RESIST - GM Cyrioul's Hell's Rebels (Inactive)

Game Master Jason Lillis

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Rebellion Sheet

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Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Laria's rebuke convinces Pip to stifle the second snapdragon he has floating around as a fiery orange orb. He lets the spell's duration expire and snuff out into nothing, and he instead launches into a new spell.

"A wonderful bird is the pelican,
His bill will hold more than his belican,
He can take in his beak
Enough food for a week
But I'm damned if I see how the helican!"

Once again heeding not whether his audience, rats and sprites, can understand a lick of what he says, Pip relies on the rhyming, rhythmic nonsense to captivate and Hypnotize the unwelcome guests.

Duration: 2d4 ⇒ (1, 1) = 2 rounds
Creatures Affected: 2d4 ⇒ (2, 2) = 4 HD
DC 14 Will Save to avoid being Fascinated.


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Indra appreciates a good limerick and Pip's actually makes her crack a small smile as she let's loose her arrow.
invoke judgement as swift for destruction=+1 damage
1d20 + 4 + 20 ⇒ (1) + 4 + 20 = 25 damage: 1d8 + 1 ⇒ (3) + 1 = 4
miss chance (high is good): 1d100 ⇒ 66

damn, Indra rolls a LOT of 1's. That little bastard better not have DR


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17

Nerris just sighs looking at the swarm of rats. "Im sorry..... Though this is the only thing that can hurt those rats," Nerris says as she hucks a bomb.

Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Ooo boy. The bomb goes wild.


Alexite's flask of acid cracks against a rat skull as it hits, spraying acid all over the swarm! (Does 4 damage to one swarm).[/ooc]

Orrias' crossbow bolt arcs towards a faint shimmering of movement near the statue, but flies past.

Pip's ridiculous song resounds through the space...
Will Save: 1d20 + 3 ⇒ (9) + 3 = 12
...and you hear the piping stop, as though it's actually paying attention to your nonsense!

Indra, filled with the grace of her goddess, sends an arrow arcing through the air towards the statue. If it strikes something, it doesn't seem to sink in when it hits. (Well, about that DR...)

Nerris tosses a bomb, but it goes wide!
Location: 1d8 ⇒ 1
The bomb still strikes adjacent to the swarm of rats, sending a wave of fire through them!
Reflex Save: 1d20 + 5 ⇒ (5) + 5 = 10
(Does 6 damage to one swarm).

The piping, stopped for now, doesn't seem to impede the rats. They swarm towards Alexite and Nerris, swirling around their feet!
Alexite Swarm Damage: 1d6 ⇒ 3
Nerris Swarm Damage: 1d6 ⇒ 2

And I need BOTH of you to make me a Fortitude save vs. Disease as part of your next action.


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17


Fort: 1d20 + 3 ⇒ (16) + 3 = 19

Nerris shrugs off the rats attacks and starts panicking as they start crawling all over her. Backing off from the swarm she throws another bomb.

attack: 1d20 + 5 ⇒ (7) + 5 = 12
dmg: 1d6 + 4 ⇒ (5) + 4 = 9
That probably still misses?


(I'm going to say on a 1-5 you're ok, 7-9 you get the splash damage, too.

1d8 ⇒ 4

You shake off the worst of their infected bite, but your arm isn't that steady as the bomb splashes just to the left of the swarm.

Reflex Save: 1d20 + 5 ⇒ (6) + 5 = 11
6 damage, 12 total

The swarm is horribly burned by the bombs, even though they haven't hit directly, but still seems lively enough to work its way towards you through the water.

The rest of the party can still act!


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Cursing enough to make a sailor blush, Indra fires off another arrow, this time at Nerris' burned rats.
bow: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d8 + 1 ⇒ (1) + 1 = 2
ugh! piercing should do half dam vs rat swarm, sigh


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Alexite is also cursing vigorously. “Rats! I hate rats!!”
Fort save: 1d20 + 4 ⇒ (12) + 4 = 16

Seizing his Morningstar, he tries to batter the rats away.

Attack (2h): 1d20 + 6 ⇒ (8) + 6 = 14 for 1d8 + 4 ⇒ (8) + 4 = 12

Only 1/2 Damage, I think.


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

"Vexing litte s#!!!" Orrias loads another bolt and fires, hoping Pip's hypnotic words make the unseen pest hold still.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8 Miss Change: 1d100 ⇒ 52 Damage?: 1d4 ⇒ 1

It's a good thing I have such awesome skills, because this build won't come together for combat until about Lvl5 :(


Indra's arrow skewers a pair of rats, but the whole swarm seems largely unaffected.

Alexite fights off the worst of the bits he receives, and crushes several of them with his morningstar.

Orrias - distracted by the rats, perhaps - has difficulty pinning down the invisible opponent.

(Pip, one more from you, then we'll continue!)


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Pip remains surprised that his spell worked - at least, he thinks it worked. Now he is unsure what else to do. He dare not set off any more firecrackers, and he doubts the rats would be as interested in lyrical humor.

Instead, he fishes one of the cold iron sling bullets from the small bag at his belt. Pip whirls his sling around, aims for the enemy perched atop Calistria, and hopes for the best.

Cold Iron Sling Bullet vs ???: 1d20 + 4 ⇒ (2) + 4 = 6

However, the shot goes clear over the goddess' head, ricochets off the cavern ceiling, and plunks into the water.


With multiple projectiles flying in its direction, whatever it is on top of the statue shrieks, and then you hear it chanting arcane words in the infernal tongue.

DC 18 Spellcraft to Identify:

It is the spell summon monster 3.

The rats continue pressing forward, rolling up onto Alexite and Nerris again!

Alexite Swarm Damage: 1d6 ⇒ 3
Nerris Swarm Damage: 1d6 ⇒ 4

Each of you needs to make a second saving throw, and the party is up!


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Fort Save: 1d20 + 4 ⇒ (12) + 4 = 16

"So...not...a fan..." Alexite growls. "Nerris! Get outta here!" He takes another wild swing at the rats, and follows his own advice.

Attack, and move as far as I can back toward dry land.

Morningstar: 1d20 + 6 ⇒ (12) + 6 = 18 for 1d8 + 4 ⇒ (4) + 4 = 8 damage (halved)


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Realizing that a change of tactics was in order, Orrias kneels down and begins scooping up handfuls of the flour scattered around and stuffing it into a paper alchemical filter.

Would it be reasonable to put together an improvised flour bag to throw at the invisible opponent? If so, could I also throw it this round or wait until next?


