On the Dying Sea (Inactive)

Game Master kamenhero25

The deadly denizens of the Darklands must find common ground and uncover an ancient plot that could mean death or enslavement for them all if it's not stopped.


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OK. I will get to work on that then. Though I am trading out the poison use stuff from the alchemist cause I have never been a fan of poisons. Not a build I like playing. Thank you for answering my sleep deprived questions.


Poking this to keep it alive.


Once I am done dying I'll finish my PC.


This cough is freaking killing me but at least I got A'streth complete!


Crap, started classes and finishing my submission skipped my mind... Duh!

I'll get to it ASAP.


No skills at all with poison and paranoia is going to one issue my little Derro will have. Not sure what personality I want for the Master Chymist since I have two personalities to contend with.

Umm, since we are starting at level 8 what level are you thinking of going to? The typical 16 or higher?

Alright so I have a few traits I want and I am a little torn on the drawbacks.

The drawbacks are
Crulty. This one seems like it really fits the race.
Spooked. This one is just fun. But I would not want to pick a constant enemy because then it becomes a big problem for the party but there is some fun role play to come out of this one.
Vainglory. Arrogance is always fun to play.

My traits that I am taking are.
Conspiracy Hunter. I want this one becasue paranoia is one of the fun and it gets me stealth or bluff. Both of which I like
Trustworthy. I want this one because while lying is fun being a potentially well trusted crazy person is better.
Underworld Explorer. This one fits the setting rather well but I could lose it.


Oh and since the Master Chymist stacks with Alchemist for most things would you be ok with my take the feat Extra Discovery and being able to get the discoveries that have a level cap. Many of the level 8 ones are wonderful. Delayed bombs are a beautiful thing


@Emissary: No worries. I'm a very casual GM, so take your time.

@Deaths Apprentice: Probably around 16-17. I know what the final boss will be. I need to do the stats custom but it should be around CR 21. And yeah, I'm alright with using Extra Discovery like that. If you're willing to spend a feat on it, I think it should be fine. Spooked might be tricky since I'm pretty sure there are tieflings in the party, but Cruelty and Vainglory both make sense. You could also take Paranoid and really go all in on it.


I do not care the paranoid drawbacks mechanics, kind of lame. But I can drop the spooked on.


Would I be able to buy a [url=http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amulet-of-mighty-fists/]amulet of the mighty fist[/url in town? I will be getting claws and a bite attack in ninth level. So if I leave the gold back and don't spend it or should I just go ahead a get the time?


An Amulet of Mighty Fists would be fine, but remember that you attune your natural attacks with ABP like weapons, so the Amulet just adds special qualities.

Also, I think I might switch it back to standard level ABP instead of level+2. I've been working on building enemies and I think standard might work a little better.


Should I be using the same point buy guidelines to build my Cohort as I did for my PC?


Yeah.


Brilliant! That was actually going to be my next question but I had to go to work.

I do have a little issue with what I am wanting though. I do not think I will get to put as many levels into Master Chysmist as I was wanting. One of the abilities calls for have access to sixth level extracts. I need form of the dragon to get

Draconic Mutagen:
(Su): When the chymist assumes her mutagenic form, she gains dragon-like features— scaly skin, reptilian eyes, and so on, resembling a halfdragon. The chymist chooses one dragon type (see the draconic bloodline) when selecting this advanced mutagen; once selected, this choice cannot be changed and determines her draconic resistances and breath weapon type. The chymist gains resistance 20 to the dragon’s energy type. The chymist’s breath weapon deals 8d8 points of energy damage (Reflex half, DC 10 + the chymist’s class level + the chymist’s Intelligence modifier); she may use her breath weapon once per transformation into her mutagenic form. The character must have an effective alchemist level (alchemist level plus master chymist levels) of at least 16, must know the form of the dragon I extract, and must have the feral mutagen discovery or advanced mutagen to select this ability.

