Hell's Rebels with GM Zek

Game Master Zektolna

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Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

I like a mix of Everyone claims what works best for them as their own and It all belongs to the group, everyone just 'borrows' from it. Hell's Rebels is clearly a group effort adventure so sticking with a system that serves the needs of the group seems both sensible and appropriate.

And I, as a player, am rarely interested in loot. Key upgrades are always welcome, but I guess I'm one of those super easy going players that prefers everyone having fun over his character being the star of the show :)


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |

Honestly, I very much dislike the idea of your equipment never being yours. If I'm playing a big bad fighter with a flaming sword, I want that sword to be mine, not something lent to me from the great socialist state of the party. But in the interest of moving forward without too much delay, pipe up if you disagree with the split as suggested.

The 225 gp are divided into seven parts - 32 for every player and 33 into a communal pool.

The signet ring stays with us for a little while, just until we find out if it has an obvious purpose. If not it goes back to Rexus.

The Bracers are sold at the earliest opportunity.

The two potions of CLW go to the two dedicated melee types, Matiscio and Lia.

The scroll goes to Didiana as the only one who can use it. Given that it's a low level spell, I may just sell it and divide the GP among us if I don't find a use for it within the next few levels.

Finally, the silver dagger - I would strongly recommend for one of the front-line fighters to keep it for now. Given the theme of this adventure, I can't imagine it will take long before we run into some devils with headache inducing DR.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

I'm a fan of "You're equipment is yours, but if you find an upgrade of what you have and someone else can use what you have, the old equipment goes to them." For instance, Lia and I both use rapiers as our primary weapons. I suspect we both intend to pick up Fencing Grace for Dex to damage with our rapiers. However, Lia has a better BAB than I do and will get that feat sooner, so she's the more effective fighter and should probably get first dibs on any magic rapiers we find. However, if she has, say, a rapier +1, and I have a masterwork rapier, and we find a keen rapier +1, I think it should go to her and then her old rapier goes to me. Cloaks of resistance are another good example, although in that case I believe they should go to whoever needs the help with saving throws the most.

We also have three dedicated melee types, since I'm also intending to be a melee type. However, since I can heal myself with extracts, I'm cool with the options going to those two.

Do you not want the bracers? You are an arcane spellcaster, so you would benefit. Or did you take Arcane Armor Training?

Either Matisico or Lia can have the silver dagger. Matiscio might be the better option, since Lia's archetype keys most of its abilities off of the rapier.


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |

Regarding the potions, I was also considering the walking formation what with Lia and Matiscio being at the very front. Totally didn't forget about Evander because Didiana's bias against tieflings is bleeding over into myself.

And nah, Arcane Armor Training will have to be my 3rd feat. Didiana is wearing that silly armored skirt right now for a +1 bonus at nil spell failure chance, so unless I'm missing something (always a likely scenario) the bracers wouldn't do anything for me.

Matiscio! You hear that? Unless someone objects you're carrying a silver dagger now. And please do object, everyone, if you have something to say. I'm just consolidating what people have written regarding the loot in one place.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

I put it down on his sheet. Unless we find some other silver weaponry, it seems prudent to keep the one silver weapon we've found around.


Panache: 4/4|Female Half-Elf (Chelaxian) Swashbuckler (Inspired Blade) 2|HP: 17/19|AC: 16/13/12|Saves: Fort +1, Ref +6, Will +2 (+4 vs. Fear/Enchantments)|Init: +3|Perc: +7

I'm fine with him having the dagger. I'll just save up money for a silvered rapier and a chain shirt later.


Maps | Info | Loot

Alright, so it seems like at least a couple people are dissatisfied with the idea of shared loot. That's certainly understandable.

If we go with the idea that whoever gets an item gets to keep it, I think the gold value of the item needs to be taken into account to keep an equity of wealth among those in the party. That means that if someone gets a nice magic item or something similar, it might be a while before said party member got something else and/or gold.

That might be too harsh, so let me know if so, but it seems like the best compromise to make sure one party members doesn't get too far ahead of the others in terms of damage or defense. Of course, if no one cares about balancing the party's strength, then we could just go with whoever gets it, gets to keep it. Personally, I would prefer everyone stay relatively close in power level. I want every character to have a chance to have 'their moment' (or several moments) during the campaign, so maintaining a degree of equity in party wealth will help with that goal.

