ZEITGEIST (Inactive)

Game Master Whack-a-Rogue

Warehouse
Current Prestige: Flint 1 | Risur 2 | Unseen Court 1 | The Family 2


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Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Ugh, a few levels from now and I could throw it telekinetically.....thinking.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Yeah, I hear ya. I wish we just had one more level. A Musket Master gains the ability to reload a two-handed firearm as a move action as long as they have one grit point.

Az doesn't have any alchemical cartridges right now; there's only one kind (paper) that can be used in a musket as opposed to a scattering weapon.

As far as the wagon goes, I think the easiest and quickest option right now would be to push it away, but that would certainly result in taking some damage. Definitely willing to throw my shoulder into it, though.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Aside from using a piece of rubble as a push-stick, I don't have much in the way of ideas. Have the four guards come to investigate the commotion? Because all together we should be able to give it a good push.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

What kind of damage would we take if we just pushed the wagon toward the water? And how many of us could get in to push at once? Could we squeeze and get 3-4 people? Does the wagon have a pull mount on the front so we could go at it from both ends? It does on the picture but that doesn't necessarily mean it really does.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

I can get help for a single round if we treat it as still being part of the fight when the lizard turns to flee.


I'm still at work but have a free minute to answer your questions. XD

The wagon is Large (long) and has pull handles in the front just like the picture. Two people working together (one in front; one behind) can move the wagon at half speed without making STR checks. In terms of potential damage, it looks like 1d4, then 2d4, then 2d6+7.

As you're still assessing your options, I'll repost the map description.

Map Description wrote:
Sechim's factory is the center building, there's rooftop access via ladders behind the wagon and on the opposite side of the building, the green roof vents are releasing toxic alchemical byproducts and probably shouldn't be approached, and the large rooftop dome is a water tower.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

So we can move it at half speed without a strength check - can we move it faster with a strength check?

And how far is it to the water? It seemed like the Spellcaster took 2 rounds to get there, but obviously that doesn't mean it's 60ft away.


According to the map at the top of the page, the water's edge is 50ft away from the wagon.

The wagon's pretty heavy, but you move it faster with a STR check. It starts with a 15ft move with a DC10 STR check [ooc](no check needed due to take10 + aid another bonus from the second pusher) +5ft move for every 5pts you surpass the DC. So, STR DC 15 gets you a 20ft move speed, STR DC 20 gets you a 25ft move speed, etc.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Or we could climb up and try to push it over, but I feel like that'd be a little beyond us.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

...looking at...a map? For distance? What a bizarre idea. I would never have considered that.

OK, so, me being dumb aside - unless we can either move lots of Earth or Water, I think we're gonna have to get shoving. Miselle's Fire Resitance nominates her for the Aid Another part of that, but lack of strength means I'm not gonna be helping much.

...or I wouldn't if, at strength 11, Miselle and Azghal are actually the strongest characters in the party right now.

Wow, we are really, really weak. Like...super weak.

So, plan B) Miselle will keep shoving, 'cos Fire Resitance. Someone else gets the wand of Cure Light Wounds and keeps tapping. And the others swap out as they get too cooked.

It's risky as hell, but not as risky as pretending the fire dust factory was on fire when we got here.


*cough*read the map description in my previous post*cough*
*cough*it might make everyone's lives significantly better*cough*

Now where did I put those cough drops....

EDIT: And this is why I need to check Gameplay before posting in Discussion. Ellena's a mind-reader. XD


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Well, if we're gonna do this easily...


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Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

I was just able to read Miselle's last post and it took me a moment's pause to realize that Az really IS the only male in the group! Az, you lucky, lucky dwarf...


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

heheh ....and just the right height to enjoy the view


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Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

I read back through the archives and threw together some notes of what I saw as pertinent information. It's here, feel free to add anything.

I'll save my speculation for when we reconvene in the morning.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Very nice


Good stuff, Ellena. Everything seems accurate. I had been keeping track in Campaign Info of what everyone's uncovered, but it hasn't been updated in quite a while.


The plot thickens....


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Thick like a vanilla milkshake...


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Great, we're in bed with The Mob. LOL


XD


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Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Nah, we're still in the parlour right now, having drinks, but the flirty behaviour suggests the bed is an option. Whether that's honest or not...


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

And there's the icewater to the nethers.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Alice Kildare, Buzzkill Extraordinaire.
But I would generally advise against dealing with the mafia, especially as government officials.
Although it would make all of this much more Gotham-like...


