DM Salsa Presents: Guardians Three - Seekers of the Grail of the Phoenix (Inactive)

Game Master AdamWarnock


1 to 50 of 121 << first < prev | 1 | 2 | 3 | next > last >>

Kassen Battle Maps

To begin, thank you all for being willing to give this a shot. I hope that we'll be able to hammer out this idea into something that we'll all enjoy playing. To that end let's get started.

First, I'd like to cover something that has bugged me a bit, the character creation rules. I want to normalize things so that things are a little more even, and better fit with the character concepts we have. So, these are the build rules I was thinking for adopting if you wanted to use them.

Proposed Character Build Rules
- Stats: Use a 30 point buy for stats. I would raise the cap, but to have a 20 in a stat before racial modifiers, you'd have to spend 26 points (The difference in cost between two stats is equal to the bonus the higher stat gives. So it's 17 points for an 18, a 19 gives a +4 so that's a total of 17+4 which is 21. A 20 gives a +5, so that's a total of 26 points to buy.)

- Races: Any below 15 RP according to the ARG.

- Classes: We'll be going with a 4th level Gestalt Any classes and archetypes on the PFSRD site or the Archives of Nethys site are allowed as are Spheres of Power classes and archetypes.
-- Sphere Casters: Sphere casters get the Cantrip feat for free.

- Traits: Two traits are allowed. You may select 1 drawback and take 1 more trait.

- Skills: We will be using background skills as well as the Artistry and Lore skills.

- Wealth: For now, we'll leave this at 6000 GP for the moment. Depending on what setting we go with, this may change.

- Health: Max at 1st and half + roll HD/2 for every level after. This means that d6 => d3+3, d8 => d4+4, d10 => d5+5, and d12 => d6+6.

- Alignment: No evil, at least not to begin with. If everyone's okay with it, and you think it'd be fun to play a character that went this way, then we'll talk about it and see, but at the beginning of the adventure, you are (theoretically) decent people.

Proposed Setting: The Sundered Lands
The setting I am proposing isn't fleshed out like Golarion or Greyhawk, or any other published setting you care to name. As a matter of fact, there are big swaths of it that blank and labeled "Here There be Dragons." That said though. I don't mind players coming up with stuff that fits into those places and adding their own mark to the setting. That isn't to say that you have to do all the work either. I have enough fleshed out that I am confident that we can have a good bit of fun even if you only stick to what I came up with. As we play in this setting, I'll be adding to it and fleshing it out more, so it's not required to come up with anything new. I was just pointing it out as an option to all of you.

That said, let's get on with it.

The world was once whole.

That day has long passed. With the Sundering, the land itself was torn to pieces and flung into the sky like grains of sand into the wind. Now all that’s left are the islands that float in the sky and the wide ocean below. Brave men and women of all races brave the dangers of the unknown to find resources, fame, and riches. Most never return, but those that do become legend.

A thousand years ago, the lands were torn apart by what everyone calls the Sundering. None know why it occurred, only that it did and it has left its mark on the lands. There are a few islands left rising above the vast ocean that now covers much of the surface of the world, but most of the land that survived the Sundering now fly amongst the clouds. This makes maps meaningless and long trips arduous.

Strangely, some of the islands seem connect to one another. Despite the constant study this phenomenon receives, the scholars of the Sundered Lands are no closer to explaining the how and why than when they began. This is partly due to the nature of whatever is causing it and partly because so few people pursue scholastic study when survival is a more paramount concern.

Few cities survived the Sundering. The three most well known are Akiheton, the City of Crossroads; Talismiera, the Jewel of the Drow; and Khazad Dur, the ancient home of the dwarves. Both Talismiera and Khazad Dur are the only large underground cities to have survived. Talismiera most likely survived thanks to being so close to the surface. Khazad Dur is more of a mystery, though some suspect the magic of the dwarven runes was the only reason the city managed to survive going from a quarter-mile underground to half a mile in the air.

Akiheton is an ancient city with many gates leading to various cities and towns around the world and even other planes of existence. The Magister Lord rules the city and none, not even the powerful fiends and celestials that visit the city, dare cross him. Thanks to those gates, Akiheton has thrived and its people have prospered.

Talismiera has become a refuge to those whose races were once under the earth and stone that was ripped apart in the Sundering. Though not as affluent as Akiheton, it is still a thriving city that has become a hub of culture and scholarship thanks to the ancient records that survived. Those that own those records, however, guard them jealously, and often make those seeking the knowledge held in their scrolls and tomes perform tasks to further their own ends.

Khazad Dur has also done well. The island it inhabits is the largest of the Sundered Lands and is rich in ore and coal. Craftsmen have flocked to it, hoping to make names for themselves and reduce their costs by cutting out the merchants. A thousand years of mining have not depleted the rich veins, and new ones are constantly being discovered.