I got kind of attached to the idea before I did the math and realized that going straight into the Prestige class at level eight would not give me enough spell levels. So I have to figure out my level options so I can end with getting that one. But I am not coming up with any options that give me that ability by level 16. with the loss of spell levels I do not know how I can manage that ability. Which means I would need to rework my concept.

I am wanting the Alter Ego to be a lot more draconic in its nature. Prone to fighting with its hands instead of at a distance. Colder and more logical than the core personality. Both personalities will share the paranoia but the alter ego will be far more orderly and ridge, probably a little OCD about a few things. I want to base that personality off of a Green Dragons. Shifting to a LN alignment while the base is a CG.


Emissary, I meant to ask you if you want to connect our characters. The idea you pitched earlier about pretending to be a necromancer's minion seemed like a great fit. Instead of having a cohort be your fake master, I could do it.

What do you think?


@DAA: Well, the first option is that you can take the Prestigious Spellcaster feat a few times. It basically allows you to fill in the blank caster levels that prestige classes give you be spending a feat. You could take 9 levels of Alchemist instead of 7 and then take 7 of Master Chymist. Then if you took the feat twice you'd cast as a 16th level alchemist and therefore have what you need. You probably wouldn't be able to get the Draconic Mutagen until 17th level since you wouldn't get your next Advanced Mutagen until Master Chymist 8, but it would work. It doesn't quite solve the issue though.

Honestly, I'm alright just waving that you need to know the form of dragon I extract. Then if you take 8 levels of each you hit an Advanced Mutagen right at 16th level and can take it then.

I'm kind of surprised you're considering CG. I was expecting CN from an insane derro.


Do Cohorts get Traits also, or only feats?


Cohorts only get feats. Traits are a unique PC thing. And I kind of like it that way. It feels like having a few extra little qualities shows off that the PCs are special.


I promise I'm still trucking away at a character for this, I'm just having trouble coming up with something. Is there anything you guys think would really fill out the party, that we need? I'm happy to play pretty much anything, especially since nothing is jumping out at me immediately. Even just a class, or something like that, would be awesome. That, or just a role you guys think needs to be filled.

I'll work from there.


The Faceless GM wrote:
Cohorts only get feats. Traits are a unique PC thing. And I kind of like it that way. It feels like having a few extra little qualities shows off that the PCs are special.

That's the way I do things too. Just wanted to be sure.


JDPhipps wrote:

I promise I'm still trucking away at a character for this, I'm just having trouble coming up with something. Is there anything you guys think would really fill out the party, that we need? I'm happy to play pretty much anything, especially since nothing is jumping out at me immediately. Even just a class, or something like that, would be awesome. That, or just a role you guys think needs to be filled.

I'll work from there.

Cleric or War priest or Oracle?


Wonderful! Thank you very much :) I am more than happy to go with eight levels of each. That lets me end the character off on the note that I want to. So thank you. I might have a rather strong fascination with dragons.

As to the CG alighment my little alchemist is going to waver back and forth between CG and CN, maybe dipping into CE if the story takes me that way, but will always strive to do good. This is out of a desire to be very different that rather violently psychotic Derro. I expect my boom thrower to fail a lot but will always strive to be good.


You are in pretty evil company. You might have trouble being good running around with us


Deaths Adorable Apprentice wrote:
I might have a rather strong fascination with dragons.

I'm kinda surprised you aren't going with Kobold and Dragon Desciple, honestly.


Kassii the Bloodscaled wrote:
You are in pretty evil company. You might have trouble being good running around with us

Whistles innocently....


A'streth wrote:
Kassii the Bloodscaled wrote:
You are in pretty evil company. You might have trouble being good running around with us
Whistles innocently....

*hhssss*

*HTTTHHHHHHHSSSSS*

HOW DO YOU DO THAT!

*HSSSSSSSSTTTTttttttttssss*

*pout*


Kobold Dragon Disciple was a thought but the Derro is not something I would get a chance to play. This is the only time I have seen them as a playable race.

