Way of the Wicked - This City is Ours (Inactive)

Game Master Nidoran Duran


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Okay guys settle in, finalize any build matters you have, talk out any matters like item crafting you feel need doing, and in a day or two we'll get gameplay rolling.


Male Human Wizard 2 AC 11 T 11; FF 10; CMD 12 HP 13; Currently 13; Concentration +6 FORT +2 REFL +1 WILL +4

Checking in now.

Since I am the designated crafter, please let me know what items you want to get crafted so I can plan out my feat progression to get the appropriate feats.

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Checking in Spooky GM. I'm ready to start when you are.

Ah good to see we got a Wizard in the party. As for crafting abilities, we'll need weapons more than armor. Likely somewhere down the line we'll need enchanted weapons and/or weapons of evil to deal with damage reduction. Other than that, Wondrous Items are also a pretty good investment.


Craft Wondrous is always a great way to go, and there's enough useful low-end stuff that it's good to get early versus weapons, where even with the half cost they're still really expensive. For example, I imagine a certain party member who may or may not be an Ifrit might benefit from a Hat of Disguise greatly.


Female Human Monk(Sensei/Sohei)/2 (HP: 13/13; AC16; FF14; T16; F+4, R+5, W+7; Perc: +11, Init +2)

Welcome all. Sorry for the delay, I could not get on the site earlier and am just getting home from a dinner.

Apparently I am the parties designated cluster$%#^. Actually I am unsure of my final course. Most likely 2 levels of monk to start, then 2 levels of fighter(lore warden), then either 2 more lore warden (3 levels gives a +2 bonus on CMD and CMB and the 1 more is an extra feat.) Also considering 2 levels of Inquisitor(infiltrator).

Really, my character is the stealth/sneak & secondary melee/flanker. Right now, I do not plan on taking anything with trap finding/magical DD, but if necessary can grab 2 levels of Ranger(trapper) instead of the inquisitor.

The plan after level 6 or 7 is to go Shadowdancer. My main ability, which I rarely see used, but just seems right for this character is Improved Dirty Trick, because you just cannot throw enough sand into people's eyes and knee enough guards in the groin.

Also, I intend to take the Path of the Vampire just because it seems fun and works well with this character (shadowdancer + vampire), I plan to be enemy wizards worst nightmare.


Female Human Anti-Paladin 1 | HP 13/13 | AC 12 T 12 FF 10 | CMD 17 | F +4 R +2 W +5 | Init +2 | Perc +3

Yay! Checking in, too.

As for plans, I'm thinking of going with a reach build. Though if we need someone more tanky, I could go that role, too. Either way, she'll be a two-hander.

I'm also thinking of going with an intimidate build and picking up Cornugon Smash at 7th level. I already have the Omen trait to give me an free action to demoralize someone once a day, so that's nice, too.

I'll always be behind on caster levels, so won't be of much help with crafting, I'm afraid (I mean, I could put points into Craft (whatever), but I don't get that many skill points!). Craft Wondrous is always a good way to go, and the rest can be worked around.

Just excited to start!


Female Human Monk(Sensei/Sohei)/2 (HP: 13/13; AC16; FF14; T16; F+4, R+5, W+7; Perc: +11, Init +2)

Craft Wondrous and Craft Wands are the most useful as they are the ones we will most likely need to make evil related items. For instance I rather doubt that a Wand of Infernal Healing would be available in most magic item shops in Talingarde.

Crafting is not something that I will be much help with as I doubt I will have more than 2-3 caster levels.


Female Human Monk(Sensei/Sohei)/2 (HP: 13/13; AC16; FF14; T16; F+4, R+5, W+7; Perc: +11, Init +2)

Spooky, any chance you could get the IC thread up? Until people post on that, it will not show up on the campaign tab. If you are a DM that likes to wait until the game is actually ready to begin that is fine, just figured that I would ask so that I do not forget to check on it.

