The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


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HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Non-lethal also recovers at 1 point an hour, unless it's starvation damage or something. Hopefully you'll be back to normal before the fight.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
--Sandman-- wrote:
Non-lethal also recovers at 1 point an hour, unless it's starvation damage or something. Hopefully you'll be back to normal before the fight.

It's even 1/level/hour unless I'm mistaken.

Alas, I assumed(most likely correctly) that I'm not healing that while IN the sweatbox.

But aye, as said, I worked under assumption that I'm back to full health before we catch up, as it seems reasonable, and, as said, all damage was nonlethal.


Curse of the Crimson Throne Roll20

Correct on both accounts. Even if not in the heat, the sweat box is not enough space to rest and recover. However, between the approximately 12 hours of time between being released from the sweat box and being called to assemble on the poop deck, you would have healed 12 points of nonlethal damage naturally.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Healing Nonlethal Damage wrote:
You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

24, even. We did get to level 2. So even without Sandmans or my magic, I would have been well healed up long before we closed in :)

But thanks for the clarification.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

So, not sure if this is still relevant, but I saw a post from Rhillum on the Roll20 map that he cannot post to Paizo's site. I am not sure if that is old news, but wanted to drop a note in here just in case.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Strange. I wonder if he did something that made the moderators ban him. I hope not. Those kinds of things are pretty rare around here.

In any case, it doesn't look like he will be back any time soon. Guess we'll have to phase him out like Aerel


Curse of the Crimson Throne Roll20

His account got corrupted a few months back and he couldn't make any new posts. I believe that was fixed and his message on roll20 is old, but I haven't looked at roll20 since earlier this morning and I wasn't looking at the comments. I haven't heard from him since he mentioned having to go to the hospital, but I'll email him and see how's he's doing.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I posted my last action before taking a look at the map. Please ignore the part about going up the stairs.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

I've been compiling a list of feats that I think would work well for Fargrim and his fighting style. Here's a couple of the ones I like...
- Darting Viper (Reduces swapping time on dorn dergar from Move Action to a Swift Action)
- Cleave (Always fun!)
- Combat Expertise (Great w/ Reach weapons)

This will essentially take me up to 7th level worth of feats. I'll probably pickup Combat Expertise with my Bloodline feat selection. I'm wondering if you fine folks maybe have some suggestions that might mesh well with the group too?


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I would recommend against cleave. It's way too circumstantial. Enemies don't often line up conveniently.

On the other hand, Cleave is a prereq for Cleaving Finish, which is incredible.

Also, I'm guessing you mean Combat Reflexes, which is super awesome. Combat Expertise kinda isn't.

You might consider Cornugon Smash. Being able to pass out Shaken on hit would be a great way to help set up enemies for a hex or spell.

If you do pick up Cornugon Smash, Hurtful is a good follow up feat.

Because you're an Arcane blood rager, taking Extra Rage Power and picking up Disruptive (and Spell Breaker later on) would compliment your bloodline powers nicely.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Yes... I definitely meant Combat Reflexes. Combat Expertise is... just...wrong.

You actually make a good point about Cleave, though Cleaving finish looks nice. Especially with a Reach weapon.

Hurtful/Cornugon Smash looks like a very nice combo. That is definitely a way to go to be helpful for all the witches!

Would Extra Rage Power work for Bloodragers to gain an extra feat?

Also, I'm pretty disappointed with the lack of water based armors. There's appears to be 3-4 that would be applicable to Fargrim. I need to boost his AC a bit so I'm not taking hits like crazy. GM would it possible at looking into Armor of the Deep as a breastplate version instead of Fullplate?

Weapon enhancements... I'm looking at Furious, Seaborne, and Cruel (If I go the Hurtful/Cornugon route). I'm thinking Seaborne might be the best one to add first after the standard +1 bonus. That way I can still fight just as well underwater as I can above. Other than dealing with Swimming penalties and the like.

