'Blast should have cast fly before we opened the door.' Lifting the greatsword of his shoulder Einar moves forward casting bloodarmor as he rages and enlarges, he slashes repeatedly at the slimy deamon thing.
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Mr. Whiskers casts Wall of Force to block off one of the elder ice elementals. He then casts a quickened Glitterdust in order to try and blind Elvana and the other elder ice elemental.
Finally, he sacrifices his DR in order to activate the statue behind Elvana so it will attack her.
I suspect that bird is her familiar. I wonder if she will leave the wall in place since it protects her familiar?
No save vs. Wall of Force. DC 21 for Glitterdust (I don't expect Elvana to fail -- including her because there is a 1 on every die and it allows me to include two creatures in the area).
The elemental tries to smack her back,but the blow is turned away by her bark-like skin.
slam:1d20 + 24 ⇒ (7) + 24 = 31
The red demodand causes an acid fog to obscure vision in the room.
acid dmg:2d6 ⇒ (5, 1) = 6
The ice elementals is warded against the acid by a green Ward. The party is similarly warded and is fine.
I'll draw the cloud when I get to a comp - basically the fog would cover Dimitri, Mr Whiskers, Einar and Crummock.
Greta is too high in the air to be affected by the 20ft high cloud.
’I have killed a linnorm, I will not flee. Uuuggghhhh what is that smell?’ Standing his ground as waives of fear wash over him, the stench hits him like a hammer. ”uuurrrgggggghhhhhh.” Standing in his own vomit, Einar glares at the demon as he wipes the bile from his mouth. He then slashes at the creature repeatedly. yellow
Greta 5fts(35 ft in the air) up into the air and continues to attack Queen Elvanna. Her first swing barely misses but the second swing connects.119 dmg done to Queen Elanna
Everyone takes 8 points cold damage.It is not subject to resistances or immunities due to unearthy cold. In addition, Crummock, Mr Whiskers and demodand take 1 point of dex dmg
Dimitri fort:1d20 + 18 ⇒ (4) + 18 = 22
Dimitri is staggered and takes dex dmg:1d4 ⇒ 3.
Everyone in the light blue area had better scram every round or take 5d6 cold dmg per round, and 1d6 dex dmg per round, and end up as an icicle. It's also dark in the area, so Dimitri can't see a thing.
Greta AOO:1d20 + 24 ⇒ (17) + 24 = 41
As if forewarned by Greta's strike, Queen Elvanna ducks out of the way, into the corner.
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Mr. Whiskers flies across the room to where it is warmer. He orders the statue to attack the demodand.
With all the lines in the way, I can't manage to move the statue.
He flips his staff out of his glove, uses it to release a chain lightning on the Queen and her demodand, and flips it back in the glove.
If there is no sign of a shield spell on the Queen, he follows it up with a quickened Magic Missile.
Can see invisible, and could detect because it gives a bonus to reflex saves.
Everyone except Crummock feels the air being sucked out of their lungs. Crummock manages to keep some air in his lungs. Crummock is staggered for 1 round
She then tries to fly out of the chamber, and Greta whacks her as she goes past, but she gets out of the way.
Einar, Mr Whiskers, Dimitri - please roll your fort saves on your turn so as not to have the suffocation progress further. The DC you're looking at is 29
Unless you want to take a third option and interrupt
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Mr. Whiskers attempts to counter the spell.
Dispel check:1d20 + 19 ⇒ (7) + 19 = 26
If I had a hero point, I would spend it for a reroll on that!
Mr. Whiskers cuts his thread of fate.
Fort save, using clover:1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Mr. Whiskers casts Greater Dispel Magic to try and get rid of the spell suffocating his friends. He pumps some extra energy into it, just to try and make sure it works.
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Mr. Whiskers says in Triaxian "Einar, I have an idea. Gives the annoying package to Greta so she can clean her hammer!"
Pass her Baba Yaga's doll so she can put the blood of Elvana from those several hits she got against the queen on the doll. No, I don't know if that will work.
