understand if Nic wants to scale it back a little and just get some CLW spells.

Can someone check my understanding: a hedge witch gains spontaneous healing at 1st level in exchange for the not getting as 4th level hex.


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

@DM:Don't you still need to be able to cast the required spells to make the item? Because if not, everyone should be taking a craft feat a first level.

@Nicator: I'm just biased against in combat healing. As soon as we get some scratch together, we can just grab a wand of CLW and top up between encounters. 9/10 if your option is to heal me or cast slumber on the person about to hit me, you're better off casting slumber.

On the other hand , stabilize is one of the better healing cantrips out there.


@Weyland: spells used in creation can by cast by someone else, or ignored at +5 Caster Level. Items that stipulate a required caster level (like crafting a flesh golem) cannot have that requirement bypassed. So only someone with a caster level can craft a magic weapon, but anyone can take craft magic arms & armour.
Remember this is a high magic world - a level 9 spellcasting metropolis. It's pretty easy to find items of 16k or less, the feat just lets you create it for half or create very expensive custom items.
The DC for the spellcraft roll is usually pretty high.


@Weyland: that's RAW by the way.


Male Human (Varisian, Tian-Sing, Orc) Sorcerer 1 (Tattooed Sorcerer)

I'll be picking up Craft Wondrous Item for sure, just not sure when. Probably 5th.

As for healing hex, I think we'd indeed be better of with just healing spells. I'll even pick up the Infernal Healing spell if we're really desperate (at lvl 2 that is). The smite on the other hand, might actually turn healing hex into something worthwhile.


Anton Vitruvian wrote:

Shaezon seems to like the library as much as Anton, and they both seem to work there. Perhaps the Shaezon's Barnabe and Anton's near-crazy Sage friend are either the same person, or are themselves aquaintances.

My preference is for aquaintaces.

Note regards profession - people do not necessarily have a paying job with their profession at this time. It might earn pocket money, or more likely access to resources.

At this time the characters are more "apprentices", but ready to start earning a living.

Once you set up working in your profession you'll get to make the normal roll, but finding and keeping a job that pays well is a goal in itself. (Albeit probably a fairly easy one)


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

I'm OK, with some other form of healing, whether it be through hex or other spells. I've somewhat gimped my spell selection due to my curse since I'll need the Inflict spells to heal myself and Cure spells for the rest of the group. I was tempted to have Infernal Healing instead of CLW since that would be useful for everyone (just not as instant). I might still go there before we start, or just swap out the Cure at level 4 when I get the 2nd level spells.

I do like the idea of picking up some wands when we can afford them. Or even scrolls would work too.


Male Human Sensei-Four Winds 3

I'd propose that lower levels are transient and the quickest to get by. I'd suggest NOT giving up higher level class features.

Let's play it smart and just deal. That's the backdrop for the entire game. All things being equal, theres 8 of us... We'll figure something out.


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

@Anton:Oracles get the cure or inflict spells for free on top of their selected spells

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

@Weyland. Yeah, the free spell thing is quite handy and I've included it in my spell selection. My point was that one 'feature' of my curse makes Inflict spells cure me and Cure spells harm me. This means I'll need a slot (or the free choice) as something that heals me (e.g. Inflict or Infernal Healing) and a separate slot (or the free choice) as something that heals the party (e.g. Cure or Infernal Healing), which leaves one slot free for some other spell.

Flavour-wise, the Inflict spells as the freebie makes sense (Black blood, Dark Tapestry, etc.) and that's the direction I took, so that means one of my other spell slots will be needed for the Cure spell. And that's something that could be swapped out for the higher level version of the spell (so at 4th, when I get access to 2nd level spells, drop Cure Light for Cure Moderate, and pick a different 1st level spell).

I might need to revise some of my stats so that my combat effectiveness isn't relegated to Inflict/Cure spells. Maybe a higher Dex for ranged attacks, or Strength and a reach weapon. I'm leaning towards the former.


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

Man I just read up on the black blooded curse. You sir are a glutton for punishment.

You take a -4 to dex based skill checks, so I would go with str and reach. Really though, you should probably just stay out of melee and use gift of madness

Are we still waiting on anyone to check in?


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

Lol, yeah. A lot of pain for not so much gain.

One of the reasons I was thinking to bump the Dex was to help mitigate the penalty to things we may need (like Stealth), increase AC, and to maybe stay out of melee (unless I need to use those touch attacks) and go with ranged attacks since they aren't affecte by the -4.

Then again some kind of pole arm could be pretty cool. Nice visuals. Maybe I'll go with that. Keeps me in the middle in case there is a need for some healing too. Hmm, now I'm leaning towards the STR side of things...

I guess it could depend too on what the rest of the team are doing. Will it be like one big mosh pit or will there be folks hanging back for some precision shooting?


