In Memoriam Mortis (Inactive)

Game Master JonGarrett

A tale of surviving when the zombies aren't the only thing out to play.

Sewer Map - Alley Encounter Map


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@GM: Is that any specific Lore for this setting that could be interesting (talking about background skills)? Having Oracle of Lore as my variant multiclass, would it be okay to get the Sidestep Secret Revelation?


TheGwarganaught - It's up to you. I need to picture your character, and how you're likely to interact with other characters. If you can do that in a paragraph, do it. If it takes 500 words, do that. As a loose rule, I like more, but don't try and stretch it either. I already have some good books to read.

The Archlich - I'm gonna have to rule no on that one, I'm afraid. Sidestep Secret is too powerful for a freebie. It's kinda scary for a class feature you can grab at level one, for that matter.

Lore? Well, the city itself would be good. You will need to find food and supplies, possibly not just for yourselves depending on how you play it, and that'll mean knowing where you might find them. Herbcraft and biology might not be bad either. You are by the sea, so boats and boat related things might not be bad. Not sure what else I can give you without giving out too many hints...let me ponder it when I finally sleep.


Here's Archlich. My application: Kallyan Shan. I went with an actual level of Oracle (besides my 2 levels of Paladin) because I thought it would make more sense with my story, then added Bloodrager as my Secondary (Variant) class. I think it matched pretty well what I wanted to pass (plus I love the avatar for this setting). Any feedback and comments are welcome. I added Lore (Harper's Bay) because I thought it'd be cooler (although my Oracle Curse is pretty severe on the skills). Thanks in advance for the consideration :)


You are only missing steadfast personality and the 5th level ability from the frenetic curse in order to add Cha to saves twice and to AC twice as well as initative :D.


Kallyan - That's...a lot of Charisma to something. It goes to AC, saves, Initiative...anything I'm missing? Impressive.

I would like to see, included in your history, which Family are a Noble Scion of War from? Did you get mauled in the city and require healing, or was this before you came to Harper's Bay?

And what does your character look like? What's there personality?


I'll add more meat this weekend, my friend. It's a strong build, for a tough game, for sure - but I made sure to use things that made sense and connect them naturally. :) I'm glad you liked.


I think I've got in mind a pair of half orc friends who signed up as guards men for the decent pay and low smarts requirement. Cavalier and a blood rager respectively.

Neither of them have any plans on retiring.


Here's Gwarganaught's character. Thanis Callibad, Kineticist 3 variant Cleric of Nethys (Aeon domain). Check out my page for stats and occupation, i'll put a full background on there soon!


One more question, what spell like abilities can i chose from for the major drawback "Blessed"? I know i get daylight, but what is the at-will one? Thanks in Advance


There's a Major Drawback called Blessed? Oh, crap, the trait broke. It's Detect Undead at will. It's not a Major Drawback though...it's simply a trait with a drawback built in.


Oh yes, I'm so sorry, I was mistaken, I thought those were what you meant by "Major Drawback", because I only know of normal drawbacks in the pathfinder system


Well, Christina Styles wrote a Major Drawbacks system which can be a lot of fun, so I'm letting people use it. Essentially they're about twice as bad a normal drawback, so you can take an extra feat or two traits to counter it. It's a little open to abuse, though - martial characters taking magic-related drawbacks and vice versa. Of course, if anyone does that, they won't get in to the game, so it should be fine.


Did you guys know that chain shirt weigh 25 pounds? Because I didn't until just now. The total weight of my gear, which, while I like it and think it is good gear, isn't anything special, comes to 40 pounds. It's not like I'm bringing campign gear or anything here, just two weapons and five days of trail rations, and a backpack.

Meh. I hate the bloody encumberance rules. I'll have to find two points for strength somewhere... Maybe I can ditch some charisma? That's a bit contrary to concept though, and 10 is already a barely fitting score there... So that leaves my main stats, Dex, wis and con. I think I'll dump some dex, even though it hurts like a ****. On the positive side, I can take Power Attack now. Once I get to level ~11 and have an availible feat slot, that is.


Well, I got into the other game, so I won't be submitting a character here. XD Just figured you should know.


Rednal - Yeah I saw you got into the Norse themed one. Congrats! I'm sad to see you go, since I usually like your applications, and you're welcome to stay...but I know you have plenty of your own games going.

Although I assure you, I'm more fun than Vikings. If nothing else, I actually have mead.

The Dragon - Yeah, encumbrance...hurts. Perhaps I can be a little kind? Rule it so that clothes, weapons and armour you're wearing don't count towards encumbrance? It's not entirely realistic, having worn armour you do notice it's weight, but not as much as carrying it around does.