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17


Fort: 1d20 + 3 ⇒ (18) + 3 = 21

Nerris walks back from the swarm a decent distance. "Listen even missing I'm still doing decent damage." she says with a concerned look on her face.

Attck: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
DMG: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
This is just not my battle.


You both still feel ok (considering).

Alexite scatters a small wave of lifeless rats across the water, but Nerris' bomb is just not quite on the mark...

1d8 ⇒ 4

...vaporizing some of the water, but also destroying the last of the rats that pursue her!

Orrias, thinking quickly, manages to scoop up enough flour to make an improvised "powder bomb" that could reveal an invisible creature... if it hits!

Indra and pip - go!


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Pip shakes his head with a frustrated growl. He turns his attention from the invisible foe to the last of the rats vexing his allies who might be better suited to dealing with the real problem.

Rather than a venomous tongue, he decides to deploy something just as caustic. He summons a glob of acid and flicks it towards the last rat swarm like a laborer might flick a booger.

Acid Splash, Ranged Touch Attack vs Rat Swarm: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d3 ⇒ 2


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Pip I think the rats swarm was destroyed by that last bomb...?


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F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

spellcraft: 1d20 + 3 ⇒ (19) + 3 = 22
Indra speaks Infernal and recognizes that spell. If you thought she was mad before, now she's FURIOUS. She starts ranting in infernal about all the horrible ways she's going to mangle this fairy when they catch it.
intimidate: 1d20 + 13 ⇒ (14) + 13 = 27(+4 for being larger)
she's considering taking a level of ranger just to get favored enemy: g$++!@ned fairy


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2
Orrias Lelitaern wrote:
Pip I think the rats swarm was destroyed by that last bomb...?

I was under the impression that there were two rat swarms and one had been destroyed so far. If I am wrong, than my poorly aimed Acid Splash will be redirected to miss the invisible guy.


Yep, two swarms! I'll post more after the bedtime routine tonight.


Sorry, folks - looks like a post got eaten. Mea culpa for the weekend delay!

Pip's acid splash does fly wide of the mark, sizzling into the water where it lands.

The chanting caster does gain a quavering note to their voice after hearing Indra's invective against it, but the spellcasting continues.

When it reaches it's crescendo, there is a word of power spoken, and a massive form splashes into the water - a near-replica of the giant crocodile that you faced when you first entered this space appears, gnashing and biting at Indra!

Bite ATK vs. Indra: 1d20 + 5 ⇒ (20) + 5 = 25
Bite DAM vs. Indra: 1d8 + 4 ⇒ (1) + 4 = 5
Bite ATK vs. Indra - CONFIRM?: 1d20 + 5 ⇒ (10) + 5 = 15 (Does NOT confirm.)

The rats swarm over Alexite again...

Bite DAM vs. Alexite: 1d6 ⇒ 1 (And roll a Fortitude save)

There is a flapping of wings, as the invisible creature appears to be moving to another location. (Perception check to locate.)

The party is up!


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17

" My last bomb. Here goes nothing."

attk: 1d20 + 5 ⇒ (17) + 5 = 22
dmg: 1d20 + 4 ⇒ (4) + 4 = 8


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Giving the edges of the paper filter a little twist and hoping it holds together, Orrias winds up and flings his impromtu powder-bomb at the invisible foe.

Throw vs AC5: 1d20 + 5 ⇒ (19) + 5 = 24


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Perception: 1d20 + 2 ⇒ (19) + 2 = 21

Despite the growing chaos raging around him, Pip strains his senses to try and locate the flitting menace.

Both to minimize the threats his friends face, and as an exercise to focus while trying to locate the invisible foe, Pip launches into another verse of lyrical nonsense to distract some combination of the enemies around the party of rebels.

HD of Creatures Affected: 2d4 ⇒ (4, 1) = 5
Duration: 2d4 ⇒ (1, 2) = 3 rounds

DC 14 Will Save to avoid being Fascinated.


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Somehow Indra just didn't expect the summoned creature to pop up right next to her. Of course it would...g*!#&~n fairies!
Pain lances through her as the croc takes a significant bite out of her hip. She staggers back from the beast and lets fly an arrow from near point blank range.
swift action to activate healing judgement, 5'step to back away, and attack. So this activates fast healing 1. I think she gets back 1 HP this round, but let me know if I'm wrong
bow: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d8 ⇒ 4


Nerris' bomb hits the crocodile (Right? If you meant the rats, then they are toast!), and it lurches to avoid the worst...

Reflex: 1d20 + 4 ⇒ (3) + 4 = 7

...but it fails, taking the full brunt of the damage!

Orrias' improvised powder bomb explodes in a mess of white residue, and you see the flour outline of a bat-winged tiny humanoid cough before it hisses at you!

Pip works to grab the attention of the nearby foes...
Croc WILL: 1d20 + 2 ⇒ (16) + 2 = 18
Foe WILL: 1d20 + 3 ⇒ (17) + 3 = 20
...but it doesn't seem to be having an effect!

Indra hops backwards, firing off an arrow at the croc that just manages to pierce its hide. The creature is bloodied by this and Nerris' bomb, and looking in rough shape.

Alexite, I'd like to give you one more night to post your action, then we'll proceed with the enemies turn. I got your movement wrong last time - no damage from the rats, they just tried to get closer to you (but didn't make it).


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Running our of useful options...

Alexite growls, “I am not old enough to be getting too old for this s~#+, but here we are!” Taking a wide stance, he bellows a challenge and charges the croc!

Attack (PA, charge): 1d20 + 6 - 1 + 2 ⇒ (11) + 6 - 1 + 2 = 18 for 1d8 + 4 + 3 ⇒ (1) + 4 + 3 = 8


Alexite's blow lands HARD on the croc, nearly splitting its skull open, but not quite.

The croc responds with a mighty bite...
Bite: 1d20 + 5 ⇒ (11) + 5 = 16
DAM: 1d8 + 4 ⇒ (3) + 4 = 7
CMB: Grapple: 1d20 + 11 ⇒ (12) + 11 = 23
...and latches onto the fighter!

The remaining rat swarm makes for Indra, staying clear of the croc, but can't quite get to her.

The flour coated foe appears to grab something in the shape of a long tube from it's back, and load something into one end of it. They otherwise maintain position.

The party is up!


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Cursing in Elven under his breath Orrias hurries over to the rowboat still tied up by the pier and hops in, slashing at the rope tying it off. Unfortunately the rocking vessel makes him nearly lose his balance and the cut goes wide.