As an FYI, I will be out of town until Monday. I should have computer access, but cannot guaranty that I will be doing a lot of posting this weekend.


Male Ifrit Master Summoner 2 HP: 20/20 | Init +10 | Per: -1 | AC:16_T:12_FF:14 | F:+2_R:+2_W:+2 | Eidolon HP: 11/11 | Init +1 | Per: +12 | AC:15_T:11_FF:_14 | Claw x2 +4 1d4+3(10ft reach)

So I had a post that was somewhat in character and explained my plans, but then the goblins ate it when I went to post, and I didn't feel like waiting for the site to come back up so I went to bed.

Anyway, Raymond is a Master Summoner, which means his eidolon is only half progression. Which means I'll be using it primarily as a bodyguard, while letting my other summoned creatures do all the combat work. They can also be used as scouts, trapfinders, etc because they last for 1 minute/level, I get 10 summons a day at level 1, and if they set off a trap or die, who cares?

At level 2 I get Augment Summoning for free, and then at level 3 I plan on taking Superior Summoning. Beyond that, I don't really have any planned feats. I was thinking of taking Craft Wondrous Items at level 5, since that's when you really start needing magical gear. With my limited spell list as a Summoner, it means that I'd be using scrolls and/or requiring the aid of another spellcaster to make most items though. I could take Craft Wand instead, since as a Summoner I can craft wands of haste, which are otherwise unavailable. Since my Eidolon takes so long to progress, I was thinking that a bunch of Extra Evolutions would be nice, but I don't know if I'll do that. Extra Summons, however, would mean that I could potentially flood every fight with a ton of critters.

Spell-wise, I was thinking that my limited spells are best used for battlefield control and buffing. Battlefield control would really compliment the extra bodies that my summons provide.

Out of combat, Raymond is meant to be a face. Intimidation and Bluff are class skills for me, and my high charisma means that I'm going into the game with a +10 at the very start. Diplomacy is not a class skill, but I'm still sporting a +6 at level 1. Making threats and schmoozing/lying his way through things is what Raymond does, and he does it well. Just don't expect him to bash down doors, scale walls, or tiptoe across narrow ledges. That's what he's got you all for.


Alright, gameplay thread is up now. Actual gameplay likely to start this afternoon when I'm more awake. If you guys need to make any last-minute changes to your sheets, now would be a good time to do it. I don't know if anyone has any major holiday plans, but I'll be forgiving about people being slow to post during the next four days; we're starting a pretty bad time.


Male Ifrit Master Summoner 2 HP: 20/20 | Init +10 | Per: -1 | AC:16_T:12_FF:14 | F:+2_R:+2_W:+2 | Eidolon HP: 11/11 | Init +1 | Per: +12 | AC:15_T:11_FF:_14 | Claw x2 +4 1d4+3(10ft reach)

In case other people didn't know this, now that the gameplay thread is up you should post in it and then immediately delete that post. Even after deleting the post, the forum still counts it and will treat the thread as being dotted and start tracking it for you.


Gameplay is live and everything is ready to go. You have until you do something with game mechanics to make any changes; once you roll your first die, cast a spell, or the like, your decisions are set in stone.

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Hello Spooky

I updated my character sheet to replace the Fire Domain with the Heresy Inquisition. It gives me a better bluff and intimidate and eventually gives me rerolls with Bluff, Diplomacy and stealth checks. I now can use my wisdom score for bluff checks. Forgot to add that in the first bluff roll (As I now use wisdom instead of charisma for bluff AND add my wisdom score to bluff checks though so its technically a 22 on the roll.)


Female Human Monk(Sensei/Sohei)/2 (HP: 13/13; AC16; FF14; T16; F+4, R+5, W+7; Perc: +11, Init +2)

I am here still. Cleaned up my character some, no major changes. Traveling today, should be able to get caught up this evening.


I'm putting together Megirege's alt right now, but she is unchanged as far as she is. I'll be posting in the next few hours; just finished with some family matters.


