Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

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HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Actually, that reminds me.

In a 3.5 D&D Campaign, back in ye olde days...I was GM, and one guy decided to scout ahead and take a look, trusting a bit too much in his invisibility.
He was cornered and promptly imprisoned for interrogation, while a doppelganger working with the enemy (hinted at but believed to be elsewhere) took over for him, returning from the scouting mission and opting to lead the group into a trap, then reveal his true colors at the worst possible moment.
I took the player outside, explained what was happening, and had HIM play the doppelganger. With a small dose of metagaming on their part (the group was prone to that), they walked right into the ambush and got backstabbed by their caster(well, the doppelganger) to boot.
Player did his job splendidly, receiving IC death threats from the others as he seemed to betray them.
(They survived, although they had to call in a favor from a powerful outsider.)

What I'm trying to say: It can work remarkably well to outsource the string puppet to the one blocked from playing his regular role for whatever reason.
But as said, I'd think they should be more focused on their own agenda, not just purely benevolent towards Brolin.
Like, I'm glad Legacy helped convince the Orcs, but did HE have reasons for that? Maybe he would have helped, on the promise that at a later time of his choosing, Brolin would give up control to him once more, sealing the contract with us and leaving it to us to explain to Brolin that we conditionally bartered away his freedom. (e.g. when we come to some temple, or in a certain port town, etc...)
That would also allow them more "Screentime" and direct interaction if such is wanted.


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1
Mel wrote:
And with that, she gives his shoulder a squeeze and walks softly away, leaving him standing in the dark of night and looking for the dawn -- as he has ever been.

Very nice Mel. Quite elegantly phrased. One of the things I've been hoping to role play with Fyrtor is how often the people who are most forgiving of other struggle with forgiving themselves. Thank you for helping my to have the chance to get Fyrtor's atroy out there ins a nice natural way. :)


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

So, some tactical questions that I think we as a group need to access.

1. How are we going to let crew of the Sondar know that we've left?

2. How a we handling organizing the orcs into a crew for our new ship?

3. How are we planning on going to Port?

I'm priming out Fyrtor's spells for the coming day and these are some questions that I've thought of in the process.

Also, it's been kinda quiet. I know Mel an dFyrtor were having big a conversation, but I don't want to hog the spotlight. Is there anyone else who wants to do some talking? If not maybe we can move forward. It's not fair for me to monopolize the story.

Edit: Also, question for Turion. Can I assume you cast keep watch on Fyrtor? We talked about it a bit but I'm not sure we officially decided.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

My thoughts:

1.: Sondar will still be undergoing repairs when we arrive.

2.: Brolin takes them on as temporary followers. You can do most of the work with surprisingly little training(hence why press gangs worked)

3.: Actually, I was going to suggest to let the ship drop us off a day outside the city, then gift the ship to the Orcs and tell them to try and go along the coast, and beach the ship when they arrive near home.

@Keep Watch: You may assume so. You and Mel can take turns taking the Wheel, so it still makes sense to swap shifts. (with the one not steering according to the information from the two Dwarfs up ahead being on "lookout" duty.)

Technically, we are probably pushing for more than the spell would allow, but most of that is flavor so I hope we get a handwave for it.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Túrion Alagostor wrote:

What I'm trying to say: It can work remarkably well to outsource the string puppet to the one blocked from playing his regular role for whatever reason.

But as said, I'd think they should be more focused on their own agenda, not just purely benevolent towards Brolin.
Like, I'm glad Legacy helped convince the Orcs, but did HE have reasons for that? Maybe he would have helped, on the promise that at a later time of his choosing, Brolin would give up control to him once more, sealing the contract with us and leaving it to us to explain to Brolin that we conditionally bartered away his freedom. (e.g. when we come to some temple, or in a certain port town, etc...)
That would also allow them more "Screentime" and direct interaction if such is wanted.

Awesome story. :)

Regarding spiritual benevolence, you’ve got to remember that these disembodied souls need Captain Muse more than he needs them - if so inclined he could drop them over the side of his boat and let them live heir centuries in silence, and that wouldn’t even be a crime. Barring extraordinary circumstances (that they’d do their best to create, if it can be done subtly enough!) they have no leverage at all. It’s in their best interest to play nice.


Dwarf 8HD Sentinel (2) Wounds (0) HP (84) AC (31/13/28) Saves (13/9/6, +2 Hardy) Initiative (+4) MF (4/4) CMD (26+4 trip and bull rush +1 disarm and sunder)

That’s what everyone says. Before you get possessed and turn into a daemonhost, spewing warp energy everywhere.

