[AP] The Shackled City Adventure Path by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

Campaign Index / Campaign diary
Loot sheet
Old loot sheet (Maxim)

Redgorge crafting possibilities
Skie's catalog (20% discounted)

Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)


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hp 90/90 | AC 19 t. 14 ff. 15 | CMD 18 | F +5 R +11 W +7 | Ini +5 |Senses +14
Skills:
Bluff, Dip, Disguise, Sense Motive, Pref. [oratory, Act, ] +20, Acro, Fly, Pref. [dance] +17, Dis Dev +14, Intimidate +17, K. all +11, Ling +7, Per +14 , Prof [guard] +6, Spell +10, Stealth +14 Conce +14
Male Human Bard | Hero Points: 1/3 Performance: 28/28

@Jam, no problems here. Once you decide what you are doing I will adjust accordingly. Although, It looks like if you go Archaeologist you will have to pick up disable device.


Iron Gods: Iron maps;

Sorry, I failed my reading check Archivist!=Archeologist :P

Yep, that is something striking but Archeologists do not get Disable Device as a class skill. Yet there are traits to solve that.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

@Dandarrion - Yes, I can definitely see them knowing each other from the Academy! Hmm...I actually think that on the whole they'd probably have a fairly cordial relationship. I know Marigold would appreciate his interest in books and learning and given some of their personality differences, he might be inclined to tease and/or try to get her to lighten up a bit and not be so nervous or shy around new people.

@Maxim - Marigold probably wouldn't know you but she might have heard of you through rumors or from one of the other PCs, hehe.

@Ryan - She'd definitely know you from your visits to the orphanage, possibly also by way of Dandarrion depending on how chatty those two are.

Re:healing - That's sorta what I was going for, Rutseg. I admit that having an oracle and a cleric will make spell selection interesting since they draw from the same spell list but since both of us will be able to spontaneously cast Cure spells whenever we need them, it opens things up quite a bit. It might also be easier for me to drop the Community Guardian archetype and just go straight oracle since both of the revelations gained would probably be a bit redundant with a cleric and two bards in the party. For switching up mysteries to not be so heal-focused, I'm looking at either Heavens or Lore. Lore would probably be the most fitting from a personality standpoint, but Heavens might offer a little more versatility with revelations and mystery spells.


hp 90/90 | AC 19 t. 14 ff. 15 | CMD 18 | F +5 R +11 W +7 | Ini +5 |Senses +14
Skills:
Bluff, Dip, Disguise, Sense Motive, Pref. [oratory, Act, ] +20, Acro, Fly, Pref. [dance] +17, Dis Dev +14, Intimidate +17, K. all +11, Ling +7, Per +14 , Prof [guard] +6, Spell +10, Stealth +14 Conce +14
Male Human Bard | Hero Points: 1/3 Performance: 28/28

@Marigold - I think lore is very fitting and has some nice mysteries.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

@Marigold: Maxim probably knows your face (and voice) from occasional drops and deliveries to the Tipped Tankard. Personally I'd go with the Lore mystery - aligns her a little more as bridging the gap betwixt our cleric and my wizard? Some very cool flavour revelations which I think fit well with your background and the party makeup. Edit - Ninja'd by Dandarrion - great minds and all that :)

@Dandarrion: Throwing another archetype into the mix for consideration (given your guard background) would be the Detective? It grants some interesting abilities and additional spells - as well as fitting nicely into the main campaign hook with the disappearances... Food for thought?

@JJ: Urban Ranger would be very cool. Just the ability for him to have Favoured Community and be bonded with Cauldron or one of its surrounding settlements has such a great schtick. Mix in the other archetype abilities and the roguish/skill monkey roll is perfectly covered.

@Kiki: Again another wee reach - as much as I love Paladin's (and their Auntie's ;) did you consider Inquisitor at any point? Given the Ratcatcher background his backstory could easily be one of an Inquisitor of St Cuthbert? Again not wanting to throw concepts and ideas out with the bathwater, just throwing some musings out there for one and all?

