Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

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HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I didn't see any of the update notifications. Sorry about that.
Also congrats and hopefully the baby is in good health.

I would say approach by ground. The owls drew attention last time and even if we were to escape by flight they would still be aware of our relative position and knowledge of their knowledge.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Whereas I say go by air and try to draw their aerial forces into battle - if we can take their cover then that gives us a big advantage...

I'll defer to group opinion though! :)


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

So I am back! More or less.

I don't want to be seen by the enemy. So if we want to scout, I prefer a ground approach. But we should have a way to get to our owls fast if detected.

I could scout on my own as well -- Tal'ariel is quite stealthy. Assuming she has a potion of invisibility as a fallback.


You could always scout out, get an idea of what aerial forces they have, and then decide if you want to draw them into a battle as Gaius suggests. With distance modifiers to Perception, even the relatively less stealthy among you (like Hamailii's +6 and Bran's +7) can be basically certain of not being seen at 300', and likely up to 200'. Tal'ariel by herself could get much closer. She did pick up a Potion of Invisibility in Starsong Hill I think? Or somebody did?


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Sounds like the safest approach to me. We can just get a sense of the army the same way we did near the bridge we destroyed.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Sounds like a sensible compromise all round. Let's do it!


I should be able to get the next gameplay post up tomorrow.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

This whole voting to leave or stay reminds me of Brexit.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Lol.
UK needs to be belittled a little extra for that b!&#~*#@ hehehe.
Did you know that in case of Brexit they could run out of toilet paper?


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Yes... I'm WELL aware of that fact. Can we stop talking about my homeland making an international laughing stock of itself now? Please?


I can promise you that in this case there will not be any adverse consequences from leaving.

However, I am just an elitist know-it-all expert, so feel free to ignore me.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Hehehe.
I could make a list of international brands which will even close their online shops - or at least were prepared to - and not deliver anything to UK until further notice of clear customs etc..^^

But yeah, i can humor your inquiry Gaius :D


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

I think I could use a refresher on our giant owls and their capabilities, especially how fast they fly and how they attack. I don't really have a sense of whether we can close the gap in one round. Is there a link that describes their stats?


Here is the link. Because of the huge boost they got in PF over 3.5, I'm trying to not use them in a lot of combats, but we'll use them here.

Yes, you can close the gap in one round with a charge (and dismounting to attack is either a free or a move depending on your Ride check).


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Does anyone have featherfall? :)


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Yes!


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Very tempted to just jump off the owl and come down in the middle of them!


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

You're starting to make that your signature move, Gaius!

Let's do it!


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Boots of the Cat here, close enough!


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

I should get some of those boots and Branch Pounce as well...


Sorry for the delay - will get a post up tonight. This is a complicated one.
And I really thought Bran would take advantage of the Vanish to regroup and get out of the dangerous position. We'll see what happens...


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

If I retreated then Gauis would be left in the lurch vs 4 or 3.
There was only one move.


Well, the difference is that Gaius was only within full-attack range of 1 of them. You are within full-attack range of 3 of them and also surrounded. Those iteratives might not matter, but maybe they will.

You could also have placed yourself invisibly next to Gaius so they couldn't flank him. Moved and readied, for example.

Anyway, let's see if Hamailii and Tal'ariel can help you out.

Hamailii, this is definitely a situation deserving of a tactical spell. A single 4d6 Scorching Ray is unlikely to save Bran here, but Burst of Radiance might (by blinding the enemies and not affecting Bran) or Deeper Darkness with your any-spell (which hinders everybody except the grapplers). Prayer does hinder enemies' attacks a bit (-1). Dispel Magic, if successful, could knock out the Mass Bull's Strength that the invisible Greater Barghest likely just used.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I should remember that I can 5 foot step after spending a move to maintain.

Live and learn.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

To clarify, do both the dragoonmen and barghest have DR magic?


Nobody got a good enough Knowledge check on the dragon-men to know for sure (Trellara got resistances).

Barghest has DR 10/magic.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Did we ever decide on whether the gauntlets count as magic during grapple checks?


Yes, they do.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

I'll be posting a bit out of initiative so the game can go smoother and faster if that's alright.


