Risen from the Sands PbP (Inactive)

Game Master lucklesshero

Find and loot the pyramid crypt in fabled Osirion!


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male Snows of Summer

New discussion thread

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

So....Craggark near the front? In front? What about Myth? He could be in front...

The only thing that Craggark has going for him up front is his darkvision. Jamir has more stealth and more perception than me, and Myth has all of that AND disable device.

I'd vote for Craggark second or third, but until we discuss, I've displaced Craggark from the map.


male Snows of Summer

Ok scenario is officially Starting..make sure any purchase you've made are updated on your character sheets and the shared inventory sheets. ...Other than that, it looks like you guys are still deciding on a marching order. I'll wait till you've figured it out, and move your pawns into the complex to begin exploring.

*edit* LOL, I just noticed some of the pawns are already moved: it's actually the opposite way you enter the complex... you must go through the portico to reach the tunnel your emerging from now. I'll move your pawns to just outside the Portico...when you're ready you can move your pawns inside...the portico section of this map is open air...no dark vision required...those with low light are seeing like it's daylight...and normal vision characters are seeing as if it was dimly lit (ie 20% cover)...

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

Who is in front?

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

I went to place my icon and noticed someone was placing them...I could be wrong but I think we're in reverse order...the GM said the opening was wide with a passage leading off to the west...think we need to swap the end ranks so we're facing in the right direction since Jawhar and I should be in the rear...


male Snows of Summer

just to make it clear again...u go through the portico (the pillars) to reach the tunnel...so you are entering the map from the right..the wide area...you'll be heading toward the tunnel.

again enter the map from the right (the wide area with the pillars) and you'l be moving towards the narrow are that ends with a tunnel...right -left...OK?

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Thanks GM...I switched the front and rear ranks so I think we're in the preferred order now...

The Concordance

2 people marked this as a favorite.
Image Lava Gnome Evoker/Sorcerer 2/1 | hp 22/22 | AC 17(T13;FF15)|CMD 9(FF7)|F+2* R+2 W+3|Init+5|Spd 20|Vers Evoc 7/7|Effects:Endure Elem(cold only) Mage Armor
Skills:
Acro+2,Appraise+4,CraftSculpt+15,Know(Arcana/Religon+9/all others+8),Liguist+8,Perc+4,Sense Motive+0,Spellcraft+9,Survive+4(+6vsLost)

Hey kids. I am finally done with all the work on my previous home and now it is in the hands of the professionals. I am taking the long drive with the pets and the rest of the family that didn't come along the last time. I should finally start back to regular postings come this Thursday. Thank you all for putting up with my situation and I can't wait for this to start to settle down.

Till I chat with you gents later, be well and happy. CHEERS!

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

So who else spent last night rereading the second half of Pathfinder Unchained for hints on what PF2 will look like? I was stunned at how much of what has been announced so far appears to come directly from that book - other than the unchained classes and the background skills section, I don’t think I ever read any of the rest of it in any detail before now. Some of it is comforting - the description of how the action economy works in Unchained really does seem easier to work with - but there is something in the FAQ that makes me worry they are adapting the Limited Magic system as a way to resolve the so-called caster/martial disparity. That I would NOT approve of. But we shall see.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

Sorry for going off topic, but I happenned to be thinking about the potential future AP.

I have a concept in mind for a Diviner working toward Loremaster. He would have been a slave astronomer in some court or other. I am not averse to him still being a slave to another party member.

If another party member wanted to collaborate on backstory, send me a message.

BTW Did we ever get a consensus on what we were going to run? Mummy's Mask seemed like a popular choice.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

BTW I totally missed that there was a new discussion thread. I was not getting notifications since I never dotted in. Luckily it doesn't look like I missed anything.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft
Jamir "Hamstring" Montajay wrote:
So who else spent last night rereading the second half of Pathfinder Unchained for hints on what PF2 will look like?

Did not read Unchained but I read through the FAQ...if I understand correctly, there won't be a conversion of current PFS characters to 2.0...does that mean are current characters are soon to be obsolete as far as PFS goes? Unless I'm missing something, that would suck...

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

There's a lot of discussion about this in the Organised Play forums. I'm not the only VC who thinks publicly that Pathfinder Society would be shooting themselves in both feet, re-loading and shooting again if they were to make current Pathfinder Society characters and Stars obsolete.

No bueno.

