Varisian Chronicler's Skinsaw Murders

Game Master Ludomancer


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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

You know, I'm willing to bet Alex Martin has no idea he's been picked up. I actually am unsure if he submitted a character. I haven't gone back and checked but I think he just submitted an idea. But I don't know.

You might want to pm him, Old Guy.


Male Workaholic, level 10

Yea - I responded in the recruitment thread when I saw the update.

Working on a rogue/fighter (5/2 -I am thinking)as we speak. Not used to making from scratch at higher-level than maybe 1st or 2nd.

Anyhow - I'll be posting later on.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oops! My bad, bud. That's what I get for not going back and checking.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, I think I got him done. It's possible I've missed something somewhere but I'll go over it again.

I did take liberties with a couple of magic items. I got a cloak of resistance and muleback cords. They both use the same slot. So I just spent the cost on what it is for combining 2 magic items that possess the same slot.

The cloak is 4000g and the cords are a 1000. Which means the cords would cost 1500g to add on. Which obviously means I spent 5500g on it. Let me know if that's cool.

I'm also curious about something else. For future reference, say we possess a +1 weapon at 2000g, would it be cool to upgrade that at a later date and spend the difference? For example, when you upgrade to +2 which is 8000g, the cost to pay would be 6000g. And this is just an example. I actually mean this for all such magical items. Rings, cloaks, etc...

I also have a Large Dwarven Waraxe. Is this cool?


So, I will cover two of your questions with one answer. Upgrading magic items like your sword example is okay. That's how I do it in my RL campaigns. However it doesn't just happen. There needs to be a competent craftsman with the right feats to make it happen. As far as upgrading something like your cloak with the cords, that is the type of thing you can't do. The function of the two items is completely different. That is the tough decision you have to make. "Do I need the resistance? Or do I need the carrying capacity? The various rule covering magic items are pretty clear on that being the design intent of the item slots.

Why would the dwarves make a Large waraxe? Jotungrip and Massive Weapons have a cool synergy, but Massive Weapons is pretty specific about you becoming "skilled in the weapons looted from your foes." If the "Dwarven Waraxe" weren't so dwarfy, I'd say yes. If that was your intent. Let me know if you another plan for it.


Incoming!!!!!!!


FYI, THIS is the Shadow Clock. You are at the top.

Check the Gameplay thread, we are off and running.


F/R/W: +20/+20/+18 AC/T/FF: 32/18/26; CMD: 34; Heroes’ Feast +1; Perc: +21; Init: +7; Max HP: 153; Current HP: 153; Temp 0;
Old Guy GM wrote:

Fair enough, I rescind your xp penalty.

I have a question that I couldn't find the answer to in the Gameplay thread. Did you guys find a list of names in your travels here in Magnimar? If you did, you will know what I am talking about. If not, I have my answer either way.

I couldn't find any mention of a list of names either, so I guess we didn't find one. Hopefully it's not too important.


It isn't precious. Oh nooooo...it isn't it! Muahahaha!!

Actually, I looked this up, apparently it's a known issue in the anniversary edition. So VC may have it ready to go, and I know where it comes in. So no worries.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Old Guy GM wrote:
As far as upgrading something like your cloak with the cords, that is the type of thing you can't do. The function of the two items is completely different. That is the tough decision you have to make. "Do I need the resistance? Or do I need the carrying capacity? The various rule covering magic items are pretty clear on that being the design intent of the item slots.

I actually disagree with this. As far as THIS states, as long as you pay the appropriate costs, it is doable. I looked and found nowhere that it states you "can't" do this.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Nevermind. Just forget it. Although I will point out I haven't had this issue with any other DM. Don't really understand why it's so critical but to each his own.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
OG wrote:
Why would the dwarves make a Large waraxe? Jotungrip and Massive Weapons have a cool synergy, but Massive Weapons is pretty specific about you becoming "skilled in the weapons looted from your foes." If the "Dwarven Waraxe" weren't so dwarfy, I'd say yes. If that was your intent. Let me know if you another plan for it.

Because it's dwarven, it's a bad idea? I don't really understand that. I think it's perfectly fitting. Fitting to build a weapon that the bigs use, just so he could make them feel the same pain that they dish out on the rest of the world. That's the intent behind it.


Javell DeLeon wrote:
Because it's dwarven, it's a bad idea? I don't really understand that. I think it's perfectly fitting. Fitting to build a weapon that the bigs use, just so he could make them feel the same pain that they dish out on the rest of the world. That's the intent behind it.