I would rather you didn't.
You posted out of initiative last round and didn't specify which spell you were trying to Dispel.
Since you failed the check it didn't matter, but between when you posted and when your turn actually came up something happened that might have changed things for you.

You can still take your move action to dismount if you want (making an Acrrobatics check to reduce the falling damage to 1d6 non-lethal) or you can stay on the owl.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

I see. Good point.
Just thought that could help speed the game up a bit.
Currently i can't really post like before, changed my work and everything is blocked there as well as bad mobile reception.
So it's mostly 1 post in the evening for me now, and every now and then when i can from mobile.


Understood. I'll see what I can do to make that easier.
Maybe posting some conditional actions and we can bot you if needed?


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I don't think Trellara can see me to Cure me anyway. I'm thinking of moving into the Red Barghest and readying an action to snag the barghest out of attacking Hamaiili.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Regarding Bull Rush

Quote:


If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.

From what I understand you don't have to move with them, as long as I beat the DC by 5 or more it should push him 10 feet.

I figured using Reposition on allies would be questionable so I didn't bring it up, but if I can pull her out of danger I would take that instead.

I Repositioned myself as appropriate so I can pull her out of the range.


Oh, my mistake. Well, it would be rather challenging to beat his CMD by 5 given that you are not as specialized for Bull Rush as you are for Grapple - though flat-footed would help, that is true.

Reposition on allies is fine by me in this circumstance. It's a Standard action to use, so it has a fairly significant cost.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I'll ready to Reposition her out of his attacks.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Problem with the readied action is that I moved to get there, which means I can't 5 foot step to follow.
They can just 5 foot and cast anyway.

Maybe I'll consider Step Up.


Well, they can't 5' step away when using Levitate.
Though Step Up is an excellent feat.

Being Large is another way to thwart 5' steps.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Bran, have you thought about a new avatar image? It's so easy to forget that you're quite the changed man!


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I considered it actually, but he's still in the same body as it is just planetouching. I went back and forth between a new body and not, but I settled with the same one but without the scars, it felt more meaningful to the development.

If I could grey it a bit I so would.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

That makes sense to me--if only custom avatars were allowed!

@GM Zelligar -- is the idea that we're arriving in the evening with Lady Cerila? I wasn't entirely sure from the post.


That was the idea, but Tal'ariel could certainly have gone straight to Brindol (instead of swinging by Witchcross) and arrived earlier.

You are well ahead of schedule, between doing things to delay the Red Hand, getting the owls, and not spending too much time meandering. Even with the longer stay in the Hammerfist Holds. The Red Hand hasn't yet reached Nimon Gap (where the looters were) let alone Talar (where Lady Cerila was).

So you will have around two weeks to prepare, learn spells, meet NPCs, reinforce defenses, do minor missions, and so on. I may handwave parts of this time leading up to the Battle of Brindol as "You defeat a number of raiding parties in the surrounding area" unless I think of a particularly cool encounter. Not going to RP out every day.

Let me know of any specific in-character goals for this time.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Enchant my swords more and do more press-ups so I'm more ripped than Bran! :D

Seriously Gaius doesn't have many right now - what with being a newer character and a bit anti-social (gasp!) this isn't his wheelhouse. Just give him lots of hobs to slay and he's happy!


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Tal'ariel wants to learn Dimensional Anchor, or whatever the E6 version is. Need some sort of counter to Dimension Door.

She also wants to figure out a way to make sure that the city is warded against invisible travelers sneaking in. Because she's really worried about an invisible strike team inside the walls causing havoc, perhaps supported by teleporting creatures.


Ah... well that's a tough one. The best counter to the Barghests' Blink and Dimension Door is probably Dispel Magic and readied attacks. Also note they can only use their quasi-Dim Door once per day, and they have always used it to escape.

And teleporting into an enclosed space is not possible in P6.

P6 Codex wrote:

Teleportation, such as for the Cleric’s Dimensional Hop and Wizard’s Dimensional Step, is weakened to “Dimensional Sliding”. The transition into the astral plane during the teleportation is incomplete and the movement leaves a wake that interacts with the boundary between the astral and material planes.

