Of Ghosts and Men (Inactive)

Game Master Twilightrose

This campaign is set to follow the Carrion Crown AP.

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Ravengro

Editable Loot Sheet


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Male 'Human' Summoner (Unchained) 1 (HP 10/10) (AC 10/10/10) (CMD 10) (Fort +2, Ref +0, Will +2) (Init +2) (Perception +6)

Aldous (CG Half Elf Summoner 2) is a paranoid man, but only slightly more than he should be, for he does harbor (what is to him) a great secret: That Elvish blood flows through his veins. Obsessed with the fact that he is 'different', he does whatever he can to hide the truth from those around him, fearful of what the locals would do if they knew that he wasn't human. Keeping himself apart from the general public has led to an interest in the stars, and what lies between them, culminating in him attracting the attention of a sentience from a far-off, non-Euclidean corner of reality, which has sent a sliver of itself to watch over him, until the time is right...

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Let me know which one you would prefer ;-)


Alright, got most of the crunch done for a female lashunta psychic named Saliina. The rough backstory is that she's been tasked to enter Ustalav and investigate whether any of the disturbances in Harrowstone are somehow caused by a malfunctioning auidara. She had been working with the professor to do her research and found out about his passing too late to make it to the funeral. I'll have her fleshed out and ready to be looked at this evening sometime with a more detailed backstory/description at that time.


Here she is, I haven't done the equipment yet since I'm not sure what total to use since everyone's level 2 now.
Seliina:

Build:

Seliina
female Lashunta psychic 2
CG medium humanoid (lashunta)
Init +2; Senses Telepathy 35 ft, Perception +0
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (2d6+2)
Fort 2, Ref +2, Will +3
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Offense
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Speed 30 ft.
Melee weapon 1 +n (ndn+n/n-n) and
. . weapon 2 +n (ndn+n/n-n) and
. . weapon 3 +n (ndn+n)
Ranged weapon 1 +n (ndn/×n)
Special Attacks Phrenic Pool (4/4pts),
Spell-like Abilities (CL2; concentration +5)
At Will-daze (dc 15), mage hand
2 per day-detect thoughts (dc 17)
Spells (CL 2; concentration +5):
1st (5/day)— mindthrust 1 (dc 16), magic missile, charm person (dc 15)
0 (at will)—detect magic, dancing lights, read magic, prestidigitation, ghost sound (dc 15)
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Statistics
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Str 11, Dex 13, Con 12, Int 18, Wis 11, Cha 16
Base Atk 1; CMB 1;CMD 12
Feats WP: simple, spell focus (divination)
Traits on the payroll, skilled telepath
Skills diplomacy 3+2+3=8, knowledge (arcana) 4+1+5=10, knowledge (dungeoneering) 4+1+3=8, knowledge (planes) 4+2+5=11, knowledge (religion) 4+2+3=+9, linguistics 4+2+3=9, profession (researcher) 0+2+3=+5, spellcraft 4+2+3=9
Languages lashunta, elven, draconic, celestial, common, necril, infernal
SQ cantrips, arcane bloodline
Combat Gear ammo 1 (n); Other Gear gear 1
Misc Gear gear 1, n gp
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Special Abilities
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Detect Thoughts (Sp) At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.
Knowledgeable A lashunta gains a +2 racial bonus to any one Knowledge skill. (arcana)
Lashunta Magic (Sp) A lashunta possessing an Intelligence score of 11 or higher gains the following spell-like abilities: At will–daze, mage hand; 1/day–detect thoughts. The caster level for these effects is equal to the lashunta's class levels.
Limited Telepathy: A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.
Phrenic Amplifications An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Will of the Dead (Su) Even undead creatures can be affected by the psychic's mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature's immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren't undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
Phrenic Pool (Su) A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic's phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool's maximum are lost.
Psychic Discipline (Ex/Sp) Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state.
This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can't be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic's level + the psychic's Intelligence modifier.
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given. Spells learned from a discipline can't be exchanged for different spells at higher levels.
Raport Discipline
Emotional Bond (Su) You can create an empathic link between yourself and your allies, allowing you to monitor their emotional states. Setting up the link requires 10 minutes of uninterrupted concentration from you and all subjects, Who must remain within 10 feet of you. You can link with a number of allies equal to your Charisma modifier. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action.
If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. This link allows you to monitor emotions, detecting when allies become angry, surprised, confused, fearful, or the like, but doesn't allow them to communicate specific details. You can also easily tell whether a subject is unconscious. If a subject dies or moves to a different plane than you, your bond with that creature is severed. The distance between you and the subjects doesn't affect the bond as long as you're on the same plane of existence.
At 4th level, the bond also gives you the benefits of the status spell with all subjects of the emotional bond.
Emotional Push (Su) You can draw upon the intense power of your own emotions in desperate situations, and your allies can call upon you through your emotional link to protect themselves. When you or a subject of your emotional bond must attempt a saving throw, the person attempting the save can gain a bonus equal to your Charisma bonus on the save as an immediate action. This ability can be used once per day, plus one additional time per day for every 4 psychic levels you possess. Allies using this ability don't need your permission, since the emotional connection is so direct, though you know when one of the uses has been expended. If the ally's saving throw is successful, you regain 1 point in your phrenic pool.
Skilled Telepath The range of your limited telepathy
racial ability increases by 5 feet.
Teacher's Pet You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill. (planes)


