Defense of Astengard

Game Master Nicos


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- 10th level
- Same character creation than in Ambervale
- No unchained or occult. Summoner only if you promise to be gentle with the DM sanity.
- Since you have free bonuses to save and AC, the starting wealth is 40k gp.
- I would love to include guns, but Pf rules suck hard in that regard. If you have a 3pp about it and want to use it, we can talk about it.
- I'm inclined for core + aasimar and Tieflin races only.
- Don't make your build around a magic item, I'll be far less stingy with treasure compared to ambervale

=============================

The lore of the setting would be

- Astengard is an L isolated small (but high fantasy kingdom) in the remote and frozen south. 35 years ago there was a big war with the invasor from a mechanically advanced construct using empire from the north. Astengard won. The enemy never returned, until now.

- I want a thematic kingdom. Instead of the usal menagerie of races, I'm thinking about Astengard being a kingdom of Human+Aasimar(or an elemental race). I think it would increment the Us Vs Them atmosphere.

- AS you are level 10th, you might someone with socially recognized if you desire. Perhaps with a military job.

- The Gods are long gone, and asmodeus was never a god. Archidevil, Demon lords, and the like are the ones that grant clerical powers. Astengard religion is based around angels and Archons of Mount Celestia.

=============================

Of course, Everything can change (except for the no unchained or occult) if you don't like it.


Perhaps humans and beastmen (gnolls, lizardfolk, vanara, etc.)? Give the kingdom an outward aesthetic of some kind of fairy tale land with humans and whimsical animal creatures living together...though likely with at the very least subtle racial tensions between them.


Eh, maybe, but none of the race mentioned seems to be appropriated for the freezed southpole.


Male Goblin Vivisectionist Trap Breaker 10

So FFCS again right?


Yeah, I know you can give me nightmares with standard PF if you so desires anyways. We better talk about what ideas you have before playing, though.


I think some kind of brawler/barbarian fusion would be cool. He uses various flexible combat styles as needed, but when things get tough he just decides "f%+& it" and goes into murder-mode.


Brawler as in unarmed combatant?

============

To avoid future laziness, I already made the campaign post.


Yup.


DM. wrote:
Eh, maybe, but none of the race mentioned seems to be appropriated for the freezed southpole.

Eh. About as appropriate as Aasimar and Tiefling, they do have fur after all. Maybe not lizardfolk.

We could do Humans+Planetouched instead though if you like. I'm not super picky.

Just thought having a party of beast people and/or skinwalkers would be cool.


As for character concept, I'm thinking a Witch sort of character, but more a classic "brews potions and stuff" sort of witch. I'm thinking Alchemist casting, 3/4 BaB, and Hexes with some stuff added on. Primarily a debuffer, but can scrap in melee if need be.


Storm Dragon wrote:
DM. wrote:
Eh, maybe, but none of the race mentioned seems to be appropriated for the freezed southpole.
Eh. About as appropriate as Aasimar and Tiefling,

Aasimars do have cold resistance.

======================

The enemy empire will be human + Ifrits.


I almost forget. I think the most abusable part of FFCS is choosing what mental stat affect your abilities. Having full arcane casting + a wis based Divine grace, for example, is quite strong. Lets stay with the standard stat for the abilities you choose.


@ Cube,

Consider a weapon enhancing ability like paladin's divine bond or the magus thing. Because amulet of mighty fist are not that easy to put in a loot in a frequent way.


Male Goblin Vivisectionist Trap Breaker 10

I'm thinking a Rangeresque character with bane, bardic features and some spellcasting. Havent decided whether I want Warpriest casting or Ranger spells.

He'll be an acclaimed monster hunter. Well-known for hunting rare beasts and bringing back valuable materials.


That's a strange combination, I mean, for the the bardic stuff.


Storm Dragon wrote:
As for character concept, I'm thinking a Witch sort of character, but more a classic "brews potions and stuff" sort of witch. I'm thinking Alchemist casting, 3/4 BaB, and Hexes with some stuff added on. Primarily a debuffer, but can scrap in melee if need be.

Sound like Vraljyiya but with a higher BAB.