Btw...Brolin. Have you considered possessed hand and its feat chain?


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

@Playing nice: I did not mean to suggest they would actively work against you, or try to harm you in some way.
But e.g. Legacy does not exactly strike me as the subservient guy that will do whatever is necessary to cling to Muse even if it goes against his principles. Know what I mean?
Same may be true for some of the others, in different ways.
They do have a benefit from having you around, true, but they are not slaves, either. For them to expect compensation for giving their powers freely would not invalidate that.

I am approaching it from a different angle: If there is a intelligent Item with a high Ego Score - it becomes dominant. Is it in the items best interest to co-operate with the wielder? Likely, there's a better chance to fulfill it's agenda than when it gets thrown overboard and sinks to the bottom of the ocean. Does that mean the Item is subservient? No. It won the Ego Battle, it will enforce it's will. Not because it is unaware of the potential consequences, but because being unable to fulfill their purpose - or acting against it's very nature - is a fate worse than waiting for a different master.

I know it does not match up 100% - as said, I do think the spirits should not be openly rebellious or hostile, you have a "friendly" relation with them. But I think they should not be mere puppets that effectively do everything to make Brolin stick with them simply because they lack leverage.


Ongoing effects: none. HP: 63/63 | 1 Heropoint(Brolin/Mel) | AC: 23 / T: 12 / FF: 21 | Fort: +10, Ref: +7(Evasion), Will: +4(Devotion) | CMB: +13, CMD: 25 | Init: +2, Perception: +8 |

To clarify(too late to edit): I am not looking to make things worse for Brolin, far from it.
But you made these interesting spirits, and I think it would do them injustice to suppress their personality and just have them be sidekicks that continue Brolins bidding in his absence.
I like the idea that you get to control them, and I like the idea that they get some exposure/screentime now and then.
As you said, they also have reasons to not majorly piss you off and go do things that make you abandon them.
But giving them their own agenda and the liberty to act on it, even if that does not align completely with Brolins wishes, would have so much potential.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Ah, it seems that we're in perfect agreement. It's one of the big reasons why I think it'd be cool if when possessed the GM PMd me instructions and I got to follow them - seeing them enact their own agenda, especially an agenda thought up by a different mind than the one behind one Brolin Muse, would be (as the youth are wont to say) amazeballs.

Kazador wrote:
Btw...Brolin. Have you considered possessed hand and its feat chain?

As far as feats go, I plan on taking bodyguard and then that's it as far as planning goes - there's no long trees I particularly need, so the build is open from level nine onward. Possessed hand looks flavorful and fun, like a combination of weapon focus and quickdraw when you really need it, but hand's autonomy is a rough feat tax to swallow on someone who doesn't TWF, so that's probably as far as I'd go with the chain. Thanks for pointing it out!


Brookside Campaign Journal

By repetition you are somewhat convincing me to let Brolin control his out-of-control self with my directives. But no promises. Never promises. ;)


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Brookside GM wrote:
By repetition you are somewhat convincing me to let Brolin control his out-of-control self with my directives. But no promises. Never promises. ;)

Hey, that's more than I hoped for! Of course, there's nothing saying we can't combine the two ideas and get the best part of both - a sort of joint control where I play the spirits under your directives regularly, but you take over whenever your gamemastering knowledge and instincts compel you to.


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Ok guys, just a heads up in case it becomes relevant. These are the spells I prepared, as always the cure spells and summon spells are not in slots, just spontaneous.

Spells:
Druid spells prepared (CL 7; concentration +11)

4th (2/day)- Aggressive Thundercloud, Greater (DC 18); Air Walk (DC 18); Cure Serious Wounds (DC 18); Freedom of Movement (DC 18); Summon Nature's Ally IV (DC 18);

3rd (3/day)- Cure Moderate Wounds (DC 17); Lily Pad Stride (DC 17); Nauseating Trail (DC 17); Sleet Storm (DC 17); Summon Nature's Ally III (DC 17); Wind Wall (DC 17);

2nd (4/day)- Ashen Path (DC 16); Barkskin (DC 16); Burst of Radiance (DC 16); Summon Nature's Ally II (DC 16); Winter's Grasp (DC 16); Wood Shape (DC 16);

1st (5/day)- Commune With Birds (DC 15); Cure Light Wounds (DC 15); Faerie Fire (DC 15); Heightened Awareness (DC 15); Obscuring Mist (DC 15); Summon Nature's Ally I (DC 15); Suspend Drowning (DC 15); Touch of the Sea (DC 15);