"Finally. Now soak the doll in Elvanna's blood, and I can be out of here!" Baba Yaga chides the party. "You want to save Golarion, don't you? I'm the only one who knows how to end the Winter Ritual."
On Queen Elvanna, the party finds the following items:
Flying ointmentU(1 USE) , potion of good hope, potions of protection from energy (electricity, CL 10th, 2), stone salve (3 ounces), wand of cure serious wounds (39 charges), amulet of natural armor +5, belt of mighty constitution +4, boots of speed, bracers of armor +8, cackling hag’s blouse, cauldron of seeing with telepathy, cloak of resistance +5, headband of inspired wisdom +4, Icecrown of Irrisen, deep red sphere ioun stone, orange prism ioun stone, greater rime metamagic rod, ring of freedom of movement, ring of protection +5, robe of components, Winter’s Reach (+3 icy burst quarterstaff), , royal outfit (worth 500 gp), spell component pouch, Tashanna’s journal, Elvanna's journal, two platinum and sapphire rings (worth 5,000 gp each), belt pouch holding 37 pp.
This tome is bound in the hide of a winter wolf with pages of pure white vellum, though the pages’ edges and the book’s tarnished silver fittings show its age. The book is a journal kept by Tashanna, the ninth queen of Irrisen, daughter of Baba Yaga and sister of Queen Elvanna. It contains a personal history of Tashanna’s 100-year rule, as well as her theories about Baba Yaga’s true purpose in installing her daughters as successive monarchs of Irrisen—speculations that led to Tashanna’s rebellion against her mother, known as the Witchwar. The journal also contains knowledge Tashanna accumulated and compiled in regard to the Great Beyond and the nature of magic in general. Tashanna’s journal grants a +2 circumstance bonus on Knowledge (arcana), Knowledge (history), and Knowledge (planes) checks.
In Queen Elvanna's journal
It states her plans not wanting to be resigned to the fate of the Queens before her, catalyzing her rebellion against Baba Yaga. She collaborated with Rasputin to lure Baba Yaga to planet Earth with Rasputin contacting her after his supposed demise at the hands of some Russian nobles. The trap worked as planned, and with a combination of magic and the world engine, Rasputin managed to seal Baba Yaga in a matryoshka doll doll— but without the elements of Baba Yaga’s power, which were safely ensconced inside the Dancing Hut, he could not kill her.
In the journal it is written though Queen Elvanna was aware of this fact, she had other, more pressing matters to attend to—namely, her plan to envelop all of Golarion in a new ice age. Still, she took precautions to prevent Baba Yaga’s minions from freeing her. Elvanna left Baba Yaga on Earth in the possession of her half-brother Rasputin, and took the Dancing Hut back to Golarion with her, disabling its keys so no one could use it to mount a rescue. Elvanna then ordered the capture and execution of Baba Yaga’s Three Riders, those agents most likely to attempt to free the Queen of Witches, and disbanded Irrisen’s own Iron Guard, whose loyalty was to Baba Yaga over Elvanna. With the exception of the Black Rider’s escape, Elvanna’s precautions seemed to work perfectly, and she was confident that no one would come to rescue Baba Yaga anytime soon.With these safeguards in place, Elvanna finally turned her attention to the ritual that would expand Irrisen’s eternal winter over all Golarion, giving her the power to conquer the whole planet and to supplant her mother as Queen of Witches. There was only one place that such a ritual could be performed, however—Baba Yaga’s own inner sanctum inside the Dancing Hut. Elvanna created a mirror gate, a “back door” that connected the inner sanctum with the Royal Palace in Whitethrone, and sequestered herself in the hut to enact the ritual.
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Mr. Whiskers starts paging through the journal, saying "With the Queen dead, perhaps I can figure out how to do it...if she even had time to complete it."
He casts Greater Heroism on himself and tries to see if he can figure it some of the ritual.
Kn: Arcana?:1d20 + 34 + 4 ⇒ (10) + 34 + 4 = 48 Plus any bonus from what he learned with the Pale Tower and the World Engine.
