Pfilian Archibund Merstang IV |
Party time - literally, Philian thinks that he is the center of every party. Just ask him.
I need to look at the avatars again, this one is close, but it is just not right. I really want something cheesy like the blue outfits with big hats from the Three Musketeers.
Sunjeet Azra'eil |
I can switch around knowledge skills to match the party bit intend to max out arcana and history regardless. Still not 100% on feats and reviewing spell book. Will be formalizing his background but quick outline remains the same.
GM Tribute |
First thing on the table to discuss is posting rate. I plan on making this PbP go at its own natural pace rather than conform to a set schedule. Rather than hounding anyone for posts, I think we will all make an effort to move it along. If it goes well, we will all want to post quickly to move it along.
Secondly, since we are old school guys, we let Pfilian be the old school caller and face. We will not wait for a consensus if Pfilian is posting a course of action that seems reasonable. He has this trust until it is taken from him by party revolt.
Thirdly, I'll try to conform GM Blood conventions as much as possible. Unfortunately my maps will not be as good, but they should do the trick. No need to improve on what we all know and like with initiative and posting format in combat.
Finally, they said Paizo was crazy when they specified 15 pts and four characters as standard for an AP. Not even the best group can survive with those odds!! Let us not let Jason, SKR, and the rest of Paizo down!!! Let us prove them right!!
GM Tribute |
The group needs to pick a mercenary company name.
From the module...
Here are a few suggestions of adventuring party names
your PCs can use to help their group stand out.
• The Brave Raiders
• The Circle of the Final Rest
• The Crocodile’s Teeth
• The Dust Diggers
• The Four Blades Company
• The Golden Devils
• Jesper’s Jackals
• The Night Whispers
• The Ring of Daggers
• The Steel Spiders
I like Pfilian's Filibusters or Pfilian's Foundlings
Does Pfilian have a secret?
From character sheet=Humanoid(gnome)
Sunjeet Azra'eil |
If we are going to be so Pfilian centric, let's say that he advertised that he was putting a crew together and Sunjeet answered along with the others. Sunjeet has been a bit of a loner and knows he can't plunder the secrets of the ruins alone and might trust outsiders more than locals as his views can be seen as blasphemous.
Pfilian Archibund Merstang IV |
Ooh, how about "The Phurious Phour" or "The Phour Phuries"
Ok, they are really annoying names, but I am pretty sure that Philian would love them, not as much as his big blue hat with a feather, but he would love either nonetheless.
Pfilian Archibund Merstang IV |
If we are going to be so Pfilian centric, let's say that he advertised that he was putting a crew together and Sunjeet answered along with the others. Sunjeet has been a bit of a loner and knows he can't plunder the secrets of the ruins alone and might trust outsiders more than locals as his views can be seen as blasphemous.
Sunjeet - what is your background. I am trying to figure out the Garundi/Thassolian Wizard/Command Undead combo.
GM Tribute |
First--Gameplay is up
Trying to come up with some motivations/hooks -- feel free to adapt them or reject them. They are your characters. I used the campaign traits as they are made for that. With a company of all Halfling riders in town, the Dog Soldier tie in is quite appropo.
Our Halfling leader was rejected by the Dog Soldiers and taunted by their leader Mad Dog for his lack of riding skill. The Dog Soldiers are an all Halfling crew with Katapeshi fighting dogs that have come to partake in the lottery. Other mercenary groups heard about this and refused to consider one 'rejected by his own'
Our Thassilonian wizard has ties to Thassilonian wizards who are interested in buying up artifacts of significant power from the tombs. In addition to training in Thassilonian magic from his tutors, he is also tutored in appraising objects of value. They will pay a premium for any legitimate artifacts found.
Our ranger was resurrected and, because of this, has a fascination with death and tombs. The undead are now somewhat interesting for their connection to the death you experienced. You realize they are evil and dangerous, but you are drawn to fight them to 'grok' or understand them and thereby understand the death you experienced.
Our inquisitor has to take the trait with inquisitive
Inquisitive Archaeologist
You have studied the architectural styles of many nations but none have fascinated you like the architecture of ancient times. Hearing that a famed necropolis has finally been opened for exploration, you've come to get firsthand experience with the lost secrets of the ancient master builders.
Benefit(s): You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to find concealed or secret doors in ancient structures
He/she is drawn to the architecture of the tombs. Convinced that by understanding how and why these structures are built, insight into human nature and what drives good and evil will be gained.