Magic is not unheard of, but it is a rare thing indeed to meet someone who studies it. Most practitioners of the arcane and even the divine have been blessed with innate gifts by their gods and goddesses rather having obtained their powers through study. Magically enchanted items, such as weapons and armor imbued with power, are almost unheard of. The only common enchanted items to be found are the sky crystals that are used to make the ships that ply the clouds float as the islands do. The secrets of how they are made are closely guarded by the Guild Arcanum based in Akiheton who are the only ones who know how to make them.

Scrolls, potions, and even wands are still common enough to be easily found in most towns and villages. Those that make them are often taught by the wise men and wise women as part of their apprenticeship to take over in their roles as lore keepers and healers. Scrolls and potions are easy enough to buy. Wands often require a favor or some connection to the person who made them.

Changes to the Character Build rules above if both they and the setting are accepted:
- Classes: Any class that obtains their magic through study, such as wizards, witches, and magi, need to have a background that explains who taught them and what the price of their learning was.
- Wealth: No magic items except scrolls and potions. Wands are allowed, but as with being a learned caster, you need to explain how you obtained it. Wands also have a number of charges a day instead of a set of charges. Your starting wealth will be 3000 gp.

The Campaign
Note: I'm writing this on the assumption that we'll be using the setting above, but if that's not the case, then it's fairly simple to adapt this to a different setting.

The campaign is basically the same, you will need to find the Guardians of the Grail and the Grail of the Phoenix itself. Both the Guardians and the Grail have been missing for almost nine months. You begin by arriving at the town of Spindle, a small town of about two thousand that is connected to Akiheton via a gate. The island that Spindle is built into is almost a half-mile tall and a quarter-mile wide at the middle. Most of the surface of the island is terraced to provide cropland. A couple of caverns under the town provide grazing nithog (nith-og). A cattle animal that was common underground and has been prized since the Sundering by ranchers since they do not take up valuable farmland for grazing and their hair is useful in making cloth. Most of the town, though, it carved out of a large cavern in the middle of the island. Tunnels lead out to the surface and to the piers built off the bottom of the island. The island itself floats about five hundred feet above the water.

I'll come up with reasons for each of you to be there that fits your characters. That isn't to say that I won't use anything you come up with, just that I'll have something if you don't. Like I said, I hope the beginning of this is going to be fun for all of you.

Expectations
I haven't done this before, but I think this might be a good idea and help set the bar I am looking to beat. I'm listing out what my expectations are, not only for you, but for this game. This will, hopefully, make sure that all of us are on the same page and that we all know what we're in for. I also want you guys to let me know what your expectations for me as the GM are. This is to make sure that I don't drop the ball and not know it.

- I expect players to post at least once a weekday, especially in combat situations. Weekends are appreciated, but I know that not everyone has no social life like I do. :P

- I expect players to be engaged. I try to include everyone and make sure than no one character hogs the spotlight, but this can get hard if players aren't paying attention or aren't participating. If I have an NPC come talk to you, it's because I want to spend some time focusing on you or developing the NPC more, and a lot of times, it's both!

- This is a semi-sandbox. Yes there's an overarching plot, but you are free to go where you wish and do what you wish. I expect the PCs to drive the plot, though. I can have something happen if you guys are stuck, but I'd much rather have you pick a direction and figure out what happens from there. It's a lot more fun for me and we'll both get a more interesting story out of it.

- I expect you guys to act in character. Don't worry about making more work for me or trying to follow some rule of dungeon delving. There is danger, yes, but if I kill your character, it's going to be in a dramatically apropos battle with the Demon-lich of Narlzohtep, Azk'thulon the Depraved, not to a lucky hit from kobold guard #42. If you're playing someone who's a lone wolf, then it'd make sense to go off on your own from time to time. Just be wary of picking fights. Not everything you run across will be easily beaten with a sword.

- As far as tone for the campaign goes. It is serious, but that doesn't exclude having some comedy happen to relieve some of the stress. I'm a silly person by nature, so expect some zaniness when it's not inappropriate. That said, when things get dark and gritty, I can get really dark and gritty.

- I expect you to tell me when I'm in danger of crossing a line. I don't know what your limits are, so I need you to tell me what you're comfortable with. I can deal with just about anything that is allowed on the boards here, so don't worry about me. If it's too much, though, I'll let you know.

I think that's everything for now. I know that's a lot of information, but hopefully I covered all of the bases. The most important things are the setting and character creation guidelines. This game is about collaborative storytelling, so let's get with teh collaborating. :)


Harbinger 4/Armorist 4 | HP 42/42 | AC 16, Touch 12, FF 14 | CMB +8 | CMD 20 | Fort +6, Ref +3, Will +4 | Init +2 | Perception +0 | Spell Points 7/7

Damn! I feel much better about this one already. Let me fix Marla and get back to you. What would you suggest for a second class? I was happy with pure Harbinger (I assume that is still allowed) and being a class level higher but gestalt always adds more possibility. Something that goes with the theme of being like a paladin but not. And I don't mean the class. She thinks she's some holy avenger with impressive martial powers fueled by divine magic. It's actually innate sorcerous magic fueled by wrath and past traumas. Barbarian is probably out because I don't think rage and maneuvers work together and her anger is focused rather than explosive. Maybe something from spheres. Been wanting to try that.