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

So, as this is one of those moments when a character's ethics may clash with the desires of the group, I don't want to be Lawful Stupid. Do you want to be friendly with the Family? If so, I'll tone myself down, although Alice will never like it.


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Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Mmmm...probably not.

To clarify, Miselle thinks the guy is a scummy crime lord. But she's used to dealing with people she doesn't like in a friendly fashion. Until we have some evidence, she won't accuse him of anything, and is happy to use his contacts. The job comes before comfort. And if he ever asks us to be disloyal, we have evidence against him. So long as we keep the paperwork honest about how and where we gets our leads, we should be fine.

Plus, she's very much logical. Just because she's pretty sure the guy is criminal scum doesn't mean she'll treat him like one until she has evidence. Everyone deserves the same level of attention from the RHC until they're shown to be criminals, is he thinking as someone who's probably had a lot of grief without proof. She won't let her emotions affect how she treats people.

That's why she's annoyed with Alice - even if she feels the same way, she considers treating someone as a criminal without the evidence to back it up to be foolish, arrogant and unprofessional.


I'll just leave this here....

GM Notes from Book Two wrote:
While it’s perfectly possible for the party to solve this entire adventure without Morgan’s help, you want them to feel like they got a massive break by compromising just a little.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Well, the Family is not exactly unknown.

Player's Guide, page 37 wrote:

One of the few chinks in the strong face the Clergy presents is a criminal organization known as the Family. Most people only know of them in rumors and hearsay, but it is said that they are behind most of the crime on both sides of the Avery Sea.

Where they have taken root, crime becomes civilized. The Family seems to respect loyalty and avoids doing violence to innocents, though when they move into a new city they viciously cut out the current criminal element and institute a more refined form of corruption and lawlessness.

But yes, Alice is a creature of passion over rationality, so I can see the annoyance.

And as for compromises...

Sam Vimes wrote:
Once you had a good excuse, you opened the door to bad excuses.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

This is probably more like the situation with Chrysoprase in Thud. He wants us to do something that will benefit us both, but can't simply throw the information to us.


Since it looks like everyone's done talking to Cippiano, I'll give it a little time for RP (between Alice and Miselle, for instance) before moving things along. Is the plan still to meet with Gale now?


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

I think so, yes.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

No objections from me.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Yup


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

@YBD - Was reading through the recruitment you posted, and I have a question: You like the Dread?!

My first ever Pathfinder character was a Dread who made it all the way to tenth level. I have never played, or seen played, a more hilariously broken class.


The Dread's basically "Scarecrow" from Batman, right? What's broken about it?


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

In my experience, most of what Dreamscarred Press puts out can be hilariously broken, especially when considering the damage output they can effortlessly reach without burning resources.


Hmm... The Vitalist can be a bit much, but other than that, everything seems pretty balanced - at least from a class-feature standpoint. I also know that Paizo's explicitly stated that Dreamscarred Press is the gold standard for psionic magic. That being said, their magic system is rather complicated, and I've observed that the majority of users screw it up in various ways - which turns the system into something utterly broken. I haven't spent enough time with it to become truly comfortable with all the rules, but I do know that there's a limit to how many power points you can spend on any one power which should curtail any ridiculousness.

Path of War, on the other hand, is utterly insane. I like it for high-powered games, but Spheres of Might is better in basically every way. XD


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Possibly so, my worst experiences were with Path of War.

Also, philosophical check time: where do we stand in the industrialization/tradition, Danor/Fey debate? Alice is on the modernization side, having seen firsthand how technological innovation trounced pure magic in the war, and not trusting the Hidden Court since they supported the Duchess. How about you?


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

On The Dread:
Your Benevolent Dictator wrote:
The Dread's basically "Scarecrow" from Batman, right? What's broken about it?

A few things; small stuff first: There's the feat Insightful Terror which lets you no-save Paralyze anything not immune to mind-affecting effects for a round as a standard action. You can chain this, too. There's the Broken Dreams Style feat chain, which adds your level and your Charisma mod to your unarmed strike damage, lets you intimidate as a free action on a successful unarmed strike, and makes any shaken target treat you as concealed while you treat them as flat-footed. There's the Nightmare Constructor archetype, which has no way to heal its eidolon (they don't heal naturally). There's the Shadow Twin, which literally doubles your action economy. And there's the spell Untouchable Aura, which when combined with the Persistent Power metapsionic feat forces anyone who attacks you to make two Will saves sequentially or lose the action and it lasts rounds/lvl. (For comparison, there's a Scarlet Throne stance in PoW that does this, but the enemy doesn't lose the action, if they save they're immune for the rest of the day, it only requires one save and doesn't have the same DC-stacking potential, and it's not available until 15th level. It also admittedly isn't affected by SR.)