Male Goblin Vivisectionist Trap Breaker 10
DM. wrote:
That's a strange combination, I mean, for the the bardic stuff.

It's mostly for Bardic Knowledge and then I was thinking about some other features. It's just really inspiring having a dude who killed like a Minotaur or Dragon fighting with you.


I had also thought about a warleader Paladin/Bard hybrid type character, but that'd be redundant with yours. Not too attached to it though.

Making Captain America would be pretty fun though.


There is always more space for warleaders in the middle of a war. Though I'm somewhat surprised a monk or natural weapon user.

IN any case, please don't get caught in paralysis by analysis. The simplest way is to just model your character after one standard class and just exchange some features for others.


If we're expecting to fight a lot of constructs, a tiefling (one of the +STR variants...demon, maybe?) with the Flair for Destruction trait seems appropriate. Maybe the Gearbreaker rage power, too?

Maybe he's out to avenge his family, who were killed by constructs in the war.


Storm Dragon wrote:


Making Captain America would be pretty fun though.

TWF Fist and shield style?


Almost done!

DM. wrote:
I almost forget. I think the most abusable part of FFCS is choosing what mental stat affect your abilities. Having full arcane casting + a wis based Divine grace, for example, is quite strong. Lets stay with the standard stat for the abilities you choose.

...Never mind. I have some retooling to do.


Uhm, what was your idea?


CHA-based Arcane Pool, CHA-based monk's Ki Pool, and the Ki Arcana ability from the Esoteric magus archetype (lets you use Arcane and Ki points interchangeably).


Aren't there cha-based arcane and ki pools already in the printed rules?


For the arcane pool: Yes, but I was hoping to get the one from the Esoteric archetype. It has abilities that are more useful for unarmed strikes. Since I'm doing that, I can't take any cha-based arcane pool from other archetypes.

For the ki pool: I just found the Scaled Fist monk archetype, which changes all Wis-based class features to be based on Cha. But that feature doesn't replace anything, so idk how many points it would cost.


Alright, I came up with a WIS-focused build. Not as much arKIne power, but a lot more Monk-y.

Now I'm thinking about getting the Conversion Inquisition, so I can be a wise party face. Do I need to choose a deity for that?


Idiot Cube wrote:

Now I'm thinking about getting the Conversion Inquisition, so I can be a wise party face. Do I need to choose a deity for that?

There are no deities in the setting, just outsiders. In astengard people worship the Archon and angel lords.

You can just choose a theme (Like: Justice, Duty, Compassion, Love, Temperance, Freedom, ...) and that's it. I gave example of virtues for good characters, but ou can come up with a theme for whatever alignment you want to be.


Remember that the Ninja Ki Pool is Cha based.


Storm Dragon wrote:
Remember that the Ninja Ki Pool is Cha based.

Nah. The ninja ki pool's base abilities are more about acrobatics and stealth. The monk's are better for combat.

Besides, I'm starting to prefer this new build.


Male Goblin Vivisectionist Trap Breaker 10

If yall are going melee, then I'll switch to a bow.


or you call can go melee. There is fun in trying to solve campaings problems with an umbalanced party.

In any case, so far It seems the most undecided is Rinjyn. You want some brainstorming or something?


I mostly just haven't had time to make anything. I think the most fun idea sounds like the warleader sort so far. High charisma, abilities like the Cavalier's Challenge and such, maybe with things that grant Teamwork Feats as well (especially useful for multiple archers if you want to be ranged anyway Scavion) or Solo Tactics if not.


Male Goblin Vivisectionist Trap Breaker 10

Nicos, are Path of War feats cool to take? I was thinking of picking up a few Solar Wind abilities to mix up the ol' barrage of arrows.


Do they require new mechanics?, does it make you much stronger than otherwise?.

I do have found a focused archer to be very boring in general, but in pbp the boringness intensifies. I recommend to consider archery not the primary ability.


That's likely what Solar Wind is for. It (and Tempest Gale) allow cool trick shots to let you Disarm, Trip, and even Pin opponents at long range.

Paizo put out some range Combat maneuver Feats but they are really, REALLY bad.


Well, I don't know.if you think is balanced go for it... with moderation.