Kassen Battle Maps

Incanter could be a lot of fun and give another way to be a foil to Audria. Another option would be Armorist and all the neat abilities you get with it. Eliciter with a focus on intimidation and fear could be a lot of fun as well.

But before you get too far along, I'd like to see what the others say. I said proposed because I wanted to get ya'll's input in this.


Harbinger 4/Armorist 4 | HP 42/42 | AC 16, Touch 12, FF 14 | CMB +8 | CMD 20 | Fort +6, Ref +3, Will +4 | Init +2 | Perception +0 | Spell Points 7/7

I am feeling Armorist too actually. Being able to summon a sword and armor would add another level to the delusion and significantly help in a low magic setting. Low Wisdom won't be much of an issue either.

Honestly the setting isn't nearly as important as the story. All it changes is how transportation works really. Akiheton sounds cool.

If you want I could through some ideas at you. I once had a world concept that was similar to this but instead of dragons ruling the sky it was a race of intelligent spiders. Their webs spanned multiple floating islands and hundreds of miles. Even dragons were weary of getting caught. When their children (about as big as a dog) hatched they took to the sky on silk sails and caused all kinds of trouble. And for a short time, their children had little intelligence. They had a hive mind connected to their parents. The survivors grew and eventually developed intelligence and their parents got to see a lot of the world for a short time.


Male Kobold Summoner 4 / Hydrokineticist 4 / Gestalt 4 HP: 23/23 | AC: 18/13/16 | Fort: +4 / Ref: +6 / Will: +7 | Init: +4, Darkvision 60 ft., Light Sensitivity | Perception: +8
DM-Salsa wrote:
There is danger, yes, but if I kill your character, it's going to be in a dramatically apropos battle with the Demon-lich of Narlzohtep, Azk'thulon the Depraved, not to a random hit from kobold guard #42.

Hey, that's the proudest moment in Egryzon's pre-adventuring life that you're condemning! :p

On a more relevant topic, both the setting and the rules look promising. I shall fiddle around with Egryzon and get back to you.


Kassen Battle Maps

@Marla May: Nice. I may have to steal that at some point. As far as the setting goes, it may not be as important, but it's still a part of it and affects a lot of the details, such as idioms and slang. For example, instead of "He doesn't know his head from a hole in the ground" or similar, in the Sundered Lands, it might be something like "He can't tell sea from sky." It also affects people's backstories to some degree, which is why I'm asking for feedback on it and working with all of you. That and I really do want you guys to have a say in this.

@Egryzon the White: My mistake, I meant kobold guard #43. :P

In all seriousness, I am happy to hear you like the setting. let me know if you have any questions or have something that you want to add to the setting.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Hmmm Might change this up as My character would not translate well. Not sure exactly what I am looking at but maybe a Gunslinger/Hunter or Gunslinger/Cleric.


Kassen Battle Maps

Crap, knew I'd forget something.

I typically don't allow firearms in my games as a matter of personal preference, but I'm not going to be a scrooge and say no now that you've said that's what you want to play.

If you don't mind me asking, why wouldn't your character translate well?

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

I went with the nobledrow which is out side the race limit.

Which kinda breaks my concept of what I wanted to play. So I will venture to create a new character or rebuild a different concept.

As for the gunslinger, I only said that because my regular weekly offline game meets tomorrow and I am making a new character for it. A gunslinger, so it was the freshest Idea in my head


Harbinger 4/Armorist 4 | HP 42/42 | AC 16, Touch 12, FF 14 | CMB +8 | CMD 20 | Fort +6, Ref +3, Will +4 | Init +2 | Perception +0 | Spell Points 7/7

@DMYour right. But my backstory probably isn't going to change too much. I do wish to know how is Talismiera viewed by the other cities and races? And how do people feel about the drow since there may be several PC drow?

@Critzible/DM The only thing that separates the drow and the noble drow is greater spell resistance, advanced stats, and at-will us of their SLA's. The SLA's aren't great but I feel the greater spell resistance and advanced stats are a little much. That being said, its not like you can't be a noble drow without being the race noble drow. Use the standard drow and call yourself a noble, character concept integrity maintained.

Also, gunslinger is still really powerful and I know why most DM's leave them out of consideration. I have played one. I know. Touch and dex to damage on ranged attacks all day, every day, is dangerous. Really fun, but may make people feel like they aren't contributing.


Hey, GM, I have a few questions for you.

