The Reign of Winter

Game Master Nayr Trebrot

Heldren

Travelling map

The Lodge


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Male Aisimar (Agathion) Druid 1; hp 11/11; Ac 15 (t 11, ff 14); fort 5, ref 1, will 6; initiative +3, perception +8

So i roughed in the Druid, I’ll have a few heals here and there, but it’s more of an all around character than a healer specifically


How hard would a Paladin be in this AP? I'm thinking maybe an Oradin build, to cover the healing.


I think that could work - the healing help would be huge; I'm certainly up for you retooling if you like. As far as where to start, I'll leave that up to you - we can write you into the Lodge, or you could start in town with the others.


Are we building at 1 or 2?


Male Tengu Samurai (Yojimbo) [Order of the Guard] HP 12/0 | AC: 17/T 12/ FF 15 | Fort: +3; Ref: +2; Will: +2 | Init: +7 | Per +8 ; SM: +3 | Spd 30 ft. | Stealth: +0 |CMB: +3 CMD 14 | Resolve: 1 |Current Ward: Ques

Same, I’m a bit confused.


After considering some options, I'm actually thinking that Alchemist might be fun in this AP. i'll still be able to do a good bit of healing with the right discoveries, and there's an alchemist archetype, I've been wanting to try: Gun Chemist. So...how do you feel about firearms?

Sorry to be indecisive.


Please build at 1 for those starting in Heldren. Ques will be level 2 and will lead the new group in. Then, if you clear the lodge, everyone levels up to 2 to match Ques. Let me know if anyone has an issue with this.

I'm okay with firearms, but want them to seem as exotic as they should be. The people of Heldren wouldn't know what they are, save for stories discounted as myth.


So, let's talk about the Aasimar/Tiefling variant ability tables.

Do you allow rolling on them at all?

Can tieflings take Fiendish Heritage and take their choice of three rolls?

I like tiefling alchemists, they're fun. The various ways an alchemist can modify themselves through discoveries (wings, tentacle, spontaneous healing, things like that) feel like they go well with the tiefling's weird and variable anatomies. If I were to go back to a more traditional divine class, I might lean toward aasimar for the same sort of thing. Aasimar make fun paladins/oracles/warpriests/etc.


Sure, sounds fun; though I leave that up to the group. Should anyone have an issue with that, then I'd prefer we find something else. I'm okay with it though...looks neat.

Dark Archive

N/N Male Fetchling Summoner(Unchained Shadow Caller)/2 | HP: Q) 17/17 G) 18/18| AC Norm/Tch/FF: Q)15/11/14 - G)19/17/15 17/13/14 | CMB/CMD: Q)+3/14 G)+3/16 | F/R/W: Q)+1/1/1 G)+2/5/3| Init: +1 | Speed 30 ft | Darkvision, Low-light Vision | Handle Animal +7, KnLoc +5, KnPln +5, Perception +0, Spellcraft +6, UMD +7 | Active Conditions: Mage armor on Grey.

Nope, no problem.


Male Tengu Samurai (Yojimbo) [Order of the Guard] HP 12/0 | AC: 17/T 12/ FF 15 | Fort: +3; Ref: +2; Will: +2 | Init: +7 | Per +8 ; SM: +3 | Spd 30 ft. | Stealth: +0 |CMB: +3 CMD 14 | Resolve: 1 |Current Ward: Ques

I want a mutating, gunslingingchemist x-spawn to match our agathion druid!


Male LG tengu samurai (sword saint) 1 | HP 10/10| AC 16 T 11 FF 15 | CMB +4, CMD 15 | F: +3, R: +1, W: +1 | Init: +1 | low-light vision, Perc: +1, SM: +5 | Speed 30ft | Challenge: 1/1 | Resolve: 0/1 | Active conditions: None

I've got no problem. I quite like Fiendish Heritage myself.


Male Aisimar (Agathion) Druid 1; hp 11/11; Ac 15 (t 11, ff 14); fort 5, ref 1, will 6; initiative +3, perception +8

Go for it I say!


Lol, quite the exotic group now! The Lady has some peculiar friends.


1d100 ⇒ 29 You gain a +1 bonus on all Reflex saving throws.
1d100 ⇒ 35 You possess long limbs and a powerful grip, features that grant you a +2 racial bonus on all Climb checks.
1d100 ⇒ 61 You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor.