Build stuff for Megirege.

I'm planning her feats as follows:

Level 3: Selective Channeling OR Scribe Scroll
Level 5: The one not chosen at 3.
Level 7: Leadership
Level 9: Alertness OR Careful Speaker OR Improved Channel OR Persuasive OR Secret Signs OR Warrior Priest

As far as her skills go, she could be perfect face support with Sense Motive, Intimidate, and the Enhanced Diplomacy Orison. I think she can cover party healing and support for the most part actually. Especially if she can scribe scrolls.

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

I can do some backup healer if needs be for the group. I took cure light wounds as one of my 1st level spells and will probably end up taking a few more later. As for feats, I don't know what I'll take but likely some feats will have to be invested to balance out my Devil Ascension path. Definitely leadership at level 7 so that I can get myself an evil organization.


Oh snap, first Wall of Text incoming! XD


BBCT, I don't want to be rude here, but it is a custom to select an avatar for your character. It makes it easier to find your posts and also it looks nice :)


Unfortunately, there is no Avatar I feel properly reflects the character, and I often base a lot of my Roleplaying and posts based off of the image of the character that I have in my head, which helps me stay in character. A different image would mess with that.

It's a bit of a peeve I have. Now, if I could choose a Custom Avatar, that'd be glorious, but I haven't found the option anywhere yet.

Apologies, but I'm sure you'll understand.


No worries BigBen! I will let this go so as to not open old wounds concerning paizo's policy on avatars.


Female Human Monk(Sensei/Sohei)/2 (HP: 13/13; AC16; FF14; T16; F+4, R+5, W+7; Perc: +11, Init +2)

I agree with getting an avatar. If you cannot find one that looks like your character, grab one that is way off so as to not change your ideal for your character. One of the stick figures or a big eyeball or some strange infernal creature that is your mascot. As Eric said, it really makes finding old posts much easier. I have a DM in one campaign that does not use an avatar, and I have missed his posts more than once when they are short.


Even if it's just a black square or something, I would greatly prefer it if you had something. It doesn't need to be a 100% faithful representation, but I DM three games on here and the avatar provides some instant visual kick for me that greatly helps in managing everything. A picture to tie posts to lets me keep everyone's details straight.


Female Human Monk(Sensei/Sohei)/2 (HP: 13/13; AC16; FF14; T16; F+4, R+5, W+7; Perc: +11, Init +2)

I am still here watching the posts add up. With the family today, will get a post up later.


Fine.


Thanks, BBCT.

Alright, so since we're close to the crunchy stuff, I'll hit you with the rulings and s@$@ we'll be working with:

-We stagger initiative. Enemies will all move under one number. Any PCs who go before enemies may act in whichever order they come upon. Then enemies go. Then everyone can move, and once all of the party has acted, the enemies will too. This is to keep things moving; if we all keep pace we can move through a single round of combat in a day instead of in several. If you go more than a day-ish without acting, I will bot you and move on.

-I don't give a s@#$ about encumbrance, to a degree. Within reason, you can carry pretty much anything; I won't punish you for a low Strength score by having only your armor, a weapon, and two small things. If you want to carry loot, carry it. If you feel like your character should wear bandoliers stocked with acid, unholy water, smokesticks, and other alchemical stuff, then go for it, no matter what the numbers say. I'll only be coming down when you're carrying something that is itself very large. Obviously movement and skill penalties are still going to be incurred by armor regardless of carrying capacity.

-Leadership is going to work a little differently. This is a party of six and everyone having an additional thing is f##+ing undoable. Instead, taking the feat will give you a monstrous mount and minions, which the game has a system for so that you can begin running an organization with you at the top and them doing the dirty work. We'll get more into it when you're at that level, which will be during book two.
You will instead get one cohort who will serve the party as a whole, like perhaps maybe a certain orge-like creature who's already near you and might be darn grateful for freedom. To compensate for the loss of five other members, this cohort will operate at one level/CR (depends on who/what the cohort is) below the party instead of two.

