Something Wicked This Way Comes (Inactive)

Game Master Fanguar

Horn lower level
Horn upper levels
Xanos' Annotated Map


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HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

I'm happy with the party as it is, personally. I wouldn't be adverse to another player, but I'm not going to advocate seeking one out.

Al's right though. We do need some Divine oomph. Keeping Rose around as an NPC "cohort" would probably be the best thing to do. She can just not level up when we do, and then she'll be right where she probably should be.

If Tazo ever decides to come back, we can have her rejoin the group.


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

I have a good friend on the boards who might be interested in being our divine PC.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

I'd be willing to rebuild into an Oracle or something like that too. Keep all the vampire feats just change class. I wouldn't be quite as combat capable without a few buff rounds but it would still be pretty good and we'd keep the divine oomph too.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

I don't think we need to add the scorpion to the fight. It's already complex enough, and seems like it's almost over.


Sariana Nightsong wrote:
I'd be willing to rebuild into an Oracle or something like that too. Keep all the vampire feats just change class. I wouldn't be quite as combat capable without a few buff rounds but it would still be pretty good and we'd keep the divine oomph too.

@Sariana: Think she's great as a ki-vamp,but IF you we were to rebuild a Shaman following the Spirit of Bones would be pretty cool. Improved familiar could get you a Beheaded as a "spirit animal" - one of our foes perhaps? Or someone from her past??

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:
Albrέkt Heißhungrig wrote:
Sariana Nightsong wrote:
I'd be willing to rebuild into an Oracle or something like that too. Keep all the vampire feats just change class. I wouldn't be quite as combat capable without a few buff rounds but it would still be pretty good and we'd keep the divine oomph too.
@Sariana: Think she's great as a ki-vamp,but IF you we were to rebuild a Shaman following the Spirit of Bones would be pretty cool. Improved familiar could get you a Beheaded as a "spirit animal" - one of our foes perhaps? Or someone from her past??

Shaman would be interesting - I've never played one so that would be new and fun for me. What do other people think? Shall I restat into a suitably undead Shaman?


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Hmm. I'm pretty familiar with both classes. Oracle seems like a better fit for Sari (because of not having to acknowledge service to a higher power. You could claim you were stealing it's energies instead).

On the otber hand, Shamans are incredibly versatile. Wandering Spirit gives a huge array of daily options to choose from. Thwy have a surprisingly steep learning curve though, and lots of stuff to keep track of.

Normally, Shamans make the best healers in the game, but because of this party's split between living and undead characters, I'm not sure the usual badass healing combo would work. (Since Life Link is the same for Shamans and Oracles, it's a problem you might need to sort out regardless.

What are we looking to get out of having Sari swap? Just Divine casting in general, or something more specific?

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

I think we want full Divine which means Cleric, Shaman or Oracle.

Keeping the Wis focus that she currently has means cleric or Shaman - but there's no way in hell, heaven or any plane between she's becoming a cleric! So that leaves Shaman, which could be done I think, but as I said I've never done it before so I'd probably need build advice.

Oracles on the other hand I've done loads, so that would be easy - it would also play a lot better with being a vampire and their stat boosts at 9th (+4 Cha, yes please!). The only problem there is that we have a social specialist and an intimidate machine already, so I'd be covering some of the same ground on skills. Fits her fluff better though.

BTW Xanos - Life Link will be stupid good once I'm a full vamp and Fast Heal 5 every turn ;)

I'm inclined to Oracle and take an unusual skill set - but between Xanos, Harruk and Mol all the skills I could take are covered better than I can get them so its not too much of a worry either way.

Is Mol still around btw? It's been a while?


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Inactive

Farewell and good luck, everyone! I am indeed stepping away as of now. But I will be lurking and look forward to seeing you bring back Vetra-Kali!


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Bye, Rose!

Sari, after thinking about it a while, I think Shaman would work well (if you don't mind learning a new class).

Shaman spirits are a lot like Oracle Mysteries, but you have more versatility with them. You pick one that's permanent, and then you get to pick a second one each day. (You're right about life link and fast heal. Life would be an excellent pick for either of your spirits)

What were you thinking as far as a theme goes?

Dark Archive

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| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

I was considering eating Rose... :D Not entirely serious there I promise. :) Haven't looked in much detail yet, but I think I'll go for something similar to her current idea - a Ki Vampire who is becoming more and more vampiric by draining soul-stuff from others (probably in this case through the Life Spirit and/or Bones/something else undead). I'll take a look now and see if anything jumps out.


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Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

I'm still around! I'm watching the defense test from the control room. :)

I don't know what your time is like, but I'd be curious to see a shaman in action. But in the end, you have to have fun playing the character. If you want to keep Sariana a monk, we can make the divine stuff work with minions.


