From Humble Beginnings WotW (Inactive)

Game Master The Indescribable

Alternate Crafting Rules

Veil of Useful Items.

The Nine Lessons

Frost Hammer


51 to 100 of 1,042 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Welcome Leekoo!

On Unchained Bonus Progression: The bonus progression seems made to simply replace the bulk of magic items. It'd be good for a party without casters or crafters; making the non-magical classes less reliant on gear.

Automatic Bonus Progression wrote:
Items that only grant bonuses to AC, saving throws, and ability scores don't exist in this variant

We will probably have more than adequate access to such items through D. Quigley, although if they were banned from the game, I imagine there are plenty of other useful items for him to craft. Isabella, for one, could benefit from the ability score bonuses, but will probably have the abilities she needs boosted covered by Quigs anyway. Unless I'm imagining the crafting of these magical items incorrectly...

On Character Roles & Paths:
Isabella is going to be reliant on her mutagen, and might prestige to master chymist for added uses of that. If I do go that route, Korak, would the master chymist levels stack with alchemist levels for sneak damage? It's written for bomb damage to progress normally. I had also considered pain taster, but that character might be too creepy for me to play. I'm definitely open to suggestions as to how to make the character more combat-effective. Right now I'm planning feral mutagen & various survivability-boosting discoveries, generally just trying to get in as many sneak attacks as possible.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Looking forward to blowing things up!

@Isabella: One item you should totally get Quigley to make for you is a Vest of Stable Mutagen, it negates the mental attribute penalty while using mutagens. Also, the Unstable Mutagen magic trait would be fun to rp with.


Male Dwarf Korak

Alright well keep in mind, people think feinting is useless, but looking at it, you want to get improved feint when you can, but every time you feint, the next melee attack you make against them takes their dex out of the equation and thus gives you sneak attack on your next turn.

Master Chymist, My ruling is that it would give you back the bomb class feature at reduced rate.

As to bonus progression, adventure paths are built upon the original mechanics, I would have to rework every treasure, cutting it in half, changing any boosting item that shows up. I have no idea how f~$&ed the AP would be if I did that. So that's why I changed my mind.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3
Korak The Boisterous wrote:
As to bonus progression, adventure paths are built upon the original mechanics, I would have to rework every treasure, cutting it in half, changing any boosting item that shows up. I have no idea how f%%#ed the AP would be if I did that. So that's why I changed my mind.

Makes sense to me, plus as an Artificer I should be able to make up ground on magical items if we don't seem to find enough as the AP moves along.


Male Dwarf Korak

Oh wow. We don't have any serious meat shields. Three people with medium armor and the big man on campus is the healer. Well, this will definitely get interesting. I'll be starting in the next couple of days as well. My brain's been a bit fried the last couple of days.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

I could do a 1 level Fighter dip don't think it would put me too far off to gain more HP and gain some weapon proficiencies.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

A couple levels of Barbarian would be funny to play. A raging bomber flying on his mount.


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Means we will have to be smart in our tactics as my plan isn't to really focus on melee over healing and casting.


Male Human (advanced) Godling

Chiming in!! Thanks for the message, Korak! I didn't seem to find where in the thread you made your decisions. Either way, I'm very happy to have been chosen. Thanurtha Half-elven is one of my major baddies in my campaign. I can toldly see this campaign as the untold story of his infamous beginning. Like Episodes 1-III of Star Wars. I hope Thanurtha will be much less whiny than Anakin! :)


Male Human (advanced) Godling

Damn. I read the discussion thread. You picked somebody else. (Sigh) God luck everyone on the campaign.


Male Dwarf Korak

I'm not asking any of you to become the meat shield, I'm more or less with Luckasz. You're just gonna have to play smart and actually use teamwork feats and combat maneuvers.


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

Oh the lovely risks of being a rogue, even bigger in this campaign :) It's exciting. Bring it on!