Again, any other suggestions you folks see as a good investment for Fargrim, I will gladly look into. I have never done a sea/water-based campaign before and have very little experience with water-based combat.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Something I always liked for my martial characters, and which has not come up, is Furious Focus.
In melee, there's still plenty situations where you will be unable to full-attack, either needing to charge or move/attack.

I actually play a ragecycling Barbarian/Twohanded-Fighter/Oracle in a Home group, using Furious Finish with Power Attack Vital Strike triggering Felling Smash, and also got greater Trip.

Basically he can charge stuff every round, smack it good, possibly fell it smacking it again, then smack it again if it tries to get up, or full attack it while prone.

That first attack is charge+furious focus+full bab+rage...quite likely to hit. Trip uses the CMB(also quite high), and the other two are AoO using full attack bonus(minus the bonus from furious focus).

I would not suggest trying to go the same path...as the campaign world is very low-fantasy and most things we are up again is in a size class that allows tripping, but I would definitely suggest you find a way to utilize a standard action to great effect. Even if you do pick up pounce, you will not always be able to charge at the target that makes most sense to hit.

The same is true for Cornugon/Hurtful Combo though...quite a few things will become immune to the effect eventually, but it's still sweet for cleaning out mooks.(My Inquisitor of Gorum uses this style...)

Regarding Weapon Enhancements, it's a pity the unchained barbarian is using untyped bonis. Otherwise courageous would be really sweet...(using +2 furious/courageous oversized falcata for my barbarian...), still, lets first get to the point where we get to add something beyond +1 and take a look then, see what makes sense :)


Curse of the Crimson Throne Roll20

You can add any armor enhancements to any sets of armor as long as they qualify. I would not limit it to only the examples used. So yes, you could get Armor of the Deep on a breastplate.

You don't get access to Rage Powers, so you can't take the Extra Rage Power feat. However, your bloodline grants access to the specific feats (Disruptive and Spellbreaker) mentioned anyway. I think I remember that there is a way to get extra bloodline feats, but I'll have to see if I can find it. I don't remember what it is off hand.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Bloodragers don't get rage powers? I thought they did. Am I thinking of some archetype?

Edit: yep. Primalist. Awesome archetype.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
--Sandman-- wrote:

Bloodragers don't get rage powers? I thought they did. Am I thinking of some archetype?

Edit: yep. Primalist. Awesome archetype.

Primalist is too good, because by swapping for rage powers you OUTCLASS a pure barbarian. Which is also why it's banned in organized play.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Caster/martial disparity, etc.

I don't see an issue personally. If there isn't a barbarian in the party with the Primalist no one is getting their toes stepped on. The Primalist isn't overpowered. It's existence is just another example of how even the barbarian, the strongest martial class, still needs some boosting.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
--Sandman-- wrote:

Caster/martial disparity, etc.

I don't see an issue personally. If there isn't a barbarian in the party with the Primalist no one is getting their toes stepped on. The Primalist isn't overpowered. It's existence is just another example of how even the barbarian, the strongest martial class, still needs some boosting.

No, you don't understand.

"At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers."
He matches up with the "martial" class and stacks on top. If he simply always trades for the rage power, he loses nothing on the barbarian, but gains a lot.

It's not so much a question of disparity, as of "barbarian is a clearly inferior option".


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Exactly.

The Bloodrager isn't overpowered. The barbarian is underpowered. That's the case across the board for all martial characters.

It's not really a numbers thing. Barbarians are fine in that regard. It's about breadth of options, and ability to effect wider aspects of gameplay.

When the Vivisectionist came out, there was a big outcry because it made rogues obsolete. It wasn't that the vivisectionist was too powerful. It was that the rogue was clearly the inferior option.

The thing is, the rogue was always the inferior option. The vivisectionist just made it extremely clear, and finally gave an option for a character that filled the same mechanical niche and had enough other tricks to effect the story broadly.

The Primalist does the same thing. It is what the unchained barbarian really should have been.

