Shisumo's Red Redoubt (Inactive)

Game Master Shisumo


401 to 428 of 428 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Perception 1d20 + 7 ⇒ (7) + 7 = 14

OK, that's just the dice roller being mean.


Female Elf Wizard (Conjurer) 1

Perception 1d20 + 2 ⇒ (7) + 2 = 9

yep


Male Human (Taldan) Fighter (Unarmed) 1

perception

1d20 + 1 ⇒ (10) + 1 = 11


Male Human (Keleshite) Gunslinger (Pistolero) 1

Perception 1d20 + 6 ⇒ (12) + 6 = 18


Male Human (Keleshite) Gunslinger (Pistolero) 1

There's good gold in those tusks, if you don't mind digging through a few charred bones...

appraise 1d20 ⇒ 2


Male Human Druid 1

Perception: 1d20 + 7 ⇒ (4) + 7 = 11


"Macawi does not mind."

He uses the tip of his sword to separate the tusks and the other bones into different piles.


Male Human (Taldan) Fighter (Unarmed) 1

Garrick has no qualms about looting a corpse, and will help out.

Be careful. We don't want any of these guys jumpin up and attackin us!


Been a rough couple days. Will get things moving again tomorrow. Sorry for the delay.


DM Shisumo wrote:
One roll covers both spoilers.

Perception 1d20 + 6 ⇒ (10) + 6 = 16

"Ah, dental gold..."


The burnt room appears otherwise uninteresting, so I assume the group moves on.

The corridor bends to the right at a forty-five degree angle just past the doorway to the burnt room, and continues on for about a hundred feet before bending to the right again. Along that stretch of the corridor are a number of small rooms, their doors open or hanging askew and any contents or other noteworthy features long ago looted or stripped. At the next bend, the corridor travels about fifty feet without interruption; at that point, however, there is a T-intersection, where another corridor opens to the south.


Macawi will collect the gold from the tusks (Do I need a roll to find it? How much was there?) and carry it with him if no one objects. As we proceed down the hallway, he will remain in rearguard, as normal.


Each skeleton had one gold tusk, so there are four in total. You'll need an Appraise check to determine the value, however. The roll to find it was the Perception check, so the party has already made the necessary roll.


DM Shisumo wrote:
The roll to find it was the Perception check, so the party has already made the necessary roll.

Appraise:1d20 + 5 ⇒ (13) + 5 = 18

Querel pulls a small vial from his pack, and uses a pin to apply a tiny drop of acid to one of the tusks. Nodding in satisfaction, he remarks, "These should fetch a fair bit, even if we just have'em melted down for coinage."

He then waits patiently at the intersection for the others to arrive. "Bear left?"


Female Elf Wizard (Conjurer) 1

Unless the geometry of the layout has confounded me, the right-hand corridor should take us in the direction toward the entrance. Traversing the left corridor would therefore take us deeper within the Redoubt, at least until we reach the outer wall.

Is the only light in the halls that which is provided by our Wayfinders?


Male Human (Keleshite) Gunslinger (Pistolero) 1
Sylvalia Tesseril wrote:

Unless the geometry of the layout has confounded me, the right-hand corridor should take us in the direction toward the entrance. Traversing the left corridor would therefore take us deeper within the Redoubt, at least until we reach the outer wall.

Is the only light in the halls that which is provided by our Wayfinders?

I trust your math. Let's work back toward the entrance so we don't get caught in a crossfire.


Male Human Druid 1

"Yes, please." Sparky's normally carefree countenance is beginning to look a bit pale.


There are enough holes in the ceiling that you can assume there is ambient light unless I specifically say otherwise. Also, - probably because I still haven't come up with a good way to give you a large-view map of this place online - Sylvalia's math is off, at least a little: the corridor you are in now heads east and the right-hand corridor heads south, while the exit is toward the west. She's right, though, that continuing on is likely to take you deeper into the complex.


Female Elf Wizard (Conjurer) 1

Then if you'll allow, I'd like to revise my comment to be more accurate. (One of the challenges of playing someone with a much higher Int than one's self.)


Sure, say what you like and whether you still plan to turn right on continue straight.