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Certainly I am not looking to be a meat shield but if the group wants someone to do a 1 level dip I don't think I would lose too much doing so, let the democratic process decide :-)


Man Vampires are fragile. Well, Dominate Person, Create Spawn (which may make me readjust my character one more time to take Scion of Humanity if the DM will allow it, since it seems I'd only be able to create spawn out of aasimars now that I re-read the ability), DR 10/Silver And Magic (which may not be hard for our enemies to acquire by that level), and Fast Healing 5 should add to some survivability. That's later though. Till then I'm a little less squishy than a cleric until level 7, where I finally lose my con score and switch my HP growth to Charisma instead.

That said, I do get some cultures that can add to party survivability.... Though not much more than typical spells.

Well, playing it smart is what villains do, eh?

Edit: I also direct all of your attention to Vile Leadership, AKA, Leadership for Evil Gits.


Male Dwarf Korak

Need more info.


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Reasons that most vampires don't go around announcing themselves to the world. It shouldn't be too much of an issue so long as you can protect yourself from or at least mitigate penalties from your major vulnerabilities. Remember that while paladins and good clerics will likely be a bane to parties like ours, they will be especially dangerous for you as you progress into vampire.


Korak The Boisterous wrote:
Need more info.

For Vile Leadership? Sorry, I don't actually have the Champions of Corruption splat book. Just remembered seeing that feat and went looking for it on Archives of Nethys.

Edit: And, yeah. That's why I'm going whole-shebang undead feats from the AP. 1 feat to avoid getting obliterated at 0 hp, 1 feat to give me a grace period before being obliterated in the sun, and 1 feat to negate the dag blasted "running water" weakness that also gives me a swim speed. So, 8 feats. Then there's 1 feat to effectively double the amount of spawn I can create which may be dropped. Probably going to skip the increased dark vision and increased blood drain feats but eh. I'll figure the rest out depending on how the campaign goes.


Male Dwarf Korak

Scion of humanity and why you think you need it to turn something besides aasimars.


Ah.

Well, according to the template, unless my info is out of date: "A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again."

Bolding my emphasis.

I figured I'd get around that with Scion of Humanity (from the PRD): Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.


Male Dwarf Korak

yeah go ahead

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Now I'm really thinking about doing a couple levels of Barbarian Unchained. I can just see the RP lulz


Male Dwarf Korak

Do as you wish. I'm just here to murder you horribly. Speaking of, I don't tend to pull punches. I let the dice fall where they may unless things go really t~~~ up. So fair warning, your own idiocy will get you killed cause the GM isn't saving you from it.


1 person marked this as a favorite.
Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3
Korak The Boisterous wrote:
Do as you wish. I'm just here to murder you horribly. Speaking of, I don't tend to pull punches. I let the dice fall where they may unless things go really t$*@ up. So fair warning, your own idiocy will get you killed cause the GM isn't saving you from it.

We're doomed...


Male Dwarf Korak

Quite possibly. I'm not here to save you from idiocy, but I am likely to reward intellgence and creativity, oh and Dexter something I forgot to mention to you that I saw earlier, high quality items is NOT a craft skill. a metal candelabra takes very different skills than a piece of furniture and both can be high quality items. I'd highly suggest turning that towards black smithing.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3
Korak The Boisterous wrote:
Quite possibly. I'm not here to save you from idiocy, but I am likely to reward intellgence and creativity, oh and Dexter something I forgot to mention to you that I saw earlier, high quality items is NOT a craft skill. a metal candelabra takes very different skills than a piece of furniture and both can be high quality items. I'd highly suggest turning that towards black smithing.

Alright, I shall do so!


Male Dwarf Korak

Okay, not exactly what I meant, but that would cover most basic metal items from pots and pans to horse shoes and such, also, please put craft in front of all craft skills.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
D. Quigley wrote:
We're doomed...

More so without a designated tank. Right now, Bleepos looks to be our best bet, as a small Dex-stacked meleer. I could also re-tool Isabella for Dex, if Korak allows, which would give her a formidable enough AC with a dex mutagen while only slightly lowering her damage output (assuming regular sneak attacks). That's actually probably her best bet for combat utility and survivability.

