Ascension - Mageocracy

Game Master bbangerter

Pit


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Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

GM: Why would it be unlikely to recover the bodies? Just curious

Welcome, a new comrade is always extra welcome after receiving an ass-kicking!

It'd be interesting RP-wise working out how your char switches from rebellion to tower, and the RP-explanation for why the rebellion died out.

What if your char betrayed them to the tower, like orchestrated their entire downfall? Or maybe was a Tower spy all along? Could be cool, even if you do make a new character.


Stats:
AC:20/15/15, HP:84, Saves:5/11/5, Perception +11, Init: +5, Darkvision/Scent
Ian Marros wrote:
What if your char betrayed them to the tower, like orchestrated their entire downfall? Or maybe was a Tower spy all along? Could be cool, even if you do make a new character.

I am probably going to build a brand new character. This is a neat idea though ;)


M Humanborn

Dang good alchemist build. Id be interested in what you came up with for rogue sniper. Never make archers myself, not sure how to do it well


Ian Marros wrote:

GM: Why would it be unlikely to recover the bodies? Just curious

An issue with their habit so far of where they've placed NPC corpses. It's a possibility they might leave the current ones where they can be found, I'm just not anticipating it.


M Humanborn
GM Ascension wrote:
Ian Marros wrote:

GM: Why would it be unlikely to recover the bodies? Just curious

An issue with their habit so far of where they've placed NPC corpses. It's a possibility they might leave the current ones where they can be found, I'm just not anticipating it.

hahahah, nice


Brother Tomlin wrote:


@GM: I'd also echo Serelina's question, could we look to add a 5th party member. Though we appreciated the guards' assistance, an actual 5th optimized PC is a huge advantage in PvP fights. Not sure what is happening with the other groups, but it seems like the Criminals had 5-6 PC's (the armored clawed guy, the half-orc witch, the half-orc divine caster, Vaek, the dwarf/gnome monk, and some sort of arcane caster). Being on even footing really helps make a fair fight.

This was the reason I'd planned for one of the former players to show up as an NPC mid combat. I put some randomness into it (d4 + 2) for when they'd show up - which at round 6 worked badly for you - if I do a similar thing in the future I'd probably tighten that up to no later than round 3 - though with 5 players now that shouldn't be an issue against the thieves guild.

They are currently sporting 5 players (the sixth was a lower level NPC caster, slightly less powerful than the guards your group started with based on a strictly CR rating). And Vaek is currently undergeared, but even at that with 5 players they definitely had a starting advantage. Some changes to tactics could have delayed things further while more and more guards arrived over time - but lesson on my end is to make sure the fights are more evenly matched either to begin with or within a round or 2 of combat starting (in so far as pure CR equivalents go - tactics of course would be entirely up to the players to adapt and adjust for.


Brother Tomlin wrote:


A bit off-topic...so Rebellion died out? That's kind of sad. Thought that would be our big nemesis.

Yes. As Kit mentioned several of the players just didn't post much - playing kind of the silent stranger type. I've come to the opinion that that just isn't a good match up in a PbP game. If your talker disappears, or can't post for a bit, it leaves the game in a stand still.

Rebellion was also the group I was having the most struggle with in trying to put together any form of cohesive storyline that made sense, so that didn't help either. (Probably no surprise given how many different storyline threads the mages group has :).


Tenro wrote:

I dont really want to use emerging guns so im leaning towards sniper rogue. Especially if new Serelina will jave improved invisibility.

unless ACG is allowed, which I at least assume is a no.

I haven't taken time to look over what's in the ACG, and won't be buying it in the immediate future (one more thing in the back log of things to purchase), so until it shows up on the PRD or SRD sight I won't be able to allow use of the ACG.


M Humanborn

alright i will probably make a sniper rogue then.

i will probably put something together this weekend, which is my usual time for character creation/level up. i am interested to see what everyone has in the way of suggestions for feats. Most of my ranged characters are psionic, i havent made a mundane one in years.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

I'm not sure how this stacks up vs. a rogue sniper or the alchemist archer, but this is a bow ranger I was thinking of using. It's missing a few details from the full character sheet for simplicity sake here on the message board, but if you want it I can post the full thing.
.
.