Male Human (Keleshite) Gunslinger (Pistolero) 1
DM Shisumo wrote:
There are enough holes in the ceiling that you can assume there is ambient light unless I specifically say otherwise. Also, - probably because I still haven't come up with a good way to give you a large-view map of this place online - Sylvalia's math is off, at least a little: the corridor you are in now heads east and the right-hand corridor heads south, while the exit is toward the west. She's right, though, that continuing on is likely to take you deeper into the complex.

I don't have a good mental picture of the layout of this place, but can we just retrace our steps to get back to the entrance? Like, go back to where we found the trap that we ignored?


Absolutely. Is that the plan, then? Retreat and regroup?

I'll see what I can do about getting a map up for the complex so far.


Male Human (Keleshite) Gunslinger (Pistolero) 1
DM Shisumo wrote:

Absolutely. Is that the plan, then? Retreat and regroup?

I'll see what I can do about getting a map up for the complex so far.

My vote is to go back towards the entrance, yeah.


Male Human Druid 1

I second that.


Macawi patiently waits for the others to decide what they wish to do.

Abstaining from the vote.


Female Elf Wizard (Conjurer) 1

Then I will agree as well.


Faced with this new set of options, the group decides to return to familiar territory. A few moments' walk find them back at the first T-intersection; they can continue south to the trap Mara found earlier, or turn west and return to the huge entrance room where they fought the first guards.


Male Human (Keleshite) Gunslinger (Pistolero) 1
DM Shisumo wrote:
Faced with this new set of options, the group decides to return to familiar territory. A few moments' walk find them back at the first T-intersection; they can continue south to the trap Mara found earlier, or turn west and return to the huge entrance room where they fought the first guards.

Let's approach the entrance with caution, and see if we can catch any Redblades there unawares.

1 to 50 of 428 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Shisumo's Red Redoubt All Messageboards

Want to post a reply? Sign in.
1 to 50 of 137 << first < prev | 1 | 2 | 3 | next > last >>

Okay, since we’ve already got characters being made, it’s time to get the ground rules laid out here. I hope to get the game thread going before Thursday, but this should get us moving in the right direction even so.

Character creation will be as follows: any of the races, classes, archetypes and feats from the PF RPG core, APG, Ultimate Magic, Ultimate Combat, Psionics Unleashed or most any other Paizo PF RPG source (‘cause I have just about all of them) are allowed. We will use 20 points for ability score purchase, and you get average starting gold for your class. You must choose one of the following Campaign Traits, and can pick one other from any Paizo PF RPG source (as long as its not another campaign trait):

Alkenstar Adept
You were either raised in the Mana Wastes of Alkenstar or visited there enough to become familiar with the place, but either way you see the technological advances of Alkenstar as the way forward for the Inner Sea Region. The Red Redoubt offers an opportunity to pursue that potential even further. Your familiarity with the firearms of Alkenstar has already made you a talented shootist. Choose a single Deed that you know. Once per day, you may reduce the Grit cost of that Deed by 1 (to a minimum of zero). If this reduces the Grit cost to zero, you must actually have a Grit point available to you to perform the Deed.

Budding Mentalist
You have discovered the latent potential of your own mind, but have yet to fully tap that power. The mysterious forces within the Red Redoubt might provide some means for you to further explore and advance that understanding – it is said that creatures from beyond the stars often have bizarre mental powers. You gain a reserve of one power point and are considered a psionic character. However, unless you have a psi-like ability, levels in a manifesting class or power points from some other source (such as the Wild Talent feat), your control over this ability is weak – you may only gain psionic focus once per day. If you do have a power point reserve already, this trait instead increases that reserve by 1.

Child of Lightning
Nothing has ever felt as right to you as being outside during a thunderstorm. For as long as you can remember, you have felt a kinship with the lightning; the tingle across your skin in the presence of electrical energy is what life itself feels like to you. The Red Redoubt calls to you like a beacon, for it is said that Karamoss channeled that force into his creations, both in combination with and somehow beyond pure magic, and you wonder if you might somehow gain that same affinity yourself. Whenever you cast a spell or manifest a power that deals electricity damage, you gain a +1trait bonus to the amount of electricity damage dealt.