That being said, it sounds like a hybrid between Didiana's suggestion and Evander's might be the best solution. I.e. each person has their own loot, but give it to someone else if something better comes along, but also keep in mind how much an item is worth.

I still think dividing up the raw gold (after taking into account the value of the other items players receive) is the best plan, since (unless there's an objection) it is probably wise to keep a group gold pot for the forthcoming rebellion needs.

Thank you to those who have chimed in with feedback so far. I think this is just one of those kinks in the system we need to work out to make sure the adventure moves smoothly.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17
GM Zek wrote:
I still think dividing up the raw gold (after taking into account the value of the other items players receive) is the best plan, since (unless there's an objection) it is probably wise to keep a group gold pot for the forthcoming rebellion needs.

That's what I've done in most of the APs I've played. As we encounter items, players can pick them up for themselves. All gold or valuables we come across go into the party pool. Community resources go into the party pool as well (like potions of healing, wands of healing, etc). And generally aren't sold.

Then basically when there's a good time - the party levels up or finishes a major area (which usually happen at the same time), we assess the loot of the party.

At this time folks can return items they were using because it was better than not to the party pool.

Folks have a last chance then to grab things from the party pool.

Then we distribute gold, but we distribute it such that the people who are behind on WBL get a bigger share than the people who are ahead on WBL.

So say we had 10,000g of items/wealth to sell in the party pool. If we have 6 players and there are two of them behind 2,000g in total wealth, they essentially get a first distribution of 4,000g from the top of the pool, and then the remaining 6,000 is split 6 ways.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

The method Gilda mentions sounds almost like the buyout, but just a little looser on the exact values. I don't like basing it off of value, because I've been on the bad end. Not low value, but the opposite. My GM gave an item that was only good for my PC, but was overpriced by a long shot. In the end, it didn't make up for all the potential gear I could have used because I had one high-value item.

The 'borrow' system from the socialist party isn't actually borrowing, as much as an abstraction the same way HP are. It's not like the group is going to start each day handing out the loaner items, or take it away from someone when their turn is up. It's much closer to what Evander is saying. I only use the word borrow, because as soon as you upgrade, you 'offer' the old item to the group, and if no one wants/needs it, the party sells for an even split. Therefore, all value comes back to the group instead of being a permanent fixture of an individual.

The concern I have with a blanket 'owning' style, is how unbalanced it can be. Say a fighter is more likely to have the two magical weapons found at 4000 gp, because he is the only one who will use them. The wizard only got a 1k cloak of resist and 500 gp in his share from found gold. The fighter decides to sell items he 'owns' and maintains his disparity, even though he used the money to buy something that multiple members could use if they had found it. But, since it was 'owned' by the fighter, the value belongs solely to him.


Maps | Info | Loot

Alright, so, there are clearly some fundamental differences in people's philosophies regarding loot. I don't think there's a perfect method, short of only giving out gold rewards that are split evenly, but that would be really boring.

So... raw gold will be distributed into 7 'piles,' one for each player and 1 for the community pot

I'm going with Gilda's suggestion regarding potions and wands of healing and such in that those should go to a community pile and individuals can use them as needed, but should be willing to share or just put them back into the community pot if they no longer need them.

I know the gold cost for items probably isn't always balanced the best, but that seems to be the most concrete metric for determining average party wealth and/or strength besides raw gold. So I think we'll take the gold value of player items into account when determining gold allotment. I'm open to reevaluating that on a case-by-case basis, but I think that should be the general rule.

With the first bit of loot you all received, I already made a few adjustments from what was listed in the AP, so I'll likely be doing so in the future as well. Hopefully that will help with loot balance as well. I'm also increasing the gold rewards since there are six of you rather than the 4 that the AP assumes.

I don't want this to be a sticking point for everyone, so feel free to PM me about this if you're not comfortable posting about it in the discussion thread. Based on everyone's feedback, though, I think the above mentioned system will be the best compromise.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

I'll simply go with whatever people prefer. At the risk of sounding uninterested by the discussion, loot simply doesn't interest me at all in tabletop rpgs =P


Maps | Info | Loot

Alright, I added a 7th tab to the loot list for "shared" loot, i.e. healing wands, potions, etc. I would also suggest that as the place to store unidentified items, unless someone has an overwhelming desire to drink an unidentified potion...

