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The Crimson Kings - Pentor Lionsmane's Mercenary PbP - #1 Squad (Inactive)

Game Master sunshadow21


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M Human(Varisian) Sorceror(Dreamspun) 1
drayen wrote:
Krathok wrote:

Was just scanning over the Teamwork feats and noticed that 'Outflank' actually needs BAB +4.

I think the one we need to take is 'Precise Strike', which needs Dex 13 and BAB+1 (and gives 1d6 sneak attack dam) for myself and Malnivar; and maybe 'Lookout' or 'Paired Opportunist' for the BAB +0 types?

Gah! You are absolutely right. I agree with your suggestions. I just mentioned Outflank because I misread the columns and thought it didn't have a prereq. I leave it up to Talbot and Abitan for their input on which they prefer.

Also, Final Squad list:

Ábítan – Poisoner Rogue
Talbot - Sniper Rogue
Hangman - Skirmisher Ranger
Krathok – Ranger

Bear – Bear Shaman
Hakon – Hexcrafter Magus
Declan – Counterspell Wizard

Looks like we have to hit fast and hard in the beginning, with only cleanup to follow, is my guess. Considering that there are three of us that can't really sneak all too well, what Teamwork Feat will we get, since two have to have it, and Outflank is a while yet?


Teamwork feat-wise I'm leaning towards "Paired Opportunists"... if we drop folks (and this crew will) and they get up then (if they're stupid) then AoO will shred em...

Flynn has opted for Lookout which is another tempting option...

The guys that can take Precise Strike should do so: Hangman and Krathok [Hangman's already nailed that down]

Hakon, Bear and Declan should go with either Paired Opp if they are in-close fighters or Lookout for ranged?

My 2 gibblets worth


Male Halfling Magus (Hexcrafter)/1
Declan wrote:


Also, Final Squad list:
Ábítan – Poisoner Rogue
Talbot - Sniper Rogue
Hangman - Skirmisher Ranger
Krathok – Ranger

Bear – Bear Shaman
Hakon – Hexcrafter Magus
Declan – Counterspell Wizard

Looks like we have to hit fast and hard in the beginning, with only cleanup to follow, is my guess. Considering that there are three of us that can't really sneak all too well, what Teamwork Feat will we get, since two have to have it, and Outflank is a while yet?

Umm, sneaky people:

Abitan
Hakon
Talbot

Rampaging elephants:

Bear
Declan
Hangman
Krathok

Has Lookout:

Talbot

Have Paired Opportunist:

Abitan
Hakon

Has Precise Strike:

Hangman

Should consider Lookout:

Bear
Declan

Should consider Paired Opportunist or Shielded Caster:

Bear
Declan

Should consider Precise Strike:

Krathok

Should really consider Precise Strike as a Rogue Talent at level 2:

Abitan
Talbot

should really consider Precise Strike as a feat at level 3:

Bear
Hakon

Should really, really consider Outflank as a feat at level 5:

Everyone

Remember, anyone with Precise Strike that crits while employing the feat causes their target to provoke an attack of opportunity from your allies. If your allies with Paired Opportunist get an attack of Opportunity, so do you, thus every time you crit, you and all of your friends with Paired Opportunists threatening that target get a free AoO.


Male Halfling Magus (Hexcrafter)/1
Ábítan “Little Bitter” Hæftince wrote:

Teamwork feat-wise I'm leaning towards "Paired Opportunists"... if we drop folks (and this crew will) and they get up then (if they're stupid) then AoO will shred em...

Hakon, Bear and Declan should go with either Paired Opp if they are in-close fighters or Lookout for ranged?

My 2 gibblets worth

I took Paired Opportunists as my level 1 feat already. Aside from the staff archetype, the magus has to keep one hand free for spellcasting and spellstrike (which is used up close) so melee is pretty much it.

