Cayden Cailean

TheRonin's page

Organized Play Member. 696 posts (1,109 including aliases). No reviews. 1 list. No wishlists. 1 Organized Play character. 6 aliases.


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Bump,

Faceplam is a Good GM,

Not an ass.

Funny Voices, fun experience.

I give him 4 out of 5 picardfaceplan.jpg please join our game.

Right now I think we have like... bards.

PS: Or at least stop by Iron Gods with a high level PC and see how you fit in.


TheRonin wrote:

Hi Guys,

I am a GM and I have been thinking about running another newbie friendly game. Really enjoyed doing this in the past. It would be probably a Friday night early evening by west coast standards. Probably a one shot game, maybe a few sessions over a few weeks.

Any to no experience is needed. Feel free to ask any and all questions, don't be shy. Message me at nissanguy24@gmail.com if you are interested. Or skype me at natsuronin and just say Hi, Interested in the game etc.

Feel free to bring a friend. Thanks for your time or interest!

Going to bump this real quick.


Hi Guys,

I am a GM and I have been thinking about running another newbie friendly game. Really enjoyed doing this in the past. It would be probably a Friday night early evening by west coast standards. Probably a one shot game, maybe a few sessions over a few weeks.

Any to no experience is needed. Feel free to ask any and all questions, don't be shy. Message me at nissanguy24@gmail.com if you are interested. Or skype me at natsuronin and just say Hi, Interested in the game etc.

Feel free to bring a friend. Thanks for your time or interest!


I ran a mythic campaign, homebrew not wrath, but ran into a lot of the same problems as the OP, anything that could survive the PCs for a round could usually kill the PCs.

I resolved this problem by making the Advanced template mandatory for everything. Gave toughness as a free feat to everything, and then doubling to trippling the HP of every NPC.. 4x for boss type fights.

The PCs were still powerful but things actually had a chance to fight them at this point.


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Shiney wrote:
Buri wrote:
If you want to be a technical, rules-miser a phylactery is only part of the process and is described as such. There is inherent fluff required to complete the process. To dismiss the fluff presented and to claim the phylactery is all you need it simply inaccurate.

I'm sorry. I see the point you're making, I do, and I disagree. To say that fluff is required is to make it crunch, and thereby, not fluff.

It's just like RAW vs RAI. Our group feels one way, yours may feel another, and any number of people can be anywhere else, or in-between. Do we really have anything else to throw at this zombie-horse?

It doesn't sound like your group feels that way, It sounds like YOU feel that way and have browbeat the GM until he just gave up and let you have your way.


Haste is going to get use every combat. Fireball is more situation but dont make the mistake of never learning/preparing it, when appropriate it is REALLY good. (And its range is fantastic... who in the party is going to deal 5d6 damage at 800 feet? no one but you)

Summon Monster has uses but summon monsters take a round to call. The first time a mook hits you with an arrow while you are summoning and you lose the spell you are going to wish you had fireballed the mooks so the melee can focus on the big guy.

Summoned Monsters can also be dispelled. Thats no fun.

Speaking of which Dispel Magic is a great one to get for level 3 too...

Room full of mummies? You and your martials are going to be happy you prepared Fireball =)


Power level wise... perhaps he is just a teifling for now. Perhaps his father has locked away his 'real' power until hes earned it. (Aka end of campaign)

Asmodeus has enough trouble with heralds turning against him, I imagine he'd take even further precautions with an actual son


Half-Axe beak template:

These monstrous creatures are sired by male druids in taboo rituals or occasionally by outsiders such as incubus who have given up all standards. They have the muscular legs of axebeaks, often grotesquely attached to the torso of the creature the father was. They often have malshapen heads and large beaks, their bodies are decorated with tiny unusable feathers.

+2 strength +2 dex -2 wisdom -6 charisma -6 intelligence

Special: The creature loses its natural ability to fly if it had it, but gains 50 foot run speed and the run feat and improved initiative.

If the base creature does not have a bite attack it gains one.

About: Half-Axebeaks mature faster than the host species allowing the GM to introduce your deformed offspring as early as the next game session you sick bastard.


If you are looking for a live game we are looking for 2 more for our upcoming Crimson Throne campaign

http://paizo.com/threads/rzs2pdpw?Seeking-2-for-Curse-of-the-Crimson-Throne

RP would be very welcome. We play with Skype and Maptools. Thats the GM's post right there. feel free to send her a reply.