I've made the starting gold for that tab as 33 based on Didiana's post a little ways back. There's still the matter of the Victocora signet ring, so that needs to be returned or, if kept, sold (most likely). You might want to discuss that with Rexus in-character.


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |

To correct my own last post, total defense would leave Didiana with an AC of 16, not 17. I'll leave the question of whether I just hit the wrong key or if I'm unable to do basic addtion up to you.


Maps | Info | Loot

No worries, Didiana. I won't comment on your abilities (or lack thereof) with mathematics. ; ) Thank you for catching that.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

I realized that I never pasted Sprinkles sheet from HeroLab into Gilda's profile. Adding that now.

Sprinkles II's tricks are:
* Break Out
* Come
* Detect
* Fetch
* Flee
* Watch


Maps | Info | Loot

Convenient time to add it. Just kidding! Also LOL at him actually being a rat. I thought he was a small dog this whole time.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Forgive me for this, Panic, but this is sort of how I envision Gilda. I often find myself giggling outloud while reading Gilda's antics xD


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Gilda's primary inspiration is drawn from Carol Kane / Lilian from the Kimmy Schmidt show.


Maps | Info | Loot
Gilda Grabapple wrote:

Gilda's primary inspiration is drawn from Carol Kane / Lilian from the Kimmy Schmidt show.

I can see the resemblance. The question is, then, who is Kimmy and who is Titus?


Maps | Info | Loot

Alright, I did some updating on the combat protocol to reflect the block initiative system. I realize our last combat wasn't exactly the best litmus test as to whether or not the system is better for our group (since everyone acted before the dogs) but after some reflection and everyone's great feedback and suggestions, I'm going to go ahead and use the block system going forward.

I've updated the combat protocol in the campaign tab and also reproduced it below for your convenience. We can still change parts if needed.

Combat Protocol:

1. Marching order should be established beforehand (preferably in the discussion thread) so that the GM can correctly place your character tokens on the map at the start of combat.

2. Initiative and Perception rolls as needed

3. Surprise round, if necessary. Each player in the surprise round who goes before the enemies will act. Player actions will then be resolved. Enemy actions will then take place and be resolved. Players acting after the enemies will act then their actions will be resolved. All actions will be resolved in initiative order.

4. Actions should be posted in everyone's "block" rather than all at once as detailed in point 3. This means that in-character dialogue and actions should, at least to some degree, factor in initiative order. The GM will sort NPCs into groups to better streamline the initiative order. If necessary, the GM will post DCs for knowledge or other skills at the beginning of combat. Players that wish to roll on that knowledge check (or perhaps a lore check) should do so at the start of the combat posts. If a spellcraft check comes up during combat, the GM will post the information on the spell in a spoiler with the appropriate DC. The same would apply for knowledge checks if new creatures enter the fight after the start of combat. Please only roll one knowledge check. If you’re not sure which knowledge to roll, just roll a d20 and I’ll apply the appropriate modifiers as needed.

5. Actions should specify standard action, move action, swift action, etc. If an action requires an opponent to make a saving throw or another kind of check, please list the DC in your post. Also, please specify what modifiers are in play when making an attack action, skill check, saving throw, etc.

6. Actions will be adjusted as needed based on actions that took place earlier in the round. Player attack rolls will still be used, even if a character has to move to a slightly different location to attack; the same applies to spells, assuming the same enemies can still be targeted.

7. Saving throws will be rolled by the character who needs to save. Should you need to roll a saving throw, I'll post a spoiler with the deleterious effect (should you fail the save) in the post that mentions you need to roll. Subsequent rolls to save for the same spell or effect will be rolled by the affected player(s). Any saving throw that needs to be rolled should be rolled at the start of a player’s combat post. In the event a player needs to roll a saving throw, knowledge check, and/or spellcraft check in the same post, the saving throw should be rolled first, then the knowledge check, then the spellcraft check - all at the start of the post.

8. Keep in mind that ranged attack factors like shooting into melee and cover will be applied as normal.

9. Also keep in mind pathing when assigning move actions to your characters as attacks of opportunity will happen if not purposefully avoided. Be sure to include acrobatics roll(s) if you possess the skill and your pathing requires moving through a square that would provoke an attack of opportunity.

10. Once everyone has acted for each "block", the GM will post a summary of the round along with the action(s) of hostile and/or neutral NPCs. If a PC or NPC provokes an attack of opportunity, the GM will roll for NPCs and offer PCs the chance to make the attack of opportunity at the beginning of their next turn. Players should move their own character tokens.