Attack vs Rope: 1d20 + 1 ⇒ (1) + 1 = 2 Damage: 1d4 ⇒ 4

We do have a rowboat right? I'm not sure how much leeway we have with theater of the mind and I'm fuzzy about the dimensions & distances involved.


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

"ARGH!" Alexite yells as the crocodile chomps into him. When it clamps down, he lets out a howl of rage and, struggling to pry its jaws open with one hand, brings his morningstar down again!

Attack (grappled): 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11 for 1d8 + 4 ⇒ (2) + 4 = 6


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Rats are right up on Indra's list with fairies. Now that Alex has the croc... umm, occupied?... she dashes to the side, conjuring up a mystic ball of acid to throw at the swarm.
acid splash vs touch: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d3 ⇒ 1

apologies Alex, with you 'in the mix' as it were, she has a better chance of hitting them... even if she misses with this attack. Seriously guys, this dice roller is not our friend. I blame the damn fairies!!


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Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

"I'm through with slinging rocks, and dealing with that croc. Without your spell, I'd give you hell, and kick you in the...shin!"

This round's Hypnotism inspired by Eddie Valiant (Bob Hoskins)'s song from the end of Who Framed Roger Rabbit.

HD of Creatures Affected: 2d4 ⇒ (4, 4) = 8
Duration: 2d4 ⇒ (1, 2) = 3 rounds
DC 14 Will Save to avoid being Fascinated.


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

I will note that, while I'm happy to be croc-bait, I do have only 5 hit points left...if anyone has something to help with that, which I'm not sure anyone does!


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F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

damn, we can't take you anywhere Alex! Try and stay up for just a little longer


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

On my next turn, I can bring you my Cure Moderate Wounds Potion.


NerrisBOT, seeing the croc occupied with its meal, dashes bravely forward, slashing with her dagger to help Alexite...
1d20 + 4 ⇒ (9) + 4 = 13
...distracting the crocodile just long enough for the fighter to crunch into the creature's skull again and dismiss it back to the ether!
Aid bonus to attack, vs. croc's grappled AC (and it can't take AoO's while grappled). Sound fair?

Indra's splash of acid goes wide against the rats, drawing their attention in her direction! They start making their way towards the icy tiefling, but can't quite reach her.

Orrias hops into the rowboat (Yep! You totally have one :) ), but nearly falls into the water while trying to stabilize it.

Will Save: 1d20 + 3 ⇒ (18) + 3 = 21

The invisible creature hisses at Pip's attempt at distracting humor, and you hear a small whoop sound, before...
ATK: 1d20 + 11 ⇒ (7) + 11 = 18
...a tiny dart sticks in Pip's shoulder.
PIP - take one point of damage, then make me a fortitude save!

In that moment, you can see the creature more clearly - a tiny red-skinned humanoid, with batlike wings and horns at its brow raises a small blowgun and curses you in Infernal!

The party is up! Croc is down, rats are running wild, and a half-flour covered enemy is still there to hound you!


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Atk vs Rope: 1d20 + 1 ⇒ (17) + 1 = 18 Dmg: 1d4 ⇒ 3

Recovering his blance, Orrias slices the rope and kicks off, propelling the rowboat towards the now-visible flying for.

How close can I get? I want to grapple it and maybe hold it under the water or something.


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Fortitude Save: 1d20 + 2 ⇒ (10) + 2 = 12

"Ow, dagnabbit!" Pip exclaims, craning his neck to look at the tiny dart. A wave of dizziness passes across his face. "Whoa, that's not good."


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F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17


Yeah that sounds fair though my Attack roll should be lower than that? It still should be high enough aide. Sorry I haven't been around I've just been dealing with some personal issues that makes it hard to concentrate on this.


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

With the swarm not yet on her and the croc no longer a threat, Indra slips behind Alex and touches his shoulder. "No laying down on the job, soldier."
move to put Alex between her and the swarm (sorry bout that) and casting clw
clw: 1d8 + 2 ⇒ (2) + 2 = 4


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

"Not planning to. But thanks," Alexite growls to Indra. Turning toward the swarming rats and the weird red creature, he frowns. Drawing his dagger, he takes a few steps forward and hurls it at the little red thing!

Move as close as I can to it without getting into the swarm, and take a shot!

Dagger (Ranged): 1d20 + 4 ⇒ (18) + 4 = 22 (apply appropriate range penalties) for 1d4 + 3 ⇒ (4) + 3 = 7


Hey, Nerris - no problem at all. Take care of yourself!

Orrias kicks the boat towards the statue, drawing just within reach of the creature. I'll rule that you're really close, but that it'd take you the whole round to get there. Next round, an acrobatics check combined with a CMB to grapple could launch you from the boat towards the creature.

Pip, you feel like you're less nimble on your feet than you should be. You take 1d2 ⇒ 1 points of dexterity damage. You can still get your potion to Alexite and offer it to him, if you wish.

After taking healing from Indra, Alexite looses a well aimed dagger, and it seems to be the final blow that disperses any remaining rats back into the sewers from whence they came.

The creature hisses at the loss of another ally, and seeing Orrias approach it flaps back a bit (5' step), draws a tiny wand from its belt and fires a bolt of acid at you...
Ranged Touch Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Acid Damage: 2d4 ⇒ (1, 2) = 3
...just managing to catch you in the side and sizzling away at your skin.

The party is up!


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Indra moves closer and extends her hand towards the fey. "Right back atcha, ya creep." A ball of acid flies out of her palm towards him.
acid splash: 1d20 + 4 ⇒ (16) + 4 = 20 damage: 1d3 ⇒ 1
her healing judgement also heals her again


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Gritting his teeth against the acid's burning touch, Orrias doesn't let it distract him as he times the boat's approach. He takes a deep breath, knowing that even if this works his gambit will end in filthy water. When he feels the boat's momentum has carried him as far as it can the elf leaps, arm outstretched to snatch his tiny foe from the air!

Spending 1 Inspiration Point on my Acrobatics check!
Acrobatics: 1d20 + 6 + 1d6 ⇒ (6) + 6 + (1) = 13
Grapple: 1d20 + 1 ⇒ (14) + 1 = 15 Not including any size bonuses


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Perhaps in a testament to how the halfling's mind works, the stinging wound and the ensuing loss of coordination prompts him to think of the wounded Alexite. From his jacket pocket he fishes the tin flask containing the potent healing potion and does his best to scamper it over to the wounded pugilist who is no longer at risk of being gatorbait.