Numerian Savant
The “machine mage” Karamoss gained his unusual abilities by studying the mysterious Silver Mount in Numeria, a mile-high metal mound that is all that remains from what might have once been a vessel from the stars. You have long studied the mysteries of Numeria – its strange metallic inhabitants and inscrutable implements of war among them – and you now turn your investigations toward the Red Redoubt, in search of new answers or greater secrets. You gain a +1 trait bonus on Knowledge (arcana), Knowledge (engineering) and Knowledge (psionics) checks related to Numerian superscience (including both robots and technological devices), and you begin play with a etheric reservoir, a power source for many of the technologies derived from Numerian sources.

Etheric Reservoir:

Slot -; Price 100 gp; Weight
---------------
DESCRIPTION
---------------
This small crystalline sphere, about half an inch across, is wrapped and inlaid with fine metal wiring. Two prongs extend out from each end.

When inserted into a piece of Numerian technology that requires a charge (and many do), the etheric reservoir powers the device for ten days. Once inserted, an etheric reservoir cannot be removed. Inserting an etheric reservoir is a standard action that provokes attacks of opportunity.

---------------
CONSTRUCTION
---------------
Requirements Craft Tech, creator must have 3 ranks in the Knowledge (engineering) skill; Cost 50 gp

Robot Hunter*
The secrets of tombs around the world are guarded by deathless entities of steel, stone or crystal, and you have worked hard to learn ways to deal with them. In particular, the technological secrets of Numerian science are guarded by the mysterious Gearmen who serve the Technic League, and those secrets are the ones that call strongest to you. The Red Redoubt represents a chance to explore those secrets without Technic League interference, but you are nonetheless ready for whatever might stand in your way. You gain a +1 trait bonus on weapon damage rolls against constructs; this increases to +2 against constructs with the robot subtype.

Shroud of Silence
You once had an encounter with a device or weapon left over from Karamoss’ attack on Absalom. The device exploded when you were examining it, but rather than hurting you, a strange, quiet hum “wrapped” around you, a hum that is still with you now. Oddly, though, the hum seems to absorb other sounds, and you have come to the Red Redoubt to either cure yourself of this affliction – or find a way to enhance it. You gain a +1 trait bonus to Stealth checks, and have resist sonic 2 (which stacks with other forms of sonic resistance).

Student of Shevala
You are a member of the Pathfinder Society, and in particular a protégé of Venture-Captain Shevala, the explorer who most recently mapped the upper levels of the Red Redoubt. Access to her reports and personal tales gives you a unique insight into the dangers and possibilities of the Red Redoubt. You gain a +2 trait bonus to all Knowledge (dungeoneering) and Knowledge (engineering) checks made within the Red Redoubt, and one of these skills (your choice) is a class skill for you.

In addition to the above, the following three feats will be available during the campaign:

CRAFT TECH (ITEM CREATION)
You have learned the art of disassembling and duplicating Numerian superscience technologies.
Prerequisites: Craft (metalworking) 3 ranks, Knowledge (engineering) 3 ranks
Benefit: You can create technological items using the principles behind Numerian superscience. Creating a technological item takes 1 day for every 1,000 gp in its base price. To create a technological item, you must use up raw materials equal to half this base price, and you must have studied a technological item like the one you intend to create.
You may also mend a broken technological item, regardless of whether you have studied one like it before. Such repairs constitute adequate study for the purposes of creating an item like it.
Special: You must have been exposed to research materials or large numbers of technological items with an opportunity to study them in order to take this feat.

CRAFT TECHNOLOGICAL WEAPONS AND ARMOR (ITEM CREATION)
You have mastered the art of duplicating the unique implements of war you have found that derive from Numerian superscience.
Prerequisites: Craft Tech, Craft (metalworking) 5 ranks, Knowledge (engineering) 5 ranks
Benefit: Benefit: You can create technological weapons and armors using the principles behind Numerian superscience. Creating a technological weapon or armor takes 1 day for every 1,000 gp in its base price. To create a technological weapon or armor, you must use up raw materials equal to half this base price, and you must have studied a technological weapon or armor like the one you intend to create.
You may also mend a broken technological weapon or armor, regardless of whether you have studied one like it before. Such repairs constitute adequate study for the purposes of creating a weapon or armor like it.