Lantern Lodge

Half-Elf Inquisitive 2/ Seeker 3
Ábítan “Little Bitter” Hæftince wrote:
Hakon, Bear and Declan should go with either Paired Opp if they are in-close fighters or Lookout for ranged?

That's the thing. Declan has a disruption, which will require him to touch the spellcaster/creature, but that also requires him going into melee.. So I've got to figure how to make a wizard that can get through and engage an enemy wizard.

Actually, I've edited Declan in order to be able to do so(Switched Skill Focus and Toughness for Dodge and Mobility-- Mobility being key). The teamwork feat though... I'll wait to hear Bear's thoughts before I decide.


Male Human Druid (Domain-Ferocity Sub-Domain) 5
Stats:
AC 21/23 w BS T:12 FF:14/16 HP: 53/53 Perc.: +11 Saves: F:+7 R:+3 W:+8 Init: +2

Precise strike looks pretty interesting. I can't take it until 3rd sine you have to have a +1bab. Next level I will have 3 attacks per round or 1 huge one if I stick with the club...the 3 attacks with +1d6 damage at 3rd would be pretty awesome...

Lantern Lodge

Half-Elf Inquisitive 2/ Seeker 3

But what will you take as your bonus teamwork feat?


I can always change my selection if the others in the squad would think it beneficial to our overall strategy. If no one wants to take Lookout I'd be fine with Paired Opportunist. Just my two cents.


Male Halfling Magus (Hexcrafter)/1
Bear aka Orlog wrote:
Precise strike looks pretty interesting. I can't take it until 3rd sine you have to have a +1bab. Next level I will have 3 attacks per round or 1 huge one if I stick with the club...the 3 attacks with +1d6 damage at 3rd would be pretty awesome...

@Bear - Yep, that's why I suggested it as a level 3 feat.

@Bear & Declan - Really look at Shielded Caster. Bear, you use a shield. You both want to be in close, you can both benefit from this feat.

@ Talbot & Declan - I think Lookout is a great feat for you both as you will both want to be able to get the drop on our enemies. Talbot, you with the higher initiative bonus will likely get to act in the surprise round anyway, so you are more likely to be helping others to also act in the surprise round. Declan, you would be the primary beneficiary of such a feat as you want to have first go to be readied to counterspell an enemy caster.

That said Paired Opportunist is a great feat if you are going to be in melee. Talbot, you said you were focusing on ranged, so this would likely have less use to you except when ranged is not viable or preferred.


New post is up!


Male Human Druid (Domain-Ferocity Sub-Domain) 5
Stats:
AC 21/23 w BS T:12 FF:14/16 HP: 53/53 Perc.: +11 Saves: F:+7 R:+3 W:+8 Init: +2

I will probably take Paired Opportunist since I will be a more up-front combat type. Shielded caster is nice, but I won't be casting that many spells in combat, hopfully most will be pre-combat.

Lantern Lodge

Half-Elf Inquisitive 2/ Seeker 3

Then I will do the same, since I'll be following you into the fight to get to the caster.


Half-Orc Barbarian 1

I've updated my profile to include Precise Strike as my Anti-Hero feat.

As for flushing out the casters, hopefully having two beefy rangers and two psychotic half-men stabbing their backsides to bits will force em out to you a bit quicker :)


Male Halfling Magus (Hexcrafter)/1

I realize that I did not announce my spell selections.

1st level
Chill Touch

0 level
Acid Splash, Ghost Sound, Mage Hand


Guys with regards the dynamics in the group I'm thinking of retconning Abitan as a Swashbuckler rather than a Poisoner...???

Just think the insane little butcher angle, gets a tad messy with the Poisoner angle? [Little fecker is complex enough methinks!] Plus is a build that fits Abi's more martial rogue skills and would still be an asset to the squad. He'd be no Errol Flynn [we already got a Flynn lol] more a methodical... well butcher... think Bill Cutting meets Nikolai Luzhin...

(would actually allow me to incorporate an element I had to drop from Abitan's original concept... his warhammer named "Tender" ;)

I'd need Pentor's okay - but also want input from the group itself...