Conditions for dimensional sliding to be effective are equivalent to there being a route between the start and end locations that could be covered using the Time Stop spell and movement by way of flying, swimming, or walking, such that the route is no longer than twice the actual distance between the two points.
A route for dimensional sliding is unable to pass through a blocking solid object such as a creature that completely fills the square, a wall of force, barred window, or locked, latched, very heavy, or stuck door. The route would be able to pass through impediments that would not hinder a strength 3 creature simply walking forward, such as normal cobwebs, unsecured curtains, or a door that pushes easily in the direction of travel. If no successful route exists then the distance spent is still expended but to no effect.
Dimensional sliding leaves a lingering magical aura as if from a spell of moderate original strength along the shortest possible route and on anything that would have been moved or broken if a creature had actually passed along the route (e.g. cobwebs, curtains, or door). The movement otherwise does not interact with the material plane.
It may be desirable to weaken teleportation abilities (Dimension Door, Teleport, etc…) of some creatures to Dimensional Sliding as well.

Therefore, a place like the Cathedral of Iomedae with its doors shut would be secured. Or an enclosed level of a watchtower. Or even an exposed level of a tower where enough of the "landing space" is occupied that there is no place for a strike force to land. Roofing over the city streets (like canvas or wooden planks) to enclose them would prevent Barghests from popping in.

But as it happens, there are just two scripted events for the Barhgests; a campsite ambush, and the "marked for death" ambush. We've done both of them. I think the scenario authors felt they were too frustrating opponents to make any more use of them. Even though the army is supposed to have 30 Greater Barghests.

The various casters in the city could definitely set up some Alarm spells to deal with Invisible strike teams. In addition to mundane solutions.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I know I would want to try trading out Dirty Fighting for something like Power Attack. I took the DF Feat initially when we were unsure about Flanking and Maintains so, it has kind of done nothing lol.

As for in character stuff, I think he would want to bolster morale as much as possible and go around trying to ensure that people know what needs to be done.

@Tal: Thankfully there is a spell for that called Invisibility Alarm.


Retraining will be fine. Power Attack is quite useful (in its own right and as a building block for martial flexibility).

Invisibility Alarm lasts only 1/12 as long as Alarm, oddly.

There is no chance that the Red Hand could arrive tomorrow. The very earliest they could arrive would be about a week. Even if PF changes to the cleric class (specifically, unlimited Create Water) eliminate a major logistical burden on armies, large armies just can't move that fast in enemy territory.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

I guess Hamailii would be interested in training the bow now.
Wand of scorching ray worked out for her quite well so far, but at some point she would need a new one.
I also think a bow should be along a similar damage range, somehow.
And a good thing to shoot between channeling or casting spells.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Doesn't help that we saw a red dragon as well, and I don't think Scorching Ray will help much against that monstrosity.

Her Dex is surprisingly high so I think its a decent idea. Just prepare yourself a Divine Favour and go to town, its a great flexible spell for this kind of thing.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Yes it's pretty good.
Even though i can't get manyshot due to missing the BAB, rapid shot gives 2 attacks and with a little buff that comes to 1d8+6 damage.
Deadly aim and Bull's Strength might further that.

If the GM allows this retraining.

I also stacked up on resist energy spells^^

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We're looking for two more people to join our game as replacements for a pair that dropped out. We've a pretty good group going, and I really appreciate that there's some rythm to our posts. In light of that, I'd prefer people who can post once per day or so.

The story: our adventurers are just beginning to learn that what seemed to be a series of hobgoblin raids might be something greater than it initially seemed. You'll join them in protecting the Elsir Vale from the growing hobgoblin threat. Practically speaking, your characters should have some sort of reason to be in or near the Witchwood, which is situated in the south-eastern part of the Elsir Vale. You might be travelers from Cheliax or Andoran, people native to the region, or simply passing through in either direction. I believe you will start out as having been captured by hobgoblin raiders - that'll probably be the easiest way for me to fit you into the story.

The Setting: It's set in Golarion, with the Elsir Vale plugging in for the country of Isger. It is in much the same political situation as Isger is, which is to say that it pays taxes to Cheliax, and the Hellknights keep an active hand in defending the trade route to the north, while the south-eastern part of the Vale is more or less allowed to fend for itself, having become a patchwork of Baronies and semi-sovereign towns and city councils. It also serves as a military buffer between Cheliax and Andoran.

