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To Wear the Carrion Crown (Group 3) (Inactive)

Game Master Haldhin

Carrion Crown Adventure Path


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Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

I like the sound of that Channel Energy houserule.


Okay, we'll start using it. :)


Some administrative ideas for consideration and discussion:

First
I've been reading through the Mythic Adventures playtest document that was just released. I'm not EXCITED about them, but they are definitely interesting.

Wanted to ask this group if anybody is interested in using the rules in our PbP game? I think Carrion Crown would lend itself to the Mythic rules pretty well, and I wouldn't have to change much about the adventures.

This isn't a suggestion because I have no problem not using them; I just wanted to make the offer to see what everyone else thinks.

Second
If you have an idea about how you want your character to develop, please feel free to start passing along those ideas. Somewhat indirectly, this AP provides several opportunities for "events" that can affect characters, so it's relatively easy at certain points for me to include additional story elements into the game.

Even though I restricted sources used for character creation, I am willing to consider non-Paizo material for use as your characters continue to grow in power.


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

I don't like what I've seen from mythic and personally I'm trying to keep my distance. I would prefer to not see it used in this game.

Otherwise, thanks for the info. You've been running a great game!


That's enough for me then, if everyone isn't on board, I don't want to use them.

Out of curiosity, do you have specific issues with the rules, or just a general "meh" reaction to them?

Thanks, I'm glad you're enjoying it. :)


Male Human (Chelaxian) Oracle of Life 4 [ HP: 39/39 | AC: 21 T: 11 FF: 20 | F: +4 R: +3 W: +6 | Init: +7 Per: +5 | 1st: 6/7 2nd: 4/4 | Channel: 4/5 EB: 4/4 | Effects: None ]

I don't really care either way about the Mythic rules, honestly. I didn't even really look them over. So I'll vote with Bjorn to leave 'em out.

And really, I'm just trying to figure out how to explain Energy Body and Life Link when Alexei gets them at level 3. SUDDENLY, HOLY ELEMENTAL!


Yeah, those can be fun. :)


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

I haven't even looked at the Mythic rules playtest, so I'm happy going without.

As far as future development for Korvus goes, I haven't given it a whole lot of thought beyond continuing to advance as a wizard. With respect to future feat selection, will there be much downtime to make magic item crafting feats worthwile? I'm also intrigued by the mention of 'opportunities for "events" that can affect characters' - can you provide any additional details without giving away too much information?

Overall I've been very satisfied with how our game has progressed. It's a testament to a great DM and great players!


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

On a different note: Are we down to 4 PC's now?


Male Human (Chelaxian) Oracle of Life 4 [ HP: 39/39 | AC: 21 T: 11 FF: 20 | F: +4 R: +3 W: +6 | Init: +7 Per: +5 | 1st: 6/7 2nd: 4/4 | Channel: 4/5 EB: 4/4 | Effects: None ]

Wow, yeah, I just looked and Korthul and Asha haven't posted for almost two weeks now.

I hope they're okay.


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

I asked the DM about that earlier this week.

Asha may be rejoining us.

Korhul is up in the air. He was hit by Sandy so he may have bigger problems right now than a haunted prison. =(

That said, I'm good with the four (regularly posting) people we have now.


Male Human (Chelaxian) Oracle of Life 4 [ HP: 39/39 | AC: 21 T: 11 FF: 20 | F: +4 R: +3 W: +6 | Init: +7 Per: +5 | 1st: 6/7 2nd: 4/4 | Channel: 4/5 EB: 4/4 | Effects: None ]

Well, I think we'll be pretty well-equipped to handle this dungeon, but more hands never hurt.


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

Definitely.

Also, I think it's really bad form to disappear for days/weeks without saying anything. We don't need people like that.


Korthul and Asha have been removed from this game.

Thoughts on replacements would be appreciated.


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

Do you think we could survive the adventure with 4 PCs?

If not, maybe we could approach players in other PbPs in which we participate - people we know are reliable posters - and see if they would be interested in joining? I've been lurking in your Kingmaker PbP and you seem to have a really dedicated group of players there - do you think any of them would be interested in joining a Carrion Crown game?

I just can't understand why anyone who has been accepted into a PbP as awesome as this one would choose not to participate - barring Real Life issues that prevent one from playing in any PbPs, that is.


