"Thats four less snakes that are going to be bothering Heldren." Erlis remarks, satisfied, as she picks up her long spear from the snow. "Nothing like a good brawl to warm up a cold winter night. Everyone all right?"She asks.
Female Ifrit Fractured Mind Spiritualist 1 | HP 9/10 | AC 16, T 13, FF 13 | CMD 14 | F+3 R+3 W+1 (+4 vs Enchantment) | Init +3 | Per +0, SM -1 | Speed 30 ft | Spells 2/2 1st | Active Conditions: Ready to Rock
"That's a great idea," Cadence agrees. "I want our sentinels healthy -- especially you, Erlis."
'Cadence got the last one, no surprise there, the bigger surprise is it lasted that long.' Watching the creature shatter into millions of ice shards, Einar nods in agreement as Crummock cares for the wounds. 'We need to keep ourselves healed, who knows what carnivores will be drawn to the scent of blood.'
Einar walks over to Cadence, near enough to whisper in her ear. 'Vee need to help your sister, her svord is no good against zee fey, vould you consider lending her zee coldiron svord at least till vee get to zee lodge?"
Heading back the front of the group, Einar takes point and continues heading to the lodge.
Edit: nevermind about the sword apparently were not going to have anymore difficulty before we get to the lodge ;)
The party arrives at the lodge early in the morning. There is a steady stream of smoke coming out of the chimney, but the party does not see any ex bandits greeting them. Erlis motions for the party to bring the supplies into the great hall. The party hears the snores of sleeping ex bandits, and finds a map pinned on the dining table with a fork, and below it, on the table is written in charcoal, in a child-like script, “Bozz, We tries to helpz.” The map is a map of borderwood. Of note is a trail deeper into border wood, towards Somir Valley, where there is a circle at Somir Valley.
Erlis moves into the lodge, as silent as a hunting panther. She goes from room to room, finding soundly sleeping ex bandits, and a heap of unwashed dishes in the kitchen sink. She slaps a palm on her forehead, while shaking her head. ”We’ve got a long way to go.”
She unceremoniously kicks all of them out of bed and has them assembled in the porch(H6), still in their pyjamas. ” My name is Erlis, and I’ve been given jurisdiction of you sorry lot. The town of Heldren has given you a second chance, instead of the gallows, and I’m here to make sure you don’t squander it.” The ex bandits are too cowed by her abrupt manner and still too sleepy and bewildered to give much protest. She throws them each a quarterstaff from the supplies brought up, and takes one herself, then puts them through some quarterstaff drills while yelling at them.
”Let's get down to business
To defeat the Fey."
She uses her quarterstaff to hook up two jugs, smashing them before they hit the ground with a flourish, to the ooohs and aaahs of the awed ex bandits.
"Did they send me daughters
When I asked for sons?
You're the saddest bunch I ever met
But you can bet before we're through
Mister, I'll make a man
Out of you.
Tranquil as a forest
But on fire within.
Once you find your center
You are sure to win.
You're a spineless, pale pathetic lot
And you haven't got a clue.
Somehow I'll make a man
Out of you.”
Her actions are met by some disgruntled complaints from the ex bandits.
”I'm never gonna catch my breath” ”Say goodbye to those who knew me” ”Boy, was I a fool in school for cutting gym”
Then after some warming up to the drills and getting the hang of things they begin to chant together as a unit.
”WE ARE MEN
We must be swift as a coursing river
WE ARE MEN
With all the force of a great typhoon
WE ARE MEN
With all the strength of a raging fire
Mysterious as the dark side of the moon”
Satisfied that Erlis and the ex bandits will get along just fine, the party takes their leave.
Erlis, satisfied with the ex-bandits, allows them into the house to start making breakfast.
A bridge made of rope and wooden planks spans a narrow ravine. It’s already covered in ice and snow, and it sways alarmingly in the icy winds blowing through the gorge. The turbulent waters of a fast-moving creek surge through a couple of waterfalls far below.
Crossing the icy bridge under windy conditions carries considerable risk. Creatures moving faster than 5 feet per round while crossing the bridge must succeed at a DC 15 Reflex save or they lose their footing and fall into the 10-foot-deep creek below, taking 2d3 points of nonlethal damage and 1d6 points of lethal damage. Anyone who falls into the icy water must also succeed at a DC 15 Fortitude save or take 1d6 points of nonlethal damage and suffer from hypothermia (treat as fatigued).
