Pastel Order Modules (Inactive)

Game Master NotEspi

Slides document for maps

Rolls:

Perception
[dice=Perception Andrezzi]1d20 + 5[/dice]
[dice=Perception, Florence]1d20 + 10[/dice]
[dice=Perception, Golos]1d20 + 4[/dice]
[dice=Perception, Therin]1d20 + 6[/dice]

Initiative
[dice=Initiative, Andrezzi]1d20 + 2[/dice]
[dice=Initiative, Florence]1d20 + 3[/dice]
[dice=Initiative, Golos]1d20 + 2[/dice]
[dice=Initiative, Therin]1d20 + 3[/dice]


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Male LG Human Sorcerer 1 | HP: 9/9 | AC: 13 (13 Tch, 10 Fl) | CMD: 15 (12 Fl) | F: +2, R: +2, W: +1 | Init: +2 | Perc: +4, SM -2 | Speed 30ft | Active conditions: none

Sorry to see you go, especially so soon.

I was coming here to post about my upcoming vacation; I'll be out of the country and not able to post for the next week: Friday 3 Dec through Friday 10 Dec. It probably makes sense, then--rather than botting me while I'm gone--to pause the game and recruit while I'm gone, hoping to pick up again next weekend.

Of course, if you want to press on anyway, feel free to bot me!


Understandable, PDK. In case you decide to re-join, just let me know. Be safe.

Alright, with that said, I will open a position for a player or two. If you guys want to suggest someone, feel free to do so. If there are no nominations by Sunday, I will post in Flax to get a 4th (and maybe 5th) position filled.

Happy hunting!


Hi, Espi told me to chime in. I'm not sure if I'm the only one joining or if there will be another. Looking over the characters, it looks like you need someone to handle traps and need a front-liner. If I'm going to be both, I'll probably look at a ranger or maybe even a slayer like the player that dropped.


Hey there. I have been informed recently, that neither of the planned modules are not sanctioned for campaign mode. For reasons, I guess. So unless the chronicle sheet specifically states that it can be used in campaign mode, it can not.

In either case. We have options here.

1 - We can continue as planned, but it would not be for credit. Which I don't honestly mind. I rarely play PFS either way, but that might be just me.

2 - We can remake the characters to be PFS legal. Which doesn't change much for me as a GM here, but one of the selling points of this series of modules was to try stuff that is not legal in PFS. Besides the extra PB and house rules, that is.

3 - We scrap this game, and start a completely new one - with modules sanctioned for campaign mode, or an AP sanctioned for campaign mode. Will need some digging to find campaign sanctioned modules, and it might be impossible to find stuff that nobody did. Some might not be evergreen content.

4 - Something else that I haven't thought of. Let me know if anything comes to mind.

5 - We disband the table, which would be unfortunate.


I'm open to any options. Getting PFS credit was just a bonus. I imagine there will be less opportunities in the future to play in these modules, so I'd rather run them without credit than not run them.

One question I have for option 2 is how much xp you get from each. I've only run 1 module for credit before and believe I rec'd enough to advance 1 level. If we tried to run these under PFS, it seems we would need to run an extra module between each of the planned 3 in order to level up to 3 for Masks and then 5 for City. Taking a glance at a few, I can't tell what modules are considered evergreen. It doesn't seem to be as obvious as it is on some scenarios. I don't know if there is an easier way to find them.


If we are to go by the PFS Guild Guide, it gives 3 XP.

However, most discussions I saw state that the second part of the module is a nearly guaranteed TPK for level 1 characters. So we have some discrepancies there. Everflame definitely is an evergreen module. We have established that earlier. I will take a look at that tomorrow, since it is late here and I do need to sleep now and then. I already have an idea how to figure it out. But alas - late in my timezone.

Other modules - there is life before we get there. There is a system to find modules that are available. If need be, we will look into it further. Runninng more stuff than the 3 planned modules - I honestly do not mind establishing a long-term game. That was the entire point of this table. But that's on you guys.

So cast your votes and/or suggestion into the hat, and we will see what floats.

Dark Archive

Hey all. Sorry to be a little late. I do not always notice that I have mail and yesterday was a super busy work day.

I am not concerned about PFS credit and only want to have a good time playing with the group. I did mention in a PM that I have played Mask of a Living God and found it difficult, a little confusinng, and not a lot of fun. So I would recommend we stay clear of that one but it is not a deal breaker for me.