1. How large are the Sundered Lands? The size of a town? A metropolis? A state or province? A country? A continent?

2. Given your description of the dwarven land, am I correct in assuming that most subterranean creatures were displaced/destroyed? If so, where exactly would kobolds be found in the lands?

3. What, exactly, is the Grail's importance to the lands? Is it an important plot point or twist that you would prefer not to reveal at the moment?

3. Can you find some way to fit a Lawful Good/Lawful Neutral dragon deity into the Sundered Lands pantheon?

(Long) Explanation/Reasoning:
Although I didn't have time to make the necessary adjustment before the first campaign started, an important part of Egryzon's character was that he received an "eidolon suit" from a certain deity (Balserius) whose form was very close to that of the eidolon. I planned that, while adventuring in this form, Egryzon would slowly shift his beliefs and behaviors to match those favored by his patron (which I planned to accomplish by slowly fulfilling the tenets of a theoretical paladin code), eventually changing his alignment to match his deity's. This was also my reason for starting as CN; I assumed that Egryzon's tribe would have been somewhat CE in alignment, and that the influence of his quest had begun affecting him.
This facet of Egryzon's character works with any LG or LN deity, but it is best played with a draconic deity, as this plays into Egryzon's obsession with dragons and has a thematic link between Egryzon's powers and his patron.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

I guess I kinda want to start fresh with a new character, so I dont have to do so many adjustments. And one without the drow baggage.


Kassen Battle Maps

Okay, it seems we are going with the Setting and character creation guidelines that I proposed.

@Critzible: Completely understandable. Let me know if you have any questions. If you really want to play a drow noble, I'll waive the 15 RP race if no one objects.

@Pennate: Alright, let's see if I can answer these for you.

1. I'm assuming you are talking about the islands themselves. The Sundering affected the whole planet. The islands are a variety of sizes. The smallest and most common are as small as a dozen yards to a side. The largest are dozens of miles wide and over a mile tall. The Island Akiheton is on, for example, is about fifty miles wide and a mile tall with the city taking up a quarter of the surface. The rest is used for farmland and woodland.

2. Yes, most of the subterranean people and cities were killed/destroyed when the Sundering occurred. Talismiera and Khazad Dur are the only large cities that survived, but there are smaller underground cities and towns that were lucky enough to survive.

As for where your could find kobolds. The cheap answer is anywhere, but that doesn't really help. Many of the more civilized tribes (which Egryzon's tribe isn't from what you've said) can be found in Talismiera, which has become more of a city of all the formerly subterranean races than just a city of the drow, and Akiheton, which has some of every race that lived in the world before the sundering. Several tribes have hired out their services in Khazad Dur as prospectors and scouts for parties trying to recover artifacts and resources from the ruins of the previous age or from the earth below the waters, which is quite the undertaking.

As for tribes like Egryzon's, most of them live on islands that are otherwise uninhabited or large enough that any towns or villages on the island are not within easy reach. The same goes for tribes of goblins, orcs, and other races that have a propensity for raiding rather than building or helping.

3. Beyond the fact that fact that it's a powerful artifact in a setting where magic items are rare, it's a holy relic of the faith that Marla and the guardians belong to. (I'm debating on whether I'm going to leave it as Balserius or change it to a different god.) I would say more, but that'd be spoiling what I have planned.

4. Absolutely! Apsu is an option, as is Balserius if you want to keep him around. I can also come up with one if you don't mind waiting a bit while I figure it out. I have a guardian mother dragon deity that I can borrow from a fantasy setting of mine and use her here. Let me know if you have a particular way you want to go.


Daily Ability Tracker:
Rage: 19/19 Lvl.2 Spells: 2/2 Lvl.1 Spells: 4/4 Summon Monster 2: 5/5
Fused Infos:
AC17, T11, FF16 (-2 all while raging) |CMB +7 CMD18 | Snake Style AC: 1d20 +22 | HP + 47/47 |Fort +7,Ref +4,Will+7(+2Will rage; evasion, +2 vs enchant, R5 Acid&Cold)
Infos:
AC 14, T10, FF14 (-2 all while raging) | CMB +6 CMD 16 | Snake Style AC: 1d20 +14 | HP 64/64 | Fort +10, Ref +0, Will +5 (+2 Will, while raging; +2 all v. Enchantments)

I'm fine with Critz having the noble drow
Ooo this sounds very interesting, though it looks like I'll be having to do a bit of book work in order to update Eleanor. My backstory wasn't built into this setting, but could easily be modified to say she came from Talismiera.

I have a couple questions though: How long ago was the land sundered? If it was within the last 100 years or so, I was thinking that after Eleanor left the drow city to find a cause worth fighting for, the land was sundered and amidst the chaos, she leapt aboard a ship and sailed away. After some small exploring and the realization that the only land is in the sky, Eleanor & the other occupants of the ship(s) decided to make a floating village out of the scraps of wood, and various other debris left when the land was sundered.