Classes like the Vivisectionist and the Primalist aren't the problem. They just highlight problems that already exist, and give options for how to not have to deal with those problems.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

The problem is, you can't just introduce superior alternatives that do exactly the same thing, with no drawbacks.
That leads to power creep, hence why it's banned in organized play.

Barbarians are martials, but they are most definitely not underpowered if played right. I assure you, a ragecycling pouncing barbarian is nothing to sneeze at.

My home group one would autokill any team member on a crit, not needing to roll damage. That means most level-adequate encounters are also rather vulnerable. And regularily roll for massive damage.

Nah, Barbarians are fun and fine, they just needed a few tweaks that were often already in the houserules(like temporary HP from rage)...


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17
The Many-Faced GM wrote:

You can add any armor enhancements to any sets of armor as long as they qualify. I would not limit it to only the examples used. So yes, you could get Armor of the Deep on a breastplate.

You don't get access to Rage Powers, so you can't take the Extra Rage Power feat. However, your bloodline grants access to the specific feats (Disruptive and Spellbreaker) mentioned anyway. I think I remember that there is a way to get extra bloodline feats, but I'll have to see if I can find it. I don't remember what it is off hand.

Excellent! I figured that standard Bloodrager wouldn't get access to that feat, but figured there was something I may have been overlooking.

Also, while I love some of the amazing rage powers out there; for Fargrim, I would gladly take the Arcane powers over the rage powers, but that's just me.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

You're equating damage potential with power. They aren't the same thing

Barbarians are fine in the damage department. They can dish out punishment better than pretty much anyone. They still can't Teleport, or Fly, or cast spells like Locate Object, Speak With Dead or Legend Lore.

What actual power is in terms of gameplay is the ability to affect the narrative. It is a narrative game. Because of that the most straightforward expression of power is doing things that change or drive the narrative. When you frame the discussion according to that metric, it quickly becomes apparent that most martial characters don't have abilities that faccilitate narrative change. That automatically means that martial characters have to be reactive and not proactive.

Barbarians pretty much have to wait until stuff happens around them in order to bring their best abilities into the story.

All of a wizard's best abilities make the story happen.

That's what the caster/martial disparity actually is.

You could give a barbarian rage cycling and pounce for free at level one, and even toss in Mythic ranks every four or five levels and the barbarian still couldn't effect a story the way a wizard can.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

you are mixing up utility and usefulness.

While there is definitely groups that play a very narrative-focused game, in most adventures, combat DOES come up.

In most groups, combat IS a important part of the game experience. It is also the part mostly responsible for party deaths in the form of TPK.
(Traps only get single members for careful groups, narrative deaths often feel scripted unless pulled off very well by the GM.

As such, from its whole build, pathfinder IS a very combat-centric system. There are others which are significantly better suited to a narrative-driven experience.
Thats not to say narration is not very important, it is in all ROLE playing games, but more often than not, combat will take place.

While wizards and co definitely have the power disparity on their side, and more utility, that does not invalidate a pure martial character, ESPECIALLY if they are played well and put those skill points to good use.

As for actually AFFECTING the story, totally depends on the story. Maybe you need a champion to battle the enemy war hero on the field, to raise the morale of the troops. A Disintegrate may be effective, but it's hardly going to work as a rally.

All that said, it was not the point. The point is that you have 2 classes, one of which gets everything the other does, while the other one is missing out on quite a bit of stuff. No point at all in playing one of those classes then, except when the narrative fits. So, no more barbarians, everybody is a bloodrager primalist. Every single Barbarian on the planet suddenly learned to cast spells.
Doesn't quite work for my suspension of disbelief. That's what I take offense at, NOT at the fact that casters have better out-of-combat utility.