TECHNOLOGICAL INNOVATOR
You have mastered the concepts behind Numerian superscience, allowing you to create your own blueprints for technological items, weapons or armor without needed to copy the design from elsewhere.
Prerequisites: Craft Tech, Craft Technological Weapons and Armor, Craft (metalworking) 11 ranks, Knowledge (engineering) 11 ranks
Benefit: You can create any technological item, weapon or armor in the campaign, without the need to duplicate an already-existing item.
Normal: You need to have studied an item, weapon or armor like the one you are creating before you can craft it.

Finally, I should note that the presence of psionics in the campaign will have some other effects, most notably the addition of the Autohypnosis and Knowledge (psionics) skills. I am sorely tempted to go all-in and remove the magic/psionics transparency to really drive home the differences between the two, but I am not sure they’re worth messing with. If anyone has an opinion on that matter, I would like to hear it. I will point out, however, that Psionics Unleashed does have a few non-psionics-oriented feats that might be worth looking at (Open-Minded is kinda cool, for instance) so I encourage everyone to go take a look. Again, for reference, those rules can be found at this link.

So let’s see those concepts and get ready to do this thing!

*I so very much wanted to call this one “Blade Runner.”


Posting for the dot


Looks like some great stuff. I'm getting excited to see what you have in store for us.


Female Gnome Bard (Archivist) 1

Looks great. I'll likely trade out one of the traits I picked for Student of Shevala. I'd thought about her being connected to the Pathfinders already so it fits.


AinvarG here, doing a little housekeeping. Just the barest bones of the character are together.

Spoiler:

Age 30 + 3d6 ⇒ 30 + (3, 3, 4) = 40 years
Height 76 + 2d12 ⇒ 76 + (10, 7) = 93 inches
Weight 220 + 2d6 ⇒ 220 + (2, 5) = 227 pounds


Female Elf Wizard (Conjurer) 1

I had also planned to go with that trait. Hmmm. I may rethink that. I'll have to dwell on that some more.


I am not inherently opposed to people with the same trait, just FYI. While there may well be some advantages to having a broader set of options available to the party (and I've already got 2 more traits than I need, what with 7 of them but only 5 of you!), Shevala definitely has more than one student, and it's not like it wouldn't make sense for you to be working together as a result...


Female Gnome Bard (Archivist) 1

Well I'm more than happy to already know you, Sylvalia. I like the idea of us both working with the Pathfinder. So far I've envisioned Mala as having stayed in one place, such as a university, for quite some time. Making her at severe risk of bleaching, which is the cause of her seeking out such a dangerous place.


Male Human (mostly) Ex-cleric and Grumpy Cat

Sorry, been a busy few days, but I'm going to go with Child of Lightning and a cleric of Shelyn with probably Air and Luck domains.


Macawi Farstrider wrote:

I'm not seeing a strong defensive path that excites me. I'm thinking I may take the Assassin's Path (Stealth as a class skill, eventually a bonus to damage while psionically focused). I'll work on my defensive nature via the standard mundane means, I think.

Or I may reconsider the build, but I'm kind of liking the big brute already and he's not even done yet.

What about this? (It's from Psionics Expanded...)

Survivor Path

:
You are capable of surviving in harsh environments and enduring deadly assaults. You recognize the power of the body’s ability to overcome even the most deadly of afflictions.
Powers: Catfall, vigor
Skills: Autohypnosis, Heal, Survival
Bonus class skill: Survival
Trance: Beginning at 3rd level, while maintaining psionic focus, you gain DR 2/-. This damage reduction improves by 1 every four psychic warrior levels thereafter. In addition, you suffer no harm from being in a hot or cold environment. You can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected. This doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Maneuver: Beginning at 3rd level, you can expend your psionic focus as an immediate action to be treated as having the Mettle ability until the beginning of your next turn. At 7th level and every four psychic warrior levels beyond, you gain a +1 competence bonus to Will saves when using this maneuver. In addition, at 11th level, when using this maneuver, you are treated as having the Improved Mettle ability.

Mettle (Ex): You are able to resist effects with great willpower of fortitude. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack.
Improved Mettle (Ex): You are incredibly resistant to affects that assault the body or mind. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack. If you fail the save, you instead suffer the partial effect.