Round 4 indeed! I'll post a summary in a moment, but long story short Kyran skewered one and Edeldhur's is badly injured.

Also give me a perception check as you take your turn.


Gallo wrote:
TheRonin wrote:
Gallo wrote:
Quandary wrote:

sounds like the OP is just rather un-careful with his spellbook.

i have never seen anybody else, nor would i ever consider, leaving a spellbook in a wagon outside while i camp inside some tower. seriously.
the other case wasn't very clear (seriously dude, work on spelling things correctly and using normal grammar, perfection isn't necessary but make an effort) but i would guess that it was getting something stolen while his character was sleeping.
solution - keep guards while sleeping, and pretty much sleep with your spellbook locked to you on a chain, hidden under your pillow or under your clothes. secret chest, shrink item, and other such spells are a good resource to make the spellbook not a target of theft, alarm and magic mouth are also good... advice to apply runes and such to your spellbook won't do much to prevent it from being stolen (unless the thief just can't wait to read the book), they are just good at getting 'revenge' on the thieves, which doesn't do you much good. the bookplate is basically insurance, but if you take good precautions you shouldn't need it as much.
i haven't heard any evidence that the spellbook has been specifically targetted, by either NPCs or the GM, all the evidence to me says that the player has just been recklessly un-cautious about guarding his spellbook.
You mean things like capitalising and punctuating your sentences correctly?
Now, to be fair that is more formatting than grammar.
In common usage those things are considered part of grammar. I thought it was just ironic someone tells someone else off for errors in what they have written, while making the same errors themselves.

Indeed. I enjoyed the irony in your post for similar reasons.


Gallo wrote:
Quandary wrote:

sounds like the OP is just rather un-careful with his spellbook.

i have never seen anybody else, nor would i ever consider, leaving a spellbook in a wagon outside while i camp inside some tower. seriously.
the other case wasn't very clear (seriously dude, work on spelling things correctly and using normal grammar, perfection isn't necessary but make an effort) but i would guess that it was getting something stolen while his character was sleeping.
solution - keep guards while sleeping, and pretty much sleep with your spellbook locked to you on a chain, hidden under your pillow or under your clothes. secret chest, shrink item, and other such spells are a good resource to make the spellbook not a target of theft, alarm and magic mouth are also good... advice to apply runes and such to your spellbook won't do much to prevent it from being stolen (unless the thief just can't wait to read the book), they are just good at getting 'revenge' on the thieves, which doesn't do you much good. the bookplate is basically insurance, but if you take good precautions you shouldn't need it as much.
i haven't heard any evidence that the spellbook has been specifically targetted, by either NPCs or the GM, all the evidence to me says that the player has just been recklessly un-cautious about guarding his spellbook.
You mean things like capitalising and punctuating your sentences correctly?

Now, to be fair that is more formatting than grammar.


I don't know... 12 times in 9 levels.... im thinkin' hes wearin' the trollface mask.


typically once rats start stealing the spellbook you are just trolling...


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Once is a lesson, Twice is a point, Three times is suspicious, four times is malicious. Five times is just trolling.


Does he hold up a cardboard cutout of "trollface" attached to a stick, in front of his face whenever he does it.

If so he might be having a go with it....

sigh... if only things in life were that clear.


Ishpumalibu wrote:
Roberta, you obviously don't understand the concept that most communities, unless extremely large are going to have most if not all the thieves know eachother,, even if only by reputation. Also, using a different approach and being proactive is worth a try, your negativity is not.

No, I think she gets that. She's saying the issue is the GM being vindictive, You can flay alive every thief you see, but the GM will still have unrelated thieves attempt it again.


My Bard is a singer, and i've come to the same issue. I've thought of a few things.

Masterwork Pitch Pipes, Masterwork Tuning Fork, Masterwork Sheet Music (Hate this one) Masterwork Outfit (+2 to any one perform skill?).

Any other ideas?

She's a singer, she sings in every tavern she visits or tries to.

The other thing though for a generic 'tool' shouldn't they be priced the same as a masterwork musical instrument to be fair?


Kyran and Edeldhur both drive their rapier's home critically injuring their respective reefclaws. Kyran's is driven directly through what passes for a head, and begins to die. In its death throws it goes into a frenzy.

Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 ⇒ 1
Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d4 ⇒ 1

Edeldhur's is badly injured but still fighting and swimming.


