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Wayward kings reboot 2

Game Master HarbinNick

This is the wayward kings reboot 2


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Talk about things here


-So what brought you here? After a violent encounter with some thugs in a back alley near an old ironworks, you needed some peace and rest. The Nose was the closest, safest place, if anyplace in Redwall could be called safe. As most of you have adventured togther, I’ll let you post in character in the gameplay thread. Once everybody has checked in, we will move the plot forward. Don’t forget to update your character info for level 2.


so there is one more player or two more left to check in?


Aasimar Init: +3 / Perception +12/ Darkvision 60' Cleric 1 Hit Points: 3/9 AC18/ff17/t11 F+4/R+2/W +7 Channel 0/6

Durnak, a two level dip in barbarian can give you an extra AoO while raging.


You can make a knowledge:local roll to know more about the area. Or you could type out questions, your choice. Luc is helpful and will answer pretty much anything he can


At higher levels, when we need arcane power, I plan on a high UMD to use offensive devices.


Male Human Ranger/1, Rogue/1

Not sure about other's opinions, but since nobody has appeared for Group 1, do we want to let Anna join us - gives us a true mage - and tell Serendipity sorry since she was the new player?


I'm happy to add another player...to this campaign. fine with me.


I mean let Anna join, and Serendipity can stay...


Female Elf Transmuter 2 {HP 12/12 | AC 13 FF 10 T 13 CMD 15 | F/R/W 0/3/3 | Init +3 Per +2}

Hello. I spoke (okay, PM'd) with DM Nick and Durnak and it looks like we're gonna make one big happy family now. I hope no one minds!

So how doyou want to work this out, DM Nick? Just let me know.


HAHAHAHAH I figured it out...but I have to eat first...and I'll send you a pm...


Male Human Ranger/1, Rogue/1

Welcome Anna - and Serendipity if you are still with us.

Great, now we gots women in da group. Deys gonna want me ta take a bath.


Male Human Ranger (Freebooter/Trapper) HP 22/25 AC 17 (18 with Shield) FF 14 T 13 CMD 16 Fort +4, Ref +5, Will +0 Init +5 Per +5

They aren't the only ones.


I have no ideas of the religion/pantheon in use...can somebody link me? Or can we just use something else?


Male Human Ranger/1, Rogue/1

I say we just use the standard Gloarian deities since they are fairly well developed for PF.


M Human Paladin 2; Init +2; Per +0; HP 24; AC 18, T 12, FF 16; F +5, R +2, W +3

Standard Golarion deities was specified in the (Group 2) recruiting post, though as a reply to that same question at the time.


Aasimar Init: +3 / Perception +12/ Darkvision 60' Cleric 1 Hit Points: 3/9 AC18/ff17/t11 F+4/R+2/W +7 Channel 0/6

Let us know if you want to change from Golarion dieties.

I guess people that can open strong doors are up.


Male Human Ranger/1, Rogue/1

The big man is picking the lock - Durnak has lots of skills for a hick woodsman.


Keep gods..just wanted to keep any old data frm Adams homebrew as is. Since it doesn't matter, let's press on.


I also wanted to add, I have seriously EVIL people. By that I mean, some of them engage in graphic, and horrible torture, sadism, sexual violence, and horrible acts. I understand these forums are officially pg-13, and I will follow that....however there will be horrible, horrible, things in The Warehouse. This is not an accident. This is so you will HATE the party responsible. As a paladin or divine caster, the need to be good, and your desire to vomit on the evil will be at odds...


Aasimar Cleric 2 {Initiative +1, Perc +5; F/R/W 4/1/8; AC/T/FF 14/11/13; HP 16/16}

howdy all, this cleric doesn't serve a single god, since darkness only belongs to one of them...

She's good, barely.

happy to be here, looking forward to mayhem.


I need someone to host my map...please pm an mail address...most good hosts are blocked in china (flickr, google+ google docs) I don't need to see it, as I can update on my end...


Female Elf Transmuter 2 {HP 12/12 | AC 13 FF 10 T 13 CMD 15 | F/R/W 0/3/3 | Init +3 Per +2}

Warehouse Map


Male Human Ranger (Freebooter/Trapper) HP 22/25 AC 17 (18 with Shield) FF 14 T 13 CMD 16 Fort +4, Ref +5, Will +0 Init +5 Per +5

Thanks Anna!