Draw and deliver Cure Moderate Wounds potion to Alexite.


Sorry for the delay, all - busy week!

Indra's acid strikes true, but the creature seems to simply ignore the effects!

Pip's potion helps Alexite tremendously (I assume, go ahead and roll it, Alexite! 2d8+3)

It's Orrias that puts himself at most danger, launching himself into the air... and just barely snagging the creature's foot as he falls into the water!

Alexite and Nerris, then the enemy!


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F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

acid resistance?! g~*#@+n fairies!!! :)


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17

Nerris just shrugs walks up to the invisible fairy and just tries to grab the fey.

Grapple: 1d20 - 1 ⇒ (8) - 1 = 7 It provokes
Miss Chance High is good
Miss Chance: 1d100 ⇒ 9


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

2d8 + 3 ⇒ (4, 8) + 3 = 15

“Whooo! Thanks, bud!” Alex says with a grin as his wounds close up. He moves over to retrieve his dagger.

That’s both actions, sadly.

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Hi, everyone,

Expectations
I look forward to heading into a new adventure with you all. To get our game properly started, I'd like us to have a conversation about what you're looking for in a game. I'm open to thoughts about what you've found helpful / unhelpful in the PBP format. So you know, I am used to rolling Initiative for everyone, plus opposed perception checks (when enemies use Stealth, or if there's a trap), and saving throws against enemy abilities, traps, etc. to keep the game moving. I'll use Google Slides for maps (seems to be working well), and I'll set up a new inventory tracking sheet on Google Docs. I like to know what my players can do and have on hand, so we will each keep shared inventories so that I will have access to, rather than keeping it in the alias. In the same spreadsheet, I'll help you pre-write the dice code for rolls, so that if I have to Bot you for any reason, it's easy for me to just go grab those rolls without having to type them. Don't worry - I'll get this lined up for you initially.

I will try to post once per day, if not twice (depending on my toddler's nap schedule), and will try to be available to keep an eye on things (if not advance them) over the weekend. If you've read an AP volume recently, you know that each one is divided into acts (usually 3, but sometimes 4). My goal is to craft a summary when we reach such a point, and check in with everyone to see how we're doing (and so that you know where we are in the overall story).

If you would like to keep a campaign journal, I encourage it! Re-writing your PCs interpretation of events helps you keep track of what we've done, and can take many forms. Maybe it's a journal, or a report to your church's hierarchy, or a letter to a loved one, etc.

Are there any expectations you want to share with me about your experiences with the PBP format? What can I be thinking ahead about?

Background, Stats, and Crunch
In addition, it looks like we're going to have a large group (potentially 6 or 7 players). I don't mind at all, and think the large numbers can help offset when posting schedules get funny. However, kind of like our Ironfang Invasion game, I'll ask that one character take on the role of a "Captain" of sorts, someone who will take info and say, "The next thing we are doing is _____." That way, everyone gets to vote, but someone actually moves us forward.

When thinking about your character, I'll ask that you first do so in terms of background and concept, rather than crunch. If you're ready to start sharing some info, here's a Google Form that I'd like you to use to start telling me some initial ideas. I'll send you what you send to me, so that you've got the info, too.

Though we aren't going to worry about stats for a while, I tend to lean towards a 15 point buy system for attributes, so that encounters are easier for me to scale up and balance, and so that you don't get bored with cutting your way through enemies. If you've got a good case for another way of generating ability scores, let me know! I'm open to options.

The Downtime mechanic from Ultimate Campaign plays a big role in this AP, so it's worth taking a look at those in the book or on the SRD if you haven't already. In addition to the modified rules in the players guide for the rebellion rules, you can also explore owning a home, business, employees, etc. (I've played with the system a lot, so this is actually a fun part for me).

I do plan to incorporate the Background Skills system from Pathfinder Unchained, and think it's likely that I'll use the Crafting system from that text as well. If there are other subsystems or alternatives that you're interested in, let me know! We can definitely take a look at them together, and see if they'll make sense for this AP.

The Adventure is slated to run to Level 17, through if we want there are additional directions that the story can continue afterwards... though since that's at least four years from now, let's see what we think then. :)

A bit about me
Right now, I'm a mostly-at-home-dad. I have a part time gig for online work that usually doesn't take up more than a dozen hours per week, so I should be fairly available when I'm not chasing the toddler or taking care of things around the house. We do have some travel coming up in November and December, in terms of immediate calendaring, but I'll try to be as clear about that as possible.


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Male Human Traveling Salesman 2

All that sounds good. I'll definetly need to look at downtime rules. I already got a fun idea in my head to maybe flesh out a little more.

A bit about me too: work retail with fairly laidback cellphone rules. No hurricanes coming towards me so i don't forsee any blackout dates in my future except usual holiday stuff


human Archaeologist

I'm working on a few ideas, but wanted to ask, would you be okay with a vishkanya?


There are a couple things to consider. In this AP, you will be playing the leaders of a rebellion, and while most folks won't know you by face, there's a good case to be made that less common races would be more easily recognized. I.e., "Have you heard that they've got a green scaled snake lady/guy in this rebellion? I've never seen one before!"

Part of the mechanics for the rebellion is a Notoriety score. Basically, it's whether you get recognized or not on the street.

After doing some thinking and planning, here are my thoughts on races available:
1. Core Races, Tiefling, Tengu: No adjustment to notoriety.
2. Most other "Featured" races: +5 to base notoriety score
3. Drow and any Uncommon races: +10 to base notoriety score

Each day, a PC can attempt a disguise check equal to 11+their total hit dice to mitigate the effects of this penalty to the notoriety score. Initially, just wearing a deep hood will work, but later on folks start getting a lot more suspicious of those green hoods. Once we get PCs established, I can auto roll this for you at the start of each day unless you opt to do otherwise.

So, as for Vishkanya, you are welcome to try it with those caveats in place. I would ideally prefer for about half of the party to be from the core races.


human Archaeologist

good to know.


Male Human Traveling Salesman 2

I'm definetly looking at the hunter. I've wanted to play one for awhile but never really got a good chance to try one out. I know charisma looked pretty important when going over the player's guide but i figured everyone can't just be charisma based so yeah. hunter. probably human for that extra feat to make the ranged combat viable.


