GM Miskatonic's 9th Level Homebrew Campaign: Trail of the Dead God [Group #2]

Game Master Cthulhu, Jr.

The world is in peril as the Rough Beast begins to strain at his bonds, the eons trapped beneath the weary world of Golarion weakening the metaphysical chains forged by the gods. A mysterious benefactor calls together intrepid heroes to embark on a perilous journey of redemption and sacrifice...


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PROFESSOR BROOKS AND HAM: Campaign Tested & GM Approved!

Critique of Flint Blackwood:

1.)I could not find anything amiss. Well done.

2.)Do you have any questions?


FLINT BLACKWOOD: Campaign Tested & GM Approved!


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

Finished tinkering with Khazia; it's all in the alias. Put all favored class bonus (Oracle) into HP.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

Alias is finished.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

Critique of Flint Blackwood:

1) Awesome

2) Just that are we going to get money and time to craft things? There are a few alchemical things I want to try out.


Critique of Khazia Nyrazim:

1.)Looks good. Well done.

2.)Any questions?

KHAZIA NYRAZIM: Campaign Tested & GM Approved!

Next to be evaluated: WILLIAM GROVE


Flint Blackwood wrote:
** spoiler omitted **

Once the Choosing is done you'll get your first party adventure, crafting and such will be doable upon return from said adventure. So, sadly, crafting won't occur for a fair while.


Critique of William Grove:

1.)Did you add the additional +2 humans get to a second ability score as per the guidelines?

2.)Otherwise, looks good. Well done.

3.)Any questions?


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

Critique of Khazia Nyrazim:

1) Whoop!

2) What about my Splendid Robes or Gloves of Resplendent Gestures? Just looking for a +2 charisma item to fill the hands or body slot.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

You know, I kinda get why Pathfinder restricted the ability increasing items to two slots. All the mental ones are focused on headbands and the physical ones on belts. I think they did this because the magic item is closer to that which it effects. Headbands are wrapped around the mind and the belt around the body. There might be some variation, like helmet instead of headband or shirt instead of belt. But I don't think the magic would be as effective the further you move away. Not saying I don't think you should be able to use robes or gloves, just thought I'd share my two cents.

But if you follow my logic, what about taking the charisma item in place of the Jingasa since it does something similar to your fortification armor? hen you could take something like Healer's Gloves or Cassock of the Clergy. Your Heal skill is surprisingly low, so gloves, or since you can't cast spells with a divine focus if you wield the hammer, the Cassock. The Cassock also gives another orision which I have found to be rather useful.

Your character so take these as you will.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0
Flint Blackwood wrote:

You know, I kinda get why Pathfinder restricted the ability increasing items to two slots. All the mental ones are focused on headbands and the physical ones on belts. I think they did this because the magic item is closer to that which it effects. Headbands are wrapped around the mind and the belt around the body. There might be some variation, like helmet instead of headband or shirt instead of belt. But I don't think the magic would be as effective the further you move away. Not saying I don't think you should be able to use robes or gloves, just thought I'd share my two cents.

But if you follow my logic, what about taking the charisma item in place of the Jingasa since it does something similar to your fortification armor? hen you could take something like Healer's Gloves or Cassock of the Clergy. Your Heal skill is surprisingly low, so gloves, or since you can't cast spells with a divine focus if you wield the hammer, the Cassock. The Cassock also gives another orision which I have found to be rather useful.

Your character so take these as you will.

Personally, I never really felt like that made sense. It's f%@#in' magic. By definition, it defies logic. Also, how do you explain stat boosting Ioun stones?

Anyway, if it's based on the relevant part of body, couldn't her Charisma boosting item be a corset or something similar?


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GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3
Professor Brooks and Ham wrote:

Personally, I never really felt like that made sense. It's f+@$in' magic. By definition, it defies logic. Also, how do you explain stat boosting Ioun stones?

Anyway, if it's based on the relevant part of body, couldn't her Charisma boosting item be a corset or something similar?