0th (at will)- Detect Magic (DC 14); Guidance (DC 14); Know Direction (DC 14); Light (DC 14); Purify Food and Drink (DC 14);

Everyone of the party should still have a concoction of touch of the sea. I am noting that for not that is what is going into my wrist sheath. Probably good to keep those handy just in case.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Oh! It's worth noting that Muse cast false life this morning.

false life: 1d10 + 8 ⇒ (9) + 8 = 17


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

A thought I thought was worth sharing:

It was super interesting writing Fyrtor's attempts fo foster religious beliefs in Halak. It is especially intriguing given the backdrop of his own struggles with his faith/self worth and almost at the some time as learning Brolin's beliefs. I thought about what Brolin told Fyrtor and I don't think there's any way Fyrtor could accept what Brolin said as the truth. To him the soul has to be more than a power source. It has to embody who a person is. He can accept that Brolin believe differently, but he can't believe that the "spirit" in his sword really is his dad without his faith in the divine crumbling.

That doesn't mean that he can't accept that it is something of his father's conciousness, but it can't really be him. I am going to have to dig very deep after we have this chat to determine how I think he really should take it.


Female UC Rogue (Phantom Thief) 8, HP: 62/67, AC: 21:14:17, CMD: 22 Saves: 5:11:4 (+2 vs enchantment), Init +4 (+6 when bluff/SM involved); Status: -
Skills:
Acro +12, Bluff +4, Climb +6, Diplo +6, Disg +8, Escape A +10, Heal +18, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +15, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +24, Surv +5, Swim +6

At a convention today and tomorrow. May respond slowly.

Anyway I think Brolin and Fyrtor have center stage at the moment.


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

I'm ready to do the seance anytime, but I don't want anyone to think they need to wait on us. If there's any chats that people want to do I'm down for it of course.

Brolin feel free to assume some actions on Fyrtor's part to get things started.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Oh, it's all good. Spotlight changes all the time. No worries there.
Right now, Túrion is focused inward a bit. Some things to contemplate, respect for those Orcs, and - well...REDACTED :)

(That, and I had some good screen time previously so I'm taking things relaxed right now.)
I can only speak for myself, but don't feel you need to hurry - if I get bored just reading, I'll start chatting someone up myself :)


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Ok I'm going to try to spend some time today working through our loot in the background. I took the +3 ring of protection, and Brolin gets my +2 one. Also thank you to Turion for the metamagic Rod <tips hat>. Do we know where everything is? Looking at the loot sheet I think we're slightly out of sync.

Edit: Mistake there on my part Mel took Fyrtor's +2 ring not Brolin.


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1
Túrion Alagostor wrote:

Also, @Fyrtor: Could I permanently 'purchase'(/trade) one of your Level 3 Slots starting next level?

Greater Magic Fang lasts hours/level, and a +2 bonus would be very welcome for Nelly. Unless we run into an Amulet of Mighty Paws.

Somehow I missed this request, I found it while reviewing old discussion posts for loot stuff. I'll be happy to do this for you, but I'll do you even better. I'll make a couple of concoctions at level 7 potency for you so that you'll be good without holding the slot open each day.

I'll start the next day. You should ask me in character though. It's be a fun small side chat :)


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Ok, here's what I got. Thoughts?

+3 mithral buckler - Kazador
Amulate of nat armor +3 - Brolin?
Belt of physical might +2, dex/con - Mel
Handy haversack - ????
Headband of vast intelligence +6 (escape artist, perception, stealth) -Turion
Persistent metamagic rod -Turion
Lesser quicken metamagic rod -Turion
Ring of protection +3 -Fyrtor

Hand-me-downs:
Ring of protection +2 - Mel
Buckler +1 - ????

Older Stuff Looking for an Owner:
Composite (str+2) Merciful Longbow +1 - ????
Fate's Shears - ????
Belt of Con +2 - ????
Staff of Understanding - ????
3 potion's of CSW - ???? (Some of these might have been consumed without being assigned. Mel you had some comments on that sometime back, but I don't remember what was determined exactly)
Potion of Haste - ????
Cloak of resistance +1
2 Headbands of int +2 - Loot to sell?


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Hey, since we're doing several scenes concurrently despite temporal dissimilarity, I imagine Algric can ask his questions too! Kazador, feel free to assume any of Muse's actions needed to get that scene rolling. Algric gets eight questions, since that's Muse's caster level.