Female Ifrit Fractured Mind Spiritualist 1 | HP 9/10 | AC 16, T 13, FF 13 | CMD 14 | F+3 R+3 W+1 (+4 vs Enchantment) | Init +3 | Per +0, SM -1 | Speed 30 ft | Spells 2/2 1st | Active Conditions: Ready to Rock
Cadence grins to hear her sister sing. Before they take their leave, she asks, "Does anyone know who drew this map?" She points to the charcoal scribbling on the table.
When Cadence finally gets to cross the bridge:
Cadence steps ahead to secure the other side of the bridge for the party. "Watch your step, and take it slow if you need to do so!"
The party spots a small humanoid creature with thin, leathery wings, small horns, and a nasty smile, sitting in a tree. 30ft off the ground As the party moves to cross the bridge, it screeches, "None shall pass!"
Female Ifrit Fractured Mind Spiritualist 1 | HP 9/10 | AC 16, T 13, FF 13 | CMD 14 | F+3 R+3 W+1 (+4 vs Enchantment) | Init +3 | Per +0, SM -1 | Speed 30 ft | Spells 2/2 1st | Active Conditions: Ready to Rock
Oh dang. I thought I just crossed the bridge. Do I need to retract my post?
EDIT: I can save the reflex roll for later, I suppose... I spoilered it.
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Mr. Whiskers gets out his crossbow and loads a cold iron bolt in it. "Why don't you want us past here, little one?"
Female Ifrit Fractured Mind Spiritualist 1 | HP 9/10 | AC 16, T 13, FF 13 | CMD 14 | F+3 R+3 W+1 (+4 vs Enchantment) | Init +3 | Per +0, SM -1 | Speed 30 ft | Spells 2/2 1st | Active Conditions: Ready to Rock
Cadence crosses, holding her guisarme up.
♫ This land is my land this isn't your land
From Oppara to the Sentinel war band
From this snowy forest to these freezing waters
This land from icy fey we will free
As we were walking this bridge-d highway
We saw some fey who said 'Do this my way
Or my Mistess will make this your cry day!'
This land from icy fey we will free
This land is my land this isn't your land
Get in our way, you'll get your butts banned
From beloved Heldren to these freezing waters
This land from icy fey we will free
Does it matter that our blood is mortal?
Together we'll find and close that icy portal
While Crummock slays you with a gleeful chortle
This land from icy fey we will free
This land is my land this isn't your land
Wreckin' all the mischief that you've got planned
From the my family's farm to these freezing waters
This land from icy fey we will free ♫
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
That is bad! Even if that is the only spell it can do, there is no way we can defeat it!
Seeing the icy missiles blast Cadence, Mr. Whiskers shouts "Quick, we need to retreat! Someone help Cadence!"
I assume it is pretty easy to recognize staggered condition on Cadence. We are way out of our league here!
how far out on the bridge did Cadence and Crummock go? Is it still DT on the bridge?
'This creature understands the use of magic, it needs to die now. I will resist Cadence's righteous indignation, I need to keep my head for a moment or two.' Einar cocks his head as he draws another arrow and says, "Do I really look like I have pink skin to you? Sie können nicht so klug sein, wie Sie denken." He smiles showing his fangs as he draws and releases his arrow.
Attack: Longbow: flag, -4 she is 15 ft above out in the open? attack:1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6 for damage:1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3 of course shooting like that it may be brilliant.
Basically, I am pretty useless for this combat. I'll use the wand if anyone is taken to 50% or less of their hp, but otherwise, I will simply 'Total Defense'.
Female Ifrit Fractured Mind Spiritualist 1 | HP 9/10 | AC 16, T 13, FF 13 | CMD 14 | F+3 R+3 W+1 (+4 vs Enchantment) | Init +3 | Per +0, SM -1 | Speed 30 ft | Spells 2/2 1st | Active Conditions: Ready to Rock
Well that was an error.
Cadence steps off the bridge. If the bridge is its trigger, maybe it will stop. And if she falls, at least she falls on the land. "Kannst du mich vergrößern, wenn du mich größer machst, könnte ich ihn vielleicht treffen, wenn er wirft, oder soll ich die Flagge pflanzen und einfach schießen?"