The party: The current group consists of
Bran O'Dimm, human unholy martial multiclass, he's a former slave gladiator from Cheliax, upstanding guy, fond of grappling things.
Iris, "The blue fox", halfling rogue and trickster. She's fond of misdirecting her enemies, and was raised by foxes.
Tal'Ariel, disillusioned elven rogue/wizard, wields an elven curve blade. (Is a lot more of a front-liner than you'd think)
Zelligar the Mystic, halfling cleric of Nethys, and lover of magic. (Is a lot more of a wizard than you'd think)

Character Creation
House rules: We use the E6 variant. This means that, once you reach level six, you will no longer gain levels. Instead, you'll gain a feat for every 5000xp you attain.
Starting level: 5. You're fairly experienced adventurers, or otherwise skilled individuals, but you're not yet at your peak of ability.
Starting Wealth: WBL for 5th.
Ability Scores: Choose one of the following sets before applying bonuses and penalties.
17/16/14/13/10/8
16/16/15/14/13/8
Hp: Max at all HD. This goes for companions too, but not summoned creatures.
Traits: 2.
Variant Rules: "Extra options" presented as variant rules (i.e. variant multiclassing or Wordcasting) are allowed; changes to how the game functions (i.e. revised action economy) are not. No race builder.
Sources: Generally speaking, all paizo content is allowed. Keep it sane with the races please, though.

We're mainly looking for consistent posters to replace the two that flaked out - build concerns are secondary. That said, the party recently found out that they have trouble handle flying creatures, and that they might need some more crowd control. There's also been some few comments to the effect that I'm going hard at them with difficult encounters and such, which might be true.


I would love to join, and I'm putting in. I hear there is a thing called a brawler that could be awesome. Either way, I can post daily most of the time.


I figured I should drop a link to the gameplay thread, so you can have a look and see if it's for you.

Here you go.


What is your preferred form of character submission? Full character sheet? Simple stat block?

How much backstory do you expect?

WBL for 5th is 10,500g. Would you like to see that itemized out, or is it honor system?

Sczarni

E6! Interesting. What is your opinion on Spherecasting? Circle Wizardry

It's not as powerful as an ordinary wizard, but it has many neat abilities. That once picked are quite permanent.


well I applied with this character in the original recruitment so will present her again


Quote:

What is your preferred form of character submission? Full character sheet? Simple stat block?

How much backstory do you expect?

WBL for 5th is 10,500g. Would you like to see that itemized out, or is it honor system?

Your sheet needs to have all the pertinent information on it. How it's formatted isn't a grave concern.

As for backstory, I expect a character with opinions on stuff, and maybe some exploitable ties to the world. I'm not hung up on it having to be a novel, but just shooting three lines of character concept comes off as a little half-arsed, to me.

I'll check everyone's math on the gear, regardless.

Crayfish Hora wrote:

E6! Interesting. What is your opinion on Spherecasting? Circle Wizardry

It's not as powerful as an ordinary wizard, but it has many neat abilities. That once picked are quite permanent.

I'd rather not involve third party stuff in this one.

Sczarni

I see. Is the Cleric a wordcaster or a normal caster? Or I should rather ask if any of the spell-slinging peeps are wordcasters, as there is more than one.


Crayfish Hora wrote:
I see. Is the Cleric a wordcaster or a normal caster?

The cleric is a normal caster. I honestly don't have much experience with wordcasting, I just wanted to make it available if someone wanted it.

Sczarni

Wordcasting is more generalized magic than normal magic, and thus, sub-par with the loss of niche spells. And about a fifth of the spell-list. But it's cheap! It's thematic! It's definitely different.

I think I'd like to make a wordcasting sorcerer. Actual flying comes in at 6th level though.


I've run this adventure before, hope that doesn't boot me out.

Dotting.


You've averaged about four and a half posts per day, including weekends. That's good enough, I think, although I don't have a lot to compare it to.

You, the DM, seem to know what you're doing at a glance with respect to the whole play by post thing.

I'll be checking out the gameplay thread, any idea how long recruitment will be open for?

Shadow Lodge

I've never tried E6 before. Would be interested in seeing how it works out. I may build a Changeling Witch for this and see how well it will fit in with your group.