Black Tom wrote:
Sorry, been a busy few days, but I'm going to go with Child of Lightning and a cleric of Shelyn with probably Air and Luck domains.

I'll extend the benefit of Child of Lightning to the Air domain power as well, since otherwise you won't really get much use out of it until, oh, 9th level or so.


Wow. That's just... wow. That so encompasses what I was trying to find in the other paths. SOLD!


Macawi Farstrider wrote:
Wow. That's just... wow. That so encompasses what I was trying to find in the other paths. SOLD!

gives a sweeping bow

We aim to please, messire.


Female Elf Wizard (Conjurer) 1

I think I'm going to stick with the Student of Shevala. It just seems to fit better with the Absalom socialite/scholar I'm going with.

I think I'm just about done. Submitted for your approval.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)

Two characters with no Constitution bonus makes me think you guys lack sufficient appreciation for the dungeon delve genre... ;)


Female Gnome Bard (Archivist) 1

Eh, what's an extra 1 or 2 HP a lvl? :)

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)
Mala wrote:
Eh, what's an extra 1 or 2 HP a lvl? :)

I will be sure to quote this back to you the first time I hit you for 6-7 damage at first level.


Female Gnome Bard (Archivist) 1
Shisumo wrote:
Mala wrote:
Eh, what's an extra 1 or 2 HP a lvl? :)
I will be sure to quote this back to you the first time I hit you for 6-7 damage at first level.

And I'm sure I'll rue it too. :) But who ever heard of a bard with a con bonus?


Female Gnome Bard (Archivist) 1

For some reason I'm reminded of The Gamers and a pile of dead bards. :)


So many characters to choose from. Spellslinger? Ninja? Unarmed fighter guy?

Right now I'm leaning towards Pistolero Gunslinger.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)
mbauers wrote:

So many characters to choose from. Spellslinger? Ninja? Unarmed fighter guy?

Right now I'm leaning towards Pistolero Gunslinger.

I might also suggest (just to be mean) that a musketeer from the Order of the Tome would also be a really good fit for the campaign...


Shisumo wrote:
mbauers wrote:

So many characters to choose from. Spellslinger? Ninja? Unarmed fighter guy?

Right now I'm leaning towards Pistolero Gunslinger.

I might also suggest (just to be mean) that a musketeer from the Order of the Tome would also be a really good fit for the campaign...

When did you need these characters ready? I probably won't be able to get it done until the weekend, and now that school started again (I'm a HS teacher) my time available will be reduced. Once I make the character and everything it should be fine (like I said, one-two posts a day isn't a big deal) but if you wanted to start earlier than the weekend, my brother plays PF too and he'd like to try a PBP on these forums.

He can take my place for this one, if needed.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)

This weekend is fine, but I am not necessarily averse to bringing in a 6th player. Since I'm writing the encounters, I can adjust for 6 people as easily as 5...


If the DM approves, the more, the merrier!

You are not the only one that's not done - though I do finally have my concept hammered out...

I'm picturing a very tall dark-skinned man from the Mwangi Expanse, still a little unused to civilization, who has traveled far with no particular destination in mind.

Because of the defensive role, I'm going to say that at some point, he has picked up rudimentary training in the traditional sword-and-board fighting, but because of his size, he uses a larger-than-average sword and shield (I presume it makes no difference with regards to AC, but I might use a shield bash on occasion).

I need to pick out his power (vigor is his path choice), feats, and skills, and format his information.

Still some work to do...


Hey guys, I'd love to join, if it's all right. If my bro is going DD, I'm thinking of being another frontliner to better protect the squishes.

What I would like to be is a paladin, who does only lawful and good things, but not because he actually wants to. He likes his powers and doesn't wanna lose them.

"listen, don't go charging in there, cause I don't want you to be in danger"

"oh, that's so sweet, you don't want me to get hurt?"

"well actually I meant because I would be duty-bound to charge in and try to rescue you, but you get the idea."

I think he would be a lot more fun than a stereotypical stick-in-the-mud pally, and he can add some dmg with smite, some healing / support, and some added meat shieldage. Does that sound good? Cause I could probably have him finished some time tonight


In my games, paladins (and clerics, and druids, and inquisitors, and... well, you get the idea) don't really work that way. The powers come from the belief, not the other way around - you only get to be a paladin if you are the sort of person who goes charging in after innocents, much like you only get spells from praying to your god if you, you know, actually devote yourself to that faith.