Yes, I'm sure you could survive it. There might be some rough patches if rolls don't go your way, but I can't think of anything off-hand that I would need to tone down.

I'm with you. As far as the Kingmaker AP goes, maybe. A couple already play Carrion Crown (Alexei!), and I'd have to query the others. I don't mind asking if the rest of the group supports it. Alternatively, I'm more than willing to consider other players that some of you know.


Male Human (Chelaxian) Oracle of Life 4 [ HP: 39/39 | AC: 21 T: 11 FF: 20 | F: +4 R: +3 W: +6 | Init: +7 Per: +5 | 1st: 6/7 2nd: 4/4 | Channel: 4/5 EB: 4/4 | Effects: None ]

What? You're a good DM, I couldn't pass up the chance. ;)

Honestly, as far as other people, I don't really know anyone.

-e-

Looks like I kinda trailed off there, whoops!

But if Bjorn says he's got a friend he trusts, that's good enough for me.


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

I have a friend that's been following this game for a while that might be interested in joining us. I'm in another game with him and he won't have trouble keeping up here.


Apologies for not updating last night. Internet was down for me, and my 7 mo old was cranky. Will do my best to update asap.


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

The occasional 24 hour disappearance is forgivable. =P


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

I'm open to suggestions.

I'm at a loss as to what Im supposed to do in here.


Male Human (Chelaxian) Oracle of Life 4 [ HP: 39/39 | AC: 21 T: 11 FF: 20 | F: +4 R: +3 W: +6 | Init: +7 Per: +5 | 1st: 6/7 2nd: 4/4 | Channel: 4/5 EB: 4/4 | Effects: None ]

Surf the coffin out of the dreamworld!


M Half-orc Monk (Martial Artist) 5 {HP 43/44; AC16(20), T16, FF13(17); F+7 R+7 W+7; Init+2; Perc+10} {Effects: none}

I was about to tell Lucius that I get that alot. Then Bjorn has to go and make me laugh.


Just wanted to note that we've cleared 1,000 posts in the Gameplay threat. That's awesome, thanks everyone!


Male Human (Chelaxian) Oracle of Life 4 [ HP: 39/39 | AC: 21 T: 11 FF: 20 | F: +4 R: +3 W: +6 | Init: +7 Per: +5 | 1st: 6/7 2nd: 4/4 | Channel: 4/5 EB: 4/4 | Effects: None ]

We've been at it for almost five months now!

Time sure does fly when you're having fun. :)


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

Huzzah!


M Half-orc Monk (Martial Artist) 5 {HP 43/44; AC16(20), T16, FF13(17); F+7 R+7 W+7; Init+2; Perc+10} {Effects: none}

Wow..the conversation has moved from our impending faceoff vs an undead bard and his giant parasites to the possiblities of banging the warden's late wife. I love you guys, really. /wipes tear away


Male Human Trapper 2/Cleric 3 (HP 42/42; AC:19, T:14, FF:15; Fort:+8 Ref:+8 Will:+5; Init+6; Perc+10) (Effects: None)

Bjorn was the one who brought it up. I just went with it. And no props for the Ghost reference? I thought it was clever.


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

Heh, we needed something to talk about while we wait for the wizard to post and the action to begin.


All, these are some changes I'm considering; please review and let me know if any of them seem inappropriate or cause problems for you.

Most of you do some or most of these requests already, so hopefully I'm not asking for a significant time investment or additional work on your part.

I'm asking for these changes because over the past six months, I've figured out where many of my biggest "time sinks" happen as I'm running the games, and these adjustments will significantly reduce the amount of time it takes me to adjudicate the action and make appropriate responses. Thanks!

-----

Character Footer
I would like everyone to update their character name footer in the following format:

Details:
M Human (Subtype) Cleric 1 {HP9; AC19, T13, FF16; F+4 R+4 W+5; Init+6; Perc+7} {Effects: None}

This information can be placed in the “Class” cell on the Profile page.

Keeping current hit point and condition effects as OOC text in posts during combat is fine with me, I don’t expect you to update your profile every time something happens. But after combat is concluded and the character moves on, please update the profile with pertinent information.

Additionally, please post current spell selection whenever a spell is cast; I don’t need to see it in every post.