Asaran Neitekh |
I was thinking, mostly, that Asaran's trying to figure out what it is that Anubis wants of him -- which certainly does include some fascination with the undead and death (which is why I went with Anubis rather than the resurrected Osiris himself -- the judge of souls is, after all, still a god of death with "Mummification" being part of his portfolio...)
And so when he followed the "draw" back to his homeland after his resurrection (which we believed was a pull, rather than just homesickness or a hatred of his life with the Band and how it ended) -- and returned to Osirion just in time to hear about the openning Necropolis, well, he saw that as a sign, and figured it's all part of the divine guidance.
However, if Pfilian's suggested hook is, indeed, the truth, Asaran's inherent rejection of Katapeshi things, based on his experiences, would actually have him seek out the halfling and offer to join up -- surely that's another sign. ;)
GM Blood |
I haven't yet figured out my inquisitor's angle yet. What I have figured out is that I am taking the Preacher Archetype as I like the re-roll aspect of it.
I think I am going to go melee even if we don't really have a dedicated ranged guy. I can see how to do a ranged character with inquisitor, so if we think we need one I can do it.
GM Blood |
What is your ruling on this. If I take the Final Rest Inquisition it allows you to put disruption on your weapon instead of bane. Can this power be used on a non bludgeoning weapon since it is special or do you feel it needs to follow the normal disruption weapon rules?
Unravel Animation (Su): At 8th level, when you activate your bane ability with undead as the creature type, you can choose for your weapon to instead gain the disruption weapon special ability. The DC to resist this effect is equal to 10 + 1/2 your inquisitor level + your Wisdom modifier.
GM Blood |
So my thought is a dwarven witch hunter inquisitor of Anubis with the Final Rest Inquisition. First level feat will be Steel Soul feat and traits will be Glory of Old and Campaign trait of Inquisitive Archaologist.
That will give me +5 to Spells and Spell like effects with a chance to boost that up more with a Spellcraft check. Being a dwarf will give me a chance to find secret door/traps within 10' if its stone and that will be at a +4 to perception.
I also plan on taking a Heavy Pick for a weapon for the butterfly sting
Pfilian Archibund Merstang IV |
Pickaxe is 1d8x4 2-handed weapon.
Pick, Heavy is 1d6x4 - 1-handed weapon
Pick, Light is 1d4x4 - light weapon
You can use the heavy pick and decrease from 1d8 to 1d6, but be able to use it in one hand with a shield if you want. Otherwise, the pickaxe is the bigger weapon.
Really, the big difference between the two is when someone uses Lead Blades on your weapon and/or you are enlarged. Then the 1d8 increases much faster.
Pfilian Archibund Merstang IV |
Really, it is a question of whether you want to be able to use it in 1 hand, in which case the heavy pick is better because you can still wield it 2 handed for the 1.5xstr bonus when you want. If you just want it as a 2 handed weapon and never plan on using a shield, then go with the pickaxe.
Pfilian Archibund Merstang IV |
Ah, was wondering where the proficiency came from. Personally, I think that the Heavy Pick is probably better because you can take a shield if you want. Buy a quickdraw shield and the quickdraw feat and you can switch between armored and 2 handed fighting as free actions. That way you can still make AoO while retaining the shield bonus to AC.
Apparently it is from AP#14—Second Darkness Chapter 2: "Children of the Void".
It is described as a 2 handed version of a heavy pick. Up to the DM whether one proficiency would cover both.
GM Blood |
I was thinking of Half-Orc and going Falcata too but like the bonus to spell saves angle. I have too many feats I want to take and not enough slots to use on a weapon feat slot :)
I'll start whipping this guy up before too long. Monday night home game just ended so hopefully some time to put all my thoughts together into one cohesive character sheet!
Asaran Neitekh |
But then I'd have to fight someone for any Falcata we find. This is better. ;)
Anubis gives the Flail, so not so useful (since Inquisitors do get favoured weapons). Horus does give the Khopesh, but probably not access to the Final Rest inquisition since he's a sun-god, not a death god. (Although the whole "Sun to burn undead" thing can work..)
Rakal Second-Born |
This is GM Blood's Inquisitor. (Background and Appearance need to be worked on, but mechanics should be finished)
My longterm outlook has changed as I have been building him, not sure I like the finished product, but I think it will be fine.
