DM Alexander Kilcoyne's Slumbering Tsar (Inactive)

Game Master Alexander Kilcoyne

"Not only old dead guard Black Gates, but something greater as well. From blackest pits of pitch and bile a new guardian arose both foul and vile. Beware his breath of clinging death."

The Midnight Peddler | PC Kill Count- 0 | Promises of Revenge- 1

Group Site | Campaign Wiki | SRD Reference | The Camp | The Desolation | Ashen Waste | Dead Fields | Boiling Lands | Chaos Rift


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Dan E wrote:


Still probably tending toward the later given:
- pally seems to be Talomyr's first choice and I'm pretty sanguinel.

I'd actually be happy with either one of the Paladin or the Cleric. To be honest, I'm going to kind of tie the two characters together so that one can be the back up character in the event of the first's death.


DM Alexander Kilcoyne wrote:

Deevor- 7 ranks perception, +3 class skill, +3 skill focus, +1 wisdom= +14.

You have +17 for traps.

In the alt trait scavenger, it says +2 racial bonus ... on Perception checks to find hidden objects (including traps and secret doors), which indicates that traps are hidden objects and I don't really see the point of traps which are not hidden.... e.g. pit traps that aren't hidden are just holes in the ground. I agree it is for any hidden object, like treasure hidden in a pile of clothes, but by its nature a trap is always hidden, its a subset of hidden.

I understand why Herolab do it the way they do, its too tricky to program into their engine, so without scavenger its +17 to find traps, but with it it would always provide the circumstantial bonus for hidden object of +2, so Natty would be +19 for traps. +14, + rogue bonus +3, scavenger +2 = 19.

Least that's how I've always interpreted it before.

Just wanted to put the interpretation out there.


Your Humble Narrator

I wasn't disputing your interpretation just pointing out the baseline. Its still a situational modifier so its not included in base perception score that's all. Didn't look at the trait in detail before but I agree, +19 to find traps.

Truthfully, I need to look over the campaign because I don't remember seeing many traps thus far. If I don't think its valuable to you ill recommend u change it. More on that when I get home this evening (posting from phone in gym).


Thought of another one. Whats your take on crafting for this one and if allowed as RAW the thorny one on possibly crafted starting equipment.


Your Humble Narrator

I'd rather we leave crafting magical items out of this game, beyond scribe scroll... The feats are just too good in sandbox AP's.


DM Alexander Kilcoyne wrote:

I wasn't disputing your interpretation just pointing out the baseline. Its still a situational modifier so its not included in base perception score that's all. Didn't look at the trait in detail before but I agree, +19 to find traps.

Truthfully, I need to look over the campaign because I don't remember seeing many traps thus far. If I don't think its valuable to you ill recommend u change it. More on that when I get home this evening (posting from phone in gym).

What no traps ... Noooooooo!!!!!!!!

Thanks for the heads up.


Your Humble Narrator

Don't change anything yet deevor ill let u know if there are enough to justify such a specialist later :)


DM Alexander Kilcoyne wrote:
I'd rather we leave crafting magical items out of this game, beyond scribe scroll... The feats are just too good in sandbox AP's.

Fair enough.

Deevor you might want to have a look at the scout archtype assuming you can live without uncanny dodge.


Your Humble Narrator

Looking over the campaign, i'd recommend you don't make a character nearly that trap-focused.


OK ... I'll take a look, thanks for the suggestion Dan, I'll get the APG out.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Am thinking of changing to a Dwarf Barbarian...

I know... not weird at all. :P

I submit Durin for inspection... :)


Durin Stonehammer wrote:

Am thinking of changing to a Dwarf Barbarian...

I know... not weird at all. :P

I submit Durin for inspection... :)

OK yeah not the stonelord.

I'll go the wizard Talomyr (and pray nothing ever manages to dominate Durin with those saves).


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

I am going to freely admit that this is the very first barbarian that I will ever be playing. (Much like Kip is my first sorcerer and Nim my first druid :P) As such I also freely admit that my understanding of the interplay and inner workings of the class will be a learning experience. (Even more so given jumping in a 7th level)

Are you worried that something will be able to dominate Durin or that if something manages to dominate him, there is little chance of breaking the spell? Unless I am misunderstanding something, Durin's will save vs a spell like that is +12/14 (+2 more if Durin is in the habit of wearing his earplugs during battle). And the stubborn trait gives him a re-roll his next round on a failed save. I have tried to make this Tasmanian devil hard to turn against the party. :]

Please critique or offer suggestions on Durin. He is lightly equipped with consumable magic as a nod to his many character flaws. (The loaded gambling dice in his gear list should begin to paint a picture of this heavily tattooed, flaming red mohawk haired dwarf with the crazed look in his eyes.) :)

And as I stated earlier, I am willing to play anything. If my choice has caused you to change your choice, just let me know and I can switch. :)

(Should we also, once the main party is set, discuss the alternate characters?)