And I am starting off with CG and I know that can change. I look forward to the struggle :)

JDPhipps I recommend a Barbarian because they get mad and sprout wings or horns. Barbarians are hilarious.


DH got your PM, I'll PM you back tonight now that I am alive once more.


What do we have so far, anyway? I haven't really been keeping track.

here's what I know off the top of my head-

Serpentfolk Necro-witch

Serpentfolk Assassin

Derro Dragon-Alchemist

Skele-ghoul Armor girl


I believe Loup is playing a Fighter? I'm not certain.


Kassii the Bloodscaled wrote:

Emissary, I meant to ask you if you want to connect our characters. The idea you pitched earlier about pretending to be a necromancer's minion seemed like a great fit. Instead of having a cohort be your fake master, I could do it.

What do you think?

I would be very much pleased. Tonight I'll try to get together the not so barebones background and details so we can start working!

EDIT: I just spotted JD's question. I sort of remember Loup mentioning a fighter type.
We actually are pretty rounded except for the lack of straight up divine casters, which could be an option. Ranged -unless our Serpentfolk Assassin goes that style- and Arcane are the only departments where I think we have few guys.

In any case and to provide inspiration here are some brainstorm ideas I just got:
·Spider riding drow/half-drow cavalry,
·Kobold Sniper/Trench gunner (Not necessarily the gunslinger archetype, just the concept),
·Caligni Shadowdancer (If worried about stepping on the Assassin's turf, remember fighters and rangers make for some pretty good Shock Troopers when using the prestige class)
·Utterly reckless Orc barbarian 'warlord', complete with lots of natural attacks and racial slurs
·Dhampir bloodmage! Actually a bloatmage


Oh I realize I forgot to ask. I need some suggestions for conspiracy theories my paranoid Derro would believe. The stranger the better. Things the might be true or more likely completely false. Please throw out some ideas.


The moon doesn't exist. It's a children's tale made up by dwarves during their stupid Quest for the Sky.

Sahuagin have already conquered the world. They control the world's oceans. The only areas where they don't have total dominion are in the bastions of the Sea Elves, which are ruled by mutant Sahuagin that look like sea elves. Their entire sea elf resistance is a scam to gather the enemies of the Sahuagin together where they can control them.
The only reason the Sahuagin haven't conquered the land yet is because they are xenophobes who are terrified of leaving the water.

Serpentfolk are just humans in costumes bent on infiltrating the Darklands and taking over.

The reason life is awful and full of hardship is because everything is made up by demented beings from another dimension who entertain themselves by making up stories about the suffering of others.


I really want this game to start...


I ended up deciding on a bloodrager, so I'll probably whip him up tomorrow.


Loup here with my character's info in a profile--the base mechanics, anyway. I have the backstory in mind, just haven't put it to text yet, but I should get that done soon enough. I'll also confess that I don't know what to spend the rest of my gold on, so if anyone has any suggestions there, I'm happy to hear them.


Do you have a Swarmbane Clasp?


Hmm, no, I do not. That's not at all a bad idea. I suppose it even makes sense for a drow house's weaponsmaster to have something like that, in case he's facing down an infestation or an enemy wizard summons something.


Scarab of Golem bane is also handy for melee characters.


Vyr'Tebbryn wrote:
Loup here with my character's info in a profile--the base mechanics, anyway. I have the backstory in mind, just haven't put it to text yet, but I should get that done soon enough. I'll also confess that I don't know what to spend the rest of my gold on, so if anyone has any suggestions there, I'm happy to hear them.

Boots of Speed? I think they're 12K.


Any suggestions for wonderful magical things that an alchemist would need? I know I am enchanting a bow and getting a bag of holding.

Also it was 24750gp because of the automatic bonus progression thing? Did I do my math right?


Alchemists love Handy Haversacks (rather than bags of holding) because the action economy to retrieve items is better.

