First Steps
Game Master
CRobledo
In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge.
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
GM Nel wrote: My new source of amusement now that Vermin gets his name right is Dunn's kindle. :P Loving the new avatar Dunn... nice.
Guys - am on client site so my tempo is gonna decrease.
Male Human Gunslinger/1
Thanks Luccinus lol I have to mod the description to incorporate the goatee but hey... So I am changing my chelaxian fighters name to something more...well, Chelaxian. His name is Bandon and I don't like it. So I have decided to go with Petronicus. So my question is this. You have "de" separating your names. Is that a common thing with Chelaxians? I don't know how they normally write them. I saw one other the had "Of" separating them.
Just nitpicking, but I believe the correct term is "Chelish" not "Chellaxian"
Male Human Gunslinger/1
It's in a bunch of the wiki stuff. I also think it's used in the inner sea book. Idk lol
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
I hear it and see it spelled all sorts of ways. Might depend on if you are referring to the house, or the nation, or an individual.
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
I see it used both ways... and the 'de' in the name? I was once told that Cheliax was more like Renaissance Italy once (than Germany for instance)... I liked the concept and got a name off Wiki and it came with the 'de', which makes it sound classy.
Male Human Paladin/ 1
Yeah I mix German and French for my Chelaxian/Chelish people, thats just persoanl preference though since I treat Taldor more like Italy and Varisia like Greece, don't know why but it made naming conventions easier in the past. Also a lot of my dwarves are German too :)
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Sacrilege! All dwarves are Scotts. Doncha know nothin? :P
Male Human Paladin/ 1
Just got back from the dentist, hurts a bit at the moment, will probably hurt a lot more after the anesthesia wears off. If I don't post much today assume I follow the team about and shoot arrows at things until they go away :)
Sohali Haddad wrote: Just got back from the dentist, hurts a bit at the moment, will probably hurt a lot more after the anesthesia wears off. If I don't post much today assume I follow the team about and shoot arrows at things until they go away :) O.o Are you playing as an aasimar cleric in my kingmaker campaign? Also, feel better soon
and fyi I am getting on a plane to the west coast in about 3 hours, so I'll be off until tonight.
Male Human Paladin/ 1
I am indeed, I had been wanting to play a game with a Pharasmin divine character or somekind and then after a few weeks I'm accepted into two game pretty much same day and now have a Pharasmin Cleric and Paladin :P
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Vermin* wrote: Safe Travels. Business?
Nope friends wedding. Although ill prolly be doing work at some point :(
I'm surprised I see a different solution for this room every time I take a different group thorough.
Also amused your Magus didn't have Mage Hand :P
Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2
I've never actually played as a Magus. Or a magic user. So, this could be the first of many "I can't believe our Magus..." moments.
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
Best sort of mage then... you'll be funner.
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Hmm. quickly look over Xavier's character sheet... sigh of relief
What? Oh, noting to see here. Move along. :)
Its all fun and games until someone TPKs a party. lol
Male Human Gunslinger/1
Sorry for poor posting today. My boss was all over the place today and I was loaded up with stuff to do.
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
np. but please try the gold key. It was hidden and hard to get to. I strongly suspect it is the right key, especially since it is the only key we have not tried. Time is going by very very fast.
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
reduced posting tempo here but we've two keys... I'd say one opens the box and the other lets us out.
you are welcome to roleplay having dunn lend you the keys and try em out.
Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2
Sorry - I kind of bypassed the roleplaying. I'm not ready to be crushed by a stone or have the room fill with vipers when we run out of time!
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
I seem to be able to post more often that some, and am trying not to do more than my share of actions. Likely I am not very good at it, but I am trying. :)
Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2
As long as you don't try any diplomacy checks, we'll be fine. :)
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Vermin did pretty well with the Imp, for a while... And Luccinus was quite quick with an assist. That's smart playing.
I am submitting an Oracle for my next PBP game. He will be +8 Diplomacy at level 1 BEFORE his Enhanced Diplomacy spell.
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
NICE... you can get some nice diplo at level 1 with some builds.
Cha 16 +3
Saranrae diplomat thingy trait +2 or Dragon empire has another giving a +2
Trained skill +3
Skill 1 +1
=9
Thats before Skill focus etc.
Male Human Paladin/ 1
Am I the teams face with a +6 on Diplomacy? Seems a little sad if I am :)
Sohali Haddad wrote: Am I the teams face with a +6 on Diplomacy? Seems a little sad if I am :) You are indeed. You can be a meaner party and Lucc can Intimidate everyone
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
Truth be told I have a +4 diplomacy... so I can reliably aid another and get you a +2.
But +6 isn't bad... I was once in a store PFS game and found I was the only one in the party WITHOUT a negative Cha modifier and at +6 dip I was THE face.