If there is a Wizard, and a second class that exactly duplicates the Wizard but gets 10HP/level, 3/4th BaB and a ups fortitude save to good, there's be no more reason to play regular wizard. See? It works the same way for a caster class.
And I am opposed to that kind of power creep, if you feel that martials are pointlessly outclassed in your games, throw them a bone...I find that the narrative can do a LOT to address that, by allowing the martials to shine with the kind of utility THEY can do. Less flexible, to be sure, but in my experience, most people playing martial are quite fine with SOME spotlight out of combat, getting to shine IN combat instead.(and combat will, inevitably, happen).


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

A class that is "a wizard who can fight too" definitely would be power creep. A class that is "a rogue who can do some magic stuff too" is not power creep.

Combat is a bad metric for comparison. You 're right that it is A combat heavy game. Because of that, it is actually pretty hard to be flat out bad at combat.

What you are calling Utility is the driving force of the game. Characters who don't have much of it often take a back seat to those that do. Some of the utility gulf can be addressed through roleplay, but that is dependent on a very creative, driven player and a permissive GM. It's also with noting that when that happens, the people at the table are actively playing around the mechanics instead of with them.

I think it is great when people do that, but in a discussion of how the game is designed it muddies the waters.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

If you call it "driving force" of the game, I should say that I vastly disagree with that.
I dislike putting a narrative focus on the wizards utility, for several reasons...

First and foremost: The player may be absent. If the party depends on resources of the party caster to have a chance to progress in the story, that is bad design in my eyes.

Secondly: The party caster may not see the same creative solutions with his resources that you as GM intend or see, or may misunderstand some tools at his disposal(e.g. recent example of a failed bypass in a home group: think Dimension Door needs LOS), or simply not be experienced enough to know which tools he should aquire in terms of utility.

Thirdly: To put pressure on players, it's common to put some sort of timer on objectives...and the caster may simply have the wrong utility spells prepared to progress(or in case of spontaneous ones, may not even have the relevant spells).

As such, I'm all FOR caster utility allowing to bypass things, to make things easier, to help drive the plot forward. I love playing casters myself. But I'm vehemently opposed to make caster utility "the driving force" and not implement alternate approaches for the party to take.

To use a real world metapher: Sure it's easier to make a 1500 mile journey by plane. But I definitely make sure there's a train route, an overland bus route, and a car available, too. And if the party wants to go charter a boat, then I'll roll with that, too.
If as a GM you cater exclusively to casters, disregarding the other party roles, then that muddies the waters, too. There's plenty of chance to let people shine in roleplay(face), use skills(skill monkeys), combat(martials)...a proper caster may dabble in most of those in some ways, but letting them outshine everybody else all the time? That's bad GMing in my book. Everybody should get their time in the spotlight.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

I think we are really talking about different things here. Our discussion has ranged through damage potential, mechanical potential to affect the narrative as a player, roleplay potential to effect the narrative as a player, and now onto story design as a GM. Its really hard to have a discussion about the differences between classes when we keep moving the goalposts all around.

Lets let it drop for now. This discussion isn't really important to this game. We're all having fun with what our characters can do. That's the most important thing. If we want to keep the discussion going, we can make a new thread on the General Discussion board.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

True that. It's fun discussing, but really not relevant. I merely attempted to point out understanding WHY the primalist is a banned archetype.
Was not meant as a kickoff comment for caster utility/martial validity, merely as a statement of "duplicates another class and does everything better", and voicing my opinion that I'm not fond of that kind of game design.

But as you said, the most important thing is that everybody has fun, same reason these games don't follow organized play rules, and home groups do house rules.

@GM: On a more relevant matter: I think GM voiced intent to email Rillum: Was there any response?

I definitely still hope he and Rhemus come back, and find botting them for the time being is a good step to give them a chance, but experience on these boards makes me unsure if that hope is justified...


Curse of the Crimson Throne Roll20

I have emailed both Rillum and Rhemus but I have not yet heard back from either of them. I'll give them another day or two and then will talk about replacing them.


Curse of the Crimson Throne Roll20

Rhemus is unable to continue. I have not heard from Rillum but will assume he is unable to continue if no response by tomorrow night. If you have any recommendations for replacements, please let me know.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I'll ask around and see who might be interested.

