Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Human Hero Killer1 / Holy Assassin1 / Deceiver2

Welcome!

It's open now.

I'll update gameplay as soon as you guys finish the character sheet.
I've some house rules and Talingard history at Campaign Info. Read the rules, if you have time, read the history.


Male Hobgoblin Cavalier 1 (Fell Rider)

Dot. Checking in. Can you make a placeholder post in the IC (really doesn't need to be anything IC) so I can dot the campaign? It means it will show on my campaigns page so I always have the game available from the page I manage all my games on :).

Reading the history now. Will we get to try rolls again like the other group did and keep point buy if they aren't good? If so...

Focus: Dexterity (18)
Foible: Charisma (8)

Strength: 1d10 + 7 ⇒ (5) + 7 = 12
Constitution: 1d10 + 7 ⇒ (9) + 7 = 16
Intelligence: 1d10 + 7 ⇒ (8) + 7 = 15
Wisdom: 1d10 + 7 ⇒ (7) + 7 = 14

Tasty! If I can use those Malgrim gets ever so slightly prettier too :P.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'd like players to update their alias's so that character info is displayed under their character name. This makes it easier for me to find oft used character details very quickly.
Info should include:
Race|Class|HP ?/?| AC ?(T?/FF?)|CMB +?; CMD ?| Saves Fort , Ref , Will| Initiative +?, Perception +?, Sense motive +?, Bluff +?

@Malgrim Sure. I'll do it a little bit later.

Sovereign Court

DM Aku wrote:

I'd like players to update their alias's so that character info is displayed under their character name. This makes it easier for me to find oft used character details very quickly.

Info should include:
Race|Class|HP ?/?| AC ?(T?/FF?)|CMB +?; CMD ?| Saves Fort , Ref , Will| Initiative +?, Perception +?, Sense motive +?, Bluff +?

Yeah I usually do this when a character is finalised. Will do so :).


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

In


Human Hero Killer1 / Holy Assassin1 / Deceiver2

As Malgrin already did, you can all try a new focus/foible roll, if you like the new rolls, you can keep it, else, you may use your current stats.

Other thing. After finishing your sheet, you may add 2 more skills points.
You will gain those every level.

No drawbacks are allowed.

Just one questions: Do you guys want to use the Villain points? (Same thing as hero points, just with a cool name :D)

@Malgrin Gameplay is up.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Well well well, seems I've got some partners in crime after all.

Ooo. Sounds fun.

Let's see if the dice are on my side.

As before, Focus: Int. Foible: Wis.

STR: 1d10 + 7 ⇒ (6) + 7 = 13
DEX: 1d10 + 7 ⇒ (7) + 7 = 14
CON: 1d10 + 7 ⇒ (6) + 7 = 13
CHA: 1d10 + 7 ⇒ (8) + 7 = 15

I'm gonna keep the old ones. That 16 dex is just too tasty.

I'd already accounted for the extra 2 skillpoints, as discussed in PM.

Adding the short info now.

Villain points sounds fun.


Male Hobgoblin Cavalier 1 (Fell Rider)

I don't mind either way with regards to villain points.

Re-working Malgrim's profile now. Will all be done within the hour.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay. We are waiting now just for Johan, when he gets here, I'll start the gamaplay.

Just one advice: You guys do not have a "proper" healer, so don't forget to get healing supplies. :)


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Yeah. Also I'll probably pick up a healing spell or two. I've picked up Use Magic Device with that consideration, so I can use scrolls and wands if it comes to it.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

I'm here!

Reading campaign info

Trying some new rolls:

STR 18
DEX: 1d10 + 7 ⇒ (5) + 7 = 12
CON: 1d10 + 7 ⇒ (9) + 7 = 16
INT: 1d10 + 7 ⇒ (10) + 7 = 17
WIS: 1d10 + 7 ⇒ (2) + 7 = 9
CHA 8

well drat... great #s but that Wis just won't work. Since I cant move things around I'll have to stick with the point buy.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay, everyone in.

Read the rules, try your new rolls, adjust your character sheet, if you are using a excel sheet to keep scores, use google docs please.

And let's begin this game. :)

Also, I'd really liked if we could do a more fast paced game. :)


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

So, we've got...

A jolly nutty gambler, a former farmer with a taste for vigilante murder, a savage slaver and a fraudster not afraid to wipe his traces? Sounds like an interesting bunch.


yeah the dynamics should be great!


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:

I'm here!

