We could go that way or, Keliwyn could try and convince him to go downstairs and fetch some more wine, after which we just leave with the psuedodragon.
Hey Guys, I'll be traveling on business the remainder of this week and combining it with a trip to see my parents and drive them out to the east coast. I will definitely get at least one more post in today, but I may not be able to post regularly after that. Next week, expect reduced posts while my parents visit.
I'll be back to normal beginning Tuesday October 13th.
Sorry I didn't post yesterday. Work was crazy, preparing for the trip.
Good idea , Wicht. Given his post from Sat. I thought he'd be jumping in again. I'll drop him a line.
I know Radavel is out for a while. I think Neil has been laying low because Istas is off camera, but hopefully he'll post soon. You guys might need to go save her.
Edit: ninja'd by Neil in the game thread. She saved her own butt. Oh it could have gotten ugly.
I was really hoping to turn the crowd on Istas. That could have been fun. Can she swim?
My posting will still be irregular, although I'm beginning to get quite antsy over the overall slowdown in posts. I hope we're all in top form when I'm back to speed next week.
How did I miss Bill's post? Absolutely you're welcome! I've abused Keliwyn a little while you've been gone. He's down 5 hp and 7 Strength I think. You may read the DM only spoiler from a day or two ago to find out for sure. The party has freed Majenko and now seems intent on killing a few more of the late Mr. Baravasi's guards.
Thanks, Tom, and everyone. I do have to say, the one nice part about stepping away from the game is that when you come back to it, it's like getting a couple of more pages of one of your favorite stories.
Wow. I like this. You guys ripped through them pretty well. Jeorik and Heather especially with the crits. You deserve a little self-congratulatory smugness. If I had been planning it, I would have leveled you after you went back to Barvasi's, but this played well.
Third level is where I think the game starts to get really good. Casters have some options. The melee guys can beat on hordes of combatants. Let's you really get the hero thing going. And I don't have to worry about one bad roll killing anybody.
Neil, the defending bone is pretty cool and fits well with Istas overall. IS it a Pharasma specific spell?
And welcome back to Bill. The next vignette could play well to Keliwyn's strengths too. You'll do far better than I would trying to run him in it. If you hadn't come back I was thinking of ways to sideline him temporarily. I hate to shine a spotlight on DM'd PCs. So this will work well I think.
Neil, the defending bone is pretty cool and fits well with Istas overall. Is it a Pharasma specific spell?
Actually, the spell is listed as "Clr 2, Sor/Wiz 2 (Pharasma)" which I take to mean that sorcerers and wizards can also cast the spell, but they need to be followers of Pharasma.
In the same writeup on Pharasma in Gods & Magic, it also states:
"Adepts, bards, rangers, sorcerers, and wizards of Pharasma may learn augury (2nd-level), death knell (2nd-level), and speak with dead (3rd-level) as if they were on their class spell list."
Again, that seems to imply those classes only get the benefit of having those spells if they follow, revere, or otherwise study and practice the teachings of Pharasma.
Lastly...and I think this is important for Istas going forward...the Gods & Magic writeup also states:
"Clerics treat clairaudience/clairvoyance (3rd-level), false life (2nd-level), and moment of prescience (8th-level) as spells on the cleric spell list."
That means, may have Istas casting false life somewhere down the road, when it seems appropriate.
Neil, the defending bone is pretty cool and fits well with Istas overall. Is it a Pharasma specific spell?
Actually, the spell is listed as "Clr 2, Sor/Wiz 2 (Pharasma)" which I take to mean that sorcerers and wizards can also cast the spell, but they need to be followers of Pharasma.
In the same writeup on Pharasma in Gods & Magic, it also states:
...
"Clerics treat clairaudience/clairvoyance (3rd-level), false life (2nd-level), and moment of prescience (8th-level) as spells on the cleric spell list."
That means, may have Istas casting false life somewhere down the road, when it seems appropriate.
That all seems reasonable and very much in character.
Wow. I've got to say thanks for saving Barvasi. This could be good, very good.
So are we in the market for another player? I know I have found in my Rise of the Runelord's thread that I've had to simply accept a turnover of players with the realization that the party I leave with is likely not to be the party I came with.