11. If a character needs to select a different set of actions due to the results of an action or actions earlier in the round, the GM will change who the character is attacking or targeting, if appropriate. If not, the GM will ask that character’s player to post an alternate set of actions.

12. Questions about what happened in the round or any adjustments that need to be made to an attack roll, damage roll, etc. should be mentioned in the discussion thread. Simple clarifications or corrections like, “That enemy had a 15 melee attack, but my AC is 16. Wouldn’t the attack have missed?” are fine in the gameplay thread. Please mention it if a modifier was missed or you were given an incorrect bonus on a roll. I’m perfectly fine with retroactively changing the roll when necessary. Questions about combat mechanics or how a specific spell or effect works should be asked in the discussion thread.

13. Repeat steps 4-13 till combat is over.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Sorry if I'm a bit slow, had a busy week at work and am a little under the weather atm.


Maps | Info | Loot

No worries. There hasn't really been anything that everyone has needed to respond to, though I'm guessing Didiana would like to know you're okay. Sorry to hear you haven't been feeling well. Perhaps the nauseated condition was a bit too appropriate...


Maps | Info | Loot

Added the new loot to the 'shared' loot tab.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Matis has zero range weapons or talents, so feel free to have me pinning down enemies so you can position yourself and take them out.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

So, looking at the cloak, I personally think Resistance items are some of the hardest to hand out effectively. Most items are pretty clear cut, weapons and armor tend to have simple numbers or character preferences that are perfect for one particular character. Other items seem obvious class-based, or who would likely use it most/best.

Resistance, however adds a numerical mechanic that is hard to justify well in character. Realistically, outside the numbers, it would seem like it should go to whoever suffered the most thus far. In this case, I think that would likely be Matiscio as the only one taken out of any fight so far from effects. We don't, technically, know IC if anyone got diseased, and no one really sees Didiana's lice as being a hindrance as much as an irritation.

But, it is probably better decided mechanically for effectiveness of the group. But how do you make those kind of decisions IC? Or as Gilda suggested, is it better in the hands of the foremost members, under the expectation that they would likely suffer more?

Mechanically, I personally prefer to issue resistance based on save totals. Or should it be issued to whoever has the lowest indiviual saves?

For example:
Didiana - F+2 R+2 W+3 = +7 total, or lowest of +2 in two
Evander - F+1 R+5 W+2 = +8 total, or lowest of +1 in one
Gilda - F+4 R+1 W+6 = +11 total, or lowest of +1 in one
Gregor - F+3 R+5 W+0 = +8 total, or lowest of 0 in one
Lia - F+1 R+5 W+2 = +8 total, or lowest of +1 in one
Matiscio - F+4 R+4 W+2 = +10 total, or lowest of +2 in one

So, by those numbers, either of the aforementioned methods would put it as Didiana's or Gregors. By story and IC, it would point to Matiscio, or by front-liners would see it on either Lia or Matiscio.

Not trying to make a fuss or issue, it's just that every time I've seen resistance gear come up there's always back and forth about who should/could use it best or why.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

I haven't added it to my tab yet, so if we want it to go to someone else, we can. My usual thought to resistance items is "who's the most dangerous to the group if they get mind controlled", so by that logic it shouldn't be me (yet). Evander was built more for out of combat situations to start, so he still needs to grow into a combat role.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

My vote would go to Lia, since she's the most fragile frontliner and in serious need of some +Fortitude loving, or Didiana as she isn't particularly gifted in any save. I prefer having such items go to 'the weakest link' or the person most likely to having to roll a lot of saves. Utilitarian me ;)

I can't be too fuzzed about who gets it though, because I'm sure we'll have the ability to acquire more of them soon enough.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

That's the biggest thing, is that resistance items are one of the cheaper items to acquire in-game, and a very frequent loot item. It's what happens when certain items end up as must-haves.


Maps | Info | Loot

All of you provide really good input. Evander has a good point about resistance items being easy to get. +1 items, anyway (in terms of cost).

Also, keep in mind that all of your saves have been fort saves thus far, but that (of course) won't always be the case.

I'm perfectly fine with us resolving this ooc. In fact, I prefer it so as to avoid the gameplay thread getting cluttered. The gameplay thread should focus on the story. We can work out the logistics in the discussion thread.