Half-Orc Barbarian 1

@Abitan - I say go for it if you want to. You can still be the psychotic little half-man we know and love without poison...


Male Halfling Magus (Hexcrafter)/1

@Abitan - Whatever works for you, buddy, works for me. I am leaving work now and will post IC when I get up this evening.


Cool. Am at work... so re-tooling Abi ahead of the gobs is a must. Might have to wait until when I get home...

Will rejig and see how it fits...

Update: Have settled on the "swashbutcher" and selected a Light Pick as Abitan's Tender-iser... heheh.


Post is up!

Also I have been thinking about how to increase the response time between posts and I have come up with a few ideas.

First idea is to get a couple of Co-DMs, one for each game.

Second idea is to allow you the players to take more of a role in the narrative of the story, similar to freeform but with limitations in place. This would take some thought about how best to implement it though.

Third ideas is to have a member or members from another squad run the bad guys during combat, freeing me up to concentrate on the storyline and hopefully provide some memorable combat encounters!

Any thought or suggestions would be much appreciated.

Lantern Lodge

Half-Elf Inquisitive 2/ Seeker 3
DM - Pentor wrote:

First idea is to get a couple of Co-DMs, one for each game.

Third ideas is to have a member or members from another squad run the bad guys during combat, freeing me up to concentrate on the storyline and hopefully provide some memorable combat encounters!

Normally, I am somewhat against co-DMing.. But in this case, it would plausibly be a good choice. Provided the co-DMs have limited involvement-- something like the fight, the setup, and the clues to leave behind (if any), would work for a bit. Especially for the newer DMs who want practice but not a whole campaign.

Having another squad run the bad guys also works, since we already have a rather competitive spirit, and with the same setup that the co-DMs would have, it could work rather well, I'd think.


Male Halfling Magus (Hexcrafter)/1
Me'mori wrote:
DM - Pentor wrote:

First idea is to get a couple of Co-DMs, one for each game.

Third ideas is to have a member or members from another squad run the bad guys during combat, freeing me up to concentrate on the storyline and hopefully provide some memorable combat encounters!

Normally, I am somewhat against co-DMing.. But in this case, it would plausibly be a good choice. Provided the co-DMs have limited involvement-- something like the fight, the setup, and the clues to leave behind (if any), would work for a bit. Especially for the newer DMs who want practice but not a whole campaign.

Having another squad run the bad guys also works, since we already have a rather competitive spirit, and with the same setup that the co-DMs would have, it could work rather well, I'd think.

I believe the discussion in the main OOC thread was for co-DM to be put to work in a different squad so as not to conflict with their PC duties in their own squad.


Male Halfling Magus (Hexcrafter)/1

Okay, I have looked at UM and I am adding on the Bladebound and Hexcrafter archetypes.

Bladebound - gain a sentient black blade. Thamir Gixx's (Hakon's deity) holy symbol: a black blade. Coincidence? I think not.

Hexcrafter - gain witch hexes and add all 6th level and lower spells with the curse descriptor. Cauldron? The Brew Potion feat and +4 to Craft (alchemy) checks. I do already own a cauldron... Evil Eye? Great companion to my Jinx ability.


Sounds like it was made for you.


New post is up!

Also Me'mori yeah the co-DMs would have limited involvement and be mainly constrained to running encounters and leaving clues behind.

Hakon you are going to be one bad mama jamma!


New post is up!

Will get onto all that stuff I said I was going to do today.


New post is up!

Plus I'm looking for a co-GM for this game, so keep an eye out for somebody.

Do you guys have suggestions about where to take this game next after fighting the bandits? Can I have 1 suggestion from everybody that we can build into the next adventure.

I've got this vague idea about having a three way battle between you guys, the Hellknights and the Eagle Knights but I'm not sure how that would come about.


Male Halfling Magus (Hexcrafter)/1
DM - Pentor wrote:

New post is up!

