Carrion Crown (private) (Inactive)

Game Master Whack-a-Rogue

Ravengro
Trust Points: 21


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I'd suggest doing a little reading about Ustalav, as the entirety of the campaign takes place here. Short version: it's basically a mix of D&D's Ravenloft and MtG's Innistrad. In terms of adventure hooks, an old acquaintance of yours (Professor Petros Lorrimor) has recently died, and you're specifically mentioned in his will. The AP starts with his funeral. While a Campaign trait isn't required, a couple of them have flavor that fit Robin pretty well - especially if you make her backstory slightly more Gothic tragedy. XD

Build Rules
Gestalt
Level 1
2 traits (3 with a drawback - but it MUST be roleplayed)
150gp

Everything else should be pretty standard.
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For the record, I'm currently leaning toward a Soaring Blade Armorist//Divine Channeler. The former is a SoP class that focuses on summoning weapons/armor. With a cosmetic reflavoring of the archetype, s/he'll have a ghost that telekinetically throws stuff at enemies. The Divine Channeler is a class from Rite Publishing that's basically a Cleric that's focused on augmenting and modifying channeling.

This combination gives me d10 HD, full BAB, good proficiencies, and a mix of spherecasting and Vancian divine spells for buffing/healing/condition removal. Add Robin's rebuild, and I think the only thing we'll lack is a dedicated skill/knowledge guru - although if we plan our skill points, we should be able to mitigate that.


Oh, I almost forgot: 25pt buy


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Hej. Just checking in, for now.
I think I did mention that it's crazy at work these days...I'm being transferred to another department - still hope I'll have enough spare time to get things together ASAP, but you'll need to be patient with me on that, right now :)

Your build concept sounds good to me. I will read up on Ustalav, too, and see about rebuilding the background of Robin to fit in.

One thing though: I was heavily considering dropping dual-cursed and deaf on the rebuild. Simply because without using telepathy all the time, that would leave only you to talk to NPC's by yourself. That is, the original idea of Robin not interacting socially outside the group would make things a bit weird if she's the only non-GMPC in the campaign :)
Thoughts?

And one more question: To what level do you intend to take us? I know AP's often end around Level 16, so, some things would be different depending on that - (even with gestalt, action economy is nasty...I know one possible compensation is to go to higher levels. *shrug*)
Mainly asking because certain picks or choices make more or less sense, depending on how long they would be useable.(even such simple things as point-buy, level 8 or 16 means even scores, levels 4, 12 or 20 means one odd score...)


Not a problem; take your time. I still need to reread the APs, make maps, etc. The earliest I'd feel comfortable starting is next weekend, but as long as you keep me updated, I can extend that as long as desired. One advantage of solo games is an exceedingly flexible schedule. XD

Honestly, Robin's background likely won't need much reworking. After all, a cursed individual who lost her family in a mysterious fire fits perfectly in a Gothic Horror campaign. ;-)

Switching to a different curse or two is strongly encouraged, actually. I did mention that a portion of the AP involves being Phoenix Wright, after all. ;-) Also, as you should quickly discover, Ustalav residents are very suspicious and distrustful of outsiders. Overt weirdness will make them paranoid, and too many strange things will result in you getting kicked out of town (or a torches-and-pitchforks mob). Haunted and/or Wolfscarred are the two most thematic curses (unless some new ones came out in Horror Adventures), but pretty much anything that leaves you able to participate in social situations is fine. For a fire blaster, Blackened is also a really good curse, but it really shuts down your ability to participate in melee combat, so that may be a deal-breaker. On an unrelated note, your Will Save will be particularly important in this AP. Gothic Horror = lots of haunts, curses, and necromancy. ;-)

The AP as written will go to Level 15-16, but I may extend it slightly depending on how things play out. As you say, action economy issues may require a level boost or two (although two PCs + Eidolon + possible Conjuration companion mitigates that), but I'll play that by ear. We're looking at a several year time commitment, after all. XD For now, I'd say to plan on hitting Level 16 at the end of the BBEG fight.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Aye...we DID talk about courses. Here..

On blackened: I am not worried about my melee combat, but a.: the flavor does not work for me, and b.: as you pointed out in your response then, the extra spells won't do anything for SoP casting.
Part b.: is also true for haunted, and part a AND b for wolfscarred.