Evander will have it for this combat, but after that it can change, like he said. I would like to get some feedback from Didiana, Gilda, and Lia, then I can make a final call about who gets it.

As far as how this affects loot distribution, I think I may only calculate the value of items received based on its value if sold. In this case, 500 gp. That seems like a way to make the gold disparity a little less and it more accurately reflects a person's gold (especially if they elect to sell said item).


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Yeah, sell price is what I use when I first made the loot table. Found loot is never at its full value, since you can only sell for half, so I thought it made sense to weigh the value off the half.

I get that it is a common enough item, but unless we found 6 of them before each of us had enough money that we would buy our own (instead of some more directly useful items), there may only be a few of them in the group. So, who is wearing it will affect us all the same.

I agree with weakest link, but it's hard to determine based off 3 stats, hence why I personally use total or most low scores. The only issue I run into, which plagues me as a player, is that it doesn't feel right for my characters to make the decisions of who should wear what based entirely off of a mechanical basis.


Maps | Info | Loot

There's probably never going to be a perfect method for making choices based off mechanical or gameplay reasons. I think everyone always does a bit of metagaming, whether they realize it or not.

Once we start using the rebellion sheet, we'll probably be doing a lot more ooc decision-making, so I think this is a good stepping stone.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Automatic Bonus Progression gives the +1 resistance bonus to saves at level 3, which I take to mean that by level 3, everyone should have a cloak of resistance +1. I'm willing to view the order we earn them in as flexible. For now, I think Fort saves are the main target, based on what I know about Lemures. I think that, in a level or two, Will saves might become the more valuable.

Evander will stick with it for now, and then we'll work out if we want to give it to someone else later. Besides, we might find more down here :).


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |
GM Zek wrote:
I would like to get some feedback from Didiana, Gilda, and Lia...

Ask and ye shall receive. Although, much like the previous discussion on loot, I don't really have much to say. I agree that loot distribution such as this should be done OOC. In-game our characters' views are subject to the misleading chance of the die which can lead to some very faulty assumptions about their own strengths and faults, such as Didiana being worth a damn in melee.

Whoever wants the thing can take it; I'm really not bothered. At the end of the level, as long as the wealth progression isn't completely skewed I'm as content as can be, and it's far too early to start worrying about stuff like that for my part. Evander can keep the cloak.

That said, yeah, Gregor's Will save should worry us come the next few levels. Fortitude kills, Reflex hurts, but Will leads to TPKs.


Panache: 4/4|Female Half-Elf (Chelaxian) Swashbuckler (Inspired Blade) 2|HP: 17/19|AC: 16/13/12|Saves: Fort +1, Ref +6, Will +2 (+4 vs. Fear/Enchantments)|Init: +3|Perc: +7

I'd like to have the cloak, but I think it can wait until after the battle.

When I reach 2nd level, I'll get my Charmed Life class feature and then everything will get smoother for me. :)


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

I always go for a hybrid of both crunch and fluff when trying to figure out the loot prioritization, but tend to lean more on fluff since I sometimes have a hard time working through the narrative of why certain characters use certain items - and I like having every little tidbit at hand to use... i.e. "man, if you'd have let me have that axe we found last week, then this wouldn't be an issue... *wink*".

In character, Gilda sees we are fighting a lot of filthy things, so we're currently dealing with resisting disease, lice, and such.

Thus the question is - who has the weakest Fortitude to resist these things? If you imagine the characters represent their mechanics (they should), that leaves Lia and Evander at +1 Fortitude.

The cloak was described as pretty dirty origins, so Gilda figures Lia wouldn't just slap it on in-character since she has a bit of a noble background ~ at least until it has a proper washing. Thus, Gilda voicing aloud to hand it to Evander, as he's worn dirtier I'm sure. This has the good benefit of being supported by crunch as Lia will end up with charmed life in another battle or three and will have an in-character knack for avoiding such things when they matter most.

I'm good of course however the OOC discussion results in assignment, but I'm a +1 if there's roleplay involved ~ AKA a moment when Lia acknowledges throws it on and says doesn't care (and tries to Bluff us), quips about slumming it for some purpose, etc.