Reading campaign info

Trying some new rolls:

STR 18
[dice=DEX]1d10+7
[dice=CON]1d10+7
[dice=INT]1d10+7
[dice=WIS]1d10+7
CHA 8

well drat... great #s but that Wis just won't work. Since I cant move things around I'll have to stick with the point buy.

If you want, you can use int as wis and wis as int.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I'll have a final crack at adding 2 skill points and some rolls... just because I am curious. Luck and I rarely get along... and this will test out whether I change crime or not.

Pity we cant use the new Slayer class... that was my orginal preference.

Str 1d10 + 7 ⇒ (10) + 7 = 17
Dex 18
Con 1d10 + 7 ⇒ (10) + 7 = 17
Int 1d10 + 7 ⇒ (7) + 7 = 14
Wis 1d10 + 7 ⇒ (5) + 7 = 12
Cha 8

Grand Lodge

Oooooh - Can I keep these? Holy Moley.

I may need a re-class as well. Shouldn't take too long if you say yes. Will likely go Urban Ranger (or hells, I can still stay the same) if you don't have a moment of weakness and allow the Slayer (Rogue Ranger cross)


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
DM Aku wrote:


If you want, you can use int as wis and wis as int.

sold!

So stats after racial mod :
STR 20
DEX:12
CON:16
INT:9
WIS:17
CHA 8

He's a real brute now!


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Helaman wrote:

Oooooh - Can I keep these? Holy Moley.

I may need a re-class as well. Shouldn't take too long if you say yes. Will likely go Urban Ranger if you don't have a moment of weakness and allow the Slayer (Rogue Ranger cross)

If you want to go Urban Ranger (since you guys will need someone with DD), you can go. The playtest stuff(slayer) not so much.

I'll be back in maybe a hour. Cya.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

What's Mitra's favoured weapon. I'm not in love with Toughness as my bonus feat, and Asmodeus favoured weapon is the mace, so yeah. Thought picking up an extra weapon proficiency that matched Mitra's clergy would be a good way of showing his training in that faith.

Or, anybody got any suggestions for a more exciting starting feat?


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I'm a big fan of Improved Initiative, when I have nothing better to pick. I'm really not familliar with inquisitors, though, so I can't comment there.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Pencil it in for now Johan.

My character has stayed MORE OR LESS the same skill wise and background wise... with a feat and a trait, I've kept my bluff high but added in Attempted Murder (Why don't Rangers get intimidate as a class skill I have to wonder).

I've a plan go Assassin in the fullness of time which already fits the background. This just gives it a more robust BAB and a better save. I'll invest in some other skills to round him out in level 2 and he'll be a complete package.

Am a bit confused where to throw my final feat. Power Attack is boring... May take PB shot but again, its ho-hum. Not sure what this Characters personal preference will be. He's a fair switch hitter.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:

Pencil it in for now Johan.

My character has stayed MORE OR LESS the same skill wise and background wise... with a feat and a trait, I've kept my bluff high but added in Attempted Murder (Why don't Rangers get intimidate as a class skill I have to wonder).

For fav enemy, this is kinda obvious but, I recommend: Humans and good outsiders. :D


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@IronDesk I know it's boring, but try post in gameplay thread only with you character alias, please :D


oops... overly enthusiastic + overly tired = time for bed

Grand Lodge

DM Aku wrote:
ELDRED CROFTER wrote:

Pencil it in for now Johan.

My character has stayed MORE OR LESS the same skill wise and background wise... with a feat and a trait, I've kept my bluff high but added in Attempted Murder (Why don't Rangers get intimidate as a class skill I have to wonder).

For fav enemy, this is kinda obvious but, I recommend: Humans and good outsiders. :D

Yep - ahead of you. My next worry is what feat for level 1.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Helaman wrote:
DM Aku wrote:
ELDRED CROFTER wrote:

Pencil it in for now Johan.

My character has stayed MORE OR LESS the same skill wise and background wise... with a feat and a trait, I've kept my bluff high but added in Attempted Murder (Why don't Rangers get intimidate as a class skill I have to wonder).

For fav enemy, this is kinda obvious but, I recommend: Humans and good outsiders. :D
Yep - ahead of you. My next worry is what feat for level 1.

Since you will not have rogue bonus for DD, maybe Skill focus?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Get the Rogue bonus for DD at level 3 so I am good there and my dex allows for +9 total. Short of magical traps I am good.

I've thrown it in PB Shot.

Johan will tank as like as not with Malgrim. I'll be a switch hitter but favour bow etc. Damien will be our spell slinger and hopefully sometime healer (clever to fill two roles with one character. The Witch is all sorts of fun).