Sczarni

Yuskal Character Sheet:

Yuskal, The Snake
Male Nagaji Sorcerer (Naga-Blooded)/ 5
LN Medium humanoid
Init +8; Senses low-light; Perception +2
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 natural armor, +3 Dex)
hp 45 hp (5d6+10+5 for favored class)
Fort +3, Ref +4, Will +4 (+4 vs. poison, mind affecting)
--------------------
Offense
--------------------
Speed 30 ft.

Spells Known: Ray of Enfeeblement 1st level (3rd level Bonus), Invisibility 2nd level (5th level bonus)

Words Known:
Effect Words:
Cantrips: Cramp, Decipher, Sense Magic, Echo, Lift, Spark
1st level: Friendship, Wrack, Fog Bank, Lockward
2nd level: Accelerate, Frost Fingers
Target Words: All (free)
Meta Words: Boost (free), Meta Words 2/day.

1st Level Spells: 8/day, DC 17
2nd level Spells: 6/day, DC 18
--------------------
Statistics
--------------------
17/16/14/13/10/8

Str 10 (8+2 racial), Dex 16, Con 14, Int 11 (13-2 racial), Wis 10 (10+2 racial), Cha 22 (17+2 racial+1 4th level, +2 headband)
Base Atk +2; CMB +2; CMD 15
Feats: Spell Focus Conjuration, Augmented Summons, Improved Initiative
Traits: Shaper of Reality (Religion), Arcane Temper (Magic)

Skills: Intimidate +11 (2 ranks, +3 trained, +6 cha), UMD +13 (4 ranks, 3 trained, 6 cha), Knowledge Arcana +5 (2 ranks, 3 trained, 0 int), Spellcraft +5 (2 ranks, 3 trained, 0 int)

Languages: Common, Draconic

Equipment: +2 Charisma Headband 4k, Meta Rod of Rime (lesser) 3k, Meta Rod of Selective spell (lesser) 3k. 500 gold of clothing, food, a nice horse, nice handcuffs, nice rope, nice saddlebags, a nicely painted warrant for a hobgoblin.
--------------------
Special Abilities
--------------------
+1 Initiative, +1 Concentration - Arcane Temper
+1 caster level to Conjuration or Transmutation spell 1/day - Shaper of Reality

Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.

Resistant (Ex) Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison

Serpent’s Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Bloodline Arcana: Whenever you cast a spell with the poison descriptor, increase the spell’s DC by 2.

Vanishing (Sp): At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any). These rounds need not be used consecutively.

Naga Resistances (Ex): At 3rd level, you gain a +2 bonus on saving throws against mind-affecting effects and poison effects. At 9th level, this bonus increases to +4.

Yuskal's Backstory stuff:

Yuskal works as a bounty hunter for one of the baronies of the Vale, picking up odd jobs around his homeplace. These jobs usually included bandits, robbers, and sometimes beasts. Yuskal wasn't the most gentle of bounty hunters though, hence why the villagers called him the Snake (and totally not because of his race). He brought them in and made sure to see his prey hanged if the warrant said that they should hang. He was all about that fine print.

One day, the barony placed a peculiar bounty on a certain hobgoblin up near Witchwood that some traveler reported. This goblinoid was causing a ruckus and it was said to have many other hobgoblins with him. Naturally, a bounty was placed up and Yuskal took it. He rode off to set this hobgoblin straight. Unfortunately, in the restful night, his campsite was ambushed while Yuskal slept and the hobgoblins used his own handcuffs and rope against him. He was effectively captured in the most ironic fashion.

There we go. Also, I'll create an alias for Yuskal if I'm picked for the adventure.


I know I will make a mischivious rogue, with all the sneak attack an a few ranged stuff, and will have her stated and backstory comepleted if picked. will go ahead and role her up.