One thing that I have always felt about Paizo, however, is that they actually listen to their patrons and customers, so I am optimistic. Foolish, yes, but optimistic.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin
Mythryndyr wrote:
Jamir "Hamstring" Montajay wrote:
So who else spent last night rereading the second half of Pathfinder Unchained for hints on what PF2 will look like?
Did not read Unchained but I read through the FAQ...if I understand correctly, there won't be a conversion of current PFS characters to 2.0...does that mean are current characters are soon to be obsolete as far as PFS goes? Unless I'm missing something, that would suck...

The FAQ says that they expect 1E Organized Play to continue for "years to come," allowing 1E PFS characters to play in the 250+ scenarios written for 1E rules and continue to level up, etc. But everyone is going to have to start from scratch in 2E (subject to whatever carries over from the playtest).

EDIT: I would not assume that GM's would lose their stars, though. That would be crazy.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

And yet...

OP coordinator says stars won't carry over but something will.

The Concordance

Image Lava Gnome Evoker/Sorcerer 2/1 | hp 22/22 | AC 17(T13;FF15)|CMD 9(FF7)|F+2* R+2 W+3|Init+5|Spd 20|Vers Evoc 7/7|Effects:Endure Elem(cold only) Mage Armor
Skills:
Acro+2,Appraise+4,CraftSculpt+15,Know(Arcana/Religon+9/all others+8),Liguist+8,Perc+4,Sense Motive+0,Spellcraft+9,Survive+4(+6vsLost)

I was expecting a reboot/2.0 eventually, as they have been doing the "backdoor pilot" with unchained and a few other more recent books. I have been cringing inside how the organized play was going to be effected, knowing there wasn't an easy way to do it in my mind other than make it a separate thing, like they did with Starfinder.

Oh btw, finally have all the family in one place, so I should be back to posting/checking more frequently. Not full bore yet of course but much more than I have been.

As for the upcoming AP that I will run, I can run Mummy's Mask, having played through the first 4 chapters myself. I also heard a vote from luckless for the new Crown War AP and I like that too as it looks to have lots of intrigue. I will let you gents work out what you want and I will make sure to be ready for what you decide.


male Snows of Summer

just fyi...from time to time...I ask my players to roll...'useless rolls'. There's a myriad of reasons for doing this but, my reason is simple.

I play almost exclusively with veteran players that, always know what to expect..so when I ask for two perception rolls and only one of them is pertinent..it helps to keep the mystery in the game..if only a bit.

That's it..there's really no other reason, if it bothers you as a group I can drop it, and we'll play more literal (but in my opinion, less immersive). I don't want to ruffle any feathers over this..it's not important to me.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

Play your game. We are having fun. I like the mystery of "what just happenned?"

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Same. I just didn't want to roll again if you didn't need me to.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin
Analia Frostburn wrote:

I was expecting a reboot/2.0 eventually, as they have been doing the "backdoor pilot" with unchained and a few other more recent books. I have been cringing inside how the organized play was going to be effected, knowing there wasn't an easy way to do it in my mind other than make it a separate thing, like they did with Starfinder.

Oh btw, finally have all the family in one place, so I should be back to posting/checking more frequently. Not full bore yet of course but much more than I have been.

As for the upcoming AP that I will run, I can run Mummy's Mask, having played through the first 4 chapters myself. I also heard a vote from luckless for the new Crown War AP and I like that too as it looks to have lots of intrigue. I will let you gents work out what you want and I will make sure to be ready for what you decide.

I would be happy with either. [snark] I assume that by the time you're ready for us to come up with characters, the War for the Crown Players' Guide will be available.[/snark]


male Snows of Summer

LOL you guys never fail to disappoint now I gotta look up long jump rules FYI any who read this while I'm looking up the rules (and posting whether or not the jumps were successful) may roll their own initiative ... (if you don't happen to peak in during that time I'll roll it 4 ya)


male Snows of Summer

I'll keep my vote for War for the crown..it is particularly heavy on roll-play emphasis and party interaction with NPCs (I'm told)..especially in the first book. I think it plays in to the strengths of this group and for that mater PbP. ...But, if majority want to play Mummies mask I will go with the flow

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

Long jump rules are under the Acrobatics skill description.

Long Jump Acrobatics DC
5 feet 5
10 feet 10
15 feet 15
20 feet 20
Greater than 20 feet +5 per 5 feet

High Jump Acrobatics DC
1 foot 4
2 feet 8
3 feet 12
4 feet 16
Greater than 4 feet +4 per foot

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

As I said earlier, I'm happy to play anything, I thought someone else had recommended Mummy's Mask.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

So the question for Jamir’s Acrobatics check is whether he jumped over the pyramid where it was only 3 feet high, or was it 4? He said he was going to jump closer to the wall so he wouldn’t have to jump so high, but how close was he? I’ll take whatever you rule, Luckless.

