The Harrowing - DM Puppet Master (Inactive)

Game Master Anon A Mouse

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Tokens Collected:
- The Songsmith's Kiss (Bernaditi/Midnight Circus)
- The Dancing Heel (Brambleson/Briar)
- The Bard's Heart (Mourning Choir/Barrow King/Demon's Fen)
- Black Nib (Sonnorae/Prophet's Garden)
- The White Lily (Balio and Balimar/Sanguine Playhouse)
- The All-Blossom (Nightpeddler/Trackless Dearth)
- The Busy Hands (Marzalee/The Manmolds)


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Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

@ GM, ready for review, I extended the threefold aspect, because extra skill points are fantastic!

@Archlich, I don't want to telling others how they should play the game. The fates angle I came up with works equally well with and without pharasma. As a non-pharasma, I'd still give you hard time about undead, because the dead should be allowed to find their ancestor's spirits, but its not my holy duty to destory them. I don't have any mechanical considerations with pharasma, so please pick what you prefer best.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Ugg, my computer decided to restart in the middle of reviewing, meaning I lost everything I had entered into Hero Lab. Here are the notes I had thus far, but I'm probably going to wait until tomorrow to try re-entering everything and comparing (things were generally looking good though).

Eirnar:
- Is the pale green cracked ioun stone meant to be the one that gives +1 to saves? If so, items that only grant bonuses to AC, saves, and ability scores don't exist in ABP
- Can you lay out all your favored class bonuses? I can't tell if you're missing one or if you took a cleric spell that I missed.
- I'm guessing the duplicate component pouches and holy symbols are just in case you lose one?
- What is a "sanctified darkwook shield"? Is this a specific item? Or is it just a shield made out of darkwood (and if so, is it a light or heavy shield)?

@Lokhir: Unfortunately, I think Eirnar is right about taking Swashbuckler deeds via Arcane Deeds.

Errata wrote:
In the Arcane Deed magus arcana, after the second sentence, add the following sentence: “Even if he gains a panache pool through another means, the magus is not considered to have at least 1 point in his panache pool for the purpose of deeds selected with arcane deed, and his effective swashbuckler level for determining such a deed’s effect is 0.”

This means Precise Strike is useless and while you can still parry, you don't get the immediate action attack if you're successful.

@Everbody: When you're writing up your character sheets, please make sure to have somewhere what favored class bonus you're taking at every level, so I don't have to guess/reverse engineer it.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

I hate it when you lose posts. I always try to copy them but once in a while its like, I just made one edit, how could it possibly backtrack...

GM:

Ioun Stone: that gives me 4k to spend on something! There is a Saranrae item that'd be fantastic if it could be reflavored to fit with Eirnar's backstory for 3k. I'm thinking mechanically identical but it is a book that has been passed down in his clan, with each of his ancestors (and him, when I encounter new stuff) writings of foes they faced and herbal remedies accounting for its bonuses. If this is allowed I'd probably do that, if not I'll pickup a lesser metamagic rod of extend for 3k.

Duplicates are indeed incase I lose one, because not having spells would make it rather difficult to fulfill my role.
It is just a heavy wooden shield made of darkwood with the sanctified property.
Here are the FCB
Favored Class Bonus: Shaman:

  • 1st: 1 HP
  • 2nd: 1 HP
  • 3rd Cleric 1st level spell Liberating Command
  • 4th Cleric 1st level spell Ant Haul
  • 5th Cleric 2nd level spell burst of radiance
  • 6th Cleric 2nd level spell cleromancy
  • 7th Cleric 3rd level spell communal resist energy
  • 8th Cleric 3rd level spell magic vestment
  • 9th Cleric 4th level spell freedom of movement


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

I've updated Delroy.

I saved 1000gp for the party fund.

I also purchased a wand of cure light for someone to use.

Delroy's FCB: HPx3, Slayer Talent x6


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Oh, I didn't lose my post. Just everything I had thus far entered into Hero Lab (which by that point was nearly everything; I was just about to start doing a numbers comparison. :-/).

I'm fine with the re-flavoring on the condition that you give me more details on why your family started keeping this book. My Pathfinder lore admittedly isn't super great, but Ulfens/Vikings are not normally the sort of people I'd expect this from (not a Viking expert either, but I would have expected them to generally pass knowledge/stories down orally). How did other people feel about your clan's scholarly pursuit?