Magic doesn't have to defy logic. I like to think wizards in pathfinder do extensive study in the rules that govern the world and then manipulate those rules to suit them. They aren't defying them, but using them to their advantage. As their understanding increases so does their power and ability to alter the rules. For clerics, the understanding is divinely given and requires an equal amount of faith and for sorcerers its intuition.

When you say corset I assume you mean the item amplifies attractiveness and thus Charisma. I don't think Charisma governs looks, or at least it shouldn't. I governs force of personality, confidence, and the ability to be convincing. Looks can affect this but Charisma is a mental stat first and foremost.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

The idea was more that looks enhance Charisma, not the other way around. And it was intended to be a joke.


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

Ninja'd - making a long post longer; please excuse.

Professor Brooks and Ham wrote:

Personally, I never really felt like that made sense. It's f@!@in' magic. By definition, it defies logic. Also, how do you explain stat boosting Ioun stones?

Anyway, if it's based on the relevant part of body, couldn't her Charisma boosting item be a corset or something similar?

The fact that it's magic makes sense to me as well, although I do agree with Flint's suspicion behind Pathfinder's reasoning. I actually really like the idea of a corset, which would also follow the "appropriate" body slot idea.

I intentionally stacked the crit/sneak negating benefits from the Jingasa & fortification armor. Also a primary reason for taking Misfortune. If the armor doesn't negate the extra damage, I can use the Jingasa 1/day, or Misfortune (pending Miskatonic's approval) once per enemy. Steady damage I can deal with through various healing abilities, but enough damage in one hit to put you down is hard to prevent (I've never played with the rules for Called Shots, but it seems to make avoiding criticals that much more important).

I hope to never take a critical hit. And at level 11, Blindsight will give me awareness of everything within 30ft, completely negating sneak attacks from anything Miskatonic doesn't modify to specifically counteract Blindsight (just gotta avoid damage in the first round or two of combat, and not let myself get flanked).

The Jingasa also makes for +2 Luck AC when coupled with the trait Fate's Favored, which is a type of AC bonus I've never actually seen anywhere else.

The low Heal skill is unfortunate. I actually forgot about the skill until the last round of revisions. I can cure a wide variety of afflictions, but forgot that a Heal Check is needed to diagnose many of them. I believe Cthanos has that covered fairly well, though.

Also, mostly unrelated, but I'll probably be acting last in most combats, with a paltry +1 initiative.

Flint Blackwood wrote:

Magic doesn't have to defy logic. I like to think wizards in pathfinder do extensive study in the rules that govern the world and then manipulate those rules to suit them. They aren't defying them, but using them to their advantage. As their understanding increases so does their power and ability to alter the rules. For clerics, the understanding is divinely given and requires an equal amount of faith and for sorcerers its intuition.

When you say corset I assume you mean the item amplifies attractiveness and thus Charisma. I don't think Charisma governs looks, or at least it shouldn't. I governs force of personality, confidence, and the ability to be convincing. Looks can affect this but Charisma is a mental stat first and foremost.

That is a compelling argument, and a very good depiction of Charisma.

I talk with my hands a lot (in real life), which amplifies "charisma" in regards to communicating with others. Hand movement is also significant with casting spells and using many (charisma-based, for Khazia) abilities. Having a pair of gloves that amplify the effects from such gesticulation would seem to follow your logic for enhancing abilities.


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

Also, generally, while Charisma is a mental stat, "force of personality" is the way you speak, how you carry yourself, and your general presence within a room. It starts in your head, but is expressed more physically. (As opposed to Wisdom & Intelligence, which show through specific actions and words, and are otherwise hard to "see"). From that perspective, anything you wear could enhance Charisma if it increases any of the above. Think about a man in a nice tailored suit being more charming than the same man in a baggy hoody & ripped jeans. He is, in reality, no less charming, but he would likely be perceived as such.


Khazia Nyrazim wrote:
** spoiler omitted **

::cracks crafting knuckles::

How about these?