Composite Bow (19-20/x3)
Regular:
+15 1d8+6 1d8+6
+10 1d8+6
3d8 + 18 ⇒ (4, 6, 8) + 18 = 36 21-42 dmg

Deadly Aim:
+13 1d8+10 1d8+10
+8 1d8+10
3d8 + 30 ⇒ (7, 2, 7) + 30 = 46 33-54 dmg

Rapid Shot + Deadly Aim:
+11 1d8+10 1d8+10
+11 1d8+10
+6 1d8+10
4d8 + 40 ⇒ (4, 4, 2, 6) + 40 = 56 44-72 dmg

Greatsword:
+10/+5 2d6+6 (19-20/x2)
4d6 + 12 ⇒ (3, 1, 6, 4) + 12 = 26 16-36 dmg

Spoiler:

Elf Ranger (Skirmisher) 7
HP 77
AC 20/15Tch/15Fl
Init +7
CMB +11
CMD 26/21Fl

Fort +7
Ref +13
Will +7 (+2 vs. enchantment, immune to sleep)

+8 Acrobatics
+10 Climb
+5 Escape
+5 Fly
+8 Handle Animal
+5 Heal
+16 Perception
+5 Ride
+15 Stealth
+10 Survival
+8 Swim

And keep in mind favored terrain Urban means in most situations you'll be getting +2 init, +2 per, +2 stealth, +2 survival and leave no trail.

Tangling Attack: The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
(An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.)

Chameleon Step (Ex): The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Elf Ranger Favored Class: +3 to crit confirmation rolls with bow.

Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.

Wolf companion.

4000gp Cloak of Resistance +2
4000gp Belt of dex +2
4000gp Falcon Bracers
8700gp +2 Comp Bow (+3 str)
2100gp +1 Mithral chain shirt
-------------
22800gp
(700gp left)

Compared to the build I posted for Ian, this is more fragile in every department, AC, HP, saves. Vulnerable to backstabs due to most of its AC coming from dex. Also vulnerable to melee, depending on your feat choices. I recommend 3 possible feats to pick from for last feat: Precise Shot, Quick Draw, or Stabbing Shot. Precise shot will make you a better sniper, but Quick Draw and Stabbing Shot help with melee defense.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.
Ian Marros wrote:

I'm not sure how this stacks up vs. a rogue sniper or the alchemist archer, but this is a bow ranger I was thinking of using. It's missing a few details from the full character sheet for simplicity sake here on the message board, but if you want it I can post the full thing.

.
** spoiler omitted **...

I've been working on archer builds and I'm fairly certain that the best builds start out ranger for six levels then switch to fighter. It is tough to get all the feats any other way, and Ranger is the only way to get Improved Precise Shot early - which is key. It is actually even better with a level of Paladin (Divine Hunter) to start things out with an extra feat. Weaponmaster fighter is probably the way to go as well since you'll never be wearing better than medium armor.

Human Ranger/Fighter:

Ranger 1 - Point Blank Shot, Precise Shot (Racial)
Ranger 2 - Rapid Shot (Combat Style)
Ranger 3 - Deadly Aim
Ranger 4 -
Ranger 5 - Weapon Focus Longbow
Ranger 6 - Improved Precise Shot (Combat Style)
Fighter 1 - Combat Reflexes and Snap Shot
Fighter 2 - Cluster Shot
Fighter 3 - Improved Snap Shot
Figther 4 - Weapon Spec
Fighter 5 - Point Blank Master
Fighter 6 - Greater Snap Shot
Fighter 7 - Manyshot

Human Ranger Paladin/Ranger/Fighter:

Paladin 1 - Precise Shot, Point Blank Shot, Deadly Aim
Ranger 1 -
Ranger 2 - Rapid Shot (Combat Style), WF Longbow
Ranger 3 -
Ranger 4 - Many Shot
Ranger 5 -
Ranger 6 - Improved Precise (Combat Style), Snap Shot
Fighter 1 - Combat Reflexes
Fighter 2 - Improved Snap Shot, Cluster Shot
Fighter 3 -
Fighter 4 - Weapon Spec, Point Blank Master
Fighter 5 -
Fighter 6 - Greater Snap Shot, Big Game Hunter

Getting Many Shot earlier adds up to a lot of damage for the palandin build.