After work I will take another look at Eirnar as well as looking over Delroy.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Here is what I wrote for Eirnar. Anyone is welcome to read and give feedback.

backstory:
Eirnar Cursedodger was one of two to survive that hunt, and the only one that is still of use as an adventurer. Various clans in the Land of Linnorm Kings will, on occasion, organize a hunting party to bring down one of the beasts, as doing so entitles the one who slew the beast to become a King. He was on a ‘successful’ hunt, in that the Linnorm was slain, but the ones who slew it perished from the terrible curse shortly afterwards. He had read the fates wrong that day, having seen they’d kill it, but unaware of the price.

Eirnar, son of Alec, followed his family’s long tradition and became a witchdoctor. The Scyflings, the clan he was born into, actually has a council of elders that rules, rather than norm among Ulfens of being ruled the strong warrior at that particular time. The Scyflings history goes back several hundred years, and is remarkably well preserved, thanks in large part to his families tradition of a written history. His ancestors, as long as they had been with the tribe, had been skaldic wayfarers, heralds of prophecy and history. Using their magics they helped prognosticate when and where to move the group. When Aroden fell, prophecies all over Golarion failed, and due to the clans reliance on following the fates they similarly fell on harder times. Vowing to learn from the past, and not repeat it, His great grandfather began writing the families history into a single organized tome, with useful information about all sorts of things. The clan managed to persevere, and their traditions continued, handed down from father to son, all the way to Eirnar.

The first 20 years of Eirnar’s life were not dissimilar from his fathers, or the first male ancestor for whom they have a recorded account for that matter. Alec was the tribes witchdoctor, and he taught Eirnar the skills he’d need. As the eldest, it was his responsibility to learn these skills, and practice them one day. While his brothers and sisters did more standard Ulfen fare such as brawling and hunting, Eirnrar learned how to divine the fates and channel the spirits of his ancestors. After he came of age and passed the test of the ancestors, Eirnar was ready to begin shamanistic activities, but with his father still ruling on the council, its as time for him to make his own name. He began joining these hunts, using his ability to read the fates to enable their success. Earlier hunts on wildlife, even dangerous magical beasts proved successful. The group he’d joined up with, led by Erik, eventually became too ambitious. They went on the ill-fated Linnorm hunt, and everything he’d been building towards came crashing down. His sister Gledrel was the only other survivor of the Linnorm hunt, and she was eternally cursed for it.

Eirnar swore he’d learn magics that would enable him to cure his sister. He vowed to learn from his mistake, and learn not to just rely on his ancestors knowledge, but to seek out more aspects of prophecy. Alec gave him their families book of ancestors, asking him to add tales from the south and return it. Eirnar set out, to learn more lore, more prophecy, and more magic. Down in the river kingdoms, mercenary work is easy to find, and he joined up with a group called the Bloodstone Swords, an honorable group that does what they say they will, rather than extorting those that seek their aid. Eirnar even made friends with a few others in the group. When there was a bounty to find a missing person, they eagerly joined the investigation. Divinations sent them to tent of the All-Seeing Hajek, which was the last thing Eirnar remembers before waking up here.


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

OK, here's Kaldwell. I tried to break everything down so I could work out what the hell was going along, and left those notes in for the GM t try and make auditing this thing easier.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Eirnar:
- Figured out the FCB issue!
8th Cleric 3rd level spell magic vestment
I believe this is already a shaman spell. So unless you have some reason why you need to add this again that I missed, you have an extra, unused FCB. :-)
- FYI, I believe you're currently at 77lbs instead of 60lbs
If you look in the table channel foci, a hollowed chalice is 2lbs each
Metamagic rod is 5lbs
- I believe your initiative should actually be +14 (5 Cha + 4 familiar + 4 [wizard level/2]

Backstory also looks good to me! :-)

Delroy Grimm:
- You have 2 different sets of feats listed, one of which includes too many feats (perhaps you tried to take the Combat Trick slayer talent twice when you can only take it once?)
- Similarly, you have 2 different lists of traits, one which has the extra 2 from the Extra Traits feat and one which doesn't
- Related to the first point, can you add a section specifying what the 3 talents you picked were?
- You currently have a medium load. This means that you max dex bonus to AC caps at +3 (for a new AC of 24). You also have a -3 penalty to Str/Dex based skills

Only part way through looking at Kaldwell (further reviewing will likely have to wait until tomorrow), but I appreciate the notes! My one comment thus far is that I think your Str score is off slightly; you only get a total of +2 from leveling up (+1 at 4th and +1 at 8th)

@Lokhir: Did you update your character given the errata mentioned?