Resplendent Robes & Gloves of the Oligarch:

Resplendent Robes
Aura moderate transmutation; CL 10th
Slot body; Price 10,000 gp; Weight 5 lbs.
Description
This pure white robe is made of fine silk and embroidered in complex golden designs all along its edges which are interspersed with tiny gems of all colors. When worn it grants you a +2 bonus to Bluff and Diplomacy checks and a +1 bonus to Charisma. The robes must be worn for at least one week for the Charisma bonus to become permanent.

When worn with Gloves of the Oligarch you gain an additional +3 to Bluff and Diplomacy, a +1 to Will Saves against Fear effects and use of the following ability:
Corona of the Beloved(Sp): Once per day for 1min you may behave as if your Charisma modifier was doubled when using Bluff or Diplomacy.
Construction
Requirements Craft Wondrous Item, eagle's splendor, creator must have 10 ranks in Bluff and Diplomacy; Cost 5,000 gp

Gloves of the Oligarch
Aura moderate transmutation; CL 10th
Slot hands; Price 10,000 gp; Weight 1 lbs.
Description
These rich, brown gloves are made of fine leather and embroidered in complex golden designs all along their knuckles and fingertips, the knuckles being interspersed with tiny gems of all colors. When worn they grant you a +2 bonus to Appraise and Intimidate checks and a +1 bonus to Charisma. The gloves must be worn for at least one week for the Charisma bonus to become permanent.

When worn with Resplendent Robes you gain an additional +3 to Appraise and Intimidate, a +1 to Will Saves against Fear effects and use of the following ability:
Font of Riches(Sp): Once per day you may add 10% to the total value of the next loot dissemination. This affects the overall pool of monetary reward as in Platinum, Gold, Silver or Copper pieces found. More than one instance of this effect upon any one loot dissemination does not stack.
Construction
Requirements Craft Wondrous Item, eagle's splendor, creator must have 10 ranks in Appraise and Intimidate; Cost 5,000 gp

Also, I am well aware of the overall 'why' of most magical items. I always consider rules of games like this to be more like guidelines, especially concerning magical items. The staff at Paizo may craft some amazing concepts and offer fantabulous reasoning as to why said item offers said ability for said body slot, but ultimately it's just a suggestion.

We all like to say things are 'balanced' when presented in a nice book with official logos and little trademark symbols but the reality is that that is what is agreed to be balanced within a very narrow realm of the game(Pathfinder Society) which we are obviously not playing in accordance with. You all have twice the firepower of characters you level with near-carte blanc for magical items, I am totally willing to help each and every one of you craft a few personalized items for shits and giggles. Seriously, I love making stuff. Ask and you shall receive. Don't ask, and you get the vanilla jazz, my dear players. I have made it quite clear I reward creativity, so be creative :)


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

I always think customized items are more fun than stock ones, anyway. I have a magus with an eyepatch that's based on the one worn by Jarlaxle in the Drizzt books. While over the left eye, it provides a constant detect magic, as well as several other abilities which can be cast a few times/day. On the right eye, it provides a constant mind shield effect, which can only be overcome by powerful psionics. It cost a fortune to have made, but it was totally worth it to have Jarlaxle's eyepatch. Unfortunately, the DM won't let me get his hat, which has various powers based on what direction it's tilted in. Nobody's really sure what those powers are, though.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3
Khazia Nyrazim wrote:

I intentionally stacked the crit/sneak negating benefits from the Jingasa & fortification armor. Also a primary reason for taking Misfortune. If the armor doesn't negate the extra damage, I can use the Jingasa 1/day, or Misfortune (pending Miskatonic's approval) once per enemy. Steady damage I can deal with through various healing abilities, but enough damage in one hit to put you down is hard to prevent (I've never played with the rules for Called Shots, but it seems to make avoiding criticals that much more important).

I hope to never take a critical hit. And at level 11, Blindsight will give me awareness of everything within 30ft, completely negating sneak attacks from anything Miskatonic doesn't modify to specifically counteract Blindsight (just gotta avoid damage in the first round or two of combat, and not let myself get flanked).