Wicht, I've been thinking about players. Bill wrote 5 posts above this to say he was getting back with us, but we haven't heard anything since. I tried to email him, but got no response. I hope nothing terrible has happened and that he is just very busy again. Radavel announced his intentions to take a short time off. He has been back on the boards, but hasn't hooked up.
Chasing Trinia through the shingles (had I not felt required to reward outstanding diplomacy rolls) as written was pretty much independent of number of players. Now that you've caught her in her tenement, dealing with the mob might be trouble. You've thought of a pretty good angle -- dashing over the rooftops while the mob pursues on foot. This could work out if you move fast enough.
So, I agree. We could use 1 or 2 more players. Does anyone have any suggestions?
EDIT: ninja'd by Wicht. You're fast man. See you after dinner.
OK. So in the game thread. Wicht suggested that we might want to add players. I concur. My question to all of you is, "Have you anyone to suggest or should we make an open announcement?"
If Trevor/Tarren Dei has time, he's as dependable as the sun. And a darn good player with some interesting characters that are fun to roleplay against...I mean, with!... ;-)
Heh. I get this feeling that before its all said and done, all my PbPs are going to have the same group of people in it. Tarren is dependable. GeraintElberion has also been in my Runelords PbP since day one and has stuck with it for over a year. TerryDyer is another I can recommend from my games.
If you could convince someone like Ragadolf from Mothman's Legacy of Fire PbP and the Last Breaths of Ashenport PbP to join us, he's super-reliable. Typically, he prefers playing wizards (or arcane spellcasters), but he also has a background in theater and I think he could play an awesome bard in place of Keliwyn, maybe. Not sure if he's spread too thin, though. He's in a lot of games.
I've long been impressed with M. Dei. He'd be very welcome.
Dabbler would be very welcome too. Maybe I could get him to take over map duties for me in this game too????
Rags would be awesome. He's a lot of fun.
I was thinking maybe Count Buggula, but it looks like he hasn't posted in a few weeks. His games kept dieing maybe he got discouraged.
Wicht, I know what you mean about the gaming group cross-over. But it seems like there's a limited number of people who stay into their games.
And over commitment is a problem. I started DMing in Council of Thieves PbP and it's really the last straw. I can barely keep up with that game and this one and my PC games. (I suspect I'm actually not quite keeping up. that's one reason my posting has slowed on any given thread. )
One good thing -- we don't need to try to fill a class slot. I skimmed through the AP and there's not a lot of "rogue-required" encounters. So we would be wide open on classes.
I always feel a little embarrassed about asking people directly. I hate to be elitist or exclusionary.
I always feel a little embarrassed about asking people directly. I hate to be elitist or exclusionary.
I never think of it that way. I view it as being opportunistic and inclusive...for the dependable, proven players I'm trying to lure into game. But I'm selfish like that when it comes to GMing... ;-)
By the way, there's also the possibility that some (or one?) of the existing players could control two different characters? I think I could spare the time to do that. I've got experience acting as a substitute for a lot of players who disappear in games already. And that solution at least maintains the ability to continue the story with the existing characters. :-)
With respect to the current situation -- the rooftop chase, which I had been rather excited about, -- as we are getting into it I feel that the PFRPG skill consolidation is killing it for me. What was a grand chase in 3.5 with multiple options at any point for:
Tumble, Jump, Balance, Climb, and Spot
is now :
Tumble, Tumble, Tumble, Climb and Perception.
What was cool because you could choose options based on at what your character excelled now looks like endless (mostly) Tumble checks.
With your kind permission I'll ask for 3 tumble, a climb, a perception, and a reflex save from all of you. (you may keep the rolls you've already made, or not at your option.) I'll describe the action in general terms to get you to the tightrope at which point you can decide to go across or not.
I am not hung up on continuing with a given cast of PCs. Substitution is a good short term solution, but I'd rather have the PCs run independently long term, get more independent voices. So dabbler and the Count I can solicit. Does anyone want to ask M. Dei?
Dabbler(This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7)
I'll consider myself solicited then! Thanks for the invite, Thom, it looks like this has been playing along for a while, so I'm not quite sure how we will step in, but I'm glad to fill any role that needs filling (in my own awesome and inimical way, of course).