@Fayn and Yattle: How are your builds coming along?


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

GM:
GM wrote:


- Figured out the FCB issue!
8th Cleric 3rd level spell magic vestment
I believe this is already a shaman spell. So unless you have some reason why you need to add this again that I missed, you have an extra, unused FCB. :-)

Awesome, I'll pickup archon's aura, assuming someone else has see invisibility, or invisibility purge if not.

GM wrote:

- FYI, I believe you're currently at 77lbs instead of 60lbs

If you look in the table channel foci, a hollowed chalice is 2lbs each
Metamagic rod is 5lbs

Nethys is usually right, but I pulled up the table in AA and pfsrd is right! I added the metamagic rod at the last minute and forgot to add its weight. Thanks!

GM wrote:
- I believe your initiative should actually be +14 (5 Cha + 4 familiar + 4 [wizard level/2]

I don't get +4 from divination because the prophecy school trades Forewarned for Inpiring Prediction. So I think +9 is correct (I had this as +11, so it was wrong before), but thanks to Temporal Celerity I still always go in surprise rounds and get to roll twice on initiative every time and take whichever I prefer (always better, with delay I'm not sure why they even made it an option to take the other one).

GM wrote:
Backstory also looks good to me! :-)

Thanks!

Does anyone have the ability to deal with invisibility (e.g. see invisibility, glitterdust?, faerie fire?)


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

Fountains of lava erupting from the ground count? ;-p

(On a more serious note I could see about scaring up some wands/scrolls - I'd have to do an eentsy bit of skill-swapping but I can become a pretty solid UMD-monkey)

Gear's not done, but the rest should be good!


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Speaking of skill-swapping, I took 9 points out of my knowledges [2 each out of local, planes, religion,nature and 1 out of arcana], and put 8 into fly and 1 into diplomacy. I had overlooked the fly skill, and having a +14 fly (even with overland flight giving +4 from caster level and +4 from manuverability, I needed a fair amount of skill ranks due to dex and ACP), is somewhat important.

Edit: Here is my updated skill line
Skills Diplomacy +16, Fly +14, Handle Animal +9, Heal +22, Perception +21, Knowledge (Nature, Planes, Religion, Local) +21, Knowledge (Arcana) +18, Knowledge (Dungoneering) +12, Knowledge (History) +16, Lore (Prophecies) +18, Profession Diviner +14, Sense Motive +22, Spellcraft +16, Survival +11


The character is coming together! Almost ready. With the warlock I definitely got our knowledges covered, but I’m comparing with another alternative that I talked to the GM. I think it will still take me a day or two to wrap - my apologies guys.

As a side note, I suck a lot more in spells that I’d like to. :P they truly messed up these vigilante archetypes! It’s not as bad as the brute, but dude...


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

I don't get anywhere near a medium load on Delroy. He's at 66 of 100 pounds according to herolab. Are you counting gold weight that's going to be spent by the party? Are you loading his handy haversack?

He is getting feats via slayer by ranger combat style(thrown) and underhanded trick, he hasn't taken combat trick at all.

The feat list in the main part of the stat block is correct, at the bottom I sorted the herolab rules output into sections to make the rules easier to find. I'm not relisting everything in that section, just sorting out the wall of text that herolab spits out.


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9
DM Puppet Master wrote:


Only part way through looking at Kaldwell (further reviewing will likely have to wait until tomorrow), but I appreciate the notes! My one comment thus far is that I think your Str score is off slightly; you only get a total of +2 from leveling up (+1 at 4th and +1 at 8th)

Oh dang, I got confused with 5e again. Sorry about that! I'll fix it in a bit.