And I am happy to build for whatever roll the group needs. That is not to say I will approach said roll conventionally. :)

Dark Archive

I just read the recruitment thread and see that Ire of the Storm is recommended. Have never played that one.


Male aasimar bard 1, HP 10/10, AC 17, T 13, FF 14, F +2. R +5, W +4, Init +3, Perc +8

no pfs credit isn't a deal breaker for me...and yeah, Masks of living god is a PITA....i'm down for whatever...


Credits for modules is - unless there are some special circumstances involved - 3 xp per module. So that information is in the air, I am waiting for the player votes regarding this table.


Female Shaman 1, Half-Elf Init +3; Senses low-light vision; Perception +10 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +5; Undead Resistance +2 racial bouns disease and mind-effecting effects., +2 vs. enchantments Immune sleep

I've done the Ire of the Storm series in PFS Core Mode. I'm down for that one again.

I've done the first two of this trilogy. I'm interested in the third module just to say I've seen the arc.

I don't care if it's for credit or not.

Welcome our two new players.

Dark Archive

If it was not clear I vote for Ire of the Storm. And if allowed, I vote against Mask of a Living God. It's been a while, and it may be that we did not approach the challenge as we should have but iirc the mod forces you to play captives/slaves for a while and that was just not fun. I also recall that there were over the top encounters.

I still need to create a character for this as well. What roll do I need to fill?


Male LG Human Sorcerer 1 | HP: 9/9 | AC: 13 (13 Tch, 10 Fl) | CMD: 15 (12 Fl) | F: +2, R: +2, W: +1 | Init: +2 | Perc: +4, SM -2 | Speed 30ft | Active conditions: none

Hi all!

I'm back from vacation and getting back into the swing of things. I'm definitely a fan of getting credit for games. If there's a way that we can continue play for credit, that's my preferred option. However, I wouldn't veto a non-credit option if I'm the only player seeking credit.

I think the easiest and best option would be to find modules that can be played in Campaign Mode; that requires no changes to PCs and still gives us credit. I don't believe we've gotten that far into Crypt; we should be able to easily audible into another campaign-mode module as long as NotEspi is up for massaging the story so that it works.


Alright. I'll get a hold of the first Ire module and try to adapt. Moving from Lake Encarthan to Sargava, though.

We'll make it work.

In the meantime, you fine folk can coordinate to make toons for our fresh meat. Well, fresh-ish. I saw a 4 digit PFS number, I believe.

Dark Archive

That was me. I did start playing early in year 0. :)

So, has a firm concept or character they want to play already?


Male aasimar bard 1, HP 10/10, AC 17, T 13, FF 14, F +2. R +5, W +4, Init +3, Perc +8

soo..just to make sure...what are the build guidelines?


Ability scores and traits: We will do 25 pt buy, 3 traits, 1 drawback, no campaign-specific traits. (If you do not want a drawback, you don't need to have one, but reduce amount of traits to 2)

Gear: Maximum starting gold based on the class.

Races:

Core Races, plus the list below:

Aasimar
Aquatic Elf
Catfolk
Changeling
Dhampir
Duergar
Fetchling
Goblin
Grippli
Hobgoblin
Ifrit
Kasatha
Kitsune
Kobold
Lashunta
Lizardfolk
Merfolk
Nagaji
Orc
Oread
Ratfolk
Samsaran
Suli
Sylph
Tengu
Tiefling
Undine
Vanara
Vishkanya
Wayang
Wyvaran

I may be open to others, if you can convince me. Big IF.

Balance - Classes:

Paizo can sometimes make odd decisions when it comes to class design. To remedy this, I propose the following changes to classes. If you are opposed to any specific change, let me know, and we can discuss it before the game starts.

Chained Monk - Chained Monks get a d10 Hit Die and full-progression base attack bonus. They not receive the -2 penalty when using their flurry of blows class feature. Everything else remains unchanged.

Gunslinger - for purposes of targeting touch AC with attacks made with firearms, and any class features of the gunslinger class related to firearms - consider the range increments of all firearms used by the gunslinger to be double their rulebook table value.

Fighter - Errata’d Lore Warden archetype is rubbish. Use the old version if you wish.

Rogue - If you wish to play a rogue, please use the Unchained version. All archetypes are legal for it.