Unless touching the pyramid is no-save instadeath, like a certain MacGuffin at the end of a certain 1E dungeon that shall remain nameless. Then I might complain a bit. Wheedle, even.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin
lucklesshero wrote:
I'll keep my vote for War for the crown..it is particularly heavy on roll-play emphasis and party interaction with NPCs (I'm told)..especially in the first book. I think it plays in to the strengths of this group and for that mater PbP. ...But, if majority want to play Mummies mask I will go with the flow

One thing to note - War for the Crown hasn’t been sanctioned for PFS and in light of the upcoming 2E and the backlog of unsanctioned APs, it may never be sanctioned. Not a deal-breaker for me, but if people were thinking about playing in campaign mode for credit, that probably isn’t going to work with these last 1E APs.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin
Jawhar wrote:

Sorry for going off topic, but I happenned to be thinking about the potential future AP.

I have a concept in mind for a Diviner working toward Loremaster. He would have been a slave astronomer in some court or other. I am not averse to him still being a slave to another party member.

If another party member wanted to collaborate on backstory, send me a message.

BTW Did we ever get a consensus on what we were going to run? Mummy's Mask seemed like a popular choice.

I spend too much time screwing around on Hero Lab. I do have some thoughts about what i’d like to play in an AP. I am looking primarily at 6-level casting classes.

If we play Mummy’s Mask, I am considering:
- a suli unchained summoner (assuming that race is permitted, otherwise one of the elemental races), with a genie eidolon
- a dhampir hunter from Ustalav who has come to Wati to chew gum and learn to kill undead, and has run out of gum. He and his wolf companion are woefully out of place in Osirion.

If we play War for the Crown, I am waiting on the Players Guide before I get in too deep, but I am considering:
- a sylph investigator (mastermind)
- bard (arcane duelist)

EDIT: of course, in War for the Crown, it might be fun to come up with a party-wide gimmick, like “We’re all vigilantes!” If we were playing Hell’s Rebels.


male Snows of Summer
Jamir "Hamstring" Montajay wrote:

So the question for Jamir’s Acrobatics check is whether he jumped over the pyramid where it was only 3 feet high, or was it 4? He said he was going to jump closer to the wall so he wouldn’t have to jump so high, but how close was he? I’ll take whatever you rule, Luckless.

Unless touching the pyramid is no-save instadeath, like a certain MacGuffin at the end of a certain 1E dungeon that shall remain nameless. Then I might complain a bit. Wheedle, even.

So the rules of going through a creature follow basically 2 roads..CMB overrun or acrobatics to beat it's CMD by +5...However, since the creature doesn't animate until you approach within' 40' I'll treat it as inanimate object for the purpose of your jump attempts.

However, I don't think I made it clear that this is a large object...the Pyramid apex would be 8'-9' off the ground...(there are no rules for the apex of a long jump but presumably you couldn't reach a higher apex on your long jump than an = high jump DC) So going by your roll the highest you could of jumped would have been just under 4'?

I'm going to rule that even at the corners you must have cleared 5' of height of this thing (remember it's on rollers 2). However, I don't think I made it clear just how big this thing was so, I'll allow you to pull-up as it were and we'll go strait in to initiative...(you can pull-up anywhere between 10'-40' in front of the creature Jamir)

Craggark beat it's CMD while it was inanimate (it started to animate when he crossed within' 40') But I won't apply the extra +5 because it is essentially flat footed. Therefore, I'm ruling Craggark made it over (just barely) and Jamir either pulls up or trips on the Pyramid landing prone in front of it (his choice)...I'll wait ..to begin combat...until Jamir decides if his character would have attempted to jump knowing he'd have to clear 5' height.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

A 5’ high jump would be a DC 20. Jamir has a +9 Acrobatics modifier before Derring-Do! adds 1d6. There is no chance he would pull up before attempting the jump because it seems too hard.

So much as I regret the necessity, I believe we should stick with the scene as it is set.

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

I made it over and now it's animating to attack! Cool, I can get flanking!

Remembers about flanking and constructs.

Awwwww...

*sad trumpet noise*

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Initiative: 1d20 + 7 ⇒ (13) + 7 = 20

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

Oh, new Discussion thread! And here I was wondering why our supergroup was being so slow to post lol

Jumping back in the convo a bit, I'm down with War for the Crown, I haven't ready any of it yet so the mystery as a player would all still be there.

