The Damned Reborn (Inactive)

Game Master Aiunder

The mere mention of your name brings fear to commoners and even nobles in their walled and guarded manors are nervous when your name is heard.
Well that was true until you died.


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sure


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

As I was pondering the nature of this particular universe, a question came to mind. Are we healed by positive or negative energy, I suppose we can wait to find out ... Will suck if someone drops and I CLW and find that ILW was needed though :).


You'r all fully alive so unless your race has negative energy affinity or some class ability alters you in that way your fine.


Okay the bonus for humans

Can choose one of:

Any of the Heart of ...
Silver Tongued
or one human racial feat from ARG that you qualify for


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

cool beans. Was just concerned about possible undeath. .


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

I'll have to check em out when I get home from work.


M Human Undead Lord Cleric/Agent of the Grave

I've taken Silver Tongued, and also realize that I haven't included human bonuses to skill points. Whoops.

I have also replaced the 'Sacred Conduit' trait with the 'Extremely Fashionable' trait.

Top hats are awesome.


Yes, yes they are


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Hope you don't mind my chiding you, Ezra. We are bad guys after all. It's not personal. :)

I was looking over your sheet and saw that you have Alertness listed as granting a +4 Initiative bonus. Is that a special Witch thing that changes the fear your familiar grants? I thought Alertness gave a bonus to Perception.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

I know, I just figure a snake oil salesman from the boonies is not going to have the best of manners, or even be aware of some of the more basic social conventions.

To answer question, no. I have to fix that.

both are familiar bonuses.

Witch's Familiar

Familiar grants +4 Initiative because of its type,

Familiar within arms reach grants Altertness feat is a basic familiar ability for all familiars.

For some reason, hero labs is smashing them together.

I will edit when I have something better than iPhone to work with.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Ah, gotcha. I was pretty confused.

That's an awesome familiar bonus.

Lantern Lodge

Female Human Druid (2) Menhir Savant

I will copy and paste this character's SQ section to Ezra soon, forgive all the links to the PRD, the SRD is so much easier to work with, but the SRD is not PFS legal...


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Same last name. A relative?


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

Most all my characters are related somehow, I make up families, how they work, what the general motivations are, and all that. It makes generating backgrounds and what not a little easier... I think at the moment I have about 7 families. The last names are just a reference to the concept and general background for the given character. So they are, but only in the loosest sense.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

I do the same thing. This character was originally conceived as part of the background ancestry for a character I'm playing in a Carrion Crown game. When the recruitment for this game came up I thought the concept was perfect. It's pretty neat to think about them both in the same world at the same time on different adventures.


M Human Undead Lord Cleric/Agent of the Grave

I never considered families; that is actually a great idea.


and a fresh idea for DMs instead of evil twins separated at birth


I'm giving Opal and Lyonset one more night to post. Then I'm moving on without them.

A few things concerning crunch

Leon - armoured kilt and neck guard don't work with heavy armour

Ezra - how did you get 21 int?

Mordecai - what is Necril?

Krovax - for a general you don't have any ranks in knowledge history or profession soldier


M Human Undead Lord Cleric/Agent of the Grave

http://www.d20pfsrd.com/skills/linguistics

Necril
Spoken By: undead

An ancient language of the dead, this whispering tongue is shared among undead throughout Golarion, and is also often associated with necromancy.


okay


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

I am just posting to let you know I am here, just not in the room anymore, so inappropriate to continue in the gameplay conversation.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

You're right about the neck guard (I missed that, thanks) but the Armored Kilt does stack with heavy armor. The line in the description regarding "no effect" is specifically referencing how the kilt increases an armor's weight category (there is no increase when added to heavy armor)


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

True, but I always figured anything related to tactics should be left to RP decisions than skill checks. Leon also has a similar backstory and lacks those skills as well, but if you would prefer I reallocate some skills I can.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Being an effective general in mechanical terms has more to do with things like Leadership and having access to abilitys that boost allies. Because there aren't any mass combat rules (and thus no actual skills or abilities to apply to them), it's hard to say what skills are important to a military leader in Pathfinder.

Mechanically, the Profession rules are only a means of how much money a person can make while performing a task (since level is the only real measure if skill, max skill ranks become the determining factor of what pay scale someone falls into).

It's possible to be a 20th level soldier without and ranks in Profession. It just means you're not going to get paid much for it. If you're the kind of person who doesn't fight because if money then you're probably fine with that.

An orcish Fighter with a 6 intelligence who only ever put skill ranks into Intimidate is going to make a fine warleader as long as he has a decent Charisma, takes Leadership and aims his resources at aiding his troops.

Personally, I agree with you ARC. Being good at something like that should need skill ranks, but the game just doesn't work that way. Not only is there no mechanical benefit to having a skill like Knowledge: Tactics, there's also not many abilities that influence large numbers of people.

Basically it all comes down to the Leadership feat and player creativity.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

^ basically how I saw it, and as I said, I fully intend to take the Leadership feat for the RP anyway. But I can still rework some points if you want me to.


I agree to an extent. If you don't want to buy skills that's fine but I tend to use skills for more than just what the book says.

examples ive used

profession sailor to influence the rigging on a ship giving the party a "skill bonus" to AC while fighting off hijackers.

profession soldier to set up a better defended camp making areas rough terrain to approach and givig cover saves to the party.

knowledge history to recall a story about a prince that snuck into a castle to visit the daughter of his enemy decreasing the dc on any roll made to get into a castle

I even let one of my players make a heal check to let him hide his thieves tools inside his skin when he knew was going to be captured


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

That's pretty awesome stuff. I love it.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Ah. See, knowing that, then the skills would make more sense. As written, to me, they didn't. Will rework a couple points then.

