VikingIrishman's Hell's Vengeance (Inactive)

Game Master VikingIrishman

The Hell’s Vengeance Adventure Path begins when the Hellknight Order of the Godclaw reveals that its members have found Heart’s Edge, the legendary sword once wielded by the goddess Iomedae. A group of Iomedaean knights calling themselves the Glorious Reclamation, upset that a Hellknight order held an important relic of their faith, raided the Hellknights’ fortress, Citadel Dinyar, and reclaimed the divine weapon. And rather than stopping there, they set their sights on overthrowing the diabolical Thrice-Damned House of Thrune! It is your job to stop them.

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Everybody dot in.

CHARACTER CREATION

Starfinder is awesome and I'm infatuated currently, so we're going to be using the stat generation and increase rules from there, modified for the system, of course.

BUYING ABILITY SCORES:
Step 1: Start with a score of 10 in each ability.

Step 2: Add and subtract points for race.

Step 3: Spend 10 points customizing your scores. You apply these to your existing ability scores on a 1-for-1 basis—if you have a Dexterity score of 12 and you add a point from your pool, you now have a Dexterity score of 13. You can divide these points up however you want, but you can’t make any individual score higher than 18.

LEVELING UP AND ABILITY SCORES:
Every 5 levels (at 5th, 10th, 15th, and 20th levels), you get to increase and customize your ability scores. Each time you reach one of these level thresholds, choose four of your ability scores to increase. If that ability score is 17 or higher (excluding any ability increases from personal equipment, inherent bonuses, and the like), it increases permanently by 1. If it’s 16 or lower, it increases permanently by 2. You can’t apply more than one of these increases to the same ability score at a given level, but unlike at 1st level, these increases can make your ability scores go higher than 18.

For example, let’s say you’re leveling up your character with the following scores:
STR 10, DEX 16, CON 10, INT 18, WIS 11, CHA 10

You might decide to increase your Dexterity, Constitution, Intelligence, and Wisdom. Because your Intelligence is 17 or higher, it would increase by 1 to a score of 19. The other three scores would increase by 2, giving you these final scores:
STR 10, DEX 18, CON 12, INT 19, WIS 13, CHA 10

The next time you can increase your ability scores, you could decide to increase those same abilities again, or you could pick a different subset.

SKILLS:
I have a standing house rule that any class that gets 2 + Int mod skill points per level and isn't an Int-based class gets 4 + Int mod instead. Conversely (and much less common), any class that gets more than 2 + Int mod and is an Int based class gets 2 + Int mod instead. Typically, this only affects Alchemists and a small handful of archetypes that fiddle with main casting stats like the variant bloodlines for Sorcerer.

Additionally, I use the Background Skills optional rules.

STARTING EQUIPMENT:
At level 1, you'll start with Basic NPC Wealth By Level, which is 260g, and the usual free outfit less than 10g. Additionally, you get a single mundane non-masterwork item from the Adventuring Gear category worth no more than 50g. It has sentimental value to your character. Figure out why.

MISCELLANEOUS:
I know that I'm going to have forgotten something, but as far as other rules I typically use...

Max HP at first level, average (round up) thereafter
2 traits, 1 drawback (for a total of 3 traits, 1 drawback). The drawback is optional, but I'd prefer you to take one
I prefer the Unchained classes to their standard versions, but if you're dead-set on one of the standard ones we can figure something out
Any Paizo published race/class/archetype/etc is allowed
Third party stuff is subject to my approval


This being Hell's Vengeance, Good alignments are disallowed and Neutral alignments probably aren't going to stay that way for long. Also, being someone who is willing to work together even if you don't like a person is gonna be important.

Once everyone dots in and has most of their character concept figured out, I'll set up a gameplay thread.


huh Okay First question.....Would you be okay with ua8ng cyber stuff....like a character studying it and using implants? Important question for reasons.


Matthew Grant 858 wrote:
huh Okay First question.....Would you be okay with ua8ng cyber stuff....like a character studying it and using implants? Important question for reasons.

That's fine by me, but there isn't going to be an outlet for you to purchase anything, so you'll have to end up taking Technologist and Craft Cybernetics and making them yourself.


I mean yeah was probably gonna do that even if there was. Goes with the whole mad scientist vobe.


In the realm of alternate stuff, I have my own conversion of feats and mechanics that are still untested, but seem...mostly sound. If all participants are in agreement, we can use them.