If there are any questions, suggestions, or house rule requests, this would be the time.


Female Human Anti-Paladin 1 | HP 13/13 | AC 12 T 12 FF 10 | CMD 17 | F +4 R +2 W +5 | Init +2 | Perc +3

After much deliberation, I've finally finalized Lisbeth. I was flip-flopping on getting Necromantic Affinity at 1st level, or Furious Focus. I decided to go with Furious Focus and pick up Affinity at 3rd, after I get my Touches of Corruption, which will allow me to self-heal as a quick action during combat.


Male Ifrit Master Summoner 2 HP: 20/20 | Init +10 | Per: -1 | AC:16_T:12_FF:14 | F:+2_R:+2_W:+2 | Eidolon HP: 11/11 | Init +1 | Per: +12 | AC:15_T:11_FF:_14 | Claw x2 +4 1d4+3(10ft reach)

What exactly is the window patch? I'm kinda confused as to what it is.


Whoops, thought I included in the post what it was. From the book:

"The window patch will create a window (and therefore a hole) in a nearby wall. If there are no nearby walls, it simply turns into a common wooden window frame. It cannot be placed on a living creature however. Once removed, a patch cannot be replaced."


Male Ifrit Master Summoner 2 HP: 20/20 | Init +10 | Per: -1 | AC:16_T:12_FF:14 | F:+2_R:+2_W:+2 | Eidolon HP: 11/11 | Init +1 | Per: +12 | AC:15_T:11_FF:_14 | Claw x2 +4 1d4+3(10ft reach)

So basically, one we reach an exterior wall, we could put the patch on it and just climb right out. Good to know.


Yes, but you don't know what you're stepping out to, nor whether this is the best place to do so. Not to mention all the loot you'll be missing out on. But yes, if you want to be boring, you can try that.


Female Human Monk(Sensei/Sohei)/2 (HP: 13/13; AC16; FF14; T16; F+4, R+5, W+7; Perc: +11, Init +2)

Remember, the more we keep in the veil, the less we have to carry across the swamp and out of the prison.

Sorry, no time for an IC post, should get something up later this morning.


Male Human Wizard 2 AC 11 T 11; FF 10; CMD 12 HP 13; Currently 13; Concentration +6 FORT +2 REFL +1 WILL +4

For the record, Zinbah wants to cast Hypnotism on the guards. He will explain to you how the spell works, so just check out the description of the spell.

It is not a commonly cast spell, but I think it will work wonders here.


Male Ifrit Master Summoner 2 HP: 20/20 | Init +10 | Per: -1 | AC:16_T:12_FF:14 | F:+2_R:+2_W:+2 | Eidolon HP: 11/11 | Init +1 | Per: +12 | AC:15_T:11_FF:_14 | Claw x2 +4 1d4+3(10ft reach)

Question: Are you having my Eidolon act on my initiative, or will it act on its own?


On your Initiative. Lets you only have to make one post per round instead of two.


Male Ifrit Master Summoner 2 HP: 20/20 | Init +10 | Per: -1 | AC:16_T:12_FF:14 | F:+2_R:+2_W:+2 | Eidolon HP: 11/11 | Init +1 | Per: +12 | AC:15_T:11_FF:_14 | Claw x2 +4 1d4+3(10ft reach)

Gotcha.


Male Ifrit Master Summoner 2 HP: 20/20 | Init +10 | Per: -1 | AC:16_T:12_FF:14 | F:+2_R:+2_W:+2 | Eidolon HP: 11/11 | Init +1 | Per: +12 | AC:15_T:11_FF:_14 | Claw x2 +4 1d4+3(10ft reach)

Go to sleep for the day and come back to a whole new page of posts.

I take it I'm probably the only person here who works an American midnight shift then?