Hmm. Reflex is already one of my good saves. Climb checks? Meh. Growing armor spikes? Hmm. Presuming I'm considered proficient with them (alchemists usually aren't, but given that they're sort of part of me, I'd assume I am) I guess that's not so bad. The problem is that even without the feat, I can trade my SLA (which any of these would also replace) for a pair of claw attacks, which is probably better than one set of armor spikes.

If it's ok to back out and opt not to take the feat I'll do that, but since I've already rolled, I understand if you want me to stick with it.


Yup, you can back out, or reroll one of those


I'll just take the regular claws then. Thanks.


Sounds good!


Male LG tengu samurai (sword saint) 1 | HP 10/10| AC 16 T 11 FF 15 | CMB +4, CMD 15 | F: +3, R: +1, W: +1 | Init: +1 | low-light vision, Perc: +1, SM: +5 | Speed 30ft | Challenge: 1/1 | Resolve: 0/1 | Active conditions: None

I've got a GM-related question regarding the Sword Saint archetype.

The archetype states that the ability stated be gained at level 3 (Brutal Slash) replaces the Mounted Charge ability. This ability is not gained by a Samurai at any point. They do have an ability that is gained at 3rd level, Weapon Expertise. However, general consensus that I have found on the forums is that the Brutal Slash ability should replace the 4th level ability Mounted Archer, as the archetype replaces all mount-related abilities. They also suggest it should be gained at level 4 instead of the level 3, since that is when the ability would normaly be gained. There is no errata on the subject.

While it may be presumptuous to assume Tchezze will make it to level 3, I am curious on your view of this conundrum.


I honestly have never played a Samurai, but pretty excited to see what they can do. The editor's note agrees that it is a conundrum, but leaves it up to GM discretion:

Editor's note:
The original text of the Brutal Slash ability states that it replaces “mounted charge”, which doesn’t exist.

There are two possibilities: brutal smash either replaces mounted archer (in which case it was a typo that was never caught), or weapon expertise (based on the level at which brutal smash is gained). There has never been an official answer or FAQ on this, so GMs are encouraged to choose the option that makes the most sense to them.

I'd go with it replacing the Mounted charge ability at level 4; I think that makes the most sense with the build.


Male Tiefling Alchemist (Gun Chemist) 1

Ok, this is Ouachitonian. I think I'm ready to go.


Awesome, welcome Nox! Please jump into the gameplay thread. You will undoubtedly have to remind me if you're firing against touch or normal AC, but I'll try and keep an eye on it.

You guys are stacked now!


Male Aisimar (Agathion) Druid 1; hp 11/11; Ac 15 (t 11, ff 14); fort 5, ref 1, will 6; initiative +3, perception +8

But still with the zero real heals... LOL here we go!


Bah, who needs heals? Speaking of...any other items you guys want to shop for prior to heading out to your demise?


Male LG tengu samurai (sword saint) 1 | HP 10/10| AC 16 T 11 FF 15 | CMB +4, CMD 15 | F: +3, R: +1, W: +1 | Init: +1 | low-light vision, Perc: +1, SM: +5 | Speed 30ft | Challenge: 1/1 | Resolve: 0/1 | Active conditions: None

With only 13 gp to his name, I think Tchezze is all set.


Male Aisimar (Agathion) Druid 1; hp 11/11; Ac 15 (t 11, ff 14); fort 5, ref 1, will 6; initiative +3, perception +8

Yeah I don't see my 24gp going far! I can cast CLW once....

Dark Archive

N/N Male Fetchling Summoner(Unchained Shadow Caller)/2 | HP: Q) 17/17 G) 18/18| AC Norm/Tch/FF: Q)15/11/14 - G)19/17/15 17/13/14 | CMB/CMD: Q)+3/14 G)+3/16 | F/R/W: Q)+1/1/1 G)+2/5/3| Init: +1 | Speed 30 ft | Darkvision, Low-light Vision | Handle Animal +7, KnLoc +5, KnPln +5, Perception +0, Spellcraft +6, UMD +7 | Active Conditions: Mage armor on Grey.

What I REALLY want is a wand of infernal healing, but like the others Ques is too poor.


Male Tiefling Alchemist (Gun Chemist) 1

I decided to change his appearance a bit. Not every tiefling needs to be obvious.


Is that the consensus then? Just wanted to make sure - everyone headed back to the lodge?