Tweaking Mechanics

Additionally, I'd like to also use an alternative to death modified from THIS. Again, if all participants are in agreement, of course. I know that too many variants can muddy the waters.


Go ahead and bump the stat generation rules to 11 discretionary points rather than 10 to make up for the loss of Starfinder's themes.


Dotting, of course. I've given you my opinions on the mechanical tweaks already because I'm a nerd. 8U

EDIT: Also please note that even with craft cybernetics you still need access to a facility to build it at. These facilities are basically minor artifacts and all of them are in numeria.

The things I have learned from GM'ing iron gods, I s2g.


Female Human HP 14/14+6Temp Arcanist 2 Initiative 8 AC/FF/T 13/11/12 F+1 Ref+2 Will+4| perception +1

Awwwwwwwww


hi i don't know what's going on yet but trin made me post here


This is Mizu, and she's our fourth and trying to make what is basically some sort of evil disney princess.

I'm going dark magical girl myself as well, so we're already an epic den of inequity. Anyone want to be a bad horse?


Nah I am good with crazy dancing Alchamist. I just need to figure out if I'm going super bomber or hilarious Mutagen monster.


Also What s the point of 11 points? From what I can tell that just means there is an odd point doing really nothing.


You could make a stat have 13 points in it for stuff like dodge/etc.


I guess?


In Starfinder, in addition to race and class, you pick a theme which gets you +1 to a stat. Seeing as Pathfinder doesn't have themes, I was convinced to give you the extra point.

Also, welcome, Mizu. Always happy to meet a friend of Trin's.


fair enough. Also my character is finished! I decided on teifling since it made the stats better than a human would have. Plus the feat lost was made up for by claws, meaning that I can kinda do both bombing and if need be drink a str Mutagen and get close range without provoking.

Also due to my loss of Skill points I have forgone dance....I mean he still does but he is never gonna be great at it...Rip. Also quick question, if I take the race bonus to Alchamist, do I loose the Extra Hitpoint a level?


I just realized I haven't actually acknowledged this yet, so um, hi!


Hey Mizu what class is your character gonna be?


diva for me. my bro's helping me set it up but neither of us has statted a bard before, so we'll see how that goes. (i'll bully trin into minmaxing it for me later anyway. :P)


Gods, Trin's bards...

"I got a 47 Diplomacy...I rolled a 2."


It's worth noting that we're basically playing 15 point buy until we hit level 5 anyways, so I won't be able to make it quite that powerful...


Kind of? You could use the system to start with 2 18s and 4 10s and be looking at the equivalent of 22 point buy. Or start with all 12s and have the equivalent of 11 point buy. Which averages out to...16.5.

Shut up.

You and your being correct about things. ^_^


How would you get to 18 points in 2 stats and 10 in the others? Am I missing something?


I miscalculated. Rather, my brain said the stats were 14s after racial mods, not 12.


Ah Okay that makes more sense lol.


14/14/12/11/10/10 is the best spread for longevity that I could think of immediately, which is itself equivalent to 13 pb.

That changes at level 5. We are in a high risk high reward status.


HEY GM.

Shield of Blades (Ex): The vigilante’s wild attacks allow him to block his foes’ counterattacks. He gains Power Attack as a bonus feat. If he already has the Power Attack feat, he can immediately swap it for another feat for which he qualified at the level he chose Power Attack. When he takes an attack or full attack action, if he uses Power Attack on every attack to make melee attacks that use his Strength bonus on attack rolls, he gains a shield bonus to his AC until his next turn equal to his penalty on attack rolls from Power Attack. This bonus applies only if he actually takes that penalty on at least one of the attack rolls.

This part just does nothing and I only get the totally cool shield bonus to AC for this vigilante skill, right?


i'm picking the Chelish Noble campaign trait for my character, are there any specific rules or guidelines the GM would like me to follow as far as which house to pick, titles and positions within the house, family connections etc? i'm thinking i'll just err on the side of some minor branch family, but it could set up some really fun NPC connections as well, so...


She's also picking up Noble Scion, so she can officially be Kind Of A Big Deal(tm) if you want.


Here she is, Mrs. Crazy Girl.

Dream #1: +1 Mithral Unholy Scythe. Cleaves through any celestial like butter!