Also, I would especially like to keep the amulet mentioned in Eleanor's previous backstory, though with only 3k gold she won't be able to afford the 5k amulet of mighty fists; let alone the 2k furious enchantment. It was almost supposed to be a link between her and her deceased father, especially since it was given to her by him when she blacked out at his grave. (I was thinking that her spirit momentarily got sucked into a rift between the spirit world and the material one.)
I do understand if you don't want to have her above 3k gold for balance reasons. In that case I'll just say that it's a piece of jewlery that has emotional significance to her.


Kassen Battle Maps

@Eleanor Aurist: To answer your first question, it's been about 1000 years since the Sundering. Long enough that even most long lived races don't have anyone that was alive at the time. I must have forgotten to mention that. I like the idea of a floating city on the sea. I'll have to see if I can work that in at some point.

As for your second question, I'm debating with myself on whether to allow it and allow everyone to have a magic item of similar value for free; letting you have it with some major, major enemies hunting you; and going with your suggestion that it's a piece of jewelry that is just (for now) emotionally significant. I'm kinda leaning towards the second option, but I think this may be something to see what your thoughts are on. I think the constant harassment from those enemies would be enough to balance out the benefits from the amulet, but then again, I may have been looking at the GURPS rules for too long. :P


Daily Ability Tracker:
Rage: 19/19 Lvl.2 Spells: 2/2 Lvl.1 Spells: 4/4 Summon Monster 2: 5/5
Fused Infos:
AC17, T11, FF16 (-2 all while raging) |CMB +7 CMD18 | Snake Style AC: 1d20 +22 | HP + 47/47 |Fort +7,Ref +4,Will+7(+2Will rage; evasion, +2 vs enchant, R5 Acid&Cold)
Infos:
AC 14, T10, FF14 (-2 all while raging) | CMB +6 CMD 16 | Snake Style AC: 1d20 +14 | HP 64/64 | Fort +10, Ref +0, Will +5 (+2 Will, while raging; +2 all v. Enchantments)

Rolling Health:

Barbarian Hit dice: 3d6 + 18 ⇒ (2, 2, 2) + 18 = 24
Eh, not as much as I hoped
Eidolon Hit Dice: 3d5 + 15 ⇒ (5, 4, 5) + 15 = 29
Fantastic!


Daily Ability Tracker:
Rage: 19/19 Lvl.2 Spells: 2/2 Lvl.1 Spells: 4/4 Summon Monster 2: 5/5
Fused Infos:
AC17, T11, FF16 (-2 all while raging) |CMB +7 CMD18 | Snake Style AC: 1d20 +22 | HP + 47/47 |Fort +7,Ref +4,Will+7(+2Will rage; evasion, +2 vs enchant, R5 Acid&Cold)
Infos:
AC 14, T10, FF14 (-2 all while raging) | CMB +6 CMD 16 | Snake Style AC: 1d20 +14 | HP 64/64 | Fort +10, Ref +0, Will +5 (+2 Will, while raging; +2 all v. Enchantments)
DM-Salsa wrote:

@Eleanor Aurist: To answer your first question, it's been about 1000 years since the Sundering. Long enough that even most long lived races don't have anyone that was alive at the time. I must have forgotten to mention that. I like the idea of a floating city on the sea. I'll have to see if I can work that in at some point.

As for your second question, I'm debating with myself on whether to allow it and allow everyone to have a magic item of similar value for free; letting you have it with some major, major enemies hunting you; and going with your suggestion that it's a piece of jewelry that is just (for now) emotionally significant. I'm kinda leaning towards the second option, but I think this may be something to see what your thoughts are on. I think the constant harassment from those enemies would be enough to balance out the benefits from the amulet, but then again, I may have been looking at the GURPS rules for too long. :P

I'm not exactly a neutral party in this matter, but that makes sense to me lol. Whatever you choose, it'd be best if you let me know soon, so I can finish the character sheet, and we can get sooner this show on the road.


Kassen Battle Maps

If no one has any objections, I'll allow Elanor to have the amulet as is, but she's being hunted by a group that either wants to kill her or capture her. What this means is that I'll make disguise rolls whenever you leave out in public. A failed roll results in someone spotting you and relaying that information along. On a 1, roll 1d20, a 10 or below results in the hunters attacking you a few minutes after you are spotted.

Does that sound good? I'll detail the group and let you know what personality your amulet has after I find out if everyone's okay with this or not.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Thinking half orc sorceror/ oracle


@DM:

1. Your assumption was correct. Follow-up question: how close to each other are the islands? How easily, if possible, can one see an island from the edge of another? Are any close enough to reach with a jump?

2. Did the Sundering place these hostile people on such islands, or were they ostracized and relegated to the areas by the general civilization?

