Freaks Like Us - Carrion Crown

Game Master monjebleu


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Chocromancer 1

Testing, testing.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

pass

lol, just realized that test was like a week ago. Still... you passed.


I know I didn't make it, but I gotta follow this. Good luck and have fun guys :)


Badger Barbarian/1 HP 14/14; AC 15 (touch 14, FF 12); Fort +4 Ref +3 Will +1; RAGE!!! 6/6

Yay! Uh... Yay!

Thanks, I can go take a nap now. :D


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

awesome alias pic, Ke'z


HP 12/12, AC 13, Fort +3, Ref +0, Will +3, Bond 1/1

Reporting in.

GM, can we get the gameplay thread open to dot? That will attach the game to our campaigns tab so we get updates.

*puts on Professor's hat*

I recently discovered that you can post to a thread, then delete the post, and the site still tracks it, so you can dot a gameply thread without leaving a visible post.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

heh.. looks like it's open but wouldnt let me post a dot, but still, it put it on my campaigns page, so I guess it worked.


Chocromancer 1

I can't seem to post in the gameplay thread either, I'm sure I'll have to email someone to resolve that. Does anybody know who?

Anyways, anyone not done with crunch should be working on that, and if anyone wants to work out some last minute background details with the Professor, do that as well.

Quick notes:

Maelchar: I just noticed that Dread Vampire is a separate template from normal Vampire, any particular reason you went with the dread variant? Also, I just came across a copy of Blood of the Night, so I have some fun new transformation feats and traits available for you as well. Oh, and it came with rules for Vampiric Hunger, so you can look forward to that!

Kezsothar: I just noticed you took the Charming trait. Awesome. I'm definitely adding a female badger into this campaign now.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Went with the dread vampire because I was looking at the template list alphabetically and that was the first one I saw I guess... looked interesting. I kind of liked that they weren't repelled by garlic, mirrors and holy symbols and were able to enter homes without permission. Also, gain scent ability which I thought would be cool for a ranger with the track ability.

On the con side were the additional weaknesses to sunlight and running water that regular vampires don't have, but still thought it would be interesting to play.

When I finally got down the list to regular vampires they seemed very similar except for the above. Interestingly, dread vampires don't gain hp while draining blood like regular vampires do... strange, eh?

Anyway, if you would prefer I change it to regular vampire, I can do that.


hp 13/13, AC 20, Touch 12, FF 17, Fort +5, Ref +2, Will +0

Mahorfeus here. Thanks for the invite!


HP 12/12, AC 13, Fort +3, Ref +0, Will +3, Bond 1/1

That is really odd. The gameplay thread won't take posts. Since we're just getting started, you may consider just making a new game and posting the link here.


I think your right. I'll just do that.


HP 12/12, AC 18, Fort +5, Ref +0, Will +3, Eidolon HP 7/7, AC 17, Saves 3/2/2

I should have everything all ready to go here.

And technology is a finicky thing. I think the 10% rule should only apply most of the time.


Chocromancer 1

Made a new campaign and reconnected the threads, the gameplay thread should be working.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

How about a link to the new campaign thread?


Chocromancer 1

And one other thing, Maelechar I hate to make you switch templates, but changing to a normal vampire is going to make things a little more smooth down the line. If you want I can pm you some of the descriptions for the new traits/feats from Blood of Night.


Chocromancer 1
Maelchar wrote:
How about a link to the new campaign thread?

Check the campaign tab of this thread, it should have reconnected to the new one.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

ok... I will get started changing the template over tonight... no problem


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

got it - I've got my campaign page updated, thanks. I misunderstood and thought you created an entirely new thread.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

ok... profile is updated with the normal vampire template, waiting on the new traits and feats to finalize though


HP 12/12, AC 13, Fort +3, Ref +0, Will +3, Bond 1/1

Count-

I have a neat idea for how to introduce my character. Can I show up during my own funeral?


Chocromancer 1

Lorrimor: Love it. Sounds great. If you want to appear at a certain point in the funeral pm me and I can give you a rundown of how it will go.

Also I believe the official spelling of your name is Lorrimor. I'm guessing you realized that and just didn't have enough posts to change your name. Otherwise, just a friendly reminder.

Maelchar: I don't have access at the moment to the main computer where the pdf is stored, but as soon as I do, I'll send you those new options.

Kezsothar: With regards to your spell like abilities, I think you should decide what the Demon Lord of Badger's domains are and we can pull them from there.