Opinions, boys and girls?


I'm of the opinion they should count to encumbrance as per the rules. It's one of the challenges and part of balancing.


Yeah, I can suck it up and move some things around, won't be a problem.

It's just a sad experience to lower main stats for the sole purpose of increasing carrying capacity.

I must admit I don't really see how it's a balancing factor though - it's not like low-str warriors are automatically much more powerful than high-str oracles and stuff.


Get a mithral cain shirt or muleback chords instead? 1000 GP is much cheaper than a headband of charisma... Trade your backpack for a sack, get lighter weapons etc. Get someone else to carry your food and water. Get a monk robe instead of explorers outfit etc... It's difficult to have low strength AND wear armor, but it is possible.


Considering that I'm already cutting a point of AC, I think the mithral shirt might be a good idea. I'm a little leery of going that route, because it means I won't have much freedom with what sort of loot I pick up in the future, but It's probably the best compromise. It'd cut my load down to 28.5 lb, so that leaves 4.5 lb more potential stuff to pick up.

Weapons are integral to the concept, no changing for lighter ones there, sadly. Although I'm a bit surprised at the weight listed for pistols - it's as much as for longswords!

Edit: All right, that probably marks mechanical completion of Harren. I've written about his looks and what I consider his psychological weaknesses, but I've yet to write a codified history and personality for him.

I'll make an alias for him if he's chosen.


The balancing comes with the fact that every other stat has consequences for dumping, but if encumbrance doesn't count, most characters can dump Strength with impunity, which leaves Strength-based characters lagging a bit.

If you're looking for flexibility in encumbrance, might I suggest half weight for armor, to reflect the fact that weight close to your body is easier to carry? It might be an ok middle ground, although I'm fine with encumbrance rules as is. I backpack - encumbrance is a real thing.


Quote:
The balancing comes with the fact that every other stat has consequences for dumping, but if encumbrance doesn't count, most characters can dump Strength with impunity, which leaves Strength-based characters lagging a bit.

Oh yes, I can see that, but as it stands, I do think the penalties of having 10 str are a bit disproportionate.

Weight I was carrying:

a backpack
5 days trail rations
a waterskin
1 longsword
1 pistol
ammunition for said pistol
1 chain shirt.

This put me solidly into medium load. I wasn't dumping strength in the traditional sense, but I found I did need to have 12 str to avoid being stuck with medium load, which I think is a bigger penalty than "you don't get an extra maxed skill and +1 to knowledge skills", or even "you don't get +1hp per level and +1 to fortitude saves".

Anyway, I'm not saying I think armor should be lighter, I'm saying that I was already building under a lot of constraints (need VMC and two feats for dex to hit & damage with longswords, need EWP:Firearms, Amateur Gunslinger:quick clear and rapid reload to be somewhat capable with my pistol, and need Weapon Group Adaptation to use the Discipline I want with the longsword. On top of this, I ended up spending nearly 2/3s of my starting gold on the gun and ammunition.), and finding that there was yet another constraint I'd missed (reduce the weight of the armor or have str 12) was a really annoying experience. I'll deal with it. I've dealt with everything else; this isn't even that big of a problem compared to "So, how do I get what amounts to 7 feats onto a level 3 stalker?".

Anyway, don't mind me, I'm just letting off steam as I think about what precisely to write about his history and personality.


I hear ya. Them's the breaks sometimes. :)


Well, if you guys want full encumbrance, then we'll go that way. Happy to oblige.


You know, I don't think I've ever played with encumbrance before. My home GM always ignored it, and I'm actually not sure if any of my PbP games I'm currently in are using them. I should go check...


Yeah, you might be surprised how much stuff you're carrying. It's a pain in the rear for me - I love to have Craft (Food) as a shout out the fact me and my siblings are trained cooks. But actually carrying those ingredients gets...heavy.


Would you accept the Low Fortitude Major Drawback? Working on a Malefactor VMCing Oracle with the heavens mystery and the Powerless Prophesy curse who gained a vision of the nightmare to come yet couldn't stop it. With her already existing bad luck, she now blames herself for what happened.


Hi, I'm interested in the setting and the gritty survival game. I'm thinking about playing a rogue born and bred in Harper's bay. I've got an ideas for playing a rogue using both the roofs and the waterways to escape detection and commit her crimes. Would you mind having the character be an undine with a swim speed (i.e. the ability to move around easily in water?)


Ooh. Interest.