Female Elf Transmuter 2 {HP 12/12 | AC 13 FF 10 T 13 CMD 15 | F/R/W 0/3/3 | Init +3 Per +2}

A pleasure to help out.


Aasimar Init: +3 / Perception +12/ Darkvision 60' Cleric 1 Hit Points: 3/9 AC18/ff17/t11 F+4/R+2/W +7 Channel 0/6

By the way, I am somewhat old school.
Luther didn't try the eastern four mirror armor buy that costs less than scale and protects as chain. I assume we were in a 'western' campaign and 4-mirror armor and nodachis were not common.


Male Human Ranger/1, Rogue/1

Kind of like the eastern paper armor or whatever it is. Has no spell failure chance, and while it has no defensive value when mundane, you can add +++ to it to give a mage a nice suit of armor.

Unless the campaign is eastern themed or you have a very specific character reason for it, eastern armor and most eastern weapons would be unavailable in my campaigns. I will not allow the samurai or ninja in my campaign. Might ban a few other classes and alignments as well. My gaming was pretty much AD&D followed by PF - so I had a bit of a gap in there and am also old school.

That is one of the reasons why getting other people's conversions of AD&D modules is a pain. Quite often they just switch the monsters, but skip all the fun stuff - DC for traps, perception checks, new classes. If it is an AD&D temple, you would have a bunch of clerics - but who is to say that in the PF version there would not be oracles, inquisitors, or any of the archetypes.

In AD&D, everyone was level 0. In PF, it is fun to make them commoners, experts, warriors, or whatever seems to fit the role. While it is a pain, I hope it will make the adventure much more flavorful when I actually get to running it.


Male Human Ranger (Freebooter/Trapper) HP 22/25 AC 17 (18 with Shield) FF 14 T 13 CMD 16 Fort +4, Ref +5, Will +0 Init +5 Per +5

I done some of that even with my conversion of Age of Worms which isn't even that old. With archetype and new pathfinder classes, I can find great alternates to what is in the book.


M Human Paladin 2; Init +2; Per +0; HP 24; AC 18, T 12, FF 16; F +5, R +2, W +3

Wait, did I miss something? Where did the discussion on Eastern arms/armor come from?

But speaking of Old School, I don't suppose anyone else got Slumbering Tsar?


Aasimar Init: +3 / Perception +12/ Darkvision 60' Cleric 1 Hit Points: 3/9 AC18/ff17/t11 F+4/R+2/W +7 Channel 0/6

As evidenced by my campaigns, I am core only. I think core rules were tight and balanced and undid much of the Janky 3.5 stuff. The APG was the beginning of exciting content that at first was like unwrapping great Christmas presents and then realizing that your eight year old kids have b-b guns and minibikes.

Now having kensai magi running around with eastern paper armor, dervish dancing with scimitars or power attacking with falcatas while tossing shocking grasps around can be fun, the traditionalist old school part of me is somewhat unhappy.


Male Human Ranger (Freebooter/Trapper) HP 22/25 AC 17 (18 with Shield) FF 14 T 13 CMD 16 Fort +4, Ref +5, Will +0 Init +5 Per +5

I'm somewhat on board with you with that, but my feelings of that started after APG. I think some things are good here or there however. I do like archetypes, less thrilled with spells and classes.

Part of it too was there was way too much stuff coming out all at once to absorb and take it all in. In 10 years I might have a different spin. Most of any issues I have had in home games have been post core book stuff (Any archetype or class with standard action summoning like bear shaman druid, hate cacophonous call spell)


Aasimar Init: +3 / Perception +12/ Darkvision 60' Cleric 1 Hit Points: 3/9 AC18/ff17/t11 F+4/R+2/W +7 Channel 0/6

Well, the APG introduced the summoner. My ten year old quickly understood what a good deal that was. He quickly found adding some of the archetypes made it even better (synthesist and master summoner).

That independently validated his IQ tests in school.


Male Human Ranger/1, Rogue/1

For me the only real classes are Fighter, Ranger, Paladin, Monk, Cleric, Druid, Magic User, Illusionist, Thief and Assassin. Maybe Bard and on a really good day, Barbarian, but not the PF version.

I don't mind the archetypes, but generally avoid them as I hate losing the basic class skills.

The one alignment I hate is CN - in my opinion any player who is CN is so devoted to independence, and themselves, that they would be incapable of working with a group for more than a few minutes. I have seen a few played to their alignment, but usually they are either N or CG, fortunately I have not had too many heading toward the CE end of things, but I think I have one campaign where I would not be surprised if the character went CE which will make for some interesting party dynamics.