The Exchange

1 person marked this as a favorite.
Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

I’m gonna cast my vote for Mummy. War FTC looks good, but it’s brand new. All of the Mummy stuff is out there - easier for a GM to prepare stuff in advance. I’d like to try out a Catfolk Gunslinger/Tomb Raider if given the chance.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

I'm open for either...

Liberty's Edge

1 person marked this as a favorite.
M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

The wikipedia entry for "kip-up" has an excellent animated GIF showing a stick figure doing one.

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

hmm, if we do Mummy's Mask I think an Inquisitor of Nethys or a Pharasman ranger would be fun, though I could try a full caster too.

If we go War for the Crown I think a cavalier or Medium would be cool--channeling the spirits of Taldoran reformists who died with their work unrealized has a lot of potential.


male Snows of Summer

I was thinking a Paladin for mummy’s mask with 1lv. Of ranger Dungeon delver archetype. (Gives me trapfinding) and a cushion on starting skills. Was thinking of taking exotic weapon proficiency Kopesh ... and make a tripping specialist ...
BTW I’m fine with mummy’s mask let’s just go that route. So if Torvald goes inquisitor, I go paladin ( and yes by 2nd Lv. I will go traditions heavy armor tank route), I think we’re covered on divine, Jamir and his summoner covers some arcane, Craggark will you do some trap finding stuff as well? I didn’t find a “tomb raider “ archtype but the name seems to indicate some abilities like that. With Craggark literally covering the ‘blaster-touch attack guy... that leaves Myth with a lot of options ... so mummy’s mask what r u thinking Myth?

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

I think you miscounted :)

My first idea is still the Diviner I discussed earlier, but I am not married to the idea.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin
Jawhar wrote:

I think you miscounted :)

My first idea is still the Diviner I discussed earlier, but I am not married to the idea.

Right. I’ve been giving more thought to my fish-out-of-water dhampir hunter (“Vy isss it alvays so chot? Dis sant gets into everyting! Vatch out! A mummy, kill it vit fire!”), maybe with a dip into wildblooded undead/sanguine mutant bloodline sorcerer so he can get a little healing from

Don’t tell the pally:
Drinking the blood of the recently deceased, and/or a wand of nasty evil healing.
It is the polar opposite of most of the advice in the Player’s Guide, but the Guide does emphasize that the lottery is bringing in adventurers from all over the Inner Sea, allowing just about any character concept to work. I think this concept is my current first choice.

The hunter gets us access to druid spells through 6th level, and the ranger spell list as well, although as a melee-focused spontaneous caster he will never be the most flexible or powerful caster in the group.

If we do feel like we want more arcane power in the group, I’m still considering the summoner - I’ve never played one, but I’m having a lot of fun playing an arcanist with the occultist archetype in another ongoing PFS PbP series (think summoner without the eidolon, and with 9-level prepared and spontaneous combo casting).

I was also noodling around with an eldritch scoundrel rogue, focusing on rogue abilities and tactics; his spell-casting would be primarily intended to help him rogue better (and when necessary, to toss out a fireball). At 3rd or 5th level, though, he would take Eldritch Heritage for an arcane bloodline familiar because no matter what I’m playing for this AP, I want a pet.

All that said, would it make sense to move the discussion about party composition to another thread? Or if we don’t want comments from the peanut gallery, we could use a shared Google doc or kick it old school by email.


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male Snows of Summer

Sorry Jawhar .. :( did forget about you..but..if you go diviner that works great with Jamir's hunter theme (we'll still have arcane covered!) I really wanna play a Paladin (with a minor 1st lv. dip into ranger) I realized I've actually never played a Paladin across 5 editions and over 30 years of play! So without further ado here's my character concept Hanif

This marks only the 2nd or third time I've made a female PC (though I've played plenty of pregens). Analia let me know if you don't want to allow the Rich parents trait. Some GMs don't like having their PCs with the extra cash to begin. For me it was a thematic choice. I basically sacrificed a feat for "rich parents" and "Desert child" traits by taking the extra traits feat. Also let me know if you don't allow Drawbacks...I made sure I worked in my drawback with an extensive back story that you can read on my character profile. It's actually incorporated in to the whole reason I'd be visiting Wati in the first place.

BTW any feedback on this character is appreciated...I will be going strait Paladin after lv 1..(though I considered 1 lv of fighter for an xtra feat..it's just not worth slowing the progression).

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Oooo, drawbacks...

