Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


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Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Well killing off PCs isn't exactly top notch for morale.
I could have downed a 2nd pc in my homebrew if i wanted to, but i felt sorry for them with their meager rolls.

Even playing hostile you (maybe) show mercy at some point, be it to show them they're not as tough as they pretend to be, or to show them they should have heeded the signs and hints. >.>
Unless people are playing as dumb as a rock and go being stupid.


Killing off players is universally frowned upon, and illegal in 48 states and the District of Columbia.

Killing off PCs is somewhat more acceptable.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

"All decent folk find the common rat repulsive. Harbinger of disease, it scavenges on our waste-heaps and frightens our children. How immeasurably worse then is the foul ratman - standing on its hindlegs in foul parody of a human. Rats as tall as man, and blessed with the most vile intellect and cunning. They are the dark side of our souls, come to destroy us for our sins." ~ Albrecht of Nuln

----------------------------------------------
The Legacy of Solomon Skivven
----------------------------------------------

Appearance
Solomon stands only about 4 feet tall, the height of a tall child, though the arch of his back makes him often appear shorter. Ordinarily he would drape himself in billowing, hooded clothing to hide his appearance; but since his capture he is left completely naked (ratfolk don't wear undergarments afterall).

His fur is completely white, betraying his albino genetic tradition. One eye is red as would be expected, but the other is completely black. The ears that poke from his bleached fur, his clawed hands and slender tail, as well as the tip of his nose are dark grey. He has long, yellowed teeth and spindly arms that almost brush the floor when he stands relaxed. On the left one there is a vicious, infected brand of the letter "F"--marking him as "Forsaken", which is hardly a novel experience.

Background
There is a small population of Ratfolk that reside within the sewers and underground of Talingarde. They are an extremely communal society that collect in warrens with several nooks and crannies in which they can store their hoards of eclectic contraband or flee from danger. They are uncommon sights among the populace, and wild folklore surrounds them. So while officially they are tolerated, unofficially they are not--they are unattractive and absolutely filthy.

But they have their superstitions as well--such as that of the Skivven. A Skivven is a rat who has been marked by the otherworld, no longer wholly a part of the society but with a foot in both worlds. Thus he is a danger to himself, but mostly to all of those around him as the duality of mind and allegiance drives them insane. Besides, one who is not fully part of the community, must not be allowed to be part of it at all. Thus, on the rare occasion that a Skivven appears, he is branded with the name and excluded from all wardens.

A Skivven is commonly recognized when the mark becomes manifest, shifting the color of one of the vermin's eyes.

Solomon "Bone-White", named for his albinism, was trained as a tinkerer. But shortly after he began his training was when a minion of Asmodeus struck a deal with the youngling. The power to manipulate and tinker with the very forces of creation itself, the power of alchemy, in exchange for reverence. And reverence seems like such a paltry thing to trade, as ratfolk culture is hardly dogmatic about religious practices. But what Asmodeus knew, and Solomon did not, was that reverence was all that would be needed to set the youngling apart. And one who is not fully submitted to the society may not be part of any of it.

His right eye grew darker over the next three days, until it was so black that one could easily see their own reflection in it. The Skivven was ejected from the sewers and society of the others, which was a pain unlike he had ever felt before--the loss of community. But in truth, in spite of the pain he never resented the decision he made. He no longer needed the community. He had alchemy.

More coming...

--------------------------------------------

I just wanted to show that stuff is going on behind the scenes. Crunch is in the profile as I continue to work on the background. Also, this is Diego.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10
Xeram wrote:

Well killing off players isn't exactly top notch for morale.

I could have downed a 2nd pc in my homebrew if i wanted to, but i felt sorry for them with their meager rolls.