HP 12/12, AC 18, Fort +5, Ref +0, Will +3, Eidolon HP 7/7, AC 17, Saves 3/2/2

Is everything all good to go here? Also, should the eidolon actually be a construct instead of an outsider? Don't know exactly how much we're fiddling with rules.


HP 12/12, AC 13, Fort +3, Ref +0, Will +3, Bond 1/1

fixed!


Chocromancer 1
Mira Esoteria wrote:
Is everything all good to go here? Also, should the eidolon actually be a construct instead of an outsider? Don't know exactly how much we're fiddling with rules.

For the most part everything is ready.

If you want you could make the eidolon a construct, but otherwise I could let you take a construct traits evolution once you have some free points.


Chocromancer 1

One more thing, I'm not sure that it will be that important, but just in case could everyone else get their HP, AC, Saves, and spells up like Lorrimos?


HP 12/12, AC 13, Fort +3, Ref +0, Will +3, Bond 1/1

For spontaneous casters tracking spells up in the status bar works pretty well.

For memorization casters, I find it's usually best to keep track of your current spells right at the top of your sheet in a spoiler and delete them as you cast them, or something like that.


HP 12/12, AC 18, Fort +5, Ref +0, Will +3, Eidolon HP 7/7, AC 17, Saves 3/2/2

I was mainly asking because of how I've got the phylactery-soulbound doll-eidolon thing set up. It would make more sense for it to be a construct, because it's practically a stand-in for a modified soulbound doll, and I believe I have how I imagine the unsummoning to work on Mira's sheet, as well as somewhere in the recruitment thread. It would make more sense/be more accurate to what I imagine, but an evolution works fine.


Chocromancer 1

In that case go ahead and make it a full construct construct then, no evolution points required.

Remember however that constructs get no saving throws and only have 2+int skill points. Due to the low intelligence of starting eidolons however, I'd say that it would be fair to say your eidolon gets a minimum of 2 skill ranks per HD.

How's that sound?


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

ok... changes made and crunch is part of my tag line now... I'm gonna miss having the flight though, sigh... any chance of like becoming a dread vampire over time, maybe picking up some of the abilities a little at a time, IF Maelchar survives that is...


Chocromancer 1

Also I think it would be fair to give your eidolon all the special abilities of a normal soulbound doll (spell like ability, susceptible to mind affecting spells, and the focus I believe, check the PFSRD).


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Also - don't know if you allow the tiefling abilities chart at this link in the OGC, but if you do - here's my die roll... just let me know

1d100 ⇒ 36


HP 12/12, AC 13, Fort +3, Ref +0, Will +3, Bond 1/1
PFSRD wrote:
The Fiendish Heritage feat allows for some variant options for tieflings (see below.)

The variant tieflings, and the random ability that they get, requires you to spend a feat to have access to them.

Here's the feat.

on the up side, you get to roll three times and choose the ability you want.


Chocromancer 1

Either take the roll of 36 fo' free, or spend a feat to roll thrice.

Also I'll have those feats for you very soon.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

I'll take the 36, thanks. Looking forward to seeing those feats and traits too!


Badger Barbarian/1 HP 14/14; AC 15 (touch 14, FF 12); Fort +4 Ref +3 Will +1; RAGE!!! 6/6

The domains of Ke'zsothar are Chaos, Evil, Animal and Strenght. Always keeping up with the current trends, he also offers the subdomains of Demon, Ferocity and Fur.

The only problem is that none of them has badger's ferocity as a domain spell. (Though it is not a very good one, so maybe it is only for the better. :P)

Also, I just realized that we have zero healing in our group. Of course, it doesn't matter that much for our undead friends, but some of us are only semi-divine badgers or half-ogres.

You know, I have the feeling that this will be hilarious.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

I'm a ranger - I think I can use a wand of cure light wounds on others. Just saying. Someday when we get one.


HP 12/12, AC 18, Fort +5, Ref +0, Will +3, Eidolon HP 7/7, AC 17, Saves 3/2/2

Those of us who have bit the dust, so to speak, certainly have a healer. Mira can touch someone with the potency of a cure light wounds as long as they're dead. There's also a feat from WotW that ups it to 2d8, if it's allowed. I wasn't planning on taking it for a while, even if it is. Trying to stay somewhat PC-appropriate power. Also, wands of Infernal Healing are good for everyone, I believe.

Oh, and I'll be dipping into a single level of Oracle for charisma-to-knowledge-and-AC goodness (lore, extra revelations at 3), if that's allowed (curses are a thing, and I was going to use Legalistic; she is still Chelaxian), so there's a tiny bit of normal healing.