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Raymond would probably have just a hard time disguising himself as a guard. With his whole red skin and devilish horns and burning eyes being the Ifrit that he is. Disguise Self unfortunately is not a spell my character took although it is available to get on her spell list eventually. I get only 2 spells as an Inquisitor at level 1 and disguise self was not a priority.


Male Ifrit Master Summoner 2 HP: 20/20 | Init +10 | Per: -1 | AC:16_T:12_FF:14 | F:+2_R:+2_W:+2 | Eidolon HP: 11/11 | Init +1 | Per: +12 | AC:15_T:11_FF:_14 | Claw x2 +4 1d4+3(10ft reach)

I'm simply trying to throw my voice and lure them in here, not a full disguise. If we get the drop on them, it's one extra attack we get that they don't, and with any luck we can drop them before they react.

Anyway, Raymond doesn't have horns, red skin, or burning eyes. His skin is the color of polished brass, his hair is reddish-orange at the roots but shifts to a brighter yellow-orange at the ends, and he has some charcoal colored scales on his arms and legs. I kinda held off on the description because I figured we were in the dark or dim light that would prevent it from being seen too well while we were in the cell.


Female Human Anti-Paladin 1 | HP 13/13 | AC 12 T 12 FF 10 | CMD 17 | F +4 R +2 W +5 | Init +2 | Perc +3

Sammy's a beast! Glad he's on our side!


Male Ifrit Master Summoner 2 HP: 20/20 | Init +10 | Per: -1 | AC:16_T:12_FF:14 | F:+2_R:+2_W:+2 | Eidolon HP: 11/11 | Init +1 | Per: +12 | AC:15_T:11_FF:_14 | Claw x2 +4 1d4+3(10ft reach)

Level 1 is his strongest level because he's the same as any other Eidolon right now. His usefulness will be reduced from level 2 onward, since my archetype has 1/2 eidolon progression. But starting at level 2, and really coming into play at level 3, my summon monster spell-like ability will shine. Augment Summoning and Superior Summoning means that by pulling from the lower-level Summon list I can pull a minimum of 2 creatures out as a standard action, with a max of 4 being pulled at once. And they last for a minute per level.

I just wish that Moonlight Summons, Starlight Summons, and Sunlight Summons didn't require Summon Nature's Ally. Because then I could pull creatures that had natural weapons treated as silver, cold-iron, and magic, were immune to blinding, dazing, confusion, and sleep, had blind-fight as a feat, a +5 bonus to perception and stealth, and shed light as though they were torches. But that might, possibly, maybe, be a bit overpowered considering that half the stuff I summon will also get the Fiendish template and so will have Smite Good and all that jazz. So I can understand why they didn't want the summoner to have them.

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

I just hope the Master summoner does not get too broken. My last real life DM banned the class as in Rise of the Runelords, the master summoner destroyed encounters by filling the map with summoned dogs, forcing a lot of overhead on combatants as well as making fights extremely easy.


Male Ifrit Master Summoner 2 HP: 20/20 | Init +10 | Per: -1 | AC:16_T:12_FF:14 | F:+2_R:+2_W:+2 | Eidolon HP: 11/11 | Init +1 | Per: +12 | AC:15_T:11_FF:_14 | Claw x2 +4 1d4+3(10ft reach)

I'm well aware of the Master Summoner's reputation, and I intend to self-limit my summoning. I'm going to be keeping my eidolon out most of the time, which will limit me to a single casting of Summon Monster at a time(max of 4 creatures per casting), and I'm going to keep a reference sheet of my most common summons that includes their full stats so that the GM doesn't get bogged down in figuring up the numbers. Then, since they act on my initiative, it's just a single post from me to have everything move and react.

In a real-life game it's much more annoying because it takes time to move minis or tokens around on the map and roll all those dice, while in the meantime the rest of the group is sitting there twiddling their thumbs while they wait for your turn to end. In a PbP it's not nearly as annoying because the waiting is intrinsic to the style of play and it takes just as much effort for a turn where only one character acts as it does for a turn where 20 act.