Even playing hostile you (maybe) show mercy at some point, be it to show them they're not as tough as they pretend to be, or to show them they should have heeded the signs and hints. >.>
Unless people are playing as dumb as a rock and go being stupid.

or if the fighter really has 7 wis and wis. :P

not posting my history... secret and it will be a WALL post :P


Awesome stuff Diego, be sure and include your background in your profile as well.

Probably I should request everyone to highlight in a spoiler tag in their profiles for me, the actual crime you were convicted of.

I intend to start my opening monologue during the branding of all you criminals, so knowing who gets marked with what will help me a lot.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Done


I think we can safely remove the ? relative to Diego's choice.

Current list:

  • Seth86 - Aldrea (Malleck the Antipaladin)
  • Chyrone - Beads (Xeram the Sorcerer)
  • Jokum - Sir Bastion/Jokum (Taeral the Bard)
  • Diego - (Solomon the Ratfolk Alchemist)
  • Curaigh -(Debating?)
  • Alessandra - (Wayang Shadow Summoner?)
  • Rogar - (Debating?)


  • M Draco Electricus author 2, herper 4, canine exerciser 9,
    Malleck of Alerion wrote:
    Thats 4 "?" tsk tsk :P =^^=

    Awww C'mon I have only had twelve hours. I had to sleep for four of them!

    *grin*


    Well, up and at 'em you villain!


    Male
    VITALS:
    AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
    Anti-Paladin 8
    SKILLS:
    Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10
    Solomon "Bone-White" Skivven wrote:

    "All decent folk find the common rat repulsive. Harbinger of disease, it scavenges on our waste-heaps and frightens our children. How immeasurably worse then is the foul ratman - standing on its hindlegs in foul parody of a human. Rats as tall as man, and blessed with the most vile intellect and cunning. They are the dark side of our souls, come to destroy us for our sins." ~ Albrecht of Nuln

    Malleck can speak to Rats, Bats and Wolves =^^=


    Human
    Stats:
    1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

    A witch i have has a white rat as familiar.

    The Exchange

    Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

    It seems the party is missing a divine caster, so I'll choose that, just so to narrow down my options :)
    Servant of Asmodeus, then. Cleric, most likely. Bringing in fire and brimstone, and bending opposition into Asmodeus' will. Healing only as a secondary function...
    I haven't had time plan a build yet, so I welcome suggestions at this point.


    Human
    Stats:
    1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

    Compulsion spells could be fun, like murderous command.
    Picking up death domain perhaps, kill those egocentric zealots and raise them as your bodyguard.


    Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
    Skills:
    Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

    I was debating a cleric for a bit and was intrigued by this concept: Reach Cleric Build

    It struck me as a wonderful build for a long lasting campaign, and even has some serious power that comes from evil domains.

    This is my understanding in a nutshell of why it's an option worth considering:

    • At lower levels, clerics are mostly melee characters supplemented by some casting.
    • At higher levels, casting is far more important, so clerics rarely see melee any more
    • This is a build that allows you to build up melee feats without them becoming obsolete later, and it's KILLER on action economy. But it takes strategic combat maneuvering which means team mates will need to be aware of what you're doing to accommodate.

    Not sure if this fits your "Fire and Brimstone" concept, though there are fire domains available with Asmodeus I believe.


    I have every intention of taking this campaign all the way to the end, so plan for the long haul folks. Consider heavily before you multiclass, because those 20th level abilities will be yours midway through book 6.

    Character death will almost certainly happen, so when we experience it, we'll get the dead PC either raised (at your expense of course), or a new PC rolled up by that player. We'll figure out how to roleplay it as we go.


    Speaking of levels. We won't be doing the XP thing. We'll level up when the time is right.


    Human
    Stats:
    1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

    All the more reason to find ways to not die as easily.
    Blackmail, threaten, enslave........perfect means.