Here is the stats, for her, including her name. will give backstory if picked

Laia Silverwind
Elf unchained rogue 5 (Pathfinder Unchained 20)
N Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)
hp 55 (5d8+15)
Fort +3, Ref +10, Will +2; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion, uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +10 (1d6+7/18-20)
Ranged +1 composite longbow +10 (1d8+2/×3)
Special Attacks sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 13, Dex 22, Con 14, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +4; CMD 20
Feats Point-Blank Shot, Precise Shot, Skill Focus (Stealth), Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +14, Diplomacy +10, Disable Device +14, Disguise +10, Perception +10, Sense Motive +8, Stealth +17, Use Magic Device +10; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elven magic, rogue talents (certainty, fast stealth), trapfinding +2
Other Gear mithral chain shirt, +1 composite longbow (+1 Str), +1 rapier, belt of incredible dexterity +2, 580 gp
--------------------
Special Abilities
--------------------
Certainty (Stealth, 1/day) (Ex) Reroll skill check with selected skill (take better).
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.


Teiidae wrote:

I've run this adventure before, hope that doesn't boot me out.

Dotting.

That's perfectly fine.

Gaurwaith wrote:
, any idea how long recruitment will be open for?

Maybe a week or two? It kind of depends on the quality of the submissions I get - if we find two perfect matches quickly, there's little sense keeping it open beyond that.


Because I'm a nerd, I went and looked up the ap, and I can say I'm excited. So much backstory could be made for this. Raids of hobbos is great, and provides so much I could do. Hell I could be tracking a group, having had them kill a village i was friendly/trading with, and now I may make a ranger now I look up where this is. (I previously was thinking it was a more city type place, not being familiar with Isgar)


At first E6 didn't sound all that appealing but the more I thought about it the more I wanted to at least give it a go. Sounds like the intent is to get the players to think outside the box for difficult situations. So I'll submit this character Deneb Flynvius. He was a cohort in a Kingmaker game so he'll need some work, especially backstory. He's a halfling (which seems to be a theme here) druid with a Roc companion. He rides his companion into battle, casting spells from the sky. Should help on multiple fronts.

Shadow Lodge

Wanting to take Improved Familiar for a feat, are you ok with a small Invisible Stalker for her familiar? It is listed on the list with that feat. I kind of like the idea of having what others think is an imaginary friend for her familiar.


I like the second ability array but the 8 is awkward for a halfling. I am not a fan of below average stats. Can I reduce the 15 to 14 and raise the 8 to a 10?


Super interested, and actually have several concepts that would work rather well. Would you allow a Synthesist Summoner? I have a Green Lantern-ish idea for one (knowing Red Hand a little bit);

Concept (Spoilered for people who might now know some of the hooks):
The idea is for the Eidolon to be an Outsider that is either sent by, or maybe even a bit of, Bahamut. It would go to a young man who is good, through and through, but was stricken by disease or injury and is unable to walk unassisted. Bahamut would have chosen this young man to wield his power to oppose Tiamat in the prime material plane.

If that's a no-fly, that's okay, I have a couple of other ideas as well.


Also, are background skills being used? And would you allow crafting feats to reduce gear cost?


As one of the players: this is a tough AP. In a good way. But glass cannons are likely to die. We are not set up to have someone else take the hits for you, nor can we fully heal all the damage dealt in combat by tactically sound enemies (who know how to focus fire); you need HP, AC, and saves to survive. The AP is designed to challenge level 11 PCs and we will only ever get 6 HD. I strongly suggest investing in Con. The smaller your HD, the more it matters. There won't necessarily be a front line in any given battle. And I don't want to spend more of my turns doing in-combat healing than I have to.

At the other extreme, a level 4 synthesist summoner could have solo'ed the last battle that was a near-TPK. Max HP for both the summoner and the eidolon, so 80+ with self-healing, AC around 30 with Mage Armor and Shield (the enemy fighters attacked at +9)? With barbarian-level offense and spellcasting? It's a poorly balanced class that would render the rest of us superfluous. Perhaps other super-optimized builds could have done likewise (and I would encourage you all to not submit such), but it's basically baked into the synthesist. You don't even have to try.


It is definitely a powerful class, no arguments here. Hence why I asked! Although I didn't read the character creation rules as max HP for the Eidolon; it is not precisely a companion, and is a summoned creature. So I figured I'd be rolling for it, though that is only a *very* small mitigating factor.


I went ahead and made a Gunslinger (Musket Master). Pretty decent ranged damage and okay defenses/health. Crunch is done and (I think) correct; don't have time to work on backstory today, but I will when I get home tonight.
Here's Kaihlan.