Most damningly, though, is that almost everything the Dread does is worthless against anything immune to mind affecting effects. Admittedly, it shares this problem with the Mesmerist but the Mesmerist, at least, can mitigate this with an archetype. The Dread can't until eleventh level, meaning any time the party has to deal with something that's immune to mind affecting the Dread may as well go sit in a corner. They have no back up option; even their Devastating touch doesn't work against constructs or undead.

At the end of the day, I feel like most fear effects beyond Shaken boil down to a save or suck. That's why I retired the character; it was hurting the fun for everyone when we finally got to meet a Big Bad and on round one he started running in screaming terror from my Dread.

As far as industrialization vs. tradition, Ellena leans towards the tradition side of things. Her family is very old fashioned (her grandfather made his name charging a Danoran gunline with nothing but his rapier), and her friends and social circle outside the party, particularly those involved with the Dockers, support that. She hasn't really seen the benefits progress could bring, either - something her and her brother will probably get into a shouting match about next time she's home.

She's also young and a little naive (though not as much as she thinks she is), so she's pretty easily swayed by a good argument.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Also, don't let me forget: Ellena has a question she wants to ask Gale, regarding the factories.


Dread:
Insightful Terror is definitely broken, but Broken Dreams chain isn't that bad. It's strong, yes, but far from broken. Nightmare Constructor has a "spend PP to heal the horror" ability that didn't make it onto d20pfsrd. Shadow Twin shares actions until 11th level, and even then, it's situational. Strong, but not broken. Untouchable Aura is comparable to the Sanctuary spell. It becomes stronger if you spend PP but never reaches broken territory - especially since Persistent Power expends your focus so you can't cast it as an immediate action. From a GM standpoint, I'd say the Dread is situationally strong but pretty easy to counter. Somewhere around Tier 3 like the Alchemist or Magus. XD

I'm away from home until this evening,so there's plenty of time to ask questions.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Az will fall on the same side of the line as Alice; the dwarves are quite technically savvy in general and he's no different. Though he does have a lot of respect for elemental force, and intends to one day make use of them in weapons design, his preference will always be on the techy side.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Corynne literally exists with one foot in the supernatural realm. She understands the benefits of progress, but sees it as temporary. In 100 years the technology will be unrecognizable. Magic won't. It was always there and it always will be.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Dread:
The problems I had with it were definitely exacerbated by me being a very inexperienced player and my GM not being very experienced himself, but it was our experience that there was little you could do to challenge the Dread in combat - either it was running at full strength or its best combat option was 'try not to get beat up too bad'. There was no halfway point.

Sanctuary's a good comparison, but the Dread can still attack while it's up. That spell was a huge problem when I was playing, especially early on before most monsters have SR.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Miselle thinks that magic and technology can be used together, and should be for best effect. It's the only way mortals can be independent of the whims of capricious creatures with vastly more power than they have.

She also thinks that the potential for abuse is high, and it needs some kind of oversight. This does not stop her taking advantage of the lack of such.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Lol. "There really should be a governing body to prevent people from doing things like I'm about to"


Dread:
It definitely sounds like inexperience was the real issue. Dreamscarred Press' stuff tends to be rather complicated, so it's not the most beginner-friendly. The 3rd-level fear aura makes it so the Dread can always contribute (even against undead and the like), and nothing I've seen is particularly overpowering to a GM who knows what s/he's doing. That spell, for example, is powerful, but at 1rd/level, it's not going to break anything. At low levels, enemies will try to attack, fail their save, back off, and then come back a round or two later after the spell's worn off. Alternately, they'll try to attack, pass their save, and proceed to ignore the spell. XD

I'm enjoying hearing everyone's take on the tradition vs industrialization debate. It's one of the major themes of this AP, so I'm glad that everyone's putting some thought into it.

@Ellena: here's your reminder to ask about the factories


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Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula
Corynne wrote:
Lol. "There really should be a governing body to prevent people from doing things like I'm about to"

"There really, really should, but since there isn't I'm gonna put this magic reactor on this suit of steam driven armour I built, and add a railgun."


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

We also touched that weird plane with the strange frogs on Axis Island, it might be a red herring or something important. Just a reminder.

And railguns are awesome.


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Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Yeah, with the GM's kind agreement I'm re-doing Miselle as a Spheres of Might Technician. Part of my proposal for doing so was, 'But railguns are awesome'.

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