The Jingasa also makes for +2 Luck AC when coupled with the trait Fate's Favored, which is a type of AC bonus I've never actually seen anywhere else.

The low Heal skill is unfortunate. I actually forgot about the skill until the last round of revisions. I can cure a wide variety of afflictions, but forgot that a Heal Check is needed to diagnose many of them. I believe Cthanos has that covered fairly well, though.

Also, mostly unrelated, but I'll probably be acting last in most combats, with a paltry +1 initiative.

That is a compelling argument, and a very good depiction of Charisma.

I talk with my hands a lot (in real life), which amplifies "charisma" in regards to communicating with others. Hand movement is also significant with casting spells and using many (charisma-based, for Khazia) abilities. Having a pair of gloves that amplify the effects from such gesticulation would seem to follow your logic for enhancing abilities.

Didn't know about the trait. Every +1 counts. But that is a lot of focus on something that is "supposed" to be rare. And hopefully you won't be the focus for most attacks. Still I can understand building a healer around defense. They should be the last to die an any confrontation.

Also, I like the justification for the gloves. Certainly believable but more for diplomacy and not necessarily charisma. See below.

Professor Brooks and Ham wrote:
The idea was more that looks enhance Charisma, not the other way around. And it was intended to be a joke.

Another example of how not enough gets through typing. Didn't catch it as a joke. I can't argue that since I know there are abilities and spells that effect looks and thus ruin or amplify charisma. But that doesn't explain sorcerers. How can looking better improve the power of spells? Doesn't make since to me.


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

Thanks Miskatonic!

Just to note, as a Paladin, Khazia is immune to fear. And I otherwise have no ranks in Bluff/Intimidate/Appraise. I would definitely have pushed Bluff & Intimidate, but just didn't have the skill points for it (I already split ranks between K:Planes & Perception when I realized I applied background skills incorrectly; I originally thought all knowledge skills were background).

I do appreciate the additional skill bonuses & the two per day abilities though :)

I'll add the items to her sheet in a moment & modify things accordingly. Off to lunch now.

Nice, Prof. Jarlaxle is my favorite character from those stories. A charming Rogue making good use of UMD.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3
Professor Brooks and Ham wrote:
I always think customized items are more fun than stock ones, anyway. I have a magus with an eyepatch that's based on the one worn by Jarlaxle in the Drizzt books. While over the left eye, it provides a constant detect magic, as well as several other abilities which can be cast a few times/day. On the right eye, it provides a constant mind shield effect, which can only be overcome by powerful psionics. It cost a fortune to have made, but it was totally worth it to have Jarlaxle's eyepatch. Unfortunately, the DM won't let me get his hat, which has various powers based on what direction it's tilted in. Nobody's really sure what those powers are, though.

I love Jarlaxle. One of my favorite characters. I especially enjoy the part were a gnome tries to use detect magic on him and almost blinds himself.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

Huh. Apparently there's a limit on how much stuff the program will copy with the "reply" button. It won't let me get Flint's second remark.

Clearly, looking better improves spells through magic. Which, as I said, defies logic by definition. What you described- learning the rules of the universe, then manipulating them to suit one's needs- is science. I feel like magic is more along the lines of learning the bugs in the universe and exploiting them.

Also- were we using the background skills rules? 'Cause I don't remember including them in my skill point math.


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9
Flint Blackwood wrote:
Didn't know about the trait. Every +1 counts. But that is a lot of focus on something that is "supposed" to be rare. And hopefully you won't be the focus for most attacks. Still I can understand building a healer around defense. They should be the last to die an any confrontation.

The Cleric spells "Divine Favor" & "Divine Power" (only two I yet know of) grant a Luck Bonus to attack/damage. As I said, I hope to never take a critical hit. Over-preparation be damned.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3
GM Miskatonic wrote:
Khazia Nyrazim wrote:
** spoiler omitted **

::cracks crafting knuckles::

How about these?