I'm coming across wrong so sorry about that.

He seems like a perfectly well optimised murder machine to me. And as far as I'm concerned those who post their characters later can conform to those who do so earlier rather than the other way around.

I meant only that (i) my inclination to pick something other than the stonelord seemed justified (don't need two characters with versatility in sundering) (ii) as a wizard if something did manage to get through his busty will save I'd pretty much start running immediately.

In terms of suggestions as I said mechanically he looks pretty funky to me. The barb in my LOF game gets a huge amount out of reckless abandon so maybe have a look at that. Steel soul is another +2 to saves on top of hardy if you want to really get those saves into orbit.

Edit: Oh the other thing that occured to me was "Mental note, take the make whole spell."


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

No worries Dan. Without tone or additional context I wasn't entirely sure what you were saying. :)

Thanks for clarifying. :)

I did look at Grall for some pointers... and reckless abandon is on the short list for sure (likely next).

Keep the suggestions coming! :)


OK, I'm thinking that maybe the rogue type could morph into a Tengu Cutpurse (rogue archetype) if we go away from a straight forward rogue, and I know, he looses trapfinding. Let me look more into this to see if it works ..


Ok with Dan going the Wizard route, I will go forward with an Aasimar (Angel-born) Paladin of Muir for my primary character. Alex, if at all possible, I would very much be interested in seeing what the Justicar prestige class is all about.

My backup character for when the paladin dies a grisly death will be an Aasimar (Generic) Cleric of Thyr. As I said before I plan to tie the two character's backgrounds together.

I should be able to have the paladin together mechanically within a day or so (depending on what Alex says about the Justicar).


Your Humble Narrator

I won't give too much away right now for fluff reasons- essentially there is not a single living Justiciar of Muir in the world today. Even in the church, they are something of a legend.

I can tell you mechanically, the Justiciar of Muir is a 10 level Prc that follows an even stricter code than normal Paladins and most current religions believe Justicars are but exaggerated myths.

Upon reflection though, its likely not something you will qualify for until your very late levels so we'll tackle it later. I'll allow some Paladin level trade in's and rebuild if/when it starts to look feasible.

Both the churches of Muir and Thyr are in heavy decline from their glorious heyday. At 7th level, you will already be amongst the most powerful champions of the church; not even a single cleric of the church is over 10th level.


OK looking at improved familiars assuming I will be good and best options seem to be:

Lyrakien

Harbinger

Liking the first one in particular with its constant detect evil, detect magic, spell-likes and fatigue/exhaustion remover (see thinking about the barb).

As I read the rules my familiar gets my skills ranks if they are higher adding its own ability score.

So even though my charisma can (and probably will) be mediocre my lyrakien can say diplome at a + 15 which is going to be as good as any PC. Use magic device seems another possibility with the familiar flying around say with a CLW wand stablising people at the least.

Now I like to get value out of a feat as much as the next person and all seems perfectly RAW (and if you stick to the bad improved familiars then the feat basically becomes worse than useless given you lose the usual familiar ability) and maybe response is that if I start using my familar like a PC then its as likely to get whomped on as a PC.

Just seems like a possible headache for the DM (and possibly other players) so I thought I'd raise. I started off wanting something I wouldn't just leave in my backpack and forget about but possibilities have come to mind.


Your Humble Narrator

I'm ok with the idea of your familiar flying around using wands etc., I plan to do the same with my character in DM Stephen's serpents skull.

But yes, it will be a legitimate target in these cases. A few of the improved familiars have regeneration. I'd strongly look into those if your worried about familiar survivability. The Arbiter in particular is nice as it has both hands and regeneration- and make whole ;).


Got it - Justicar is something for later if at all. Are you alright with the Angel-born Aasimar heritage? I know I asked in general before, but now I am looking at a specific one and wanted to make sure it was ok.


Another question for you, AK, though certainly less urgent than the angel-born question as this question would pertain to the back-up character.