DekoTheBarbarian - Low Fortitude made my inner power gamer curl up in a ball and cry, so it's good! Powerless Prophecy reads as pretty harsh, though - no actions during the surprise round and if their is no surprise round you get staggered? Did I read that right?

And Malefactors are fun! Right up until your own allies lynch you for killing there saves.

Llaelian - I was under the impression Undines got that as a feature anyway.

Undines wrote:
Base Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

So no issue my end. Just so we're clear, I allow the Unchained Rogue to take Rogue Archetypes. I've seen a couple of folk who don't, so I thought I'd let you know.


Hey i think im going to drop my interest for this game, i entered another game with a character i love very much! hope you guys have a blast and hope you survive the coming apocalypse!


Shame. Enjoy the game.


JonGarrett wrote:

DekoTheBarbarian - Low Fortitude made my inner power gamer curl up in a ball and cry, so it's good! Powerless Prophecy reads as pretty harsh, though - no actions during the surprise round and if their is no surprise round you get staggered? Did I read that right?

And Malefactors are fun! Right up until your own allies lynch you for killing there saves.

Just got the book for Malefactors, so I really want to try it out. And yeah, you read that right. No action in a surprise round, and staggard on the first if no surprise. But, I like what it gives you.

By the way, you said you like 3pp stuff, so do you allow the Deadly Agility feat? It gives you Dex to damage with anything you can use Weapon Finesse with. It fights her fighting style, and I plan on giving her the feat to use one of her maledictions with a melee attack at 5th level.


Sure. Given how you need strength to carry things in this one, it shouldn't be too big an issue.


Actually not planning on getting a lot of items. Since we're using full encumbrance, she's not able to carry much, even though she's using a masterwork backpack. I think her light load is capped out at 38.


DekoTheBarbarian wrote:
Actually not planning on getting a lot of items. Since we're using full encumbrance, she's not able to carry much, even though she's using a masterwork backpack. I think her light load is capped out at 38.

And four of those are taken up by the backpack itself. Still, net +1 pound of load, so it's good.


Yup, plus I've got two 4lbs weapons, a 5lbs shield, and a 15lbs armor. That right there is 28 of my 38 limit.


Don't forget your clothes!

Seriously, I want no pantless warriors unless it's part of your character some how (and you can resist low temperatures to your happy zone).


Can I just live in my armor? If not, I'll go take a look for low-weight clothing. Debating whether or not to get the muleback cords.

By the way, how are you handling health? And I forgot that you get a bonus feat with a major drawback, so now my Malefactor can affect someone with a malediction on a weapon hit without waiting till level 5.


Clothes don't factor into carrying capacity, thank the gods.


The Dragon wrote:
Clothes don't factor into carrying capacity, thank the gods.

Really? Then why do they have a weight in Ultimate Equipment? Not being sarcastic, really wondering where you found this rule.


No, thankfully your worn clothing is fine. I'd like to think you guys have some spare, but eh, important things are important.

Health is Max first level, Either half+1 or rolling, your choice.


DekoTheBarbarian wrote:
The Dragon wrote:
Clothes don't factor into carrying capacity, thank the gods.
Really? Then why do they have a weight in Ultimate Equipment? Not being sarcastic, really wondering where you found this rule.

I distinctly remember reading it in the CRB. I don't have it on me though, and I can't find it on the SRD, so I'm starting to belieeve I was wrong.


I'll go half+1. The dice gods rarely decide to favor me during health rolls. (It's my Aura of Misfortune affecting me!)


Well, here she is, little miss bad luck herself, Lashelle Kardoun. Should have all the crunch done, though she's got a lot of unspent gold left. Not sure what to do with it.

Liberty's Edge

The Dragon wrote:
DekoTheBarbarian wrote:
The Dragon wrote:
Clothes don't factor into carrying capacity, thank the gods.
Really? Then why do they have a weight in Ultimate Equipment? Not being sarcastic, really wondering where you found this rule.
I distinctly remember reading it in the CRB. I don't have it on me though, and I can't find it on the SRD, so I'm starting to belieeve I was wrong.

I think they technically do, though I also think most people choose to ignore their weight. Carrying capacities can be pain enough as it is.

Also dotting.


It does appear that worn clothing weighing nothing was a 3.5 rule that never made it to pathfinder, but I'm happy to keep it so. I'm old.


3rd party friendly? Does this mean I can finally play a (Kobold Press) Darakhul!? Proably not, they're undead to begin with.

That said, I've got 3 character ideas.

1: Via the Obsidian Apocalypse setting and Dreamscarred Press, Khymer Vitalist, of the Sadistic Life Leeching Soul Thieving variety.