Make sure you guys are taking the consideration for underwater combat.

Underwater combat

And Besmara! Don't f#*~ with Kyran underwater...

You do have firm footing if you are on the bottom


As Trax casts Bless Sandara looks up and notices the Reefclaws. Henk is swimming towards Reefclaw2. Sandara swims to the surface and begins casting a spell.

Kyran 21 Is gathering crabs
Henk 19 has reached one of the reefclaws
Trax 18 Has casts bless
Sandara 17 - on the surface
Reefclaw2 17 - Reefclaw moves towards Henk and attacks with a claw.
Ornotck 15 Ornotck moves closer to the crabs but is out of their reach for the moment
Edeldhur 11
Reefclaw1 7 Approaches the unaware Kyran and attacks.
Kilarra 4

Reefclaw 2 Attacks Henk.

1d20 + 2 ⇒ (15) + 2 = 17 to AC
1d4 ⇒ 2 damage

If it hits

Poison and Grapple:

poison (Ex)

Claw—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 ⇒ 1 Str; cure 1 save.

and Grapple: 1d20 + 8 ⇒ (16) + 8 = 24 if that exceeds your CMD you are grappled.

Reefclaw 1 attacks Kyran
1d20 + 2 ⇒ (9) + 2 = 11 to Flat-footed AC
1d4 ⇒ 3 damage

If it hits

Poison and Grapple:

poison (Ex)

Claw—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 ⇒ 1 Str; cure 1 save.

and Grapple: 1d20 + 8 ⇒ (6) + 8 = 14 if that exceeds your CMD you are grappled.

I am sure I just missed it but I am not exactly sure what Edeldhur and Kilarra are doing on this turn. You two basically go last anyways so feel free to take it after you witness the above. Then we can go the next round.


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Kevin Morris wrote:
Dust Raven wrote:
Kevin Morris wrote:
Dust Raven wrote:
Play a bard. Everyone loves bards.

Except me! I can't stand them--well, actually that's not really true. I just think the flavor is far too specific, which makes it difficult for me to come up with a concept I'm excited about.

However, bard would also cover another thing the party's really been missing: a good face. We've gotten ourselves into some major trouble with our stupid mouths so far!

Being the group face is always a nice position to fill. Bards can be any flavor though. Traveling minstrel to cheerleader to master orator to warrior skald to just about anything else you think might sound inspiring. My wife played a gnome bard who functioned as an Indiana Jones style treasure hunter, using oratory and acting to "draw fire" or "bark commands" (either one actually being Inspire Courage or Inspire Competence).

Part of my problem is that I find the idea of bardic performance somewhat...difficult to swallow, I think. I actually think it fills a very great role in a party and love having a bard around, but I have a hard time zoning in on a concept that involves someone singing, orating, or dancing in combat.

But I have trouble making Fighters, too, 'cause my ideas never seem to aim that way (though the 2 skill points/level doesn't endear me toward the class either).

You aren't singing and dancing! You are manipulating reality and the hearts and minds of your allies with your very presence!


Thundercaller doesn't give up Inspire Courage thankfully, neither does Arcane Duelist. But Arcane Duelist works well as a support melee character and it sounds like your party has quite a bit of that how is.


We had this fun one

Robert, "Clank, Clank, Clank, Clank"
"What is it?"
Robert, "Ninja Paladins.... ACP is a b#!@@."


Kevin Morris wrote:
Dust Raven wrote:
Play a bard. Everyone loves bards.

Except me! I can't stand them--well, actually that's not really true. I just think the flavor is far too specific, which makes it difficult for me to come up with a concept I'm excited about.

However, bard would also cover another thing the party's really been missing: a good face. We've gotten ourselves into some major trouble with our stupid mouths so far!

Check out the archetypes then, they are a great way to change the default flavor and pick up some new abilities along the way, and theres some great bard archetypes! Archeology, Arcane Duelist, Dervish Dance, Dirge Bard, Water Singer, Thundercaller and many others.


Play whatever you want. When someone dies from lack of a healer highly suggest they roll a class with healing spells of some sort.


The rogue finally admitted to the bard he was an assassin. The 5 year old whose father was murdered by an assassin asked "Whats an Assassin?" which led to my favorite quote of all time from the rogue.

"See... there are many different kinds of assassins..."


Just think about Eric Clapton in the late 60s, or any of the Beatles. This is how people might react, save the fact that news travels slower.