This is not a big deal to me. Ok, got that out of the way.

Dwarves don't make large weapons, because they aren't large. Simple. Never said it was bad idea. Massive Weapon is very clear: it's from the weapons looted from the enemies of the Titan Mauler, which don't include Large dwarves.

Second, the cords and the cloak. This really doesn't matter to me enough to discuss further.

ALL OF THAT BEING SAID: I don't really care. Not enough to make a deal out it. You asked, I gave you my opinion. You spent the money, so go ahead and do it. I have a philosophy about all of the cool new things players teach me: It rolls both ways. I use them with my NPCs too.

This is no way vindictive. I am in it for the story. Great heroes make great stories. All I remind my players is, (and I've been doing this for 20 years) don't build something you would think is unfair for you to meet in single combat.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

And that's why I'm in it as well. For the story. This is a solid group here, I like this AP, and I figured it would be fun.

And just for the record, I've already made all the necessary changes. Because it's not that big a deal to me either. I just didn't really see where you were coming from, so that's why I questioned.

And I realize dwarves don't make Large weapons because they are not large. But has there never been a "special" weapon created for a specific cause? Is that not feasible to you? Regardless of whether it's tiny or gigantic? But honestly, it doesn't matter.

Because what it boils down to is we obviously see things differently. It's as simple as that. We are just gonna have to chalk up as differing opinions. Nothing more. Agree to disagree and all that.

Like I said, I've made the changes and that's fine. I'm not set in stone about any of it. And the fact that it "rolls both ways" matters ZERO to me. If you give your NPC's everything in the world, then, that's up to you. You can roll with your NPC's however you wish. That's got nothing to do with me.

This is a game and it's meant to be fun. That's why people play games - to have fun.

If you're gonna have a problem with me, then you need to let me know now. You won't hurt my feelings none, I promise you. And be honest. I prefer it. There are far worse things in this world. I DON'T want this getting to a point to where it's gonna ruin it for these folks in the game. They don't deserve that. I can easily be replaced. DM's can't.

Because I can be quite opinionated and you may not like that. But I can also be reasonable.

And just for the record, outside of about a 10 year hiatus in the middle of it all due to real life, I first played this game 27(almost 28) years ago. So you ain't the only "old dog" here. :)


No sweat. Keep an eye here and I will let you and Alex know when.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Sounds good.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

If anyone can explain this to me, I'd appreciate it.

------------------------------------------------------------------------

These two excerpts are from the Titan Mauler:

In lands overrun by giants, dragons, and other hulking beasts, entire fellowships of barbarians hone tactics and traditions with one purpose—to bring low these massive foes. While her enemies' size makes the creatures strong, the titan mauler is even stronger, taking up weapons from her fallen foes that no lesser warrior can lift, and using them when she beseeches the spirits to grant her increased size and greater ferocity against her titanic foes.

Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. The attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.

------------------------------------------------------------------------

Now, according to the fluff, you should be able to wield big giant weapons. Yet, nowhere in the Massive Weapon description(or anywhere else) does it say that your actually allowed to wield such mechanically.

Now, ANY medium creature can wield a Large one-handed weapon, but at a -2 penalty. Of course, Massive Weapons takes that away eventually.

Now here's the thing, it keeps going up as I level. By 18th level it's reduced by +6.

------------------------------------------------------------------------
Now here's the prd on Weapon Size:

Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.
------------------------------------------------------------------------

What that says is I can't wield anything larger than a Large one-handed weapon. Which only has a -2 to it. Basically, Massive Weapons is an absolute waste past 6th level. That +6 I mentioned never comes into play. Only up to +2.

Is this correct?

Sounds like they kept the fluff and completely changed the mechanics.

It seems to me, what should've happened was, you can use - say for example - a two-handed Large weapon. And as the Weapon Size info states, a cumulative -2 for each size category bigger. And that's where Massive Weapons comes into play FULLY.

But it looks to me like, I can't wield anything bigger than a Large one-handed weapon. Which, again, any medium pc can wield. Which kinda makes the whole thing pointless. Basically you get to remove the -2 and that's it. While the rest of the Massive Weapon ability is a waste.

Sounds broken to me.

Again, I'm open to any form of explanation because I just don't get it. Maybe I'm missing something, I don't know.