** spoiler omitted **...

Those are insane. +5 to four skills, +2 to Charisma, +10% moneies, and double Charisma bonus for a minute. I gotta start thinking about new items.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0
Flint Blackwood wrote:
Professor Brooks and Ham wrote:
I always think customized items are more fun than stock ones, anyway. I have a magus with an eyepatch that's based on the one worn by Jarlaxle in the Drizzt books. While over the left eye, it provides a constant detect magic, as well as several other abilities which can be cast a few times/day. On the right eye, it provides a constant mind shield effect, which can only be overcome by powerful psionics. It cost a fortune to have made, but it was totally worth it to have Jarlaxle's eyepatch. Unfortunately, the DM won't let me get his hat, which has various powers based on what direction it's tilted in. Nobody's really sure what those powers are, though.
I love Jarlaxle. One of my favorite characters. I especially enjoy the part were a gnome tries to use detect magic on him and almost blinds himself.

Jarlaxle was definitely a badass. And I had a similar experience to the gnome. When I first entered Baba Yaga's hut (an extremely powerful artifact made by a being who can put a fair number of gods in their place), I was wearing the eyepatch on my left eye. If I hadn't passed my DC 30 fortitude save, I would have been blinded for a number of hours.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3
Professor Brooks and Ham wrote:

Huh. Apparently there's a limit on how much stuff the program will copy with the "reply" button. It won't let me get Flint's second remark.

Clearly, looking better improves spells through magic. Which, as I said, defies logic by definition. What you described- learning the rules of the universe, then manipulating them to suit one's needs- is science. I feel like magic is more along the lines of learning the bugs in the universe and exploiting them.

Also- were we using the background skills rules? 'Cause I don't remember including them in my skill point math.

There is a limit so copy and past is sometimes necessary.

Ha. Bugs.

And yes. Background gives 2 more points in what are considered background skills. Skills not immediately useful in combat.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

That eyepatch might be artifact level if it does all that. That would explain the gnome's reaction.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

I think it probably is, now that I think of it. It's an extraordinarily high powered game. The current value of my scimitar is well over what my entire WBL oughtta be, and that's without including the custom enchantments that don't really have a price tag on them.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17
GM Miskatonic wrote:
** spoiler omitted **

1) +2 went into STR and CON. 1st level stats were 18,14,18,12,13,10. Level 4 and 8 stat increases went to CON. Belt +2 to STR and Con. Snakeskin Tunic +2 to DEX.

2) Thank you

3) No questions.


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

Resplendent Robes & Gloves of the Oligarch added to Alias:
Total changes: +5 Appraise, Bluff, Diplomacy, & Intimidate. +1 to all Cha-based skills; +1 to all saves; +1/day 1st level Oracle & Paladin spells; +1/day Lay on Hands, +1/day Negative & Positive Channeling; +1 Negative Channeling bonus modifier.

You can take a look now if you'd like to make sure I made those changes correctly.

Flint Blackwood wrote:
Those are insane. +5 to four skills, +2 to Charisma, +10% moneies, and double Charisma bonus for a minute. I gotta start thinking about new items.

True that:
I've got +10 Bluff & Intimidate now with no ranks in either, increased to +15 1/day with the "Corona of the Beloved" power. Sitting at a maxed +23 Diplomacy (+28 1/day). The Circlet Miskatonic made for me is awesome as well. He also allowed Khazia (given the creative character concept) to have both Neg & Pos channeling, which is otherwise impossible for any Pathfinder class RAW (it would've been 2 separate Channel Pos abilities).

Assuming that all animate beings are either living, undead, or constructs (probably a poor assumption in our creative GM's game here, but still..), I can apply channeling to damage all but that last group, giving me a good fall-back option when healing isn't needed & my weapons aren't useful.

I definitely advise everyone to come up with some rough item ideas to increase unique character abilities/traits. Or try to develop some unique traits through which Miskatonic can funnel his crafting talents (Not to put you out there like that, Boss-man, but love is meant to be shared).