Otherwise I just plan to beef up her survivability with alchemist discoveries, generally just making her harder to kill (spontaneous healing, lingering spirit, mummification, etc). Of course I'll nab infusion & curative/buffing extracts for the party.

I'm not particularly impressed with my first look at feint. At it's best, it appears to offer (move action + single sneak attack); which doesn't seem like the best primary offensive tactic overall, and is something I could manage often enough with Spring Attack & careful positioning to flank. Still, it could be useful in early encounters, if I can boost Bluff enough to make it effective (although thinking about it, taking a turn to reposition for flanking is just a better option overall whenever possible).


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

About Feint: look at the Snakebiter Brawler.


Male Dwarf Korak

improved feint is where the money's at. Allows you to feint every turn. And you can rebuild. you can futz with the details like that right up until we hit combat, then you stuck. That goes for everybody. Your mental acumen is a different matter, especially in cases where you use bluff or sense motive etc,


Male Dwarf Korak

Zedekiel, you're looking forward to the change? You are aware it's going to happen? I just want to be clear on that from an in character stand point.


Male Aasimar (Angel-Kin) Expert 2 / HP [4/10] / AC 14 / CMD 13 / Fort -1 / Ref +2 / Will +5 / Darkvision 30ft / Perception +9 / Init +2

He's aware it's going to happen, given that he traveled with and learned his "profession" from the one that bit him. At this point, he both does and does not want the change.

Being Aasimar, and thus technically infused with the good & positive of the universe, the change offends him on an instinctual sort of level. It'll agitate every fiber of his being the closer he gets to it, what with being more and more "evil and negative energy" as time goes on.

On the other hand, given his life, and that he's seen the power of it himself, he's looking forward to having such abilities for himself. He'll have defeated true death, which while not quite his own strength yet, he'll make it his.

It's a very twisted sort of mentality. Full of self-loathing and the fact that, should he manage to survive as a vampire, he can do what he does for centuries to come. Sort of a hollow victory.

Get what I mean?

Edit: Oh, and he's unaware he won't get the full powers until a while after his transformation. He wasn't informed anything about it by The Pale Man. He was just sort of treated like a minion, pet, assistant thing, and occasionally dominated (magically). His mentor was obliterated before he changed. He assumes he'll change in the mines, and just make his way out, as it were.


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Hi Korak,

I just realized that the Adept class doesn't normally get the unlimited use of 0 level spells. Is that still the case for this game? Just want to be clear on this before I consider casting spells.

Thanks.


Male Dwarf Korak

You're connection is still weak. No unlimited uses, sorry.


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Who does a guy need to sacrifice to get some good rolls around here? ;)


Male Dwarf Korak

Leekoo


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Lukasz wrote:
Who does a guy need to sacrifice to get some good rolls around here? ;)
Korak wrote:
Leekoo

Hehe :)


Male Aasimar (Angel-Kin) Expert 2 / HP [4/10] / AC 14 / CMD 13 / Fort -1 / Ref +2 / Will +5 / Darkvision 30ft / Perception +9 / Init +2
Isabella Deschain wrote:
Lukasz wrote:
Who does a guy need to sacrifice to get some good rolls around here? ;)
Korak wrote:
Leekoo
Hehe :)

I may have to take you up on that... Positively abysmal! With such high bonuses too....


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

@Korak: any chance I could change my level 1 feat if I go for some levels of unchained rogue before Stalker? :)


Male Dwarf Korak

Depends on the feat, are we talking third party or what?


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

Nothing third party! Something Paizo and simple. Probably something like Combat Expertise ;) Mostly because if I go the unchained rogue route, the Weapon Finesse I got at level 1 would be wasted. Maybe some sort of automatic retrain type of thing?