Feats:

Feat tax is a thing in Pathfinder. A ranged character, for example, needs to either be human, or one of very few classes, or be very ineffective with a bow for the first 2 levels. That does not sound right, especially given that the player characters should be somewhat exceptional in terms of skill. They are the realm’s future heroes, after all. Humble beginning? Absolutely! Inept liability? Possible, but only if the player wishes to. They shouldn’t be forced to be bad by the game system. To remedy this, I changed the wording of some feats to be used in my games. In addition, certain feats can be problematic for various reasons. With that said, I use the following changes to feats. Again, if you are opposed to any of these propositions, we may talk it through.
Arithmancy

The feat is not permitted. It actually slows the game to a halt for extended periods of time.

Dodge

Prerequisites: Dex 13

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. If your base attack bonus is 2 or higher, you also gain the benefits of the Mobility feat.

Special: If you have 2 or more base attack bonus and this feat, you count as if having both Dodge and Mobility feats for purposes of qualifying for prerequisites of other feats.

Two-Weapon Fighting

Prerequisites: Dex 15

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.

Once your base attack bonus reaches 6, if you have 17 or more Dex, you get a second attack with your off-hand weapon in addition to the standard single extra attack, albeit at a –5 penalty.

Once your base attack bonus reaches 11, if you have 19 or more Dex, you get a third attack with your off-hand weapon, albeit at a –10 penalty.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Leadership

Just don't.

Martial Combat Training

(Custom)

Prerequisites: Base Attack Bonus +4

Benefit: You may take Fighter only feats, treating your base attack bonus as your fighter level when qualifying for prerequisites.

Precise Shot

Prerequisite: Base Attack Bonus +1

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. In addition, you get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Special: With this feat, you qualify as having both Point Blank Shot and Precise Shot feats for purposes of meeting prerequisites of other feats.

Sacred Geometry

Arithmancy treatment.

Weapon Finesse

Prerequisite: Weapon Focus with chosen weapon

Benefit: Pick one light or finessable weapon type. While wielding the chosen weapon that is made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack and damage rolls (Including Unarmed Strikes, if you have Improved Unarmed Strike feat or class feature).

If you carry a shield, its armor check penalty applies to your attack rolls. While wielding the chosen weapon type(s), you also gain the benefits of the Agile Maneuvers feat.

You may pick this feat multiple times. Each time you do so, it applies to a different weapon type.

Special: With this feat, qualify as having the Agile Maneuvers and Weapon Finesse feats, as well as having Bladed Brush, Fencing Grace, Slashing Grace, and Starry Grace feats (depending on the weapon of choice when feat is taken) for purposes of meeting prerequisites of other feats.

Natural weapons are considered light weapons.

Weapon Focus

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. If your base attack bonus is at least 3 lower than your character level (or your druid’s or summoner’s class level, if you are an animal companion or eidolon respectively), you gain a +2 bonus instead.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Nat 1 / Nat 20:

Attacks - Natural 1 is a simple miss. No adverse effects apply, but see below. After rolling a critical threat on an attack, you need to either beat the AC of the target with the confirming roll, or roll a number within your critical threat range to confirm a critical hit.
If you roll a natural 20 on both an attack and on your confirmation roll, you roll a d20 again. If this roll results in a natural 20 as well, the attacked creature dies/is destroyed as a result of this attack. The attacked creature is brought to negative hit points equal to its constitution score + 1 (meaning creatures with the Regeneration special ability can still heal from this wound).

If you roll a natural 1 on your attack, you roll to again confirm a critical fumble. If the result of this roll is a natural 1 as well, you receive a randomly determined detrimental effect (sprained wrist, weapon slipping out of your hand, etc)

Skills - A natural 20 or natural 1 has no effect on a success or failure of skill checks. If the check DC is 22, your skill bonus is 21 and you roll a 1, you still succeed. If your bonus is 1 and you roll a 20, you still do not beat the 22 required and fail the check as a result.

Rule of cool may or may not apply, depending on the situation

Saves - A natural 20 or natural 1 is always a successful or failed saving throw, respectively.

Dark Archive

Races comment - Wow. I do not even know what all of those are. lol.

Balance comment - You are proposing to double the gunslinger's touch attack range. This ability is already so overpowered imho that I hate it. I have had musket masters one shot my AC 40 red dragon before. Guns are already good enough. I could go on... It might be fair to say I would prefer to, in general, keep guns out of my fantasy games.

No fair for someone to choose a gunslinger just to annoy me. :P


Male aasimar bard 1, HP 10/10, AC 17, T 13, FF 14, F +2. R +5, W +4, Init +3, Perc +8

I'm open to changing my class if someone wants to play a bard...


Just have 2 bards and form a band. Duh.