Edit: Alterations made.


awesome was the look on the fighters face after he was making fun of the thief for sucking his thumb for five minutes when he finally pulled the needle out from under his nail, picked the lock to the cell and then proceeded to lock it again with the fighter still inside.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)
DM - ARC wrote:


Ezra - how did you get 21 int?

I will post my math so you can make sure I did it right:

15 points at level 1: (Int excluded, I took the 18 to Int.)

Before Racial Mods
Str 10 (0 Points), Dex 14 (5 Points), Con 14 (5 Points), Int 18 (0 Points) Wis 12 (2 Points), Cha 12 (2 Points)

0+5+5+2+2=14, 1 point in Bank (since your level system seems to allow 'point banking' for lack of a better term)

After Racial Mods (+2 Dex, +2 Int, -2 Cha):

Str 10, Dex 16, Con 14, Int 20, Wis 12, Cha 10.

I have 9 stat points left to distribute at this point (1 Banked at level 1, +2 at level 2, 1 at level three, 2 at level 4 one at level 5 and two at level 6, (1+2+1+2+1+2=9).

I spent 4 to go from Base Int from 18 to 19, 19+2=21. I have 5 remaining (9-4=5) but I have not committed to using it for Int yet.

resulting in
Str 10, Dex 16, Con 14, Int 21, Wis 12, Cha 10, 5 points unspent.

Edited for Clarity.


okay Ezra but I also said tieflings no longer have a negative stat


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

Updated to 12 Cha. Updated Skills to reflect +1 Cha bonus.

Out of Curiosity, what will be the minimum level to buy to a 22 Int?

I am torn between bumping Int and bumping Dex.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Made some final adjustments to skills, mainly put more focus on Diplomacy over Intimidate.

Also had a chance to look into the Human Racial Feats as per your additional boost to Humans. Took Fast Learner, adjusted Con and Int to do so. End result is same HP, -1 Fort save, +1 skill Point per level. Removed Linguistics (only had for bonus language for Draconic) and finished off skills. My character should now be complete.


I won't limit when you increase stats


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

So...verdict?


verdict on?


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

We gonna keep waitin on the two aasimar?


I've posted the next step. If they don't post again I'll just keep moving on.


M Human Undead Lord Cleric/Agent of the Grave

Sorry for the lateness of this DM but can I get a ruling on how this Oracle revelation I have works-

Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.

Do I just choose any creature with the correct HitDice, apply the Skeleton/Zombie template and then raise that? Can I just choose any creature and add HitDice, apply template and then raise that?

Thanks.


hmmm. For now just add hit dice to the skeleton in the bestiary. I'll go over the numbers later though since I haven't thought about it.


M Human Undead Lord Cleric/Agent of the Grave

Erm, which? There's about 15 and no generic 'Skeleton' one. Trick is that 'Skeleton' or 'Zombie' are templates you can apply to creatures; thats how my Animate Dead spell works.

Anyway, give me a shout when you've come to a decision, thanks.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

I found these, if it helps:

Undead:

The basic skeleton or his ranged buddy would have to be increased by 5 HD.

The Black Skeleton is burly, but perhaps you could remove his level 7 feat, and a HD?

Zombie wise all I could find was the 5 HD Monk Zombie, but she is interesting...


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Physical Description:

Krovax stands approximately 6'4" tall, has wavy brown hair that hangs down to the middle of his shoulder blades. He has a strong, athletic build, and moves with a grace not normally seen with someone his size. He has a confident, regal air about him. He has a short, well kept goatee that has the faintest streaks of premature grey in it. He tries to wear fine clothes, typically avoiding gaudy robes sometimes seen in noble courts in preference for tasteful yet practical formal wear that is still acceptable for courtly affairs.

His armor, a glistening Mithral breastplate, is adorned with a sheer black shield bearing a red dragon with wings spread, his personal sigil. He wears a black cloak spun of fine silk. He has helm designed to appear to be a dragon skull, two metallic horns on each side. The teeth of the dragons mouth form the face guard, giving the helm the unsettling appearance that it is grinning.


M Human Undead Lord Cleric/Agent of the Grave

Physical Description:

Mordecai is a tall man who stands with the rigidity of the law he holds within him. On his back he carries a large backpack, its edges stained with black and white dust. His clothes are grey-iron, as is his hair, his eyes a deep viridian. The barrister's tie he wears is the only white on his person, its brilliance marred by the tiniest marks of blood upon its edges. His face, while young, contains the lines of a much older man, criss-crossing his cheeks and mouth beneath his stern brow. He alternates between wearing his grey trenchcoat and a darkened set of mid-weight armour. He bears no sigil or arms.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

FYI: I'm kinda going on the assumption that we've lost Opal and Lyonset, and as such am trying to keep any plans made as general as possible so as to not include them, but leave room for them if they return (which I'm hoping for, as I think they had very interesting characters).


sounds good


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

On a side note, I purchased a Wand of CLW, based on the idea that we would have a bard to use said wand. It is all but useless to me (DC 20, -1 UMD skill means I need a 21 to use.... Thoughts?

Second, Ezra Savet is a tiefling with the various bizarre features taken. Specifically, wings, and prehensile tail. She is red skinned, black haired, yellow eyed, 5 feet tall, horned, and walks on cloven hooves. I am not sure what kind of guard would fall for such a woman. However, it is worth a try! Just sayin...


M Human Undead Lord Cleric/Agent of the Grave

I'm an Oracle in addition to having 15 in UMD; pass it over?


sorry for no post tonight, my daughters sick and I've been too busy to do anything proper.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Wow, I didn't realize Ezra was so devilish looking. I think Leon would have reacted entirely differently if he'd known. (stripping at dinner is exactly the sort of thing a succubus would do).

Is there an avatar picture that fits better? Have you checked the Outsiders group?

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