Are we looking for one player or two?

Sovereign Court

I happened to be following this thread and would be delighted to throw my hat in the ring if you don't already have someone ready to pick up for your missing companion.


Curse of the Crimson Throne Roll20

Two additional players. I think one should be skill focused and one should be divine, but it's really up to you guys. It's a fairly unusual group so really anything is possible.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Well it looks like we have a stowaway...

I just took a look at Jessie's PbP posting history for a few of the games he's in and I like what I see. I have no objections to him joining us.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I agree with a skill and a divine char. Baltzar can cover for Divine a bit, and we have plenty of healing, so it could be an interesting opportunity for someone to play a evil cleric and channel negative energy(albeit with selective channeling)...just putting that out there.

And yep, we'd need a skill monkey beyond the one Baltzar already has ;) I think Rillum covered for the rogue-jobs somewhat.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

On a completely unrelated note: Could it be we were stupid to storm the ship? With the captain and officers joined in battle, we would have had a chance to make off with the wormwood, disengaging the Man's Promise and sailing off with what allies we managed to include in our plan, stranding our officers on a different ship that they have to take fighting, and possible would end up with too little crew to sail properly.

Would not even have had to fight most of the officers...(something I still don't feel confident about)...


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

If the ships officers wouldn't be able to sail the Promise with their numbers, why would we be able to sail the wormwood with ours?

Also, I think ship chases are based on a series of profession sailor checks, so Harrigan would be able to catch us pretty easily.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Not so sure. We could have pretty much most of the "regular" crew on our side, helping.

Which also means the Profession Sailor Checks could easily go in our favor, if it's in everybody's best interest to "win" and they assist our helmsman as best they can.
With a +2 per assist other, we could make up quite a bit of level difference.

It's too late anyway, just wondering if thats what the AP actually expected of us.
Because I kind of don't see a real other option...if the two ships sail together, we would STILL have to run away and prevent Harridan from catching up.
If the two ships split up, we would be lucky to get everybody into the same crew, and/or that would mean most of the officers would stay on ONE of the ships(e.g. because of positions to fill...e.g. doctor or you, cook or rhemus, ...), which would just set them up for a mutiny.

Just musing, but I'm considering what will happen after the battle, as if that outlook is not in our favor, we would need to act before then.
We could also try and raise our crew now, to backstab the officers, and work together with the Rahadouni...but the officers are battle-ready and prepared, and I'm not certain the enemy officers are equally-though, or understanding, for that matter...

Sovereign Court

I did a little reading on the GM's recommendations and your needs, and here are the concepts that I've been fleshing out. If your GM approves of having me in the group and you like any of these characters in particular, please let me know and I'll change it from a concept to a full character alias.

Character Concepts
MOANA (skills) -- Male seascarred (wereshark-kin) ranger (freebooter, skirmisher). This character is a hunter and pirate who is comfortable in the thick of battle. He also has survival skills and knows how to deal with traps and manacles (having been a prisoner more than once in his past). An excellent swimmer and good at stealth, too. No spellcasting abilities, but a solid combatant. As you may note from the name he has some Maori inspiration and would be an "islander"-type of character.

SERRISS (divine caster) -- Male lizardfolk shaman (witch doctor). Rather distant, doesn't talk much. Not a lot of hexing, because he can channel. Kind of a mixed-bag caster with some melee combat support ability. He has few moral opinions about the world of the non-scaled, as he is a survivor, not the kind of creature to get involved in "causes."

JOHARA (skills) -- Female human bard (dervish dancer). An escaped slave who does sword dances. Has a multitude of skills and some minor magical talents. Surprisingly young, but with a lot of "baggage" from her character history, that makes her alternate between fiercely loyal to her comrades and frighteningly vengeful to those who have wronged her. Her interactions with party members would depend on how she sees them as friends, confidantes, surrogate family, or marks. Could potentially multiclass into monk.