Unfortunately it's something beyond your power to do =(
Mr Whiskers figures it'd require a huge lot of arcane oomph, waaay more then he's got, to end the ritual. The ritual is self sustaining at this point of time - its just a matter of time before Golarion is engulfed in Eternal Winter.
well, Golarion as a ski resort might be quite the sight
"Stop dallying." Baba Yaga scolds. "I'm the only one who can end it, so get me out of here so I can do it."
'What did she do?" Einar realizes that several of his allies appear to stop breathing, as the hag flees. Watching Mister Whiskers cast a spell, and people start breathing normally.
"No you don't" Though shaken by the deamon, Einar manages to slash as it as it passes. Then Dimitre opens fire, first on the deamon and then the witch.
Einar quickly lands, releasing the rage, he walks over to Elvanna's body removing the symbol of Pharasma from his pouch. He turns to the warband, ignoring baba Yaga's ranting. "We could bring her back and try and make a better deal with her. Or I can guarantee she doesn't return. Which will it be."
How are you bringing her back? :P Breath of Life won't work(since one of Dimitri's attacks was a 19 and you know how rifle crits go...) Also, raise dead does not work on unwilling victims
How are you bringing her back? :P Breath of Life won't work(since one of Dimitri's attacks was a 19 and you know how rifle crits go...) Also, raise dead does not work on unwilling victims
Hey, it was just a thought, why would she be unwilling?
My name is Mort and I’m interested in running a AP/Mod(haven't decided which one yet?). I intend for this game to progress at a fast pace. I have run games in person and on Roll20 many times.
I post minimum once per day, and I can probably do multiple posts per day as well.
My posting requirements are as follows – You are required minimally to post not more then 24 hrs after my last post(multiple back and forth posts throughout the day are, of course, welcome). The first time you get a PM warning, the 2nd time you get another PM warning, the third time, I’m looking for a new player. Should you have RL commitments that make you unable to do so, please inform me in the discussion thread. I’m not totally unreasonable.
The maps will be provided on Google Drive.
Character Creation:
Sources: All Paizo(subject to caveats under individual categories). You may not take any vision blocking abilities/equipment, combined with the way to see through them(I.e, goz mask + obscuring mist, deeper darkness + fiend sight). Sacred Geometry Feat is not allowed. No Third party allowed.
Starting Level : 1
Race: Common, Featured and Uncommon races with the following exceptions: No Svirfneblin, Fetchlings and Drow. You cannot create your own Aasimar/Tiefling variants and can only use those found in ARG, Blood of Fiends and Blood of Angels. You cannot roll for variant Aasimar or Tiefling abilities.
Alignment: Any non evil
Class: Any Paizo. No Third Party allowed.
Point Buy - 20
Starting Gold: 150 gp
Deities: All Golarion
Background skills are in play.
HP – max for first level, 1/2max+1 after
You start with 2 traits as per normal.
No PVP.
Character Creation Part 2:
I have chosen the four of you for your posting activity and reliability. I also know that all 4 of you have varying levels of cheesiness system mastery, though none of you are completely new to the Pathfinder system. As can be seen by what I said about myself, I am a LN GM. Futhermore, as one of the new GMs, I have no ability to homebrew or change encounters. Therefore with those considerations in mind, I ask all of you to show some restraint in building characters(including characters that may derail the mod/AP in question). Previously, under the gestalt ruleset, I can understand why you want to cheese optimize more, as the odds are stacked against you, 2 players instead of the usual 4. Now you have 4 players. You can lessen on the cheese, some, can't you? Pathfinder is a social contract between the players and the GM. It's no fun if the GM has to roll a natural 20 all the time to hit you, or if combat is over because you murderhobo everything the moment it comes to your init roll. I also ask that as a party your cooperate with each other, feel free to build your characters around each other etc.