Male Human Paladin/ 1
Wow, not having much hope for the Kingmaker game, it's being updated so slowly :P
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
I'm in a number of games at the moment and they tend to die if 1/4 of the players or the GM peters out... I've got to where I am starting to develop theories about successful pbp.
I think the best number for pbp is 6 players. It can last 1-2 players dropping out.
Sohali Haddad wrote: Wow, not having much hope for the Kingmaker game, it's being updated so slowly :P And I think its the DM, not the players :(
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
You seem to be holding well here Nel... and helping us maintain a faster tempo than originally planned.
Male Human Paladin/ 1
Oh, I have no complaints here, this game is moving along quite well and none of us seem to have real troubles keeping up on the posts, I was just looking forward to kingmaker, I read it ages ago but haven't played through it before since I live so remote.
Oh yeah, no problems here. Weekdays I'm at the office and I have my own office, so I can goof on forums all day if I needed to (while getting work done of course). Weekends I will probably post more sporadically, but mostly due to not remembering to log on and doing it :)
Also, I don't know if anyone has run through First Steps before, but I have had fun tweaking the adventure and adding more stuff for flavor. (like for example, the ominous sand clock on top of the door is not written in.)
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
Its missions like this that 'test' alignments - its not hard core crime but its definitely shady. Its not even 'illegal' but its well and truly in the gray zone. I hear some of the other PFS games and faction missions are tough on alignments.
The Paladin and I are lucky its just one part of the mission and not the mission itself. With me I can surf in the gray a little more than a paladin.
Male Human Paladin/ 1
Yeah I'm basically going with "You're not actively hurting anyone and it was a mission given to us by a "Good" organization so I'll look the other way for the greater good" at the moment since Sohali is fairly relaxed on Lawful Stupid.

Male Human Paladin/ 1
For a bit of a side divergence though, what do you guys think of Lawful Good Paladins, and by that I'm addressing the dichotomy of being both Lawful and Good with the addition of the Paladin Code. Basically my problem stems from being both Lawful and having a Code that you must follow where the Paladin apparently has to become Chaotic to follow his code so as to not become anything other than Lawful Good. What do I mean by the idiotic wording of the previous sentence, okay suppose I’m a Paladin of Iomedae and I see some guys being captured as slaves, according to the Code I have to help them or risk losing my Paladin powers, yet I must also remain Lawful and Good to also retain my powers. What happens to me if I see the slaves being mistreated in say Cheliax (since slavery is legal there), according to Faiths of Purity I have to either save the slaves no matter the situation or save three groups of saves within a short period (GM Defined) to atone for not getting my party murdered.
How do Paladins stay sane when they travel through an Evil country since they have to be both Lawful and Heroic at the same time?
Sooooo many debates on paladinhood. Best not to get into them here, but my thing for Paladins is the Good before the Lawful and the Law doesn't mean 'unjust' laws... just being more a condition of their home nation AND more importantly their religion.
Male Human Paladin/ 1
Heh, apologies, I know it's way too much of a debatable issue but I'm basically going to play it that way, Good outweighs Law and if anyone has a problem with it just let me know and I'll see what I can do to fix any problems with the playstyle (Basically if you think I'm too lax on the Code give me a word here or PM and let me know).
With a Paladin who is sort of representing Pharasma my personal take is you'd be all about the 'Natural Law' of life over undeath and the cycle (read order/law) of Birth, life and natural death.
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Obeying the law, even when it is an unjust law, is part of being a Paladin, in my humble opinion, and is what sets LG apart for CG alignments. You may hate slavery, but you bite your tongue and tolerate it when in lands where it is legal. The CG Holy Liberator type classes work with the underground breaking the law and freeing slaves while the LG Paladins work to change the law.
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
If we were to add a 6th player, it should be someone with Disable Devise skills...
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
:)
I am hoping that we MAY be able to add a 6th for chapter 2 as we don't seem to be doing badly or making it too difficult for the GM.
You've done decently fine with no Disable Device so far!
And yeah, I guess I wouldn't mind picking up a 6th later although part 2 IS very different from part 1 mechanically (you'll see :))
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Dunn,
Just how loud is that pistol of yours? Would it bring the guard? We do not want that kind of attention...
Vermin would not know about fire arms, and OOC I do not know if its particularly loud either but I figure you have shot your pistol plenty of times and know how loud it is.
I left off the description that the warehouse is about 100 feet off the main dock. Between the walls and the distance, I'd think you would be ok.
you guys are so paranoid :P
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Hey, guns are new, and rare. I am not sure how loud there are. I could imagine a single shot echoing throughout the city. Its ring heard on most every street corner, bring guards, and curious citizens for blocks to investigate that novel sound. lol.
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