HARDIN SWAMPFOOT (skills) -- Male halfling bard (juggler). A bizarre character who fits firmly in the "scary clown" camp. Wears a mask and has a very grim sense of humor. Constantly tells fake stories about his past. Sort of like a cross between Heath Ledger's take on the Joker and Kyoami, the insolent jester from Kurosawa's "Ran."

HANZO TAKEDA (skills) -- Male human ninja. A scruffy, tired-seeming fellow who has gone pretty much as far as you can get from Minkai, where he used to be part of the dirty tricks squad for a minor warlord who was killed. This is a deliberate riff on the historical personage Hattori Hanzo, except he is not really a heroic character. Skilled in stealth, locks, traps, deception, disguise, infiltration, and stabbing people with poisoned implements that don't seem like weapons.

LOT CASNEG (skills) -- Male human rogue. A blade-for-hire from Daggermark. Left that city because if you are a killer for hire there, eventually you make enemies, and he made an enemy that he'd rather not face. This character is Lawful Evil, very much a professional contract killer, who would likely wind up in the assassin prestige class. He would be the kind to attach himself to the party leader as a right-hand-man/problem solver/functionary, and be completely dependable (lawful), but also ruthlessly pragmatic in eliminating the group's problems (evil).

ORONO THE BLACK BRIDE (divine caster/skills hybrid) -- Female human hunter (verminous). This is a pretty messed-up character, who is a huntress with a giant spider companion. She really kinda takes the creepy huntress thing to extremes. As a hunter she has some selection of divine casting, but it's as kind of a 2/3 caster with a weird list. Stealth skills as well, and traps because it fits the trapdoor spider/web/poison theme. Probably there would be party interactions of the form "Dammit, Orono is being creepy again."

You'll note that some of these characters are not exactly "hyper-optimized" concepts. I generally don't play that way, but I do recognize the value in supporting the group in achieving their desired goals successfully, so I don't make characters that are useless. :)

If none of these seem like appealing roles to add to the roster, just let me know and I can come up with another half-dozen!


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Personally, this is how I feel about them:

Moana: Fine with me. Sounds fitting, could get along with our bloodrager from the sound of it. But doesn't really "stand out" for me, either.

Serriss: Not a big fan. Even if you don't focus on hexing, Witch is one part of Shaman hybrid. Seeing how we got 3 Witches in the crew already, it would seem a bit overkill. Also, Witch Doctor is kind of Sandman's thing. Would prefer a straight cleric or inquisitor tbh.

Johara: Sounds good. I like bards for their immense versatility. Also sounds like interesting character interactions would be possible, my personal favorite.

Hardin: Could be fun in the right game, but the other bard concept seems preferable to me. While I like Jesters, I do prefer party members that I can "connect" to in-character.

Hanzo: I like Hattori Hanzo, and the character could be fun, but would prefer him in a Jade Regent or something of the sort. I know our dwarf also travelled quite far, but a Ninja-Pirate just doesn't sound right for me.

Lot Casneg: Also sounds good, and something that would definitely fit into the party. You should probably attach to the coven, though, being the ruthlessly pragmatic shadow hand that solves problems in a final way. My secondary pick.

Orono: Again, would probably enjoy playing with her, but while the giant spider could web our sails in a fun way, I think I would prefer her in a more land-bound campaign, rather than open sea stuff.(plus we'll have a scene in every port we sail into then to disembark...)

Those are just my personal opinions, i know they all can be made to work with the setting and the crew, it's just a matter of the player making it so. But with the 2 mentioned, I see the most synergy's and possibilities.
I don't know how thorough you checked us, but Variant Multiclassing was a thing. I do have Variant Multiclassing with Bard, so will get some Bard fancyness. So regardless of what's chosen, you may want to consider that on fleshing out.(saying because e.g. I would cover many of the things that dervish dancer gives up anyway)

Sovereign Court

I saw the note about variant multiclassing, but I have never been in a game with it before so it is mostly opaque to me at the moment.