Extraplanar beings start to pop in for a visit....


I guarantee you its better than a Mysterious Stranger/Kensai combo


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If you want to shoot stuff with magic look into the Spellslinger archetype for Wizard.

Be Gene Starwind, you know you want to...


Indeed, as Trax casts his spell the warmth of Besmara's holy energy fills anyone who hasn't acted yet, at which point they will notice the monstrous shrimp-creatures headed towards them.


Tels wrote:
I was wondering why you didn't go Dervish Dance + Scimitar instead. Especially if you take the Crane Style feats to negate one attack each round.

Some people want to use a Rapier.

Its a pretty iconic weapon in fantasy all things considered.


Yep, just remind him that despite the name Shield of Faith grants a deflection bonus and he should realize his mistake.


They are two move actions away once you are on the ocean floor. (which is two move actions away from the surface as well)


[ooc] lol REACH


At the moment it will take at least two move actions for anyone to teach(sic) them (except Sandara) so keep that in mind Henk.

* Reach! not teach! Reach them!

Remember you can move half your land speed in the water as a full round action, or quarter as a move action. both creatures are about 20 feet away from the group and about 20 feet down on the surface. .


Lugo:

Trax and Henk get Lugo's attention, who feels its prudent to return to the surface. He uses his turn to do so.

Kyran, Sandara, Edeldhur, Ornotck and Kilarra stay on the ocean floor gathering their crabs

Henk and Trax and Lugo make it to the surface . Trax yells for the ship but its a bit to far for anyone to hear or respond.

Round 3 -

Spoiler:

Reefclaw 1 1d20 + 5 ⇒ (2) + 5 = 7
Reefclaw 2 1d20 + 5 ⇒ (12) + 5 = 17

Kyran 21
Henk 19
Trax 18
Sandara 17
Reefclaw2 17
Ornotck 15
Lugo 13
Edeldhur 11
Reefclaw1 7
Kilarra 4

The Reef claws seem to spot the characters on the ocean floor and they look like they are beginning to swim in the direction of the characters. Those on the surface won't be able to see this due to the glare.


Thank you all for the responses.

I am taking them all under advisement. Next game session I am going to set them down and basically tell them straight up, that while this is an open ended campaign, and they can side with whomever they want... they need to do it as a group. I am going to have one of their NPC allies who has hired them demand they all follow up in a tip he received. And once that happens they are going to get hit hard.

Several tough encounters planned. Not unwinnable, but tough. This city they are in (A homebrew kingdom in the southern river kindgoms) is about to have all hell break loose, and they can either hang together, or hang separately (to borrow a phrase).


Krome wrote:

Another option, perhaps not ideal for you, is to ditch the original plot and just wing it making it a very organic, fluid campaign where no one know what is going to happen. The fun part for you is you have almost no prep to do. Hard part is improving everything.

WHen I do that, I don't bother with stat blocks for major bad guy NPCs. I wing it with what "feels" about right and keeps the bad guy on stage long enough to be fun.

I don't mind doing this, but the open and organic parts of the campaign are whats causing the most trouble because no one wants to do anything or interact with anyone. They seem to respond best when someone approaches them "I have a mission for you, you will get 200 gold for going here and dealing with X"

To the point where when someone got a new lead, and decided to investigate something plot important another character didn't follow but instead went to wait by the sewers he was paid to investigate something in. Even though the person with the key to get in AND the NPC who paid him agreed it was better to follow up on the other lead and do the sewers after and even went to the other lead himself.


Thank you all for the responses. Some of the ideas I've also been thinking about. I will talk with them next game session too and sit them down.

It's possible they just don't like the campaign, though I was pretty frank and up front with them originally about what they would be doing.

Theres a few plot points coming up next session that should drive home exactly how much danger they are going to be in if they don't stick together so perhaps that will help too.

One problem might be the very open ended campaign style might not be right for a few players. I know one guy is fairly new and may not feel confident enough to suggest things to do, I might talk to him privately and see if thats the case. A few times its very much been"Okay heres where you are, you guys meet back up at your base of operations, heres what you see there, *lists new people hanging out at the tavern* what are you going to do" *crickets*.

Maybe I should give them some more obvious hooks for them to latch onto.


ooh really? nice I missed that.


Hey guys, I am running a homebrew urban campaign and I am having a hell of a time keeping the party in any one spot with out them wanting to divide up and go in 2-4 different directions.