I had actually planned to stick with friendless - a loner that is a bit weird, her family having died in a mystery fire etc...it felt like it would fit. Plus, by making 3 skills into class skills and effectively providing skill focus for them(in a way), it really expands our options in that regard(even if limiting them a bit diplomacy-wise - on the plus side, it helps on one kind of will-saves...).

If nothing can be found curse-wise, worst case I can swap to shaman(flame), or Incanter(fitting Bloodline+Domain).


Turns out, I was in error regarding portions of the SoP Oracle conversion. Curses that normally grant bonus spells instead give you talents, while your Mystery spells are replaced with extra spell points. Link

As that's a rather larger change, we may want to play around with a compromise. Of course, if you go with the Friendless curse, it's largely a moot point. XD
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Regarding alternate classes, Elementalist could also be a decent fit.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

I was indeed taking a look at Elementalist, too, but while it allows Robin to do her Destruction thing very well, it does mean some less talents(several, with the proper Oracle variant, if I take something like Haunted) and lower caster level for anything else.

On the plus, there's all-good saves, dodge, a few combat feats...it's a tough one. I'll need to look into it more, as well as potential synergies.
For the record: The Flame Shaman one would still have provided Cinder Dance&Gaze of Flames, and some extra flexibility. Either via wandering spirit, or via archetype - the Incanter by definition is customizable, plus has an Archetype with early-entry self-reincarnation, and plentyful talents. In other words: Both of those, I had considered them mainly for flexibility and survival - Elementalist is a different direction, but still would work fine.
Since I do have the person itself done, I may do it simple, and build the Summoner Side first, then see where I stand and pick for the other side - Elementalist, Oracle, Incanter, or Shaman, thats all Mechanics. Robin is Robin, no matter what framework empowers her.
(Just for the record, since this is a complete rebuild, including attributes, I am ALSO considering swapping race. Nothing outlandish, but e.g. Half-Elf has a good FCB on the Summoner Side, Kitsune would have nice Archetypes for e.g. Oracle(obviously, no bonus spell points for Magical Tailed Mystery Spells)...if you prefer I don't consider certain options there, do tell...as said, very busy, so it's all superficial theory right now.

Also: not trying to take over the party, but IS Leadership in? Not so much the follower aspect, more the Cohort one ;)


All the mentioned classes have pros and cons - as you've already stated. XD Ultimately, the final decision is up to you. I haven't done anything with my character aside from the probably class selections, as I'm fairly busy right now as well. In terms of flavor, I'm looking at a Pharasman priest who's haunted by the ghost of a friend/family member/loved one. Should be fun. ;-)

Leadership is generally one of the few feats I ban due to its complexity and power. WotW was a special case in that the feat is actually encouraged. For CC, I'm leaning towards not allowing it. Especially since a single Talent will give you a second full-power Eidolon. ;-)


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none
Your Benevolent Dictator wrote:
Leadership is generally one of the few feats I ban due to its complexity and power. WotW was a special case in that the feat is actually encouraged. For CC, I'm leaning towards not allowing it. Especially since a single Talent will give you a second full-power Eidolon. ;-)

It will? I wish to learn more...(IF you were referring to normal Conjuration...that will take quite a couple Talents to make it "full-powered", possibly an option on Incanter, not so much on Elementalist :) -)

Just for the record: I was only thinking about bringing in a skill monkey that way...a bookish unchained rogue/wizard named Hecate *grin*
But I do understand - then again, I think it's something that can be looked at again later if needed...I'll assume that it's not available, and if you feel that it would be helpful in about a year or two, then we can still take that path, maybe with some retraining.

Btw: One of the funnest (partially) Channel-based builds I got to create(unfortunately character died before I got to the good parts) was a Theosophist Cleric going into Envoy of Balance Prc for some Twinned Channeling. Was Gestalt too, with Unchained Monk on the other side(and using Travel Domain(great by itself) on Cleric for early entry into Dimensional Assault Path(Domain Spell at Level 7 to pick up first Feat).


Yeah, I'd meant normal Conjuration. I forgot that Eidolons get tons of Evolutions - which greatly increases their capabilities.