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

There is apparently a character limit in the "Gender" field on your profile (That's the one I use to display vital stats). I had to delete a space elsewhere to fit "Female" in the front, but otherwise got everything in :)


EVERYONE
Alright, everyone, just a taster of what's to come, in the Campaign Info section is a spoiler for The Epochryphon, the mysterious organization you have just been 'recruited' by. I have compiled the basics of each faction within the Epochryphon and once we reach the choosing you will choose which faction you will represent. Of course, at first the info you are getting now is player knowledge, not character knowledge, but there will be a nice deus ex machina for you to make it in-game. Enjoy :)


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

I came up with some ideas that Flint will build towards based on the battle injector item. The battle injector is a regenerating, swift application heal. The swift part is the key here and his main focus.

So first:

Quick Injector:
Using the battle injector as a base, the quick injector can deliver potions or extracts directly to the blood stream faster than the usual method of imbibing them. The device is secured to the thigh, under the clothing and thus takes up no slots. A potion or extract can then be loaded into the device and, with a simple slap of the hand, inject the potion or extract into the blood as a move action rather than a standard. To reload the device takes 1 min and is delicate work so it may only be performed when the character is not under duress and can take 10.

Quick Injector Upgrade 1:
Alchemical items that affect only the user can now be distilled down to their basic parts and loaded as well as mutagens.

Quick Injector Upgrade 2:
The Quick Injector has increased capacity. It can now hold two beneficial items that can be injected separately or on the same move action.

Quick Injector Upgrade 3:
The Quick Injector can now be used as a swift action.

Hypodermic Dart:
Prerequisites: Gunsmithing, Infusion Discovery

The alchemist can now, as a move action, add an extract to a special hypodermic dart. Then as a standard, they may fire it into a willing target within 30ft. The dart must be fired from a two-handed firearm and must still hit Touch AC.


@ Flint Blackwood: Very cool ideas, I see where you are going with this and I like it. Ultimately, however, technically speaking I included the Battle Injector in everyone's initial creation guidelines for two reasons: a teaser of what's to come and for everyone's reference later on. At this point in the story no one has an Injector yet but will receive one just prior your first collective assignment.

This being said, I will permit you to discuss this concept with the relevant faction leader(Guildmaster Kazithine or Altaen the Accomodator) for them to work on building a working prototype for you to use upon your return. After you return we can further discuss every aspect of it from materials to crafting time and so on. Sound good?


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

I was wondering about that. I wasn't sure if we were assumed to have them or getting them later. Being a handed a piece of tech that powerful is going to draw his interest and creativity. I figured I would need to wait before starting work on them.

I have no doubt The Enclave of Burning Rebellion is the place for him though I can see him bouncing from faction to faction seeing what they have to offer and combining their specialties to create new and more powerful versions of his current firearms.


Being unaffiliated is absolutely a way to go. Still formulating bonuses and such for each faction but from the descriptions you get the idea of each 'flavor' I'm going for.

The Enclave is definitely a fun one, but each one has some pretty cool characters and benefits to choose from in the long run.

Primarily, right now anyway, the idea was to lay groundwork for you guys to get an idea of where you need to go to take a prestige class or buy more powerful magical items once you have the means to do so.

I've always loved 'hub cities' and Hideaway is just that.


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

That's awesome. I'm with Flint on maybe moving through various factions. Clearly Khazia would have much to learn from the Brotherhood of Nature's Eternal Renewal & the duality of their symbol will likely draw her attention immediately.

I can also see her finding a strong sense of belonging in the Quintessential Collaborative, and (if I might dream) possibly rising to a role of significance there.

The general passivity of those two factions is against her nature, however (Khazia's not aggressive or violent, but she has a restless spirit), so she'll likely find camaraderie among many members of The Enclave, as she seeks to push those in her faction(s) toward more active roles in the as yet undisclosed "eternal struggle"


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

I choose... The Enclave of Burning Rebellion.

This faction represents William the most closely. Deposing despots and tyrants is right up Williams ally. Less talky talk more smashy smash yet out for the good of everyone.


