Fang and Shackle (Inactive)

Game Master Kagehiro

As the aggression between Molthune and Nirmathas boils over, something far darker stirs in the depths of the Fangwood.

Current Map: Cathedral Dining Hall


201 to 250 of 530 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Guess I'm stocking up Alchemical Grease then. :3

Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

*Cough*

Background and Familiar's stats coming soon.


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

How did you get a bonus feat (crafting)?


Replaces Scribe Scroll for Wizards with the alternate magic item crafting rules I'm running. Mostly due to me being too lazy to come up with an alternative for now.

Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

Normally its Scribe Scroll, but Brimley told me of his modification to the crafting feats - and that was the outcome.

I hadn't known of it until I showed him the preliminary version of Rutilus - he had said that he had merged the craft feats into two primary ones: Craft Magical Implements (Potions, Rods, Scrolls, Staves, and Wands) and Craft Magical Items (Armor, Rings, Weapons, and Wondrous) - though Inscribe Magical Tattoo is still separate. However, you can only begin crafting the magic items when your CL would normally allow you - so I still can't brew potions until 3rd level or Wands until 5th, even though I have that feat.

Considering that this is better than the standard rules, I accepted Brimley's houserules without complaint :D

Though I've heard from Vincent that there are some other rules associated with 'em that Brimley hasn't told me yet - something about not knowing how to make all the magic items in the books from the get-go, requiring you to experiment on learning how to make more. I'm not sure of the exact details just yet.


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

I didn't realize you were referencing the Implements feat. It still crafts as the basic feats, all rolled into one, I THINK!


The alternate crafting rules are on the first post in the Discussion Thread.

Potions, Scrolls, and Wands are unchanged given the nature of these items (bottled spells, essentially). You can craft any metamagic rods you have the matching metamagic feat for.

Staves and other rods would require experimenting, or seeking out casters/merchants with access to those formulae. Once you successfully create something, you can reliably replicate the basic form of that item. Or, you can experiment with future attempts to try and get something unique out of it. Unique typically being some sort of small benefit or boon that will vary wildly from item to item.

Let's say you get your hands on the heart of a white dragon hatchling and want to try and create a staff of frost with it. We'd approximate the rarity of the component and then you'd make the relevant roll during the crafting process (typically Spellcraft, though not limited to under the alternate system). You could roll less-than-optimally and maybe end up with a staff of frost that exudes an odor like rotten turnips (not common, but not impossible!) or maybe luck into a decent result and end up with staff of frost that holds 12 charges instead of the usual 10.

That's why I put the matter to a vote when we started out; it's so far and away from RAW and subject to DM whim that a lot of people might not be onboard. Though, personally, I'm glad you all elected to try it out. You are my maiden voyage guinea pigs!

Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

Oh. I must've missed them, since Viktor had no interest in it. I will check it out now!


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

I like that tiefling avatar.


Oh, and for Arzazel: I'm not sure if this would interest you at all, but if you have any desire to rebuild Arzazel as a Brawler I would be totally okay with that. Not certain if it fits what you had in mind any better than your current progression, but the option is certainly open to you.

Actually, that option extends to any of you as far as Advanced Classes go. I only ask that if you choose to go this route that you keep the original spirit of the character in tact. No changing from Bard to Arcanist, Sorcerer to Skald, etc. Basically, if you look at the new class list and say "Man, I wish that had been available when this started; that totally fits the character better!" then feel free to pipe up.


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

What new character list?

Btw Happy Holidays everyone.


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

Thanks. I'll rebuild him as a Brawler and see if I like him better.

cheers


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5
Nathmir Tsaneth wrote:

What new character list?

Btw Happy Holidays everyone.

He's talking about the new Advanced Class Guide playtest classes. They are all free to download on the Paizo site. Just search for advanced classs guide playtest.


Reviewed the Brawler again. What I still don't like is the lack of Combat Expertise. Its first ability is called Maneuver Training, but he can't use most improved maneuvers without Combat Expertise. And he needs a 13 Int to take Combat Expertise. So if you imagine a brawler using dirty tricks, disarms, trips, which I do, he must be smart (13 Int) too. It's just weird.

Other weirdness: brawlers are proficient to use shields as weapons but not for defense. Huh?

I like the full BAB and d10, but I don't see the growth potential, like I do with the current build of Arzazel. I'll keep looking.

cheers


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

Before I post, I think Vincent and I are a little turned around by the description and want to validate.

The Braganza military have the gunworks under siege. Presumably, an enemy has taken control of the gunworks. We've arrived behind the military's line of defense, where military reinforcements would probably appear, right? In this situation, the likelihood of a bunch of men dressed in military uniforms being mistaken for enemy is low, right? Wouldn't the military (Profession (soldier)) have code words to avoid friendly fire?

So if this was a movie, we would run up to the guy in charge and get the mission impossible to go inside and flush them out, right?

cheers


You are right on most counts, but the "enemy" in this case is also military personnel. There are soldiers of Molthune and Braganzan city guards laying siege to Rud's Wastewares, and there are also soldiers of Molthune and Braganzan city guards defending Rud's Wastewares from behind their makeshift barricades. Other than that distinction, you're spot on.


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

That was my understanding as well, but I was taking into account the other confused soldiers we had encountered, and do not want to be mistaken for one. As such, I assumed any "codes" would be pointless.


I may borrow a page out of Rob's book and don my Santa-Brimley guise with some Holiday rewards for yer characters. Will try and come up with something this evening whilst at work. Expect it to deal with random rolls.


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

I'm doomed.