Psychic Magic:

Psychic magic originates from the distinctive qualities of the caster’s composite being, rather than through arcane formulae or rote supplication to divine entities. Therefore, psychic spells never have verbal or somatic components, and have only expensive material components. Psychic spells are purely mental actions, and they can be cast even while the caster is pinned or paralyzed. Focus components work the same way with psychic spells as they do with other spells.
When a spell calls for an expensive material component, a psychic spellcaster can instead use any item with both significant meaning and a value greater than or equal to the spell’s component cost. For example, if a spiritualist wanted to cast raise dead to bring her dead husband back from the grave, she could use her 5,000 gp wedding ring as the spell’s material component.
Instead of verbal and somatic components, all psychic spells have components related to the caster’s inner being. The two psychic components are called emotion components and thought components. If a spell’s components line lists a somatic component, that spell instead requires an emotion component when cast by psychic spellcasters, and if it has a verbal component, it instead requires a thought component when cast by psychic spellcasters. Psychic spells cast by non-psychic arcane and divine casters use any listed somatic and verbal components as normal.
Emotion Components: Emotion components represent a particular emotional state required to cast the spell. A psychic spellcaster marshals her desire in order to focus and release the spell’s energy. It is impossible to cast a spell with an emotion component while the spellcaster is under the inf luence of a non-harmless effect with the emotion or fear descriptors. (The emotion descriptor was originally introduced in Pathfinder RPG Ultimate Magic.) Even if the effect’s emotion matches the necessary emotion to cast the psychic spell, the spellcaster is not in control of her own desires and animal impulses, which is a necessary part of providing an emotion component.
Thought Components: Thought components represent mental constructs necessary for the spell’s function, such as picturing a wolf in vivid detail—down to the saliva dripping from its jaws—in order to cast beast shape to transform into a wolf. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC.
Just as spell-like abilities never require verbal, somatic, or material components, these abilities also don’t require thought or emotion components. A psychic spellcaster can replace verbal and somatic components with thought and emotion components only for the purposes of the spell components themselves, not for the purposes of any other rules elements that relate to verbal and somatic components. She can’t use Silent Spell to ignore the thought component of a spell, for example. The new feats Intuitive Spell and Logical Spell serve a similar function for these new components, and appear in Chapter 3.

MIND THRUST I
School divination [mind-affecting]; Level psychic 1
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
You divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information. This attack deals 1d6 points of damage per caster level (maximum 5d6). The target receives a Will save for half damage. This attack has no effect on creatures without an Intelligence score.