Sczarni

Synthesist summoner! That beastly monstrosity. And a 11 level adventure with a level 6 maximum sounds dangerous indeed. Eidolons are definitely companions, unless you summon them with a spell, such as Summon Eidolon. That's when they count for the bonus of Augmented Summons, making them more beastly.

Though my sorcerer is a glass cannon, I do have more hitpoints than some of the party members and am a ranged combatant with some pretty nice controlling options in adjustable blast zones. The staggered condition is going to save someone's bacon when the adventure goes into the higher levels, as those monsters will have more attacks by then. By that point my save DCs won't be all that high unless money comes into play.

But it'll be fun while everyone lives. A challenging adventure is much more exciting than an adventure where you fight CR 2 beasties as a level 10 character. And AC! Oh, AC won't do a thing against higher level monsters. I learned that from Rise of the Runelords. Monsters running around, auto-hitting all party members except the monk, sometimes.

Liberty's Edge

I would love to try and get into this game!! How would a monk (zen archer) fit? I will stat it out for you and see what you think.

Sczarni

Though I must ask, are the encounters' loots rolled for or is loot just what the adventure gives you? Are we going to scavenge off of dead level 6 PCs and sell things to buy better gear?


Here is the my zen archer character...hope he meets your approval.

Daniel Stewart


Lavinia Batharoy wrote:
Wanting to take Improved Familiar for a feat, are you ok with a small Invisible Stalker for her familiar? It is listed on the list with that feat. I kind of like the idea of having what others think is an imaginary friend for her familiar.

Could you show me the rules for that? The only invisible stalker I can find is CR 7, so obviously it isn't appropriate as a familiar - and I can't find it on the Improved Familiar list either.

Quote:
Though I must ask, are the encounters' loots rolled for or is loot just what the adventure gives you? Are we going to scavenge off of dead level 6 PCs and sell things to buy better gear?

I'm converting the adventure from 3.5e to pathfinder. This includes messing with the gear a bit. Don't worry overmuch.

Quote:

I like the second ability array but the 8 is awkward for a halfling. I am not a fan of below average stats. Can I reduce the 15 to 14 and raise the 8 to a 10?

You can reduce the 14 to a 12, to move the 8 to 10, if you like.

Quote:
Super interested, and actually have several concepts that would work rather well. Would you allow a Synthesist Summoner? I have a Green Lantern-ish idea for one (knowing Red Hand a little bit);

Synthesist is a little above the mark we're looking for here, sorry. You'd probably be overshadowing the rest of the party by a lot, they aren't super optimized.


Crayfish Hora wrote:
Though my sorcerer is a glass cannon, I do have more hitpoints than some of the party members

Yeah, that's not a problem. Most arcane casters are relatively fragile, but you can mitigate it with Con and FCB (as you have), and/or Toughness.

I have heard in PFS "Well I'll stay in the back and not get hit" from players of 10-Con casters (the true glass cannons); for a variety of reasons that isn't going to work here.

We don't have a front line. The enemies are smart. Sometimes they use ranged or area attacks. You WILL get attacked.

At the same time (hoping I'm clear on this) saying it's tough does NOT mean I hope we get a new PC so overpowered that it becomes a cakewalk.


Dodekatheon wrote:
Also, are background skills being used? And would you allow crafting feats to reduce gear cost?

Background skills I generally like, but they're not in use in this game.

No on crafting feats to reduce the cost of gear.


Guessing Background Skills aren't in use considering the character sheets of the active players?

Edit: Ninja'd


Zayne Iwatani wrote:
Guessing Background Skills aren't in use considering the character sheets of the active players?

'

Yeah. Starting over I might've put them in there, but they're not, so they won't be.

Sczarni

Zelligar the Mystic wrote:


I have heard in PFS "Well I'll stay in the back and not get hit" from players of 10-Con casters (the true glass cannons); for a variety of reasons that isn't going to work here.

Ha, this! I was a cleric with 10 Con in PFS. He was my first character for that type of game and he was mad as a bat. He did die, but only to an exploding monster, well after I had enough money for a rez.

Of course, PFS is filled with some interesting peeps. I myself made a witch wear full plate and carry a towershield, front lining with more AC than my other melee friends. Sure, I wasn't going to cast any spells in the armor, but I can still use hexes. I walked in front of the other spell casters and they were ever so grateful.