What Sub-Domains (if any) are available to clerics of Thyr?


Your Humble Narrator

Angel Born is ok.

Subdomains: Archon, Restoration, Loyalty, Memory, Defense, Purity


Giving some thought to the Undead Scourge Archetype for the paladin, though I remain on the fence between the archetype and the standard paladin.

I would assume heading into a city-temple of Orcus this would be appropriate, or are we more likely to see outsiders than undead?


Your Humble Narrator

You can safely assume in such a place as the desolation, your likely to encounter both...


I know you do not want to say much about the Justicar as of yet, but is the Aura of Resolve a pre-requisite?

In an un-related question, are there any specific campaign traits?

Dark Archive

No longer matters Drow Lich Epic level Wizard/Cleric of considerable ability

So to re-cap what people seem to be leaning towards:

Aron: Human Arcane Duelist

Deevor: Half-orc Rogue or Tengu Rogue (Cut Purse)

Dan: Wizard

Talomyr: Aasimar (Angel-born) Paladin (Undead Scourge)
Back up character: Cleric of Thyr

Okoya: Dwarf Barbarian (Invulnerable Rager)

Max: Possibly a Half-Elf Paladin 2/Sorcerer 3/Draconic Disciple 2

Look accurate?


Your Humble Narrator

Beyond high ranks in Knowledge (Religion) you won't need to worry about the Prq much.

Looks about right Okoya. Remember you might still want to discuss past exploits, party nature (are you mercenaries for hire, strongly affiliated with the church, part of a decent sized adventuring company...) etc.


Your Humble Narrator

Sorry Tal I didn't spot the second question.

No campaign traits unless there is popular demand in which case I can concoct some.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

The feat 'Furious Focus' is going to be wickedly useful for Durin. :)

Now that I have Durin's crunch mostly done... time to flesh out his backstory/biography.

Does anyone have a preference or ideas for the party history/backstory?

Durin is a dwarf in exile who will have joined any group that promised lots of action and a chance at wealth. :)

Full backstory for Durin will be forthcoming in the next day or two.


DM Alexander Kilcoyne wrote:

Beyond high ranks in Knowledge (Religion) you won't need to worry about the Prq much.

Looks about right Okoya. Remember you might still want to discuss past exploits, party nature (are you mercenaries for hire, strongly affiliated with the church, part of a decent sized adventuring company...) etc.

Bit slow with my crunch sorry really busy til at least the weekend.

I am going a specialist conjurer, teleportation sub-school. For background I am thinking an Andoran battlemage and crusader. While still committed to the struggle I have him as having slowly come to the realisation that the worldwound is a lost cause unless the forces of light can find a way to stem the demonic influence on the material plane as opposed to merely killing demons. In that context I see him as having close links with the church of Thyr (and quite possibly Tal's characters and Okoya's if he's maintaining a religious link) and a natural desire to investigate Orcus' lost stronghold.

In terms of the group background one approach would be to tie everyone in to the crusaders/church of Myr maybe as a professional para-military group. We could even be the equivalent of the churches special forces or troubleshooters, perhaps theyre only real remaining one if the church is that much in decline. That would presumably have us all knowing each other and I kind of like the idea of us being able to say "Hey remember the time that..." and mutually develop backstory in IC chat.

Alternatively if that doesn't work for some due to differing background or alignments (I'm thinking the existing crusaders/church group is going to be fairly strongly good aligned), we could have an existing core (perhaps again me, Okoya and Tal's character) simply recruit the others. That maybe gives some nice new vs old tension to work with.

Just some possibilities.

For the DM can I use the dimensional agility feat with the shift school power? Text says it functions like dimension door but RAI not clear to me.


Your Humble Narrator

Dimensional Agility seems fine.

I'll be adding some more information to the wiki today, a few more deities and possibly some information about Bards Gate. You will very likely know more about the Desolation etc. but i'm waiting on Knowledge (History) or Diplomacy (Gather Information) checks from finished characters before I share more.

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

Talomyr here.

While the character is not finished, feats, traits, and skills are done enough to make a couple of rolls.

Knowledge (History): 1d20 + 3 ⇒ (13) + 3 = 16
Diplomacy (Gather Information): 1d20 + 12 ⇒ (20) + 12 = 32


Your Humble Narrator

Guys, as i've found enough material for Scarred Lands i'm considering throwing out Golarion entirely and set this there for simplicity (makes my life easier on this side of the GM screen and shouldn't affect you too much).