Female Elf (Kagonesti) Monk (Qinggong, Zen Archer) 2

This is the temporary profile for Fayn! Still reviewing the sheet and whatnot, but wanted to give you guys a chance to take a peek while I work on it. It's an export from Hero Lab so it's not as detailed as I want it to be (so, please feel free to ask if you have any questions).


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Lokhir (whose player I gather is on a cruise until tomorrow evening/night) has constant see invisibility. Though that doesn't help other people see invisible things.

Kaldwell:
FYI:
5th - Skill Focus - All classes count as favoured classes.
That's not what that feat does. Though it looks like you're correctly adding the skill focus ability to your skills
- By my count, you should have up to 92 adventuring skills and 18 background skills but currently you have 89 adventuring skills and 22 background skills (which in that you can convert adventuring skills into background ones, but you're still 1 over)
- I think as a half-elf get 2 favored classes
- Shouldn't your swords be 2018 each? I don't believe you need to pay to make them masterwork if you're also attuning them for ABP
- I'm also not sure where you're getting that number for the cost of your armor. Breastplaste 200 + mitral 4000 + nimble 1000 + kilt = 5220
- I believe your move speed is 30 feet (heavy armor -> medium armor via mithral and then 3rd level armor training)
- Your strength bonus is still off

@Delroy: D'oh, forgot to add items to the haversack. That did it. And now I've got the rest of the sheet working. :-)

Yattle:
- I don't think size gives you a +2 bonus to Con, so that should only be 20. Your Int should also be 10. Unless that's where you put your mental prowess, in which case it's a 12.
- You seem to be missing all your background skills (also your spoiler tag is formatted incorrectly, so your skill section is hidden)
- LMK when you've bought the rest of your gear

@Fayn: I'm in no particular rush. Even if you had a completed sheet, 9th level crunches are taking me a lot longer to go through than I originally expected.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

@Lokhir; Let me know if you want me to take a magic vestment for you, it doesn’t appear anyone else is taking haste. If you’d prefer not, I’ll instead ask if you’re willing to throw a magic vestment on me, and I’ll use that slot to prepare a fly spell.

@Fayn; looks good; If you’re taking suggestions I’d recommend picking up a few scrolls of glitterdust; they could really come in handy if we come across an invisible foe.

@Yattle; the UMD angle looks like a good idea.

I also noticed that Fayn, Eirnar, and Yattle can fly, but in higher level modules sometimes group flying becomes a necessity, so I’ve added 3 scrolls of fly to the group consumables list.

Does anyone else have any additions for this list?

Group consumable list (3625gp; with gold reserved for expensive material components)
750 gp wand of cure light wounds
1125 gp scroll of fly 3x
1125 gp scroll of breath of life
250 gp scroll of lesser restoration 2x
250 gp scroll of remove paralysis 2x
75 gp scroll of remove fear 3x
50 gp scroll of remove sickness 2x


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

@Fayn when using beast shape wouldn’t your familiar lose all of its undead stuff (including flight?)

magic, polymorph rules wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form.


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Character Edits:

Strength Edited. Again. I did do this Yesterday but apparently Paizo forgot. Yay Paizo...

Elves do get two favoured classes, yeah. Fixed that and the skills (removed Engineering from Background and took 1 point off Craft (Food).

I swapped a different feat for Skill Focus, but forgot to change the description. Fixed now.

Removed the Masterwork from the Breastplate and the swords. I could have sworn you need a Masterwork item to attune. No idea where the extra thousand came from on the Breastplate, though. Maybe I thought Nimble was the same price as Dual-Balanced?

Sadly, Lore Warden trades away Armour Training. So that bit is OK.

I think that's everything sorted. Sorry about that.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

@Kaldwell how do you use two weapon fighting? 9th level PCs have a lot going on so I’m probably missing something.

feats wrote:

A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

Delroy has saved 1000 gold to contribute to Eirnar's list.

Delroy Grimm's background:
Delroy Grimm started his career as a soldier. He spent years in the service of a local baron, gaining experience and eventually becoming a sergeant in the city guard. He was always comfortable when he had a code and a set of rules to follow, so the military was a good fit for his personality.

Years of keeping the peace, patrolling the streets, and investigating crimes gave Delroy the skills to deal with criminals and navigate situations where he needed to extract information from citizens.