Becky Norin/Hardgore Mary:

Female Human (Chelaxian) Vigilante 1 (Magical Child)
N/CE Medium Humanoid (Human-Chelaxian)
Init +2; Senses Perception +0

Defense:

AC 14, touch 10, flat-footed 14 (+4 Armor)
HP 10 (1d8+2)
Fort +3, Ref +2, Will +2

Offense:

Spd 30 ft.
Melee Scythe +4 (2d4+4/x4, P or S, melee, trip)
Ranged Longbow+0 (d8/x3, P, 100 ft)
Modifiers
Arcane Strike: Swift action. +1 damage/treated as magic

Spells:
Touch +3, Ranged Touch +0, DC 12+SL, CL 1st, Concentration +3
known: 4/2
0 (at will): Detect Magic, Acid Splash, Mage Hand, Mending
1 (2/day): Long Arm, Infernal Healing

Statistics:

Str 16 +3
Dex 11
Con 12 +1
Int 10
Wis 10
Cha 14 +2
BAB +0; CMB +3; CMD 13
Feats
1 Weapon Focus (Scythe)
B Arcane Strike

Traits
Erratic Malefactor - Your unpredictability and volatile temperament gives you an advantage over your foes. You gain a +2 trait bonus on initiative checks. In addition, you are willing to work with others, and have learned to use your allies’ strengths to reinforce your own skills and abilities. Once per day, as long as an ally is within 10 feet of you, you can reroll a single attack roll or skill check before success or failure is known. You must take the results of the second roll, even if it is worse.
Accelerated Drinker - You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Heirloom Weapon - (Scythe), +2 bonus on trip attempts
Xenophobic - You have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.

Skills5 SP/lvl +2 background
Stealth +4 (1 ranks+3 trained)
Bluff +6 (1 ranks+2 cha+3 trained)
Intimidate +6 (1 ranks+2 cha+3 trained)
Disguise +6 (1 ranks+2 cha+3 trained)
Acrobatics +4 (1 ranks+3 trained)
Appraise +4 (1 ranks+3 trained)
Perform (acting) +6 (1 ranks+2 cha+3 trained)
+4 Intimidate in social form
+20 disguise for vigilante stuff
-2 ACP

Languages Common

Gear:

Combat Gear 20 arrows
Other Gear scythe, traveler's outfit, longbow, Lamellar Armor (leather), backpack, belt pouch, blanket, torches (10), trail rations (5 days), waterskin, dagger, spell component pouch, Ioun Torch, 16 gp, Masterwork Harrow Deck

Special Abilities:

Bonus Feat
Skilled
Bonus Feat
Skilled
Dual Identity
Spellcasting
Transformation Sequence (Standard Action)
Animal Guide (Mongoose, as 1st level wizard familiar, +2 fort)
Seamless Guise

Social Talents
1 Social Grace (Diplomacy)

Vigilante Talents
2


Oh yeah I forgot about background skills!. Gonna make an edit.


There is the character sheet. I believe everything is in there, though I will put Basic info in my characters description lol


Male Tiefling HP-10/10 - Alchemist 1 -Initiative +4 - AC/FF/T 15/13/12- F-3 R-4 W-0 Perception-0

And boom, there is the alias


Two things:

One: Reactionary doesn't stack with Erratic Malefactor; both are a Trait bonus to initiative and typed bonuses don't stack.

Two: Is it three traits, a drawback, and a campaign trait or is it three traits total with a drawback, and one of the traits needs to be a campaign trait?

UNCLE STYLE:

One moooore thing: Point blank shot is included under the free stuff rules given in the initial info, you could go straight to Precise Shot.

LAST EDIT I SWEAR

How's the bomb make it to +5 to hit at all times? I count 2 for dexterity, +0 bab, +1 trait, +1 throw anything for a net +4... Point Blank Shot would MAKE it 5 when targeting someone within 30 feet, but you had that listed differently under dagger, so it doesn't seem like it'd be that...?


I legitimately love waking up and seeing eight new posts. ^_^

Trinam wrote:
This part just does nothing and I only get the totally cool shield bonus to AC for this vigilante skill, right?

Go ahead and pick another feat, but wow is that strangely worded.

ezurim wrote:
i'm picking the Chelish Noble campaign trait for my character, are there any specific rules or guidelines the GM would like me to follow as far as which house to pick, titles and positions within the house, family connections etc? i'm thinking i'll just err on the side of some minor branch family, but it could set up some really fun NPC connections as well, so...
Trinam wrote:
She's also picking up Noble Scion, so she can officially be Kind Of A Big Deal(tm) if you want.