Plus I'm looking for a co-GM for this game, so keep an eye out for somebody.

Do you guys have suggestions about where to take this game next after fighting the bandits? Can I have 1 suggestion from everybody that we can build into the next adventure.

I've got this vague idea about having a three way battle between you guys, the Hellknights and the Eagle Knights but I'm not sure how that would come about.

Gee, let's see. We're a ragtag squad of mercs who maliciously murder everyone who comes across our path, have at least four psychopaths among their number and while they're almost certainly against slavery they would most likely just set free the souls of any slaves they encounter (barring halfling slaves as halflings do roguish things in benefit of the halfling community) as it is "easier" that way. Nope, the Hellknights and Eagle Knights got no beef with us.


Male Human Druid (Domain-Ferocity Sub-Domain) 5
Stats:
AC 21/23 w BS T:12 FF:14/16 HP: 53/53 Perc.: +11 Saves: F:+7 R:+3 W:+8 Init: +2
DM - Pentor wrote:

New post is up!

Plus I'm looking for a co-GM for this game, so keep an eye out for somebody.

Do you guys have suggestions about where to take this game next after fighting the bandits? Can I have 1 suggestion from everybody that we can build into the next adventure.

I've got this vague idea about having a three way battle between you guys, the Hellknights and the Eagle Knights but I'm not sure how that would come about.

Ideas:

This could get complicated, but the bandits were actually in the employ of a Nobleman in the area that was trying to de-stablize it further for his own gains in both land and power. Our involvement complictes his plans. He never realized that some merchants would get together to end the bandit problem themselves.
What does he do next? Well he uses one of his agents to hire the mercenary band to get rid of some monsters in the area, but he is really sending them to their doom...or so he believes. If the band survives, this further complicates his plans, and he tries to set us up with the Hellknights so we will get into conflict with them.
Moves on from there...

Lantern Lodge

Half-Elf Inquisitive 2/ Seeker 3
DM - Pentor wrote:

Do you guys have suggestions about where to take this game next after fighting the bandits? Can I have 1 suggestion from everybody that we can build into the next adventure.

I've got this vague idea about having a three way battle between you guys, the Hellknights and the Eagle Knights but I'm not sure how that would come about.

Thoughts:
Bandits --> Recovery/Locating of goods is always an option, and Recovery/Locating of goods --> Obtain/Return MacGuffin is also pretty common. Not to forget: We're in the Chitterwood.. Arachnid attack, anyone?

Also see HERE and HERE.
Honestly though, I would look to another squad for providing our ideas and vice versa. Having us suggest the adventure (at least OOCly) ruins the fun a little for me.


DM Pentor wrote:
I've got this vague idea about having a three way battle between you guys, the Hellknights and the Eagle Knights but I'm not sure how that would come about.

Ideas:
Well, since Hangman killed an Eagle Knight officer and stole his gear prior to his Military trial, that would certainly have the Eagle Knights up in arms if they locate him. Hellnights could have been alerted to the situation also. Make the Blood Eagles simular to The Fench Forign Legion in that your past is wiped clean when you join and they will be bound to protect Hangman. Or something of the such.

Just a thought.


New and improved Ábítan here gents! There was some minor details that kept rankling me about him, so I've ironed them out and popped in a new alias befitting his "Little Butcher" nickname.

As for ideas... like the HellKnight, Eagleknight three way throwdown... although think this could better serve as the big "season finale" before we meet up with the other squads?

I'll put my thinking cap on for ideas in the meantime [already pitched something for Squad 2 heheheh.]


Half-Orc Barbarian 1

My strong view is that we need to wage war against the 'good' guys. I think we have the kind of crew that wouldn't mind being hired by some shady characters to fight against good guys.

Raze a village, murder a prominent Eagle Knight, all sound good - as long as we are against those that hold themselves to be holy.


May well be that a nobleman or lordling has had his fill of the Eagleknights and HellKnights and wishes them gone, or driven off?