Enjoying immensely the support and ideas being bandied about thus far - feel free to chip in further on my gun-totin', stogie-smokin' dwarf :)


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

@Dandarrion- Guard connection should work, even if we don't overlap, time-wise. Kiki's been out of the Guard since the Fever.

@Maxim- I'm good where I sit :) I appreciate the suggestion. Who knows what will arise as we progress in the story. If switching tracks for second class seems fitting for my character, it'll happen.

My two cents, on all the character creation going on- I've never been privileged to see classes/feats/skills/etc. being generated communally, let alone planning character builds levels in advance. I have no clue what's to come in Shackled City, except for Kikinnin, and who he is before the ball drops. His growth will be hugely influenced by the events that unfold, as I'm sure everyone's characters will be.

As for trying to cover all the bases, I can see why it's strategically advantageous, and gives everyone a chance to shine for their skill sets. With a party of seven, the overlaps are great for allowing characters to bond over shared abilities.

I like imperfection. It breeds creativity. Failure helps to point out where we might want to learn something new. I also like mystery, as it generates a multitude of pleasant surprises. Aside from our initial connections, we'll learn all about each other as we go. After all this skirt-lifting, I'm going to go all Memento, and relearn who everyone is by personality and conversation ;)


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

I do agree that Lore is the most fitting character-wise, my main worry is that it'll overlap a bit much with the two bards in the party, especially Dan who had the 'knowledge guy' concept first I believe. Of course there's still nothing wrong with multiple characters being good with knowledges, especially should the party end up split or someone incapacitated in some manner that can't be immediately seen to. But if everyone else is cool with it and thinks that it would be the best choice, I'm happy to go that direction. Doing that would actually free up her feats a little more since there aren't any additional revelations that I think she'd just have to have right away at 1st level...hmm...

Regarding party composition and such, normally I tend to take a more relaxed approach like what Kikin is referring to (no real healer? it'll be okay, the DM will probably just put in more scrolls or potions for us to find) but since this AP is billed as being rather challenging I'm giving things a bit more thought than I might otherwise :)


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

@GM thanks for noticing that point -lawful characters only no wish to pigeonhole others to use that.

Protection is one of the sub-domains for Abadar if I'm reading correctly. Could switch to it and it will give everyone within 30'btwn +1 and +5 to AC depending on my current level. This would dovetail thematically with his shield feat, Saving Sheild.

Otherwise I'll keep the full channel and open MG up to some of her other options. Too many options sometimes to know what is best to choose.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Yeah, even with the reduced source material for making characters analysis paralysis is still very much a thing ;_;

The AC bonus could be nice, especially at lower levels. I assume/hope it would stack with most other buffs or effects that give an AC bonus, but I'm not really familiar with how variant channeling works.

A lot of it really depends on what sort of cleric/person you see Ryan being; I didn't read as much of the Gate thread once people started getting their race/class choices down but I did see where you mentioned you were looking at one of the prestige classes eventually. So, maybe a little more of a martially-focused cleric? Since oracles are spontaneous casters to start with and clerics can spontaneously cast their cure spells if need be, that lets you keep your spell list open for other things like buffs, self-buffs, etc. Not to mention allows for more flexibility if you do decide to pursue a Variant Channel :)

For me, I'm happy to be flexible with Mari as I can see several different mysteries working for her and only requiring small tweaks to background or personality. Life, Lore, Heavens, even Flame would all work for her in different ways. So I'm happy to help kinda round things out a bit once a couple of the other folks are fairly set on what they want to do :)

*edited because sometimes I don't word too good*


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Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

@Marigold: Definitely think that Lore befits her - and speaking selfishly it'll be nice for the Wizard in the party not to be the font of all Knowledge for a change lol (especially in this company!)