That said, if you like the idea of a paladin but want something other than the "stick-in-the-mud" type, might I suggest a paladin of Shelyn? We already have a cleric of Shelyn on the table from Black Tom, and Shelynite paladins are definitely not the traditional "stern-faced lecturing" types...


DM Shisumo wrote:

In my games, paladins (and clerics, and druids, and inquisitors, and... well, you get the idea) don't really work that way. The powers come from the belief, not the other way around - you only get to be a paladin if you are the sort of person who goes charging in after innocents, much like you only get spells from praying to your god if you, you know, actually devote yourself to that faith.

That said, if you like the idea of a paladin but want something other than the "stick-in-the-mud" type, might I suggest a paladin of Shelyn? We already have a cleric of Shelyn on the table from Black Tom, and Shelynite paladins are definitely not the traditional "stern-faced lecturing" types...

That sounds like a fun as hell character, but I'm not too sure how he would fare in a dungeon crawl if I have to always take the pacifist route and not attack unless attacked. I'm thinking I might do one of the fighter types. An unarmed ftr who is a bodyguard to one of the more "academics" in the pathfinders might be fun.


The other option I was going to suggest would be a cavalier - you'd likely have to be Small in order to make it work for a dungeon crawl (or go the aforementioned musketeer route), but that attitude would be *exactly* the kind of thing a cavalier could say. "I'm sort of oathbound to protect you, so please don't do anything that means I have to risk my neck to do so, 'kay?" would work a whole lot better with a purely secular spin.


dbauers wrote:
DM Shisumo wrote:

In my games, paladins (and clerics, and druids, and inquisitors, and... well, you get the idea) don't really work that way. The powers come from the belief, not the other way around - you only get to be a paladin if you are the sort of person who goes charging in after innocents, much like you only get spells from praying to your god if you, you know, actually devote yourself to that faith.

That said, if you like the idea of a paladin but want something other than the "stick-in-the-mud" type, might I suggest a paladin of Shelyn? We already have a cleric of Shelyn on the table from Black Tom, and Shelynite paladins are definitely not the traditional "stern-faced lecturing" types...

That sounds like a fun as hell character, but I'm not too sure how he would fare in a dungeon crawl if I have to always take the pacifist route and not attack unless attacked. I'm thinking I might do one of the fighter types. An unarmed ftr who is a bodyguard to one of the more "academics" in the pathfinders might be fun.

I haven't studied the Shelynite paladin... Is the paladin duty-bound to avoid all combat, or merely avoid making the first attack? I'm thinking if they are bound to protect those (or some of those) in the party, they can try to talk the combatants into a peaceful solution and still get plenty of licks in when the blades are bared. My 2 cp.


Female Gnome Bard (Archivist) 1

A bodyguard? Mala could make that very fun, and exausting, for you. :)

Btw, Since I'm going to be playing the part of rogue as well, I'd like to ask... Do y'all think I should swap out my feat for a Skill focus in Disable Device (to make up for it not being in class) or just do a dip into rogue at 2nd? The latter would be more thematic for the character, but I'm willing to do the first if others feel it's more needed. Or I could always just pick up the skill focus at 3rd which would be the most thematicly appropriate. :)


Mala wrote:

A bodyguard? Mala could make that very fun, and exausting, for you. :)

Btw, Since I'm going to be playing the part of rogue as well, I'd like to ask... Do y'all think I should swap out my feat for a Skill focus in Disable Device (to make up for it not being in class) or just do a dip into rogue at 2nd? The latter would be more thematic for the character, but I'm willing to do the first if others feel it's more needed. Or I could always just pick up the skill focus at 3rd which would be the most thematicly appropriate. :)

Hmmm. I dunno how keen you are on having that +2 init trait, but I'm sure there is a DD trait for +1 trait bonus, and making it always a class skill, if you wanted to go that route

Then you could take imp init instead of skill focus, and come out ahead, with 2 more unit and 1 more DD. ;)


Female Elf Wizard (Conjurer) 1
Mala wrote:

A bodyguard? Mala could make that very fun, and exausting, for you. :)

I don't know, you might have two people vying for your services as bodyguard. :)

Talk about exhausting!


