Souls of Lost Aridia Group A (Inactive)

Game Master Shanosuke


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Both Martian Level 20 invader

Okay this is the discussion thread for souls of lost aridia group A.
I have a few gaming rules I have developed specifically for PBP gameplay which I will explain here

Few PBP rules

Combat -
Always a big one this thing called combat. On PBPs it goes incredibly slow. I can build maps and will do so as often as I can.The important thing I need to tell you has to do with initiative. I lump bad guys and good guys all on the same initiative.

This is the fastest way I can run combat.I roll all initiatives and take the averages. Good guys and bad guys go on different initiatives but as groups.The order in which players go depends on posting. Whoever posts their action first goes in that order of initiative. So when you decide your actions, see who has posted ahead of you. That is what has happened and post accordingly. The only thing you can do as far as initiative goes is to wait until you feel it is right to take your action.

Again, this is how I run combat in PBP and it really does well at not being held up. Also, I use my own dice for this game. I hate using this messageboard's dice system because it is a pain to type out. So I simply go with my own.

Saves -

I will roll simple saves where I deem necessary. Or any roll that may come off as a simple post of "I roll something" and that is it. So I will roll things like certain saves or simple perceptions and such. Again, this is to keep the game from slowing down too much.

Sandbox -

I believe I have mentioned before this game is a sandbox and will rely on a lot of player creativity to run. As such I will not physically force the party along if things become stagnant. The games progression is mostly in your hands.

Before I move the group on need someone to take lead and actively post when they are ready to move on. So long as one member of the party moves, I will move the game along.In this game if a party doesn't move on from certain points due to lack of posting, I will send a monster to attack the party. As long as roleplay is taking place, I won't pick on the party too much as I do enjoy good roleplay.

If you need help as to ideas on places to go, things to do, I have some advice. I will have a lot of mini quests in this game. Every settlement you go to, every person you meet, even inanimate objects you find will have quests tagged to the, Doing these quests can unlocck more quests.

Also, if you feel stuck at any point, make knowledges checks appropriate for the situation. Survival checks are also a check you may make too. I will fill you in on what you can do, or what you need to do depending upon your results.

Those are my major points of running this game.
I will start the gameplay thread one everyone selected has chimed in and presented their completed character sheets.


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

Checking in.

Setup sounds fun to me.

Repost on the sheet:

Spoiler:

NE Small Humanoid
Init +2; Senses Perception +2; +1 Heal check
--------------------
DEFENSE
--------------------
AC 13(+2+1), touch 13, flat-footed 11 (+0 armor, +0Dex, +1Size)
Hp 18(2d6+4+2, 2d6 base +2x +2Con, +2x 1hp(favoured class bonus)
Fort +3 , Ref +3, Will +4 (+2 against Fear effects)

--------------------
OFFENSE
--------------------
Spd 20 ft
Melee: Sickle (1d4-1, x2)6gp, 2 lbs
Ranged: (+3) Crossbow (light) (1d6, 19-20/x2) 35gp, 4 lbs
--------------------
STATISTICS
--------------------
Str 8 (10-2), Dex 15(13+2), Con 14, Int 16, Wis 10, Cha 14(12+2)
Base Atk +1; CMB -1; CMD 11 (10 -1 Str +2 Dex)
Feats: Childlike, Brew Potion.
Traits: Perfectionist's brew, Reactionary [+2 init], Caretaker [+1 on heal checks, Heal is now a class skill for you]
Skills: Craft (alchemy) 2 rank (+8; 2 rank + 3 Int +3 class skill), Kn.(Nature) 2 rank (+8; 2 rank + 3 Int + 3 Class skill), Intimidate 3 rank (+8; 3 rank +2 Cha + 2 Class skill), Spellcraft 2 rank (+8; 2 rank, + 3 Int + 3 class skill) Kn. (planes) 1 rank(+7; 1 rank +3 Int +3 Class skill), Heal 2 rank (+5; 2 rank +3 class skill) Kn. (Arcane) 1 rank (+7; 1 rank +3 int +3 Class skill)

Untrained Stealth 6 (+4 size +2 Dex)

Languages: Common, Halfling, Dwarven, Elven, Goblin.
Combat Gear: Sickle (6gp, 1lbs), Crossbow (light) (1d6, 19-20/x2)
Other Inventory:
Outfit (Hot weather); 8gp, 4 lbs
Backpack, common: 2gp 2 lbs
Water skin: 1gp, 4 lbs
Cauldron: 1gp, 5 lbs
Pouch, spell components; 5gp, 2 lbs
Meal, common x5; 15sp, 0 lbs
Potion of cure light wounds x1; 50gp, 1 lbs
Flask of alchemist fire; 20gp, 1 lbs
Crossbow Bolts x10; 1gp, 1 lbs