Rolling Dice
When rolling dice, please tell me what the character is doing. For example:

Good: {dice=Perception]d20+6[/dice]
Confusing: {dice]d20+6[/dice]

Good: {dice=Attack, battleaxe, power attack, furious focus, flank]d20+4-1+1+2
Confusing: {dice]d20+4-1+1+2[/dice]

For attacks and damage, you only need to type everything out the first time if you make multiple attacks with the same modifiers. If the attack changes, please note it accordingly (i.e. “same as before without flank” suffices).


Fair attribution: I got the format for the footer from Bjorn's game he's running as Feral. Thank you, sir.


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

Ironically, I'm not using that for my own characters.

I'll fix that in a bit.


Here are the channel energy and detect magic write-ups I'm going to post.

I've changed detect magic slightly with regard to the DCs. The functionality is the same - roll a Knowledge (arcana) check when casting and get information. I've adjusted the DC for determining a specific spell or effect that caused the aura.

If nobody has any suggestions or comments, I'll be posting these on the Campaign Info tab as House Rules.

-----

Detect Magic

CASTING
Casting Time: 1 standard action
Component: V, S

EFFECT
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: none; Spell Resistance: no

DESCRIPTION
You detect magical auras. The amount of information revealed depends on the results of a Knowledge (arcana) skill check. When using this spell, you may make an untrained Knowledge (arcana) check.

Know (arcana) DC: Information Gained
Know (arcana) 10: Number of auras in spell’s area of effect
Know (arcana) 15: Strength of auras, active vs. lingering
Know (arcana) 20: Location of each aura, school(s) of magic causing each aura
Know (arcana) 20 + Spell Level*: Effect or spell used to create each aura

*If a character attempts to identify a spell that is not on their list, add +5 to the DC.

Detect Magic Original Version:

DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge(arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

-----
-----
-----

Channel Energy

Characters with this ability may channel this energy in one of two ways: a 30-foot burst centered on the character or a ray of energy affecting a single target.

BURST
Area: 30-ft. burst (centered on cleric)
Duration: instantaneous
Saving Throw: Will half; Spell Resistance: yes

Everything within a 30 foot radius of the cleric is affected by the channel energy ability. See below for damage/healing information.

RAY
Range: close (25 ft. + 5 ft./2 levels)
Effect: one ray
Duration instantaneous
Saving Throw: none; Spell Resistance: yes

A single ray shoots at a single target. It requires a ranged touch attack to hit. See below for healing/damage information.

HEALING/DAMAGE INFORMATION
The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost.

A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Channel Energy Original Version:

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.


Male Human (Chelaxian) Oracle of Life 4 [ HP: 39/39 | AC: 21 T: 11 FF: 20 | F: +4 R: +3 W: +6 | Init: +7 Per: +5 | 1st: 6/7 2nd: 4/4 | Channel: 4/5 EB: 4/4 | Effects: None ]

Sounds legit! :)

For the record, does this mean I could use Channel to heal a single person, instead of everyone around me? Or is the ray bit only for doing damage?


You can use the ray for either harm or heal - it just provides you more range than the burst at the expense of multiple targets.


Male Human (Chelaxian) Oracle of Life 4 [ HP: 39/39 | AC: 21 T: 11 FF: 20 | F: +4 R: +3 W: +6 | Init: +7 Per: +5 | 1st: 6/7 2nd: 4/4 | Channel: 4/5 EB: 4/4 | Effects: None ]

Cool, just making sure.

It's a shame I'm all out of Channels for today, though.


Male Human (Chelaxian) Oracle of Life 4 [ HP: 39/39 | AC: 21 T: 11 FF: 20 | F: +4 R: +3 W: +6 | Init: +7 Per: +5 | 1st: 6/7 2nd: 4/4 | Channel: 4/5 EB: 4/4 | Effects: None ]

G##*+~nit, I hate you so much, Lucius. Did you HAVE to make the "It's time to pay the piper!" joke?!


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

I think Alexei's reaction was funnier than the actual joke.


Male Human (Chelaxian) Oracle of Life 4 [ HP: 39/39 | AC: 21 T: 11 FF: 20 | F: +4 R: +3 W: +6 | Init: +7 Per: +5 | 1st: 6/7 2nd: 4/4 | Channel: 4/5 EB: 4/4 | Effects: None ]

My feathers are thoroughly ruffled.