House Rules:
Stealing this one from 5E, I will have everyone take 10 for Perception the moment they enter a new area to find monsters/traps(you’re seasoned adventurers afterall), and the result will be posted in the gameplay thread. If from the description of the room you choose to make more perception checks, you may roll them and I will tell you of the results.
Time stops when you're RPing, I will not put any limits on how long you can be speaking among yourselves or NPCs in combat.
Eidolons, Animal Companions and Familiars move on their masters init.
Keep watch spell cannot be used for crafting. Get a ring of sustenance, please. And a portable artificer's lab while you're at it.
About me:
I’m on GMT+8 time. I would think myself as a lawful neutral GM. That is, I will do everything by RAW. Please don’t expect me to do the rule of cool, because I am not into it – since we’re given a bookful of rules, it is expected that they should be followed.
Also, if you feel you need any help with character building, please ask your fellow players, or friendly neighbourhood GM. We should be well equipped to answer most character mechanic questions =)
I will not start this game till I'm done with the gestalt run of no response from Deepmar.
And please vote on what stuff you might want me to run, here. Both Robert and Luke have played dragons demand before, Hmm and Bretl are in Rise of the Runelords and Kingmaker.
I would rather run one of the older APs, and no Iron Gods, Skulls and Shackles, or heavy intrigue mods like Curse of Crimson Throne, Council of Thieves, Hells Rebels, Hells Vengeance. I will not touch Wrath of the Righteous with a 10 ft pole.
1) Reign of Winter
2) Carrion Crown
3) Legacy of Fire
I will note, though, that Second Darkness and Legacy of Fire are technically 3.5 APs, not Pathfinder, so encounters may at times be a little under-powered, or require some minor converting.
that was absolutely awesome, so does that mean My Halfling thief gets a BMX oh goodie!
I'm not as interested in Shattered star or Jade Regent or Second Darkness, as I am the other three. I've started all three Reign of Winter, Carrion Crown and Legacy of fire didn't get very far in any of them.
Keeping the video in mind I really liked the characters I had in Carrion Crown and Legacy of fire and might want to keep them, which isn't necessarily a good thing. If I went with Reign Winter I would create a totally new character. So in order:
Reign of winter
Legacy of fire
Carrion crown
shattered star
jade regent
second darkness
don't get me wrong, I'm on board for any and I know you and Luke won't let me build a munchkin (even if he is a hobbit Halfling
Either Reign of Winter or Carrion Crown would be fine with me. I had started a CC campaign, but it died rather early. You can see it on my campaigns if you are curious how far it got.
If we go with Carrion Crown, people will want to carefully consider their choice of race. I doubt that provincial Ustalov would take kindly to a tiefling or wayang. Compare that to the Reign of Winter where they say "Because the PCs will all be foreigners in strange lands, this campaign might be a good chance for players to try uncommon races."
I am a very reliable poster. I love bards and oracles but can also help fill party gaps with some other option. When you say maps on google drive, do you mean slides? I can move my minis on slides but not on drawings.
From your rules above, no flame dancer bards, correct? Also, can you create a first post in gameplay so that the rest of us may dot-and-delete?
Sorry, there's a technical error atm, I am unable to add a new post for gameplay. I believe it's similar to the error yesterday, I'll wait till paizo fixes it out.
I'd have expected you guys would be discussing about what AP longer, but heh appears we have a clear winner. I'll pick up the AP and give it a quick glance through tonight, then post the revised rules.
I don't believe in being mysterious and all that, so if there are things likely to screw you over, I will let you know.
For me, when I run stuff, no matter what the module says, I do not restrict, in the name of fairness, what players will come up with(other then build rules). I may have townsfolk act weird, but will impose no mechanical disadvantages.
I was in the same CC campaign as you, Bret, I know. Also, I'm not as eloquent and descriptive as Aest, but I have my occassional
Sometimes the GM, when she runs out of patience, or reading into what you describe what you want to do, will bot you.
However, if you are inactive for more then 24 hrs, I will not bot you, instead I will leave it to any of the other players(like it happens on table top), to bot you. If you have any issues with what they made you do(like stand in front of a 6-headed hydra), you can take it up with them.