3. Say no more. ;)

4. Apsu's ideals and goals are generally incompatible with Egryzon's, but I have no real preference otherwise.

5. I have no problem with the idea of Eleanor starting with the amulet.

HP Rolls:

Egryzon: 3d4 + 12 ⇒ (3, 3, 4) + 12 = 22
Eidolon: 2d5 + 10 ⇒ (4, 4) + 10 = 18


Kassen Battle Maps

@Pennate: Okay, let's see if I can answer these for you.

1. The islands can be seen from one another for the most part. They're in the sky, so the distance you can see and be seen is a lot greater than if you were on the ground. Only the most remote of islands aren't able to see another island even from a distance. Jumping from island to island is much more problematic. Sometimes they are that close and occasionally islands will drift close enough that a person may be able to jump the distance, but seeing as the cost of failure is a long fall into the ocean, most aren't even willing to risk it.

2. In many cases yes. They would have been remote enough that most of them would have been alone and explorers would have learned to give them a wide berth. In other cases where they shared an island with a town or village, it was kill or be killed. Some managed to wipe out the town while the others were wiped out themselves. Now, that doesn't mean that they don't go raiding. The sky crystals that are used to make the ships and boats that people use to get from island to island are common enough that even the poorest of villages and hamlets have at least two boats with them. Those tribes can often get a hold of a couple for raiding nearby towns and villages when a group of explorers or adventurers comes to their turf and winds up in the stew pot.

3. I won't ;)

4. Okay, From what Castle Blades said, Balserius is essentially Iomedae, except a dragon. I'd have to look up Apsu's faith again to get a better grip on him. Below is a brief write up that I can expand on the deity that I mentioned in the last post.

Ara, the Guardian:
The guardian of all creation and master of the elements that make up the world, Ara is an ancient and revered deity. She values goodwill, charity, and order. Her followers include goodly dragons, lawful kobolds, and many who have taken it upon themselves to guard the wonders of the world. Her domains are Good, Law, Nature, and Protection. Her followers often wear six sashes, one each of red, blue, green, gold, white, and black to represent the six elements of nature: fire, water, earth, air, light, and shadow.


Harbinger 4/Armorist 4 | HP 42/42 | AC 16, Touch 12, FF 14 | CMB +8 | CMD 20 | Fort +6, Ref +3, Will +4 | Init +2 | Perception +0 | Spell Points 7/7
DM-Salsa wrote:

If no one has any objections, I'll allow Elanor to have the amulet as is, but she's being hunted by a group that either wants to kill her or capture her. What this means is that I'll make disguise rolls whenever you leave out in public. A failed roll results in someone spotting you and relaying that information along. On a 1, roll 1d20, a 10 or below results in the hunters attacking you a few minutes after you are spotted.

Does that sound good? I'll detail the group and let you know what personality your amulet has after I find out if everyone's okay with this or not.

More things to murder. Why not?

Also, no word from Harbeastus?

Critzible wrote:
Thinking half orc sorceror/ oracle

That will be a nasty combo, blaster and healer. Or blaster and buff? Or blaster and Tank? Or blaster and Necromancer? Which revelation? That makes a significant difference.


Kassen Battle Maps

@Marla May: Nope, not a peep. No word from Ianthe Jack either, which is a shame since I liked that character.


Harbinger 4/Armorist 4 | HP 42/42 | AC 16, Touch 12, FF 14 | CMB +8 | CMD 20 | Fort +6, Ref +3, Will +4 | Init +2 | Perception +0 | Spell Points 7/7

Back to a four man team then.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Orc blood, Dragon Mystery, Hungry curse


Daily Ability Tracker:
Rage: 19/19 Lvl.2 Spells: 2/2 Lvl.1 Spells: 4/4 Summon Monster 2: 5/5
Fused Infos:
AC17, T11, FF16 (-2 all while raging) |CMB +7 CMD18 | Snake Style AC: 1d20 +22 | HP + 47/47 |Fort +7,Ref +4,Will+7(+2Will rage; evasion, +2 vs enchant, R5 Acid&Cold)
Infos:
AC 14, T10, FF14 (-2 all while raging) | CMB +6 CMD 16 | Snake Style AC: 1d20 +14 | HP 64/64 | Fort +10, Ref +0, Will +5 (+2 Will, while raging; +2 all v. Enchantments)

Eleanor is ready. Should I post in the gameplay thread, or should we wait for everyone else to be ready? :)

Also, what do you guys think about having a google chat for this? I have one set up for some of the other campaigns I'm in, and it makes to be really nice to get notifications from the app. It's also good for real-time convos too, becuase you can always tell when everyone else is on.


Harbinger 4/Armorist 4 | HP 42/42 | AC 16, Touch 12, FF 14 | CMB +8 | CMD 20 | Fort +6, Ref +3, Will +4 | Init +2 | Perception +0 | Spell Points 7/7

Health Rolls:

HP: 1d5 ⇒ 5
HP: 1d5 ⇒ 1
HP: 1d5 ⇒ 3


Harbinger 4/Armorist 4 | HP 42/42 | AC 16, Touch 12, FF 14 | CMB +8 | CMD 20 | Fort +6, Ref +3, Will +4 | Init +2 | Perception +0 | Spell Points 7/7

I believe Marla is complete.