F/R/W: +20/+20/+18 AC/T/FF: 32/18/26; CMD: 34; Heroes’ Feast +1; Perc: +21; Init: +7; Max HP: 153; Current HP: 153; Temp 0;

You're discussing known issues with the Titan Mauler archetype abilities...that they don't actually work. I think if you check out the messageboards, the original author has suggested the fixes he would use if Paizo allowed a redo.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Ohhhh, okay. I was wondering. I never really looked that deep into it since I have never played one.

Okay, thanks for that, Nazard. I'll check into it.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Found it!

Okay, this is how the original author(Jason Nelson) meant for Massive Weapons to be:

Jason Nelson wrote:


Sorry, my message board coverage is a little spotty lately, as I am banging away on an upcoming AP adventure and the deadline is looming. My short and wholly unofficial answer is that I'd probably leave the Jotungrip ability as is, since that ability is really more about using a regular TH weapon in one hand than using overly large weapons. However, the Massive Weapons ability is the one I'd probably change, to read like this:

Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. At 3rd level, she can wield melee or thrown weapons sized for creatures one size category larger than her own size, with a -2 penalty on attack rolls. Such weapons are always considered two-handed weapons.

For every 3 levels beyond 3rd, a titan mauler may choose to increase the size of weapons she can effectively wield by one additional size category, with an additional -2 cumulative penalty to attack rolls. Alternatively, she may choose to reduce her attack roll penalty when using oversized weapons by 1. This choice must be made every 3 levels when the ability is gained and cannot be changed. This ability replaces trap sense.

I think using a hunormous sword or throwing a giganticulous spear fits the theme of the titan mauler. Walking around with a cannon or ballista or tree-sized bow? Not so much. YMMV.

If you want something simpler and a bit more similar to the as-printed rule, you could also try:

Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.

Here is a link if you're interested: Titan Mauler

I gotta say, this makes it a LOT more interesting. Me personally, I think I like the simpler version(the second one) better.

And I'll be honest, Old Guy, that's kind of the main reason I initially built a large dwarven waraxe. Because according to the archetype, I can't use anything bigger. That was as big a weapon as I could use. Which, kinda makes it a bit 'meh'. So I figured, "Why not just make one?" But also to be honest, I'll admit it didn't feel nearly as fun with such a made weapon. It's always funner to find one.

Because I was thinking it would be cool to pick up a big ol' weapon from a fallen giant and beat the rest of his kin with it. :) But, obviously, that can't happen by RAW.

And while the archetype is not nearly as interesting as currently written, I do like some of the other bits of it. And a part of me is a bit tempted to use a two-handed weapon and a shield. A normal sized 2 handed wpn, of course. I totally agree with him not changing that.

So, would it be cool to use either of these ideas from the original author? Like I said, I like the second one because it does keep it simple, but I'm willing to go with either one. I don't care. Because that would make playing this archetype a whole lot freaking cooler.

If not, then not. I'll still run with the other parts of the archetype. It won't be near as interesting, I'll confess, but I can deal.

@Nazard: Dude! Total thanks for the heads up on that, man. I appreciate it. That's just awesome.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, now I think I finally got him fixed up.

Are any magic item abilities fair game that are a part of the PRD?

I ask because I have the Defiant ability on my armor. There's a link to it on my sheet. Let me know. I can easily change that up if need be.


Yikes, a lot there. Go with the simple version of massive weapon, it will pay off coming up. Prd stuff should be fine.


Male Workaholic, level 10

Hello all. Sorry for the delay, but it didn't seem like OGGM was rushing us in.

Link for Kellen.

Couple of notes:

Equipment wise, I have spent about 20,000gp - so that put him about 3,000 short of starting 7th level average. Let me know if that's too much or too little of what is expected.

I have a background to add - he's a Riddleport native. As far as meeting the party my initial thought was that he was hunting down Orik Vancaskerkin for a bounty and heard the party had met him, etc. So he's tracked them to Magnimar. Just my initial thought - whatever OGGM decides as the starting point is fine by me.

Otherwise - let me know if there's any screw-ups in stats or details.

Thanks!


Sounds good to me. We will work any bugs as we find them .


Have faith on this next scene, Praxim was not far off in his estimation.