Here's what I've got now.

Name: TBD
Race: Tiefling (Oni-Spawn)
Backstory, Description, etc: TBD

Stat bonuses:
Starting abilities: Str 17, Dex 15, Con 15, Int 10, Wis 16, Cha 7
1) +2 Str, +1 Con, +1 Wis
5) +2 Str, +1 Con, +1 Wis
9) +2 Str, +1 Con, +1 Wis

FFCS Point Distribution:
Level 1 (25 available)
Full BAB - 6
d10 HD - 3
Two good saves (Fort, Ref) - 3
4+int skills - 1
Weapon suite: Simple majority - 1
Monk Physical Package - 5
Arcane Pool (Esoteric) - 3
Martial Flexibility (Brawler) - 3
Feat: Power Attack (free)

Level 2 (5 available)
Rage (Barbarian) - 5

Level 3 (5)
Invulnerability (Invulnerable Rager) - 3
Feat: Endurance (free)

Level 4 (7)
Fast Movement (Monk) - 3
Ki Pool (Monk) - 3

Level 5 (6)
Conversion Inquisition (Inquisitor) - 3
Feat: Diehard (free)
Feat: Extra Rage Power: Intimidating Glare - 2

Level 6 (6)
Rage Power: Animal Fury - 2
Feat: Extra Rage Power: Dragon Totem (gold) - 2

Level 7 (7)
Wholeness of Body (Monk) - 3
Feat: Pummeling Style (free)
Feat: Extra Rage Power: Superstition - 2

Level 8 (7)
Ki Arcana (Esoteric) - 3
Rage Power: Dragon Totem Resilience - 2
Feat: Extra Rage Power: Witch Hunter - 2

Level 9 (5)
Feat: Pummeling Charge (free)
Feat: Extra Rage Power: Spell Sunder - 2
Combat Trick: Improved Initiative - 2

Level 10 (6)
Brawler's Cunning - 1
Rage Power: Dragon Totem Wings - 2
Feat: Combat Expertise - 2


I'm not fully understanding the stat bonuses. Everything else seems ok.

EDIT: Wait, was the wording of pummeling strike clarified somewhere?, last time that Rinjyn used we had to houserule something to avoid problems.


I thought the "+2 to any stat, +1 to two others, every 4 levels" starts at 1st level, but maybe I was reading it wrong?

Originally, Pummeling Style had you make your attack rolls for a full-attack or flurry and combine them into a single mega-powerful attack. If you landed a crit on any ONE of those rolls, the ENTIRE attack would get the critical damage.

Now, it's simply a normal full-attack or flurry where you add up the damage from every successful attack before applying DR. And you can only use it with unarmed strikes.


Idiot Cube wrote:

I thought the "+2 to any stat, +1 to two others, every 4 levels" starts at 1st level, but maybe I was reading it wrong?

Uhm, Well, did we use it that way for Ambervale?, I thought the stat bonuses are at level 4, 8, 12, 16 and 20.

Idiot Cube wrote:


Originally, Pummeling Style had you make your attack rolls for a full-attack or flurry and combine them into a single mega-powerful attack. If you landed a crit on any ONE of those rolls, the ENTIRE attack would get the critical damage.

Now, it's simply a normal full-attack or flurry where you add up the damage from every successful attack before applying DR. And you can only use it with unarmed strikes.

Gotcha.


DM. wrote:
Uhm, Well, did we use it that way for Ambervale?, I thought the stat bonuses are at level 4, 8, 12, 16 and 20.

Nah, I was wrong. I just checked.


Then everything seems in order.


When do you guys think You will have your character ready?. I'm not hurrying you (I actually should be studying for my thesis defense), I just want to know.


Male Goblin Vivisectionist Trap Breaker 10

I should have it ready sometime friday.


I'm going to probably hammer it out tomorrow, I'm off work.


Still making some minor tweaks, but I should be ready when everyone else is.


Gotcha. I guess you can jump to gameplay when your PC is ready.


Do you think is ok with the three of you, or would want to look for a 4th player?


I'm fine either way. But I'm kinda curious how the three of us will hold up.

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