Dark Archive

N/N Male Fetchling Summoner(Unchained Shadow Caller)/2 | HP: Q) 17/17 G) 18/18| AC Norm/Tch/FF: Q)15/11/14 - G)19/17/15 17/13/14 | CMB/CMD: Q)+3/14 G)+3/16 | F/R/W: Q)+1/1/1 G)+2/5/3| Init: +1 | Speed 30 ft | Darkvision, Low-light Vision | Handle Animal +7, KnLoc +5, KnPln +5, Perception +0, Spellcraft +6, UMD +7 | Active Conditions: Mage armor on Grey.

though Ques is anxious to be off, I wouldn't mind a little Mom and son RP. Either way is actually fine. But you will need to make your decisions/opinions known IC.


Male Tiefling Alchemist (Gun Chemist) 1

I took the Unscathed trait for bump my Tiefling energy resistances (cold, Fire, electricity) to 7. I ain’t afraid of no snow.


Male Tengu Samurai (Yojimbo) [Order of the Guard] HP 12/0 | AC: 17/T 12/ FF 15 | Fort: +3; Ref: +2; Will: +2 | Init: +7 | Per +8 ; SM: +3 | Spd 30 ft. | Stealth: +0 |CMB: +3 CMD 14 | Resolve: 1 |Current Ward: Ques

M...me e...eith...er. I ain’t af...af...afrai [faints from numbing cold]

Dark Archive

N/N Male Fetchling Summoner(Unchained Shadow Caller)/2 | HP: Q) 17/17 G) 18/18| AC Norm/Tch/FF: Q)15/11/14 - G)19/17/15 17/13/14 | CMB/CMD: Q)+3/14 G)+3/16 | F/R/W: Q)+1/1/1 G)+2/5/3| Init: +1 | Speed 30 ft | Darkvision, Low-light Vision | Handle Animal +7, KnLoc +5, KnPln +5, Perception +0, Spellcraft +6, UMD +7 | Active Conditions: Mage armor on Grey.

Since this is not a society game, you might want to alter the cold weather rules. They are a bit draconian if you want my opinion. Even an eskimo outfitted in furs and oiled up in seal blubber would probably not survive a hike of over 5 hours.


Yeah, I can definitely get behind that...note that I largely ignored the checks in the first go-around. How about one roll for those susceptible, at the end of the hike to the lodge, to see how well you fared - amenable?


Male Aisimar (Agathion) Druid 1; hp 11/11; Ac 15 (t 11, ff 14); fort 5, ref 1, will 6; initiative +3, perception +8

Works for me. I didn’t realize it was 4 checks. stelmaria wasn’t going to make the lodge at that rate either


Let's get this TPK started!

In all seriousness...one thing Ques would remember was that there was the cook and thus, the kitchen, at the northwest corner. What he remembers and would presumably relay was that she was berated a bit for being hesitant to fight Ques and Co.


Ote, you don't have improved bull rush or anything do you? Just makin sure


Male Tengu Samurai (Yojimbo) [Order of the Guard] HP 12/0 | AC: 17/T 12/ FF 15 | Fort: +3; Ref: +2; Will: +2 | Init: +7 | Per +8 ; SM: +3 | Spd 30 ft. | Stealth: +0 |CMB: +3 CMD 14 | Resolve: 1 |Current Ward: Ques

Nope - AoO it up!


Cultist Henchman 1

Hi everyone! GM Nayr has kindly allowed me to join your campaign.

It looks like we have a pair of samurai, a summoner, a druid, and an alchemist?

I was thinking of playing an arcanist. What do you think?


That's a crazy effective summoning; still working my head around on summoners, but can you do that with the eidolon out?


Male LG tengu samurai (sword saint) 1 | HP 10/10| AC 16 T 11 FF 15 | CMB +4, CMD 15 | F: +3, R: +1, W: +1 | Init: +1 | low-light vision, Perc: +1, SM: +5 | Speed 30ft | Challenge: 1/1 | Resolve: 0/1 | Active conditions: None

I don't think I've ever played with an arcanist. Bring on the pain!


Male Aisimar (Agathion) Druid 1; hp 11/11; Ac 15 (t 11, ff 14); fort 5, ref 1, will 6; initiative +3, perception +8

Awesome, welcome aboard!