Kassen Battle Maps
Critzible wrote:
Orc blood, Dragon Mystery, Hungry curse

Cool, can you tell me where the mystery and the curse come from? I'm really looking forward to the fluff for this character.

@Eleanor and Marla: Will be looking over your sheets in a bit. Once Pennate and Critzible are finished, I'll get things rolling.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Hungry curse is from the horror book

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Dragon is from legacy of dragons


Kassen Battle Maps

Got ya. Will have to see if the Dragon mystery is on the Archives of Nethys.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Its on PFSDR


Kassen Battle Maps

Found them. Thanks for letting me know that they were there.

I will say that just going over it briefly, it seems like that's going to be a nasty combo.


male half-orc Sorcerer(Orc Blood)/Oracle (Dragon Mystery)4th,HP:28 F/R/W:+4/+4/+9,Init:+1 Per:+4,AC:14,Bite+5,Flachion+6

Here is a start, he is based off another character I have.

Haveto get Equipment and stuff for him, as well as background and discription.

thinking he is a savage spellcaster seeking to get himself power and money


Harbinger 4/Armorist 4 | HP 42/42 | AC 16, Touch 12, FF 14 | CMB +8 | CMD 20 | Fort +6, Ref +3, Will +4 | Init +2 | Perception +0 | Spell Points 7/7

Made some alterations. Swapped out exotic weapon proficiency for improved energy blade. Also forgot about the casting traditions. Took focused and verbal casting plus blast shape (energy blade) to get closer to paladin without really being a paladin.

She now summons a greatsword (which she thinks is a holy avenger) and can only apply the blast to the blade (her version of smiting).


Werehare Inquisitive 3/ Seeker 3/ Bard 3

I'm still watching, but having difficulty coming up with a second class concept that fits within the character concept for Jack. I liked the idea of a "practical rogue", but going gestalt brings me up against the wall of "What can I add (that isn't magic), that still holds true to her basic concept and backstory without obfuscating her character with OVERWHELMING POWER?"

I'll have to do some digging around with Dwarves, to find an idea that isn't just "stab harder".

Ah! A question on power levels: Considering that in typical Pathfinder concept of the world, there are {Commoners < NPCs < PCs(Adventurers)} in order of power from least to greatest. Is gestalt considered sort of a step up above the common "Adventurer", or will every "Adventurer" also be gestalt? Considering the stat array plus gestalt, would the PCs be considered "Two steps beyond your standard Adventurer"?

In regards to Path of War: Would their techniques be something on that blurry edge of magic, in the sense that proving themselves capable requires a Price Be Paid?


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Hmm. Unfortunately, the only suggestion I can come with at the moment is ranger and take one of the archetypes that don't do spellcasting. I may have to see what else there is out there. I'm open to third party stuff if you have anything in mind.


male half-orc Sorcerer(Orc Blood)/Oracle (Dragon Mystery)4th,HP:28 F/R/W:+4/+4/+9,Init:+1 Per:+4,AC:14,Bite+5,Flachion+6

Slayer or swashbuckler or a brawler, maybe even the classic fighter


Kassen Battle Maps

Didn't think about that. Swashbuckler could be interesting, but probably doesn't fit Ianthe as a character.

I've been looking at some of the third party classes on the d20pfsrd site and I found a few that might work.

Corsair - This one would need a few edits, and, again, it really doesn't fit Ianthe's character as I understand her.

Saboteur - This one's probably the best fit out of the ones I looked at. Seems like it'd be a good fit for a no-nonsense dwarf.

Luckbringer - This one looks really interesting, but how appropriate this is for Ianthe is really up to you since I don't know whether she's lucky, unlucky, or if it even matters to her.


Kassen Battle Maps
Me'mori wrote:

Ah! A question on power levels: Considering that in typical Pathfinder concept of the world, there are {Commoners < NPCs < PCs(Adventurers)} in order of power from least to greatest. Is gestalt considered sort of a step up above the common "Adventurer", or will every "Adventurer" also be gestalt? Considering the stat array plus gestalt, would the PCs be considered "Two steps beyond your standard Adventurer"?

In regards to Path of War: Would their techniques be something on that blurry edge of magic, in the sense that proving themselves capable requires a Price Be Paid?

Because I didn't answer this earlier, let me do it here.

This game is a little nuts as far as power levels go. You guys would be on par with mythic heroes like Hercules, near demi-god levels of strength and power. Most adventures start off much closer to mortal. Think more along the lines of Alexander the Great or Odysseus from Homer's Odyssey. Still powerful, but not quite so much.

Or to be less obtuse about it, yes, you are two or three steps beyond most adventurers. That isn't to say that you won't run into people as or more powerful than yourselves, it's just that you are pretty strong compared to most people.