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

My focus will be on control and debuff, but all that cackling means I have little in the way of move actions. I'm counting on you guys to cover me in battle.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Amen to that!

Also decided to be a bit less of a cool cucumber - this guy is a bit of a sociopath and not who you'd want standing over you but like most of such temperament, they aren't the bravest when it comes to their own death. He'll take a beating and pain without too much fuss - you don't get to 17str or 17con without grueling exercise and endurance against pain (well, thats the case for him) but death, especially when helpless to fight back, is another matter.

I'd like to give him a bit of humanity. Besides, he's a liar and a trickster to the end - What you SEE, and what he is planning inside are going to be two different things.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I'm going for the "nutty" villain archetype, myself. Damien is not a very sane man, and is probably as much of a threat to himself as he is to his enemies. If what he and his fellow game-players had been up to had been just a bit less horrendous, they'd probably have been locked up at the asylum rather than Branderscar.

I don't suffer from insanity; I enjoy every minute of it!

He's not freaked out about dying because, to him, it's just the result of a bad gamble, and he prefers being a graceful loser.

Sovereign Court

Wow that is a lot of posts while I slept. Time zones eh. Updating Malgrim now.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Am hoping that, as strange as it may seem (from a RP perspective) to Damien to pick up some healing spells until we can pillage a potion dispensary or even healing hex, otherwise we may be in a spot of bother.

That said, I do love witches. They combine so much goodness in their abilities and spells.

I'll throw 2 points into UMD next level but I wont come into my own with that until level 5-6.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Dont you guys ever sleep? :D

Dont forget that even its not much, Inquisitors get healing spells as well.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Yep, I've picked clw as one of my 2 initial spells b/c we are so deficient in that dept, but I have so few castings/day its not much more than a last resort at this point.


Male Hobgoblin Cavalier 1 (Fell Rider)

In-combat healing is a crutch. Lets focus on taking our foes down swiftly instead.

Incidentally, to represent Malgrim's background in the military lifestyle of Hobgoblins, i've used the extra skill points to take a rank in Profession (Soldier).


DM Aku: do you want Johan's response in spoiler or no?

I'm texting from my break right now. More proper response to follow in six hours or so


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Dont worry, it dont need to be in a spoiler.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I've updated the map, room 20 is where they took Johan to meet his "dearest".


DM Aku: I just noticed your Villain Killer tag.... Does that mean there's already been a fatality at the other table? Yikes!

:0


Human Hero Killer1 / Holy Assassin1 / Deceiver2

No, not yet. The other table just got loose and are fighting a bunch of guards.

Villain Killer is just because now, I get to kill Villains instead of heros. :D


hah! Well, here's hoping we can disappoint you :> Er, not that that was a challenge or anything... <gulp>


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Oh for the love of..! I CANNOT remember to switch alias's before posting!!!

I think Malgrim and Johan are going to get along splendidly - after some adjusting time of course.

Man, playing evil, untrusting villains does have its own set of challenges.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Its a habit you get into after a while - these days I have to remember NOT to switch on some posts on the general forums.

Yes, the Bastard reflex is strong within us.

Click on Edit on your post and simply change the alias.

Sovereign Court

Johan-

I think so too. Malgrim's not actually that untrusting, he is just in an unfamiliar situation and suspicious of anyone seeking to do us favors...

You can edit your post up to an hour after you make it, which includes switching the alias you post with :).

DM Aku-

Are you familiar with the program Shortkeys? I would recommend it for the amount of games your running. For example for my Sargava Saga game I type #2#ssinit (without the 2) and it instantly types the following for me-

Qhude- 1d20 + 2 ⇒ (5) + 2 = 7
Jakob- 1d20 + 4 ⇒ (20) + 4 = 24
Ansha- 1d20 + 1 ⇒ (11) + 1 = 12
Kieran- 1d20 + 5 ⇒ (20) + 5 = 25 +2 with sword in hand
Tebati- 1d20 + 2 ⇒ (20) + 2 = 22
N'bellocq- 1d20 + 6 ⇒ (20) + 6 = 26

I have this setup for initiatives for each of my games and a generic round updater post I can post with #2#combat (removing the 2)-

Combat Name

Round X-

Ordered Initiative-

Active Effects-

Map-

Link

Notes-

[ooc][/ooc]

Action-

Edit: Holy crap those are the best initiative rolls those characters have ever had.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:

Oh for the love of..! I CANNOT remember to switch alias's before posting!!!