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

Just so I'm not leaving my buddy hanging,

Are we definitely saying no to a new player, as a group?


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

That would keep Sari from having to change her build. I'm not against the idea.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

I can go either way. If we prefer not to recruit then I'll go 1 monk/x shaman. Or we can get someone else in. No skin off my back either way.

Would need a ruling on channel energy though. As a Life shaman I'd get to channel positive energy, how would that work now I'm undead?

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

Well... having taken a look I can do some pretty crazy stuff with a Spirit Guide Oracle. Get a good chunk of Shaman versatility (including curative stuff as needed), and still be an oracle with all the goodness that involves. Lunar Mystery for the ties to wolves and other beasts in the night - I can bring a full wolf companion along as well (and possibly slap Cha onto my AC twice...).

Lots of potential. I'm kinda excited about this as a build. With one level of Dragonscale Monk I can stay pretty competent in combat too.


Haruk wrote:

Just so I'm not leaving my buddy hanging,

Are we definitely saying no to a new player, as a group?

If you know someone who is interested, feel free to invite them. It would provide some more flexibility, regardless of whether or not Sariana wants to rebuild.

Sariana Nightsong wrote:

I can go either way. If we prefer not to recruit then I'll go 1 monk/x shaman. Or we can get someone else in. No skin off my back either way.

Would need a ruling on channel energy though. As a Life shaman I'd get to channel positive energy, how would that work now I'm undead?

Positive energy would harm your, so probably not recommended. Considering the number of undead PCs 'healing' probably doesn't need to be a major focus.


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

Yeah, I have a wand of infernal healing specifically to help our undead PCs :)

I'll invite my buddy tomorrow, as he's likely asleep at this hour, lol


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Huh. Interesting. Just realized Life Link's Healing and Damage is untyped. It works the same regardless of whether the target of the link is Undead.

So ShamanSari could heal Albrekt and other Undead too. Neat!

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

If we're inviting a new person who will fill the divine slot I'll stay as I am to avoid confusion. Going to file the idea away though - it has potential I think!


Male Human Expert 3

Hello! I am said potential player. :D I'll have to look over the build rules--has much changed since the recruitment?

I'm planning on playing an oracle of some kind, but details are still fuzzy. I'm guessing from glancing at things that a corrupted faerie dragon oracle wouldn't be acceptable, though. :D Thinking of maybe a kitsune or a tengu--how much 3rd party content is permissable?


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Generally speaking, we have been keeping to combinations of classic fantasy themes, and classic villain themes.


Welcome aboard and thanks for the interest.

Xanos Doom wrote:
Generally speaking, we have been keeping to combinations of classic fantasy themes, and classic villain themes.

Pretty much this, but there is some flexibility.

Starting level: I think everyone is 7th level
25pt buy
Races: Nothing weird. Standard races preferred.
Alignment: LE preferred.
Hp: Max 1st, 1/2+1 HD all others.
Starting wealth: Say 12k worth of equipment to start. The PCs have consistently been behind on the wealth curve. If someone wants to tabulate what their gear is actually worth, that would be great, but I don't think anyone really has a ton of expensive gear.

Regarding 3rd party stuff, it's pretty much on a case by case basis. Just run it by me first.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

I've got practically nothing - not sure about everyone else. Luckily monks are gear light :)


Male Human Expert 3

Hmmm... werewolves are pretty classic, and I do have three different 3rd-party rulesets for trying to make lycanthropes on-par with normal characters... Bite Me, Lunar Knights, and... ah, here it is! Lords of the Wild, which is the one of the three I'd probably prefer.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

The AP has rules for playing werewolves built into it. From what I understand it's similar to the rules Al and Sari are using for Vampires. Basically a feat chain.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

As said before we've gone with plenty of the classic themes for this AP - personally speaking I'd like it if we kept going that way. Werewolves are cool, corrupted faerie dragon (while an awesome idea) seems a little out of the box!

Come join us in feat chain misery! :P


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

I asked in a FB group I'm in, and the sole response is that there's no rules for playing a werewolf in the AP.

As I assume Fang has the books, perhaps he can shed some light for us.


Male Human Expert 3

I'm a bit known for my out-of-the-box characters. :D But werewolf is good for me, if the GM can provide clarity on what rules I should use for them out of the many options.


Werewolf template is only CR+1, so it's fine. There's no specific feat path laid out in the way of the wicked campaign books for it (just for vampires and liches). But to keep it in line with what is required for the vampires, let's just call it a 3 feat tax to gain the template.

Anything from the 3rd party sources, might be fine. I assume it would mostly just be specific feats, so just run it by me first.


Male Human Expert 3

All right! I'll probably have some questions tomorrow.