Skald:
"Can you enlarge me? If you make me bigger, I might be able to hit it when it casts. Or should I plant the flag and just shoot?"
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Is she trying to die?
"Du weißt, dass dies keine geheime Sprache ist, die sonst niemand verstehen kann, oder? Sie sollten Ihre Flagge und Rückzug nehmen, während der Rest von uns das gleiche tun!" Mr. Whiskers says as he retreats through the snow.
Skald:
You do know that this isn't some secret language no one else can understand, right? You should take your flag and retreat while the rest of us do the same!
He keeps his crossbow trained on the creature as he backs up. He watches to see if the creature appears to understand what he says.
Move, Ready an action to fire when it uses an ability. I'm hoping it is a spell and there is a natural 20 on my die so that it might hit.
5th level caster vs our group, one of us goes down per round. It never has to come in range of any of us. Total defense will do nothing since that only helps against melee attacks. If it has other abilities of that caster level, it can wipe the whole group in one shot. One fireball, game over. Flag gives us only a -3 to hit at range, so it may be better than a bow. Any questions?
Izoze soars up, 30 ft above the ice bridge, and calls out to the party.
"This is my land now, you better get this down.
This is my land, shoo, run off, slink back to town.
This is my land, now, you’d better get this right
This is my land, and boy do I love a fight.
You could beg me for mercy, kneel down and pray,
Or you could do the smart thing and run far, far away.
Abandon your foolish quest, and maybe you might live,
Or perhaps we will hunt you down for the fun it will give.
Because you ain’t prepared for the likes that you see
There are many many more of us, it ain’t just me! "
From the tense posture of her body, she appears to be waiting for something.
Einar, Cadence, Mr Whiskers, Crummock, Izoze
I drew a bit of inspiration from Clawfinger-The biggest, the best, when I wrote the above
’This is not good.’ Nodding his head for the others to go, ” Ich werde Sie decken, während Sie sich zurückziehen, wenn wir die Banditen bekommen. Entschuldigen Sie mich, Sentinels, um uns zu helfen, können wir einen glücklichen Schuss.” Einar draws another arrow and fires at the flying fey, and moves back off of the bridge. assuming we are retreating, if not he stays put.
Attack: Longbow (+! Str) cold iron arrow: flag, -4 still? Move action: if everyone else retreats then back 10 ft DT
Female Ifrit Fractured Mind Spiritualist 1 | HP 9/10 | AC 16, T 13, FF 13 | CMD 14 | F+3 R+3 W+1 (+4 vs Enchantment) | Init +3 | Per +0, SM -1 | Speed 30 ft | Spells 2/2 1st | Active Conditions: Ready to Rock
Cadence steps back fully with the others. If retreat is what is called for, then retreat is what she will do.
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Mr. Whiskers continues to back up while keeping the crossbow trained on Izoze.
@Mr Whiskers: If the creature could keep using Magic Missile, I dare say that it would have, rather than flying closer to use a 15' cone. I say that we can tough it out.
Crummock taps Cadence with the wand again, trusting in his allies' capabilities.
"Haven't started running yet?"Izoze sounds irritated. She flies a circle around, then points a finger at Einar, who has been taking pop shots at her."Freeze!" Mr Whiskers shoots at her, but she aerobatically ducks under the shot.
Einar will:1d20 ⇒ 2
Einar feels that he has just been put into a refrigerator. Or maybe his breastplate is the refrigerator.
Female Ifrit Fractured Mind Spiritualist 1 | HP 9/10 | AC 16, T 13, FF 13 | CMD 14 | F+3 R+3 W+1 (+4 vs Enchantment) | Init +3 | Per +0, SM -1 | Speed 30 ft | Spells 2/2 1st | Active Conditions: Ready to Rock
"We're not running yet. Mainly because I'm curious about you. I don't meet many singers better than I am. What are you?"
Feeling his breastplate turning very cold, Einar snarls at the little blue creature. "You really vant to be leaving." And drawing an arrow fires that the flier.
Attack: MW Longbow {+1str), flag, -4 for wind attack:1d20 + 4 + 1 - 4 ⇒ (16) + 4 + 1 - 4 = 17fordamage:1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9 edit: that was a cold iron arrow, as have the other three been
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Drat, that was a pretty good shot!