Dabbler, the field is wide open. You already know my preference for core material, but that I'm willing to try things.
Current party -- fighter, cleric of Pharasma, sorceror. The campaign is not too "trappy". I think the party could function without a rogue. So play what you like.
Based on what you do for a character we'll figure out how to work you into the party.
Character generation has been a hot topic. We did it a couple times as we played through 3.5, beta, and PFRPG. Best 3 of 4d6 for abilities. Max hp at first level, roll thereafter. 3rd level. Starting cash per wealth guidelines for 2nd level PC. (we'll negotiate from there)
If you're looking for any suggestions, just from a roleplaying sense, we're lacking someone with "street" connections, I think. That doesn't necessarily have to mean a rogue, though. Just in terms of social situations, it's a gap in the party, I think.
A bard might make for an interesting choice as someone who could fill that role and backup our sorceress, Heather, in the arcane spellcasting department. Or, even another cleric (of Abadar? Desna? Cayden Cailean, maybe?) could fill that role and give us some more divine magic and healing capability. And, of course, we could always use another good swordarm. Our fighter, Jeorik, is good with blade and bow, but I think Wicht has him headed deeper into archery skill than frontline warrior?
Maybe a two-weapon fighting ranger/rogue would be cool, heavier focus on the ranger side of things so he could eventually enhance the party with Hunter's Bond and a bit of spellcasting. Or, maybe even try out one of the new base classes from the APG for playtesting.
Regardless...just some ideas for you. Glad to have you in the game.
Dabbler(This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7)
therealthom wrote:
Current party -- fighter, cleric of Pharasma, sorceror.
Character generation has been a hot topic. We did it a couple times as we played through 3.5, beta, and PFRPG. Best 3 of 4d6 for abilities. Max hp at first level, roll thereafter. 3rd level. Starting cash per wealth guidelines for 2nd level PC. (we'll negotiate from there)
Welcome aboard!
Thank you. To clarify, were now using Pathfinder, not 3.5? I have skimmed the first few pages of discussion and it all seemed 3.5 there, with bonus skill points.
My ideas so far include (but are not restricted to):
Monk/Rogue - nice and basic dex-based character that can fight as well.
Scout - the Complete Adventurer's scout is a great amalgam of rogue and ranger, and is practically ready-to-import to PF.
Swashbuckler/Wizard - if we need more of a fighting character, this is what I'd go for.
I'll get on invisible castle and see what rolling the bones gives me ...
"Ah, I see my old acquaintance Heather has landed herself in a spot of bother - no matter, I shall extricate her forthwith! And those strange rapscallions she has been keeping company with of late - I am sure they are decent enough fellows beneath their rough exteriors ..."
Dabbler, you're going to kill me. Tell me all about bucklesquashers and let me think about this scoundrel feat. Also, does transformer= transmuter?
Dabbler(This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7)
therealthom wrote:
Dabbler, you're going to kill me. Tell me all about bucklesquashers and let me think about this scoundrel feat. Also, does transformer= transmuter?
Okies:
Swashbuckler (complete warrior) is a fighter optimised for dex. d10 hit dice, full BAB progression, good Fort saves. Special abilities/class features are:
Spoiler:
1st level: Weapon Finesse
2nd level: Grace +1 (+1 bonus to reflex saves)
3rd level: Insightful Strike (add Int bonus to damage with light/finesseable weapon vs anything affected by sneak attack)
5th level: Dodge Bonus +1 (+1 AC due to dodging)
7th level: Acrobatic Charge (charge over difficult terrain)
8th level: Improved Flanking (flanking bonus for SB goes to +4 from +2)
10th level: Dodge Bonus +2
11th level: Grace +2, lucky (get one re-roll of a failed roll per day)
13th level: Acrobatic skill mastery (take 10 on Acrobatics even when distracted or in combat)
14th level: Weakening Critical (critical hit inflicts 2pts Str damage)
15th level: Dodge bonus +3
17th level: Slippery Mind (gain extra save vs mind-effecting spells on round following a failed save)
19th level: Wounding Critical (critical also deals 2 pts Con damage)
20th level: Dodge bonus +4, Grace +3
If you want I can reword the character from the fighter options, it's just a tad easier as the Swashbuckler gets the dodge/grace bonuses.