I'll definitely keep the cohort option in mind. Bringing in Hecate is a good idea, but we'll see how the AP goes.

The Envoy of Balance PrC is a nice one (and one of the few that doesn't sacrifice caster levels). I may or may not take a couple levels in it down the road. ;-)


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Just as an heads-up: I am currently considering how things would work out if I add some local atmosphere, by going with a Ghost Sovereign Spirit Weaver instead of Oracle.
The revelations are nice, as are the boni - but a.: Spirit Weaver seems to fit Ustalav's flavor somewhat(even if many people won't be too happy if powers are blatantly displayed), b.: the 3 courties can add utility - less optimally than a PC, but still. Thinking one roguish, one buffer, one tank. c.: Royal Command adds more options to utilize my actions. In the build plan, I do have gather energy(full-round), and I could also maintain and move a scourging totem(move+swift) while destructive blasting(standard). With this, I could also spend the swift and move to allow you or the eidolon to shift on the battlefield and make an extra attack. Also, proclaiming an Eidolon with a Bite and 2(-4 Claws + 1 Tailsting) really synergizes well(with a +2, or, for the grand finale, +5 on the attacks).

It's simply theorycrafting at this point, but wanted to keep you updated.
(Also, I think it's not necesarily bad to have both of us capable of Channeling Energy considering the setting ;))


Heh. I've actually been considering going Armorist//Soul Weaver myself and was looking at the Ghost Sovereign and/or Dual Channeler archetypes. Great minds think alike, apparently. XD You, of course, get first dibs on class selection.

Regarding usefulness, I don't think it's particularly spoilerific to tell you that there's going to be a TON of undead in this campaign. ;-)


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Mostly settled on Summoner/Ghost Sovereign Spirit Weaver, if that helps you pick out your final choices.

For the record, I am currently deliberating over possible Summoner Archetypes and Feat Distribution.
Wild Caller would add more Evo-Points, but swap out Summon Monster for the inferior SNA, AND block very useful evolutions(like Elemental Damage or Immunity).
Pyroclast is simply...underwhelming.

Naturalist is powerful, but swaps the SLA out for SNA, and the prime power level is hit at Level 17/18(when the boni reach max tier, and three aspects can be choosen) - as in, while good, it shines most brightly in levels beyond our scope.
Morphic Savant would add even more flexibility...but: the fixed spells are not very good, and the 3 different base forms for the eidolon would mostly be useful if we know what we will face. Being stuck with an ineffective form for a day could wreck our action economy.
etc...

With Channel, I definitely want selective Channel, too. And depending on wether I can utilize my summons(beyond the eidolon), several of the Summon Feats would be relevant, too.(SF(Conj), Augment -, Versatile -, Superior Summoning)
But with blasting still being an inherent part of the concept, I would definitely want at least Orb Expert as Feat, if possible also Energy Specialization.
Which is 7 Feats, or Feats up to Level 13, without Bonus Feats of any kind, with all kinds of stuff I would want ASAP.

Just letting you know where I stand, and letting you partake in my deliberation ;)


Settling on that class combo definitely helps me out, as it means I won't be taking Soul Weaver levels. ;-) While I'm definitely going Armorist, I'm still deciding what to take on the other side. Because you'll be able to Channel, it's less important that I have that ability, but it would still be handy to double-up on that particular thing - especially if I end up going Channeler, as the added channel options are rather nice. Have you considered making Hecate one of your ghosts? XD

I don't have any real opinion on the various Summoner archetypes, to be honest. I've always gone with the vanilla version of the class.

Just to add more complexity to your deliberations, by the way, I'll mention that there are quite a few 3pp Channel Feats available as well - including meta-Channel feats. Basically, you burn additional uses to Widen/Maximize/reshape/etc your Channel.
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On the GM side of things, I've been reading up on augmentations/modifications to the Carrion Crown AP and have found some really good stuff. This game should turn out to be a lot of fun. :-)


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

I did, for a moment, consider Hecate as Ghost...but since these are bound by Form Talents, she would be stuck with 10 Int after taking Skillful Companion, which would not do her justice.
(Well, it makes sense, scaling Int would allow outsourcing all int-based skills to a single talent(using skillful as free form talent for the extra companion))