I think I have most things updated. The backstory is a little long but I decided not to change too much. I just added a bit at the end to explain why he is in Elsir Vale. Basically it was supposed to be a journey of self-discovery that ended with him getting captured thanks to bad luck.


Zelligar the Mystic wrote:
I have heard in PFS "Well I'll stay in the back and not get hit" from players of 10-Con casters (the true glass cannons); for a variety of reasons that isn't going to work here.

What if I'm 150ft above the battle on a creature with a movement speed of 80 and a fly skill of 18?


Deneb Flynvias wrote:
Zelligar the Mystic wrote:
I have heard in PFS "Well I'll stay in the back and not get hit" from players of 10-Con casters (the true glass cannons); for a variety of reasons that isn't going to work here.
What if I'm 150ft above the battle on a creature with a movement speed of 80 and a fly skill of 18?

Lots and lots of archers, would be my go-to solution. But it works wonders on land-bound monsters.


Dungeons may also be a problem. But hey, it's your PC, go for it. At least as a druid you have d8 HD and can heal yourself and your bird.

Flying 150' up does mean that Zelligar will never have to worry about stabilizing you...

Sczarni

I mean, at that level, it wouldn't even matter if you exploded. Druids can just pop back to life at 5th level, endlessly.


Zelligar the Mystic wrote:

Dungeons may also be a problem. But hey, it's your PC, go for it. At least as a druid you have d8 HD and can heal yourself and your bird.

Flying 150' up does mean that Zelligar will never have to worry about stabilizing you...

I assume dungeon's aren't too big of a thing in this campaign. Didn't sound like it by in the player's guide. And it may be a bit gimmicky but I took evolved companion to give his Roc the Skilled evolution. +8 racial to Fly. Wanted to be the best darn flyer around. That and hit most fly DC's without trying, like Hover, 180's, and not to loose altitude after an attack. That should make dungeons easier. Garuda will be the main damage so he won't be at 150ft often. Pop a spell or two then swoop in. Is an animal companion's level 7 advancement an option after we hit max level?


Deneb Flynvias wrote:
Zelligar the Mystic wrote:

Dungeons may also be a problem. But hey, it's your PC, go for it. At least as a druid you have d8 HD and can heal yourself and your bird.

Flying 150' up does mean that Zelligar will never have to worry about stabilizing you...

I assume dungeon's aren't too big of a thing in this campaign. Didn't sound like it by in the player's guide. And it may be a bit gimmicky but I took evolved companion to give his Roc the Skilled evolution. +8 racial to Fly. Wanted to be the best darn flyer around. That and hit most fly DC's without trying, like Hover, 180's, and not to loose altitude after an attack. That should make dungeons easier. Garuda will be the main damage so he won't be at 150ft often. Pop a spell or two then swoop in. Is an animal companion's level 7 advancement an option after we hit max level?

That'd be well within the scope of your capstone feat, yeah.


I noticed that some where mentioned we would come in with gold mroe than the current players, so do you want us to rework our equipment to match theirs? I know what i'm going to drop out of the character if so, because I am not wanting a superstar character


Just use WBL for level 5, it's fine.

Liberty's Edge

When will you be making your choice?? Just curious :-)

Shadow Lodge

I found it on this list. However, it doesn't give any stats for it on that one. So to make it easier, I think I will just use a Sprite instead.

They are listed on the Improved Familiar list for a level 5 caster.


Sprites sound great!

As for when I'll be making my choice, probably a week or so from now. Might be two.


I'm also one of the characters in this game. Looking forward to have some fresh players to join us!

Here is my attempt to begin collecting the created submissions. If I omitted your submission, just let us know.

Shishka, Female Gear Gnome Bard (Prankster) 2 Gunslinger (Experimental Gunsmith) 3
Yuskal, Male Nagaji Sorcerer (Naga-Blooded) 5 (wordcaster)
Deneb Flynvias, Male Halfling Druid 5
Kaihlan, Male Musket Master Gunslinger 5
Dai, Human Monk (Zen Archer) 5
Lavinia Batharoy, Female Changeling Witch 5


If I'd known summarizing the applications would shut down further activity, I wouldn't have done it!

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