Both of these builds really hit their stride at 10th when you have 10' reach, threaten, and don't provoke attacks on the front line. Essentially you are a front line fighter who can do massive damage anywhere on the field of battle, ignore all but complete cover and concealment, and obliterate anyone trying to get to you/past you with arrows.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Looks like we are going to get a solid archer out of this, one way or the other. Given the number of enemies who apparently like to fly and hang out on rooftops, that's a very good thing.

I'm still making up my mind about my next character, but leaning towards summoner or synthesis summoner. Either way, I'll provide a solid melee'er and very likely strong face skills to boot.

Sounds like Srelina's new build will do some good bolster effects, hopefully also a solid assortment of save-or-suck spells as well. More than anything, these really hurt us in the last fight. Like Ian did on his re-boot, I'd recommend everyone strongly consider their saving throws. Will and Fortitude in particular seem to get targeted in PvP fights. That's a good tactic for us to use against them, but we need to watch our defense too.

@GM: getting back to point you made previously, I'm not clear why Antitoxin would not help with Stinking Cloud saves. It says Stinking Cloud is a poison effect, so it would seem that taking it as a prophylactic would help your saving throw. Am I missing something?


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Tomlin,

As long as you took it before the stinking cloud it would have an effect. Antitoxin is often used after the initial poison hits to help make the subsequent saves...

Potions of slow poison are even more effective.

- Patrick


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

RE: Antitoxin, I'm good with ruling above. If that's what the GM intended.

Question for the group: how many are thinking of having strong to very strong social skills as part of their character concepts? I'm mulling over my build, and I believe I could make the character quite good at the Bluff/Sense Motive/Perception axis. If others are more likely to focus elsewhere than face-skills I think I'm more likely to make my PC super-strong on these areas. He'll be good at them regardless, but could be very, very good.


M Humanborn

I generally do not make "face" PCs and do not plan to do so this time.

The rogue sniper would just have regular bow damage plus 4d6 sneak attack (easier through improved invis and gets around things like uncanny defense) and some bleed damage. In the last fight it would have just been arrows coming from this alley, then that alley, then that rooftop, etc.


Serelina Bellafini wrote:

Tomlin,

As long as you took it before the stinking cloud it would have an effect. Antitoxin is often used after the initial poison hits to help make the subsequent saves...

Potions of slow poison are even more effective.

- Patrick

This.


Stats:
AC:20/15/15, HP:84, Saves:5/11/5, Perception +11, Init: +5, Darkvision/Scent

So I've been thinking. Don't shoot me. We know the witch has glitterdust. I bet he has see invisibility too. The sniper rogue's sneak attack would be gone after the second round at best. If Tomlin goes summoner, he will have haste.

Serelina: What other buffs were you thinking about besides improved invisibility and haste? You may be more effective as a debuffing witch?

Tenro: An archer with sneak attack as its primary damage source may be a bad option?

What are you guys thoughts on this?


M Humanborn

Well see invisibility has a range, although at our level its more than my extended sneak attack.

also, requires line of sight and concentration unless im misremembering.

And if hiding in a mundane manner, it wouldnt show up unless her perception also defeated stealth.

I dont want to play an archer if im out in the open, since my multiple shots are useless when im always on the run


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

The ranger I posted has +15 stealth, along with Chameleon Step and Silent Hunter. Even with the extra 4d6 of sneak attack damage does it compare to that build's damage? (I actually don't know, not being a smartass). But just saying I think you'd have stealth comparable to rogue, and comparable damage even when the rogue sniper was landing sneak attacks. Not to mention you could do it from much further away, 110'. Or even 220' for only -2 to hit if I understand the range increment rule correctly. Additionally, being 100' away would make see invisible tough if it has a limited range like you said. Sniper rogue would have to be 30'+20' away, so the ranger would be over twice as far away, and stealthed, and invisible if someone cast it on you.