During a period of uprising and unrest, Delroy was called upon to lead his men in defending the Baron's holdings from a siege of orcs and giantkin. The city guard fought well and the attackers were repulsed, but during the fighting Delroy was caught in the blast of an enormous ball of burning pitch, coated with alchemist's fire. He was horribly wounded and woke up to find himself with horrible burn scars and having lost vision in his right eye.

After spending nearly twenty years taking the Baron's gold and serving loyally, Delroy was unceremoniously kicked out of the guard because of his disability.

Without the steady job he had held in the guard for years, Delroy found himself needing to earn a living. After years of upholding the law, he wasn't comfortable becoming a common sell-sword.

A solution presented itself after several weeks when Delroy recognized a wanted criminal in seedy tavern. On instinct, Delroy followed him out of the bar and confronted him in the street. At first the the wanted murderer tried to laugh off the one-eyed, middle-aged former guard, but Delroy pushed forward.

The crafty older brawler had palmed a handful of gritty sand before calling the man out. As the other man drew his sword, Delroy slung the grit into his eyes, momentarily blinding him. Then he lashed out with an uppercut, knocking him cold.

After binding the man, Delroy drug him feet-first, through the streets to the Baron's jail.

To his surprise, he found that not only was the man wanted by the law, but that there was a reward for his capture. Delroy found himself rewarded for following his instincts.

Thus, Delroy's career as bounty hunter was born.

He has worked for five years since then, chasing criminals and collecting bounties. Recently he was recruited by a group called the Bloodstone Swords. They were in need of his skills as a man-hunter to track down a missing a missing scholar by the name of Meloigne Garracy.

While some of the other members of the 'Swords had using fortune-telling and magic to try to determine where the old bookworm had vanished to, Delroy had relied on tried and true investigating techniques. He soon received word from an informant that a person matching Garracy's description had been seen visiting a soothsayer at the local circus. Hajeck, the fortune-teller, was telling Delroy and his companions, some nonsense about sending Garracy to a library and offering to direct them there when he pulled some trick that transported the party to another place.

The fortune-teller, his tent, and entire circus had disappeared, to be replaced by what seemed like an entirely different circus.


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

Character Edits:
The size bonuses to Dex and Con are both from Elemental Overflow. (More properly they're essentially a polymorph bonus since there's no size change involved)

I'll have you know that it was the Offense spoiler that was badly formatted, not the skills! :-p

Int should have been 10, just copied over the array incorrectly. Buuuuuut since I'm going UMD-y It'll wind up at a 12 so I can get them sweet, sweet skill points. (And I'll spend the background ones too)

Okay, so I will be adding some scroll/wand caddy-ness. Anything else on the wishlist besides faerie fire/glitterdust?


Female Elf (Kagonesti) Monk (Qinggong, Zen Archer) 2
Eirnar Cursedodger wrote:

@Fayn when using beast shape wouldn’t your familiar lose all of its undead stuff (including flight?)

magic, polymorph rules wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form.

Yeah there’s a bunch of things I still have to adjust in the sheet. My hero lab isn’t complete so I just copy/paste some stuff until I review it. As for the familiar archetype, I’ll probably switch it to something else. Don’t worry about scrutinizing the details on the sheet yet as I need to review many details, spells, etc. - I posted mostly for the GM to start taking a look at what paths I’m going overall. With 3 decades playing D&D and 10 years in PF, I’m quite comfortable with the rules and the final product will look better.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

@GM
Total changes since your last review are
9 points out of my knowledges [2 each out of local, planes, religion,nature and 1 out of arcana], and put 8 into fly and 1 into diplomacy, because +14 in fly is important!
Pearl of Power 1st -> Muleback cords, because, I came up with a "solution" for our ‘fly over a hazard’ problem. It doesn’t actually solve it if we need to go a long duration, but Eirnar, with his whopping 6 strength, can actually carry other PCs now. He was already using a masterwork backpack and ant haul, which gave him up to 79 pounds of gear (he is at 77) to medium encumbrance. So adding muleback cords into the mix, he now maxes out at 600 pounds (max load), which means he should be able to lift other PCs!

Ironically enough I'm in a game right now where we're talking about securing a rope over a pit because not all of us have flight...