Male Human Ranger (Freebooter/Trapper) HP 22/25 AC 17 (18 with Shield) FF 14 T 13 CMD 16 Fort +4, Ref +5, Will +0 Init +5 Per +5

Good point (and the one APG class I won't allow at this time is the Summoner, one of the standard action to summon classes)

I am playing a witch in a Kingmaker game, and had someone play an inquisitor (and we have one in our Kingmaker game) and those two don't both me. Alchemist I am on the fence on.


Male Human Ranger/1, Rogue/1

I will have to read the Alchemist and Summoner more carefully, I am not really a big fan of either. Personally, in PF I love playing a witch - although being able to hex all day long is a fairly unbalancing power.

EDIT - just dawned on me that I am a Witch in your AoW campaign.


M Human Paladin 2; Init +2; Per +0; HP 24; AC 18, T 12, FF 16; F +5, R +2, W +3
Durnak Zweiblatt wrote:
...I am a Witch...

Have you turned anyone into a newt, and did they get better?


M Human Paladin 2; Init +2; Per +0; HP 24; AC 18, T 12, FF 16; F +5, R +2, W +3
Durnak Zweiblatt wrote:
I don't mind the archetypes, but generally avoid them as I hate losing the basic class skills.

Monty Python references aside, I run into the same problem fairly often. My rogue in a Serpent's Skull game is unmodified despite the many tempting archtypes.


Male Human Ranger (Freebooter/Trapper) HP 22/25 AC 17 (18 with Shield) FF 14 T 13 CMD 16 Fort +4, Ref +5, Will +0 Init +5 Per +5

Durnak, I purposefully didn't take sleep hex in the Kingmaker game because I felt that it was unbalanced, and still part of me does. I was really on the fence about it in my Age of Worms game.

While my witch can be very effective with an evil eye for -4 saves in round one, followed up with misfortune cause the GM to roll two d20s, then in the third round casting something nasty like Phantasmal Killer. 9/10 the others have killed it by then. So I basically just screw up the GM with bad rolls and massive negatives and that is about it.


Male Human Ranger/1, Rogue/1

I put together a Bard(Arcane Dueler)/Ranger for a WoW campaign (actually it is a Bard(animal speaker)/Ranger, but I was going to change it). Unfortunately I did not get selected. From what I have seen the Way of the Wicked campaign looks really cool, so if anyone knows of one starting up, I have several characters all ready to jump in.

Arcane Dueler is fun, but you lose most of the knowledge skills of the bard. On the other hand the Animal Speaker is really cool, you can talk to animals, summon rat swarms, and get all the Summon Nature's Ally spells, and only lose stuff like Suggestion and Counterspell which get used rarely at best.

Of all the characters that made it into campaigns, the only one that have an archetype are a Druid(aquatic), a Druid(Mehir Savant), and a Monk of the Four Winds. All the rest of my attempts at archetypes got shut down from the get go.

And you can never have too many Monty Python references.


Male Human Ranger/1, Rogue/1
Genisen Larkova wrote:

Durnak, I purposefully didn't take sleep hex in the Kingmaker game because I felt that it was unbalanced, and still part of me does. I was really on the fence about it in my Age of Worms game.

While my witch can be very effective with an evil eye for -4 saves in round one, followed up with misfortune cause the GM to roll two d20s, then in the third round casting something nasty like Phantasmal Killer. 9/10 the others have killed it by then. So I basically just screw up the GM with bad rolls and massive negatives and that is about it.

Or you can go for the positive and use Fortune + Cackle on your two front line fighters. One with a Earthbreaker and the other with a Keen Rapier+Butterfly Sting. Result is the 3x Earthbreaker getting crits about 1/3 of the time.

I was also very hesitant about the Slumber Hex, as we saw with the Owlbear, it can be a VERY unbalanced power as a single monster missing its saving throw results in the battle being over, even against a powerful or chief monster.


Male Human Ranger (Freebooter/Trapper) HP 22/25 AC 17 (18 with Shield) FF 14 T 13 CMD 16 Fort +4, Ref +5, Will +0 Init +5 Per +5

I do have cackle, but it usually doesn't work as intended. (Long story, fighter tends to go down every time I put it on him, and he is our only front line guy) We'll see. I just got agony, that will be my new pain for the gm ability


Aasimar Init: +3 / Perception +12/ Darkvision 60' Cleric 1 Hit Points: 3/9 AC18/ff17/t11 F+4/R+2/W +7 Channel 0/6
Durnak Zweiblatt wrote:

Barbarian, but not the PF version.

