The Inheritors Mark (Inactive)

Game Master Johnnycat93

Souls: 1101

Player's Handbook

Map

Firekeeper Shandara HP 3(20)/23
Norowas HP 35(4)/35; 2 pts CON burn


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Spooky Skeleton Scarecrow

You all use the group souls labeled in the campaign info.

Altair I can't find anything beyond Aid Another for assisting climb, other than trying to pull him out that is. If you know of something can you provide that info?


Male Human of Smog HP27/27 AC19/14/15 CMD:17 CMB+3 Init:+4 Perception:+8, Fort:+4 Ref+8 Will+4 (+2vPSN) Spellpoints: 4/7

No, what I was saying is that the DC would change as the act of removing yourself from a hole is going to get easier with help.

The base climb DC to escape the situation that is.

Regardless we both rolled horrifically so the point is moot.


Spooky Skeleton Scarecrow
Altair Mooncalf wrote:

No, what I was saying is that the DC would change as the act of removing yourself from a hole is going to get easier with help.

The base climb DC to escape the situation that is.

Regardless we both rolled horrifically so the point is moot.

That seems reasonable as well. I might go with that if you work together again.


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

GM FYI I have 2 Con burn which is a -1 penalty, x4 HD. So I should be at 35/35 hp.


Male Human of Smog HP27/27 AC19/14/15 CMD:17 CMB+3 Init:+4 Perception:+8, Fort:+4 Ref+8 Will+4 (+2vPSN) Spellpoints: 4/7

Far as I can tell the only Extra-sense that is called out as negating concealment is blindsight. Tremor and blind sense pinpoint where an enemy is but don't have the sensory accuracy to let a creature fight as if it could see the for it is fighting.
Scent also has rules for how the "Pinpoint" effect works

Scent:

Scent

This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

I do agree that the tremorsense stuff could use some clarification though. And I can certainly see where your thought on it penetrating concealment would come in.
Regardless I'm fine with either way you rule.

@Norowas
Actual Con burn?
The buffs are nice but thats not a kind mechanic at all.


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

The Con burn is not ideal, but I don't have to use Burning Lore. I can just cast things as is and have no chance of backlash. And when I get to I think it's Level 7 I can make others suffer the backlash instead of me (either allies willingly or enemies with a failed save). So I should be alright. I won't get too crazy with it. But when my spell pool is depleted I can use an 8 CL hail mary (which could be pumped up with souls, in dire situations).


Spooky Skeleton Scarecrow

I really wish the stealth rules in this game weren't such hot garbage...

For the sake of simplicity we'll go with tremorsense letting him pinpoint your square but not ignore concealment.


Male Human of Smog HP27/27 AC19/14/15 CMD:17 CMB+3 Init:+4 Perception:+8, Fort:+4 Ref+8 Will+4 (+2vPSN) Spellpoints: 4/7

Hah. Man the last game I played in with a Thaumaturge is one of those things I don't think I'm ever going to forget.
Every single time he powered up a spell with backlash it triggered. And every time it happened the random effect turned out to be drastically more beneficial than his base spell would have been.
Its funny because excepting the times he's kissed by the gods of dice the person running that character can't roll higher than a 5 on physical dice.

I recall that Thaum's are rather lean on new spheres/powers to make up for the ridiculous number of class advantages they have.
It looks like you are going to have quite a lot of fun with the Demon hunter trait and its floating magic talent.
Not really sure how going hollow is going to work for you though.

EDIT:
Yeah the stealth rules in pathfinder are junk.


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

I was going to take the Demon Slayer trait but instead I took the one that gives a diplomacy bonus and increases morale bonuses I give. It seemed to fit the flavor better (and will at least help a little when I get Inspire Courage).


Male Human of Smog HP27/27 AC19/14/15 CMD:17 CMB+3 Init:+4 Perception:+8, Fort:+4 Ref+8 Will+4 (+2vPSN) Spellpoints: 4/7

err.. hate to break it to you but Inspire courage isn't a morale bonus.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Now if you happen to have a spell that grants morale bonuses then great. Otherwise that particular trait feels rather weak when held up against some of the other options.


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

Yeah, I was referring to the saving throw bonus which is, admittedly, pretty weak.

I could get the Flagbearer feat maybe--if I could buy (or craft) a Banner of Ancient Kings it would actually synergize really well with my Bard Demi-Gestalt. As is now it is much worse than Demon Slayer, it's true.


Spooky Skeleton Scarecrow

RIP in peace ;_;

He was a 6th level earth kineticist for those who care.


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

Actually, now that I've thought about it more, it does make more sense for me to take Flagbearer as my third level feat instead of Sphere Focus (Hex). I chose the latter originally when I had Dark Fog, but I got rid of Dark Fog when I saw that was Altair's shtick. So now my feat literally does nothing. So maybe I can retrain it out when we get a level up, or if it's not too late maybe I can switch out Sphere Focus for Flagbearer now? It wouldn't have had an impact on the battle (besides giving everyone a +1 to attack), and mechanically I would just have to use a buckler instead of a heavy shield (so I could hold the flag when I use my Lightning Sphere and Dark Bolt).