I will whip up a sheet for Johara so you can see a more fully-developed form of the character.

Apologies for any concepts that are not good fits, I am still working through how your group dynamic functions, and the sea-coven witch angle is one that I need to integrate into my concepts.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

No apology needed ;)
Also, someone else may feel completely different, and prefer other chars. But if you do throw concepts our way, I feel I should pick out what I feel is the "best fit". As said, I could imagine a few of those to be fun to play (with), but those two stood out for me as being the best options.
(heck, i have baggage-ladden past too...I'd probably turn into surrogate mother without wanting to)

Am intrigued to learn what the others think-


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

I'm going to agree with Nivian and her two favorites. Either the bard or the rogue both stand out the most to me. My least favorite was the shaman, just because we already have three witches.

Sovereign Court

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I have created a preliminary page for Johara -- feedback welcome. (Haven't yet chosen spells or complete inventory.)


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HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

My thoughts mirror Nivian and Fargrim's. Based on what I've seen so far, I'd say Johara has the most roleplay potential. Thinking about her concept, it seems to me that she could be built to relate to pretty much all the other characters.

Sandman also has a freed slave backstory, though it hasn't really come up in game. The scars on his back have been mentioned, but he has an awful lot of scars so I don't think anyone thought much of it. Most of his "keep your head down, do your job and resist when the masters aren't looking" methodology comes from that. Having a character who can relate to that experience would help humanize Sandman a lot.

Nivian has a very dark backstory that focuses on being a young women abused by male captors. She's turned the horror of that experience into a weapon against men who abuse women. Johara's background as a harem slave could make her a very willing ally to Nivian.

Baltzar, in contrast, is a very strong willed and self assured woman who isn't at all damaged or afraid of her sexuality. She's a carousing, brawling, cussing pirate. She could easily be someone Johara would take to as a role model.

Fargrim is the tough one. We don't know a lot about him so far so finding a common thread is harder. I'm sure with a little out of game planning and discussion one could be found.


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Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Speaking of Fargrim, I'm surprised no one has asked him about his beard. The icon I select is nothing like what Fargrim actually looks like. It's just the closest one I could find... There's an image in his character sheet in his Description spoiler. It is very short for a Golarion dwarf, which is widely known as either a sign of madness or punishment.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Didn't realize that was a thing. If it has come up in game I must have missed it. Now we'll know to ask at a time when we aren't in the middle of a raid.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

I agree Johara looks the best... dervish dancers ftw!

Sovereign Court

I've made some updates to the character record linked above, so Johara has equipment and spells now. Thanks for the feedback, everyone!

(Assuming I even make the cut -- in the interest of fairness I would think that your DM would go back to the Recruitment thread and look for other parties who tried to get in before!)


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Could be. Kinda waiting for a statement from GM here, too.

Thing is, you seemingly had enough motivation to a.: catch that we were looking for someone, no matter if you had been lurking or wandered in.
and b.: went and created a few concepts to work with, rather than just one specific that may or may not work.

While b.: may give you an unfair advantage over regular recruitment threads, personally I think you earned that advantage via a. Motivation is important to keep going in pbp, it would seem you don't lack that.

But aye, not our place to decide. *looks at GM*


Curse of the Crimson Throne Roll20

Jesse and Johara are welcome to join us. Jesse has displayed interest, motivation, and well thought out characters. Please level up to 2nd level and view the Bonuses spoiler on the campaign tab.

I'd still like to get one more person to join us. While I'd prefer a divine support character of some kind, I'm more interested in an active player than anything else.

Jesse, please PM me an email address that I can send an invite for our Roll20 game to. It's used for combat maps.

Sovereign Court

Bonus feat chosen: Charming Performance (I really would've liked to get Dervish Dance, but you can't get that 'til level 2 due to the skill requirement)

Bonus class skill chosen: Swim

Hit Points: 1d4 + 4 ⇒ (2) + 4 = 6

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