You can speed things up in a real-life game by doing things like pre-rolling dice, putting them in a list, and simply moving down the list as needed though. No spending 5 minutes rolling a handful of dice over and over to calculate attacks, damage, etc. You just reference a piece of paper that has the numbers you rolled during initial game startup written down on them.


Also if it ever gets too cumbersome, I'll either impose some kind of arbitrary summon limit, or start throwing a much larger volume of enemies than I already intend to (have to up the difficulty by 50% for a six person party).


Male Ifrit Master Summoner 2 HP: 20/20 | Init +10 | Per: -1 | AC:16_T:12_FF:14 | F:+2_R:+2_W:+2 | Eidolon HP: 11/11 | Init +1 | Per: +12 | AC:15_T:11_FF:_14 | Claw x2 +4 1d4+3(10ft reach)

Well, like I said I plan on trying to limit myself a bit. Unless my eidolon goes down in combat I'll probably be keeping it out since he's Raymond's bodyguard and right-hand man. If it goes down, then I'll probably limit myself to just 2 castings of Summon Monster at a time, both out of resource management and to keep the battlefield from being too cluttered. I don't plan on going beyond 2 castings unless we really seem like we're taking a beating and that there's a good possibility of things going badly for us.


Male Ifrit Master Summoner 2 HP: 20/20 | Init +10 | Per: -1 | AC:16_T:12_FF:14 | F:+2_R:+2_W:+2 | Eidolon HP: 11/11 | Init +1 | Per: +12 | AC:15_T:11_FF:_14 | Claw x2 +4 1d4+3(10ft reach)

I say slaughter the sleeping guards first. They deserve it for being lazy, and it has the added benefit of making it easier if an alarm gets raised.


Male Human Wizard 2 AC 11 T 11; FF 10; CMD 12 HP 13; Currently 13; Concentration +6 FORT +2 REFL +1 WILL +4

Morossa raises a good point here. I think however it depends on how stealthy the party is as a whole. Zinbah has no stealth whatsoever so he would rather not risk detection by moving around too much, thus alerting the guards.

As for slaughtering the guards, leaving a blood trail for the remaining guards to follow sounds too risky here. Our purpose here is to escape and leaving the guards alive here won't hinder us, as long as they do not know where we are at.

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Amanda wants to avoid backtracking as much as possible. The storage room is one goal they need to check out so she is headed there first. As for killing all the guards, she would prefer a more subtle escape but is not one who wants to preserve the lives of these pathetic guards either. We can get to the sleeping guards after we stock up on supplies.


Female Human Monk(Sensei/Sohei)/2 (HP: 13/13; AC16; FF14; T16; F+4, R+5, W+7; Perc: +11, Init +2)

We don't have to kill them. Actually, disabling them or knocking them unconscious and then tying them up is almost better. It shows that we have compassion and are not just cold blooded murders.

Although Morossa is not a devout adherent to the Dark Lord, something that I assume at least three of you are based upon your classes. I imagine that the First's goal is not the slaughter of innocents, but rather the creation of a nation with a distinct command and control system. The devout on the top, the subservient and slaves on the bottom. Dead make terrible slaves. Good servants perhaps if you are a necromancer, but still terrible, and probably really smelly, slaves.


Female Human Anti-Paladin 1 | HP 13/13 | AC 12 T 12 FF 10 | CMD 17 | F +4 R +2 W +5 | Init +2 | Perc +3

Lisbeth doesn't care if they live or die, which she's already stated, I think. They're barely worth notice, in her eyes.

But she's not out to murder the whole prison staff. She's more interested in getting out of this place and putting plans into motion to put her own authority on the throne. Everything else is just a tool to that end.

Speaking of which, it is going to be very interesting to see the power struggle in the near future, as it looks like several people already see themselves as the leader of this happy little band! Lots of similar but conflicting ideas (and ideals) going about!

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