Yes transformer = transmuter, I have robots on the brain thanks to my kids. As for the Scoundrel Feat, it does what it says on the tin: if you fight defensively or take at least -2 to hit / +2 to AC from Combat Expertise, you inflict an extra 1d6 of damage when you do hit. It's basically 'the fencer surrounds himself with a shield of steel' concept.
If you want to know how they play, Wellard allowed one in his game.
Swashbuckler/Wizard - if we need more of a fighting character, this is what I'd go for.
We're not needing another fighting character as much as we need someone with social skills (Diplomacy, Bluff, Intimidate, Knowledge (local), etc.). Between Jeorik (fighter 3) and Istas (cleric of Pharasma 3), we're doing okay on the combat side of things. But without Keliwyn (rogue 3?), we're lacking a certain type of character concept to help round out the party.
Dabbler(This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7)
NSpicer wrote:
We're not needing another fighting character as much as we need someone with social skills (Diplomacy, Bluff, Intimidate, Knowledge (local), etc.). Between Jeorik (fighter 3) and Istas (cleric of Pharasma 3), we're doing okay on the combat side of things. But without Keliwyn (rogue 3?), we're lacking a certain type of character concept to help round out the party.
Swashbuckler skill list (amended for Pathfinder): Acrobatics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Jump, Profession, Sense Motive, Swim.
I put ranks in all of these and Knowledge (local). However, if you really want me too I can take out the level in Wizard and put one in Rogue instead, and do a swashbuckler/rogue build.
Dabbler(This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7)
Oh ... and your sorcerer Heather has all those skills better than Emerion anyway ...
I was hoping for a more traditional rogue. I've just never been a big fan of classes from the various splat-books. But, no biggie. It's Tim's call, anyway.
Dabbler(This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7)
NSpicer wrote:
I was hoping for a more traditional rogue. I've just never been a big fan of classes from the various splat-books. But, no biggie. It's Tim's call, anyway.
I understand, and like I say if it's an issue I can change it. Hell, you can almost create the Swashbuckler from a fighter: take out the Armour Training feature and proficiency with shields and armour heavier than light, replace with extra skill-points and skills ...
P45 of the Golarion Campaign Setting gives the following possibility for a variant fighter(edited to PRRPG standards).
Class Skills: A fighter trained at a famous war college or fighting school gains the following class skills (in addition to the normal fighter class skills): Diplomacy (Cha), Knowledge (architecture and engineering)(Int), Knowledge (geography) (Int), Knowledge (nobility and royalty) (Int), Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier).
Skill Points at Each Additional Level: 4 + Int modifier.
Class Abilities: Numerous martial academies around the
Inner Sea region teach weapon skill, tactics, diplomacy, and
other tools useful for war. Fighters who attend these schools
may choose the above option, which replaces the bonus feat
gained upon taking the first level of fighter.
Dabbler(This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7)
That works for me, if Thom would prefer it to the Swashbuckler. I'll also reorganise for the rogue build - consensus seems to be that we need a rogue more than a wizard. I'd like to keep the Deadly Defence feat though.
OK, on the basis that the fighter variant is far more likely to go down with Thom and everyone than the Swashy, I have changed to fighter/rogue. It still works with my 'smart fighter' concept, and gives me a nice range of other abilities. I'll be going Duelist at 8th level should we live that long ...
I've edited Emerion's history so that he attended a military academy (may have been in Arcanae, I will let Thom decide), which means he may have a commission and have been drafted into the current situation if that suits Thom's plans ...
Sorry, Dabbler. I haven't had time to sit down and go over Swashbuckler v. Fighter point by point. Work is picking up and I'm barely keeping up posting. My wife has a concert tonight so Wed. night will be my first open block of time for real rules checking and character vetting.
Dabbler(This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7)
(Anyone step in if my memory on character generation has gone awry. )
{SAVE ME FROM MYSELF!!!}
Wellard, are you on board with an Emerion-Heather friendship. Would make things easier for me.
Dabbler, Emerion looks interesting. I've a couple of items:
Skills: I counted 27 skill points used and think you only have 25 to start. One of these (weaponsmith) can be absorbed by the free craft or profession skill I gave everyone. (You get 1 free point and it's always a class skill for your PC.) Still leaves you needing to trim a skill.