Khymer:
Aberration Type: Khymer have no humanoid form. The impact of the meteor, infused
with negative energy, broke down the khymer’s humanoid form into a sentient blood-like
substance that retained their original psionic abilities. In this new form, the khymer discovered
they could invade bodies of humanoid corpses and by some unknown means could
genetically reconstruct these “vessels” into their original humanoid form for a limited time.
The vessels normally last a month, at which time the vessel “burns out” from the khymer’s
energy, reverting the khymer to its blood form and necessitating another corpse to invade as
a new vessel. These characteristics give khymer the following abilities:
Medium: As Medium creatures, khymer have no special bonuses or penalties due to their
size.
Normal Speed: Khymer have a base land speed of 30 feet.
Darkvision: Khymer can see in the dark up to 60 feet.
Diversity: Khymer are very diverse and varied, giving them a +2 bonus to any two ability
scores.
Toxic Blood: The khymer’s blood form is highly toxic and poisonous to both the living and undead. Any creature that attempts to bite, swallow
whole, or blood drain a khymer in blood form will know of their toxic blood and will often become unwilling or unable to use that attack against that
khymer again. Any that persist or are forced to swallow khymer blood must make a Fortitude save (DC 15 + the khymer’s Constitution modifier)
or take 1d6 points of Strength damage each round for ten rounds or until consecutive two successful Fortitude saves are made to purge the blood.
Disease Immunity: A khymer is immune to disease, whether magical or non-magical.
Naturally Psionic: Khymer gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain
that ability through another source, such as levels in a psionic class.
Enhanced Psionics: At will, khymer can enhance their natural psionic powers and abilities beyond the levels of normal psions. Any time a khymer
enhances one of its abilities, it must make a Fortitude save (DC 25). On success, it takes 1 point of Con damage. On failure, it takes 2 points of Con
damage and is staggered until the end of its next turn. Only one effect can be enhanced at a time; the khymer must roll a new Fortitude save each
time it enhances one of its abilities. This enhancement can be one of the following effects: A khymer can expand its power point total at the expense
of its body vessel. A khymer doing so recovers 5 power points, which are added to the khymer’s power point reserve as if they had been gained by
resting overnight.
A khymer can manifest its powers to greater effect. All variable numeric effects of an empowered power are increased by one-half. An empowered
power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate.
Augmented powers can also be empowered (multiply 1½ times the damage total of the augmented power). Saving throws and opposed
checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables. Using this ability
does not increase the power point cost of the power.
A khymer can manifest its powers farther than normal, increasing the range of a power with a range of close, medium, or long by 100%. An
enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level,
and a long-range power has a range of 800 feet + 80 feet per level. Powers whose ranges are not defined by distance, as well as powers whose
ranges are not close, medium, or long, are not affected. Using this ability does not increase the power point cost of the power.
A khymer can manifest its powers for longer than normal. An extended power lasts twice as long as normal. A power with a duration of concentration,
instantaneous, or permanent is not affected by this ability.
Unnatural Metabolism: Khymer do not heal physical ability damage normally; instead, all damage must be healed magically. If a khymer
enters a new body, all damage is healed automatically.

2: A Magma Squole (Occult) Kineticist, Fire element. Probably would be a little suicidal, but it'd be focused on Searing Flesh + Grapple, and LOTS AND LOTS OF FIRE! Obviously. This is the one I REALLY REALLY REALLY want to play, as I've wanted to play a Squole ever since I read it.

3: Probably a bit more fitting with the campaign.... An improvisation oriented, improvised weapon styled, MacGuyver survivalist themed Unchained Rogue Human.

No, I do not know yet what I would demi-gestalt with them. These are just characters I've had on the back burner for a very long time that I either REALLY want to play (the first two), or just keeps poking me in my brain (MacGuyver). Figured I'd give a small list and find out what you, Mr. GM, would prefer to have in the game.


Sadly a Darakhul would be pretty much insta-murdered, what with the setting being the undead rising to consume the living.

Khymer are a little weird - the whole 'sentient blood stealing corpses' thing, plus the artwork from the book, is definitely different. But if you can make an interesting character that won't get brutally murdered, go for it.

Squole Kineticist and Human Rogue are both cool.


The Living Dead from the Obsydian Apocalypse are so strong it's not even funny :) that Consume Blood ability is simply absurdly powerful.


Hello JonGarrett

Your survival horror game sounds awesome!

How do you feel about an Aberrant Aegis, they gain tentacles and morph their bodies into something otherworldly and wrong. Would that kind of concept die in the first couple feet as a monster or would they be an interesting entity?

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