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WotW: A Knot of Thorns The Second Parchment

Game Master Xzaral

Way of the Wicked by Fire Mountain Games

Roll20

Battlemat


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Worst comes to worse, and the scouts (Price/Gwyn) want the Stealth teamwork feat, and the heavies (Teon/Shulme) want Escape Route, I can give up Quickdraw (which I had intended to take @ 3rd for switchitting purposes) and take both teamwork feats at once.

Food for thought.


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

Stealth is a good thing for me. I have almost no skill points to play with, and as i get bigger, stealth is going to start being an issue (though I suppose that I also have spells that can fix that). I am trying to figure out if it is worth it to try. I will take a look at the teamwork feats.


Class: AC: 16|12|14 - For:+4 | Rex:+3 | Wil:+9 - Per:+15 Init:+7
Xanos wrote:
The +1 to my channel DCs would be nice, but there's now way in hell Xanos would ever learn any deeper mysteries of worshiping Asmodeus.

Mark said you could change the flavor of the feat to avoid this kind of conundrum. So, if you want to take the Channel benefit, you guys can re-skin how you learned it and take out the Asmodeus part.


King of Talingarde

That is correct Xanos. I want you all to take the mechanical benefit that you believe will be most useful, and it's easy enough to reflavor most of them, including the name.

Also if nothing really fits, let me know and we can work something out.


Xzaral, did you get my question regarding Cain's Favored Community class feature (Urban Ranger)?


Class: AC: 16|12|14 - For:+4 | Rex:+3 | Wil:+9 - Per:+15 Init:+7
Shulme-Silule wrote:
Just out of curiosity, how much of the team can and can't see in the dark? Within a level or two Shulme will start being able to take the light away (and will only get better at it after that).

Price has darkvision as a racial bonus... so as long as you don't start dropping Deeper Darkness, she can hang with fighting in the dark. In fact, she'd probably prefer it. :)

Shulme-Silule wrote:
Quote:
For the DM teamwork feat... Stealth Synergy seems pretty cool but I'm flexible.

That is nice... I have to say I am also liking the possibilities of Escape Route for a party-wide (or at least, all our meleers) pick. Though more for closing and maneuvering than actual escaping.

Teon is likely to eventually have reach (right?) and Shulme already has it - between the two of them they could then cover a pretty large area, and it should be possible to rarely or never suffer AoOs for movement. And it could make it really easy to set up flanks and such.

But I don't have much experience using the teamwork feats practically. Any other suggestions?

Bear in mind that Price can be a teamwork feat 'enabler' since I get...

PFSRD wrote:

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Unless I'm reading that wrong - As a Standard action, 5x Day, I can switch my class teamwork feat (Precise Strike) to any other teamwork feat I qualify for. That would allow me to selectively switch to Escape Route (if Shulme takes it) to allow him to slip past me and avoid AoOs. And with Solo Tactics, I can use any teammate (whether they have the teamwork feat or not) as a qualifier to whatever feat I have going. So, while Shulme could use Price as an Escape Route buddy, Price can use anyone in the group for the exact same purpose.

The upshot here is - we'll have some very interesting tactical options. :)


Cain's got Low Light vision, but not Darkvision.


King of Talingarde
Cain... wrote:

Xzaral, did you get my question regarding Cain's Favored Community class feature (Urban Ranger)?

Ah yea, didn't mention it. I'm looking into some alternate ideas right now. Having read through books 1-4 so far, there are several locations that could be chosen as the ability works right now. But it would get clunky at times.

So my current thoughts are to instead allow you to establish a territory so to speak. If you spend X time in a town making connections, feeling the place out, etc. you can get the favored bonus that way. I'm currently thinking one week as the establishment time. Note you wouldn't be spending a significant amount of time doing this, but rather during down time type thing.

I think a method like this would actually work better in this AP. For example, Book 1 part 3, you would probably never get your favored class bonus. But in Book 1 Part 4, you'd have it nearly the entire time. Book 2 Part 1 not so much, part 2 kinda iffy, but parts 3 & 4 a most of the time thing.

What I'm still working on right now is how it affects the ability at 8th level and such. My current thining is spend a week, goes to +2, another week goes to +4, max of +4 at level 8, +6 at level 13, +8 at level 18.

What are your thoughts on this?


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Fargo has low light, Teon dark vision. Teon does have an option for later where he can see in magical darkness.