Male Aasimar (Angel-Kin) Expert 2 / HP [4/10] / AC 14 / CMD 13 / Fort -1 / Ref +2 / Will +5 / Darkvision 30ft / Perception +9 / Init +2

Hey Warden! Would Zedekiel have a general idea of how the guards would act towards feigning sickness or being insane? Or any way of getting a guard to get near Bleepos to begin with?

Do I need to go roll that?


Male Dwarf Korak

You guys have more or less 3 days to live. And he's a goblin. They don't care what happens to him. The broken bone and an escaped manacle on the other hand would be of concern to them.


Male Aasimar (Angel-Kin) Expert 2 / HP [4/10] / AC 14 / CMD 13 / Fort -1 / Ref +2 / Will +5 / Darkvision 30ft / Perception +9 / Init +2

Thought as much. Thaaank you.


Male Aasimar (Angel-Kin) Expert 2 / HP [4/10] / AC 14 / CMD 13 / Fort -1 / Ref +2 / Will +5 / Darkvision 30ft / Perception +9 / Init +2

Should I feel silly, grinning like a madman while sitting back in my chair with steepled fingers and chuckling to myself as the game progresses and Zedekiel is coming up with his grand escape plan?


Male Dwarf Korak

Absolutely not. I'm doing the same.


Male Aasimar (Angel-Kin) Expert 2 / HP [4/10] / AC 14 / CMD 13 / Fort -1 / Ref +2 / Will +5 / Darkvision 30ft / Perception +9 / Init +2

.... Why does that worry me? ;P


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

Bleepos is confused, and the player here is confused as well! Not sure our plan has much hope... :) lol


Male Aasimar (Angel-Kin) Expert 2 / HP [4/10] / AC 14 / CMD 13 / Fort -1 / Ref +2 / Will +5 / Darkvision 30ft / Perception +9 / Init +2

Thought occurs. GM, how close are the prisoners to each other? Right next to each other, or is there room in between?


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

It is interesting reading this plan as it develops. And a part of me is giggling at the various scenarios that could unfold from the plan so far. Playing a devious Jiminy Cricket here in the OOC however as my character continues to chat with the the enchanting visitor, remember that we likely only have one shot at this and with very limited resources.


Male Aasimar (Angel-Kin) Expert 2 / HP [4/10] / AC 14 / CMD 13 / Fort -1 / Ref +2 / Will +5 / Darkvision 30ft / Perception +9 / Init +2

Which is why with a little bit more refinement, I'm finding out how close the prisoners are to each other.

Alternatively, rather than breaking his hand first, if Bleepos and Leekoo can get into a fight, say, that might draw the guards in and both can attempt to bite at the keys. The commotion will provide a nice distraction. THEN the hand-breaking can occur and use the broken hand to handle the key and unlock everyone.

This thought occurred to me/Zedekiel with Bleepos' post.

Distance seemed like an obvious thing so I figured I could ask it OOC in the discussion, lol.

1 to 50 of 1,042 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / From Humble Beginnings All Messageboards

Want to post a reply? Sign in.
1 to 50 of 348 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

You weren't some magnificent criminal mastermind, you were scum, slavers, rapists, heretics and worse. The one thing all of you had in common? You were caught and now your hearts burn with vengeance towards the royal family.

Classes: Gunslingers are out. Classes like Ninja and Samurai I'm willing to allow but there are no allowances for them in game, that's your decision. Unchained classes are allowed. If you can provide me a copy to peruse I'm willing to look at any 3rd party class. I have multiple classes from Interjection Games, The sanguine Disciple, Herbalist, and Brewmaster are given the thumbs up. You're characters will start out with 2 NPC class levels indicative of the class they choose these will be retrained at appropriate times allowing you to reach your level 20 capstone.

Starting gear and gold: Nada, nothing, Zilch, bupkis, zero. Don't like it tough, you start out as prisoners.

Stats 25 point buy, Nothing higher than an eighteen or lower than a 10 prior to racial adjustments.

Traits 1 campaign 1 choice. So long as it is sufficiently dastardly background I am willing to work with you if nothing fits the character you want to make.