Mr. Whiskers reloads his crossbow, using a normal bolt this time.
Once again, he takes aim at Izoze. "I don't see any blades on you. Your lyrics need work, you...you...whatever you are!"
Move action to reload, ready to attack when she gets too close or starts an attack
Readied attack:
If she comes within 25', Acid Splash while holding crossbow in other hand.
Otherwise, crossbow shot.
If CI didn't work, perhaps we need magic? Try one of the oils - when an AP gives you a bunch of specific consumables in large quantities, it is usually because you will need them immediately thereafter...
Female Ifrit Fractured Mind Spiritualist 1 | HP 9/10 | AC 16, T 13, FF 13 | CMD 14 | F+3 R+3 W+1 (+4 vs Enchantment) | Init +3 | Per +0, SM -1 | Speed 30 ft | Spells 2/2 1st | Active Conditions: Ready to Rock
"Thank you, Crummock." Then she turns to Einar. "She did something to your armor... Let's retreat a moment and get it off you until we figure out what she did!" Cadence fumbles with Einar's straps.
Izoze flies a lazy circle around the bridge, and returns to her original spot(30 ft above the bridge), patiently waiting. The party notes that the wound inflicted by the arrow heals up some...
Einar, Cadence, Mr Whiskers, Crummock
On Einar's turn, his armor turns supernaturally cold.
Female Ifrit Fractured Mind Spiritualist 1 | HP 9/10 | AC 16, T 13, FF 13 | CMD 14 | F+3 R+3 W+1 (+4 vs Enchantment) | Init +3 | Per +0, SM -1 | Speed 30 ft | Spells 2/2 1st | Active Conditions: Ready to Rock
Cadence continues fumbling with the straps, but the buckles are ice cold. "Aaaargh. Some of these straps are too tight. Help me, Crummock!"
Then she pauses. "Wait a minute. You're immune to fire, aren't you? Should I hit you with an alchemist fire to banish the cold?"
It's 5 rounds to take off armor with help. Does he get a will save each round?
No, on failure he'll keep taking damage every round. If you wanted to alch fire him, every 2 rounds the spell is on you'd have to throw an alch fire (I assume he'll just want to be set on fire... oh this is so wrong). I personally don't think its worth it hahaha....
Also I'm assuming you're(Edited: Cadence) is not threatening with your glaiveguisarme in that duration since you'll need at least one hand free to help get people out of their armor
'this is colder than I expected' Einar, nods to Cadence and begins taking off the armor, "Wir haben gedacht, wie man es besiegt, ich werde die Rüstung entfernen, dann werden wir das Öl verwenden und es töten.
skald:
"We have figured how to defeat it, I will remove the armor then we will use the oil and kill it."
looks like we need to remove the armor, then we will use the oil and shoot it. If Einar can retreat while he is removing the armor he will Einer isn't using the glaive he was using the bow
My name is Mort and I’m interested in running a AP/Mod(haven't decided which one yet?). I intend for this game to progress at a fast pace. I have run games in person and on Roll20 many times.
I post minimum once per day, and I can probably do multiple posts per day as well.
My posting requirements are as follows – You are required minimally to post not more then 24 hrs after my last post(multiple back and forth posts throughout the day are, of course, welcome). The first time you get a PM warning, the 2nd time you get another PM warning, the third time, I’m looking for a new player. Should you have RL commitments that make you unable to do so, please inform me in the discussion thread. I’m not totally unreasonable.
The maps will be provided on Google Drive.
Character Creation:
Sources: All Paizo(subject to caveats under individual categories). You may not take any vision blocking abilities/equipment, combined with the way to see through them(I.e, goz mask + obscuring mist, deeper darkness + fiend sight). Sacred Geometry Feat is not allowed. No Third party allowed.
Starting Level : 1
Race: Common, Featured and Uncommon races with the following exceptions: No Svirfneblin, Fetchlings and Drow. You cannot create your own Aasimar/Tiefling variants and can only use those found in ARG, Blood of Fiends and Blood of Angels. You cannot roll for variant Aasimar or Tiefling abilities.
Alignment: Any non evil
Class: Any Paizo. No Third Party allowed.