Mistress of the Maze

My character's background should be fairly easy to integrate with others. I'm thinking I want to play my half-orc doctor. I left some of the fields blank because I couldn't think of anything. Also your survey is a little broken. I can't fill out the adolescent field given that it says it requires a number.
EDIT:
If you have any questions about some of the responses feel free to ask as some of those are missing context.


genericplayername wrote:
I'm definetly looking at the hunter. I've wanted to play one for awhile but never really got a good chance to try one out. I know charisma looked pretty important when going over the player's guide but i figured everyone can't just be charisma based so yeah. hunter. probably human for that extra feat to make the ranged combat viable.

Thanks, GPN - no, not everyone has to be "The Face," but do keep in mind that the campaign takes place in the city. You might consider the Courtly Hunter Archetype from Ultimate Intrigue, the Roof Runner Archetype from Ultimate Intrigue, or the Urban Hunter Archetype from Heroes of the Street. I won't require any of them, of course, but they might fit a bit more appropriately in the campaign than the base Hunter. What animal were you thinking for a companion?

MadScientistWorking wrote:

My character's background should be fairly easy to integrate with others. I'm thinking I want to play my half-orc doctor. I left some of the fields blank because I couldn't think of anything. Also your survey is a little broken. I can't fill out the adolescent field given that it says it requires a number.

EDIT:
If you have any questions about some of the responses feel free to ask as some of those are missing context.

Thanks for the submission! Sounds great - I don't have the Healer's Handbook, so if there's a way to share that picture, I'd be happy to see it. No worries about the blanks, and thanks for the heads up about the adolescent field (fixed now). I think you've given me enough to work with for now, so we're good. Thanks!


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Mistress of the Maze
GM Cyrioul wrote:


I don't have the Healer's Handbook, so if there's a way to share that picture, I'd be happy to see it. No worries

I think Im just going to go with this picture instead. Its a nice happy go lucky half-orc.

https://i.pinimg.com/736x/3c/f7/8b/3cf78bfccc1c9cc2b089bfdaf3a89c45--orc-ch ild-modern-fantasy-character.jpg


human Archaeologist

ok, I think I'd like to try a ninja, halfling or half-elf, trying to decide. Hope to be able to work on it this weekend.


RobL8675309 wrote:
ok, I think I'd like to try a ninja, halfling or half-elf, trying to decide. Hope to be able to work on it this weekend.

Sounds all right, though do be thinking about what will motivate this character to join the rebellion. Given the tengu influence in the region, it’s feasible that a non-tengu that’s native to the region could have learned ninja skills from a tengu flock.

Also, to follow up on my earlier post about races: I’ll only apply one notoriety penalty to the group: the highest applicable depending on who is in the group at one time. So a group of all human PCs with one Ifrit would be at +5, and a group with one human, 2 ifrits, and one vishkanya would be at +10 (not +20 for multiple “easily recognizable” races). Does that help?


Male

I remain interested in this, but I'm trying to figure out what kind of character I want to play...problem is I have a broad concept (if the group thinks it would work), but not sure what I want for it mechanically.

Since the Seventh Proclamation outlaws mint, I was thinking of taking the Fed-Up Citizen trait and playing a moderately well-off, somewhat slovenly and disengaged young man who's angry because his family mint farm just outside Kintargo is now in danger of getting shut down. A sort of "I'm-Not-a-Good-Guy-But-Damned-If-I'll-Stand-For-This!" idea.

Problem is, I have no strong feelings on mechanics...I feel like he's kind of a barfly, kind of a degenerate scion of this well-off landed family, so I don't think magic feels right. I was thinking swashbuckler, but it just feels kind of generic to this adventure...fighter is the other big thing I'm toying around with, but I don't have a strong vision. I'll browse fighter archetypes, I guess.


Male

...And of course 15 minutes of browsing later I know what I want to do! A Cad fighter. It makes sense to me--he's kind of a lush, he hangs out in bars--of course he knows how to fight dirty. I'm going to work up a rough draft of him and fill out the survey.

As far as a more general PBP stuff...obviously it's great when the game can keep moving, and as long as we do that, I'm good. I will note that there are two things I think PBP can be particularly ill-suited for (or at least, two things I struggle with on PBP):

1) Mechanically intensive sub-systems, one example of which could be the various villagers' rolls each day in the start of Ironfang Invasion. It's just...a lot to keep track of, and endless dice-rolling doesn't have the thrill on PBP that it could in real life. I actually like PBP as a GM because it lets me do things I'd never take the time to in reality (like roll every individual monster's Perception check, etc.), but as a player I can find those systems tedious.

2) Dungeon crawling. I tried to run The Tomb of Horrors on the boards a few years back, and it really didn't go well in my mind. I think a big part of this is the fact that the medium just doesn't lend itself to that kind of play--PBP shines when it's used to enrich the roleplaying aspects of the game, but dungeon crawling is more strictly mechanics and skill-based, and in reality is the sort of thing that happens more between PLAYERS than CHARACTERS.

Fortunately, this AP sounds like it should be suited to more roleplaying-heavy moments! ;)


Male Human Traveling Salesman 2

I have not seen those archetypes so i'll definetly look into them... actually i haven't seen any of ultimaye intrigue cause i forgot about it. As for animal companion i was thinking wolf and flavoring him into like a wolf-dog hybrid. Big beautiful beast that the higher ups don't think should belong to some street urchin.


Male Human Traveling Salesman 2

i think i'm gonna go courtly. kinda changing up my original idea for the character but whatever. not to fond of losing the tiger animal focus since i'm doing a ranged character but i'll live


genericplayername wrote:
i think i'm gonna go courtly. kinda changing up my original idea for the character but whatever. not to fond of losing the tiger animal focus since i'm doing a ranged character but i'll live

Ok - I will say if it doesn't make sense for the concept you were hoping for, I won't require one of these. The base hunter is fairly wilderness oriented, though, and I wouldn't want you to feel too disadvantaged in an urban setting. That said, let me take a look at that list of animal aspects and see if there's one that makes sense to drop in favor of the bonus granted by Tiger. Mouse,perhaps? I'll think about this.


Mistress of the Maze

There is also the Urban Hunter that is from Heroes of the Street.


Female Human
Courtly Hunter 1:
[HP 19/19] [AC 16; T 13; FF 13] [Fort +4; Ref +6; Will +3] [Init +3]
Ruina:
[HP 20/20] [AC 15; T 13; FF 12] [Fort +5; Ref +5; Will +2]
Personal Gear

Yeah, i saw it but wanted a wolf, not a dog. I dunno. Anyway, i may have went ahead and made the courtly hunter during spare time this morning. Also Cy, already did your little survey thingy so lemme know if i need to change anything. Also, how do you even make one of those? I'd love to do one for my at home party who tend to make minmaxers instead of characters and i feel something like that could really help them.