@Kikinnin: No worries - like I said you being a paladin kindof threw me as I'd deliberately not looked into the Tower thread and group concepts whilst undergoing our Gate creative cabal. Him being a rat-catching paladin would have never been on my radar as 1+1=Kikinnin... Which is a good thing :) Guess I still have a WFRP minds-eye on the Ratcatcher Career.

@Ryan: Varient Channeling effect for Protection would be a real boon is also very thematic and like you said ties in with his Saving Shield. That coupled with his movement on the battlefield potentially makes Ryan a real force and focal point.

@GM Rutseg: Great, glad you think the Gunslinger dips will work. Very much in character/theme for Maxim and will add to his survivability at low levels. As touched on above there looks to be a stack of Knowledge mongers in the group, which will allow Maxim to work on Crafting etc. Like I said initially we'll benefit from Alchemical items and perhaps MW weaponry. Then as Metamagic Feats come into play other Craft skills can be built on (he'll likely seek out mentors/masters of particular skills within Cauldron) - depending on what the group need I'll tailor skill picks to suit.

Crafting is an area I've not indulged in much in my PF adventuring career (not counting my Way of the Wicked character harvesting sentient's skins for scroll materials... ahem). So its something I'll need to brush up on.

@GM Rutseg: Will we be using the standard Crafting rules or the Unchained variant rules? (know its likely to be the former based on source materials - but just wanted to check before I go familiarising myself good an' proper like!


hp 90/90 | AC 19 t. 14 ff. 15 | CMD 18 | F +5 R +11 W +7 | Ini +5 |Senses +14
Skills:
Bluff, Dip, Disguise, Sense Motive, Pref. [oratory, Act, ] +20, Acro, Fly, Pref. [dance] +17, Dis Dev +14, Intimidate +17, K. all +11, Ling +7, Per +14 , Prof [guard] +6, Spell +10, Stealth +14 Conce +14
Male Human Bard | Hero Points: 1/3 Performance: 28/28

@Maigold, no worries as far as I am concerned more knowledge is better, I agree it is worth wait to see what direction Jam goes. That will determine what adjustments I make. The goo thing is Oracles are real flexible so you can go several different directions.

@Ryan protection should work really well with your concept.


Iron Gods: Iron maps;
Maxim Snaphånce wrote:
@GM Rutseg: Will we be using the standard Crafting rules or the Unchained variant rules? (know its likely to be the former based on source materials - but just wanted to check before I go familiarising myself good an' proper like!

I need to check what Unchained modified but we will probably go with the Core rules we are all familiar.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Have updated to the Protection version of variant channeling. @MG it will be a sacred bonus, so should match up with other bonuses from sources like haste.

Thank you all for the input.


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Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Okay Ranger it is.

I was wondering about Urban Ranger. It is pretty neat, and would fit into his wanting to be part of the Cauldron community. It would also help out both his ..earlier.. background and his time in the guard.

Bonus to both stealth and perception? He'll be better than a rogue within the city!

@GM - I know we are starting in Cauldron, are we likely to spent much of our time here, or would this be backing JJ into a bit of a corner? There is always the general favored terrain (urban) which he could take early on as a regular ranger and is a bit more generally helpful and flexible.

Did one of the bards end up with a trapfinding archetype? If not, the urban ranger is certainly a good way to give that to the part if we think we need it. Remember in PF anyone can detect trap, its just only trapfinders can disarm the tough ones.

BTW- It's a long weekend here and I may go camping with the kids (school holidays and such) so if I go quiet for a few days.. you know why.

Liberty's Edge

Hey guys. I've settled on the Arcane Duelist archetype for my bard, throwing out Inspire Courage for the whole team was just too good to ignore.

I am going to take the City Scoundrel campaign trait though and retain the ability to Disable Device. My dexterity isn't the highest though.

Working on backstory today.


Iron Gods: Iron maps;

@JJ, you can expect a considerable amount of the combat encounters in Cauldron. I will take basements as Cauldron, but not so caverns and dungeons below that level.

Most of non-combat encounters will happen in Cauldron though.