Female Gnome Bard (Archivist) 1
dbauers wrote:
Mala wrote:

A bodyguard? Mala could make that very fun, and exausting, for you. :)

Btw, Since I'm going to be playing the part of rogue as well, I'd like to ask... Do y'all think I should swap out my feat for a Skill focus in Disable Device (to make up for it not being in class) or just do a dip into rogue at 2nd? The latter would be more thematic for the character, but I'm willing to do the first if others feel it's more needed. Or I could always just pick up the skill focus at 3rd which would be the most thematicly appropriate. :)

Hmmm. I dunno how keen you are on having that +2 init trait, but I'm sure there is a DD trait for +1 trait bonus, and making it always a class skill, if you wanted to go that route

Then you could take imp init instead of skill focus, and come out ahead, with 2 more unit and 1 more DD. ;)

I'll look and see, but I'm not sure I've seen a trait like that for disable device. I'd certainly prefer that route.

EDIT: Nevermind. I found it. Vagabond Child. An urban regional trait. I'll go that route. Thanks dbauers!


Just FYI, I'm going to do a Pistolero gunslinger. Should be good times. :-)


Sounds good, mbauers. Looking forward to seeing a gunslinger in action.

Shisumo:
The combined Precognition page is leaving doubt in my mind as to how it works. If I use the Defensive Precognition power, so I get +1 insight bonus to AC for one minute per level? Or do I only get a bonus until the next time I'm attacked, as long as it's within a minute per level? Or until I choose to use it?

I think it's the first, but I want to make sure I have it right before I make my decision.


Female Elf Wizard (Conjurer) 1
Mala wrote:
Well I'm more than happy to already know you, Sylvalia. I like the idea of us both working with the Pathfinder. So far I've envisioned Mala as having stayed in one place, such as a university, for quite some time. Making her at severe risk of bleaching, which is the cause of her seeking out such a dangerous place.

I didn't ignore thee on purpose, Mala, I completely overlooked thy post! I'm quite confounded and chagrined that I missed it.

Indeed, it will be a pleasure to hath made thy acquaintance, and as fellow students of such an esteemed personage.


Female Gnome Bard (Archivist) 1
Sylvalia Tesseril wrote:
Mala wrote:
Well I'm more than happy to already know you, Sylvalia. I like the idea of us both working with the Pathfinder. So far I've envisioned Mala as having stayed in one place, such as a university, for quite some time. Making her at severe risk of bleaching, which is the cause of her seeking out such a dangerous place.

I didn't ignore thee on purpose, Mala, I completely overlooked thy post! I'm quite confounded and chagrined that I missed it.

Indeed, it will be a pleasure to hath made thy acquaintance, and as fellow students of such an esteemed personage.

I just hope that Sylvalia can take a joke. :)


Macawi Farstrider wrote:
** spoiler omitted **

That's a formatting screwup on the part of the wiki, looks like.* Nothing in the actual book suggests any relationship between precognition and its defensive and offensive cousins. That page should only have precognition and grater precognition on it, and offensive precognition and defensive precognition should have their own pages.

Short version: it's option #1.

*or possibly an indication that Dreamscarred should have found a couple new power names...

mbauers wrote:
Just FYI, I'm going to do a Pistolero gunslinger. Should be good times. :-)

Awesome! Got my psionics and my gunslinger! Sweet!

Just FYI, though I suspect you already know this, I'm fairly certain that the pistolero's Pistol Training feature is supposed to replace Gun Training from the regular class - it's certainly going to in my game.


OK, defensive precognition it is.

I see that the Large longsword costs double normal, but I did not find a similar conversion for armor/shields (which makes perfect sense - who wants armor that won't fit?). Since I'm wanting to oversize the shield as a potential weapon, is it acceptable if I double the normal cost for that, as well?


Strange - my post is missing... Sometimes a new post will make the old one appear, so here goes...

EDIT: I guess not. The gist of it was that I would take defensive precognition as my 1st-level power and I wanted to know if I could up-size my shield by doubling the cost, as I would do with a Large weapon.