Mistress of the Maze
Saraphim Castilla wrote:
Yeah, i saw it but wanted a wolf, not a dog. I dunno.

Sorry I forgot what they get as animal companions. Its not a particularly interesting archetype upon looking at it again. Anyway, Im waiting on the party composition for figuring out what exactly I want to play. I want to play a healer but Im not sure exactly what build as there a lot of fun options to play. Originally version of the character was an Alchemist.


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Female Human
Courtly Hunter 1:
[HP 19/19] [AC 16; T 13; FF 13] [Fort +4; Ref +6; Will +3] [Init +3]
Ruina:
[HP 20/20] [AC 15; T 13; FF 12] [Fort +5; Ref +5; Will +2]
Personal Gear

I can function as an off healer too since I have access to some druid spells. Like I'll have CLW almost always prepared or whatever. I forget exactly how spellcasting works for hunters, should probably read up on it before the game starts.


Saraphim Castilla wrote:
Also, how do you even make one of those? I'd love to do one for my at home party who tend to make minmaxers instead of characters and i feel something like that could really help them.

I found the questions here on the boards as the intro to another game, and I thought the framework was pretty helpful. So I took them and put them into a Form in Google Docs. It collects the info and spits it back to me as a spreadsheet, so it's easy for me to keep track of what you told me initially.

I'll send those submissions back to you all this afternoon, depending on the toddler's nap schedule!


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Been meaning to write back about these...

The Norv wrote:
1) Mechanically intensive sub-systems, one example of which could be the various villagers' rolls each day in the start of Ironfang Invasion. It's just...a lot to keep track of, and endless dice-rolling doesn't have the thrill on PBP that it could in real life. I actually like PBP as a GM because it lets me do things I'd never take the time to in reality (like roll every individual monster's Perception check, etc.), but as a player I can find those systems tedious.

Got it - thanks for the heads up! Sounds like handling some subsystems in a more narrative fashion would be helpful. I think that's definitely my goal with the Downtime activities, though I won't stop anyone from diving into the nitty-gritty if they want to do so.

Ideally, the dice will help you, the Players, know what kind of story you can tell. For the most part, the DCs are knowable from the outset, so after you preview your roll, you can tell me what happened, how it succeeded or failed, and what the implications are. It should give you some ability to stretch your writing abilities, too, and doesn't force me to come up with all the descriptive text. (yay!)

The Norv wrote:
2) Dungeon crawling. I tried to run The Tomb of Horrors on the boards a few years back, and it really didn't go well in my mind. I think a big part of this is the fact that the medium just doesn't lend itself to that kind of play--PBP shines when it's used to enrich the roleplaying aspects of the game, but dungeon crawling is more strictly mechanics and skill-based, and in reality is the sort of thing that happens more between PLAYERS than CHARACTERS. Fortunately, this AP sounds like it should be suited to more roleplaying-heavy moments! ;)

RP is definitely the MAJORITY of this AP, and I'll do what I can to keep any crawling moving as quickly as possible. There is a portion that I was reading through this weekend that's definitely going to be tricky to handle well without treating it like a crawl (Spoiler: this AP has a couple of traps), but we can try to find narrative ways to handle this.


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genericplayername

MadScientistWorking

The Norv

Posting here rather than worrying about PMs just now. Let me know if there's anything you want to edit! I'll share more thoughts tomorrow.


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Mistress of the Maze
Saraphim Castilla wrote:
I can function as an off healer too since I have access to some druid spells. Like I'll have CLW almost always prepared or whatever. I forget exactly how spellcasting works for hunters, should probably read up on it before the game starts.

I mean I would be doing more than healing. I just like alchemist as it is in my mind the most hilarious healing mechanic in the game. How do you heal people? You see somehow I managed to figure out how to use this high explosive to vaporize this potion into a breathable form that heals instead of hurts.


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Male

Sounds good! As far as my thoughts go, that sounds cool--I don't mind some die-rolling or some dungeons (I've found that any dungeon that takes up no more than one "chapter" of an AP book is pretty workable), as long as they're not heavy, omnipresent stuff. Knowing how the downtime dice system works should speed things up too! :)


Hi, all - was hoping I'd get this out yesterday, but Toddlers often have other plans. :) Here's some initial thoughts on your PCs.

Also, if you're starting to build up your character, like GPN did with Saraphim, you can either take the average for class starting wealth, or you can roll for your total wealth instead of the average.

genericplayername:
Great backstory ideas for Saraphim! Some questions below.

1) Does she ever go by Sara? Just checking if she's ok with people calling her that, or if she'd be put off by it.

2) Can you tell me a little about how she came by her relationship with Ruina? Maybe I missed it in the write-up. Until you can transform Ruina into a tiny animal (Level 2), where does she(?) usually hang out in the city? Do you keep her(?) muzzled or on a leash when walking around so that others aren't worried? Wolves are wolves, after all. :)

3) In your profile, I think you are missing one skill point for being human. Go ahead and add it in. Also, could you put Background Skills on a separate line from your more active skills? It helps me keep track of them. :)

4) Alignment isn't something I generally worry too much about, but Hunters are required to be some form of Neutral. Your story suggests Neutral Good, rather than Chaotic Neutral. Which makes sense to you?

5) I'm generally not crazy about dump stats, particularly Charisma, but you make up for it by training in skills that make sense for a member of the nobility. I'll assume that the 7 reflects her unassuming appearance and tendency to be taciturn, but that she makes up for it with the occasional helpful insight (Diplomacy) or cutting remark (Bluff).

6) With the "Child of Kintargo" trait, you also start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. Don't forget to put those on your character sheet! For the single additional item, you might pick masterwork studded leather armor, if you want to reflect a member of the nobility who is focused on very practical items, and it would put 25 GP back in your pocket. Let me know what other ideas you have!

7) Nobility is sometimes achieved through commercial success in Kintargo. Besides trying to curry favor with the other noble houses, what commercial interests do the Castilla's have in Kintargo? Import/Export, leather (i.e., how she got to use the shop), farmland, etc.

8) What's one defining physical characteristic for Mikhail?

I might have other questions, but that's it for now. Thanks!


MadScientistWorking:
Good background! A few questions:

1) Is the Lauren character from one of the named noble houses, or would you like to come up with a family name for her? If the former, let me know and we can choose one from the list.