Description/Personality:

Seliina is short for her people standing only five and a half feet tall and weighing in at one hundred twenty pounds. She is twenty six years old and has deep purple eyes with long brown hair, a short pair of antennae sprout from her temples and wriggle a great deal. While she prefers to wear as little clothing as possible Seliina has found that not only is it much colder on Golarian it is also considered inappropriate to go about unclothed, or even in scanty clothing, in public. As a consequence she wears a mottled green and brown robe with a deep hood to cover her head with and takes care to brush her bangs down to help hide her antennae from people. She also wears a dagger and a light cross bow along with her traveling gear.

Seliina is a friendly and compassionate young woman who, at times, seems vacant and distracted. The truth is that it is very much the truth, Seliina is a psychic, and anytime there are living things around her she is in a world of noise. Seliina is highly intelligent as well as beautiful and graceful, and has an innate talent for connecting with other beings, even the undead if she so chooses. She can be blunt and far too trusting of people but always attempts to learn from her mistakes and anyone loosing her trust has a long way to go before they earn it back after all, fool me once shame on you, fool me twice shame on me.


Back Story:

Seliina is a young lashunta woman who was born on the planet Castrovel. She grew up odd, her family knew she was different early on, they could tell from the feel of her mind, and were delighted to learn that their little girl Seliina was a psychic with great potential. They encouraged her to hone her skills growing up and Seliina found that she had a natural talent for telepathy, her abilities being superior to those of most of her people.

As she reached adulthood Seliina's innate intelligence came to the attentions of her instructors and obtained her enrollment in classes in advanced arcana and interplanar mechanics. It was during this time that she discovered an amazing talent, she could affect the undead with her mind-affecting powers. There was a mistaken spell cast in the necromancy ward and a powerful zombie was created. Seliina, along with her two friends Rodjer, and Celest, managed to take the thing down when she dazed it and then attacked what amounted to it mind, scrambling it and letting her friends finish it off. Her heroics that day, in addition to her schoolastic achievements, led her to be chosen by one of the head researchers in aiudara creation and maintenance.

The professor, Zeboski, wanted to use her talents at emotional-bonding to connect the minds of his fellow researchers so that they could better co-ordinate their efforts. While they were never able to breach the limit of emotions, the talent proved particularly invaluable when the professor took them all to Golarian by way of Kyonin. Now working in the field on Golarian Seliina was able to coordinate with their defenders better by linking to them, it also gave their defenders am easier time dealing with some threats. During their work it was discovered that one of the "elf gates" may have been burried or near by to a place called Harrowstone Prison. Because of her talents it was decided to detach Seliina from the group to investigate this herself. With the help of a contact in the elven government she was introduced to Professor Lorimar. Selina quickly became one of Lorimar's prize students due to her extensive knowledge and vastly different view of the world. It wasn't long after that when she had gone to a far library to do some work and heard about the Professor's death only after she couldn't make it to the funeral. Saddened but determined Seliina made her way to Ravengro


Boss Lady Dragon of the Early Evening

Drogeny, I'm discussing the wealth aspect with Dragonblood472. The group hasn't come across a whole lot of loot in this campaign yet so I'm not sure it would be fair to have you take average wealth for level two.

Luke, I'm leaning towards your Dhampir, but I'm curious to have Ingrid's input since she is a Paladin of Pharasma.


righto, just let me know when you figure it out.


Boss Lady Dragon of the Early Evening

Alright, I've decided that it would be super awesome of me to actually have EVERYONE raise their wealth to the level appropriate wealth. Current players, please be sure to deduct whatever loot you've already claimed. I think from now on, I'll just have people do this each level.