I've read the ROW player guide, bascially just prepare for snow, and everything else that comes with snow. Also smells pretty like Mab, in a Dresden Files kind of way. Right. That's all I'm going to say about the whole thing.
Amendments to races: No races that have cold resistance are allowed as starting races. If your race allows it, go trade it off for some other racial feature.
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
I'm looking at playing a Ratfolk Brown Fur Arcanist.
There was at some point, but its cleared now. I was hoping for Hastur to go shepherd you around for a bit :P
Re Big 4 - Some combinations can take multiple roles.
I.e investigators can do knowledge/melee/trap. Any decent well built ranger can do Melee/archery. Can even do trap by using urban ranger/trapper.
The boundaries are not as fixed as you think they are...
Say Sylvan Sorcerer = Arcane + Melee(in form of animal companion)
Archer cleric = Divine + Archery + Support in the form of evangelist, if it happens. Take the right domain, at Lv 5 you get a full powered animal companion, which makes it like...melee as well? (But your archery will suffer for a lack of feats)
I prefer to think of the stuff as per Zeinth's here. But generally Paizo APs assume fighter, rogue, wizard, cleric, but again depending on module it may be easier/harder for some lacks. For one, I don't see any issue in say Council of Thieves without a cleric, but it might get problematic in Carrion Crown...
I was thinking of potentially a flame oracle or an evangelist cleric, but I could come in as something else as well. Druid perhaps, or a hunter or something. I'm willing to fill in to help fill party gaps.
GM Mort, so your not real concerned if the characters are actually from Taldor as long as the have found a way to be there and as long as they are not cold resistant.
I was thinking slayer, so he could handle the traps. Not sure if I would go range, melee or switch. If someone really wanted skill monkey I would go melee, and if both were filled I would do a divine caster with a melee slant.
Hey 'Hmm' the sad thing about that is I remember ABBA's Mamma Mia!
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Fur: Based on rat colors, I am currently trying to decide between Cinnamon or Agouti. Given that, he will have black eyes. He will also likely have Irish markings -- a white triangle on the chest and white forepaws.
According to Inner Sea Races there are Ratfolk warrens in the Storval Plateau. That seems like a reasonable starting point.
For this campaign are you going to want us to take one of the Campaign traits?
I need to read the stuff in greater detail to actually be able to tell you about backstories and stuff. I just did a quick glance...or you guys can look at player guide yourself, also. Sowwie.
it starts in a little town in Taldor where something bad has happened, that's about all I remember, I assumed one of the traits would be from the campaign, do you care either way GM Mort?
It's an interesting player guide. I am looking forward to seeing what you all come up with for characters. Do you want me to cover divine, or does one of you want to take that niche?
The Reign of Winter Adventure Path assumes that your character starts in or around the small village of Heldren in southern Taldor. This area contains populations of humans, halflings, half-elves, elves, and gnomes. While half-orcs are rare, they are not unheard of in this region and they are not treated much differently from those of other races. Also, as Taldor is a somewhat tolerant country, it wouldn’t be unheard of to see aasimars, tieflings, or other strange and almost otherworldly races.Heldren is located in southern Taldor near the edge of the Border Wood. Taldor’s capital of Oppara is almost 200 miles northwest of Heldren, and the closest sizable city is Zimar—Taldor’s third largest city. This fortified city on the Jalrune River houses a large number of Taldan troops ready to defend their borders from the Qadirans to the south. A small town named Demgazi sits on the other side of the Border Wood from Heldren.
Heldren is a small village of 171 people, mostly farmers, herders, and woodcutters. A small armory sits atop a low hill northwest of the town square, ready to provide a safe refuge in case the village is attacked. Heldren’s town hall and its single inn, called the Silver Stoat, are the two largest buildings in the village, followed by the sawmill that brings income to the quiet settlement. Like many small villages, Heldren contains a general store, a blacksmith, a stable, a butcher shop, a barber, an apothecary, and a wise woman who sees to the village’s needs. To provide spiritual guidance to the village, a small temple stands near the center of town. Though the place is dedicated to Erastil, its resident cleric tends to the community regardless of an individual’s particular faith.