2) That theme song is overwhelming, in a fun way. It's not something that I would usually listen to. :)

3) Is Peridot's medical practice also in Yolubilis Harbor, or another neighborhood?

4) REDACTED: missed a comment in the thread above. :)

5) With Peridot's commitment to healing, what is her approach to combat? Has she ever been in a fight? More curious than anything - how much is she willing to push the need to heal instead of harm?

6) Suzie is also in Yolubilis Harbor, correct? If not, let me know a location she usually frequents.

Thanks! I'll probably have more once you have a profile together with statistics.


TheNorv:

Love it! Alexite sounds like a lot of chaos just waiting to happen, and thanks for pulling in the ridiculousness of the proclamations into your character story.

1) Cad fighter fits perfectly with the personality you're describing.

2) I like the relationships section - and that Alexite's mother could be a recurring NPC to pop in on occasion and be a 'moral voice' to challenge his approach to rebellion. What do you think? Also, would Alexite be likely to try and recruit Willem into the rebellion, or try to keep his friend out of danger?

3) Jarvis End would be a fairly pricey place to keep a home or apartment, especially if his family's cash crop is now no longer purchaseable. Redroof would definitely be more affordable, or Old Kintargo (which would be closer to Jarvis End).

4) Introducing a barkeeper to the "Tooth and Nail" is no problem - great choice of location! It will likely come up during the AP, just help me remember if you wind up there.

5) No worries about songs - we'll get to it.

6) Sounds like you'd favor the "fed Up citizen" campaign trait. Does that sound about right?

Thanks! I'll probably have more thoughts/questions later, but that's it for now.


Male Human Traveling Salesman 2
GM Cyrioul wrote:

Hi, all - was hoping I'd get this out yesterday, but Toddlers often have other plans. :) Here's some initial thoughts on your PCs.

Also, if you're starting to build up your character, like GPN did with Saraphim, you can either take the average for class starting wealth, or you can roll for your total wealth instead of the average.

** spoiler omitted **...

Thanks for the complements. Had a lot of fun writing it up.

Spoiler:
1. Yes, she rather go by Sara. Saraphim is typically only used by her mother or when Mikhail is frustrated with her.
2. I honestly forgot to put Ruina in her write up. I figured she was a pup that Sara and Mikhail took in without realizing she was more than just am average wolf-dog.
3. I'll makr those edits but they're craft and knowledge nobility.
4. NG. Meant to change it. CG was how i first invisioned her before the noble route.
5. Not just her appearence but also as a form of rebellion towards her family. Whereas her mother may be flowery and misleading with her words Sara prefers to be brash and to the point.
6. The 200 gp item was a mwrk composite longbow 0. Family heirloom. I'm thinking of asking my wife to design a famiky sigil for her too.
7. Didn't think about it. I guess fine leather goods makes sense.
8. I honestly pictured him kinda plain looking for a teifling too. Light red skin, skin on his arms are a bit more tough and almost scale like below the elbows, and small horns on his forehead.


Male

Glad you like Alexite! ;)

As for your thoughts...

Spoiler:

2. I definitely think that Alexite's mother might provide a ballast to his craziness (at least when she's around). As far as Willem...I'm not sure! It might depend on how Alex gets involved in the rebellion and how initially dangerous it seems. Willem is honestly a bit of an open canvas...I'd be open to him becoming Alex's confidante/backup, a counterweight to his craziness, or even a potential foe after events in the AP...probably not the latter, but we can see how things go.

3. Hmmmmmmm. Ok, let's go with Old Kintargo, maybe.

6. Yep! That was my plan.

Looking forward to getting started!


Male

As far as building the character...

--15-point buy
--average or roll for gp
--background skills and unchained crafting

Does that sum it up?


human Archaeologist

just a quick note. Sorry not to have put up my stuff, I've been super swamped. After tomorrow, I have a bit of a break and can get stuff filled out


Male

Oh, and:

How do you feel about traits? Can we take a drawback? I've always wanted to play a character with a drawback...

Thanks!


Hey all, more in-depth responses tomorrow, but the Norv summed it up well. As for Drawbacks, just let me know what you're thinking before fully committing to it in your stats. Some of them are crazy, others are a little weak compared to the benefits of the third trait.

No worries, RobL - we're good. I probably won't be able to start for another week yet anyway, and we'll want to make sure to invite our new Ironfang Invasion GM in, too.


Mistress of the Maze
GM Cyrioul wrote:
** spoiler omitted **

Spoiler:

1)From one of the noble houses. Im not sure which one.
2) Its the theme song from a Japanese kids show that Power Rangers borrows its footage from. The context is a bit of a pun
3) The poorest neighborhood Im not sure exactly where that is.
4) *********
5) I don't think up until this point she's been in a fight. She's not adverse to fighting its just she's never been in one. Initially she'll probably be more haphazard with her abilities and then slowly start to adjust to more of a support role that can still deal damage because bombs are a thing.

I'd need to think more about how to phrase how far she would go.
6)Yeah she met her when she was walking between her practice and her home.


Male Human Traveling Salesman 2

hrm. If I were to take a draw back I'd say Attached or Lovesick with Mikhail (i know you're suppose to choose but I feel it makes the most sense) would be best but there's also secret shame with her family finding out.


genericplayername wrote:
GM Cyrioul wrote:

Hi, all - was hoping I'd get this out yesterday, but Toddlers often have other plans. :) Here's some initial thoughts on your PCs.

Also, if you're starting to build up your character, like GPN did with Saraphim, you can either take the average for class starting wealth, or you can roll for your total wealth instead of the average.

** spoiler omitted **...

Thanks for the complements. Had a lot of fun writing it up.

** spoiler omitted **

Further Responses @genericplayername:


  • Great - Sara it is unless being condescended to.
  • Fair enough! Good a reason as any, though go ahead and work on how there's a more mystical connection between the two, rather than just a trained animal.
  • Thanks!
  • NG sounds great.
  • Perfect - brash and to the point makes sense. She's starting to sound like Katee Sackhoff (Starbuck in the more recent Battlestar Galactica) in my mind, both appearance and personality of that character.
  • MWK Comp longbow 0 would be a total price of 400 GP, after 100 GP base price + 300 GP MWK price. I think they set that GP limit so that a character wouldn't start with a MWK weapon, and I tend to agree. Is there another item you'd like, or would you like to take the Rich Parents trait to balance out the "Attached" drawback (which I prefer over "Lovesick" in the case of your backstory)? That'd provide more than enough funds for weaponry.
  • Sounds good - fine leatherwork it is! Makes sense that she would want to stay connected with something she knows.
  • Description sounds great. I'll make an NPC sheet for him so that I've got him available in case I need him to start making any rolls...