Rock lifting was an Ulfen tradition, probably coming from their proximity to giants and most Ulfen men competed, but no one ever expected Eirnar to join in. He looked like a grandfather who couldn't lift a pebble, but confidently strode over to the largest boulder, lifted it over his head, and tossed it to the side.


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Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Kaldwell has about 3000gp spare after the corrections, unless I go look for cool stuff again. If there is anything that can be put towards please feel free to use it.

I look forward to being airdropped into combat and doing a superhero landing, only to crack my brittle old man hip and throwing out his back.


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

I'm seeing Kaldwell and Delroy as Riggs and Murtaugh in this adventure.


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

...I'm too old for this...stuff.


Gnome Gun Chemist | HP:11/11 | AC:16 FF:14 T:13 | CMD:12 | +5 +4 +1 | Init:+2 Per:+6(+8) | 4/4 10/10

exactly


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

You’re both too old for this.... I just look the part thanks to powerful magic...


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Did a second pass on characters and things are generally looking good (though I'm also mentally imagining a competition between Eirnar and Delroy to see who could find out about where Meloigne is faster. Perhaps a recurring fight about whether bounty hunting techniques or divination works better?). Just missing a finalized Fayn and some tweaks to Lokhir and Yattle. If Lokhir hasn't checked in by the time I get up tomorrow, I'll send him a PM.

@Fayn: Let me know when you're about done tweaking your character and want me to double-check it.

As we're getting close to kicking things off, you should also start thinking about what you want your general marching order to be. Single file? 2 by 2 (hands of blue)? Plus who's in front and all that.


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

I'd say Kaldwell is somewhere near the front, for maximum murder blend. Happy to walk 2x2 if we can get River in there. Or someone as good at least.


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

Delroy is serving as trap-guy I think.

He should probably be near the front.

and, it's obvious, good old fashioned detective work is superior to any new-fangled divination.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

“New-fangled” Divination goes back to the beginning....

Eirnar can be in middle row or back row, doesn’t make much difference to him.


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

Good old fashioned orcish intuition is more trustworthy than what any shifty spirits tell you in some haze filled fever dream.


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

Unless ceiling height doesn't allow it, Yattle will usually be drifting along somewhere above the middle rank.

Scooped up glitterdust scrolls (and obscuring mist, and gust of wind, and wind wall, and remove blindness/deafness) but I've still got a few thousand gold to spend.

Changes/Tweaks:
Officially moved the ABP bonus to Int and spend the skill ranks on UMD. Also picked up the drawback Impatient, and the trait Arcane Temper


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

@Kaldwell : While looking into Dual-Balanced weapons for my own character, I discovered that I think you need a feat in order to wield your Dual-Balanced Falcatas. While your Elven trait gives you proficiency with falcatas, modifying them means you need a feat to wield them since they're exotic weapons. See Weapon Modifications

Went ahead and did a quick look over Fayn as is I'm hoping to get started tomorrow. Generally looks fine (will hold off reviewing too closely until you say it's ready). Just remember to add what your spell book spells are and make sure your familiar shenanigans are easy to follow (what the evolution point is spent on, the original improved familiar form, etc).

@Yattle: If you want to take the Impatient drawback, how do you feel about swapping "You can't delay" to "You can't post actions conditional on another player's actions or the result of actions they take that round" (So no, 'If Fayn does X, do Y else Z' or 'If Delroy kills X, do Y, else Z')? With batched initiative, I never see delaying come up (largely because the PCs typically wind up in more or less the same block), so I'm trying to offset that. I'm open to other ideas though, if that condition seems overly harsh or just too complicated.

Also, everybody should check that their initiative is correct in this macro:

Init:
Delroy Grimm: 1d20 + 4 ⇒ (10) + 4 = 14
Eirnar: 1d20 + 9 ⇒ (19) + 9 = 28
Fayn: 1d20 + 6 ⇒ (18) + 6 = 24
Lokhir: 1d20 + 7 ⇒ (10) + 7 = 17
Kaldwell: 1d20 + 1 ⇒ (10) + 1 = 11
Yattle: 1d20 + 15 ⇒ (8) + 15 = 23

Thus far for marching order we have
(Kaldwell or Delroy) [If you don't pick who's first, I'm flipping a coin]
Yattle
Eirnar

Still to be placed Lokhir (who I sent a PM to) and Fayn.