You can choose if you want a campaign trait to be one of your starting traits. No I ain't giving free traits out.
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
If we want more melee, I can switch over to the Occultist archetype and summon critters instead of buffing and battlefield control. I can see either working with the background I'm slowly building for him.
I originally avoided it because lots of people don't like the battlefield filled with summoned creatures.
I don't really care about how many summoned creatures except you place them on the board and roll their attacks yourself. Also note for evangelist clerics, the semonic performance doesn't work on summons unless they can understand the language.
I may have sounded a little draconian at the start when I said no races with cold resistance (unless you can trade it off for something else), but there are reasons.
The idea of the AP is to put forward the idea on how cold things can get. I don't want to run into a situation where the AP assumes that (sensible) people should be hiding in the tavern(blizzard outdoors or what), and there we have team Aasimar/team tiefling having a snowball fight, iceskating on a lake without a care in the world because they have 5 cold resistance(what's the likeliness that 1d6 will roll a 6?). Adding up that they have flexible stat modifiers, there is really NO build that you can't do with an Aasimar/tiefling base.
That being said, I do not care if you should use traits, or take a class that gives you cold resistance. That shows at least a sacrifice on your part, which I am willing to accept. I will not ban every single cold themed class because they happen to grant Cold resist, that would be being unreasonable on my part.
Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
I've a question on languages.
The rules in the ARG limit the additional languages a Ratfolk gets from high intellect to:
Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.
Note that the ARG only has the core languages, none of the setting specific languages.
Would it be alright picking some of the human languages? I would like Varisian, Shoanti and maybe Skald.
As for more melee lets wait and see what Luke offers up and then we can all tweak a little.
So aasimar is cool just need to trade celestial resistance, say would you let us trade the cold resistance for heat resistance or should we just take something else entirely like "Celestial Crusader" or "Deathless Spirit" or "exalted Resistance"
I'm not sure I'm playing an Aasimar, I just know I will miss the 60 ft darkvision.
Mostly I only play core races, tengu's and Aasimar, maybe I should try something different....I will wait to see if my Slayer will be more dex or more str build.
The stuff you'll want is Halit, and Skald, allowed, and yes you must trade away the cold resistance, go take something else, like celestial crusader, or deathless crusader, or exalted resistance.
I'm reading the mod, it certainly is engaging!
A bit too much, actually. I was supposed to be hitting some books, and not of this sort...
You may not take any vision blocking abilities/equipment, combined with the way to see through them(I.e, goz mask + obscuring mist, deeper darkness + fiend sight).
Please see caveats above...if you all want to get darkvision, that's fine. Start casting darkness as part of combat tactics, not allowed. I could make a case for evasion of combat, though. Though there certainly aren't restrictions going around at night except for it being colder...
No, I remembered that - I just thought it might be a nice tactic to allow night-time ambushes, and dungeon exploration - for once, not having a bright light source widely telegraphing our location ;-)
Actually, I think it would be cool if the entire party had Darkvision - we could get up to all sorts of shenanigans if we did that :-D
yeah but not as much fun as one lone tengu wandering around in the dark...
Trying to decide if I want to at least look human, I have never played a Tiefling, they can look human, but I think it would be fun to have the scales, tail and maw...
Could go Aasimar, but with an oracle/bard along no need to try and look pretty. Or possibly a tengu that went to Taldor to show how good he is with a Falcata. Though the bird would be a pretty weak build...
Still chewing on it, of should I say 'dreaming' on it, back to bed for me.
Not going in a dungeon without a light over your heads, I approve off. Until today I can never understand how does a rogue without darkvision actually do any scouting in a dungeon. Wouldn't that huge light bulb over his head give the game away?