Fyrtor, thanks again so much for keeping track of loot. Bookeeping is my bane (which makes Muse's choice of class somewhat ironic . . . but I digress). Muse's character sheet and profile have already been updated to include the +3 amulet of natural armor, so if someone else wanted that they should have spoken up at the time (or they could speak up now. That's cool too.) If no one else wants that handy haversack, Muse would not be at all adverse to grabbing it - but that's a weak preference, since he'll be picking up some manner of extra-dimensional storage space or other once we're back in Helm anyway.


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Brolin, I assume you and Brookside will be working this portion together. Have fun you two :) feel free to review my narrative backstory and the conversation with Mel for inspiration. Also if you have any questions ooc feel free to ask.


Female UC Rogue (Phantom Thief) 8, HP: 62/67, AC: 21:14:17, CMD: 22 Saves: 5:11:4 (+2 vs enchantment), Init +4 (+6 when bluff/SM involved); Status: -
Skills:
Acro +12, Bluff +4, Climb +6, Diplo +6, Disg +8, Escape A +10, Heal +18, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +15, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +24, Surv +5, Swim +6

Can I assume that these two conversations (Algric and Fyrtor) are happening separately, i.e. not at the same time? Who's first?

Also, can we assume that these are taking place in private, or are they happening out in front of everyone?


Warrior (6) Wounds (47) HP (64) Saves (9/7/5, +2 Hardy) AC (22/14/18) Perception (+12) CMD23 (22)

(1) Yes different times
(2) In private, Algric would never allow this to be public. He’d rather eat his beard.


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Yeah, they are happening seperatly and both in private.

I'm not sure who would be first, but since GM started with Algric I say we assume he went first, unless there's a reason not to.


Brookside Campaign Journal

Yes in private and Algric first.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Just posting to maintain presence :)

@Fyrtor: I'll gladly take the Fate's Shears at Level 9 if nobody else has need of them. They are too useful not to be used, but as Túrion is making use of Rods and needs a hand for casting, it would be situational to have them ready when needed.


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Sounds good to me. I think they would be best either in your hands or Mel's. For now I'll assign them to you and we can change it if we decide to later.

Does Nelly have a belt and cloak already? Also there's extra headbands.

Still several other items needing homes as well.

For now I'm assigning the haversack to Brolin. If we decide someone else needs it we'll update later.


Female UC Rogue (Phantom Thief) 8, HP: 62/67, AC: 21:14:17, CMD: 22 Saves: 5:11:4 (+2 vs enchantment), Init +4 (+6 when bluff/SM involved); Status: -
Skills:
Acro +12, Bluff +4, Climb +6, Diplo +6, Disg +8, Escape A +10, Heal +18, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +15, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +24, Surv +5, Swim +6

I think the ball is in GM's court at the moment. Unless he's channeling info through Brolin via PM, which would be thematically appropriate but a bit slower.


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

I general yes, though we can still have side conversations. I'm still waiting on Kazador for a response a while back. It's easy to get lost when there's lots moving around like this though.


Dwarf 8HD Sentinel (2) Wounds (0) HP (84) AC (31/13/28) Saves (13/9/6, +2 Hardy) Initiative (+4) MF (4/4) CMD (26+4 trip and bull rush +1 disarm and sunder)

You are? Wasn’t tracking that


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Nope, GM’s the one answering these questions - mechanically all Muse did was use a supernatural ability that works like call spirit with a few differences.

Muse is down for side conversations if anyone has anything they’ve been wanting to discuss, or he’d also be happy to just shoot the breeze.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Well, there's still the matter of Gael.
But not about to bog things down with more spirit talk :)

For now, the path remains clear regardless.


Dwarf 8HD Sentinel (2) Wounds (0) HP (84) AC (31/13/28) Saves (13/9/6, +2 Hardy) Initiative (+4) MF (4/4) CMD (26+4 trip and bull rush +1 disarm and sunder)

As a note: Kazador’s Level in Shifter gives him Druidic as a bonus language. I ignored it before, but now Fyrtor will he teaching it to him. So that’s one more language to now add to the character sheet.


Female UC Rogue (Phantom Thief) 8, HP: 62/67, AC: 21:14:17, CMD: 22 Saves: 5:11:4 (+2 vs enchantment), Init +4 (+6 when bluff/SM involved); Status: -
Skills:
Acro +12, Bluff +4, Climb +6, Diplo +6, Disg +8, Escape A +10, Heal +18, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +15, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +24, Surv +5, Swim +6

Man, Kazador -- your build is weird. Just throwing that out there.