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

Yeah, that's how I figured. As long as other people are still able to do conditional things (like, after Yattle spews molten rock into our enemies, I walk into the splash-zone) then that sounds like a good way to do it.

(And Yattle's got a +16 to Init including their trait and ioun stone)


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Yup, other people can still do conditional things, and your init macro has been updated to to +16.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

@GM I'm actually going to purchase a cracked dusty rose prism on Eirnar, since I think a +1 initiative and only contributing 926 gp to the group fund is more valuable than the extra 74 gold for material components. This will put Eirnar at a +10, and he always rolls twice (and takes the better) on initiative).

@Yattle, with your leftover gold I'd recommend picking up some niche UMD stuff that could come in handy, specifically.
50 gp scroll of monkey fish 2x, 1400gp scroll of dimension door 2x, 1000gp dweomer essence 2x, 400 haunt siphon

@Kaldwell, after contributing 1k to the consumables, with the remaining 2550 I'd recommend something like;
1000gp elixir of spirit sight, 750gp potion of fly, 400gp toothpick of pyrotechnics (I'm too old for this, I'm out!), 400gp haunt siphon

@all I added a scroll of water breathing to the group consumables.
Group consumable list (4000/4926; with gold reserved for expensive material components)
750 gp wand of cure light wounds
1125 gp scroll of fly 3x
1125 gp scroll of breath of life
375 gp scroll of water breathing
250 gp scroll of lesser restoration 2x
250 gp scroll of remove paralysis 2x
75 gp scroll of remove fear 3x
50 gp scroll of remove sickness 2x

With Yattle still having roughly 1000gp individually if they purchases all of the above and 1000 more gold if Fayn contributes to the group fund.


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MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Eirnar's initiative has been updated, and I've changed the macro to roll twice (haha, good thing I asked).

Also as a note, I believe Yattle's prefered gender pronouns are they/them.


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

Yep! Yattle's gender is down as unconcerned, and while neither they nor I will take offense at slip ups, they/them is preferred.

I'm going to go with Touch of the Sea instead of Monkeyfish (we've mostly got flying/vertical stuff covered, and Touch can be cast on others where Monkeyfish is personal iirc), I'm not too fussed about spell resistance, but I'll take the haunt siphons and a scroll of dimension door, spending the rest on a few Lesser Talismans to shore up some defenses.


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Cheers, fixed that. Replaced Fast Learner with Weapon Adept.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Try to have any last-minute character changes done by around 9pm Pacific (~21 hours from now) as that's when I plan to advance things. My assumption is that y'all want to check out the circus, but if you'd rather do something else, let me know.


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

I am going to mark off the 1000gp contribution to party stores from Delroy's character sheet.


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Wasn’t getting updates on discussion, sorry.

As it seems like I’m the only one who has it I’ll switch Vestment for Haste. Yes, please prepare a casting for me.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

@Lokhir, done.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

@Lokhir: If you missed it, you probably want to swap out your arcane deeds. See here.


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Oh...damn. That invalidates so much. -9 damage is...damn.

Dropping VMC altogether. Will do this instead.

No VMC Rogue

Lvl 1: Weapon Finesse
Lvl 3: VMC Trapfinding (dropping Sense Motive for it, I’m now backup traps and a second pair of eyes)
Lvl 5: Dervish Dance
Lvl 7: 1d6 sneak attack
Lvl 9: Accomplished Sneak Attack (+1d6 Sneak attack)

Does that work?


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Fine with me. Also, just wonder, what is your Divination implement? I'm assuming abjuration is your shield and transmutation is your scimitar.

Also, starting post is now up. We're beginning with a combat encounter. You can also now start playing Harrow Cards for boons.


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)
DM Puppet Master wrote:

Fine with me. Also, just wonder, what is your Divination implement? I'm assuming abjuration is your shield and transmutation is your scimitar.

Also, starting post is now up. We're beginning with a combat encounter. You can also now start playing Harrow Cards for boons.

Alright then. -9 damage, +2d6 Sneak attack. Not as good, but good enough. Also +18 Perception and +23 Disable device. So a good backup.

Implements are Scimitar (Transmutation) Buckler (Abjuration) Spellbook (Divination)

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