Male (Channel 2/2 (Will DC 9) (D6)),(Acid Dart 7/7 (d6+1)),(Protection ability 7/7) Dwarf Cleric 1 (HP 9/9),(AC16/15, T 10/10, FF 16/15 +4 vs Giant Subtype (With/Without Shield)),(Saves F4, R1, W7 +4 vs Spell,SLA, +2 vs Poison),(CMB 2, CMD 12),Init 0, Perception 5 +2 vs Stonework

I can live with that.

will take me a bit to do that, but give me a day, and I will be there.
Much thanks Twilight. :)


@Twilight: Nice gift! Thanks. Also, do I have to take into account the price of Ioann's sword which was bought with the money from a trait?

@Luke Parry: I also prefer the Dhampir!

@El Ronza: Welcome. I think an investigator would be really cool, and that with the right race you could make your stats work.


Female Aasimar (Angelkin) Paladin of Pharasma (Undead Scourge) 2 HP: 19/19. Fort: +8 Reflex: +4 Will: +7 (+2 vs Evil effects and to stabilize when at negative HP/+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells/SLA

The dhampir's pretty cool. Ingrid might be a bit of a parole officer at first around you but as long as you don't go all undead blood-drinky, should be fine.


Male Aasimar (Plumekith) Occultist (Psychodermist/Reliquarian) (AC 25/17/20; HP 52/52; Fort +9, Ref +10, Will +8; Init +8, Perception +17, CMD 22)

@Ingrid: That's fine - since Dhampir are humanoids, it's technically a DC 11 Knowledge(local) check to identify them, and I note our friendly paladin does not have that particular skill ;-)

On a slightly more serious note, whilst Tyrrol may be a bit apathetic at times, and interested in fate, blood-drinking is not really his thing, so he should be fine :-)

I will note that he will be essentially 'back-up' melee (1d6+1 is not particularly exciting for damage output) until we hit 3rd level, and he acquires dervish dance / his black blade.

@DM Twilight: Let me know when you would like me to make an introductory post :-)

How about this spin on the situation: Tyrrol encountered the Professor years ago, when he was investigating rumours of dark cults in Carrion Hill. He is running late, because he does not really keep his forwarding address updated, and so did not become aware of the Professor's death until well after the fact (in fact, not until he returned to his old lodgings in Leipstadt).


Female Aasimar (Angelkin) Paladin of Pharasma (Undead Scourge) 2 HP: 19/19. Fort: +8 Reflex: +4 Will: +7 (+2 vs Evil effects and to stabilize when at negative HP/+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells/SLA

I've always wondered if/how Dhampir ping to Detect Undead. I'd think knowledge religion would identify certain traits that an agent of Pharasma would find...troubling at the least. But Ingrid definitely isn't the "Kill em all let god sort it out" type of paladin so no worries.


Male Aasimar (Plumekith) Occultist (Psychodermist/Reliquarian) (AC 25/17/20; HP 52/52; Fort +9, Ref +10, Will +8; Init +8, Perception +17, CMD 22)

No, Detect Undead definitely doesn't work on Dhampir - they are living, breathing humanoids, after all.

A DC 10 Knowledge(local) check would tell you that he isn't human, but that he is humanoid, although not *what* he is specifically.

(In the same way that a DC 10 Knowledge(Planes) check would identify Ingrid as an outsider, but not what specifically she is.)


Boss Lady Dragon of the Early Evening

But they have an undead heritage, and it's mentioned in their descriptions here. In this thread the aspects of dhampir and undead are debated. I'm not sure what the official take on it is, however.

The party is all at the Lorrimor estate, so if you have everything in order, you can post whenever you wish.

Ioann, no, everyone just needs to worry about loot obtained on the job (and not the birtday gifts, either).