The Norv wrote:

Glad you like Alexite! ;)

As for your thoughts...

** spoiler omitted **

Looking forward to getting started!

Further Responses @The Norv:

2. Great - moms are wonderful. :) As for Willem, I'll draw something up and keep it light for now.

3. Old Kintargo it is!

6. Great! That's a solid choice, and - if anyone had wanted to play a Paladin - I'd probably make them take it, too.


MadScientistWorking wrote:
GM Cyrioul wrote:
** spoiler omitted **

** spoiler omitted **

Further Responses @MadScientistWorking:

1) Got it - take a look at the list of noble houses on page 11 of the player's guide. How about House Sarini? I feel like that family's open ties to Thrune would be a good reason
2) Fun. :)
3) That'd be a toss up between Old Kintargo and Redroof. Your call if it's right by the water, or in the shadow of the city wall.

5) That makes sense. Please do! I often worry that characters created as "dedicated to healing" are somehow really ok with cutting an opponent to pieces without batting an eye, or at the least have no problem with their colleagues doing so.

6) Perfect - thanks!

Plus a new question @MadScientistWorking:

How would you describe Peridot's grasp of arcane knowledge? There's a lot of overlap between Wizards and Alchemists, just wondering if it's, as you've said, something she's dabbling with to enhance her healing, or if there's something more to it. Thanks!


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Male Human Traveling Salesman 2
GM Cyrioul wrote:
genericplayername wrote:
GM Cyrioul wrote:

Hi, all - was hoping I'd get this out yesterday, but Toddlers often have other plans. :) Here's some initial thoughts on your PCs.

Also, if you're starting to build up your character, like GPN did with Saraphim, you can either take the average for class starting wealth, or you can roll for your total wealth instead of the average.

** spoiler omitted **...

Thanks for the complements. Had a lot of fun writing it up.

** spoiler omitted **

** spoiler omitted **

Always thought masterwork weapons were only +100 gp... yeah, i'll do the rich parents to balance it out and work on a propper background too with a better meeting with ruina.


genericplayername wrote:
GM Cyrioul wrote:
genericplayername wrote:
GM Cyrioul wrote:

Hi, all - was hoping I'd get this out yesterday, but Toddlers often have other plans. :) Here's some initial thoughts on your PCs.

Also, if you're starting to build up your character, like GPN did with Saraphim, you can either take the average for class starting wealth, or you can roll for your total wealth instead of the average.

** spoiler omitted **...

Thanks for the complements. Had a lot of fun writing it up.

** spoiler omitted **

** spoiler omitted **
Always thought masterwork weapons were only +100 gp... yeah, i'll do the rich parents to balance it out and work on a propper background too with a better meeting with ruina.

Perfect - works with your story, and gives you a total of 1100 GP to work with (900 replaces your average or rolled-for starting GP).

Thanks!


Male Human Traveling Salesman 2

Thats a lot of gp. I may retweek my starting gear a little too to reflect it but nothing too drastic, maybe a chainshirt instead of studded leather. I don't wanna soend to much since it also makes sense for me to have some pocket change incase i need to do any kinda purchases.

Also i think i have a rather cool idea for Ruina. Since she's part fey, i think, she'd be long lived. Perhaps Sara was her grandfathers favorite, being such a feee spirit and all. Ruina was origionally his and she was insructed to watch over Sara after he passed. Turns out Ruina's been watching over the family for generations.


Rather, I should clarify - it gives you 900 GP to work with, and then you get one item worth less than 200 GP on top of that. My mistake!


Male Human Traveling Salesman 2

Still, got room to retweek a bit. Masterwork chainshirt would be 200 gp thouhh, right?


250, actually: it’s 100 for the chain shirt, then 150 for masterwork.

Masterwork Studded leather would be 175, and as a result have no armor check penalties for your physical skills (climb, acrobatics, stealth, etc.) I understand wanting that extra point of AC, though!

Otherwise, a normal composite longbow +1 str would be 200. Then use Rich Parents money to hire a spellcaster to cast “masterwork transformation” (300 for components, 60 for spell casting services), and suddenly grandpa’s old hunting bow hits the intended target just a little more often.

Backstory Idea:

It could be Sara’s big nose-thumbing to her family if she commissioned masterwork studded leather from Mikhail with family money, and it’s either the source of how they met or the event that sealed their relationship. What do you think?


Male Human Traveling Salesman 2

I like it. so with the now masterwork bow and masterwork armor I'd be at... like 535 spent of the 900. So i got a little spending. I know i need tanning equipment... assuming there's tanning equipment to buy. Otherwise i'll just say "tanning kit" and cost it like 30 gp which is how much kits can sometimes be. Sound good?


Got it - so you're looking at a full tannery, not just a leather-working shop?

If the former, we're talking more about buying a business (about 510 GP with Ultimate Campaign, and could generate a good amount of income for you across this AP), but if the latter then just getting a set of good tools would be fine. Regular artisan's tools (5 GP) or MWK Artisan's Tools (55 GP) would represent the kit accurately, in my mind.

Of course, Mikhail could be the one that owns the business, and you could just work there for some spending money (he gets a majority of the profits that way).

Let me know what you think. I think just grabbing some tools keeps you as a player more flexible for now, but I'm ok with helping out on the business-ownership if you want!


Male Human Traveling Salesman 2

The ownership being in Mikhail's name makes mkre sense cause then Sara's mom would have a harder time tracking her down. So probably whole the shop may sell different baubles, clothing, etc made from leather, Sara would just have the tools for properly getting the hide on her. I'll probably go masterwork since i have the gp.


LG Dwarf Warpriest10 l hp 89/89 l AC24 (T16, FF23) l F +12, R +7, W +12, Ini +3 l CMB +11 CMD25 l Minor Blessings 1/3 l Fervor 1/8 l Dorn-Dergar: Reach l Perc +23, SM +15 l Active Buffs/Conditions: (none) Dorn-Dergar

Sorry for not getting to this sooner, my concept is Orrias Leliltairn, an elven special agent and saboteur trained by Kyonin to destabilize and weaken realms dangerous to long-term elven prosperity. Kyonin is far from Cheliax, but the elves take their opportunities where they find them.


CrusaderWolf - here's the pdf of your submission. More soon!

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