The one alignment I hate is CN - in my opinion any player who is CN is so devoted to independence, and themselves, that they would be incapable of working with a group for more than a few minutes.

I disagree with the first statement, the AD&D barbarian was broken, the Pathfinder barbarian is quite good by core (some of the archetypes now are another story).

The second statement is right on. There was a great article in Dragon about CN alignment being equal to a person that is insane. The article argued that the CN ethos met many definitions of clinical insanity. A psychology student in my game at the time agreed with this.

I have only one type of character that I play as CN. A wizard/sorceror so consumed with accumulating magic power and being free to do as he pleases that good or evil is not a concern. This character type probably helps to prove the CN equals insanity argument.

Anyway, it seems I have found some kindred spirits in this thread.


Male Human Ranger/1, Rogue/1

That is why I really wanted to play an evil witch in the WoW campaign - Cook People is just too cool a Hex, while not overpowered, the role playing it allows, and just how evil it is, is really cool.


Appears as hobbit--Periblooded aasimar Wizard (Conjurer) 5

Maybe fortune and cackle go on the kensai or bladebound magus with the falcata or the scimitar?

I can tolerate the core bard. The great bard archetypes make the most flexible class even more flexible. Giving anyone but the rogue the ability to detect and disable the nastiest traps is not something I am in favor of.

I tried this hobbit burglar in a shortlived Tomb of Horrors, and he worked out great.


M Human Paladin 2; Init +2; Per +0; HP 24; AC 18, T 12, FF 16; F +5, R +2, W +3
Durnak Zweiblatt wrote:
Unfortunately I did not get selected.

Impossible!

I have a goblin witch that just started We Be Goblins; I took Healing Hex and Evil Eye.

I play her as a Black Widow/hag-type, but never able to decide which of the male goblins she wants to control and make the new Chief. She licks her Toad familiar and goes into brief trances before making any major decisions (and some not-so-major, to).


Aasimar Cleric 2 {Initiative +1, Perc +5; F/R/W 4/1/8; AC/T/FF 14/11/13; HP 16/16}

She must be quite the contortionist to be licking her toad...


Male Human Ranger/1, Rogue/1

I can't wart to see how that toad licking turns out.

The key thing with witches is that they float, so if they weigh the same as very small stones, or ducks, then they must be burned.


Female Goblin Witch / 1
Durnak Zweiblatt wrote:

I can't wart to see how that toad licking turns out.

The key thing with witches is that they float, so if they weigh the same as very small stones, or ducks, then they must be burned.

As if referring to her was a summons, Gutspiller Toadslime stepped forward and looked over the woodsman.

"You big and not green. Ears too small. And have no sharp teeth."

The gobliness sits down and pulls out a toad from a sack. "Toad, what you think of big not-green man? We stick his skin, crack his bones?" She licked the toad's back, and her eyes roll up as she rocks back in forth.

Suddenly, her eyes flick open again. She stands up and approaches Durnak with what she thinks is a saunter but appears to more closely resemble a wobbling stagger. With a gurgling coo, "Toad say you big, you strong. Toad say I take you my hut, make you mine. Am I pretty?" She smiles... demurely, to reveal a large mouth full of needle-sharp teeth.


Aasimar Init: +3 / Perception +12/ Darkvision 60' Cleric 1 Hit Points: 3/9 AC18/ff17/t11 F+4/R+2/W +7 Channel 0/6

The slumber hex is broken is an interesting argument.
The fact that it affects only one target, is an 'all-or-nothing' hex, rousing sleeping characters is easy, and its duration is in rounds makes me think it may be okay. A bonus of +2 or +4 to saves may be the only balance I would consider.


Male Human Ranger/1, Rogue/1

Problem is that it increases with level. A level 10 witch with a 22 Int would have a DC21 Hex. Thus, even the most powerful of fighters at that level would only have a +8 or +10 Wis save most likely. So there is better than a 50/50 shot of putting them under, then the party rogue or great axe wielding fighter must simply go whack and you end up with a DC 55 Fort save or auto-death.

____________
Durnak pats the little goblin on the head. Sorry, but I kinnot help ya. I gots at kill dees ugly dwarfs. Dees doin bad stuff ta some gals. 'haps laters we kin talk.

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