Male Aasimar (Plumekith) Occultist (Psychodermist/Reliquarian) (AC 25/17/20; HP 52/52; Fort +9, Ref +10, Will +8; Init +8, Perception +17, CMD 22)

The description also clearly states that they are living, not undead ;-)

True, they have an undead heritage, but also, technically, does a sorcerer or bloodrager with the Undead bloodline (albeit a weaker one). They are still living humanoids, not undead creatures, so Detect Undead should not work on them.


female Lashunta Psychic 2 | HP 12/12 | AC 11 (15 with Mage Armor), TAC 11, FF 10 (14 with mage armor) | F +2, R +2, W +3 | Init +2 | Per +0 | Phrenic Pool 2/4 | Detect Thoughts (Sp) 2/2 | Spells: 1-4/5

There, I've completed an alias for Seliina if you guys want me to join, if you'd rather wait and see what El Ronza comes up with before deciding that's fine too.


Female Aasimar (Angelkin) Paladin of Pharasma (Undead Scourge) 2 HP: 19/19. Fort: +8 Reflex: +4 Will: +7 (+2 vs Evil effects and to stabilize when at negative HP/+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells/SLA

Yeah, that and being hurt by positively channeled energy to hurt undead is definitely an indication of negative energy in you. If nothing else it'll come up when that happens in combat at some point.

I've always figured thet when Detect undead is active, living things are vivid in full color, undead show up as filled with a roiling mess of darkess, and people like Dhampir might seem like everyone else but in greyscale. Just my interpretation though.


Boss Lady Dragon of the Early Evening

I personally think that he should at the very least look different somehow with detect undead.

Seliina, I think El Ronza decided to not submit due to rolls. Although, they are welcome to do so. I will gladly accept all three of you. Post when you're ready.


Male Aasimar (Plumekith) Occultist (Psychodermist/Reliquarian) (AC 25/17/20; HP 52/52; Fort +9, Ref +10, Will +8; Init +8, Perception +17, CMD 22)

I think you are (possibly) thinking of Deathwatch - Detect Undead specifically only detects undead auras, not anything else.

EDIT: That said, if you want to house-rule that Detect Undead picks up that there is something a little... off... (although clearly delineating that they are not undead) about Dhampir, that is fine :-)

The fact that he is clearly unaffected by sunlight should count for something...


female Lashunta Psychic 2 | HP 12/12 | AC 11 (15 with Mage Armor), TAC 11, FF 10 (14 with mage armor) | F +2, R +2, W +3 | Init +2 | Per +0 | Phrenic Pool 2/4 | Detect Thoughts (Sp) 2/2 | Spells: 1-4/5

Eep! For a moment there I didn't have any clothes, forgot to add them. Took care of that real quick. I'm considering her "entertainer's clothes" to be her native clothing that she brought with her. It's ridiculously scandalous and might put a Calistrian to shame with it's brevity, but that's Castrovellians for ya!


Female Aasimar (Angelkin) Paladin of Pharasma (Undead Scourge) 2 HP: 19/19. Fort: +8 Reflex: +4 Will: +7 (+2 vs Evil effects and to stabilize when at negative HP/+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells/SLA

Lol, that would definitely have made showing up at the door a memorable event.


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Female Human (Australian) Photographer 4 / GM 3 / SSO 1

Alright, to hell with it. I'm taking the second array I rolled and applying it to my samsaran investigator, giving him a 19 int and not much else to work with. It's either that, or two dump stats and a lower primary attribute -__-

If I hadn't been dying to play him (and this AP) again, I wouldn't bother, because holy wow, those stats are likely to get me killed. Should be fun while it lasts, though :P


Female Aasimar (Angelkin) Paladin of Pharasma (Undead Scourge) 2 HP: 19/19. Fort: +8 Reflex: +4 Will: +7 (+2 vs Evil effects and to stabilize when at negative HP/+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells/SLA

I think there are enough hitters to afford a skill based character.


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

It's being dead weight I'm worried about. My character will basically be a walking toolkit, but he'll have very little to contribute to combat, and combat is a huge part of the game.


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Female Aasimar (Angelkin) Paladin of Pharasma (Undead Scourge) 2 HP: 19/19. Fort: +8 Reflex: +4 Will: +7 (+2 vs Evil effects and to stabilize when at negative HP/+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells/SLA

Yeah but we're also pretty RP heavy. You'll be fine.