Maps | Info | Loot

Alrighty. Thank you everyone for your feedback and input. Based on said feedback and input, I think the cloak should go to Evander or Lia. If the two of you want to decide between yourselves who should get it, I'm fine with that. Like Gilda mentioned, you can include a bit of IC roleplaying once you decide (particularly if you decide Lia should get it since that would be a bit odd as Gilda said).

If you can't decide which of you should get it, you can always do a good old-fashioned roll-off.

Keep in mind, everyone, that there will be plenty of loot to come (assuming you all survive long enough) and/or gold to buy loot with, so try not to feel too bad if you haven't gotten anything yet.


Panache: 4/4|Female Half-Elf (Chelaxian) Swashbuckler (Inspired Blade) 2|HP: 17/19|AC: 16/13/12|Saves: Fort +1, Ref +6, Will +2 (+4 vs. Fear/Enchantments)|Init: +3|Perc: +7

My internet provider is having problems with its servers, so I can't get to the internet right now. Go ahead and bot me for the time being: I will try to make a post when my connection comes back.


Maps | Info | Loot

Sorry to hear that Lia. : ( Hope it starts running again soon. I'm going to give Matiscio the full 24 hours, then I'll bot him and you as needed.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
Didiana Drost wrote:
That said, yeah, Gregor's Will save should worry us come the next few levels. Fortitude kills, Reflex hurts, but Will leads to TPKs.

Meant to respond to this back when it was mentioned. Don't worry about my Will saves for long. When I go Bard (at 2nd or 3rd level) I'll get the base +2. I have a +1 against Mind-affecting from my Campaign trait, and I also have the following trait to combat it:

Honorable Champion (Combat): Once per day, if an effect would compel you to harm an ally, abandon an ally, or break your word, you can attempt a Will save at the usual DC to end the effect. If the effect normally allows a Will save at this point, you can roll twice and take the better result.


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |

Ah, good to know. Didn't realize that you were veering over into bard-town so soon. I'm interested to see how your build comes together. I'm foreseeing a lot of archetypes involved.

Also, dang, that is a good trait.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Actually, as far as Bard goes, what I want/like from the class is best for me if I stay core Bard. He will be based around Peform Oratory in the manner of discussing tactics during combat (in the case of Inspire Courage).

Yeah, when I found the trait, I was excited for how well it fit his personality (as well as the drawback and other trait he took with it Masterful Demeanor and Xenophobic).


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Maps | Info | Loot

For leveling up, add half+1(of your hit die) to your health. Please post in this discussion thread how you use your new skill points, your new class features, etc.

If you’re going into a new class, be sure to include any relevant archetypes and a listing of your class features.

Of course, all of your changes should be reflected on your profile page. I frequently reference them to check to see what skill checks are relevant, to double-check attack modifiers, etc.

Here are a couple examples of level up posts:
Example 1
Example 2
Shout out to Painlord for the examples from one of his iconic post on PbP’ing.

Also, I do need to mention that everyone shouldn’t always expect to level this fast. It could be longer before everyone hits level 3. The exact time that happens, of course, will depend on how quickly we progress the story.

Congrats folks!


Panache: 4/4|Female Half-Elf (Chelaxian) Swashbuckler (Inspired Blade) 2|HP: 17/19|AC: 16/13/12|Saves: Fort +1, Ref +6, Will +2 (+4 vs. Fear/Enchantments)|Init: +3|Perc: +7

Level Up Summary

HP Gain: +7 HP
Favoured Class Bonus: +1 HP

+1 BaB

+1 Reflex Saves

New Class Feature: Charmed Life!

Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

New Skill Ranks!

+6 Skills
--1 Acrobatics
--1 Bluff
--1 Diplomacy
--1 Knowledge (Local)
--1 Perception
--1 Sense Motive

+2 Background Skills
--1 Craft (Painting)
--1 Linguistics (Dwarven)


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Gods, our party is properly ill-equiped to deal with high DR monsters when the relevant skills checks and weaponry aren't available. Ha, don't look at me, brawlers are pushed away from two-handed weaponry through their core features and abilities!

And I really liked what you did, Didianna.

Level 2:
+1 level Brawler
+9hp (+6 class, +2 con, +1 favored class)
+1 BAB
+1 FORT/REF
+7 SKILL POINTS (+4 class, +1 human, +2 background)
(+1 Acrobatics | +1 Perception | +1 Sense Motive | +1 Stealth | +1 Knowledge Local | +1 Lore Kintargo | +1 Knowledge History
+1 BONUS COMBAT FEAT
(Weapon Focus: Unarmed)
+BRAWLERS FLURRY
(Two-Weapon Fighting for unarmed strikes, close fighter weapon group and monk feature weapons. Can use same weapon for both attacks. Apply full STR to dmg for all attacks.)


