The Spiral Wanderers (Inactive)

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Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

About Me section added to the profile. Campaign trait benefit added also. The Madness domain will represent the impact on Kejak's mind after realising all that new knowledge about reality itself. I will try to capture this on his personality and evolution while we play, with special care not to ruin the action and fun.


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]
Sundakan wrote:
He also faintly jingles when he walks.

That's what you get when you ate all those little bells!

Description:

Image
Lyra is a 5' tall female kitsune with tan and brown colored fur. She has a thin frame and eight poofy fox tails. Her pale pink colored eyes constantly scan her surroundings, evaluating both terrain and people. She wears an enchanted mithral breastplate, made to appear as normal clothing. At her hips are an array of thin daggers.
In human form, she gains a few inches and has long black hair.

I'll probably find another reference image for human form, but right now I have to go apartment hunting.


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

Ezra is a slender aasimar and, unlike his brother, could pass for human. Indeed he is often mistaken for a human until closly engaged. He is about 5'10" with black (but greying) hair. Making him look older than his physical years. He is soft spoken and quiet in the way that makes you long to hear what he is saying.
A fierce protector, he is always calm, but aware. Even in towns and at celebrations he keeps an eye on the positions of his allies, in case they should need him. He carries a mace, but none of you, save Micah, have ever seen him strike something with it. It seems to serve him as a gavel would for a judge, more a symbol of moral athority.
Ezra is quick to accept and trust (a trait that causes Micah much frustration) but, when he or his friends are crossed, Ezra does not hesitate to loose Micah to deliver justice.


The Chess | Maps, Handouts etc.

I'm flying back home today - please don't expect anything from me on the next days, I'll be busy getting things round :) have fun during the while guys!


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

Np, take your time to get settled back. They taught me patience at the monastery, after all :P


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14

Nesipho Appearance:
Standing at 5'2" Nesipho is of a slim build, weighing in at 146 lbs. His dark skin is covered by plain loose fitting clothing of earthen colors. A foot long braid of black hair hangs down his back. He is quick to smile, and often jokes around with his companions, making light when most others are dour.

@GM Archlich:
How would you like to handle perception checks, sense motive, etc where a known die roll would grant player knowledge that something is up? Do you want us to roll and leave it to us not to metagame, or do you want to roll those sorts of things behind the scenes?


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

Will be a little delayed in posting, had a big presentation and now I have to go to conference type thing. Later tonight!


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

Time for me to go label my abilities as Ex, Su or Sp haha


HP: 144/144| AC: 31 FF: 22 Touch: 22 CMD: 35 | Init: +12|Fort +14, Ref +17, Will +23| Perception +22, Sense Motive +22| Scent, Blindsense, and Blindsight when eyes are closed

Real talk though we need to discuss this whole "nothing magical works right" thing and exactly what you plan to do with it, since it wasn't ever mentioned at any point during Recruitment that I saw.

It's not that I don't trust you as a GM, but more that I don't KNOW you as one, and I don't know what kind of feel you're going for here. Is this an always on deal, or is it going to be a rare, dramatically appropriate event that our abilities go haywire? Will we get a warning that "A time wave is approaching" or some such and using certain abilities will be more dangerous than usual?

Do we get a saving throw or skill check to negate the effect?

Looking at my character:

-My main method of combat is magical
-My ARMOR is magical
-I have two spellcasting classes
-I have innumerable Supernatural passive abilities

The only thing non-magical about Pakiru is his Bonus Feats from Fighter, many of which aren't usable with other weapons since they rely on Weapon Focus in my Ectoplasmic Lash to function.

Basically if it comes down to "Every time you use a Su/Sp ability or spell it goes tits up", my main action in nearly every scenario is going to be "I huddle down somewhere and do nothing, hoping my Evasion doesn't turn into Anti-Evasion and make me fail all saves automatically".


The Chess | Maps, Handouts etc.

Good points, so making it clearer: this is an ongoing thing. There's no save or warning or time it goes off. It affects every single school, but some of them won't be noticeable or necessarily negative to you. For instance, as far as you can tell, Evasion works just the same. When I chose the group, I didn't pick anyone that would rely solely in magic (especially on the schools/tricks I knew would screw up the character or party). Just look at the party Archmage, for instance.

If you think it's unplayable now that it's revealed some things just don't work the way you think they do (for old timers, think Ravenloft and some of its realms), then I apologize and tell you this might be the time to jump out. This isn't the first of the many strange things you'll find out to happen, and the game just works if I don't spoil it all at the campaign pitch (instead, I simply informed it's hard as few games before, and avoided picking people too reliant on certain things - one trick ponies in a world certain tricks won't work at all). The only thing I did want to mention on the campaign pitch was about death, and I guess now it's becoming clearer what I meant.