I'm not sure if it would ever come up, but would theses bonuses be permanent? As in, if we're moving into a leg of the campaign that centers around a certain village or outpost, Cain is able to spend 2 weeks in prep there. Would he have that +4 for the rest of the campaign? Or just through that section of the adventure?

It's an interestign concept, and works with Cain's story/role pretty well. I think it's pretty cool.

---

one other thought (and feel free to shoot it down if you feel like you already have hwo this mechanic is going to be handled) would be to just lose the Favored Community feature as a buy-off for some of his lycan abilities.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Stealth Synergy or Precise strike is the best bet for Teon I think.


Class: AC: 16|12|14 - For:+4 | Rex:+3 | Wil:+9 - Per:+15 Init:+7

Not trying to jump the gun here, Mark, but should we be leveling our characters now or wait until the conversation with the Cardinal is concluded?


King of Talingarde

Unless you decide to attack the Cardinal, go ahead and level up now. If you do decide to attack him, well, we'll just come to that bridge (with a very long sharp point acid and lava filled pit underneath it) when we come to it.


King of Talingarde
Kalina Jakes wrote:
Hey folks, just wanted to say I'm glad to see this is still going strong! Looks like a lot of fun...

Heym, good to see you Kalina! Hope things have worked out well for you.


King of Talingarde
Cain... wrote:

I'm not sure if it would ever come up, but would theses bonuses be permanent? As in, if we're moving into a leg of the campaign that centers around a certain village or outpost, Cain is able to spend 2 weeks in prep there. Would he have that +4 for the rest of the campaign? Or just through that section of the adventure?

It's an interestign concept, and works with Cain's story/role pretty well. I think it's pretty cool.

---

one other thought (and feel free to shoot it down if you feel like you already have hwo this mechanic is going to be handled) would be to just lose the Favored Community feature as a buy-off for some of his lycan abilities.

That's also a possibility to work in. Let me consider it and I'll get back to you before we move on.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Rolling HP

Fargo 1d4 + 4 ⇒ (1) + 4 = 5

Teon 1d5 + 5 ⇒ (3) + 5 = 8


HP: 25/25 AC 19/15/14: F+3, R +9, W+5, Per:+12, Init: +4

Gwyn's HP: 1d4 + 4 ⇒ (1) + 4 = 5 Boo!


No problem. I look forward to your thoughts/decision. :)

HP roll: 21 + 5 + 1d5 ⇒ 21 + 5 + (4) = 30
more to come...


Cain is pretty much levelled up. Still deciding between Quick-draw and Escape Route as my level 3 feat. I'm pretty sold on Stealth Synergy... at least for everyone who rolls in the scouting party (everyone taking the highest roll is just hotness).

And as much as I like in-combat mobility, I really like having Quickdraw. Economy of action and having the right weapon at-hand is kind of Cain's thing.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

I should have Fargo leveled by the end of the day tomorrow. It takes me a bit to fix the Hero lab stat blocks, because I never bought UM.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

You're right, Cain, its only adjacent, somehow I misread "adjacent or in your space" as "adjacent or threatened". That makes it less attractive.

1d4 + 4 ⇒ (3) + 4 = 7 juicy new hit points.


Class: AC: 16|12|14 - For:+4 | Rex:+3 | Wil:+9 - Per:+15 Init:+7

LOL. So are we mostly settling on Stealth Synergy?


HP: 38/38 AC 22/14/18: F+6, R +4, W+1*, Per:0, Init: +11
Gwyndolin Maulsen wrote:
Kalina Jakes wrote:
Hey folks, just wanted to say I'm glad to see this is still going strong! Looks like a lot of fun...
Hey there! Does this mean you're coming back?

Hah! Haven't caught up with the gameplay thread yet - Kalina isn't lying in a ditch somewhere rotting?


King of Talingarde

Not yet....hehehe....hehe.....hehehe......


Class: AC: 16|12|14 - For:+4 | Rex:+3 | Wil:+9 - Per:+15 Init:+7

: Price dives for cover knowing how awful DM 'hehehe's can be :

Kalina Jakes wrote:
Kalina isn't lying in a ditch somewhere rotting?

Stop with the pillow talk. You know how it turns Price on. :D


HP: 25/25 AC 19/15/14: F+3, R +9, W+5, Per:+12, Init: +4

Psst. Don't give him ideas. Last thing we need is Gwyn freaking out about an undead Jakes attacking her.