Maps: Unless somebody wants to make them for me it's theater of the mind. I suck with setting up interactive maps.

Skills: Unchained Background skills will be allowed. For that matter we'll also be using a variation on the alternate Poison Rules. We'll not be using the track but all poisons will do damage DC-10 divided by 2 HP damage on top of their normal effects.


Hello there, Korak! We seem to keep bumping into each other! Sure, always willing to help take over the world. As it so happens, I just ended up in a WotW campaign that starts tomorrow, but I have no problem being in a different one.

Already have a character concept in mind. It's a goblin who's biggest goal in life is to cause an explosion so massive in size and destruction that the gods themselves have to stop and stare.


Alchemist I presume?


Any restrictions on race, or are we allowed to get a little out there? Because... I think I've got a little guy who'd love to cause some chaos.


Yup, with the grenadier and winged marauder archetypes.

On a related note, I've noticed that a lot of these games allow gestalt characters. Will you do the same or are we going to be single classes? And how are you going to do the NPC classes? Are we going to start with just the two levels in NPC classes and then multiclass into our chosen class?


Antipaladin! Or unchaîned rogue,


Personally, I'm not a fan of gestalt. Just... to much going on for one character. I can make do, but it's just too much for me.


Deko No gestalt and correct. Also there's a small write up in one of the books about a specific tribe of Asmodeus worshipping Goblins in one of the books if you'd care to know more let me know.

Captain Ford you are allowed to use races that are a bit out there, but don't go hog wild. The more exotic the less likely it is to be accepted as these are the inhabitants of a lawful good mostly human kingdom who've been chucked in prison. And I agree with you about Gestalt, I'm willing to make them for interesting games, but I find them a pain in the ass despite being initially quite excited back when I discovered them in D&D

Absolutely Gayel, I actually am quite happy to allow an Antipaladin in so long as it's interesting.


I can go either way. Played mostly non-gestalt, but I've done a few gestalt before and it can be fun as long as the GM properly upgrades the opponents.


Also, feel free to choose your NPC classes, as long as they make sense we can discuss them.


Excellent...

Talingarde lacks a proper ruler. One of draconic majesty and power! And there's only one creature with the might to do the job! Talingarde shall rue the day they refused my charity and grace!

I've tried to get this little guy into other games and he's been turned down for all of them. Perhaps he's just not meant to be a good guy. He's evil! EVIL! And on fire!

Just let me tinker with him a bit...


Do we have the first level in our class when we start? Or are we just two levels in the NPC class?


Two levels in appropriate NPC classes.


Give me two days!


Oh, I'll take the info on the Asmodeus-worshipping goblins. Just PM it to me and I'll have the character done and submitted some time today or tomorrow.


This looks really interesting. Dotting for interest. Will have something later.


How do we want to do HP? Max HP for our first two levels? Max at first and roll for the next? Max at first and half for the second? Roll it all?


Max then average or you can take the risk and roll


Do we have the two points additionnals from the guide or we just have the backgrounds skills added?


since the background skills are already in effect no.


Hello and thanks for the invite.
Couple questions, the campaign trait is our crime, correct? And when you say appropriate NPC levels are you saying those aspiring to be fighters should have warrior NPC levels? Or can we get creative...I am thinking of one of the most evil professions since time began...a lawyer which would fall under the expert. But am not sure which way he will go afterwards; perhaps sorcerer or rouge it partly depends on the party makeup. Hypothetically though, if it were to be sorcerer then adept is better suited for later but not the type of crime I have in mind.


Oh, my goblin went with the expert class, figured it fit with him going alchemist.

Oh, and he set fire to one of the major churches of Mitra and laughed. He's that awesome.


I need to know what way you're going to be playing the bulk of the campaign as when I'm choosing the party. What's the crime? And yes, the crime is what I meant. And yes that's what I meant by appropriate, depending on what you choose there are other meanings, like the son of a noble family that became a soldier might take noble/warrior And sorry I forgot to send that Deko getting on that now.