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Not decided fully yet on Ranger or Bard for this level. It will likely be Ranger, since I feel like it's hard to justify picking up Bard type abilities based off my actions during this first level. I will get a chance to level him tomorrow most likely.

Also, I want to reiterate, there is no anger on my end. I feel like it would be disingenuous of me to act as if Gregor suddenly responded as if he was old friends with everyone. If there is any issues with how I'm coming across, just let me know and I will try to dial back his personality to not be so grating.


Panache: 4/4|Female Half-Elf (Chelaxian) Swashbuckler (Inspired Blade) 2|HP: 17/19|AC: 16/13/12|Saves: Fort +1, Ref +6, Will +2 (+4 vs. Fear/Enchantments)|Init: +3|Perc: +7

Please do dial it back. I'm fairly certain Gregor's done almost nothing but lecture the party ever since he joined up.

My apologies for the bluntness of my post, but I felt it was the best way to make my feelings on the matter clear.


Maps | Info | Loot

I think there's definitely a middle ground between "old friends" and "grating." I think the basic personality is okay, but the way he interacts with others is a bit much.

One way you might could gradually tone it down, if you don't think doing so quickly would be realistic, is by having some of the things you currently say be things you just think instead. That way other characters don't have to continually see you in a negative light and/or be consciously aware of how you feel about them, but you're still slowly toning yourself down internally. Just a thought.

Another possibility, one that could work in tandem with the above thought, is to have you start interacting with others a bit like you do with Didiana one-on-one. You could still be super formal and a bit perplexed by the casualness of everyone else, but people might be able to relate to you easier that way.

Another option is to share your story with the others. If they know what you've gone through and/or are going through, it can help mitigate the hard feelings on both sides.

Remember, you're all on the same team. That'll become even more clear once the rebellion formally begins, so it's important to start trusting one another. And Didiana's plan didn't work out too terribly. For the moment, at least.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Ah, before I hit up the OOC thread - I fully enjoyed this particular Gregor rant ~ I read it imagining an anger spiral indicator above his profile pic and chuckled.

It felt perfectly in character for how I'm coming to read Gregor and was a pretty solid defining moment for him at this early stage.

Gregor was exasperated by what we did, so now one one future RP outcome is if someone has a crazy idea in the future, they'll pull someone else aside and wonder how Gregor will react to it. Will he flip out? Should we even tell him? Etc...


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |

+1 for having no problem with Gregor's post(s). I adore the long-form posts that people put effort into. Honestly, I felt that some of the earlier outbursts felt a bit out of place, but here it is very much warranted. This feels in character, it gives the rest something to react to, and further fleshes out Gregor. Characterization and PC interaction are a big part of how I have fun with these things, so I'm all on board. In fact, I want to write a response as soon as I have the time.

'Course, concessions have to be made in a group. It's why I'm writing Judge Anderson over Judge Dredd, and if a player has a problem with how a PC is being written then some adjustment may be warranted. Just don't betray the character, Gregor.

Anyway, second level of Sorc.

+7 hp (+4 class, +2 Con, +1 favored class)

More spells known (+1 0th lv.)

More spells per day (+1, for 5/day)

+1 BAB

+1 Will save

+4 skill points (+2 class, +1 Int, +1 human):
--1 Intimidate
--1 Sense Motive [may swap this out for Know (arcana) if neither Lia or Gregor take that this level]
--1 Knowledge (planes)
--1 Spellcraft

+2 background skills
--1 Lore (criminal law)
--1 Perform (violin)

Think I'll take Read Magic for my new spell. Fear me, diabolical forces of Thrune. Read Magic! Truly this is the level that will end you.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

+1 BAB
+8 HP (5 class, 2 Con, 1 favored)
+1 Will
+1 Hex (Misfortune)
+1 Cantrip
+1 1st Level Spell

+5 skill (4 class, 1 human)
+1 Heal
+1 Know Planes
+1 Know Nature
+1 Spellcraft
+1 Survival

+2 background skills
+1 Handle Animal
+1 Linguistics (Infernal)

I assume Gilda's resting before she gets to select those spells?

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