Encumbrance: 26lbs; Light Load, (Light Load up to 26lbs)(Medium up to 53lbs, Heavy up to 80lbs)
Money left: 870gp 5 sp
------------------------
SPECIAL ABILITIES
------------------------
Standard Racial Traits

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws

Feat and Skill Racial Traits

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Offense Racial Traits
Weapon Familiarity:
Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Senses Racial Traits

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Favored class: Witch
Favored class bonus: Witch (+1HP)

Aura of Desecration (Su)
At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.

This ability replaces the witch’s 1st-level hex.

Bonethrall (Su)
At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC.) If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.

This replaces the witch’s hex gained at 4th level.
--------------------
Spells Prepared
--------------------
Cantrips: Spells lvl 0 (x4)
Light: Object shines like a torch
Read Magic: Read scrolls and spellbooks.
Spark: Ignites flammable objects
Guidance: +1 on an attack roll, saving roll, or skill check.

Spells: lvl 1 (x3)
Cure light wounds
Ill Omen: You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level)
Beguiling Gift: You offer an object to an adjacent creature, and entice it into using or consuming the proffered item.

-------------------------
Hex lvl 2: Cauldron. [receive bonusfeat "Brew Potion" and +4 insight on Alchemy checks]
-------------------------
Familiar: Poppet (doll)
-------------------------
Patron: Ancestors
Likely Patron Deity: The Lost Prince (http://www.pathfinderwiki.com/wiki/The_Lost_Prince)


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Sounds good! Here's Raine with a proper alias.


Male Kobold Cavalier (Beast master) 2

Reporting!

I like your rules.

Spoiler:

Draahzin
Male Kobold Cavalier (Beast Rider) 2
LE Small Humanoid (reptilian)
Init +4; Senses Perception +, darkvision 60 ft.
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 Size, +1 Shield)
hp 10+1d10 (2d10)
Fort +3, Ref +2, Will +0; +4 vs. hot conditions, +1 vs. fire
Resistance electricity 5
Weakness: Light sensitivity
--------------------
Offense
--------------------
Speed 20 ft., 40 ft. (mounted)
Melee Flail +4 (1d6+/x2) and
Lance +4 (1d6+1/x3)
Glaive +4 (1d8+1/x2)
Ranged Pilum +5 (1d6+1/x2)
Special Challenge (Ex) +5 (dmg +2)
Flat of the Blade (Ex) +4 (dmg +2 nonlethal)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 11, Int 10, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Mounted Combat, Precise Strike
Traits Desert Child, Child of the Streets, Reactionnary
Skills Bluff +6, Climb, Craft (trapmaking) +6, Diplomacy +7, Handle Animal +6, Intimidate, Knowledge (history) +4, Knowledge (nobility), Linguistic +1, Perception +2, Profession (miner) +2, Ride +6, Sense Motive, Sleight of Hand +8, Stealth +10, Swim
Racial Modifiers +4 Stealth, +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Common, Draconic
SQ Challenge 1/day, Exotic Mount (pony), Order of the Blue Rose, Tactician, Flat of the Blade
Gear: Mwk Breastplate, Mwk light steel shield, ridding saddle, saddlebags, light flail, lance, pilum x10, glaive
Mundane : desert outfit
--------------------
Special Abilities
--------------------
Dragon-Scaled (blue) electricity resistance 5
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.

I'll need to detail the mundane gear. It'll be done in 8 or 9 hours, it's late in Europe.


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Looks like we both have Precise Strike, heh.

Shanosuke, if you'll permit it, I might swap out my tactician feat from Precise Strike to something else that's less redundant for the party. If you prefer to keep our stats as is, that's fine.


16/16 HP 18 AC 13T 15FF 14 CMD | F+3 R+6 W+2 | Init+3 | Perception +7

Here!

I'm pretty sure I'm good to go. Let me know if you feel anything is out of order.


Both Martian Level 20 invader

Until I actually start the game you are free to make any adjustments to your crunch as you want


HP 8/8 AC:16/13/13 F+1 R+3 W+3 (+2vs Poison) CMD 13 Per+5, Init+9

Checking in.

I'll take another look at my sheet and let you know if I change anything. If I do it'll probably be in the mundane equipment.


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Cool, thanks. Might tweak several things, in that case. ;) But I'll definitely swap out Precise Strike for... eh, Shake it Off, probably. We shall see.