Female Aasimar (Angelkin) Paladin of Pharasma (Undead Scourge) 2 HP: 19/19. Fort: +8 Reflex: +4 Will: +7 (+2 vs Evil effects and to stabilize when at negative HP/+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells/SLA

Current gear.
Black Studded leather Armor 25
Greatsword 50
Warhammer 12
Silver War Razor 28
2 Throwing axes 16
Paladin’s kit 11
1 flask holy water 25
1 potion lesser restoration 50
4 wooden stakes
hatchet/hammer 2
1 lb Soap 1c
Small steel mirror 10
Grooming kit 2

Total current gear 231g

Level 2 WBL 1,000g (Will select additional gear later today)


Male Aasimar (Plumekith) Occultist (Psychodermist/Reliquarian) (AC 25/17/20; HP 52/52; Fort +9, Ref +10, Will +8; Init +8, Perception +17, CMD 22)

@Ingrid: FYI, a Potion of Lesser Restoration is usually worth 300gp (since it is based off the Cleric spell list).


Female Aasimar (Angelkin) Paladin of Pharasma (Undead Scourge) 2 HP: 19/19. Fort: +8 Reflex: +4 Will: +7 (+2 vs Evil effects and to stabilize when at negative HP/+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells/SLA

It's also 1st level on the Paladin spell list. No specification who made it so went with the most cost effective, but since the regular potion listings put it at 300 I'll go with that.

Total current value 481g


Boss Lady Dragon of the Early Evening
El Ronza wrote:

Alright, to hell with it. I'm taking the second array I rolled and applying it to my samsaran investigator, giving him a 19 int and not much else to work with. It's either that, or two dump stats and a lower primary attribute -__-

If I hadn't been dying to play him (and this AP) again, I wouldn't bother, because holy wow, those stats are likely to get me killed. Should be fun while it lasts, though :P

Nah, you'll be fine!


Male (Channel 2/2 (Will DC 9) (D6)),(Acid Dart 7/7 (d6+1)),(Protection ability 7/7) Dwarf Cleric 1 (HP 9/9),(AC16/15, T 10/10, FF 16/15 +4 vs Giant Subtype (With/Without Shield)),(Saves F4, R1, W7 +4 vs Spell,SLA, +2 vs Poison),(CMB 2, CMD 12),Init 0, Perception 5 +2 vs Stonework

will be compiling my gear list, and taking the difference over the next couple of days, due to work. :(


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Female Human (Australian) Photographer 4 / GM 3 / SSO 1

Alright, I'll try to get Henric done tonight. GM, if you want to check the alias, there should be plenty of stuff there for you to use against him. :P


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

Okay, stats updated. I'll do the finer details, backstory tweaks, and gear tomorrow. For now, I'll just get on over to gameplay.


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

Ugh... Went through all that, and I forgot to have him introduce himself -__-

-Posted with Wayfinder


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

Question time, GM! How strict are you on encumbrance? I'm planning on treating Henric as a walking apothecary and alchemical toolkit, but with a strength score of 11, that could cripple him if you're playing close to the rules.

To clarify, am I still allowed to take 10 on skill checks outside of combat or situations under pressure (specifically knowledge checks)? And I can only use inspiration if I'm actually rolling, correct?

Would I be able to have used a good amount of my starting WBL for alchemical crafting?

And finally, would you rule that investigators count as casters for the purposes of item creation feats, for Brew Potion if nothing else?


Boss Lady Dragon of the Early Evening

Going out of town today and will be gone until Sunday evening. Posting might be sketchy. I'll update when I can.

Henric, I'm so sorry but I can't look over that info right now to answer any of your questions. Generally speaking, I'm flexible on most things as long as they are in a gray area and not blatantly beyond what the rules, common sense, or simple physics would allow. I'll try to look into this over the weekend if I have time between classes.