Point Buy - 20
Starting Gold: 150 gp
Deities: All Golarion
Background skills are in play.
HP – max for first level, 1/2max+1 after
You start with 2 traits as per normal.
No PVP.
Character Creation Part 2:
I have chosen the four of you for your posting activity and reliability. I also know that all 4 of you have varying levels of cheesiness system mastery, though none of you are completely new to the Pathfinder system. As can be seen by what I said about myself, I am a LN GM. Futhermore, as one of the new GMs, I have no ability to homebrew or change encounters. Therefore with those considerations in mind, I ask all of you to show some restraint in building characters(including characters that may derail the mod/AP in question). Previously, under the gestalt ruleset, I can understand why you want to cheese optimize more, as the odds are stacked against you, 2 players instead of the usual 4. Now you have 4 players. You can lessen on the cheese, some, can't you? Pathfinder is a social contract between the players and the GM. It's no fun if the GM has to roll a natural 20 all the time to hit you, or if combat is over because you murderhobo everything the moment it comes to your init roll. I also ask that as a party your cooperate with each other, feel free to build your characters around each other etc.
House Rules:
Stealing this one from 5E, I will have everyone take 10 for Perception the moment they enter a new area to find monsters/traps(you’re seasoned adventurers afterall), and the result will be posted in the gameplay thread. If from the description of the room you choose to make more perception checks, you may roll them and I will tell you of the results.
Time stops when you're RPing, I will not put any limits on how long you can be speaking among yourselves or NPCs in combat.
Eidolons, Animal Companions and Familiars move on their masters init.
Keep watch spell cannot be used for crafting. Get a ring of sustenance, please. And a portable artificer's lab while you're at it.
About me:
I’m on GMT+8 time. I would think myself as a lawful neutral GM. That is, I will do everything by RAW. Please don’t expect me to do the rule of cool, because I am not into it – since we’re given a bookful of rules, it is expected that they should be followed.
Also, if you feel you need any help with character building, please ask your fellow players, or friendly neighbourhood GM. We should be well equipped to answer most character mechanic questions =)
I will not start this game till I'm done with the gestalt run of no response from Deepmar.
And please vote on what stuff you might want me to run, here. Both Robert and Luke have played dragons demand before, Hmm and Bretl are in Rise of the Runelords and Kingmaker.
I would rather run one of the older APs, and no Iron Gods, Skulls and Shackles, or heavy intrigue mods like Curse of Crimson Throne, Council of Thieves, Hells Rebels, Hells Vengeance. I will not touch Wrath of the Righteous with a 10 ft pole.
1) Reign of Winter
2) Carrion Crown
3) Legacy of Fire
I will note, though, that Second Darkness and Legacy of Fire are technically 3.5 APs, not Pathfinder, so encounters may at times be a little under-powered, or require some minor converting.
that was absolutely awesome, so does that mean My Halfling thief gets a BMX oh goodie!
I'm not as interested in Shattered star or Jade Regent or Second Darkness, as I am the other three. I've started all three Reign of Winter, Carrion Crown and Legacy of fire didn't get very far in any of them.
Keeping the video in mind I really liked the characters I had in Carrion Crown and Legacy of fire and might want to keep them, which isn't necessarily a good thing. If I went with Reign Winter I would create a totally new character. So in order:
Reign of winter
Legacy of fire
Carrion crown
shattered star
jade regent
second darkness
don't get me wrong, I'm on board for any and I know you and Luke won't let me build a munchkin (even if he is a hobbit Halfling
Either Reign of Winter or Carrion Crown would be fine with me. I had started a CC campaign, but it died rather early. You can see it on my campaigns if you are curious how far it got.
If we go with Carrion Crown, people will want to carefully consider their choice of race. I doubt that provincial Ustalov would take kindly to a tiefling or wayang. Compare that to the Reign of Winter where they say "Because the PCs will all be foreigners in strange lands, this campaign might be a good chance for players to try uncommon races."
I am a very reliable poster. I love bards and oracles but can also help fill party gaps with some other option. When you say maps on google drive, do you mean slides? I can move my minis on slides but not on drawings.
From your rules above, no flame dancer bards, correct? Also, can you create a first post in gameplay so that the rest of us may dot-and-delete?