Chameleon Step:

Chameleon Step (up to 4x per day): The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Silent Hunter:

Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.


M Humanborn

hmm, that is good. i dont like elves, but i will play that build. might just disguise myself as a human to make myself feel better.

but im really not a big fan of elves, so i might just play something with a racial stealth bonus and some potions of invisibility.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Tenro: I think Ian and Kitrina have the right of it here. Both archer builds posted (3 if you included Kitrina's alchemist) would do far better damage than the sniper rogue. I'd also encourage the elf racial choice. At a distance the loss of con is less a problem for you. And Silent Hunter is only available to elves (maybe 1/2 elves too, not sure). Finally, elves are immune to sleep. That's handy against pesky DC19-Will-save-forcing-at-will-casting Scarred Witchdoctors like the one the Criminals have...just sayin'


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

The elf ranger favored class bonus is nice too: +3 to crit confirmation rolls with bow (1/2 per level), which works well with the Falcon bracers (bow becomes 19-20 crit range).

But yeah you could make it work with half-elf too I imagine:

"Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements)." Source

If you used the ranger build, assuming a dc 19 like tomlin said, you'd have to roll 12 or better to avoid sleep. Decent, but the odds are still against you. Half-elf or elf and you don't have to worry about it. I hate elves too, personally, but slumber is too strong to ignore (even with gigantic will saves). If we can't deal with it someone will get 100-to-0-ed in one round, each round, until it's just the elves/half-elves left standing.


M Humanborn

yeah i will play a half elf. especially since they can look human and can even stray towards some human options.

favored enemy half orc. haha

and dwarf.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Lol yeah I was conflicted by the favored enemy bit, not wanting to metagame. I think if I was going into the campaign not knowing the enemies, I would pick human and elf, or human and orc.

Also, anyone who is writing new backstories, feel free to link your backstory to Ian's. Hell, Tenro your char could be Ian's brother if you felt like it. I think inter-character-links are pretty awesome, even if it's just a little backstory detail.


Stats:
AC:20/15/15, HP:84, Saves:5/11/5, Perception +11, Init: +5, Darkvision/Scent
Ian Marros wrote:

Lol yeah I was conflicted by the favored enemy bit, not wanting to metagame. I think if I was going into the campaign not knowing the enemies, I would pick human and elf, or human and orc.

Also, anyone who is writing new backstories, feel free to link your backstory to Ian's. Hell, Tenro your char could be Ian's brother if you felt like it. I think inter-character-links are pretty awesome, even if it's just a little backstory detail.

Well...Tomlin got away and could have told the Mages the make up of the group. They would recruit people who could meet the challenge. Just a thought...


M Humanborn

yeah i figured itd be like "a dwarf and a half orc? i know a guy that HATES those..."

hahaha


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

lol

Kitrina, mind if I read your char's backstory? I didn't see it on the profile. I was gonna post some ideas for possible fates of the rebellion and her, if that's cool with you and GM.


Stats:
AC:20/15/15, HP:84, Saves:5/11/5, Perception +11, Init: +5, Darkvision/Scent
Tenro wrote:

yeah i figured itd be like "a dwarf and a half orc? i know a guy that HATES those..."

hahaha

LOL! If it's OK, I'll work on my character this weekend. It has been busy with the kids going back to school this week.


Stats:
AC:20/15/15, HP:84, Saves:5/11/5, Perception +11, Init: +5, Darkvision/Scent
Ian Marros wrote:

lol

Kitrina, mind if I read your char's backstory? I didn't see it on the profile. I was gonna post some ideas for possible fates of the rebellion and her, if that's cool with you and GM.

Rough Backstory:

Kit was born in the worst part of Coran, the Dregs. Her grandparents had immigrated to Coran with hopes of a new life in the "big city". They quickly found the Coranian Dream was only for the lucky elite. Her grandfather worked hard at whatever job he could find in the city being a catfolk. He tried to provide for his family, but his efforts fell short. It only got worse for his daughter. Impregnated at the age of 15 with twins, she had no chance of a happy life. Once her parents passed away, she was left to do whatever she could to feed her children. This lifestyle led to disease and an untimely death. Left alone; the twins, Kitrina and Kaliss, were evicted to the streets in their preteens. This was their first encounter with the Mageocracy. They soon learned their mother had requested medication that would have saved her life, but it was withheld from her due to her social cast. Not only that, she had asked the local representitives of the Mage's Guild to allow her children to stay in their one room apartment. Both of her requests were denied due to greed and beurocracy.