Edit: Also, there's a vampire feat chain if anybody's interested.


Hi Korak! Thanks for putting the campaign together. I'm dotting for interest; considering an antipaladin, but open for other options. Will put something together this week :)


Okay, since there's been multiple interests in the Antipaladin, I'd like to make one small point, you do not have to have divine connection at the beginning, a warrior who agrees to dedicate himself to Asmodeus when it's appropriate can just start with 2 warrior levels instead of say, 1 warrior 1 adept


Another idea I have is to go bloodrager/dragon disciple. Anyway, I'll ping pong some ideas and try to come out with something creative and fun to play :)


Good luck.

Shadow Lodge

Interested. Thinking a daemon-blooded sorcerer (adept to start).


Hi Korak I will stick with my original idea for a crime and put that together tomorrow. Expert NPC Class.

As far as classes go, would you be willing to entertain the Artificer from Eberron as a Class once we evolve past the initial NPC classes?

Based on my crime and background I think it would fit pretty well.


Give me a link and I'll take a look. I'm certainly not opposed to it as I like mechanical and crafting classes. Also, you'll have to repost the Crime, i don't remember.


The Life of Leekoo:
Little Leekoo has a dream. That dream is to make something go BOOM!! Make a boom so big that the gods have to stop and look at it. Leekoo wants to make a boom so badly, it makes his teeth itch (that and his poor dental hygiene). But, he keeps getting stuck! He can't read, for writing will steal the words from his head! And the nasty tall people in the town nearby always attack Leekoo and his clan when they're spotted! How is he to learn to make big booms?!

One day, Leekoo gets an idea! A wonderful, awful idea! Leekoo can kill two birds with one boom! Mmmm, fried bird... So, with careful planning, Leekoo sets out to the tall people's city, with many supplies and munchies for the road. Using his skills in sneaking and hiding, taking advantage of his superior size compared to all these long legs, he made his way to one of the really shiny buildings and set about putting things together. When night fell, he struck!

Taking a torch from a nearby building, for he somehow forgot his own from home, he lit the liquids he brought and watched as it moved towards his target. Then, it all went WHOOOOOSH!!! The building caught fire and made a lot of noise! But, it didn't go boom like he planned! Still, the lights from the fire were really pretty, and the people inside screaming sounded so nice to his ears.

A hand on his shoulder caused him to look up... And up... And up some more! These people are really tall! He looked up into the helmeted face of a guard! Leekoo was quickly bound and tossed into a cart, before being taken to a large, scary-looking building where he was tossed into a room with iron bars. He was caged! He hadn't been caged since he was a little goblin boy! Leekoo would not stand for this!! Or sit or lay for this! One way or another, Leekoo would get out and make this whole city go boom!


Question: how are we going to retrain our NPC classes? Are we going to have them until we hit 19 and 20 and retrain them then, or will they become our other classes after we escape?

I ask because I grabbed the Magical Knack trait to keep Azzerix's spellcasting up to speed when he grabs his first sorcerer level. But if those NPC classes will go away once we get out, that makes the trait kinda unnecessary.


The crime is fraud on a ponzi scheme level. Thiriston Piponem used his charming personality to lure nobility into investing with him then walked away after financially ruining a few. Unfortunately one of the nobles managed to track him down. A True Professional Rogue is appealing.


So many ideas floating in my head, getting in the way of each other, aaiigggghhhh!

gimme a bit to narrow it down. But I'm still leaning toward what we discussed in your interest check thread.


Is there still room for applications on this one?


Crunch is done! Now the more important!


Plenty of time chuffster, go ahead.

There are times when the chance to retain are ample, one comes quickly in the first book, the next one I can think of comes in the second book, so no, you won't have them until you reach twenty.


Oh, just to let you know, the Winged Marauder archetype for Alchemist gives you a flying animal companion, but it has to be either a dire bat or a giant vulture. Unless you want to waive that limitation and have it be some other flying type.


True Professional accepted, Storyteller I now remember, you were the blacksmith that sold the military crap equipment correct?