    Why, yes sir lvl 10 guard captain, i do indeed have some dirt on you.
    Two nights ago you cheated on your wife with a girl half your age.
    Imagine the higher ups, and your wife, and your regiment finding out...not to mention that promotion you were after.
    That is why you will do what i tell you to. :)


    Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

    Checking in, late to the party here, apologies. Fetchling summoner (shadow caller archetype), seriously interested in the vampirism path (my shadow is my eidolon, so DEEPLY thematic!). Background still a work in progress, watch this space! And if I start to neglect the existing pbp I'm with you in, send me a (virtual) kick...


    Male
    VITALS:
    AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
    Anti-Paladin 8
    SKILLS:
    Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

    My Line of work


    Alessandra wrote:

    Checking in, late to the party here, apologies. Fetching summoner (shadow caller archetype), seriously interested in the vampirism path (my shadow is my eidolon, so DEEPLY thematic!). Background still a work in progress, watch this space! And if I start to neglect the existing pbp I'm with you in, send me a (virtual) kick...

    Yeah, you can't neglect that other game, Diego, Rogar and I are counting on you to kill the Captain and get us off that crazy ship!


    Malleck of Alerion wrote:
    My Line of work

    Hey! A guy needs a hobby right?


    Male
    VITALS:
    AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
    Anti-Paladin 8
    SKILLS:
    Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

    Indeed they do.

    *KNOCK KNOCK*


    Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

    Indeed! You and Shaedra are our muscle... we need a front line!


    Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft
    Grymp wrote:
    Alessandra wrote:

    Checking in, late to the party here, apologies. Fetching summoner (shadow caller archetype), seriously interested in the vampirism path (my shadow is my eidolon, so DEEPLY thematic!). Background still a work in progress, watch this space! And if I start to neglect the existing pbp I'm with you in, send me a (virtual) kick...

    Yeah, you can't neglect that other game, Diego, Rogar and I are counting on you to kill the Captain and get us off that crazy ship!

    Now, now, Alessandra is trying to Break Good... Don't go tempting her now ;)


    Diego Vallenci wrote:
    Indeed! You and Shaedra are our muscle... we need a front line!

    Realizing that in that group Shaeda is part of the muscle is why I took her second level as rogue. Might as well have the two rogues both working for the flank together! Besides, the Freebooter archetype adds some nice bonuses for flanking later on as well.


    Male
    VITALS:
    AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
    Anti-Paladin 8
    SKILLS:
    Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

    So Xeram has a rat as a familiar? Or will have a rat as a familiar?


    Human
    Stats:
    1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

    No...a witch i have has a rat.

    With the arcane bloodline i could, if the arcane bond was a familiar. But i'd rather have it be an object.


    Male
    VITALS:
    AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
    Anti-Paladin 8
    SKILLS:
    Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

    Ah. Right. That would be frustrating. Another person gets to talk to your familiar before you can :P


    I posted the path of the Lich, and also some info about keeping the game moving.

    There are some other undead feats and such I can post, at least one of which I believe the Dhampir might qualify for already. Anyone interested?


    Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
    Skills:
    Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

    Background continued...

    Without permission to remain underground any longer, Solomon was forced to live above. Naturally, cities would be the (relatively) easiest places to do so, as the wilderness and deserts are unforgiving for one who was not bred for their particular struggles; but to survive in the cities was almost impossible as ratfolk.

    Solomon knew a handful of formulae, wonderful extracts and transmutations whispered by corpses he gathered and the small vermin that attracts. One of which helped him blend into the throngs of humanity, unassuming save for his raspy voice and the trail of filth that followed him. Disguise Self Extract

    OOC:
    On the topic of extracts, I have marked in the profile what initial Formulae he learned and marked in his previous formulae book. I know he won't have that anymore, but I wasn't sure if it would still be helpful for knowing what extracts he used to be familiar with.

    It was a rough disguise at first, as he had no idea how genuine humans looked or acted. But over time the illusion grew more passable, and eventually became so unassuming that he was able to pass through society without really being recollected at all, as if the form was so unremarkable that most forgot him the moment he passed out of view. And one can get into a lot of trouble if they wish, when one can go unnoticed.