Considering your only interaction in this entire campaign is likely to be in the Desolation with a possibility of trips to Bards Gate, it should work ok. If no one has an objection i'll get all the deities and some information on Bards Gate up at some point.

Feats-wise, you'd still be ok. Can always re-map a regional feat or trait if it makes logical sense.

Naysayers, say nay soon to have your say.


Sounds fine to me.


Dan E wrote:
DM Alexander Kilcoyne wrote:


In terms of the group background one approach would be to tie everyone in to the crusaders/church of Myr maybe as a professional para-military group. We could even be the equivalent of the churches special forces or troubleshooters, perhaps theyre only real remaining one if the church is that much in decline. That would presumably have us all knowing each other and I kind of like the idea of us being able to say "Hey remember the time that..." and mutually develop backstory in IC chat.

Alternatively if that doesn't work for some due to differing background or alignments (I'm thinking the existing crusaders/church group is going to be fairly strongly good aligned), we could have an existing core (perhaps again me, Okoya and Tal's character) simply recruit the others. That maybe gives some nice new vs old tension to work with.

Just some possibilities.

I like the idea of the para-military group. Of course I would also be just as happy with the concept of a hired group of established adventurers / mercenaries if that appeals to the less divine leaning folks in the party.

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

Ok, the character is pretty much complete with the exception of any additional background to be added for the group as a whole.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

I am fine with dropping Golarion.

As far as Durin goes, I see him as a pure mercenary type, albeit a good aligned mercenary. Or more accurately a pure adrenalin junky. A para-military unit is right up his alley. :)

I am thinking of tying him to the church of Muir through my secondary character... as opposed to his own direct worship. I have him currently a follower of Dwerfater.

More later...


Master of Gaming and Grognardia Current map

got no problem with the setting change. Working on the character a bit, but I seem to blow my money on weapons and armour and have nothing left for magic items. New experience for me as my last one I did was a Summoner so most magic went into mundane items.


Alex,

Now that I'm done with the crunch on my primary character, I will start on the back-up. One question - Do you have an issue with me starting the character off as middle age? (i.e +1 adjustments to INT, WIS, & CHA, and -1 adjustments to STR, DEX, CON)


Your Humble Narrator

Middle age is ok, I won't deem it as relevant to the point buy either (so add it as the last thing you apply).


Your Humble Narrator

Fairly large overhaul of the wiki complete- deities is completely done. Talomyr, you will want to see the one page I have set up within Lore in particular, as it answers your diplomacy check.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

I know... I got all the multiple notification emails at once. :)

Without having to click through them all... are there any other deities to interest Durin? Other dwarf gods? Or gods of battle etc.?


Your Humble Narrator

I generated over 100 to myself during the editing... I just sent you guys a couple of important ones.

Gromm and Bowbe strike me as potentially Durinish.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Yikes!! :)

Thanks, I'll look them over later, I am off to play hockey. The true sport of northern barbarians. :)


Your Humble Narrator

Have fun. I'm sleeping badly at the moment (still up at 5:30 here) so I spend my nights itching to get this rolling :P.


Your Humble Narrator
Arachiel Brightblade wrote:
Ok, the character is pretty much complete with the exception of any additional background to be added for the group as a whole.

Run Sanctified (shield) and Consecrated (Weapon) by me please, I can't find them on D20PF.


DM Alexander Kilcoyne wrote:
Arachiel Brightblade wrote:
Ok, the character is pretty much complete with the exception of any additional background to be added for the group as a whole.
Run Sanctified (shield) and Consecrated (Weapon) by me please, I can't find them on D20PF.

They are Channel Foci from Adventurer's Armory

What are Channel Foci?
Holy symbols (and unholy symbols) represent a covenant between the mortal and the divine. They allow the most pious to call forth the power of the gods themselves. Whether used to smite enemies of the devout or to offer succor to the faithful, holy symbols erase all doubt that the gods have a plan for their mortal children. A channel focus is a garment or other object that incorporates a holy or unholy symbol, and has a special power when a member of that symbol’s religion channels energy through it.

Consecrated Weapon

Sanctified Shield


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Decided to swap out Strength Surge and get Reckless Abandon now. :)


Your Humble Narrator

Wow forums are dead lately... Cmon, get those characters made, theres only so much wiki editing a man can do before he starts to put entirely useless stuff up! :P

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