I know deko, but we're going to have to roleplay that given we're in an AP that doesn't provide for things like that. Be aware, you may not receive the chance to recieve the benefits of that before the second book.


If it makes it easier, I can drop the archetype, and rework his skills a little and just go straight grenadier alchemist.


I'm thinking the best point to get you your dire bat or giant vulture happens to coincide with a retraining period. So you could always take it then.


Mmkay, I'll look at planning on it then.


I am thinking Human Warrior into Ranger. Probably a bounty hunter who prefers bringing them back dead rather than alive. Crime would be attempted murder.

Is the way of the wicked +2 skills per level also included in this game?


That's already been asked and answered. No. You get Background skills instead.


Korak The Boisterous wrote:
That's already been asked and answered. No. You get Background skills instead.

Sorry, I missed that when I skimmed the thread.


...you know, having a look at the spell list for Adept, I might actually keep those two levels for a while. Mainly because it gives him access to a couple of spells he wouldn't get normally (cure light wounds chief among them)... and a toad familiar. Those are pretty cool, and the extra hit points will be a boon.

Speaking of which, I need to print those stats for the little guy...


So just to make sure I have this straight, if I want to have a character that will ultimately be a witch then I should start him off with two NPC levels, presumably adept? So he won't start off with any witch class features?


whoops, sorry, forgot to mention and this is my bad, it was mentioned in the original interest check but not here, you get the same spell list as your class would get, and if you're a prepared caster like a wizard, you need a spellbook too.


Ok, here we go:

Ego's Infamy:
Ego made a modest living producing and selling magical knick knacks in the port city of Matharyn. His best sellers were minor love potions and good luck charms, and he would have continued living in obscurity had the mayor not wandered into his shop one day. Ego pretended not to be able to see through the mayor's laughably thin disguise and simply provided him with the love potion he requested.

Over time, the mayor visited the shop more often. He and Ego struck up a rapport, and Ego learned that the mayor's marriage was a loveless sham. While he had originally purchased the love potion in the hopes of rekindling the romance in his relationship, he eventually began to use it to secure mistresses to warm his bed at night.

Several months after the mayor became a regular customer, Ego approached him with a proposition: several of Ego's "friends" were interested in purchasing a warehouse that had been built over the site of an old temple to Asmodeus and turning it to more "appropriate" uses. In exchange for the mayor turning a blind eye, Ego promised not to publicize any information that would destroy the mayor's personal life.

The mayor went along at first. Unfortunately the famed witch hunter Sir Balin of Karfield came to town, pursuing rumors of an Asmodean temple. When Sir Balin met with the mayor the man suffered from a crisis of conscience, confessing all of his sins to the public. The mayor was relieved of his post, and Ego was clapped in irons and charged with extortion.

The oddest thing was that all through the arrest and trial, Ego said nothing. No expression crossed his face but a confident smile. His unnatural composure was intimidating to those souls that lacked the fortitude of Sir Balin. Even now, clapped in irons and held in isolation, the guards find excuses to avoid lingering too long in his presence.

Ego's Crunch:
Human Adept 2
Traits: Extortion, Bruising Intellect
Racial trait: Heart of the Streets
Feats: (1) Improved Unarmed Strike; (human) Enforcer

STR: 14
DEX: 14
CON: 14
INT: 18 (racial +2)
WIS: 10
CHA: 10

Familiar: Greensting Scorpion

Spells:
0: Light, Daze, Detect Magic
1: Charm Person, Mage Armor

Skills:
Bluff 2
Craft (Alchemy) 2
Intimidate 2
Perception 2
Sense Motive 2
Spellcraft 2


Let me know if I got the crunch wrong. I assume the setup here would be witch spells but no witch hexes. As far as I can tell adepts don't get a bonus spell for having high int.

ETA: Added a bonus spell.

1 to 50 of 348 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Recruitment / From Humble Beginnings Great Villains Are Made (WOTW) All Messageboards

Want to post a reply? Sign in.