HP: 38/38 AC 22/14/18: F+6, R +4, W+1*, Per:0, Init: +11

Hey, go easy on Sgt. Jakes. She's just a lady tryin' to make it in a man's world.

King Mark, I'd ask you to play nice with her, but you know she wouldn't...;-)


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6
Price wrote:
LOL. So are we mostly settling on Stealth Synergy?

Is that for the scouty people or everyone?


I think it at least makes sense for Cain and Gwyn, with maybe Price as well, as they tend to be the scouts. If the less scouting types want to coordinate theirs, I think that's smart.

I do wish we had access to Outflank... that would be rockin' when we can set up tactics accordingly. That BAB +4 prerequisite is a killer, though.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Escape route may be a good idea. Teon will eventualy be large and that gives anyone else with Escape route a lot of manuvering options. I took a closer look at stealth synergy and it is not going to do much for me, with only one skill point per level, I do not see stealth getting any.


King of Talingarde

All right, everyone, I PM'd with Kalina and I'm going to bring this up now. Kalina would like to rejoin the game.

First off, my thoughts on this. Kalina is one of the original members of the campaign. She didn't just disappear, but let us know she was leaving (a huge plus in my book). This is an optimal time to have her re-enter the campaign. If I felt the decision was solely mine, she would be in.

I don't believe this decision belongs solely to me.

As before when recruiting for replacements, I do believe the players should each have their voice in the matter. I want to know what everyone's elses thoughts are. And here's the kicker. She only wants to rejoin if it's unanimous. So if anyone feels she shouldn't come back, PM me, and that's that. I won't rat anyone out.

Now for my concerns, and why I don't care about them. This would bring the group size up to seven. This is NOT an impossible number to work with. This does mean I will have to increase treasure drops of course, but I actually enjoy giving people shinies, and I need to justify my purchase of Ultimate Equipment. I will have to increase baddies. Well, I've already been doing that, so no problem there. It could slow down combat. I really don't see that as much of an issue in PBP as it would a tabletop game (and I ran a 10 person session before). Seven people is alot in dungeon rooms. This is one where I don't think it matters, most of the combats take place in VERY large rooms. Might be a couple issues, but ones worked around.

So if anyone has any issues, let me know. I won't make the final decision until everyone has sent me a PM stating their opinion.

Thank you for reading.


HP: 25/25 AC 19/15/14: F+3, R +9, W+5, Per:+12, Init: +4

Sent you the PM. By the way, Say hello to your resident goddess of trickery. Now at level 3!

Went with the "Quiet as Death" trait.


Class: AC: 16|12|14 - For:+4 | Rex:+3 | Wil:+9 - Per:+15 Init:+7

I've also sent a PM.

I'm thinking of Stealth Synergy for Price mainly because it sounds like our next mission (and possibly several others) are going to require serious clandestine skills and Stealth isn't Price's greatest strength.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

I have no problem. If it does not unduly inconvenience you as the DM, the more the merrier. The dynamic that this group established right off the bat is why I lobbied so hard to get in. I think I have done an ok job fitting myself into that dynamic. If Kalina is now able to devote the time, I say welcome back.


Class: AC: 16|12|14 - For:+4 | Rex:+3 | Wil:+9 - Per:+15 Init:+7

I've got a suggestion, guys. When you've decided on your Teamwork Feat - post your decision here so we can make sure at least one other person has it.

For her Inquisitor level, Price will be taking Precise Strike which she can swap out for other teamwork feats on demand.

Since I've taken Quiet as Death for my trait and I'm probably going to be doing less scouting and more infiltration... For the bonus feat, I'm thinking about Escape Route.

HP: 18 + 1d4 + 4 ⇒ 18 + (2) + 4 = 24


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

I have no problem with Jakes rejoining us.


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

1d3 + 3 ⇒ (2) + 3 = 5


Cain is taking Stealth Synergy.


Not to get ahead of ourselves, but a few things that occurred to me (just to be planning ahead).

- How can we use the commander's son as leverage? Hopefully the son is less bad-ass than the commander, and hopefully (based on the backstory) we can use the son's life as leverage even when the commander is willing to give his own. Not sure how, yet.