    He lived on the streets, which was no inconvenience for him at all, though he had to find locations all over the city where he could hide his experiments and tools (at least those that weren't kept with him at all times). And evenings, when those who needed light would slip into their hovels and beds, Solomon would scurry down to the mausoleums and crypts. The whispers he had heard initially had slowed by this point, forcing him to trudge the slow path of progress alone. He found that organic components had the greatest effect on his mixtures, and that the more recently a corpse had stopped living the better the reaction would be. He also was surprised to find how many fascinating objects humans chose to bury the important ones with.

    For almost a year he was able to do this unimpeded before he was caught. He had been "discovered" in the act before, but people are often lenient with what looks like a young boy without the maturity or knowledge to understand the gravity of his actions. But this time they found him tasting one of the corpses, which is much harder to dismiss.

    He took flight, astonishing his pursuers who were prepared to face a child but not expecting the prowess they encountered. But there are few true exits in a mausoleum, and he was caught quickly afterward. His illusion dropped only a minute after his capture as well, which was unsettling to most but explained quite a bit more to those who had a hand in his apprehension.

    He would still be beheaded, but perhaps a private execution would be more prudent. No one wants the rumors of ratmen to start again. And the guard certainly didn't want to give them proof.

    Personality
    Solomon is internally focused in personality, always thinking, always strategizing, but rarely involved in the same conversation and circumstances as everyone else. The split agendas in his mind: the unquenchable curiosity that led him to make his pact, as well as the demonic presence that attempts to focus it are constantly vying for priority. So in short, he's addled... but brilliantly so. And when inspiration strikes he's like a rat possessed.

    Innovation is his treasure. Though he hoards anything and everything that intrigues or stimulates him, nothing is above being used for the sake of discovery. He understands the rules of human society now, and has an instinctual submission to a group that shares a common cause--especially one that might further his own agenda.

    And since his capture, the whispers have begun again.

    "By gnawing through a dike, even a rat may drown a nation." ~ Edmund Burke


    M Draco Electricus author 2, herper 4, canine exerciser 9,

    The story in outline::

    A is an apprentice blacksmith. Blacksmith gets in a fight & kills someone. Blacksmith gets sentenced and dies in prison. A goes to streets/woods.
    A discovers the death due to rough guard/captain/warden's treatment.
    A plots revenge against guard.
    Blacksmith talks to A through an amulet (real/imagined?)
    A discovers crafting magic.
    A alters revenge to 'against guard's family'
    A murders/attempt to murder/ritually slays guard's family member.
    A goes to prison.
    Guard takes the amulet earning more of A's animosity. Guard's subsequent promotion transfers hatred to the whole system/country, justifying murder.

    The build:
    Master Craftsman 5th level feat. At early levels the items will not really be magic, but he will gain items he thinks are magic. Much of the character will focus on his getting stronger version(s) of weapon and other items to plot against the country.

    Do you have the ACG yet? If so do you want to take a quick look at these to make sure they are OK? I am not a min/maxer, but I want to make sure you are OK with them. I can send short bits if you dinnae have it yet to help answer questions. Hunter (pg 26), or more specifically Feral hunter archetype (pg 95) (trades animal companion for more animal focus). Weak spellcaster, but ani-comp or summoned creatures share teamwork feats.

    There is a counterfeit mage (rogue archetype, pg 109) that might also work (and probably work better as a murderer). But the abilities are dependent on scrolls and wands. If scrolls & wands are uncommon in the campaign the archetype is useless. If you are willing to share that information it will help me make my decision. If not that's ok. :)

    Finally the slayer (pg 53) class. Ranger/rogue which fulfills the murdering aspect, but not so much the smith aspect except through minor magic rogue talents. :)


    Thoughts on class (or should I just roll... :)

    Probable stats using favored/foil. Hunter: Wis/str. Rogue: Int/Wis. Slayer: Dex/Wis. Then I use 4d10 and apply them in order to S, D, C, I, W, H (taking the two out). Is that correct? If so I can roll them and have something final by tomorrow.