I have paths of war, but I'm not well versed in it. If you find something that you like, let me know and I'll bone up on the rules for it. And if you want, you can have techniques work like that. You trade something for great skill, and you can bet I'll have that crop up at some point.

Okay, so if I have this right, Marla, Eleanor, and Drausk are ready. Egryzon and Ianthe need a little more time. Is that right?


Daily Ability Tracker:
Rage: 19/19 Lvl.2 Spells: 2/2 Lvl.1 Spells: 4/4 Summon Monster 2: 5/5
Fused Infos:
AC17, T11, FF16 (-2 all while raging) |CMB +7 CMD18 | Snake Style AC: 1d20 +22 | HP + 47/47 |Fort +7,Ref +4,Will+7(+2Will rage; evasion, +2 vs enchant, R5 Acid&Cold)
Infos:
AC 14, T10, FF14 (-2 all while raging) | CMB +6 CMD 16 | Snake Style AC: 1d20 +14 | HP 64/64 | Fort +10, Ref +0, Will +5 (+2 Will, while raging; +2 all v. Enchantments)

Si Senor


Werehare Inquisitive 3/ Seeker 3/ Bard 3

That makes a good bit more sense then. I know it's just in the context of this game, but not knowing how the PCs ranked was what made it difficult to write. I'll be out of town this weekend though, so don't hold out for me, if you were going to start soon.

Once I can think of what her second class should be— Saboteur is tempting– I'll rework her backstory, as it seems that is what's causing me to balk at the creation.


Harbinger 4/Armorist 4 | HP 42/42 | AC 16, Touch 12, FF 14 | CMB +8 | CMD 20 | Fort +6, Ref +3, Will +4 | Init +2 | Perception +0 | Spell Points 7/7

I am familiar with Path of War and will try to keep things simple but the Harbinger is decidedly complex. Fun, but complex. The power level just makes things better really. She'll stay delusional longer as long no one can knock some sense into her. Might makes right.

@Me'mori: Investigator should pair well. It's really low power so no chance of murdering everything on accident. Her backstory says she well versed in everything and investigator adds a lot of knowledge and skill. Inspiration is really handy too. Bard (archaeologist) might work too. Not so much a sing song bard as just really well read and lucky.


Kassen Battle Maps

If I remember right, Investigators get infusions like alchemists, right? That wouldn't be too out of place in the setting. I had also not thought of the Archaeologist archetype. That one can be fun from what I've seen. Since their magic is more innate than learned, that would also work.


Kassen Battle Maps

Marla: Looks okay to me, You have a minor error though in your spoiler titles. You labeled the Armorist's abilities as the Harbinger's.

Pennate: Are you still going with Egryzon? If so, let me know when he's ready.

Eleanor: Can you break down your ability scores for me? I'm wondering how you got a 22 constitution as a drow.

Drausk: Can you break down your ability scores as well? Also, can you format your sheet so sections are easier to spot? Just bolding some things should help tremendously.

Me'mori: Looking forward to what you come up with.

Thanks for bearing with me while I get this rolling. As soon as all of you are done, we can get started and iron out the bugs as we go.


Daily Ability Tracker:
Rage: 19/19 Lvl.2 Spells: 2/2 Lvl.1 Spells: 4/4 Summon Monster 2: 5/5
Fused Infos:
AC17, T11, FF16 (-2 all while raging) |CMB +7 CMD18 | Snake Style AC: 1d20 +22 | HP + 47/47 |Fort +7,Ref +4,Will+7(+2Will rage; evasion, +2 vs enchant, R5 Acid&Cold)
Infos:
AC 14, T10, FF14 (-2 all while raging) | CMB +6 CMD 16 | Snake Style AC: 1d20 +14 | HP 64/64 | Fort +10, Ref +0, Will +5 (+2 Will, while raging; +2 all v. Enchantments)

Sure. FYI she's a Half-Elf. Not a drow. One parent was a drow, the other an elf. Her looking like a drow is purely aesthetic.
22 [point buy 21(19) +4th Lvl boost(20) +Racial(22)]


Kassen Battle Maps

Ah. Okay. There's alternate racial traits for halfdrow as well if you're interested.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

The current sticking idea is Mystic{PoW}/Spiritualist(Haunted).

The core is the Spiritualist, the result of a Price Paid, while the Mystic is her manner of trying to deal, or making the best of a bad hand dealt, by using the haunt as a key to unlock and employ the Shattered Mirror and Riven Hourglass disciplines.

I'll figure more out as I go.


@GM: Yes, Egryzon will make a reappearance. However, my time to edit the character has been severely limited by my efforts to adjust to a new work schedule. I can send you the finalized version within twenty-four hours.

1 to 50 of 121 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Tipsy Falcon: DM Salsa's Guardian's Three Discussion All Messageboards

Want to post a reply? Sign in.