Nice choice, William, once we're all chosen up I'll bombard the Gameplay Thread with each Introduction, one after the other, and then thrust you all into your first adventure.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

I like the factionless option. The justification being the line about "a dedication to a core set of ideals". He can't see himself being dedicated to the ideals of any of them. Not oring enough for the immortals, stealthy enough for the Kasathan, or, even as fun as they sounded, driven enough for the Enclave. Floating amongst them sounds infinitely more profitable and fun.


Hmm, the Kasathan Emporium is basically a group of space pirates and mercenaries. Opportunists en masse, if you will. They are more 'roguey' than most of the others(save the Conclave) but factionless is still an option, yep.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

For the love of Cthulhu! The one day I'm not able to monitor the game, and you guys move way ahead of me. I don't really know how to catch up. Let's just assume the professor has been watching and observing quietly.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

Flint is a merchant. But not the shady or subtle kind. He is loud and in your face. Brazen if you will. His goal is notoriety and the advancement of all things firearm related. But interest in them is necessary first. Specifically his. He wants his to be the best. Like no one ever...no stop it. Not going there.


Professor Brooks and Ham wrote:
For the love of Cthulhu! The one day I'm not able to monitor the game, and you guys move way ahead of me. I don't really know how to catch up. Let's just assume the professor has been watching and observing quietly.

Given the situation that's totally reasonable.


Flint Blackwood wrote:
Flint is a merchant. But not the shady or subtle kind. He is loud and in your face. Brazen if you will. His goal is notoriety and the advancement of all things firearm related. But interest in them is necessary first. Specifically his. He wants his to be the best. Like no one ever...no stop it. Not going there.

...was. He'll travel across the land, searching far and wide! DUN! DUN! DUN! Teach pokemon to understand the power that's inside! POOOKEEEMON! POKEMON! I love that shit, lol. But back to the point, the Kasathan Emporium specializes in highly advanced firearms using alien technologies and such. I'm not trying to push you into it or anything though ::shoves you:: seriously ::shoves you again:: it just fits the bill entirely ::shoves you one more time:: :P

Ultimately, I don't care either way, Flint, you'll need to speak with the Immortal Initiative or the Kasathan Emporium to create advanced firearms though(much like the Quick Injector).


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

I get it but the shadiness is what would hold him back. Delving into black-market items and tech would be too reminiscent of the alchemist he put down that went too far. It was sufficiently horrifying to make him very certain that there is a line that shouldn't be crossed. At least by not being in the faction he can take a step back and make sure things are not going that far, even if he will be there. A lot.


Flint Blackwood wrote:
I get it but the shadiness is what would hold him back. Delving into black-market items and tech would be too reminiscent of the alchemist he put down that went too far. It was sufficiently horrifying to make him very certain that there is a line that shouldn't be crossed. At least by not being in the faction he can take a step back and make sure things are not going that far, even if he will be there. A lot.

Very true, the Emporium is notorius for shady dealings, weird biological weapons/alien hybrids, and pretty much anything distasteful but not entirely evil. have some ideas for a gun that uses magnetism to accelerate projectiles and even a two-shot deal that fires a gravity increasing projectile and then a light-weight, gravity-sensitive round that accelerates to near light speed when affected by a strong gravity field...

Unaffiliated it is. That makes 1 for the Enclave and 1 for Unaffiliated.


By the way, Savyon, Cthanos, and myself are all roommates. In case anyone is wondering why they rarely respond and I don't get on them for it, it's because I am bugging them in person, lol


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

I'm thinking the professor will remain unaffiliated as well. Maybe he'll look into the Collaborative or the Enclave, but I'm not sure.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

Well bug harder. I want to fight something.


Flint Blackwood wrote:
Well bug harder. I want to fight something.

LOL


EVERYONE
Just so you are all aware, I have finished most of each faction leader's alias. Feel free to peruse them all on my profile and consider the enclosed details of all but Solivagus to be pertinent to the plinth's information.

Addendum: Each leader/faction grants three buffs(two passive and one ability). I'll try to flesh them all out today. Those of you who are considering Unaffiliated, see Solivagus' alias for those buffs.

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