You can load bandoleers up with alchemical weapons, put them in the sack, and "reload" by pulling a fresh bandoleer out when the one you are wearing runs out.

Hybridization Funnels are a must have. They are reusable and cheap. Basically, if you know you are going into a fight, you can mix two items together and get the effects of both when you throw them. My personal favorite is a Tangleburn bag and an Alchemist Fire. With an Alchmist's bonus damage on splash weapons, it's very effective. Another fun combo is a Burst Jar combined with a Shadowcloy flask. It doesn't do damage, but being Blinded and Deafened will take most things out of the fight. (If you are a Grenadier alchemist, you can apply these to your weapons as a Swift action. Bombs are a weapon. The combos are amazing).

Boro Beads are very good, especially in combination with Alchemical Allocation. (Alchemical Allocation is the only 2nd level extract you will ever need. Just make potions of all your long duration buffs and utility spells, and reuse them over and over)

Alchemist Atlatls are handy when you need to make long range throws.

Preserving Flasks basically give you an extra spell per day.

Arcanolembics are awesome for speeding up crafting time.


Doomed Hero wrote:

Alchemists love Handy Haversacks (rather than bags of holding) because the action economy to retrieve items is better.

You can load bandoleers up with alchemical weapons, put them in the sack, and "reload" by pulling a fresh bandoleer out when the one you are wearing runs out.

Hybridization Funnels are a must have. They are reusable and cheap. Basically, if you know you are going into a fight, you can mix two items together and get the effects of both when you throw them. My personal favorite is a Tangleburn bag and an Alchemist Fire. With an Alchmist's bonus damage on splash weapons, it's very effective. Another fun combo is a Burst Jar combined with a Shadowcloy flask. It doesn't do damage, but being Blinded and Deafened will take most things out of the fight. (If you are a Grenadier alchemist, you can apply these to your weapons as a Swift action. Bombs are a weapon. The combos are amazing).

Boro Beads are very good, especially in combination with Alchemical Allocation. (Alchemical Allocation is the only 2nd level extract you will ever need. Just make potions of all your long duration buffs and utility spells, and reuse them over and over)

Alchemist Atlatls are handy when you need to make long range throws.

Preserving Flasks basically give you an extra spell per day.

Arcanolembics are awesome for speeding up crafting time.

Who's better than DH? It's like having a second gaming brain within your own head! :-)


Freaking brilliant! And yes I am going grenadier. The ability to put alchemical items into weapons is amazing. Though I never thought of putting it with a bomb. Also the spare bandolier us great.


Oh I can buy scrolls to learn a spell. Do I need to do the rolls since I can just keep trying?


Since you have an arbitrary amount of time before the game starts, you can assume that you took 20 on all the checks to learn the spells. So yeah, don't bother rolling.


Ok. 24750gp is the amount of gold I have to start with. I never trust my math.


Doomed Hero wrote:
You can load bandoleers up with alchemical weapons, put them in the sack, and "reload" by pulling a fresh bandoleer out when the one you are wearing runs out.

Maybe... don't do that. Our wonderful GM here might be reminded of the time I annihilated a manticore in Book 2 of Skulls and Shackles by strapping a bag full of alchemist fire to a ballista bolt. If I were you, I might not remind him of that incident. The second time I tried it, it had less than favorable results. It was still worth it, don't get me wrong... but only being conscious because of my fire resistance wasn't the funnest thing in the world.


Explosives in an extra dimensional space are about as safe as they are able to be while still lugging them around.

I've seen Alchemists wrecked by a single Shatter spell.


Storing extra alchemical items in a sack already attached to a bandoleer for easy access is different than strapping twenty alchemist fires to a ballista bolt to do an extra 20d6 fire damage.

I don't like to discourage creativity, but there is a point where I'd like you to actually fight the encounters I set up rather than trying to find a clever way to cheese them out. I put work into setting up encounters that I think will be a reasonable challenge and it's a pain in my ass if the party refuses to actually take part in them.

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