Sorry, there's a technical error atm, I am unable to add a new post for gameplay. I believe it's similar to the error yesterday, I'll wait till paizo fixes it out.
I'd have expected you guys would be discussing about what AP longer, but heh appears we have a clear winner. I'll pick up the AP and give it a quick glance through tonight, then post the revised rules.
I don't believe in being mysterious and all that, so if there are things likely to screw you over, I will let you know.
For me, when I run stuff, no matter what the module says, I do not restrict, in the name of fairness, what players will come up with(other then build rules). I may have townsfolk act weird, but will impose no mechanical disadvantages.
I was in the same CC campaign as you, Bret, I know. Also, I'm not as eloquent and descriptive as Aest, but I have my occassional
Sometimes the GM, when she runs out of patience, or reading into what you describe what you want to do, will bot you.
However, if you are inactive for more then 24 hrs, I will not bot you, instead I will leave it to any of the other players(like it happens on table top), to bot you. If you have any issues with what they made you do(like stand in front of a 6-headed hydra), you can take it up with them.
I've read the ROW player guide, bascially just prepare for snow, and everything else that comes with snow. Also smells pretty like Mab, in a Dresden Files kind of way. Right. That's all I'm going to say about the whole thing.
Amendments to races: No races that have cold resistance are allowed as starting races. If your race allows it, go trade it off for some other racial feature.
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
I'm looking at playing a Ratfolk Brown Fur Arcanist.
There was at some point, but its cleared now. I was hoping for Hastur to go shepherd you around for a bit :P
Re Big 4 - Some combinations can take multiple roles.
I.e investigators can do knowledge/melee/trap. Any decent well built ranger can do Melee/archery. Can even do trap by using urban ranger/trapper.
The boundaries are not as fixed as you think they are...
Say Sylvan Sorcerer = Arcane + Melee(in form of animal companion)
Archer cleric = Divine + Archery + Support in the form of evangelist, if it happens. Take the right domain, at Lv 5 you get a full powered animal companion, which makes it like...melee as well? (But your archery will suffer for a lack of feats)
I prefer to think of the stuff as per Zeinth's here. But generally Paizo APs assume fighter, rogue, wizard, cleric, but again depending on module it may be easier/harder for some lacks. For one, I don't see any issue in say Council of Thieves without a cleric, but it might get problematic in Carrion Crown...
I was thinking of potentially a flame oracle or an evangelist cleric, but I could come in as something else as well. Druid perhaps, or a hunter or something. I'm willing to fill in to help fill party gaps.
GM Mort, so your not real concerned if the characters are actually from Taldor as long as the have found a way to be there and as long as they are not cold resistant.
I was thinking slayer, so he could handle the traps. Not sure if I would go range, melee or switch. If someone really wanted skill monkey I would go melee, and if both were filled I would do a divine caster with a melee slant.
Hey 'Hmm' the sad thing about that is I remember ABBA's Mamma Mia!
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Fur: Based on rat colors, I am currently trying to decide between Cinnamon or Agouti. Given that, he will have black eyes. He will also likely have Irish markings -- a white triangle on the chest and white forepaws.
According to Inner Sea Races there are Ratfolk warrens in the Storval Plateau. That seems like a reasonable starting point.
For this campaign are you going to want us to take one of the Campaign traits?
I need to read the stuff in greater detail to actually be able to tell you about backstories and stuff. I just did a quick glance...or you guys can look at player guide yourself, also. Sowwie.
it starts in a little town in Taldor where something bad has happened, that's about all I remember, I assumed one of the traits would be from the campaign, do you care either way GM Mort?
It's an interesting player guide. I am looking forward to seeing what you all come up with for characters. Do you want me to cover divine, or does one of you want to take that niche?
The Reign of Winter Adventure Path assumes that your character starts in or around the small village of Heldren in southern Taldor. This area contains populations of humans, halflings, half-elves, elves, and gnomes. While half-orcs are rare, they are not unheard of in this region and they are not treated much differently from those of other races. Also, as Taldor is a somewhat tolerant country, it wouldn’t be unheard of to see aasimars, tieflings, or other strange and almost otherworldly races.Heldren is located in southern Taldor near the edge of the Border Wood. Taldor’s capital of Oppara is almost 200 miles northwest of Heldren, and the closest sizable city is Zimar—Taldor’s third largest city. This fortified city on the Jalrune River houses a large number of Taldan troops ready to defend their borders from the Qadirans to the south. A small town named Demgazi sits on the other side of the Border Wood from Heldren.