The Crimson Kings would be prefect pawns in such a game... beholding to none but their paymaster - caring not for the Eagle knights noble aims, nor fearing the Hellknights fell repute.

What could begin as small encounters and skirmishes could blow into a full scale civil war? Could have ramifications for the other squads should they encounter Eagle or HellKnights

Agree with Krathok - we're a bad crew, rotten... we should be doing things that bring us infamy!

Lantern Lodge

Half-Elf Inquisitive 2/ Seeker 3

I'd argue that we don't mind the character of the person hiring, as long as their payment is good. I don't think Bear is "rotten".. Us Neutrals are just in the minority, I guess.


Half-Orc Barbarian 1

I think your Ranger is defective - not much of a fighter with two fumbles in a row.

@ Me'mori - I agree, pay is pay; I've just got a hankering to go after the good guys next.

Lantern Lodge

Half-Elf Inquisitive 2/ Seeker 3

I think I may just amend Declan's alignment to LN.. His allegiance is to the job.


New post is up!

Hakon your evilness is delightful.

Bear your idea is noted and I like the way your mind thinks as it has given me some nasty ideas...

Me'mori I'll hit up some of the other squads for ideas to throw at you guys, but I think I've kind of got a bit of a story arc worked out thanks to your guys suggestions.

I like how this squad doesn't even pretend to be morally conflicted!:)

Looks like you folks are in for some interesting times, as the Chinese proverb says!


Male Human Druid (Domain-Ferocity Sub-Domain) 5
Stats:
AC 21/23 w BS T:12 FF:14/16 HP: 53/53 Perc.: +11 Saves: F:+7 R:+3 W:+8 Init: +2

Bear isn't rotten, he is just simple and will do most things for money. He wouldn't kill women or children for no good reason for example.

Or kill a Knight for no reason, of course all you would have to tell him is that the knight was bad and he would go along, even if he was a Paladin of Iomedae...he believes and trusts you guys almost exclusively, even if you led him into evil acts as long as he didn't know it...


Hangman's outlook is:

Anyone on a military objective is fair game if called for by his orders.
He will follow the orders of those above him.....mostly.

On his own:
Armed adults can be killed, women included.
Unarmed men should have armed themselves.
Children will not be harmed, armed or unarmed.
Monsters...all are fair game.


DM - Pentor wrote:


I like how this squad doesn't even pretend to be morally conflicted!:)

Looks like you folks are in for some interesting times, as the Chinese proverb says!

As long as nobody tries to enslave anyone, Talbot will get along fine with others in his squad. He really enjoys the military lifestyle because of the bond of brotherhood it creates. Although this is a "MERCENARY" campaign, I already feel like my squadmates would have my back even if there was no monetary gain to be earned for the it.


Talbot Flynn wrote:
DM - Pentor wrote:


I like how this squad doesn't even pretend to be morally conflicted!:)

Looks like you folks are in for some interesting times, as the Chinese proverb says!

As long as nobody tries to enslave anyone, Talbot will get along fine with others in his squad. He really enjoys the military lifestyle because of the bond of brotherhood it creates. Although this is a "MERCENARY" campaign, I already feel like my squadmates would have my back even if there was no monetary gain to be earned for the it.

I'm just waiting for Bear and Declan to post up their actions in game and we'll go from there.

Also I have some interesting ideas about where this game goes from here...

EDIT

About awarding treasure guys, your squad has to tithe a part of your loot back to the Company. This is set on a scale and depends on your Rank within the Company. Currently you have to tithe 5% of the total gold and mundane treasure that you loot. Magical weapons and items are exempt from this tithing.

Once you go up in rank you will have to tithe more and pay a nominal membership fee of some kind, but you will be able to access more of the companies resources, e.g getting a Raise Dead spell cast on your corpse for free, and even take command of other squads depending on your rank and the mission.