- Xanos and undead. This is untapped potential. With odds of 100 to 6 (or 7), being able to raise a small mindless army of servants willing to throw their 'lives' away to make a distraction or reduce the enemy numbers is worth a look, in my opinion. What would it take to do this? And how many undead can Xanos command at once?

- Obviously anything we can do to weaken teh structure itself wuld be good... creating a second opening for the bugbears to rush through?

- our magical disguises. How should we use these best? Subterfuge will be good, though Cain lacks the skills to do it effectively under any real scrutiny, but other team members should have the skills. Secondarily, we should never, ever show up as ourselves throughout this leg of the adventure. Using the disguises to sow chaos is good. Using the disguises to gain access to critical points of the wall's defenses would be nice. Using the disguises to shift blame away from ourselves would be great, and -- if possible -- using them to keep the focus of any Iomedaen intelligence back on the bugbears would be sweet. Secondarily, we could potentially begin laying ground work to set the Cardinal's second team up to tkae the blame could be sweet.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

FYI, I will be away from the 17-21. I do not expect to have any internet access during this time. If needed, please GM PC my character.


Class: AC: 16|12|14 - For:+4 | Rex:+3 | Wil:+9 - Per:+15 Init:+7

Cue the theme music...

I like where you are going with this... here are my impressions at first blush.

The son is likely a Paladin, and the father may be one as well. There may be other holy rollers in that crew. If we plan to infiltrate and interact with these guys, we'd best have either rings of Mind Shielding or a stack of potions of Undetectable Alignment. If they are Paladins, trying to morally compromise one for the sake of the other probably won't work. Not that we shouldn't try an offshoot of that idea. If we can seduce/trick one or the other into falling from grace, well, a defrocked Paladin is a lot less of a problem. :) Similarly, if we can infiltrate someone who appeals to one or the other, we might find an opportunity to snare one of them outside the keep. We play a 'little girl lost' scenario and beg the brave knight to help 'the comely servant girl' to find X. When we get him alone out of the keep - the rest of the team ambushes him. That may have to happen in coordination with the bugbear assault.

In any case, we should look into getting a generous supply of poisons or sleeping potions. We'll want to reduce the defenders if at all possible, during the assault.

To avoid 'continuity errors', the infiltrator(s) should use their iron crowns to just disguise their appearance and then don real clothing. That way any casual contact with other people won't reveal the illusion.

I think the first order of business is recon and intel gathering. Scope out the area, the people, and the situation to see what we have to work with and the likely obstacles.

Go Team EVIL!

EDIT - I think we want to avoid implicating Thorn's other team for the moment, unless they are trying to cause us problems. We are all nominally on the same side for the time being. :)


HP: 25/25 AC 19/15/14: F+3, R +9, W+5, Per:+12, Init: +4

Hmmm. I'll post something tonight, trying to think.


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

Xanos' command over the undead is still in it's fledgeling stage. He can control up to 3HD with Channeling. Right now the Draugr is it.

He just learned Command Undead, which is an odd spell. It grants total control over any non-intelligent undead with no save, regardless of HD.

If I were willing to sacrifice all my 2nd level spells I could control up to 9 unintelligent undead of any HD by cycling Command Undead (it has a duration of 3 days and I can cast 3 second level spells per day).

So in theory Xanos could have a pretty powerful force at his disposal. It's mostly a matter of finding random undead.

We could poke around tombs and stuff. If I could find even 1Shadow, I'd be a really happy Necromancer.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

I am either going to take escape route, or precise strike


HP: 25/25 AC 19/15/14: F+3, R +9, W+5, Per:+12, Init: +4

@ Xanos: I can hear the cackling from here.

Has anyone seen Shulme lately? If he's posted lately, I must have missed him.


King of Talingarde

He posted yesterday, looking upthread.


King of Talingarde

Fargo reminded me of one other thing. Everyone will receive an additional 1,500gp to outfit themselves with as they see fit. Tiadora can make purchases on the groups behalf, including acquiring a casting of Masterwork Transformation if desired.

This is three months of downtime, giving you the chance to do whatever would be reasonable in that time period. If questionable, just let me know.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6
Gwyndolin Maulsen wrote:
Has anyone seen Shulme lately? If he's posted lately, I must have missed him.

He went that way!


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

Three months? With 1500 gp each?

Did I mention I just picked up Craft Wonderous Item?

Who wants magic goodies at wholesale cost?


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Oooooh....

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