Both Martian Level 20 invader

Okay then I am good to start this thing. When I get home in a few minutes I'll put up the opening post in the gameplay thread.


HP 8/8 AC:16/13/13 F+1 R+3 W+3 (+2vs Poison) CMD 13 Per+5, Init+9

My skills were all a wreck. I have corrected them. I am now editing some of my mundane gear to include some more varied stuff, including a couple of the new kits and an umbrella. :)


Both Martian Level 20 invader

The opening is going to be a multi week introduction. There will be one point during the journey where you will have chance to roleplay but the game doesn't really begin until you reach your destination.


HP 8/8 AC:16/13/13 F+1 R+3 W+3 (+2vs Poison) CMD 13 Per+5, Init+9

Ok, cool.

And I think I'm done. It's bed time.


Both Martian Level 20 invader

Gameplay thread is up, Q&A with the elf has begun.


HP 8/8 AC:16/13/13 F+1 R+3 W+3 (+2vs Poison) CMD 13 Per+5, Init+9

Youall are taking all my questions :(


HP 8/8 AC:16/13/13 F+1 R+3 W+3 (+2vs Poison) CMD 13 Per+5, Init+9

Also: I have a huge day today. I'll try to post at lunch, but I'll not be able to post repeatedly and in succession until around 5 eastern


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

A big grin on my face when i saw Raine's comment on the "bland man", leaving his child alone. Great.

Wait..i'm sure i must have seen a couple movies where they prophesized a child. :)


16/16 HP 18 AC 13T 15FF 14 CMD | F+3 R+6 W+2 | Init+3 | Perception +7

Oh yeah, that's a biggy. I seem to also recall a few movies with such a child being evil. :P


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

Hehe...true.


Male Kobold Cavalier (Beast master) 2

That's a definite truth:

Mia wrote:

Action: Non lethal attack to the family jewels.

Hit the groin with the doll
I'm guessing a 1d4 would do in this case? It'll probably be comparible to a lump of potatoes getting in there.

No good kid would do that! Man it hurts just reading you. :)


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

Haha....he asked us to deal with the situation.

But it's quite practical, he won't be acting bad for a while.
I could have hit te ankle, but this is more convincing ;)
Kids can be unpredictable sometimes, even the good ones.

Besides, would your alignment really disapprove of such punishment? :)


Male Kobold Cavalier (Beast master) 2

I don't deny the conviction behind a good hit on the groin. :)

My aligment? It's not because I'm evil that I approve ^^ Slavery is the best punishment :) Save for those evil gnomes, gnomes can take kick in th nuts, because they are gnomes.
Moreover I'm of the Blue Rose Order, which commands diplomacy before combat.


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

:) Also a good motto.
Yet how many children know the fine details of the concept "diplomacy"? :) If you'd just tell them diplomacy is to prevent people from fighting, this would be a simple yet effective solution. I'll probably set him up with a herbal treatment/drink to ease the pain, like a good healer does.

If he apologizes.....^^


Male Kobold Cavalier (Beast master) 2

Truly a bad behaved child. ^^


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

Not really, just raised to use the most practical way to solve the issue. She's usually calm and reserved...but believes if people go on a tantrum like that and you are tasked to make them stop, fine, use tactics "below the belt". After which you can glue the pieces back together.


Male Kobold Cavalier (Beast master) 2

The end justifies the means :D The kobold can understand.

But what about the eternal hatred of the man, whose nuts you crushed? ^^


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

He'll have to forgive her.
After all, "she's just a child". :)

She'll probably give some treatment and he'll be fine.


Male Kobold Cavalier (Beast master) 2

A scary child indeed ;)


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

It's 17:43..in 12 hours i'll get on the bus for vacation.
But i've got my trusty tablet with me, since the hotel will have wifi.

So i'm curious what i'll be reading when i get to the hotel tomorrow night :)


16/16 HP 18 AC 13T 15FF 14 CMD | F+3 R+6 W+2 | Init+3 | Perception +7

I would think that it's rare for a child to be good or evil. Most children are self absorbed, but not inherently dismissive of the lives of others.

So I just did an overview of our party. Three of us are evil, one is good, and one chaotic neutral. This set up will be much more liberating for Lilith. I apologize in advance for any moral suffering on your character's part, Raine. :P


HP 8/8 AC:16/13/13 F+1 R+3 W+3 (+2vs Poison) CMD 13 Per+5, Init+9

Ya, Tolus doesn't have much regard for anything at this point in his life. This is the swing of the pendulum from a life of slavery. He has no idea who he is apart from his Master's rules and influence. Thus the crucible of this journey.