Life alone was hard. Kit and Kal found a home in an abandoned building. They were forced to steal to survive. They found other orphans and started a small society in the abandoned building. Stealing for the good of the tribe, Kit and Kal stole their way into leadership of a thriving little society. As they grew, the jobs got bigger and bigger. They soon not only provided daily rations to their little orphan community, but were able to provide funds for many of the residents in the Dregs. They become infamous for their "good deeds" often saving people who needed medicine to survive.
The twins were living it up (as good as one can living in the Dregs). One night on a routine job her brother was caught. Without the ability to obtain the legal counsel that is afforded the wealthy, he was sentenced to twenty years in prison. Kit, now 16, was taken to the Church of Sarenrae to be "civilized". During her days in the temple, she learned the ways of the Dawnflower. She finally saw that her life's mission had been a holy one for a goddess she had never known. She was trained in the deadly art of the Dervish Dance to help her control her anger. Little did the priests know she had different plans for her new skills. She was actually learning how to defend herself in the real world. Magical powers also began to manifest. The priests were surprised to find out they were not of a divine source. She took to her training well. She used her position in the Temple to care for the local citizens. Once again though, an organization proved to be corrupt. As she increased her activity in the church, she realized they were laundering much of the money. Her time in the Temple came to an end when she heard the Archbishop speaking to a member of the Thieve's Guild. They were discussing how they operated together. Stunned, Kit ran away.

She spent a few years working to protect Merchant caravans, but once again found an organization that was filled with corruption and greed. She in currently back in the Dregs. She has spent the last few years stealing to support her "tribe" of orphans. Now twenty four, she is infamous in the Dregs for her good deeds and locally famous in the red light district for her dancing. She is currently looking for a way to break her brother out of prison and make the Mageocracy, Thieve's Guilds, and Merchant's Guilds pay for their sins against the innocent citizens of Coran.

I can't find the final draft.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Also maybe less of a metagame given the much lower profile humanoids like orcs and goblins are in this world. Most of the enemies we face are some kind of player-race like elf or dwarf. So it stands to reason that they could be favored enemies.

As an aside....I've decided to go with Synthesis Summoner, base race is Aasimar. He'll have very good face skills and should be a rather effective combatant. Other than Create Pit all his spells are of the Eidolon buff variety though. Still working backstory, will post when I have it. Crunch is 90% there.

@GM: Are slotless skill boosting items allowed? I looking for things that could give a bonus like Hat of Disguise but for Sense Motive, Perception and Diplomacy/Bluff/Intimidate instead.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

I agree that the sniper rogue isn't optimal.

As for debuffer witch, I could redo Serelina just slightly and keep her a witch as well. I'm flexible as to what the party puts together. That said, as a general rule Wizard > Witch in my experience. Debuffing is a multi-round effort (except slumber) and they get saves. Wizards can do a lot that avoids saves.


Stats:
AC:20/15/15, HP:84, Saves:5/11/5, Perception +11, Init: +5, Darkvision/Scent

If you want to go wizard, I would do that! Crowd control spells are very good with PVP.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

A Wizard that focused on save or suck spells and a very high int could be really good. I'm still a big fan of scarred witchdoctor, but either would work very well in this group.


M Humanborn

i'd be looking for things like improved invisibility and fly or mass fly mostly.


Ian Marros wrote:

Lol yeah I was conflicted by the favored enemy bit, not wanting to metagame. I think if I was going into the campaign not knowing the enemies, I would pick human and elf, or human and orc.

Also, anyone who is writing new backstories, feel free to link your backstory to Ian's. Hell, Tenro your char could be Ian's brother if you felt like it. I think inter-character-links are pretty awesome, even if it's just a little backstory detail.

As Kit mentioned, the mages would be interested in bringing in a specialized group to take care of this particular nasty group of troublemakers.