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

That's fine, none of them are urgent. I can wait :)

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Boss Lady Dragon of the Early Evening

I'm back home, had the world's crappiest internet at the hotel that kept cutting out on me couldn't do a damn thing. I'm a bit exhausted and just want to relax right now. I'll try to update tonight, but I wouldn't expect anything until tomorrow. Sorry guys, and thank you for your patience!


Where you gone for your classes again? If so, how did it go?


Female Aasimar (Angelkin) Paladin of Pharasma (Undead Scourge) 2 HP: 19/19. Fort: +8 Reflex: +4 Will: +7 (+2 vs Evil effects and to stabilize when at negative HP/+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells/SLA

Just kick back and enjoy being home. We'll be here.


Male (Channel 2/2 (Will DC 9) (D6)),(Acid Dart 7/7 (d6+1)),(Protection ability 7/7) Dwarf Cleric 1 (HP 9/9),(AC16/15, T 10/10, FF 16/15 +4 vs Giant Subtype (With/Without Shield)),(Saves F4, R1, W7 +4 vs Spell,SLA, +2 vs Poison),(CMB 2, CMD 12),Init 0, Perception 5 +2 vs Stonework

Ok, Twilight, all my gear right now that is on my profile less the wand, which I think is more party than mine, comes up to 341 gold plus some silvers and coppers.

Bringing myself up to the expected WBL, will send via PM. :)


Boss Lady Dragon of the Early Evening

I was Ioann, it was the last meeting for this semester. The classes themselves were pretty good, I actually really enjoy going. It's just difficult because the drive aggravates my herniated discs, I apparently have no luck choosing motels with beds that aren't as hard as concrete (which makes my back worse), I have no cellphone service in that area, and the motel's internet was like a horrible joke played by a cruel god!

Next semester I'm taking two classes that will require me to go to campus for the weekend, so I'll be doing it four times next semester!

Thanks Ingrid, I definitely needed the rest and to decompress from the long weekend.

Terrance, got your message and responded, thanks!


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

Damn, that sounds nightmarish. Sorry about your back pain, I know it's not fun.

Guess the last thing you'd want to do is answer my questions. I can wait, just don't want you forgetting about them. ;-)

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Boss Lady Dragon of the Early Evening
Henric Xantrian wrote:

Question time, GM! How strict are you on encumbrance? I'm planning on treating Henric as a walking apothecary and alchemical toolkit, but with a strength score of 11, that could cripple him if you're playing close to the rules.

To clarify, am I still allowed to take 10 on skill checks outside of combat or situations under pressure (specifically knowledge checks)? And I can only use inspiration if I'm actually rolling, correct?

Would I be able to have used a good amount of my starting WBL for alchemical crafting?

And finally, would you rule that investigators count as casters for the purposes of item creation feats, for Brew Potion if nothing else?

How much weight are you talking about carrying? I could see overlooking a pound or two, but if you're well over into the next weight category I do expect people to act accordingly. That being said, I can't say that I go out of my way to make sure that people are doing so either. You should keep in mind, though, that at least for this book, you have an HQ so you don't need to carry unnecessary weight around with you.

Encumbrance shouldn't affect skills like knowledge, I never thought it did, have I been wrong? Either way, no it's not going to affect your ability to take 10 in my opinion. I do think that inspiration is meant to only be used when rolling, but if someone else has anything that contradicts that then by all means.

You can spend your money however you see fit.

That final one, unfortunately, I am at a loss. I will defer to those more experienced than myself for insight.


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

Encumbrance: Fair enough. I just wanted to carry around plenty of alchemical gear - since I have very few combat options (unless I can pull off a lucky studied strike), I was planning on focusing on utility, carrying around things like ghost salts, antitoxin, alchemical weapons, etc. Since I have such a low strength, looks like I'll need to invest in a handy haversack as soon as possible.