The Chess | Maps, Handouts etc.
Lyra Tial wrote:
Time for me to go label my abilities as Ex, Su or Sp haha

That's an excellent idea. :)


Human* Slayer/Magus 3

So... Are you going to make a list of which things work and which don't? Or which things work differently and how? Or is this like a 'just try it and see how screwed you are' sort of situation?


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

I don't mind nasty surprises if they're part of the fun, and I think in this case it is part of the fun.


Human* Slayer/Magus 3

I guess... I would have been nice, though, to avoid wasting huge amounts of time assembling descriptions for abilities I'll never get to use, or calculating bonuses and damage for attacks I'll never be able to make, or reading over hundreds of spells to choose a handful that mostly won't work right anyways...

plus in a play-by-post those kind of surprises grind things to a halt...

    for example:
  • day 1- GM makes post to start combat; I enter bloodrage and charge
  • day 2- GM informs me bloodrage doesn't work (its Su); it was only a free action, so I decide that instead of charging I'll cast a spell
  • day 3- GM informs me the spell didn't work the way I expected it too; I still have a move action left so I decide to use it to position myself to try to compensate for the wasted action
  • day 4- assuming neither the GM nor I has missed a day anywhere in there we might get to start round 2 of combat (assuming nobody else is still trying to make their turn work, or needs to change something because my initiative was higher than theirs and my new actions throw off their turn).

So, it's taken half a week for one round and either its been total chaos as everyone struggles to put together a functional round or everyone else has been waiting for 3 days with nothing to do until they can post again.


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

I can list the things I can do without magic on one hand (and I'm missing a finger)


Human* Slayer/Magus 3

hey, good news, brother- immunity to disease is literally the only thing that works from your Pally levels... you can do whatever you want because falling no longer has any consequences!

I may have to try to stay faithful for a little while because my ability that let's me add Cha to AC is (surprisingly) Ex


Micah Haynes wrote:
I guess... I would have been nice, though, to avoid wasting huge amounts of time assembling descriptions for abilities I'll never get to use, or calculating bonuses and damage for attacks I'll never be able to make, or reading over hundreds of spells to choose a handful that mostly won't work right anyways...

This.

What was the point in making character creation so complex and time consuming if the vast majority of abilities from the combined total of 3 and a half classes aren't going to function like they're supposed to?

And your point of Ravenloft is kind of counter to your point of not informing us ahead of time on this, since that's an expected part of the setting.

I'm not out, yet, because I'm curious of where you're taking this plot, but I'm not at all a fan of potentially getting randomly screwed by a plot device that spans the entire campaign, without warning whenever I use one of my abilities.


The Chess | Maps, Handouts etc.

Like I said, and Kejak got it, part of the fun here is exactly about these discoveries. If it's not your game, that's the moment to jump off (because things won't get better from now - just worse). I'd even ask you to do so, since you clearly won't have fun once things start to become really tough and out of control. It definitely doesn't stop with spells.

For the others staying in the game: do you prefer replacing whoever leaves, or a smaller group? When I got six, I was like "getting ready" for the people who always end up leaving the game prematurely, but since we didn't even move from the first room, I can still call one of the reserves. What's your opinion?


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

I think I'm out. I'm too big a fan of the real rules to play under these circumstances.


Human* Slayer/Magus 3

Sorry folks, I've been pretty clear all along that I'm a package deal with Ezra. If he's gone so am I. We're RL friends and applied together so we could play together.

Good luck to those who remain.


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

Ah that's too bad. Sorry it didn't work out :(

@Archlich, I'm fine either way - though we're probably a bit less durable now with the loss of both characters dedicated to healing and defending others. And it sounds like the campaign is going to be fairly difficult already.


The Chess | Maps, Handouts etc.

@Haynes brothers: Take it easy, guys. Have fun in your other games!

I'll wait to see if anyone else will drop, and check how many to recruit. Guys, feel free to send me PMs with suggestions (based on the people who applied, on the "Recruitement" thread).


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14

Still in. Ask that we get at least one more player to put us up to 4, though I'm fine going up to 5 if you have two alternates you liked.


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

We're still at 4. Kejak me nesipho pakiru


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

I didn't even have time to check what I can or can't do :P

I might find myself unable to do anything but Knowledge rolls, but hey... Then again, fights can't be that tough. And if they are, well, the game probably won't last past the first encounter, so let's give it a try anyway.

Edit: Ok, no Ki pool (Su), that means no Ki Strike (no unarmed attacks counting as magical). This is really going to be tough, I guess.


The Chess | Maps, Handouts etc.

Don't worry - it's still a world of magic, and still pathfinder rules. It's not "nothing supernatural, spells or sla don't work", and you'll quickly notice it. I'm waiting to see if Pakiruis still with us before continuing.