@JamZilla, good! That way you will be still able to unlock doors and non-magical traps. Then, from level 3 JJ will be able to disable any trap if he choses to go urban ranger.


hp 90/90 | AC 19 t. 14 ff. 15 | CMD 18 | F +5 R +11 W +7 | Ini +5 |Senses +14
Skills:
Bluff, Dip, Disguise, Sense Motive, Pref. [oratory, Act, ] +20, Acro, Fly, Pref. [dance] +17, Dis Dev +14, Intimidate +17, K. all +11, Ling +7, Per +14 , Prof [guard] +6, Spell +10, Stealth +14 Conce +14
Male Human Bard | Hero Points: 1/3 Performance: 28/28

Also archivist archetype gets the ability to disarm magical traps at 2nd level if JJ decides not to go Urban Ranger.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Again crossover of abilities/skills/roles isn't a bad thing. As we move into different situations and encounters, we'll find our feet as a group with characters taking the lead/focus depending on all the factors.

Loving how the characters are coming together - kudos to all and GMR.


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Finally got this done.

Apologies that this backstory is a little rambling, been laid up with stomach flu for the past two days :/

Anyway, hopefully this gives you a better idea of who Ruben is.

Backstory:

Background 
17 years ago

He remembers how dark it was in there. Like the blackness was a shroud that wrapped around him, enveloped him. There was only one crack of light, a tiny vertical sliver through which he saw his whole world end. One of his parents had shoved him in that cupboard when they heard the glass breaking – he doesn’t know which. They must have known what was happening but as a boy no older than 7 he could barely comprehend it.

He remembers harsh voices shouting, his father cursing and his mother screaming. And then…. Silence. When he closes his eyes now and thinks back he can smell that familiar metallic tang of blood in the air. But there is one thing, more than anything that is inscribed indelibly on his mind. A dark figure appearing in that crack of light and whispering; Just a bad dream, kid..

Now

He awakes with a start, a sheen of sweat slick across his broad chest and sticking his hair to his head at odd angles. He gasps once, twice and for a moment he thinks he is back in that cupboard, the rancid breath of the man that haunts his dreams wafting through that crack and a panic sets in. He feels his chest heave and his throat tighten but then another voice cuts through the fog, a soft, concerned voice;

Ruben, what is it?

Her hand is cool on his back and within an instant he is back in his own mind, remembering why he is there. The first rays of sunshine penetrate the drapes and send long fingers of light across the room. Ruben hauls himself out of bed and begins snatching at his clothes.

Nothing, my love. It’s just I’m late for an important meeting. Hauling on his soft leather breeches he leans back over the four-poster bed and plants a kiss on the lips of the pretty, young thing lying there. She was the youngest daughter of some meaningless noble and had proved as impressionable and malleable as she had beautiful. In many ways, she was the perfect mark. I think you wore me out last night. he adds, flashing that rakish grin that had opened as many doors as it had thighs throughout his adult life.

He grabs at his sword belt and as he hastily wraps it around himself, his heavy money pouch falls and hits the ground with a clatter, sending dozens of gold pieces and glittering gems rolling all across the floor. With a well-practised look of shock and horror, he looks back at the girl and says;

Uh… you… you weren’t exactly supposed to see that.

If there is one thing he had learned that these princesses appreciated more than his charms it is the sheen of gold and the flash of jewellery. Sure enough, the girl sits bolt upright in bed, her raven hair tumbling down as she does so.

Ruben… you. What kind of meeting do you have? Is… is there some way I can help? she asks, he eyes never leaving the painted copper coins and glass baubles that he desperately pretends to scoop up by the handful.

The grift had been the same for the past three years now. In time gone by he had had a dozen other schemes that had yielded varying results from simple fiddle games, confidence tricks, persuasion rouses and more. But never had he been more successful than with this set up. He would find a young, wealthy and rebellious girl and actively cultivates a romantic relationship during which he revealed the promise of a lucrative business opportunity, if only he had a little more start-up capital. He walks away with the money whilst they get a scalding from their rich daddies who take the money out of their trust fund. No one gets hurt. He had two rules – no one gets hurt and no kids get involved.