@archetypes, currently tending to morphic savant. the crap spells hurt, but the free evolution point on summons rocks. Combine with Primordial Template from Versatile Summons, and that pack of wolves just got a significantly more nasty bite. Or use Fiery Template and give them Reach - .
The 3 base forms make things complicated. With shared Feats and Skills, things get tricky.
Say I want my quadruped(pounce, claws, rend, improved damage, energy attacks) a weapon-wielding biped(size, size, weapon training, weapon training), and a snake(skilled(stealth), poison, sticky, grab and constrict)...thats a variety of things needed or helpful, but not necessarily to all options :)

I am truly sorry to take that long, but as said, work is also quite...stressful, still. I am very much looking forward to it, but I'll need some time to sit down and get things right.

@Channel Feats: Not even opening that can of worms :) You do that - I'm already booked out trying to make everything else work - specifically, despite the 3 base forms(only one of which would be active per day), I believe that I need normal summons to be powerful to keep versatility. Getting in a crack team of Lantern Archons at the right time may be what stands between that fire golem and our utter defeat.


No worries about the time. XD I've been rather busy as well. Just keep checking in every few days, and we'll be fine. :-)
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As you seem to be finalizing your build concept, I need some input regarding mine. How much of a priority is my having Channel Energy? I'm considering several class combinations and would like your opinion, as I'm hitting a mental wall.
- Runesmith (Interjection Games)//something caster-like
- Flying Blade Armorist//Divine Channeler
- Flying Blade Armorist//Warpriest
Also thinking about Symbiat (teleketic warrior and/or hekatonkheires) or Hedgewitch (covenant tradition).

As you can see, I'm wanting to do something involving telekinesis reflavored as a poltergeist. The main struggles on my end are getting a high caster level while staying relatively tanky so I can fill the martial beatstick role. I'd also like all good saves (Reflex is least important) and am trying to avoid being too MAD.

I'm currently leaning Flying Blade Armorist//Warpriest unless a heavy Channel focus is deemed vital.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Hm. Channel Energy is nice, especially with plentyful undead, but definitely not a priority.
Good saves would be better(and yeah, I know I'm lacking there - with only one good one -_-)

Regarding your options: Soaring Blade Armorist seems fun. I would probably go with that one one side.

Now, for the other, I'm offering you some more deliberation:
Option 1.: Go with Elementalist, or a Warpriest focused on Cold, and be my Twin Sister.
Fire and Ice, Ghost Sovereign and Poltergeist. The Dynamic Duo, Elemental Sisters touched by the afterlife.

Option 2.: Go with Thaumaturge. The class is usually held back due to the low amount of Magic Talents. Gestalting it with another Sphere-Based Class could work in very interesting ways(plus gives you full caster level and ups your will save - and invocations to up AC and attack bonus)

Option 3.: Do your own thing :) Flying Blade Armorist/Warpriest sounds good, even if you don't mean to be a sibling of Robin. But we probably should consider what connection we have.


I'd completely forgotten the existence of the Unseen Horror Thaumaturge. XD That's now vying with Warpriest for the second half of my gestalt.

Character connections... Siblings works well. We're clearly both touched by death - and may have responded differently to it. In my case, I'm planning to be a devout worshiper of Pharasma who hates the fact that I'm haunted by a spirit. Should cause some interesting RP and gradual character development. XD

By the way, what race are you? If we're siblings, that should probably match. ;-) Unless you want to do the half-breed thing - which might be a better idea since our casting stats are different. Also, would you prefer I be Robin's brother or sister?


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Tee-hee...yep, that was the one I had in Mind, forgot the Archetype name.
Plus, Warpriest works in any Paizo-based game...Thaumaturge not.
I also agree that it would make for some good character development. As Robin has courtiers and her own little realm and souls in attendance, she's probably more...satiesfied with the way it turned out.

@Race: I am still tending towards Half-Elf(slightly considering Human for the extra Feat and more skill points...unless I would get favored class bonus on both sides of Gestalt, for Multitalented :)), even if it's only 3 Evolution Points extra. Plus that opens up 3 races for you to be, (including the ever versatile human, or the lithe elf, albeit that's not too awesome for WIS-based casting - but could still work nicely...)