Feats: You get four human, (1st level, fighter1, fighter2). You took college trained, weapon finesse, combat exp., deadly defense, dodge.
Note on college trained. It's too good. My reasoning is as follows -- you give up 1 feat to gain 30 skill points over a 15 level career. Looking at feats, the typical trade is 1 feat = 3 or 4 skill points. I recognize that by giving up the feat first you gamble slightly and that the list is limited. And so I am willing to reward you for the gamble somewhat. College-trained will give you 7 fighter levels of benefit and may be renewed at 8th, or 16th fighter level. You may add bluff, heal and any knowledge to the college-trained skill list.
Deadly Defense: OK as written.
As an added bonus, please give me 3 everyday contacts for Emerion. Name, occupation, short description.
How familiar are you with Korvosa and the AP?
Emerion Campaign Insertion:
Spoiler:
Dabbler, Makes sense story wise if Emerion has attended the Orsini Academy, run by Vencarlo Orsini.
Once one of the finest schools of swordsmanship in the city, it has fallen on hard times. A bit of gossip for you -- Years ago, shortly after you started at Orsini's, "Old man" Orsini was involved in an odd love triangle with two of his best students, Sabina Merrin, and Grau Soldad. (Various rumors of duels and swordfights between the three. As a new student you got a lot of rumor and almost no facts.) Sabina dumped them both to concentrate on her career which has blossomed; she is now bodyguard to Queen Illeosa. After that Orsini lost a lot of his spark and withdrew somewhat from day to day instruction.
The Old Man (still pretty hale and dextrous with a blade) employs you on and off as an instructor. It's a comfortable arrangement of mutual convenience. It has enabled you to form a friendship with Philly Vander, who you knew slightly as a friend of Heather. Philly is a natural athelete who dabbled at fencing. Although of a wealthy merchant class family, she had to drop out for a few months for financial reasons. She's returned recently and you've noticed she's taken a much more serious approach to classes. She is now one of the hardest working students you have. She would like (and deserves) to move into the boy's classes. You've met her family. They are likeable and definitely judge by people's merits, not their family.
Feats: You get four human, (1st level, fighter1, fighter2). You took college trained, weapon finesse, combat exp., deadly defense, dodge.
He should have 5 feats. One for being human. One for starting at 1st level. One for Ftr1. One for Ftr2. And then another for reaching 3rd level. He discarded the Ftr1 feat to take college-trained. But the rest should still stand.
therealthom wrote:
Note on college trained. It's too good. My reasoning is as follows -- you give up 1 feat to gain 30 skill points over a 15 level career. Looking at feats, the typical trade is 1 feat = 3 or 4 skill points.
I used to think this was a bit unbalanced as well, Tim. But, when you review the class skills for a Fighter, even including the new skills granted by being college-trained, it's not that big a deal. The fighter's class skills started out as:
By taking college-trained (which is a variant provided under 3.5 rules...i.e., before the Pathfinder RPG rules came out), it adds:
Diplomacy, Gather Information (which got rolled up into Diplomacy), Knowledge (engineering - which the Pathfinder fighter gets anyway now), Knowledge (geography), Knowledge (nobility), and Sense Motive. So it's really only a net gain of four skills instead of six: Diplomacy, Knowledge (geography), Knowledge (nobility), and Sense Motive.
Many of the skills in that combined listing are either Int-based, Wis-based, or Cha-based...which are attributes a Fighter isn't typically going to have high scores in. So granting him this addition to his skill list doesn't mean a whole lot, particularly when the value of skill bonuses declines at higher levels.
The only true value (as you've cited) is the extra skill points per level. The fighter gets 2 more than normal in exchange for losing one of his bonus feats. And while for any other class that might be a bigger deal, the fighter is so combat-focused and not skill-focused that it's not as great an impact as it might otherwise seem.
Of course, the loss of a bonus feat under 3.5 rules was a lot greater than it is now under Pathfinder rules (because feats are even more common). So, it might be more worthwhile to charge 2 feats for college-trained...or 1 feat and a trait? But, again, in the grand scheme of things, a non-skill-focused character concept like the fighter isn't going to benefit that much from it.