Heldren is a small village of 171 people, mostly farmers, herders, and woodcutters. A small armory sits atop a low hill northwest of the town square, ready to provide a safe refuge in case the village is attacked. Heldren’s town hall and its single inn, called the Silver Stoat, are the two largest buildings in the village, followed by the sawmill that brings income to the quiet settlement. Like many small villages, Heldren contains a general store, a blacksmith, a stable, a butcher shop, a barber, an apothecary, and a wise woman who sees to the village’s needs. To provide spiritual guidance to the village, a small temple stands near the center of town. Though the place is dedicated to Erastil, its resident cleric tends to the community regardless of an individual’s particular faith.
You can choose if you want a campaign trait to be one of your starting traits. No I ain't giving free traits out.
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
If we want more melee, I can switch over to the Occultist archetype and summon critters instead of buffing and battlefield control. I can see either working with the background I'm slowly building for him.
I originally avoided it because lots of people don't like the battlefield filled with summoned creatures.
I don't really care about how many summoned creatures except you place them on the board and roll their attacks yourself. Also note for evangelist clerics, the semonic performance doesn't work on summons unless they can understand the language.
I may have sounded a little draconian at the start when I said no races with cold resistance (unless you can trade it off for something else), but there are reasons.
The idea of the AP is to put forward the idea on how cold things can get. I don't want to run into a situation where the AP assumes that (sensible) people should be hiding in the tavern(blizzard outdoors or what), and there we have team Aasimar/team tiefling having a snowball fight, iceskating on a lake without a care in the world because they have 5 cold resistance(what's the likeliness that 1d6 will roll a 6?). Adding up that they have flexible stat modifiers, there is really NO build that you can't do with an Aasimar/tiefling base.
That being said, I do not care if you should use traits, or take a class that gives you cold resistance. That shows at least a sacrifice on your part, which I am willing to accept. I will not ban every single cold themed class because they happen to grant Cold resist, that would be being unreasonable on my part.
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
I've a question on languages.
The rules in the ARG limit the additional languages a Ratfolk gets from high intellect to:
Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.
Note that the ARG only has the core languages, none of the setting specific languages.
Would it be alright picking some of the human languages? I would like Varisian, Shoanti and maybe Skald.
As for more melee lets wait and see what Luke offers up and then we can all tweak a little.
So aasimar is cool just need to trade celestial resistance, say would you let us trade the cold resistance for heat resistance or should we just take something else entirely like "Celestial Crusader" or "Deathless Spirit" or "exalted Resistance"
I'm not sure I'm playing an Aasimar, I just know I will miss the 60 ft darkvision.
Mostly I only play core races, tengu's and Aasimar, maybe I should try something different....I will wait to see if my Slayer will be more dex or more str build.
The stuff you'll want is Halit, and Skald, allowed, and yes you must trade away the cold resistance, go take something else, like celestial crusader, or deathless crusader, or exalted resistance.
I'm reading the mod, it certainly is engaging!
A bit too much, actually. I was supposed to be hitting some books, and not of this sort...
You may not take any vision blocking abilities/equipment, combined with the way to see through them(I.e, goz mask + obscuring mist, deeper darkness + fiend sight).
Please see caveats above...if you all want to get darkvision, that's fine. Start casting darkness as part of combat tactics, not allowed. I could make a case for evasion of combat, though. Though there certainly aren't restrictions going around at night except for it being colder...
No, I remembered that - I just thought it might be a nice tactic to allow night-time ambushes, and dungeon exploration - for once, not having a bright light source widely telegraphing our location ;-)
Actually, I think it would be cool if the entire party had Darkvision - we could get up to all sorts of shenanigans if we did that :-D
yeah but not as much fun as one lone tengu wandering around in the dark...
Trying to decide if I want to at least look human, I have never played a Tiefling, they can look human, but I think it would be fun to have the scales, tail and maw...
Could go Aasimar, but with an oracle/bard along no need to try and look pretty. Or possibly a tengu that went to Taldor to show how good he is with a Falcata. Though the bird would be a pretty weak build...