Actually, both brother and sister have intriguing aspects - also depending on personality. e.g. with good Wisdom, an older brother trying to keep his careless(Wisdom is still my dump stat) younger sister out of trouble could be a fun cliche(not in the negative sense of the word).
But so could be a younger sister as partner in crime, close and sharing everything, pulling strings together and complementing each other.
(What I'm trying to say is that I would see the roles differently...a brother would provide a counterpoint to Robin. A sister would reinforce her. Both could "direct" Robin, in their own ways(the sister more subtle, the brother less so), open up unique interactions...

I would probably ponder that one a bit more, unless you have a preference.


Multitalented will get you favored class bonuses from both sides. That's the nice thing about Half-Elves in gestalt games. :-) I've definitely settled on Soaring Blade Armorist//Unseen Horror Thaumaturge, by the way. Losing bonus feats hurts, but the flavor's WAY too perfect to pass up. Regarding our relationship, I'm leaning toward the cautious older brother, as it fits my RL personality better. Easier to roleplay means I can focus more energy on GMing, after all. XD


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Oh, sweet. In that case it will be 3 more Evolution Points AND 3 more Souls.

Oh brother Dearest, we are going to have so much fun!
At least I'm going to, you can brood over your fate and why the Gods punished you with a sister that actually knows HOW to have fun. If you need me, I'll be downstairs sampling the local spirits(Oh, what a pun).


Heh. This is going to be quite the interesting campaign. Also, I'm pretty sure that the undead abomination that constantly haunts me will absolutely love you. XD


Just a quick check-in to see how you're doing. I'm just about set to go, character-wise. Basic telekinesis, limited healing via Nature:Rejuvenation, and some useful Enhancements. The goal is to be an unstoppable frontliner who can stay alive with minimal outside assistance. XD The fun ghost stuff will come later.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
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Doing fine. I will try and make sure to be done with Robin by the end of the week.
But: I will be on a family trip over the weekend, to next week Wednesday - since posting MAY be spotty during that time, I would prefer if we properly start after that trip(then again, nobody except you has to wait on me, so....your choice :) I'll make sure do be finished by Friday night.)


Sounds good. That gives me a little extra time to prep some supplemental campaign material. XD I'll plan to stay Gameplay mid-end of next week.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

I THINK I am mostly done.
Morphic Savant had a drawback I had overlooked, in that you could ONLY summon chaotic creatures.
As such, in the end, I went with Vanilla Summoner. I do want the Summon Monster Class Ability to work properly, not get replaced by SNA or limited by alignment.

I will do an extra profile for the Eidolon, currently it's buried in Robin's alias.
I did stack up defenses against mind-affecting stuff for Robin...in a normal game, I would possibly consider it overkill, but in a 2-player game, one of the players failing against, say, a dominate spell, would usually be a TPK.
Since you went with the reliable older brother, I made her Hedonistic. A character trait that already was present, anyway, but now dominant enough to be considered a drawback :)

Combat-wise, Eidolon is a pouncer(no surprise there) that will ASAP get trip on the bite to provide some battlefield-control.
Robin herself still slings fiery orbs. Plus she can now sling cheesy one-liners and bad puns(unless you tell her to "hold her fire" (see?)).

I knew it going in, but the 2-third classes lack in gestalt. Usually I combine a full martial with a full caster-class, and for good reason.
The lack of BaB will not be significant seeing how Robin targets Touch. What WILL hurt is 2 bad saves, and the lack of skill points from 2+Int on both sides of Gestalt. To compensate slightly, I outsource perception to the Eidolon, allowing me to take the alternate racial trait round-ear for "skilled".(and explains her hedonism...she is in her 20's as per her race, but looks like a human teenager...the fun "party time" of "perpetual" youth, already knowing the ropes/having experience, but fitting in with the youngsters no less.)
(Human starting age: 15+x, middle age 35, thats less than 20 years from when they grow up until they start to grow old - Half-Elfs 20+x(not much more than humans), middle age 62, thats almost 40 years, or double as much time being young as for humans)
Eidolon will also take an level-Ability Increase for Int and possibly get one paid, too(for flavor...taking skilled twice would be more efficient), allowing it to cover a few skills, especially perception, for her. (Climb and Swim are dips, since I made them class skills. It will also pick up the respective evolutions to allow it superior mobility...but even with a racial +8 for having a speed, some checks may be failed - the bonus should make sure it is not so, even if it's probably overkill)
It will also deal with Survival, be capable of Stealth, and Disable Device(more of the "break that" kind of stuff, not the "use watchmakers tools to bypass a trap"-kind)
I would have taken the Wild Caller racial archetype if not for the inability to give fire immunity and the SNA-replacement(of spells and ability) - so the flavor should still be in that direction.
Basically, consider the Eidolon a Golarion Zergling(Raptor Substrain).
A mobile, fast hunter stalking for prey, charging in to unleash it's wrath, disregarding obstacles(I did consider picking up Dragon Style)...