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

Yeah, well, I guessed it can't be just "3/4 of your Pc won't work ever". But my statement remains true: it's going to be tough (and you said it).
On the bright side, now I have less things to spend my swifts on :p


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

*Waves tiny flag as rogue becomes a better class than ever before*

As a note, mythic power and surge are also supernatural.


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.
Lyra Tial wrote:
As a note, mythic power and surge are also supernatural.

Ummm... well, that's weird...


Sundakan wrote:


I'm not out, yet, because I'm curious of where you're taking this plot,


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14
Lyra Tial wrote:
We're still at 4. Kejak me nesipho pakiru

So I can't count.... :)

I haven't been picturing anything like abilities don't work at all. I think that would be silly and a waste of everyone's time. Rather there are unexpected side effects to using them. But only one way to find out for sure what is up - play the game and see what the GM does with it :).


The Chess | Maps, Handouts etc.
Nesipho Inkosi wrote:
Lyra Tial wrote:
We're still at 4. Kejak me nesipho pakiru

So I can't count.... :)

I haven't been picturing anything like abilities don't work at all. I think that would be silly and a waste of everyone's time. Rather there are unexpected side effects to using them. But only one way to find out for sure what is up - play the game and see what the GM does with it :).

That's how it goes ;) let's first see, then decide, right?

I'll have a post tomorrow morning to follow the action.


The Chess | Maps, Handouts etc.

What about that: I offer to each of you an answer, about a certain effect or power. The more specific you are, the more precise I can answer. I'll answer all of the question in spoilers - whoever doesn't want to know, or want to find in game... Don't read it. I'll ask that knowing or not the effect, to please interpret it the first time you see/use, regardless. I'll give one here already, for free.

Mythic powers/surge:

Despite the origins, most mythic powers and abilities work normally for reasons you'll find out. Surge works fine. The noticeable difference, however, has to do with economy: besides surging and abilities that work as immediate actions, per round you can only use a single ability/power that consumes mythic points, regardless of how many points or what type of action they would cost you. Reason also to be found in the future. If you have questions about specific powers or abilities, throw them away.


My primary concern is my Ectoplasmic Lash. A significant portion of my character is built around that class ability and how it functions.


The Chess | Maps, Handouts etc.

Ectoplasmic Lash:
Most occult powers and emotion-based powers are very intense and strenuous tasks on this setting - they require concentration and focus. You don't require it while using the lash - just to summon it. It doesn't stay out of combat, though, and while it's active, you keep taking 1 point of nonlethal damage every turn (as the other occult powers). If you're immune to nonlethal damage for whatever reason, you don't take this damage but the lash still doesn't stay out of combat or while you're not actively keeping it up (for example, you can summon it to manipulate objects in a distance even out of combat, just dealing with the nonlethal damage)


...Yeah, f$%% that, I'm out. Punching yourself in the face to use your powers is stupid enough when it's just the Kineticist, but I'm not spending a Full Round the first round of every single f+**ing combat just to use a simple ability.


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

:(


The Chess | Maps, Handouts etc.

Hey guys! I'll bring a new guardian, hierophant or marshal to the mix. Please pm me if you have suggestions or comments based on our list of applicants. I have a couple people in mind.


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

Teleportation not working :/
There goes two of my spells and one of my rogue talents.


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

Well, and some of my feats, and... you know... :P
I still don't know which of my Ki abilities will work, but it'll be fun to find out... or not :P


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

Aww, you went dimensional dervish/assault didn't you?


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

Yup, that and Mythic Stunning Fist was an interesting way to stun multiple opponents in one round... or that's what I thought :P

Maybe since this teleportation is not a spell it may work...


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Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14

FYI, I don't have any particular feelings on who gets brought in as a 4th.


The Chess | Maps, Handouts etc.

Heads up guys: we have a potential fourth joining us. He's making changes this weekend to the sheet, and hopefully will be with us this upcoming week. :)

On a side note: do you guys want to roll your own init or can I do it to speed up things? It was good Nesipho reminded me of his capability of acting on the surprise round, btw.


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

I don't mind you rolling initiative.


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

I also don't mind you rolling initiative!


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14

Likewise, you can roll init.


Anderlorn should join us with Mladris - he's adapting the character to work as a Guardian as well.


**INACTIVE(WIP)** Elven Female Adult
STAT:
Gestalt | HP: | AC: | T: | FF: | Init: | Perception:+ | F: | R: | W: | CMB: | CMD: | Spd: | Ki Pool:
MOST USED SKILLS:
Acrobatics: | Diplomacy | Sense Motive: | Spellcraft: | Stealth:

Hello all!

I don't mind you rolling Init as well GM Archlich ... LOL

I took Team Feats - Outflank because of my sneak attack, Escape Route, and Look out.


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14

Welcome Mladris.

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