Details:

Part of it is an issue of the characters not really liking each other (they just hit level 2 so it's pretty early). a big part is the campaign itself, I gave them all little side goals, hoping they would use their 'friends' to try to accomplish their goals. Instead they largely just want to run off on their own. The idea being there are a number of factions and those factions are using the players in their own ways.

Its lead to a few silly things like a player ditching the others to run off on their own to meet with a shady assassin in their own on the assassin's turf. Or one player running off to meet with a plot critical NPC that everyone was supposed to meet, then not telling the other players/characters what she learned because she doesn't trust them. (They are supposed to be working on a mystery and no one is talking to each other).

One player completely disregarding the original plot hook because his character was disinterested.

I find I keep having to have NPCs show up and offer to pay them to go places together. I gave them an NPC cleric who was working on the case just so he could pay them to follow the original campaign hook.

So far I have had a hell of a time getting the four PCs in any one place at one time because of it. Finally I decided to not pull any punches and tossed a CR 2 encounter they were all supposed to go up against, against two of them who were the least equipped to deal with it (though there were several outs there incase it went bad). They actually pulled off a surprising victory though, but I am hoping it drove home the danger they are in.

There have also been several out of character conflicts regarding one character getting more spot light than another. All of which is bleeding into the game AND making it more difficult because I can't run four games at once, if they split up someone is going to end up sitting on their hands while the others do stuff.

The group make up is... I think part of the problem. of the four characters one has only the slightest interest in the plot, another has her own agenda and does not care about the plot. Another is interested but his player isn't the kind to actually lead or take initiative when it comes to learning stuff. The other is interested and good at that but has been conflicting with two other players over various things and I think this is negatively effecting the group.

So, that was rambly any advice on salvaging this group?

TL/DR

Players all want to do different things in a very non-linear campaign. And keep splitting up and not working together and its giving me a headache and I can't throw any of the bad guys at them with out fear of killing them.


Mine is Order of the Blue Rose. So the idea is the first round shes usually offering surrender terms. so it actually works out really well. First round approach the enemy and offer terms (or toss a 'tanto' (just a skinned dagger) at them, second round end the fight.... at least thats the theory! She spent her debute as an NPC rolling 1s!


We are on the second round (about to go forward) but Edeldhur is right, it's a round to the ocean floor, and a round back to the surface for all of you. I think Sandara can make it in a move action though because of the spell she cast. Remember swimming you move a quarter your move speed. I gave everyone random depths to the ocean floor but I think that still make it a full round or two move actions to reach the ocean floor for everyone. A few characters are electing to catch crabs instead of move to the surface because they are unconcerned with the threat or did not see it yet. But no one should be able to do both.


Personally in my games I tell my players I am fine with them using Dervish Dance with any of the 1d6 18-20 x2 weapons. Flavor as appropriate. Though I haven't had a player yet really take advantage of it, they seem to prefer two handed strength builds or non melee characters.


For balance the Wakizashi is a better fit for a 1:1 swap.
I'd suggest he use that and just call it a Katana.


Phatbac is right on the will saves. Last thing you want to do is get dominated or something and roll max damage on an Iaijutsu strike on your buddy standing next to you.

For my character I took dodge and toughness at level 1, as the Iaijutsu strike really leaves the character vulnerable. And even Samurai are relatively squishy at that level.


I built a similar character recently both as a PC for a Pbp and as an NPC for a live game I run. Inspired by likely some of the same concepts as you. One thing I decided was two handing a Katana with decent strength I really didn't need power attack that early. Because she already does plenty of damage for a level 1, especially with the challenge ability. Especially since you really really need to hit with your Iaijitsu strike. basically you hit a low level monster and its going down.

However I love the equipment trick Idea and I am going the same route. It might be worthwhile to spend one of your bonus feats on "Catch Off-Guard" so you can use your scabbard, or scabbarded sword without a -4 penalty. I think mine will do that.


Knowledge(nature) 11 or Dungeoneering 11:

Blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back.

These are Reefclaws, resembling large shrimp monsters they are known for their large pinchers, they are quite aggressive

Reefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water.

In populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefclaws, baiting the creatures with fresh meat and then harvesting their powerful claws with axes.

Reefclaws cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefclaws keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold.

A typical reefclaw reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces.

They are also known for their Death Frenzy, a violent spasm they go into as they die.


Good work guys, I'll update in the morning, a bit worn out tonight!

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