(Says the deeply religious PC who's great at healing people but is actually a rogue with no sneak attack.)


Dwarf 8HD Sentinel (2) Wounds (0) HP (84) AC (31/13/28) Saves (13/9/6, +2 Hardy) Initiative (+4) MF (4/4) CMD (26+4 trip and bull rush +1 disarm and sunder)

Hi kettle, my name is pot.

But yeah, it is a weird build. But I think it works (both of ours)


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

I tend to make pretty weird builds myself, mostly because I want to fit every idea I have into every character I make. I play so infrequently that the character concepts pile up faster than I could ever use them, so I think it's only reasonable to try combining wherever possible.

Speaking of weird builds, though - I might be playing in a face to face game soon! It's 3.5, which I haven't played in forever, and gestalt, which I've GMd but never actually played. I don't know when I'll next (or if I'll ever) get to play 3.5 again, so I'm trying to merge all the ideas I've ever had for the system into one Frankensteinien abomination, and it's fun.


Dwarf 8HD Sentinel (2) Wounds (0) HP (84) AC (31/13/28) Saves (13/9/6, +2 Hardy) Initiative (+4) MF (4/4) CMD (26+4 trip and bull rush +1 disarm and sunder)

Gestalt! A rare treat. Would love to see your build when it’s done.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Aye, I love playing Gestalt that is properly used. (That is, to expand versatility and options, not pile on raw power).
Unfortunately, all but 1 of my forum games using the mode have shut down :(
(That said, a whole ton of my games seem to have shut down in recent months...so if anybody does know of openings in interesting games?...)

Also @Gestalt: One thing I also found led to very interesting builds was allowing players to use Level 1 for Gestalt, or do Gestalt for the first 3 Levels for a more high-powered game.
Even a single level can change so much and give so many options that lead to interesting character developments.

@Weird builds: Aye, there's only so much one can do with a full arcane caster - many shenanigans are too costly, but I tried to still give it a spin fitting with the group of no 'standard' builds :)


Brookside Campaign Journal

Gestalt is fun but falls prey to the same problems as most games, people lose interest. Gestalt is especially prone to this in PBP because it's a more book-keeping and frequently the GM's entire story premise is "it will be gestalt!"

I'm happy to say that I've run a couple of gestalt games here on the boards. One was a one-shot that ran it's intended course pretty well and the other is a campaign that's still going. Mel is actually in a game with me where her character is going to become gestalt eventually, though it might be a few months from now.

I had a lot of fun playing tristalt (that's right, three classes) via pbp in Way of the Wicked with a two man party. We used spheres of power and might so mixing and matching the options from tristalt was way easier than normal. Tons of flexibility. Made me want to play spheres again some time soon.

If I see any good openings, Turion, I'll let you know!


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Thanks, Brookside.

Also, I really enjoyed Spheres of Power and Might. Had some very nice games going using stuff from either.

I only ever made Tristalt chars but never got around to actually play them. I think the last was a Bard(Archeologist)/Inquisitor(Preacher)(Spherecasting)/Paladin(Temple Champion)
The one before a Magus(Kensai)/Shaman(Speaker for the Past)/Unchained Monk|Antipaladin for a evil game.
I keep all the characters I had or made around in the unlikely event I ever get to play them someplace - like I'll randomly stumble upon some tristalt-game using spheres with a premise that lets the character work. -_-

@Losing interest: Not happening, especially with those. Proper Gestalting offers so many fun options. As long as nobody abuses things for a power spike - I never minded the bookkeeping.


Dwarf 8HD Sentinel (2) Wounds (0) HP (84) AC (31/13/28) Saves (13/9/6, +2 Hardy) Initiative (+4) MF (4/4) CMD (26+4 trip and bull rush +1 disarm and sunder)

For Gestalt it’s the same as any other character. Are you interested in the character or the crunch? If the latter you will lose interest.

——-

One thing I’d love to see, but never have, is “mini-gestalt.” Something like “everyone gets free VMC Cavalier” because the story line being that the party are all knights of a certain order, or something along those lines. And if a player chooses Cavalier as their class, then they get VMC Fighter for free. That way the gestalt is there, not for a power spike, but rather to tie the party in together.

Then again, I’m a sucker for themed parties. So maybe that’s just me. :)


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

I love that idea Kazador| I am addicted to vmc as I frequently plan/build solo characters.