    Brave soul!

    Roll them in order as 1d10+7 right? Check how the Bard did it.


    You'd do a Hunter with STR as foible?


    Name your Focus 18 and Foible 8 and roll the other 4 in order


    Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft
    Rogar "Doc" Ironsail wrote:

    It seems the party is missing a divine caster, so I'll choose that, just so to narrow down my options :)

    Servant of Asmodeus, then. Cleric, most likely. Bringing in fire and brimstone, and bending opposition into Asmodeus' will. Healing only as a secondary function...
    I haven't had time plan a build yet, so I welcome suggestions at this point.

    Have you seen the Fiendish Vessel archetype? Tiefling, and you channel pure evil... link


    Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
    Skills:
    Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

    Indeed, the Fiendish Vessel looks really nice. Especially since the familiar comes completely free as far as I can tell meaning that there's nothing you trade from a standard cleric build in order to gain it, and is already a type of familiar with hands (fantastic!). So you get cool familiar stuff, even being able to channel with it as the focus, and should it ever die as familiars are wont to do... Asmodeus simply gives you another one within a week.

    "Sorry the last groveling imp got disintegrated. Try this one on for size."


    Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
    Skills:
    Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

    Where's this image as an avatar option? Instead of a picture of an actual rat?


    Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
    Skills:
    Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

    I messed with stats a little bit (used point-buy, phew) as well as swapping the first level feat. I'm assuming that we aren't locked into things quite yet, but still want to give you a heads up when stuff changes.

    I dropped that ridiculous Dex score so that I could bring Str out of the deepest basement. When I'm not chucking stuff, which I intend to do a lot of, I'll need to be firing fun little arrow packages. I forgot that bows adopt Str penalties...

    As for goals: the most immediate would be some type of mask/goggles (I don't even care if they do stuff) as well as a longbow. But I'd love to be able to flavor the longbow into something that feels more "alchemist-y" and less "forest-men-in-tights-y". Not sure what that might be, but I'm thinking on it.


    Human
    Stats:
    1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

    Maybe arrowtips loaded with something.
    Can one say "firebolt"?


    Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
    Skills:
    Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

    Like Raining Arrows if cool factor opens the potential of loading these things with other liquids/powders. That sort of stuff could get expensive, but evil people usually end up pretty rich, right?


    Human
    Stats:
    1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

    Fair enough, but think of all the nast things you could apply it with.
    Heavy poisons, acid, unholy water, oil you then ignite.


    Holy moly that's a lot to read! Make sure the background is in your profile too.

    I'll plow through all of this later.


    Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
    Skills:
    Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

    Yep, everything's compiled behind the rat.


    Did you need help changing your avatar? You do it from your account page.


    Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
    Skills:
    Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

    Nah, just lamenting the options.


    You'd think an ugly rat person would be an option.


    M Draco Electricus author 2, herper 4, canine exerciser 9,
    Grymp wrote:
    You'd do a Hunter with STR as foible?

    Yeah, mostly ranged weapons or critter when it comes to combat. I have narrowed it to the Ferral hunter or the counterfeit mage. Any suggestions from my fellow inmates? I can sleep on it another night. Because I must sleep tonight :)


    There's one that is clearly a ratfolk under Monsteous Humanoids!


    Ranged weapons out damage everything else over time.

    Weapon Master fighter is slightly superior to Ranger in combat IMHO, but the Ranger gives more utility out of combat.


    Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
    Skills:
    Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

    Wish I had good advice for you Curaigh, but I don't know anything about the advanced classes. The previews I saw looked pretty cool though so I'm excited for the chance to see one in action!

    And thanks Grymp, there is a rat man.

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