Your Eidolon sounds wonderfully creepy and will fit right into the AP later on when we reach the Lovecraft section. XD Once you finish cleaning up your profile (and create one for the Eidolon), I'll just need a background. It doesn't need to be anything long or fancy, but I'd like to know how you met the Professor. I'll be getting my character done over the weekend and will then be ready to begin at your leisure.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
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FYI: While I expected to be able to post during the combined work/private trip over the weekend, life had different plans. I'll be attending a funeral tomorrow and it's kept me busy the past 2 days, too.

I will try and post again as soon as possible, but thought I should keep you informed.


Take all the time you need. I'm not going anywhere.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
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Thank you...but I do want to get back into things soon. I'll first catch up with my running games, but then I'll try and formulate a background.
The cleaning up, I can do post-start, as well(I think).
Short synposis(to see if that works for you):
Regarding meeting the professor, since I am supposed to have saved him, I was considering running into him after his "hired bodyguards" for an expedition decided that what he found was too valuable to be studied or end in a museum, leaving him bleeding out near the path after violently cancelling their contract. Luckily, a "Lovelorn Soul" managed to bring him back from the brink of death. (Naturally, the Eidolon found him and brought him to Robins attention, maybe fought off a predator looking for easy prey after the dear professor woke...)
She escorted him back to civilization, but found him too studious to consider prolonged exposure to his lectures, despite his thankfulness.(As in, a short friendship and then moved on...surprised to hear about him now, and considering the possibility of him having left something to her as thanks as a realistic option).


That works for a background. :-)


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
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I'm back properly, I just need some time to put it into writing.
But if you are fine with me doing that sometime in the next couple days, I'm good to go overall.


Not a problem. I've been taking a few days off from the Paizo boards, anyway. As the school year winds down, work's become exponentially crazier, and I've enjoyed having this time to recharge. I'll put up the initial Gameplay post this weekend. :-)


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
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No worries or hurry, I took long enough myself.

Very much looking forward to it, though.


I have a few proposed houserules to run past you. Let me know what you think, as none of them are dealbreakers for me - more opportunities to test out some 3pp I never get to use.
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1. I'd like to use THIS system for critical hits. Essentially, a critical threat automatically does max damage. A variant confirmation roll determines if there's an additional effect. These are generally penalties or status effects that are related to the weapon used. This makes martial combat somewhat deadlier, which I think is appropriate for a horror campaign.

2. raise dead and other resurrection spells no longer have a costly material component. This makes them easier to use and doesn't particularly affect game balance.

3. If a character dies and resurrection magic isn't an option, s/he can return as a RESTLESS SOUL. This is a template added to an existing character that adds some interesting benefits/penalties and has a lot of roleplay potential. The template includes unique spells and Feats. The character can be brought back to life as normal at any time, which removes the template. Of note: a character with this template is NOT undead. This houserule helps keep the campaign from ending prematurely due to character death and has incredibly-appropriate flavor.
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In addition, I have some supplemental material that I'll be adding in at appropriate times to enhance the overall experience. Expect to encounter some unfamiliar monsters, spells, and items. There may be some extra sidequests and such as well. After all, one advantage of a one-on-one game is the ability to extensively customize. :-)


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

I am fine with them.