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

My catwalk gunslinger would multi class at some point, so that's where they'd draw their roguish abilities from.

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

Alright, I have a solid concept for an oread Inquisitor of Thoth who fights with a bardiche. Is there a time-frame for this or are we all just theorycrafting for fun?


male Snows of Summer
Torvald Stonecask wrote:
Alright, I have a solid concept for an oread Inquisitor of Thoth who fights with a bardiche. Is there a time-frame for this or are we all just theorycrafting for fun?

I think the time Frame Huston mentioned was Summer..So maybe June or July?...You've got plenty of time to flesh it out...I just got inspired..I've never-played a Paladin so I kinda thought this would be a great adventure to build and play one!

I have a 1/2 elven Warpriest of Abadar all made out for war for the crown too! (with the another minor 1st lv. dip this time in slayer!)...

But' I'll most likely save him for a 'roll 20' game..(war for the crown will be the 1st AP completely supported on Roll 20. the AP rolls out later this month...Anyone interested in a twice a month virtual live game should PM me...cause I'm going to make this happen!)

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

I was thinking of a roguish character...but I'm much more vanilla in my characters as I'm not as familiar with as many archetypes as y'all are...will have to do more research...

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

I've been thinking about the character concept quite a bit today, and have a good idea in mind for a Slyph Diviner. I'll take a single dip into Investigator (for Inspiration), likely ending up as an Evangelist of Irori at 5th/6th level.

I will Know everything!

That is, unless Huston doesn't like some of the rulebooks...

I have a couple of different ideas for background. Will flesh that out once I see if anyone wants to work on a combined backstory.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin
Jawhar wrote:

I've been thinking about the character concept quite a bit today, and have a good idea in mind for a Slyph Diviner. I'll take a single dip into Investigator (for Inspiration), likely ending up as an Evangelist of Irori at 5th/6th level.

I will Know everything!

That is, unless Huston doesn't like some of the rulebooks...

I have a couple of different ideas for background. Will flesh that out once I see if anyone wants to work on a combined backstory.

Jawhar, I never paid much attention to Evangelist before. Am I reading it correctly, that for the price of one level, you get to be a full diviner wizard with a d8 hit die? Plus whatever else you get from the prestige class? That is just bananas.

If all you want from the investigator dip is inspiration, would Amateur Investigator do it for you without giving up a diviner level? You get inspiration equal to your Int mod, and it satisfies the prerequisite for the Extra Inspiration feat if you want more.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin
Mythryndyr wrote:
I was thinking of a roguish character...but I'm much more vanilla in my characters as I'm not as familiar with as many archetypes as y'all are...will have to do more research...

Myth, if you haven't seen it before, eldritch scoundrel is in the Arcane Anthology player companion. In exchange for delayed and reduced sneak attack advancement and talents (and armor proficiency), the eldritch scoundrel gets 6-level spellcasting on the magus progression, but with the full wizard spell list. I've never played one, but I love the flavor - my favorite characters in AD&D back in my misspent youth were all magic-user/thief multiclassed, and this is a much better option than I could have made with 1st edition rules.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6
Jamir "Hamstring" Montajay wrote:


Jawhar, I never paid much attention to Evangelist before. Am I reading it correctly, that for the price of one level, you get to be a full diviner wizard with a d8 hit die? Plus whatever else you get from the prestige class? That is just bananas.

... and 6+Int skills per level. Plus, Deific Obedience to Irori gets me +4 to all Knowledge checks at the cost of only an hour of meditation a day.

Re: Investigator: The dip into Investigator allows me to add the Inspiration die to Knowledge, etc. checks without spending a use of Inspiration, though. Much better than Amateur Investigator and without giving up a feat.

Plus, the Star Watcher archetype really fits in with my idea of a court astrologer.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin
Jawhar wrote:
Jamir "Hamstring" Montajay wrote:


Jawhar, I never paid much attention to Evangelist before. Am I reading it correctly, that for the price of one level, you get to be a full diviner wizard with a d8 hit die? Plus whatever else you get from the prestige class? That is just bananas.

... and 6+Int skills per level. Plus, Deific Obedience to Irori gets me +4 to all Knowledge checks at the cost of only an hour of meditation a day.

Re: Investigator: The dip into Investigator allows me to add the Inspiration die to Knowledge, etc. checks without spending a use of Inspiration, though. Much better than Amateur Investigator and without giving up a feat.

Plus, the Star Watcher archetype really fits in with my idea of a court astrologer.

Got it, that makes sense.

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