Heavy Pick with shield for attack. With 15 point buy I couldn't get his strength high enough to go with the two hander (at least for now)
Original plan was to go with blind-sight, combat expertise and Moonlight stalker for a bonus to hit and damage, then changed my mind to stay with combat expertise and go with trip or disarm or some sort of maneuver?
Not sure if anyone else is interested in taking teamwork feats to go with mine, but let me know if so. Like if I need a higher chance to crit item I could go with the Khopesh and Horus is Chain is ok with that with some changing around for Outflank/Paired Opportunist later.
You are adept at using greater numbers against foes.
Prerequisites: Int 13, Combat Expertise.
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to flank an opponent.
You look for every edge when flanking an enemy.
Prerequisite: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Your allies assist you in avoiding certain attacks.
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally's result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.
Sunjeet Azra'eil |
Looking at the party has a whole, we did a really good job covering vital skill sets. There are only a few holes and none are very major.
Knowledge/Mental:
Arcana: Sunjeet +8
Dungeoneering: Sunjeet +8; Asaran +4
Engineering: Sunjeet +8; Rakal +7
Geography: None1
History: Sunjeet +8
Local: Sunjeet +8
Nature: Asaran +4
Nobility: None2
Planes: Rakal +5
Religion: Sunjeet +8; Rakal +5; Asaran +1
Appraise: Sunjeet +8
Spellcraft: Sunjeet +8
Heal: None3
Linguistics: None4
Survival: Rakal +6; Asaran +5
Use Magic Device: None5
Face Skills:
Bluff: Pfillian +7
Diplomacy: Pfillian +7
Disguise: Pfillian +7
Intimidate: None6
Perform: Pfillian +7
Sense Motive: Rakal +7
Physical Skills
Acrobatics: None7
Climb: Asaran +4
Disable Device: Pfillian +8 (and magic traps)
Perception: Pfillian +6; Asaran +5;
Ride: None8
Slight of Hand: None9
Stealth: Pfillian +11
Swim: None10
1, 2: I am considering having Sunjeet switch out Knowldge Engineering and Dungeoneering as Goe and Nobility fit more with his background and scholarly skill set.
3: Not worried about having heal as we have several characters with healing magic. It is rare that heal is necessary outside of actual mundane healing.
4: I think we can get away with linguistics issues, especially with the low cost of Comprehend Magic scrolls.
5: UMD would be useful for Clerical magic that we don't cover otherwise - but that is a fairly limited spell set. Pfillian is the only character that this would be a really good skill to pump anyhow.
6: Not worried about Intimidate as diplomacy is generally better and overlaps heavily.
7, 8, 9, 10: Aside from Swimming which can be crucial, especially at lowe levels before magic helps, I can't see any of these mattering. Sunjeet may have to learn some water magic early on and make scrolls.
All around, especially if Sunjeet switches to cover the last two knowledge skills - this is pretty impressive for a 15-point-buy four-character party!
Rakal Second-Born |
Don't forget that Rakal also has Perception of +6 which gets bumped up to +8 for Stone Traps and Secret doors in Stone that he gets an automatic check when within 10'. Also if it is Stone and and ancient structure it is a +10 to Perception with an auto check!
I think we rounded out pretty good too. I am hoping for some good use out of teamwork feats once we get a few levels.
Pfilian Archibund Merstang IV |
Looks like Philian is the life of the party - just ask him, he will tell you.
UMD was one of those skills I really wanted, but with his background, I ran out of skill points. He will definitely be taking this going forward. Also, I am likely to take Oratory for Versatile Performance to bump his Sense Motive and Diplomacy going forward. Ends up with a wasted point in Diplomacy, but it just felt wrong dumping this one at level 1 with his history.
I also plan on putting a few ranks into knowledge every level. I can pair with Sunjeet to make sure that we have all the key ones covered.
Sunjeet Azra'eil |
I adjusted Sunjeet's knowledge skills as they really fit his personality better. He may spread out a bit to dip into all the knowledge skills, but will make those he has now his primaries and keep them close to the top.
I'm fine with whatever name you all come up with... I was just trying on the RP for Sunjeet. I imagine him beginning his career as more hopeful and optimistic that these adventures will fulfill him and slowly darkening in tone as the realities of the campaign set in and he confronts his own mortality.
Looking forward to this group!