1.: I always was reluctant regarding critical hit tables...specifically because "you lose an arm" is a lot more severe of a penalty to PC's, as opposed to nameless mook #23...in other words, it seems to shift balance towards the enemy, who, as it happens, will usually also have more chances to actually roll crits, thanks to action economy.
BUT I'm willing to roll with it. As you say, it seems fitting for a horror campaign, and my companion would surely make good use of it.

2.: perfectly fine with that! Since players are supposed to "regain" their WBL if they spend anything on consumables/spells anyway, that is, these material components are usually not a "permanent" penalty, I usually waived them in my games entirely. A raise would be free, BUT required divine attention, and possibly, in turn, a minor or more significant service from the person brought back...depending on the individual, and their standing with whichever god was petitioned to return them. Always worked nicely, so I'm all for that sort of thing.

3.: Awesome. I'm all for it. Alas, I do not have that PDF, and I'm unsure if I want to buy it on the off-chance of getting to use it here, once...is there possibly a write-up somewhere online?

@3a.: Twilight Kingdom - I also wanted to propose a change there...houserule...as written, while it is divinely morphic and I have complete control, ONLY I can ever get there...no other beings, no other stuff etc...it simply works as a transitional place to come and go to evade death at Level 20, or as an alternative potential afterlife if dead before.
I would like to have it treated as a permanent Demiplane. That is, I can make it accessible to others, go there earlier, but also with the drawback that it's not a 100% safe haven if I do. I think the concept is very flavorful, but the rules-lawyering-layer to prevent abuse makes it nigh useless...I am certain we could work out something that makes this more meaningful...I mean, I'm also drawing my courtiers from there-

As for supplemental and customization: Great, I'm all for it. Go wild!
I should say I'm also a big fan of adding extra content to raise the level cap, and wing it with raising the challenge to adapt to that. Not saying we need to get mileage out of our L20 capstones, but every level is fancy - e.g. Summoner only ever gets L6 spells at Level 16...where you told me proposed endgame is L15, Summon Monster IX would only come online at Level 17, Devastation at L14 will see little chance to be used, Militarization at Level 18 none at all.
Know what I mean? There are many fancy things that would be great to get to play with, so if you add extra sidequests and content, I'm all for that...I may be wrong, but I believe one-on-one games can follow a brisk pacing since there's little wait time involved, as such, I see a good chance of actually getting there, eventually :)


1) I'm normally leery of crit/fumble tables too, but this system is actually pretty balanced. The majority of the additional effects allow a saving throw, and any severe effects (like the 1% installkill chance) won't even be an option unless the crit confirmation roll is extremely high. Usually, the extra crit effects will be things like "+1d3 bleed, Fort negates," "1 DEX damage + lose a finger, Fort negates," or "extra damage + knocked prone, Reflex negates." Your zergling eidolon should have a lot of fun with them - as will my scythe-wielding PC. :-)

3) I'll write up a short summary and put it in Campaign Info. If one of us dies during the campaign, I'll put the PDF on GoogleDrive, as there's a large selection of Feats/Spells only available to Restless Souls, and you're allowed to do a partial character rebuild to take advantage of this when adding the template.

3a) I'm definitely open to modifying the Twilight Kingdom ability. Treating it like a permanent Demiplane sounds fine, as it's almost exactly like that anyway. Allowing access to others is definitely okay. Otherwise, like you said, what's the point of having such a cool ability. :-) As for early access, the ability has some similarities with the Nightblade base class' Path of the Darkened Fortress. As such, unlocking the Demiplane at 15th level (but limiting travel) should be balanced. You'd then get unlimited access at 20th level as usual. How's that sound?


Soaring Blade Armorist //Unseen Horror Thaumaturge HP 13/13 | AC 11; T 11 FF 10; CMD 16 | Fort: +4; Ref: +1; Will: +7 (+2 vs enchantments) | Init: +1; Perc: +5 Invocations 3/3 | Spell Points 3/4

"I'm set except for equipment and a few last-minute touch-ups. Is this satisfactory?"


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

1.: Aye, I read Endzeitgeists review - you can say thanks for him for pushing me over the edge and agreeing to that.

3.: Good! Or rather, bad...now I kinda hope someone dies because I'm intrigued to learn more. But then, being alive is so much more fun. I'm torn.