Is this ok? I won't ask for any other "rebuilds" and I usually catch these things, but I made my character late one night and missed it.


Spooky Skeleton Scarecrow

Have you used Sphere Focus in gameplay at all yet? If not, then you can change it.

Also, pretty sure you could get away with a light shield.


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

Nah, I haven't--I literally don't have any powers that could make use of it, lol. Ok, I'll make the changes and update today. Thanks again!


Male Human of Smog HP27/27 AC19/14/15 CMD:17 CMB+3 Init:+4 Perception:+8, Fort:+4 Ref+8 Will+4 (+2vPSN) Spellpoints: 4/7

*shrug* Dark fog is great and I have no complaints if you choose to obtain it later. Altair can see through fog so he'd be much more lethal if someone else could drop fog clouds on people while he butchered them with pouncing sneak attack.

Appologies if it seems like it but i'm not ragging on you about your trait choice but pointing it out for Spooks that the trait in question is discernibly inferior. The campaign traits are supposed to be exceptionally potent and that one is not. So the next time he does a pass over of edits and tweaks to this material it might be one to consider boosting.


Spooky Skeleton Scarecrow

It's good for Barbarians and buff casters.

That said, it was replaced by the following for the second table:

Deep Speaker:

The deep was originally a peaceful and sacred place, but became the final rest for many abhorrent things. This tale of the Deep offers protection for those who worship amidst those horrors.

The natural order of the deep is one of silence and total parity. Only in the end, with the coming of mankind, did that change. Voices broke across the surface of the deep, rousing darkness from its stupor. In that moment those present were to able glimpse the smallest fragment of the deeps true nature, granting them profound understanding of its realm. Deep Speakers often adopt a grand narrative, a philosophy to ward away the madness beckoned by the grotesqueries at hand and to ensure that they do not falter in their duty.

You gain the limited ability to draw upon magical arts through deep resonance. When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere abilities casting time, only the action used to maintain concentration. To do so you must be able to speak in a loud, clear voice. Using this ability alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.

While human, whenever you use a spell or ability that grants your allies a morale bonus, that bonus lasts for 1 round longer than it normally would.

In my defense I wrote Dark Hero when Dark Souls 3 was just announced and that's what they were calling the protagonist. I didn't really have much to go on.

At some point I'll give a survey to see what system tweaks you guys would like to see and I'll do everything in one sweep.


Spooky Skeleton Scarecrow

What are we doing folks?


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

I think we wanted to go back to the giantess with the Abbot's body and ask about burial rites. Then head back down into the cavern that he was guarding.

Right guys?


Female Human Sorcerer 4; HP 03/23; AC 15/13/13; F: +2 Ref: +3 Will: +5; Spell Points:11/12; Perception +5; Initiative +2;

Yes. Sorry my grandma died friday. Still dealing with that

-Posted with Wayfinder


Spooky Skeleton Scarecrow

I'll give till tomorrow if anyone wants to add anything before moving back to the giant.


Spooky Skeleton Scarecrow

Just waiting for someone to perform an action. I want to make sure I'm not moving anyone ahead before they're ready so I usually wait for something along the lines of "I do x".


Spooky Skeleton Scarecrow

Bump


Spooky Skeleton Scarecrow

How does everyone feel about things recently? I'm not entirely confident with how I've been progressing things.


Female Human Sorcerer 4; HP 03/23; AC 15/13/13; F: +2 Ref: +3 Will: +5; Spell Points:11/12; Perception +5; Initiative +2;

Been doing fine


Spooky Skeleton Scarecrow

Posting delay for work, sorry folks


Spooky Skeleton Scarecrow

Bumping to see if Altair or Orntorias can check in


Spooky Skeleton Scarecrow

This is a final call for Altair or Orntorias. Otherwise I'll have to remove them from the game.


Spooky Skeleton Scarecrow

Unfortunately it looks like I'll have to remove Orntorias and Altair from the game.

Shandara and Norowas, how do you feel about continuing? Since you're both relatively new I'm willing to hear if you would like to change some things ore start anew.


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

I'm interested in the setting and the characters and I'd like to continue. As far as continuing from this point or starting over, whatever would be easiest for you from a story perspective. I know it's a lot of work to DM.


Female Human Sorcerer 4; HP 03/23; AC 15/13/13; F: +2 Ref: +3 Will: +5; Spell Points:11/12; Perception +5; Initiative +2;

It is indeed a bit difficult if they both disappeared. :/

Do you want to start over, or perhaps fold us into the other group?

-Posted with Wayfinder


Spooky Skeleton Scarecrow

Folding you over would bring the other table up to seven which I'm not entirely comfortable with.

Because you guys don't have a lot of stuff established in-universe, I think the best thing would be to open the recruitment yet again and start from the beginning. It's not a question for workload for me, I just want to make sure you all enjoy yourself.


Spooky Skeleton Scarecrow

Any further considerations?


Spooky Skeleton Scarecrow

It's been a week so I think I'll be marking this one as inactive.

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