Still chewing on it, of should I say 'dreaming' on it, back to bed for me.
Not going in a dungeon without a light over your heads, I approve off. Until today I can never understand how does a rogue without darkvision actually do any scouting in a dungeon. Wouldn't that huge light bulb over his head give the game away?
Don't count on me being a bard / oracle. I'm still trying to figure out my different options here. I'd love to be a bard or a skald, but I'm not sure we can afford it with a group of only four. There are so many roles to cover here. I've been looking at hunters, inquisitors, cleric archetypes as well. Shaman also looked very interesting but I think it may take a long time to come online since hexes don't come in right away.
Robert have you looked at the Garuda aasimar? You could have feathered hair. Literally! Their bonuses go to wisdom and dex.
Mort, more questions for you.
One... Are you open to the idea of recruiting a fifth player? I was thinking of DAA or King of Anything, both of whom are excellent roleplayers.
Two... Are you open to the idea of Automatic Bonus Progression? From the GMs I've talked to who've tried it, what it means is that you don't drop cloaks of resistance, magic weapons and stat bonus items from the AP's treasure. That is more than enough to halve wealth by level without any further calculations on your part. Everyone gets the automatic bonuses at the appropriate levels, and no one has to worry about covering the Big Six.
Three... That said, how do you feel about dropping a wand of CLW early on? I don't want to be the only source of healing for the group. I wasn't thinking of being a Life Oracle or doing a channel-centric cleric. If I go divine, I'd like to be able to make use of the other spells available to me. If we can get access to CLW wands, that might open up options a bit more.
One: 5th player - link their aliases so I can judge for myself. The primary qualification is activity and reliability + timezone issues also. I get the impression that the more people there are, the slower the game might go(due to differing timezones). Also - APs were traditionally meant for 4 people.
Two: The mod was written with the usual stuff in there - to use ABP would mean I probably need to take things out. Which would be a little weird since I wouldn't know what to take out.
Three: I need to read the mod more about it. I'm actually trying to find where the wands might be...but if so I will need to tweak the mod that some places you'll get no treasure to make up for that wand. I agree that the starting town is too small to have a wand...so.
If it helps, I will use the rules in CRB for cold weather conditions and not the AP rules(which are harsher).
About ABP... You leave out anything that is just a +1 booster. No +1 weapons, armor, cloaks of resistance, anything like that. But if you're uninterested, that's fine. I just find APs challenging because they tend to starve you of useful equipment. You may get weapons that no one can use, and that the party can't sell because there's no market handy. You also may concentrate all the wealth on a couple players because no one else can use the items you find. I like the idea of ABP because it would even this out a bit more amongst the team.
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King of Anything has played Grigorii in three of my PFS PbP games. He always moves plot, supports others and brings out roleplay.
Death's Adorable Apprentice is someone you know better as Ronk Bonk. You were his mount in the goblin game that we briefly shared.
If everyone is in similar timezones, even parties of five or six can move quickly. The key thing is that everyone posts quickly in combat.
King is in the same time zone as Bret and myself -- N. American Central.
DAA is supposedly in the same time zone, but her swing shift job really puts her more in line with European time.
Nah, don't want to alter mod --> no to ABP. Part of the challenge is rolling without gear. *wicked gleam in GM eyes*
Note that this time, I did NOT forbid crafting. You're perfectly free to craft whenever and whatever you like, and so far I think this mod looks like you could sit a little while and craft your @ss out to make out for the low WBL (yes I'm sorry, that's AP life for you).
Euro timezone is not that suitable to be honest. I'm more interested in actual available to post time then whatever timezone the person is on. I'll start tracking Grigorii, but the reason I picked all of you is because I believe that you guys can do it(on 4). I'm looking more for team synergy for builds.
Just ask Luke and Robert, they're happily Gestalting No Response in Deepmar, and I haven't really done too much to them yet ;) And that's only two of them ^^
No, I remembered that - I just thought it might be a nice tactic to allow night-time ambushes, and dungeon exploration - for once, not having a bright light source widely telegraphing our location ;-)
I was planning to trade Darkvision out for Low-Light and 30' base movement speed. I can keep the Darkvision, but doing so means I'm slower.
BTW: Are the NPCs also restricted from using Deeper Darkness / Dark Vision or other such vision combinations in combat?