Taking 10: Nothing to do with encumbrance. I ask because you mentioned rolling to identify people's races, when I'd taken ten on the knowledge checks. If you're houseruling that taking 10 isn't an option, I'd like to know now.

Pre-game crafting: Excellent, I'll start working on that when I get home.

Item crafting: I ask because RAW, investigators and alchemists don't have a caster level. However, alchemists get brew potion as a bonus feat, and can use it. Given that an investigator's alchemy class feature functions as an alchemist's, I personally find it reasonable that they could take and use the feat, but I know some would rule otherwise.

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Boss Lady Dragon of the Early Evening

Oh my mistake on the taking 10 question, sorry about that. No, I'm fine with taking 10 on things. I generally just ask that it's made clear that that is what you are doing. I don't recall if you made that clear in the post or not (it's been awhile since I first read it and I can't go look at it at the moment). I'm just not sure off the top of my head what the DC's are for determining the various races, especially the more exotic ones, so as long as taking a 10 would cover it with your skill level in the appropriate knowledge category then that's perfectly fine.

EDIT: That being said I think that the entire conversation of "what are you?" and identifying people's races out-loud is a bit uncouth (especially in the cases of those who would maybe rather not have their race identified in such a fashion, or who work hard to disguise those aspects of themselves) but not against the rules. I suspect it may not have made the newcomers instant friends, but we shall see how that plays out!


female Lashunta Psychic 2 | HP 12/12 | AC 11 (15 with Mage Armor), TAC 11, FF 10 (14 with mage armor) | F +2, R +2, W +3 | Init +2 | Per +0 | Phrenic Pool 2/4 | Detect Thoughts (Sp) 2/2 | Spells: 1-4/5

The average is 10+cr, really common are base 5+cr and rarer ones can start at 15+cr or higher. I rather figured the rarity of Lashunta would be very high due to their origins on castrovel instead of golarian, the most common place for the is in Kyonin, though at least one is somewhere in numeria. Ultimately not a big deal to me.


Female Aasimar (Angelkin) Paladin of Pharasma (Undead Scourge) 2 HP: 19/19. Fort: +8 Reflex: +4 Will: +7 (+2 vs Evil effects and to stabilize when at negative HP/+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells/SLA

To me it reads as Henric being really intelligent and having no idea what is socially unacceptable. Which...I've met people exactly like that.

Which sets up a contrast of Henric, who despite his intellect doesn't realize he's offending everybody, vs Ioann who when he thinks about it, knows he's being offensive, but depending on his mood might not give a $#!+.


yes, I took it that way too. I think it gives a nice touch to the character.

It might not show, but Ioann always knows how mean he is. However, as you said, he does not care or can't control himself well enough most of the time. Anger issues...


Female Aasimar (Angelkin) Paladin of Pharasma (Undead Scourge) 2 HP: 19/19. Fort: +8 Reflex: +4 Will: +7 (+2 vs Evil effects and to stabilize when at negative HP/+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells/SLA

So for the extra WBL, it would take too long to masterwork stuff, besides which that's probably bettter RP'd. I'll pick up both the Undead Slayer's kit and the Skeleton Slayer's kit.

The combined kit of these two includes three flasks of acid, a club, a sling, 10 sling bullets, a necklace of garlic bulbs, four flasks of holy water, a tanglefoot bag, , a necklace of garlic bulbs, hammer, a wooden stake,50 feet of hemp rope, a crowbar, one sunrod, a potion of lesser restoration, and a potion of protection from evil and a wooden holy symbol.

Time to go head hunting.


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

Most creatures are 10+CR. Common creatures, like a goblin or an elf, are 5+CR, and the example given for rare creatures at 15+CR is the tarrasque.

I agree that it was a jerk move, but Ingrid pretty much nailed it. Henric has a dizzying intellect, but not a lot of social skills - on top of his isolated, scholarly life, he's also mad. Maybe a touch autistic (a lot of my high-intelligence characters play as Aspies). If it causes OOC problems, let me know and I'll rein it in.

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