The second of those rules had become particularly important to him in the past year. He had met a girl who dressed like the most pampered peacock he had ever set his eyes on. And she was not shy with her wealth, flaunting it in various establishments, wearing expensive jewellery and also she had a way about her that he did not like at all. She treated people with disdain, as if they were beneath her. So over the course of the next month, Ruben had reeled her in and before long she was practically falling over herself to get involved with a scheme he had concocted involving the recovery and sale of treasure from wrecked ships off the coast of Sasserine. Ruben had never been to Sasserine in his life, but he knew that tales of exotic locales, pirates and treasure would be far too much for her to resist. And he had been right.

She had three hundred gold pieces that she could give him immediately, with the promise of a thousand more. He couldn't believe his luck and soon made arrangements to meet her at her home to collect. The house was not what he expected. He had assumed she was a sire of of of the noble houses, Vhalantru maybe. But the house was a small, modest townhouse probably no more than four rooms. But it was the boy that really stopped him in his tracks. A boy of about 8 years old came out of the house and ran to catch up with some friends. At the same moment there she was in the doorway, all pretence fallen away, no jewels, no expensive dresses – just a woman living beyond her means. He thought of himself as a child all those years ago, how afraid he had been when his parents were gone and how all hope had seemed lost when he walked through the doors of that orphanage. He shook his head, and walked away.

The Last Laugh were definitely aware of him and he wouldn’t be surprised if the Alleybashers had taken an interest too. But he was not a thief and he made sure he avoided any of their marks or territory and so far they had left him alone with little more than a ‘friendly’ warning. Still, he maintained good relations with some of the lower members of those organisations, fences mainly, some second storey men like that kid, JJ something-or-other. He'd never met any of the Jesters and wanted to keep it that way. But lately he had been hearing rumours of disappearances. Such a thing would not normally concern him, but one of those who had gone missing was that self-same boy from the cheap side houses.

He still didn't know why he cared, but he started asking around. There was a cleric at the temple of Abadar – Taskerhill he thought his name was, he was probably in the know – it's amazing how much people will confess to a priest. He should know, he spent three months impersonating one.

Other than that the only other lead he had was the Orphanage. He hated that place, had spent 8 miserable years there before they shipped him off to the town guard – not that that worked out either. He was lean and strong and could fight well enough, but he was damned if he was going to be ordered about the rest of his life, even if that Skellerang guy wasn't as bad as some of the others. No, he was going to make his own way in this world. But he did remember Gretchyn at the orphanage as someone who at least showed him kindness. There was a halfling girl too, helpful, maybe a little naïve. She got there after Ruben but by that time he was keeping mostly to himself anyway, he had started to develop abilities. Nothing big, but enough to know he was different somehow, and being different was not necessarily a good thing. Still, if a missing kid was going to show up anywhere it would probably be the orphanage? Maybe he would check it out tomorrow.

Personality:

Ruben isn't an evil person, but he is not a kind person either. He is selfish and ultimately out for number one, but only because circumstance has made him that way. He can be at once abrasively rude and ruthlessly charming, depending on his situation or mood. He does not suffer fools gladly but respects those with abilities or knowledge that can further his own cause.

Whether consciously or not, he has a weak spot for children and the vulnerability they represent because of his own traumatic childhood.

Appearance:

Ruben is rakishly handsome, tall and broad shouldered with dark hair and an easy smile. He has used these physical advantages his whole adult life in the course of his cons.