Btw, with all the recent posts, if I miss answering a question, please ask again.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: Are slotless skill boosting items allowed? I looking for things that could give a bonus like Hat of Disguise but for Sense Motive, Perception and Diplomacy/Bluff/Intimidate instead.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Here's my idea for the fate of Kitrina and the Rebellion. Not canon unless GM and Kitrina stamp their approval on it.

Spoiler:

Kitrina gets caught stealing, sentenced to the same punishment as her brother. Mageocracy offers her a deal. They've heard of a rebel group forming and training somewhere, but have been unable to infiltrate it with their spies. They need someone from the outside with a real backstory, real motivations for hating the Mageocracy. If she infiltrates them and contributes to their downfall, her and her brother will both be set free and receive enough coin to get a fresh start.

Kitrina accepted the deal just to get out of prison, disgusted at the thought of helping the Mageocracy. She would join the rebellion and become a double agent, using her "in" with the Tower to spy on them and help the rebellion succeed, and break out her brother, and all the other unjustly held prisoners.

She expected corruption, vile experiments, and lots of cackling. What she found were scholars and students, wearily dealing with one problem after another in Coran. One day it was a food shortage in three districts, and the merchants were dragging their feet on that year's taxes, which meant the Mageocracy didn't have coin to feed all three districts. A drought in the farmlands, a cholera outbreak in Tiny Town, badly off citizens stealing food from worse off citizens--every day the Mageocracy had an endless stack of problems weighing down on them, and had to choose which ones to try and fix. She suspected there may be more to it, that the dark secrets were kept at the very top, but she had begun to doubt her hatred of them. Still, they had her brother, that was reason enough.

The next doubt that plagued her was if the Rebellion was even capable of toppling the Mageocracy. She had seen the strength of both sides, and it didn't look promising for them. The more she saw of the Rebellion, the more she saw of her 'brothers in arms', the more grim it looked. And would the Rebellion even do any better, with the massive amount of problems Coran had? The problems that the Mageocracy was constantly trying to deal with, without thanks or relief? Maybe they weren't saints, but neither were the Rebellion.

Becoming a triple-agent served her well. The Rebellion trusted her information implicitly, and walked right into the ambush, their leaders being captured and the rest killed. Simultaneously, city guard raided the Rebellion's camps and hideouts, which Kitrina had supplied the locations of. Regret boiled in her gut, seeing the look in the eyes of people she almost thought of as friends, when they had realized she betrayed them--but her brother came first, she had to free him, he's the only family she's got.

The Mageocracy kept their end of the bargain, but with a catch. Her brother was set free, but his crimes weren't pardoned. He was released under a sort of probation, with a powerful tracking spell, and if Kitrina stepped out of line he would be thrown back in prison. They had a new job for her. Her ship was waiting.


Stats:
AC:20/15/15, HP:84, Saves:5/11/5, Perception +11, Init: +5, Darkvision/Scent
Ian Marros wrote:

Here's my idea for the fate of Kitrina and the Rebellion. Not canon unless GM and Kitrina stamp their approval on it.

** spoiler omitted **...

I like it so much that I will stick with Kit. I'll level her this weekend and maybe tweak her spells. She is a fun character for RPing. Picture Anne Hathaway's Catwoman ;)


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Ian: pretty cool idea! Kitrina mentioned that she was very likely making a new character, but we know the Mageocracy has multiple groups. Maybe she gets sent to Isstus Hold with Tomlin, Aurelius and Tunny.

EDIT...and Ninja'd. But happy to be!


Stats:
AC:20/15/15, HP:84, Saves:5/11/5, Perception +11, Init: +5, Darkvision/Scent

Kick it up a notch...the gang you just fought actually killed her brother once he was released for trouble he got in with them before he ended up incarcerated. It gives her a reason to hate them!


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Thank you much :) Look forward to meeting everyone's characters.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Very cool! Serelina's backstory will stay essentially the same - she's just more wizardy now.


Brother Tomlin wrote:
@GM: Are slotless skill boosting items allowed?

No.