Male Human Oracle 1 | 19/19 hp | AC 20 (ff 18, t 12) | F +1, R +3, W +4 | 2 Hero Pts | Per +1 | Init +2

As am I. :P


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

Random rolls are unkind to those of the Order. Lol


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

So long as a Gift Card to Cthuhlu's Playhouse isn't an option, we should be good...


You should buy up some Narwhal Insurance. Stops Cthulhu eatin' ye every time.


Wanted to do something a little more involved/interesting, but I don't think my brain's got it in him tonight. So, I'll give everyone three options instead. Pick whichever one floats your boat and I'll spit out some arbitrary rolls on a chart of my own design that may or may not exist.

Your encounter with the strange smoke-spawned creatures has produced strange and profound effects, resulting in. . .

  • Abyssal Mutation: A minor mutation in your physiology (non-cosmetic) has resulted in an unexpected boon. Randomized Ability Score increase (the lower the score, the more points). If you're not happy with the result, you can trade it in for a bonus feat instead.
  • Maelstrom Scarred: Your subjection to the strange currents of foul energies has unlocked an understanding of powers once beyond your ken. Develop a unique ability or power (usually a SLA of some sort).
  • Embertouched: A random item in your possession has been bathed and suffused in the swirling clouds of smoke and ember that constituted your slain foes, and has retained a measure of their power as its own.


  • Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

    Hmmm, I'll take Abyssal Mutation for 200 Alex.


    Vincent's Sex Change Operation Abyssal Mutation:
    1d6 ⇒ 2
    >+2 Dexterity (Or, as mentioned above, a Bonus Feat)

    Dark Archive

    Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

    I shall also take Abyssal Mutation. Makes too much sense for a Tiefling.


    HP: 31/31
    Stats:
    AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

    Abyssal mutation


    Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

    Abyssal mutation cause Nethys likes his priest to be beastly. Kinda needed if your going to start a new religion in a region. ;-)


    Male Human Oracle 1 | 19/19 hp | AC 20 (ff 18, t 12) | F +1, R +3, W +4 | 2 Hero Pts | Per +1 | Init +2

    I'll go with Maelstrom Scarred.


    Half-orc Brute | HP 31/31 | 2+1 Hero Points
    Stats:
    AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

    Abyssal mutation, please.


    Rutilus Leroung wrote:
    I shall also take Abyssal Mutation. Makes too much sense for a Tiefling.

    1d6 ⇒ 2

    >+1 Dexterity (Or a Bonus Feat)


    Adurus:
    1d100 ⇒ 1

    You gain the ability to channel positive energy (1d6) three times per day. For every three levels obtained beyond first, this increases by another 1d6. You are allowed to take feats that deal with channel energy if you so choose.


    Sampson Klein wrote:
    Abyssal mutation

    1d6 ⇒ 3

    >+2 Constitution (Or a Bonus Feat)


    Nathmir Tsaneth wrote:
    Abyssal mutation cause Nethys likes his priest to be beastly. Kinda needed if your going to start a new religion in a region. ;-)

    1d6 ⇒ 2

    >+2 Dexterity (Or a Bonus Feat)


    Arzazel wrote:
    Abyssal mutation, please.

    1d6 ⇒ 4

    +3 Intelligence (Or a Bonus Feat)


    So far, we got...

    Adurus:    Channel Positive Energy
    Arzazel:   +3 Intelligence
    Eldred:    --
    Nathmir:   +2 Dexterity
    Rutilus:   +1 Dexterity
    Sampson:   +2 Constitution
    Vincent:   +2 Dexterity
    Zeltresh:  --

    Apparently the dice gods favor Dex.


    HP: 31/31
    Stats:
    AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

    Nice, I'll keep the con. Thanks. So how/when does this transformation occur? Or do we just not notice?


    The effects will be generally subtle. You may just feel more hearty or hale, have an easier time with feats of agility than you had previously, etc. Although, feel free to take any creative license you wish with it, I certainly won't object.


    Male Human Oracle 1 | 19/19 hp | AC 20 (ff 18, t 12) | F +1, R +3, W +4 | 2 Hero Pts | Per +1 | Init +2

    I see, I subtly begin to explode with healing at will. :P


    KABOOM! You all feel better?


    Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

    Like the arrows of cure light wounds I keep trying to craft.

    Dark Archive

    Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

    I'm taking the bonus feat. Augment Summoning!


    Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

    I didn't know we would get abilities like that. Aw well extra dex is good. I don't think Nathmir will be feat starved. Just have to wait a bit.


    Male Gnome Sorcerer 3

    sorry, holiday schedule crazier than expected. Should be back to normal posting next week.

    I'm tempted to take maelstrom just to be different, but a bonus rest could get me crafting faster ........nah, stick with the gut and go for and sla .......


    Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

    Considering my PC has lower ability stats than most, I'll go with the Abyssal Mutation...


    I'll get to you fellers after work tonight. Then work on an update, hopefully! As well as a place to slide in our new tiefling friend.


    For Eldred, since his is easy.
    1d6 ⇒ 4
    >+3 Intelligence
    >>On second thought, your stat array is absolutely wretched, so I'll be a little more generous—take +2 Dexterity and +1 Intelligence.


    Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

    Woohoo! Thanks Sir Brimleydower!


    And as for Zeltresh, I'll dispense with the rolling because something else clicked well:

    Abyssal Fire: Zeltresh's spells, spell-like abilities, and supernatural abilities that deal fire damage become tinged with Abyssal flames. Half the fire damage caused by these effects comes from a profane source and is not subject to being reduced by resistance or immunity to fire-based attacks.

    Adurus, you can swap out your channeling for the same ability as above if you'd like—up to you. I know being a healbot isn't up everyone's alley.

    501 to 530 of 530 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post Discussion / Fang and Shackle Discussion All Messageboards

    Want to post a reply? Sign in.