I may not use it for shield bash, but the idea of a larger-than-average shield seems right for Macawi. I realize the AC bonus would not change, only the potential damage if it was used for a bash.


That's perfectly cool with me.


Male Human (mostly) Ex-cleric and Grumpy Cat

Looks like my cleric morphed into a druid. Will that work and is taking the Air Domain horribly suboptimal?


Macawi's description is wrong and his gear is not all purchased yet, but other than that, he's largely done, I think.

Appreciate any thoughts anyone has on the build, especially the traits. I'm not totally sold on either of them at this point.


Female Gnome Bard (Archivist) 1

Sylvalia:
How long were you wanting to have known each other? Reading your BG, Sylvalia's been in Absalom for about a century, which is exactly what I was thinking for Mala as well. I'd also planned for Mala to have been working for last last fifty years or so at the Academy as sort of a research assistant. I'm just trying to get an idea of how long/well they know each other.


Female Elf Wizard (Conjurer) 1
Mala wrote:
** spoiler omitted **

Mala:
I do not precisely know. Father kept quite the low profile for the first few decades we were in Absalom -- one of the advantages of having a lifespan measured in centuries; many times threats can be simply waited out.

Mayhap we encountered one another in passing over the years -- our familiar faces remaining one of the few constants in a sea of rapidly aging visages amongst our shorter-lived colleagues. It would come to no surprise that we wouldst have become acquainted with one another as time passed.

When I approached my century mark, Father felt it safe enough to allow me to enroll in the Academy and conduct my studies outside our home. Prior to that, my ventures to libraries for research were brief, and while not entirely clandestine, I would have used caution to not attract too much attention. Likely we therefore became better acquaintances and even friends within the past thirty years.


Female Gnome Bard (Archivist) 1
Sylvalia Tesseril wrote:
Mala wrote:
** spoiler omitted **
** spoiler omitted **

Sylvalia:
That sounds pretty much like what I was thinking. Mala grew up on the streets of Absalom before being taken in by a professor and given a job at the Academy. I see them as having been acquaintances for many years, until they both became students of the Pathfinder. From that point I see them as studying and training together, each with their own talents of course.

Which brings me to another point if that is acceptable. What is Sylvalia's personality like? Mala is a pretty typical gnome, very excitable. She's especially fond of words, though, and language in general. Particularly stories of any kind. The more fantastic and unbelievable the better. And is quite fond of mixing stories that she's heard into each other without any real regard for veracity. She's far more concerned with entertainment. Unless of course the stories are actual history. She LOVES history. She also has something of a word-vomit issue. :) I'm curious how their personalities would have meshed so far.


Female Gnome Bard (Archivist) 1

I believe Mala is done, complete with background and equipment.


Almost done with my guy. Have his background / description done, as well as pretty much all of his stats. Just need to type em all up and make an alias.

I should be done some time tomorrow.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)
Mala wrote:
I believe Mala is done, complete with background and equipment.

She needs a modifier for her Knowledge (psionics). It's a Knowledge skill like any other, and all her usual bonuses apply.

Unless I'm doing my math wrong, it doesn't look like you've included her stat modifiers for being middle-aged.


Female Elf Wizard (Conjurer) 1
Mala wrote:
Mala wrote:
** spoiler omitted **

Mala::
Sylvalia and Mala will make a very interesting pair. Sylvalia exudes a practiced air of grace and refinement and rarely appears hurried or flustered. Mala will find her a patient and interested audience to the stories she's collected, but rarely a source for new ones. She was allowed to venture out into the streets of Absalom infrequently, and Mala might be blown away that she only was allowed out five to six times a year (even though that adds up over decades).

Sylvalia is fascinated by Mala's exuberance, though often wishes that she could keep to one topic at a time. Sylvalia's deliberate nature means that she has stacks of books recommended by Mala that she hasn't yet read because she savors each one, sometimes taking weeks to study a particular passage or chapter.

Sylvalia, too, shares a love of languages and word play. Sylvalia can be quite verbose at times, frequently lapsing into archaic Taldane pronunciations, but likely nowhere near the level of Mala.

Likely they're two extremes, drawn to each to balance the other out.

1 to 50 of 137 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Shisumo's Red Redoubt - Discussion All Messageboards

Want to post a reply? Sign in.