I will throw something out there. I've been kicking around the idea of running a very small party (like 2 or maybe 3 players) though a one shot, that could maybe grow into a proper campaign. I've never GM'd a game on the boards, but if you, and a friends are up for it maybe that's an option?


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Actually...I did use that for my game. - it was one of the boon options(in additional rules halfway through the post).
Either a free VMC(with sped-up-progression per a later post), or 3 Levels of Gestalt, or a good number of Racial Feats.

@Fyrtor: I would definitely be up for it.

@Kaz again: I also always wanted to try the comedy themed party of "all kinds of half-something half-siblings" looking for their mutual Human Bard Parent :)


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Female UC Rogue (Phantom Thief) 8, HP: 62/67, AC: 21:14:17, CMD: 22 Saves: 5:11:4 (+2 vs enchantment), Init +4 (+6 when bluff/SM involved); Status: -
Skills:
Acro +12, Bluff +4, Climb +6, Diplo +6, Disg +8, Escape A +10, Heal +18, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +15, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +24, Surv +5, Swim +6

Ah yes, gestalt -- a wonderful way to make yourself MAD. MAD, I say!


Dwarf 8HD Sentinel (2) Wounds (0) HP (84) AC (31/13/28) Saves (13/9/6, +2 Hardy) Initiative (+4) MF (4/4) CMD (26+4 trip and bull rush +1 disarm and sunder)

Ha! Hilarious. That sounds like a fun campaign Turion.

——

Fyrtor, count me in if you do it :)


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

My Sorcerer/Oracle/Paladin disagrees and totally does not feel MAD. :P
Neither my Monk(Zen Archer)/Cleric/Empyreal Sorcerer :P

(That said, potentially true that, but it does offer many options with some synergy...)


Dwarf 8HD Sentinel (2) Wounds (0) HP (84) AC (31/13/28) Saves (13/9/6, +2 Hardy) Initiative (+4) MF (4/4) CMD (26+4 trip and bull rush +1 disarm and sunder)

MAD?

Human Lore Oracle Virtuous Bravo Paladin of Desna
* +2 Cha and Dimdweller for Darkvision
* Human Feat: Noble Scion of War (Cha to Initiative instead of Dex)
* Lvl 1 Feat: Divine Fighting Style Desna (Cha Hit And damage with Starknife)
* Lvl 1 Oracle Mystery: Sidestep Secret (Cha replaces Dex for Reflex, CMD, AC)
* And of course full caster using Cha, with Cha also for smiting

At lvl2 get charisma to all Saves
At lvl4 get +lvl to damage with a one handed finessable Weapon (Starknife)

20 point buy

Str (12) Dex (7) Con (14) Int (10) Wis (10) Cha (20)

And for curse? Either legalistic so you are a paladin who can’t lie, or lame. As the movement penalty goes with the Dex dump stat.


Wildstrider 1 / Nature Fang 7 / VMC Cleric|HP 61/61|AC 25/FF18/T20|Saves 9:12:12|CMD 24|Init 5|Percept 15 (Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+11|Climb+1|Diplo+15|Disg-2|EscapeA+5|Fly+9|HandAnml+9| Heal+8|Intim+11|Kn(geo)+7|Kn(loc)+8|Kn(nat)+8|Ling+5|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Ok well I'll try to lay the groundwork. I have to learn all the GM stuff for the boards. If any of the rest of you are interested let me know. I'll post a link once I have a requirement thread up.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

But see, Kaz, thats what I meant before when I mentioned not piling on power.
I admittedly did do quite the same Cha-stacking for a Single-Class Oracle, but in a 15 point buy Wrath of the Righteous with Mythic dropped(also went for Startoss Line)
But doing that in Gestalt to the point you are SAD across the board AND optimized for both, thats exactly against the spirit of the concept in my book.
The second class should add versatility and options, not flat out increase your power.
Gestalt does not demand as much optimization as inherent weaknesses of the classes can easily be overcome, while subtly(or less so) reinforcing strong points.
Synergy, sure. Paladin and Oracle (as some other combos) are complementing each other nicely. But there is no need to go for broke.
(Also, if you can delay the Divine Fighting Technique to Level 3 to free up the regular Level 1 Feat, you get to use Fey Foundling, too, for more lay on hands fun - or potentially instead of Noble Scion - Init is great, but depending on build, Character may not depend on it.).

(As in, mind you, I know you just theorycrafted and I enjoy that too, but it's a prime example of a Gestalt Build I would not want on my table.)

@Fyrtor, looking forward to it.

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