Go ahead and update profiles (or create new ones). Once done post in the game thread (even just a dot) and I will do the character audit and start the game moving again.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Profile updated with new statblock. Updated his description a bit too. I also polished some of his backstories, gave each a title, and finished the unfinished "Small Favor" story.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: I sent my new PC's statblock via PM, as I don't have a new character page set up yet. I included both the regular statblock and when in fused eidolon form. I also broke down the skills and magic item purchases so you can where I put what.

The background and description is also written. As soon as I get a new character page I'll post it there.


Stats:
AC:20/15/15, HP:84, Saves:5/11/5, Perception +11, Init: +5, Darkvision/Scent

Crunch:

Catfolk Bard (Dawnflower Dervish, Sound Striker) 7
NG Medium humanoid (catfolk)
Init +5; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 84 (7d8+28)
Fort +6, Ref +12, Will +7; +4 vs. bardic performance, sonic, and language-dependant effects
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee +1 keen scimitar +11 (1d6+6/15-20)
Special Attacks bardic performance 19 rounds/day (move action; countersong, distraction, fascinate, inspire courage +2, weird words, wordstrike), battle dance: inspire courage
Bard (Dawnflower Dervish, Sound Striker) Spells Known (CL 7th; concentration +10):
3rd (2/day)—good hope, see invisibility
2nd (4/day)—allegro, cat's grace, cure moderate wounds, mirror image
1st (5/day)—expeditious retreat, feather fall (DC 14), grease, saving finale (DC 14), vanish (DC 14)
0 (at will)—dancing lights, detect magic, ghost sound (DC 13), mage hand, message, prestidigitation
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 14, Int 8, Wis 10, Cha 16
Base Atk +5; CMB +6; CMD 21
Feats Arcane Strike, Dervish Dance, Enforcer, Furious Focus, Power Attack
Traits blade of mercy, finding haleen
Skills Acrobatics +13, Climb +13, Escape Artist +9, Intimidate +7, Perception +12, Perform (act) +13, Perform (dance) +13, Sleight of Hand +12, Stealth +17, Survival +2, Use Magic Device +13; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common
SQ battle dance, cat's luck, spinning spellcaster, versatile performance abilities (act, dance)
Combat Gear wand of shield/grease (5 charges), alchemical acid (3), weapon blanch (adamantine), weapon blanch (cold iron), weapon blanch (ghost salt), weapon blanch (silver); Other Gear Disguise Kit (10), Weapon Cord, +1 mithral chain shirt, +1 keen scimitar, belt of incredible dexterity +2, cloak of resistance +2, handy haversack, wooden holy symbol (Sarenrae), spring loaded wrist sheath x2 (Wand of shield/Grease)
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action) (19 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but thes
Battle Dance: Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls.
Blade of Mercy No penalty when inflicting nonlethal damage with a slashing weapon, +1 to nonlethal damage inflicted with a slashing weapon.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climbing (20 feet) You have a Climb speed.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spinning Spellcaster (Ex) +4 bonus on concentration checks to cast spells defensively.
Versatile Performance (Acting) +13 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Versatile Performance (Dance) +13 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Wand of shield (5 charges) Add this item to create a wand of a chosen spell.

+1 keen scimitar/Dance/Power Attack/Arcane Strike/Cat's Grace: 1d20 + 17 ⇒ (2) + 17 = 19
Attack: BAB 5, Dex 5, Cat's Grace 2, Magic 1, Dance 4
Damage: 1d6 + 8 + 4 + 2 + 2 + 4 ⇒ (6) + 8 + 4 + 2 + 2 + 4 = 26
Crit on 15-20


Stats:
AC:20/15/15, HP:84, Saves:5/11/5, Perception +11, Init: +5, Darkvision/Scent

Can I use Weird Words on one target? Consensus is yes, but I have not seen a stiff ruling.

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.


Stats:
AC:20/15/15, HP:84, Saves:5/11/5, Perception +11, Init: +5, Darkvision/Scent

KIT Picture


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Ian: Just read the background narratives on your character page. I guess I hadn't look much at the profiles to know things like that were there. Good stuff! A great read and a lot of insight into Ian, seems like a character from Sin City. Well done!


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Thank you very much!

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