Male Workaholic, level 10

To quote a certain Corellian smuggler: "I got a bad feeling about this." ;-)


Female Half-Orc Evoker 9/Cyphermage 6; Init. +2; Perception +10; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 111/97; Fort +9, Ref +8, Will +14

Uh... Did we kill this justice? ^^; I'm a little confused. It may have been a while since we did that...


F/R/W: +20/+20/+18 AC/T/FF: 32/18/26; CMD: 34; Heroes’ Feast +1; Perc: +21; Init: +7; Max HP: 153; Current HP: 153; Temp 0;

Inside the Sawmill with the cultists. They have a coded journal that was his.


Female Half-Orc Evoker 9/Cyphermage 6; Init. +2; Perception +10; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 111/97; Fort +9, Ref +8, Will +14

Oh, that guy! I didn't remember his name at all.
You know how it is when you get together with people for the first time at one of those rushed business meetings, everything's a bit of a blur afterwards except for the paperwork. *laughs*


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F/R/W: +20/+20/+18 AC/T/FF: 32/18/26; CMD: 34; Heroes’ Feast +1; Perc: +21; Init: +7; Max HP: 153; Current HP: 153; Temp 0;
Lym Blackhand wrote:

Oh, that guy! I didn't remember his name at all.

You know how it is when you get together with people for the first time at one of those rushed business meetings, everything's a bit of a blur afterwards except for the paperwork. *laughs*

I would recommend not using that defense with the Lord-Mayor.

affects Southern belle accent
"Why, my dear Lord-Mayor. We have just done gone and killed so many men these last few days, it's right hard for a girl to keep them all straight!"


Female Half-Orc Evoker 9/Cyphermage 6; Init. +2; Perception +10; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 111/97; Fort +9, Ref +8, Will +14

XD *laughs* Indeed.

Grand Lodge

But you might want to keep the accent. You just got to love the accent.


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Female Half-Orc Evoker 9/Cyphermage 6; Init. +2; Perception +10; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 111/97; Fort +9, Ref +8, Will +14

I'm not sure it goes with my shoes. :p Thanks all the same.


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Praxim wrote:

affects Southern belle accent

"Why, my dear Lord-Mayor. We have just done gone and killed so many men these last few days, it's right hard for a girl to keep them all straight!"

ROFLMAO!!!!


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Male Workaholic, level 10
Dax Thura wrote:
But you might want to keep the accent. You just got to love the accent.
Lym Blackhand wrote:
I'm not sure it goes with my shoes. :p Thanks all the same.

LOL!


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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Praxim wrote:


affects Southern belle accent
"Why, my dear Lord-Mayor. We have just done gone and killed so many men these last few days, it's right hard for a girl to keep them all straight!"

Okay, I can TOTALLY see this line in Firefly. Good one, dude.

And that is a great accent. :)


Going to post next scene tonite. Kellen and Thordak, be prepared to jump in.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

OK


I will be away this weekend, but I should have limited access to post, If I do not, I will be back Monday. Kellen and Thordak may well be in before Saturday depending on how tonite and tomorrow go, you will know when.


Ok, so this was an awkward spot to drop, the fight with Xanesha was literally the last encounter of book 2. This cut scene with the Mayor is both the end of book 2 and the start of book 3 "Hook Mountain Massacre".

I will start a new thread (probably OOGM's Hook Mountain Massacre) soon where you can post what you are doing, have introductions with Thordak and Kellen, etc.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

OK - sounds like a plan. Thanks for the updates.

Grand Lodge

Dax Thura wrote:

I suggest Lym for the Snakeskin Tunic and a potion of Cure Moderate Wounds. She'd give up the Cloak of Resistance +1.

The Kukri +2 would make a good back up weapon for Praxim and the front-liner should have a Potion of Cure Moderate Wounds.

Rhianni could make use of the Cloak of Resistance +1 from Lym, the Ring of Protection +1, and a Potion of Cure Moderate Wounds.

Tomaru can take the Sihedron Medallion and the Mystery Potion.

This leaves the Impaler of Thorns, the Medusa Mask, Ring of Jumping, and a Golembane Scarab.

Thoughts?

I'm not sure we finalized the plans for these items. Does anyone remember what we decided upon?

Also, Old Guy, how are we going to be doing ex and leveling?


For xp and leveling, I am going to follow the "schedule" set in the books.

FYI, 2 days to sell, buy, craft,etc.


In a bad case of fat fingers, the new thread is OOGM instead of OGGM...<sigh>

Grand Lodge

HERE

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