Furthermore on mechanics of the doll, it was designed to be a normal soulbound doll, but captured both Ruan and Mira's souls in it. It has a soul focus as usual, which serves as the phylactery for Mira, and of course, has Ruan's soul fragment in it. I imagine it's a bit crowded. Anyways, just for the sake of "it's a class feature," an evolution similar to the "undead appearance" one may work better, if only because it's honestly just easier. Perhaps the magical mishap was intense enough to warp the doll's body as well as eventual mind.

In any case, the doll, as a doll and not actual outsider, would likely be "unconscious" as opposed to banished, so if it's hit by certain spells or is damaged enough to have to return to its home plane, it would instead fall lifeless to the ground until the soul fragment can reestablish a connection to its body, which happens to take until the following day, and Mira has to spend a minute prepping the doll for combat/retethering the soul from time to time.

If Mira were to become incapacitated, the doll would gain the staggered condition, and likely use all of its effort to find a safe place to hide for a few days, and would avoid combat at all costs. If the doll were to be attacked in such a state, it would offer very little resistance, and would be easily brought down, leaving the soul focus/phylactery vulnerable.

But this is all just musings of how it could work.


Chocromancer 1

Sounds great! Once Maelchar updates his character with the new feats, we should be good to go!

If any of you want to work out/roleplay your meetings on the rode to Ravengro, please, be my guest.


Badger Barbarian/1 HP 14/14; AC 15 (touch 14, FF 12); Fort +4 Ref +3 Will +1; RAGE!!! 6/6

All right, here's a suggestion for the SLA's. They are a little on the powerful side, but then again, he is not really the strongest one in the group.

Magic fang (3/day)
Bull's Strenght (1/day)
Doom (3/day)
Protection from Law (constant)


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

OK - Finally home and ready everything you sent me, CC. thanks! I've chosen a feat and finalized my selection of a trait. Maelchar should be ready to go now.


HP 12/12, AC 13, Fort +3, Ref +0, Will +3, Bond 1/1

I have a request from everyone-

I need to know how I know you. I thought about reading your backstories, but I guessed there would probably be a lot in there that didn't pertain to me and that I might not know.

Instead, can everyone write me up a short description of how we met, how and why I helped you, and why I'd be important enough to you that you'd risk a mob of torches and pitchforks to come to my funeral and investigate my death?


Chocromancer 1
Ke'zsothar wrote:

All right, here's a suggestion for the SLA's. They are a little on the powerful side, but then again, he is not really the strongest one in the group.

Magic fang (3/day)
Bull's Strenght (1/day)
Doom (3/day)
Protection from Law (constant)

Fine by me.


HP 12/12, AC 18, Fort +5, Ref +0, Will +3, Eidolon HP 7/7, AC 17, Saves 3/2/2

The interaction between the professor and Mira was that of a long-time pen pal of sorts. Idea and theory exchanging, likely of magical nature, since (currently) Mira's only knowledge pertains to spellcraft. I don't imagine he even knew she was a lich girl. I guess that makes it easy enough for you and I both, since the link was strong, but only the exchange of information and ideas.


HP 12/12, AC 13, Fort +3, Ref +0, Will +3, Bond 1/1

Did Mira write him first? What about?


hp 13/13, AC 20, Touch 12, FF 17, Fort +5, Ref +2, Will +0

Well, to be completely honest, almost the entirety of Raggimung's backstory is relevant to the Professor. Just in summary, the Professor and others in his caravan got kidnapped by ogres. Lorrimor treated Raggimung with genuine respect, convincing him to release the prisoners. That's... pretty much it. :P

In other news, sorry I haven't gotten around to the gameplay thread yet.


Chocromancer 1

Not to worry Raggimung, after all, it would be highly illogical for four rather monstrous characters to encounter each other all at the exact same time! Join in and once you four are acquainted, we shall begin the campaign proper.


HP 12/12, AC 13, Fort +3, Ref +0, Will +3, Bond 1/1

I was thinking that too. Three is already stretching credibility. :)

Ragg, I don't see your backstory on your character sheet. Where can I find it?


hp 13/13, AC 20, Touch 12, FF 17, Fort +5, Ref +2, Will +0

Whoops, I'd better post it on there. Thanks for reminding me. It's still in the recruitment thread.


She initiated the letters to discuss various unintended effects of magic, likely in an attempt to find out, or at least get a better grasp of what happened when she tried to create something beyond her capability. It would all be hypothetical, and probably branched off to other topics after several years of writing back and forth.

As for credibility, I think even two is a bit silly. And I know I'm stretching it, but hey, boredom is a powerful thing.

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