Honestly, pick whatever you feel works best for your character. I can find a way to make anything less than a Thrune work. Hells, I can find a way to make a Thrune work. Also, holy s&!%, Noble Scion got mega-updated in Heroes of the High Court. If you'd like, you can also use the old Cheliax-specific version of the feat found HERE.

Trinam wrote:
Becky Norin/Hardgore Mary...

Looks good. Which of your pieces of gear is the sentimental one?

Trinam wrote:
Two: Is it three traits, a drawback, and a campaign trait or is it three traits total with a drawback, and one of the traits needs to be a campaign trait?

Three traits total with a drawback, and one of the traits needs to be a campaign trait.


RELEVANT THOUGHTS for anyone having difficulty with envisioning an evil character.

This is also a good opportunity to discuss what rating we want to keep the game at. I tend to default to R, but we could swing to PG-13 (or, I guess, NC-17) if that's where we want to go.


i'm more confused than ever, lol. "Three traits total with a drawback, and one of the traits needs to be a campaign trait"....so that means it's actually "one normal trait, one campaign trait, one drawback"?


Male Tiefling HP-10/10 - Alchemist 1 -Initiative +4 - AC/FF/T 15/13/12- F-3 R-4 W-0 Perception-0

I think 2 normal traits, one campaign traits, then a drawback. I'll take off reactionary if itndoesnt stack, works out since melaficar is better. Also yes the extra plus 1 was from PBS, forgot to specify. I'm very sick right now so I'm kind of out of it. Will fix it later. But cool can start with precise shot, that's neat.


So according to the PFSRD, Summon Monster I has an alternative monster option... A Bloody Skeleton.

Would it be okay to use this, given the flavor of the campaign at hand?
And also assuming that Deathless does not apply to an extra-planar creature.


eruzim wrote:
i'm more confused than ever, lol. "Three traits total with a drawback, and one of the traits needs to be a campaign trait"....so that means it's actually "one normal trait, one campaign trait, one drawback"?

1 Trait

1 Campaign Trait
1 Drawback
1 Trait because of the Drawback

SnipeHunt wrote:

So according to the PFSRD, Summon Monster I has an alternative monster option... A Bloody Skeleton.

Would it be okay to use this, given the flavor of the campaign at hand?
And also assuming that Deathless does not apply to an extra-planar creature.

Sure thing. Deathless would apply if the summoned creature didn't pop back to its own plane upon death and the duration were more than an hour.


The deck of cards is the sentimental one. It's useless! Yet cool.


Also I should make an important note, while we're still character building.

I hope you guys are okay with cannibalism.


Aww, s#&#! You makin' cookies!? ^_^


Eventually, yes. Figured this was the best AP to go for it.


Female Tiefling HP 8/8 | Moon Witch 1 | Init +6 | AC/FF/T 12/10/12 | F:1 R:2 W:3 | Perc (Kali:4) (Umb:13)

Alright, here's her sheet as is! I'll look it over again in the morning, but this should be all clear.

Though Trin knows well how bad my math can be, lol.


You need to make sure to write down somewhere what all of Kali's known spells are, as well, since her familiar holds them for her until she memorizes 'em.


forgot to ask: for my diva ability Famous, I need to choose "a settlement or settlements with a total population of 1,000 or fewer people". I assume the starting region fits this criteria? at least the first town, i'm sure.


Mizu, technically the starting town (Longacre) is too big (~1500 people), but go ahead and select Longacre anyway.

Kali, looks good, but you've reminded me of a thing. For those of you with familiars, pick whatever bonus you want and whatever familiar you want. Does it make sense for a toad to grant an initiative bonus? No, but I'd rather see interesting familiar diversity.


GM VikingIrishman wrote:
Kali, looks good, but you've reminded me of a thing. For those of you with familiars, pick whatever bonus you want and whatever familiar you want. Does it make sense for a toad to grant an initiative bonus? No, but I'd rather see interesting familiar diversity.

Great! Changing now. And how did you know I wanted a toad! ;P

Trinam wrote:
You need to make sure to write down somewhere what all of Kali's known spells are, as well, since her familiar holds them for her until she memorizes 'em.

I did find it a bit weird that the Witch page didn't have spells known listed. Guess I didn't read far enough in my half-asleep state. Thanks for the catch!

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