I think Malgrim and Johan are going to get along splendidly - after some adjusting time of course.

Man, playing evil, untrusting villains does have its own set of challenges.

Edit your post and change the alias :D

I do that all the time.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Alexander Kilcoyne wrote:

Johan-

I think so too. Malgrim's not actually that untrusting, he is just in an unfamiliar situation and suspicious of anyone seeking to do us favors...

You can edit your post up to an hour after you make it, which includes switching the alias you post with :).

DM Aku-

Are you familiar with the program Shortkeys? I would recommend it for the amount of games your running. For example for my Sargava Saga game I type #2#ssinit (without the 2) and it instantly types the following for me-

Qhude- 1d20+2
Jakob- 1d20+4
Ansha- 1d20+1
Kieran- 1d20+5 +2 with sword in hand
Tebati- 1d20+2
N'bellocq- 1d20+6

I have this setup for initiatives for each of my games and a generic round updater post I can post with #2#combat (removing the 2)-

Combat Name

Round X-

Ordered Initiative-

Active Effects-

Map-

Link

Notes-

[ooc][/ooc]

Action-

Edit: Holy crap those are the best initiative rolls those characters have ever had.

Tell me more about it. I have to leave for a 1~2 hours, but I will read it later.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Ooo. I'd like to hear too, that's really neat.

As for trust, Damien's not going to be too hard to convince to come along. He's up to anything so long as it sounds like fun.

Grand Lodge

I too need to know about it.

Sovereign Court

Its essentially a macro program. When I generally have to prepare 2-3 combats a week for my PbP's it saves me a huge amount of time checking and then typing up initiative rolls and doing group perception rolls.

You just set it up to trigger when specific keystrokes are used (I use ##) as a prefix so I never trigger it by accident and once they are typed it will instantly type all the prepared text you had saved to that "Shortkey".

I don't want to pay for the full version so I use Shortkeys Lite. Which I find is more than sufficient-

Link Here

And a recommendation for everyone no matter who you are- these forums can be notoriously unreliable for losing posts. Download Lazarus Form Recovery on your browser; it saves what you type into forms such as these so you can recover your painstaking post or alias update that the forum will occasionally lose. It will take less than a few minutes to install and can save you hours of time and frustration.

To demonstrate Shortkeys, the following text was created in less than ten seconds with no copy and pasting.

Qhude- 1d20 + 2 ⇒ (18) + 2 = 20
Jakob- 1d20 + 4 ⇒ (1) + 4 = 5
Ansha- 1d20 + 1 ⇒ (20) + 1 = 21
Kieran- 1d20 + 5 ⇒ (6) + 5 = 11 +2 with sword in hand
Tebati- 1d20 + 2 ⇒ (2) + 2 = 4
N'bellocq- 1d20 + 6 ⇒ (5) + 6 = 11

Tebati- 1d20 + 3 ⇒ (4) + 3 = 7
Kieran- 1d20 + 5 ⇒ (12) + 5 = 17
Qhude- 1d20 + 4 ⇒ (6) + 4 = 10
Ansha- 1d20 + 2 ⇒ (14) + 2 = 16
N'bellocq- 1d20 + 9 ⇒ (13) + 9 = 22
Jakob- 1d20 ⇒ 14

Casimir- 1d20 + 5 ⇒ (3) + 5 = 8
Malthir- 1d20 + 0 ⇒ (10) + 0 = 10
Fenna- 1d20 + 0 ⇒ (13) + 0 = 13
Ricter- 1d20 + 2 ⇒ (4) + 2 = 6
Kalev- 1d20 + 3 ⇒ (9) + 3 = 12 (GM reminder- terrain bond woods: Kalev +3 init, party +2 init)
Kip- 1d20 + 6 ⇒ (16) + 6 = 22

Casimir- 1d20 + 9 ⇒ (9) + 9 = 18
Malthir- 1d20 - 1 ⇒ (9) - 1 = 8
Fenna- 1d20 + 13 ⇒ (10) + 13 = 23 (GM reminder- + 19 at night)
Ricter- 1d20 + 10 ⇒ (6) + 10 = 16
Kalev- 1d20 + 15 ⇒ (7) + 15 = 22 (GM reminder- terrain bond woods: Kalev +3 init, kno: geog, perception, stealth, survival, party +2 init, perception, stealth, survival)
Kip- 1d20 + 3 ⇒ (17) + 3 = 20

Combat Name

Round X-

Ordered Initiative-

Active Effects-

Map-

Link

Notes-

[ooc][/ooc]

Action-

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