Welcome, wicked;)

Dark Archive

N/N Male Fetchling Summoner(Unchained Shadow Caller)/2 | HP: Q) 17/17 G) 18/18| AC Norm/Tch/FF: Q)15/11/14 - G)19/17/15 17/13/14 | CMB/CMD: Q)+3/14 G)+3/16 | F/R/W: Q)+1/1/1 G)+2/5/3| Init: +1 | Speed 30 ft | Darkvision, Low-light Vision | Handle Animal +7, KnLoc +5, KnPln +5, Perception +0, Spellcraft +6, UMD +7 | Active Conditions: Mage armor on Grey.
GM Nayr wrote:
That's a crazy effective summoning; still working my head around on summoners, but can you do that with the eidolon out?

Aaagh! No. My first summoner and I forgot that. The thing is that a half a day earlier I had remembered that rule. Looks like Ques was fantasizing. Once he gets to a certain level he CAN summon while his eidolan is out and it merges with the summoned creature. But not for a while.


Male Tengu Samurai (Yojimbo) [Order of the Guard] HP 12/0 | AC: 17/T 12/ FF 15 | Fort: +3; Ref: +2; Will: +2 | Init: +7 | Per +8 ; SM: +3 | Spd 30 ft. | Stealth: +0 |CMB: +3 CMD 14 | Resolve: 1 |Current Ward: Ques

Welcome aboard something wicked...sure, play whatever you want!

Dark Archive

N/N Male Fetchling Summoner(Unchained Shadow Caller)/2 | HP: Q) 17/17 G) 18/18| AC Norm/Tch/FF: Q)15/11/14 - G)19/17/15 17/13/14 | CMB/CMD: Q)+3/14 G)+3/16 | F/R/W: Q)+1/1/1 G)+2/5/3| Init: +1 | Speed 30 ft | Darkvision, Low-light Vision | Handle Animal +7, KnLoc +5, KnPln +5, Perception +0, Spellcraft +6, UMD +7 | Active Conditions: Mage armor on Grey.

A full spellcaster would be nice. Any kind will do, and I like arcanists because they are so flexible, though wimpy at lower levels.


HP 14/14 | AC 11 T 11 FF 10| F +1* R +1* W +3* | CMD 11 CMB +0 | Init +7 Perc +0 | Spells 1st 2/2 | AR 4/5 CS 3/3 | Wand MA 50

Here's Wicked's arcanist. Please let me know if you spot any issues. I look forward to joining in!


Male Tengu Samurai (Yojimbo) [Order of the Guard] HP 12/0 | AC: 17/T 12/ FF 15 | Fort: +3; Ref: +2; Will: +2 | Init: +7 | Per +8 ; SM: +3 | Spd 30 ft. | Stealth: +0 |CMB: +3 CMD 14 | Resolve: 1 |Current Ward: Ques

I’m not really au fait with arcanists, nor Arcanists, so I’m not much help in the problem finding department.

Nice background, the tribe and their book are great. Ghota’s travels, even so far are suitably fairy tale. My character has turned into a bird too...

Dark Archive

N/N Male Fetchling Summoner(Unchained Shadow Caller)/2 | HP: Q) 17/17 G) 18/18| AC Norm/Tch/FF: Q)15/11/14 - G)19/17/15 17/13/14 | CMB/CMD: Q)+3/14 G)+3/16 | F/R/W: Q)+1/1/1 G)+2/5/3| Init: +1 | Speed 30 ft | Darkvision, Low-light Vision | Handle Animal +7, KnLoc +5, KnPln +5, Perception +0, Spellcraft +6, UMD +7 | Active Conditions: Mage armor on Grey.

They are, at heart, pretty simple. They have a spell book like wizards but after they pick their spells they can cast them like sorcerers (i.e. as many times as they want per spell per level). Because this is a better arrangement than both wizards and sorcerers they can neither prepare nor cast as many spells as either. Basically they trade quantity for flexibility.

Also they get a bunch of tricks called 'exploits' that they earn on a regular basis and which cost pool points from an 'arcane reservoir' to use. My favorite is the one that allows them to spend a pool point to swap in a different spell from their spellbook (Quick Study). Gita picked the one that allows her to spend a point to boost the spell level or DC of a spell she casts (Potent Magic). Another nice one is a cheap dimension door ability (Dimensional Slide). You will inevitably see any decent Arcanist build take one of these exploits at first level. Naturally there are many of these tricks and also, as you might expect from Paizo, some are garbage or don't level well.


Thanks Gita, looks good!

Sorry Ques, that eagle would have really helped too! Updating all today

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