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HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Looks good, JZ! I think we've really got a good crew of varied characters together :)

Regarding Marigold, after a lot of thought I decided to drop the Community Guardian archetype like I'd mentioned earlier and switch from the Life to Heavens mystery. Although Lore is definitely very thematic given her interest in learning, I finally had to admit that I think I'll have more fun playing as Heavens since their revelations have a little more variety to them and they get some fun mystery spells. Hopefully she can be useful in more of a support/controller role while still being able to help heal as needed, as we've got plenty of damage and ways to self-buff but not as many options for messing with the bad guys. And for knowledges she still gets Arcana, Planes, and Religion as class skills (though a couple of them she won't take right away) as well as having History as a background skill so her enjoyment of learning should still be reflected :)

Oh and I know that Heavens oracles have a rep for shenanigans using Color Spray (mystery spell gained at 2nd level) when combined with the Awesome Display revelation. I'll probably either not take that particular revelation or if I do, I'd use Color Spray sparingly. Of course it's not like it would work on everything since it's mind-affecting...

I also revamped her spell selection slightly, opting for Obscuring Mist and Protection from Evil along with the auto-Cure Light Wounds she gets. I'm not sure what sorts of spells our two bards are going for, but let me know if either of you were going for a focus on control spells and if so, I'll adjust accordingly. Hopefully all this sounds okay to everyone :)


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Ruben has gone, at least initially with Saving Finale and Silent Image. Later he is going to focus on buff spells but in all likelihood use them on himself as a priority - so things like Gallant Inspiration, Allegro, Mirror Image and Heroism are all eventually going to find their way onto my spell list.

SI offers some amazing control since creatures do not get a save to disbelieve it until they interact with it so I have often used it to create illusory walls, pits, fires, creatures, cages and so on.

Saving Finale is just a life-saver of a spell (although Ruben expects to use it to save his own life!)

Heavens is a great mystery even without the Color Spray shenanigans although I have to say for some reason that bothers me less than the Slumber Hex witches get.


Iron Gods: Iron maps;

@Marigold, ok, I have previous experience with my bosses not executing a single action due to Color Spray :P
To happen once might be cool and something to remember.

@Ruben, for now limit the options to Core spells as set in the "Spells expectations" please!

It seems we are almost ready. Any more doubts before we start?

I want to perform some thoughtful revision of your character sheets during the week, so please, any format improvements you may perform will be specially welcome. Specially links to unusual options and rules.

One thing I usually suggest and do with my characters is to keep a copy of my characters in Paizo forums code for each new level at Google docs or any other backup way. It really helps to keep track as they advance.


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

I totally forgot about that spell clause. OK I need to think about that


hp 90/90 | AC 19 t. 14 ff. 15 | CMD 18 | F +5 R +11 W +7 | Ini +5 |Senses +14
Skills:
Bluff, Dip, Disguise, Sense Motive, Pref. [oratory, Act, ] +20, Acro, Fly, Pref. [dance] +17, Dis Dev +14, Intimidate +17, K. all +11, Ling +7, Per +14 , Prof [guard] +6, Spell +10, Stealth +14 Conce +14
Male Human Bard | Hero Points: 1/3 Performance: 28/28

@GM, Ok sounds good. Adjusted my build to archery all should be done. If you have any formatting suggestions let me know.

@All don't forget we get 1 hero point at first level.

@Marigold and &Ruban I went with grease and hideous laughter. Debated on going with sleep(and switching it out later) or expeditious retreat (to help maintain ranged distance).


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

I guess I will go Silent Image and Expeditious Retreat in that case.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

I think JJ is just about ready to go, have to finish up initial spend still.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

I think Marigold is pretty much good to go also! I'll wait until the profile audits are complete before I put her stats on the taglines, if that's okay.

Really looking forward to this :)


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

add Ryan to the list as well I believe, if anyone notices anything I missed, please advise.


hp 90/90 | AC 19 t. 14 ff. 15 | CMD 18 | F +5 R +11 W +7 | Ini +5 |Senses +14
Skills:
Bluff, Dip, Disguise, Sense Motive, Pref. [oratory, Act, ] +20, Acro, Fly, Pref. [dance] +17, Dis Dev +14, Intimidate +17, K. all +11, Ling +7, Per +14 , Prof [guard] +6, Spell +10, Stealth +14 Conce +14
Male Human Bard | Hero Points: 1/3 Performance: 28/28

Ready for auditing.