For what its worth - found a source which might be useful when working out the Werewolf:

Werewolf Home-brew

On a side note we'll need to convert Rose's old chamber to a kennel ;D


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Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

That will be easy. Just take out anything that can be chewed up and layer the floor in parchment.


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I now have a mental image of one of Xanos' hands playing catch with our new werewolf :)

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

So we captured the brawler, the priestess and someone else...

Who did we kill? I've lost count!


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

The Corruption rules from Heroes of Horror are the Paizo official version of a more modular/player friendly Lycanthrope template.

My suggestion would be to use the Vile Corruption rules (to emphasize the downsides of the affliction, so it isn't just a pile of kewl powerz), but ignore the part about the character becoming an NPC at stage three, and also allow feats to minimize, remove, or control the Stain drawbacks.


Male Human Expert 3

An interesting thought. I've PM'd the GM my prefered idea, waiting to hear back on it.


Sariana Nightsong wrote:

So we captured the brawler, the priestess and someone else...

Who did we kill? I've lost count!

There were 5 in the adventuring party. You killed a dwarf (Yorgun) and the party leader (Hallack).

Xanos choked out the Cleric of Mitra, (Sister Marta), you captured a half-elf bard (Bianca) and the Punchy guy (monk) surrendered (James).

Also while I'm thinking about it, I will just note that you all recognize that the Cleric is dressed in the garb of a battle sister of Saint Cynthia-Celeste, the large Mitran Abbey found in Farholde.


Male Human Expert 3

Okay, I've got how to build my character decided on, I'll try to get him put together quickly.


Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

Okay, here's the beginnings of an alias. I've just thrown everything in Hero Lab thus far, and while I do have some ideas for background (basically, picked on as a kid for being half-orc, turned to Asmodeus in secret, then 'recruited' by a werewolf that attacked his small village) I haven't put them in writing yet. It's bed time now, but I'll work on this more tomorrow.


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@Umurn: Cool concept - fits nicely into our Monster Squad feel :)

Re: his faith - Asmodean's are fine and all (bit stuffy for my liking ;), but following Jezelda, Mistress of the Hungry Moon would be bloody apt no?


Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

Asmodeus fits the themes of the campaign better, I think. :D And he's deliberately not your typical savage werewolf--he's cunning, calculating, and believes that strength can come as much from magic, deception, and leadership as from muscle.

I tweaked one of his domains because I realized the Fire domain could make him hellhound-flavored, and I like that idea. I think he's pretty much ready unless you want me to write his backstory out in detail.

How is he going to end up joining the party?


Umurn's build seems fine at first pass.

As for dropping the PC into the party. Normally, we kind of just get the replacement teleported in, but the current situation prevents that.

Just out of curiosity, do you have any previous familiarity with the way of wicked campaign. Just looking for a baseline of how much background I need to fill in to catch you up.


Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

Ummm... I read the player-focused parts of the preview doc, and that's about it.


@Molasbar: You still tracking the Horn gained loot chief?


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

The value of the gear and such is 9,629 gp. The sale value is 4,864 gp, 5 sp. How many ways are we splitting it? Are we sending someone to town to cash in for us, or are we going to wait until we get more?

For reference, this is what we collected: breastplate, +1 heavy wooden shield, +1 longsword, composite shortbow (+3 Str), +1 chainmail, heavy steel shield, masterwork longsword, +1 large warhammer, masterwork studded leather, masterwork thieves tools, light crossbow, masterwork lute, mithral chain shirt, about 100gp in mixed coins and 5 potions of CLWs.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

I'd like to save those potions. Also, that large warhammer is rare enough that I think it's worth hanging onto for Grumblejack or any Large monstrosity I might make.


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |
Molasbar wrote:

The value of the gear and such is 9,629 gp. The sale value is 4,864 gp, 5 sp. How many ways are we splitting it? Are we sending someone to town to cash in for us, or are we going to wait until we get more?

For reference, this is what we collected: breastplate, +1 heavy wooden shield, +1 longsword, composite shortbow (+3 Str), +1 chainmail, heavy steel shield, masterwork longsword, +1 large warhammer, masterwork studded leather, masterwork thieves tools, light crossbow, masterwork lute, mithral chain shirt, about 100gp in mixed coins and 5 potions of CLWs.

Retaining the +1 large warhammer and five potions of cure light wounds as party loot, that takes us to 7,067 gp, with a sale value of 3,583 gp, 5 sp.

Do we include Rose or Umurn in the split? Are we using any part of the split towards facility upgrades?


Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

Hmmm... reading a bit more, it looks like there was a failed mission to this location before? Perhaps Umurn could be a survivor of it that the party discovers?


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

That might work, but you'd need to have a good reason for not being a Wraith right now.

Maybe you managed to escape and have been surviving in Caer Bryr while your negative levels slowly healed?

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