Male Human Trapper 2/Cleric 3 (HP 42/42; AC:19, T:14, FF:15; Fort:+8 Ref:+8 Will:+5; Init+6; Perc+10) (Effects: None)

The short answer? Yes I did. If not me, who else?


M Half-orc Monk (Martial Artist) 5 {HP 43/44; AC16(20), T16, FF13(17); F+7 R+7 W+7; Init+2; Perc+10} {Effects: none}

So Lucius has the corny one-liners taken care of this game... good. Now make sure when we run away at anytime you say that we'll be returning sometime later to balance out the equation, though something shorter like "We'll be back!" should suffice. If you throw an enemy off a roof or down a pit or off a ledge of any type, I expect a "Have a nice trip!" or "See you next Fall!"


Male Human Trapper 2/Cleric 3 (HP 42/42; AC:19, T:14, FF:15; Fort:+8 Ref:+8 Will:+5; Init+6; Perc+10) (Effects: None)

Was planning on it. I was thinking that anytime I kick an enemy into a pit, then "This is Ravengro!" Would be more appropriate.


M Half-orc Monk (Martial Artist) 5 {HP 43/44; AC16(20), T16, FF13(17); F+7 R+7 W+7; Init+2; Perc+10} {Effects: none}

Oh, question for the DM: Have we leveled to 3rd yet?

EDIT: And beaten to the punch by the Ulfen! *fist-shake in Bjorn's direction*


Forgot to mention it - everyone made 3rd level!

See, Bjorn asks, and Harold asks, and I deliver. :)

Please let me know if you're doing something unusual.


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

Hurray!


Male Human (Chelaxian) Oracle of Life 4 [ HP: 39/39 | AC: 21 T: 11 FF: 20 | F: +4 R: +3 W: +6 | Init: +7 Per: +5 | 1st: 6/7 2nd: 4/4 | Channel: 4/5 EB: 4/4 | Effects: None ]

Okay, time to go dig up the last time we leveled so I remember what to do!

Oracle 3

1/2 d8 + 1 = 5 HP + 2 Con + 1 favored class bonus (HP) = +8 HP
+1 BAB
+1 Fort
+1 Reflex
+1 Diplomacy rank
+1 Sense Motive rank
+1 Knowledge (Religion) rank
+1 Perception rank
+1 first level spell known (Sun Metal)
+1 first level spell/day
Revelation: Energy Body (Su)
Feat: Extra Revelation (Revelation: Life Link (Su))
Channel (2d6)


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

Brawler 3

Fighter + Con = 9 HP
+1 BAB
+1 to CMD vs Grapple and Trip

+1 Reflex
+1 Will

+1 Intimidate
+1 Swim

+Toughness
+Brawling (Close Combatant)

Alexei I think your HP is off by one.

Oracle 1 (8 + 2 + 1)
Oracle 2 (5 + 2 + 1)
Oracle 3 (5 + 2 + 1)

Plus Toughness is 30.

I only realized it because Bjorn's HP was off too.


M Half-orc Monk (Martial Artist) 5 {HP 43/44; AC16(20), T16, FF13(17); F+7 R+7 W+7; Init+2; Perc+10} {Effects: none}

Monk (martial artist) 3

+5 HP
+1 BAB
+2 Acrobatics ranks
+1 Intimidate rank
+1 Perception rank
+Feat: Dragon Style (+2 on saves vs sleep/paralysis/stun, ignore difficult terrain on charge/run/withdraw, may charge through allies' spaces, +1.5 Str on damage for first flurry of blows hit each round)
+Fast Movement +10-ft.
+Maneuver Training (count monk levels instead of BAB for CMB)
+Pain Points (+1 to crit confirm rolls, +1 to Stunning Fist and Quivering Palm DCs)

Favored Class(Monk): +1 HP


Male Human (Chelaxian) Oracle of Life 4 [ HP: 39/39 | AC: 21 T: 11 FF: 20 | F: +4 R: +3 W: +6 | Init: +7 Per: +5 | 1st: 6/7 2nd: 4/4 | Channel: 4/5 EB: 4/4 | Effects: None ]

Since 1/2 of a D8 is 4.5, I got 5+1 last level, and 4+1 this level. So 31 is correct. :)


Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

Oh, I guess that means the rest of us need an extra hit point then.

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