3a.: Glad to hear it. Of course, unlocking at level 15th and then upgrading at level 20 only really makes sense if we end up going there...
Also, of course, it could be fanciful to be able to go there earlier...maybe even have a sidequest going there.
As mentioned, I figure it only, if ever, becomes so "divinely morphic" under my control at Level 20, possibly minor scaling as per lesser/normal/greater demiplane before.
But when I first enter, I imagine being rather...powerless, except for some shenanigans that are essentially cantrips. Maybe someone or something even tries to usurp the place from me...*wink, wink*
Na, I'll roll with however you want to deal with this!

@Satisfactory: Just did some quick glancing-over. Looks good? With Telekinetics, a life/death theme and Scythes, I'll be disappointed if you don't at least once do a "Death" impression from Castlevania-Series.
That said, a minor pet peeve...would you mind a very minor alteration on your first name? I am certain Pharas-Ma and Pharas-Dad would be proud for such a devout son, but being named so "identical" to a existing god makes it hard for me to see him as an individual in their own right. Even a minor detail would help. Faras, Faris, Pharis, Farad, Phirus...I am certain I can work with Pharas too, given some time...but I figure asking doesn't hurt ;)


Not a problem. If there's one thing I'm bad at, it's coming up with names.


Soaring Blade Armorist //Unseen Horror Thaumaturge HP 13/13 | AC 11; T 11 FF 10; CMD 16 | Fort: +4; Ref: +1; Will: +7 (+2 vs enchantments) | Init: +1; Perc: +5 Invocations 3/3 | Spell Points 3/4

"The name means 'spirit guide/protector.' It seemed fitting."


Preliminary gameplay post is up so we can get some RP in while finalizing our character profiles and whatnot.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

I expect to have some time tomorrow evening and the day after in the evening. I'll get things finalized then.
Apologies, it's been very...busy, recently.


No worries. Like I've mentioned, my work schedule's going to be a bit hectic until the end of next month, so methinks we're in the same boat. XD


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Once again, plans in real-life simply don't work out.
I was to attent a training workshop most of this week, and expected to have plenty of time to post during the nights at the hotel, so was a bit lazy last weekend and spend time preparing for the trip.

Little did I know that we only met up at the hotel, then moved by bus to a cabin in the mountains for teambuilding purposes. No phone, no Wi-Fi, and even if we had, no time to post.
It was a very interesting experience, but yeah, sorry for going MIA/AWOL, I'm back and will make sure to catch up on all my games and post ASAP.


Not a problem; my posting ability's been limited as well.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Aye, but I had hoped to get the profiles in order(that is, split off my Zergling and write the background(basic). -_-
So it was not just posting that was inhibited, usually travelling for work is great for that since spending time with loved ones is not an alternative.

I WILL get it done :) I just did not have the convenient opportunity to do so I had hoped for.


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Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Just to mention, I did get around to write a 10-minute-Background and Description for Robin.

I'm not fully happy with it, but seriously, the character is still Robin, just nicer(since she's good) and talking(since otherwise NPC interactions would be...challenging), so I feel that's less "important" to get a grasp on the personality. If anything, I would have to model any background to fit the character ^_^

I figured a necromancer mother is a good connection point to our fates(unknown horror/ghost sovereign), and childhood illness another reason for a protective brother - as well as growing hedonistic later and developing some wanderlust. *shrug*

Just pointing it out not because I'm happy with it, but so that you know it's there, at all - realistically I won't get around to improve it in the near future so may as well let you know.


I like the family connection you've set up. Robin clearly takes after her mother, and Kamali seems to take after his father. That's a nice balance, and it clears up a question I'd been pondering: where did his ghost companion come from? It's his father's spirit - although Kamali won't discover that for a while. XD

Your listed goals are fine. Just so you're aware, I've actually GM'd a short-lived game that featured the *pause* ... *cough* dynamic you mentioned. I have no talent for writing in that regard, but I'm not opposed to it as long as you don't expect a detailed writeup. ;-)

Your Eidolon is a really good fit for this AP - especially once Book Four comes around. That's the Lovecraft-focused chapter....

You're correct in not creating existing NPC relationships. Throughout the AP, we'll be traveling all over Ustalav, so it's better to stick with the various individuals you meet along the way.

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