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

JJ in the body of your character sheet you still have him down as Rogue. That's all I noticed though.


Iron Gods: Iron maps;

Spellcasters@ please, note you need a spell components pouch in order to cast spells with a material component. You are supposed to maintain it on your free times.
Everybody@ some of you have already done it, but please register your hero points as 1/3 (start with 1, maximum 3).
Some of you are adding your ACP already in your skills, other not. Please mark on that section how do you manage this fact so I can adjust accordingly whenever needed without checking out the sum.

Dandarrion:

Thrown dagger shoud be +4 (1d4+2) or +5 (1d4+3) in case you are assuming PB.
Please note your ACP (Armour check penalty) in the skills section
Your language is Infernal or did you ment to get Abyssal so you can understand Marigold?
JJ:

I understand it is quite a work, but please, could you paste in your profile the full statsblock. The mythweaver sheet is fancy but for me it is more convenient a text statsblock in each characters profile.
Can you clarify where did your Favoured class bonus went?
Remember to note your conditional saves modifiers
I think Dodge also applies to your CMD when not flat-footed that should be 17
Your profile and Fort save +5 makes me think you choose Great Fortitude, but the myth-weaver feats says Weapon focus.
Please, note your remaining currency.
It seems like you have 1 more language than normal (perhaps you adjusted from Int 12?)
Kikinnin:

Note your Armour Check Penalty in your skills section please. You have modified Acrobatics with your ACP but not Swim.
Please, note your +4 AC vs giants in your AC section so we remember to apply it.
Marigold:

Your Will save seems 1 lower (+2 class, +2 Wis, +1 halfling luck)
Please note your ACP (Armour check penalty) in the skills section
Maxim:

Great sheet, thanks!
The militant merchant and eldricht smith traits seem to be from a Player Companion out of Sources. I do not know if you can find some fit replacement.
Ruben:

Please note your Orphan trait and it’s +1 to Will
Please note your ACP (Armour check penalty) in the skills section
Ryan:

Saving shield => this might be complex in PbP, you will need to instruct me in what situations do you want to use it so I do not have to wait your answer to resolve attacks to allies neither we need to retcon things


We are so close, the AP starts tomorrow! :)


hp 90/90 | AC 19 t. 14 ff. 15 | CMD 18 | F +5 R +11 W +7 | Ini +5 |Senses +14
Skills:
Bluff, Dip, Disguise, Sense Motive, Pref. [oratory, Act, ] +20, Acro, Fly, Pref. [dance] +17, Dis Dev +14, Intimidate +17, K. all +11, Ling +7, Per +14 , Prof [guard] +6, Spell +10, Stealth +14 Conce +14
Male Human Bard | Hero Points: 1/3 Performance: 28/28

Corrections made. looking forward to tomorrow.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Marigold's profile updated and corrected; spell component pouch purchased and remaining funds adjusted accordingly. I'll get her taglines formatted shortly and then she should be good to go!


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Saving Shield:

You deflect attacks that could mean your ally's death.

Prerequisite: Shield Proficiency.
Benefits: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.

I don't see Ryan running all over the place throwing his shield around that would be just silly.

However using the Italics lines above I think we can set up a general scenario when it would apply.

1.Could mean you ally's death - an attack that would reduce to 0 or below or a critical hit as they can cause a quick reduction in what otherwise would be plentiful hp :(

2. Secondly I have to be wearing - actively using - my shield, not strapped to my back, and I have to be adjacent (5') to the ally.

3. Immediate actions count the same as a swift action so no more than once a round.

To be used when it first becomes available. Don't see Ryan going "Well Dandarion can take that hit, I need to hold this for Kikinnin." He's gonna be trying to keep his own skin intact so would react to the first indication that the attack made against his companion was deadly. Sorry Kikinnin Based on the statement 'You deflect attacks that could mean your ally's death' the feat would be implemented after the attack, at least as long as the +2 AC would be worth it.