Don't count on me being a bard / oracle. I'm still trying to figure out my different options here. I'd love to be a bard or a skald, but I'm not sure we can afford it with a group of only four. There are so many roles to cover here. I've been looking at hunters, inquisitors, cleric archetypes as well. Shaman also looked very interesting but I think it may take a long time to come online since hexes don't come in right away.
Robert have you looked at the Garuda aasimar? You could have feathered hair. Literally! Their bonuses go to wisdom and dex.
Mort, more questions for you.
One... Are you open to the idea of recruiting a fifth player? I was thinking of DAA or King of Anything, both of whom are excellent roleplayers.
Two... Are you open to the idea of Automatic Bonus Progression? From the GMs I've talked to who've tried it, what it means is that you don't drop cloaks of resistance, magic weapons and stat bonus items from the AP's treasure. That is more than enough to halve wealth by level without any further calculations on your part. Everyone gets the automatic bonuses at the appropriate levels, and no one has to worry about covering the Big Six.
Three... That said, how do you feel about dropping a wand of CLW early on? I don't want to be the only source of healing for the group. I wasn't thinking of being a Life Oracle or doing a channel-centric cleric. If I go divine, I'd like to be able to make use of the other spells available to me. If we can get access to CLW wands, that might open up options a bit more.
One: 5th player - link their aliases so I can judge for myself. The primary qualification is activity and reliability + timezone issues also. I get the impression that the more people there are, the slower the game might go(due to differing timezones). Also - APs were traditionally meant for 4 people.
Two: The mod was written with the usual stuff in there - to use ABP would mean I probably need to take things out. Which would be a little weird since I wouldn't know what to take out.
Three: I need to read the mod more about it. I'm actually trying to find where the wands might be...but if so I will need to tweak the mod that some places you'll get no treasure to make up for that wand. I agree that the starting town is too small to have a wand...so.
If it helps, I will use the rules in CRB for cold weather conditions and not the AP rules(which are harsher).
About ABP... You leave out anything that is just a +1 booster. No +1 weapons, armor, cloaks of resistance, anything like that. But if you're uninterested, that's fine. I just find APs challenging because they tend to starve you of useful equipment. You may get weapons that no one can use, and that the party can't sell because there's no market handy. You also may concentrate all the wealth on a couple players because no one else can use the items you find. I like the idea of ABP because it would even this out a bit more amongst the team.
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King of Anything has played Grigorii in three of my PFS PbP games. He always moves plot, supports others and brings out roleplay.
Death's Adorable Apprentice is someone you know better as Ronk Bonk. You were his mount in the goblin game that we briefly shared.
If everyone is in similar timezones, even parties of five or six can move quickly. The key thing is that everyone posts quickly in combat.
King is in the same time zone as Bret and myself -- N. American Central.
DAA is supposedly in the same time zone, but her swing shift job really puts her more in line with European time.
Nah, don't want to alter mod --> no to ABP. Part of the challenge is rolling without gear. *wicked gleam in GM eyes*
Note that this time, I did NOT forbid crafting. You're perfectly free to craft whenever and whatever you like, and so far I think this mod looks like you could sit a little while and craft your @ss out to make out for the low WBL (yes I'm sorry, that's AP life for you).
Euro timezone is not that suitable to be honest. I'm more interested in actual available to post time then whatever timezone the person is on. I'll start tracking Grigorii, but the reason I picked all of you is because I believe that you guys can do it(on 4). I'm looking more for team synergy for builds.
Just ask Luke and Robert, they're happily Gestalting No Response in Deepmar, and I haven't really done too much to them yet ;) And that's only two of them ^^
No, I remembered that - I just thought it might be a nice tactic to allow night-time ambushes, and dungeon exploration - for once, not having a bright light source widely telegraphing our location ;-)
I was planning to trade Darkvision out for Low-Light and 30' base movement speed. I can keep the Darkvision, but doing so means I'm slower.
BTW: Are the NPCs also restricted from using Deeper Darkness / Dark Vision or other such vision combinations in combat?