Male Human (Varisian, Tian-Sing, Orc) Sorcerer 1 (Tattooed Sorcerer)

Aku will start in the back to eventually fly above it all. I'll most likely turn him into a blaster (with control via Dazing Spell). He'll also be using quite some illusions and things like Alter Self.

If the GM allows Wildblooded bloodlines via Eldritch Heritage he'll be very tough eventually though.


Male Human Witch 1

Hrrm. I think I will prep a CLW or two each day in lieu of healing hex--should be enough to cover general healing needs if we're smart and sneaky, and the heal skill will help fill in any long-term gaps.

As far as hexes, here's a rough sketch of what I'm thinking of right now:
1: Bonus Feat: Accursed Hex
1: Feat: Extra Hex: Evil Eye
1: Slumber
2: Cauldron
3 Extra Hex: Flight
4: Misfortune
5+: TBD--probably Extra Hex: Cackle. Still plenty of solid hexes at this point--Scar, Fortune, Charm, Tongues, etc.

This should give Nicator plenty of utility for now, while prepping spells that allow him to help a fair bit with healing.

I'll make a final decision about Cauldron at level 2--depending on how the group is doing so far, what has happened to the group (maybe it will make good RP sense at that point), etc. I'll probably pick up some more item creation feats as time goes on as well. For now, I'll snag a Healer's Kit and swap Stabilize into my cantrips memorized.


Male Human Sensei-Four Winds 3

@Anton

The healing is enough of a cross to hear. And a noble gesture.

Forget combat, pump CON and HP. You'll need less healing, last longer, and make FORT checks. If you spread too thin you risk fizzling.

Is anyone Evil?


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

@nicator I would get cackle earlier evil eye + cackle lets you debuff infinite enemies. You could dump cauldron unless you're into it for roleplay reasons.

@Anton I don't think we have any dedicated martial ranged characters. Weyland will probably throw his knives at first level, but after that he'll be a bit of a switch hitter. Also, I wouldn't worry too much about DPS if you don't want to, there is 8 PCs, you afford to specialize however you want to.

<------ CN


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

I'm not looking for DPS. I just want to be able to contribute to being something other than a wet noodle after running out of madness and/or spells. Maybe a reach weapon with trip or something (although I'd need to snag the proficiency). I suppose at 3 when I get a Heritage Feat, I'll have a different set of attacks and so be less reliant on weapons, so it might be moot. I'll ponder things.

Oh and Neutral Good. I figure I'll need to try to stay in the Good range or risk falling into the temptation of siding with the Elder Gods, Old Ones and other monstrosities. That way lies madness.


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

You could ask the DM if you can take the Heirloom weapon trait it non-core, but from a paizo product. It can give you a weapon proficiency and could fit in well with fluff of the campaign.

The problem with combat maneuvers is that you really need to focus on them, for them to be effective.

I noticed that you have intimidate as a trained skill, so don't forget that you can demoralize them in combat, shaken is a pretty good debuff. So there's always that.


Male Human Sensei-Four Winds 3

Silverfall and Elander missing, maybe they didn't see the thread?


F Elf Spellbinder Conjuration (teleport) Wiz 1

Present. Just need to do some catch up reading.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Treize Seischiro wrote:

Well, I was thinking that Aku and Treize have rather the same common enemy. Both of us have an enemy in a small brutal gang (I happened to call mine the crows and describe a human, but that's somewhat secondary, imo) and it could easily be tweaked so that the guy who Treize has an issue with is the same as who Aku has issues with.

Like Nictar, Treize also has a thirst for knowledge insofar as he hold knowledge to be power. That is the one undeniable truth for Treize. While his interests are really in moreso...tactically useful information as opposed to secret arcane mysteries of the universe...maybe the two have some kind of respect for each other's methods or some such?

I see a somewhat...love/hate relationship between Treize and Weyland. A sort of constant competition between them with each of them trying to one up the other on some daring thiefy/assassiny feat thing or another.

Also...to the other Elves/races with weird aging charts: have we decided on what kind of age scaling we're doing? Are we saying we're our races equivalent of Human sixteen (so Treize would be 100 and change?)? Or are we just having it be like a flat 16 all around (and we explain away that age difference saying its 'discovery' time or something)?

And I do somewhat need to know how combat/initiative is going to work as it pertains to the traits I pick up. Like, are we all rolling individual initiatives to determine combat order? Or are you just taking our average initiative scores as our 'default' initiative roll and we all act at the same time, together?

** spoiler omitted **...

Shae is about 100.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Harakani DM wrote:

Remember the house rules dropped caster level requirements on all crafting feats. Tarek could take Craft Staff as a 1st level feat and start working on his Staff of Passage, and he doesn't even have a caster level. This reduces the utility of Brew Potion as a means of getting potions earlier.

Ohh! I didn't quite make that connection. I'll be taking Wondrous at earliest opportunity. Any other such feats are maybes'.

1 to 50 of 518 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Leviathan Rises All Messageboards

Want to post a reply? Sign in.