Make sense and agreeable to you?


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

@Ryan- no worries :)

@GM Rutseg- modified Statblock per instructions, looking forward to your first foray!


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Updated:
FC: +1hp
CMD- yes, looks like the sheet does the calculations wrong, I've manually overridden it.
Yeap, I changed feats around, forgot to remove the great fortitude bonus. Fixed
Languages: another result of a tweak to up his strength a little, dropped int down as skill rich now. Forgot to drop the extra language. Celestial is now gone.
-
I also added in a small shield for a little more AC.


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

I am away with work today but will get my profile modified by tonight


hp 90/90 | AC 19 t. 14 ff. 15 | CMD 18 | F +5 R +11 W +7 | Ini +5 |Senses +14
Skills:
Bluff, Dip, Disguise, Sense Motive, Pref. [oratory, Act, ] +20, Acro, Fly, Pref. [dance] +17, Dis Dev +14, Intimidate +17, K. all +11, Ling +7, Per +14 , Prof [guard] +6, Spell +10, Stealth +14 Conce +14
Male Human Bard | Hero Points: 1/3 Performance: 28/28

@DM can you open the game play thread so we can dot? As long as everyone erases their dot it will will keep the game play thread clean.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

@GM Rutseg: Changed out the traits as requested. Went with Magic Crafter from Ult. Campaign & Unblemished Barrel from Ult Combat.

Not the like-for-like swap, but flavourful enough for this dwarf :)

If your happy with those tweaks then Maxim is good to go also.


Iron Gods: Iron maps;

Corrections seem ok.

I have been always curious to see how well results the way this AP starts.

Well, there goes the first Initiative roll.

You have a new thread to dot in!

Welcome to The Shackled City Adventure Path!


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Don't worry guys, Mari will generally use more effective measures than the one she just did but it seemed fitting given the situation!

Also, I don't mind if people want to read her language spoilers even if their character can't actually understand the language :)


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Hah! I think it was a great response for the given situation.


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

I think I'm right in saying Ruben is the only one to attack with non-lethal so far. GM, what is the stance in Cauldron legally on fighting in the street, especially if one of these thugs dies?


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Think you are indeed Ruben.

Regards languages I've dropped Dutch in as Gnome for spellcasting - figured Maxim has relearned spells through his gnome mentors in the past. Will just drop it in when spellcasting most likely (and spoilers or anyone interested :) - don't speak it, but Google does.


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Looking forward to the 6 Nations, Maxim?


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

@Ruben - they did swing first and were beating a member of the clergy and personal friend. Ryan might be a bit biased.

He can always try to stabilize then once the threat has been resolved to turn over to the guard. ;)


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Certainly not judging Ryan. Literally the only reason Ruben is going non lethal is to avoid falling foul of the law. Last thing he wants is any kind of attention from the guards.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Hadn't really thought about before you brought it up, but still think it is justifiable.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)
Ruben Lachance wrote:
Looking forward to the 6 Nations, Maxim?

Aye. Mixed feelings - think Scotia punched above their weight in the WC, and had a real shot at a top 2 finish given the discord of some of the other nations... but think Eddie Jones will get England fired up massively and they'll want to put down a marker after recent disappointments.


1 person marked this as a favorite.
Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

I am not convinced by Dylan Hartley as captain. His disciplinary record is terrible.

Scotland played pretty well for my money and actually had a dangerous looking back line for the first time in ages. Whereas we (Wales) just did what we always do against southern hemisphere teams and choke. England were just a mess and we broke them in that game - it was inevitable Lancaster was going after that.

I think it's going to be the most open 6N for a long time.

England will definitely improve under Jones, Ireland look tired but are a class act, Wales are strong this year but have some key injuries, Scotland were the best of the home nations in the WC, Italy are improving all the time and the French can either be terrible or brilliant.

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