Male Kobold Cavalier (Beast master) 2
Lilith wrote:
I would think that it's rare for a child to be good or evil. Most children are self absorbed, but not inherently dismissive of the lives of others.

I agree, but we all know OOC that Mia is not a child ;)


HP 8/8 AC:16/13/13 F+1 R+3 W+3 (+2vs Poison) CMD 13 Per+5, Init+9

A couple of us have our suspicions. :)


Male Kobold Cavalier (Beast master) 2

Sure thing. But the kobold is blind in this area, that's why I said OOC. :)
He's himself at the tender age of 14yo.


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft
Draahzin wrote wrote:
I agree, but we all know OOC that Mia is not a child ;)

And IC Lilith is actually the only one who knows she's not actually a human. ^^

However, her true age is unspecified in bio, but when creating her char i had thought her to be at the age of 16 (the only one that knows is her human "mother", which is 2 years short from being an adult in halfling years.

Did some checking on the web, on paizo, halflings are mentioned to be 2ft 6 in. Which according to a website is the average height of a 2year old human girl. XD Then the feat wouldn't make sense.
So she could then be a child who hasn't had the grow hormones kick in yet.

But...like in a good horrorflick.. it's the doll carrying little girls you should look out for. :)

Edit:

@Tolus, in the inn you mentioned seeing slightly different features. But if you put a normal child through enough ordeals, they would become quiet and more serious too wouldn't they?


Male Kobold Cavalier (Beast master) 2

I didn't realize it was so small! I believe they didn't check.

The kobold has pretty much the same height and weight than a 3 years old boy…

Edit:
@Mia I believe some trait like bone's structure don't evolve that fast even through ordeals, however baby fat could I suppose.


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

Yes, but he mentioned Mia being not freightened by his appearance, opposing to npc Toby, and being more mature in her speech.

So.....let's put all logic aside and get back to her being a cute little tricky "child". :)


Male Kobold Cavalier (Beast master) 2

I approve. :) Scaleless people are to complicated, telling their age is difficult, if we could just look at their scales and feel their hardness it would be easier.


16/16 HP 18 AC 13T 15FF 14 CMD | F+3 R+6 W+2 | Init+3 | Perception +7

Halflings are only 2'6"? I always thought they were taller than THAT.

Checked the srd though and female halflings have a base height of 2'6" + 2d4" (average 2'11", max 3'2"), so that's not far off. Halflings are about a foot shorter than I thought they were. :P


HP 8/8 AC:16/13/13 F+1 R+3 W+3 (+2vs Poison) CMD 13 Per+5, Init+9

I was going by Tolus's knowledge of how children usually react when they see a walking snake, mainly. He knows there's something up with her, but hasn't figured it out yet. :)


HP 8/8 AC:16/13/13 F+1 R+3 W+3 (+2vs Poison) CMD 13 Per+5, Init+9
Lilith 'Hearteater' wrote:

Halflings are only 2'6"? I always thought they were taller than THAT.

Checked the srd though and female halflings have a base height of 2'6" + 2d4" (average 2'11", max 3'2"), so that's not far off. Halflings are about a foot shorter than I thought they were. :P

Same here. I thought they were 3ft at least.


Both Martian Level 20 invader

Just dropped a really long post. I'm going to give it a bit to sink in before I post the results. I need to review each of your fortitude before I do.

The major part of the journey is over and from this point the game will truly begin.


HP 8/8 AC:16/13/13 F+1 R+3 W+3 (+2vs Poison) CMD 13 Per+5, Init+9

(Ominously) Dun-Dun-Dun....


Male Kobold Cavalier (Beast master) 2

That trip is hard… Happily we didn't die. Yet.


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

Ssh...don't invoke something by saying that :)


Both Martian Level 20 invader

I know this campaign is already written out but I could always change things to meet your expectations.


Male Kobold Cavalier (Beast master) 2

We're clear Tolus has the weakest Fort Save. ^^


Both Martian Level 20 invader

Okay, time to continue on to the gaming part.


HP 8/8 AC:16/13/13 F+1 R+3 W+3 (+2vs Poison) CMD 13 Per+5, Init+9
Draahzin the Blue wrote:
We're clear Tolus has the weakest Fort Save. ^^

Being raised in lush environments will do that to ya. :P


Male Kobold Cavalier (Beast master) 2
Tolus the Serpent Servant wrote:
Draahzin the Blue wrote:
We're clear Tolus has the weakest Fort Save. ^^
Being raised in lush environments will do that to ya. :P

:) But to my mistake you're awake.

The Dice's God has blessed me today.

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