I'm thinking about using three ranking systems - Officers, NCOs and Veterans. Officers get the chance to lead squads and choose mission later on in game, while NCOs get to run a squad and lead a bunch of mercs to glorious victory or a hideous death, while Veterans are just part of the rank and file but have been around so long that they have gained a bunch of respect and their name is spoken with fear, awe, disgust or a combination of those things by their fellow mercs.

Ok suggestions for the ranking system?

Lantern Lodge

Half-Elf Inquisitive 2/ Seeker 3

I missed an action? *goes to check*


Half-Orc Barbarian 1

Krathok's outlook is a little more complicated in a simple way.

He sees the squad as akin to a wolfpack. Red River is the alpha and has asserted dominance over Krathok, therefore he will follow whatever Red River says without question.

Bear and Hangman are fellow pack members, and are seen as relative equals. The 'children' are thought to be beneath his concern. He has an issue with Declan, as he doesn't see his worth - but Red River has ordered him to play nice, so he does.

Other than that, Krathok is an orc at heart. Men / women / paladins / depraved necromancers are all seen the same in his eyes, fair game. Would have no compulsions in killing children or enemies that surrender / are unarmed.

The interesting part would come if Red River were to die. Krathok would challenge for leadership of the pack, and would either win or need to be cowed into submission again.


I like Krathoks wolfpack mentality.

Also here is a badly drawn map I have made of the battle and where everybody is in relation to the last round.

[IMG=http://img192.imageshack.us/img192/6241/battlegrid1.jpg][/IMG]

Uploaded with ImageShack.us

if that doesn't work here is a direct link - http://imageshack.us/photo/my-images/192/battlegrid1.jpg/

As you can see I'm not an artist but that's pretty much the current battle field. The green stuff is trees the grey stuff is rocks and the black blob is the entrance into the cave. Each of you is represented by the first letter of your characters name. Each square is 5 feet.

Hakon you can get to the Giant Spider but you have to run there and dodge around the flanks of the goblin line.

Let me know if you think my map needs to be adjusted, or heck better yet download it and change it round on Paint your self!


I know I'm stealthy, but I don't think I can roll good enough to not appear on the map :( Maybe I'm just not seeing myself.


Talbot Flynn wrote:
I know I'm stealthy, but I don't think I can roll good enough to not appear on the map :( Maybe I'm just not seeing myself.

Sorry Talbot, I forgot to add you! Just imagine you are behind and to the left of Hakon, and to the right of Bear. I'll update the map for the next round and add you once Bear has posted.


No problem, thank you boss :)

Lantern Lodge

Half-Elf Inquisitive 2/ Seeker 3

Pentor, check out HERE They have generally enough tools to manage a map that you can, if you just make the map, save and edit in another program to movie pieces around.

You can recreate the mockup of the map in about 5mins, no kidding.


Abitan's attitude is that the squad is a surrogate family of sorts... but in a Manson Family way lol.

He doesn't see himself as a leader, nor want that responsibility, is only real loyalty is to Hakon and will generally take on board his council. He values the squad though, and is impressed with anyone who can kill with skill or compliments his cooking.

I see Abi's affinity for his fellow Crimson Kings growing as the campaign develops... as they become more family so his protectiveness will grow [he'll match insult to them with injury to the insultor for instance].

As for morals - Abitan literally has none. No compunctions about killing anything he's asked to. More than willing to do actions that morally others might be uncomfortable with [torture, child killing, murder etc]. While he currently won't seek to do those unless ordered, long term Abi's mental state is on a knife edge and Hakon [worryingly] is his moral compass of sorts.

In short [hey he's a halfling lol] Abi's a little psycho... but he's your psycho :)


Male Halfling Magus (Hexcrafter)/1

Hakon reaches into his pocket, coming out with a small wooden disc. A slender needle, also of wood, is riveted to the center of the disc. His eyes bright and a childish sense of wonder on his face, he spins the dial. 'Wheee!' He exclaims before traipsing off in the direction the needle points. 'C'mon, guys! This is a good way!'

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