I mean if you're not into bard mechanics, you do you. I want players to play what they want, not what they think is needed.


Ping. What's the damage here?

Dark Archive

I am waiting for those with either existing characters of firm concepts to announce that so I can come up with a character that fills a roll complementary to the group.


Alright. I'll take the reins I guess.

Anyone wants to switch characters, since we are doing a different initial module? Grimdog, I think you were toying with the idea.

If not, we have:

Florence - ranged weapon healer (shaman)
Golos - melee-ish arcane caster (from what I saw so far)
Baldaril - ranged face and support (crossbow bard)

At this point, it seems you are missing a more consitent frontlines and someone to deal with traps. Which makes sense, since we had a slayer here.


Male LG Human Sorcerer 1 | HP: 9/9 | AC: 13 (13 Tch, 10 Fl) | CMD: 15 (12 Fl) | F: +2, R: +2, W: +1 | Init: +2 | Perc: +4, SM -2 | Speed 30ft | Active conditions: none

Yup, Golos' build is firm. Meleeish caster building towards Dragon Disciple.

Sorry if I misunderstood; I was never considering a rebuild and didn't know you were waiting on me.


No, no. Not you. I had that feeling with Therin, actually.

Dark Archive

I am leaning towards a monk buy have sent a question to GM NotEspi about another possible build.


'Yes', would be my response.


Male aasimar bard 1, HP 10/10, AC 17, T 13, FF 14, F +2. R +5, W +4, Init +3, Perc +8

i'll make a slayer...fill the void...give me tonight...wont be hard to make a decent one...


Alright. No rush on that. I don't think we will start before new years. With holiday season just a few days out, I will be visiting family, etc. I'll take some time to go through the new module in the meantime.

I would like, however, if the characters were ready by say 3rd or 4th Jan, if that is possible. I would like to get this thing going 7th.

Let me know if there are any questions, folks. Have fun!


Male aasimar bard 1, HP 10/10, AC 17, T 13, FF 14, F +2. R +5, W +4, Init +3, Perc +8

still first level right?


Yes. We are basically starting over. I will just merge the new module and the story we went through so far. Somehow.


Female Shaman 1, Half-Elf Init +3; Senses low-light vision; Perception +10 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +5; Undead Resistance +2 racial bouns disease and mind-effecting effects., +2 vs. enchantments Immune sleep

I'm fine with Florence. I like her.


So it looks like Therin is switching to slayer and handling traps. Skorn, what's your build that you're getting the ok for? Then I'll see what I can come up with to round out the group.

Dark Archive

I was deciding between Monk and Sacred Fist Warpriest, which is a buff casting monk. Think I will go with the Warpriest as he can help heal when needed.

The OK was to apply the house rule for monk flurry to Sacred Fist as well.


Ok, so while we don't have a heavy armor tank, we have 3 melee types and 1 ranged so I think I should look at something that can contribute from range. I have a hobgoblin alchemist from the start of a Skulls and Shackles game I could dust off and adjust for the build rules.

Dark Archive

Love an alchemist. Lots of options. Can I get a shield infusion please?

:P


Hello everyone,

I am posting this into all of my games. First of all, happy holiday season! Wish you are all healthy and well. You may have noticed I did not post in a while. I am currently spending my days traveling to visit family, so I will not be able to maintain my pace. I will try to drop in a post when I can, however. But it will be a tad slower than usual.

Thank you for understanding.


Male aasimar bard 1, HP 10/10, AC 17, T 13, FF 14, F +2. R +5, W +4, Init +3, Perc +8

all good man..its the holidays...enjoy the visit with the fam!


Back home. So how are we holding up, folks?

Dark Archive

Good here. Ready to start any time.


Female Shaman 1, Half-Elf Init +3; Senses low-light vision; Perception +10 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +5; Undead Resistance +2 racial bouns disease and mind-effecting effects., +2 vs. enchantments Immune sleep

I'm ready to go. :)


AGamer, Skorn, please post with your characters when you have the chance, so I can take a look at them. If you need any help, let me know.

After that, I will try to integrate them into the narrative.


Male LG Human Sorcerer 1 | HP: 9/9 | AC: 13 (13 Tch, 10 Fl) | CMD: 15 (12 Fl) | F: +2, R: +2, W: +1 | Init: +2 | Perc: +4, SM -2 | Speed 30ft | Active conditions: none

I'm getting back into things today; ready to go!


Male Suli, but Mostly Human - Purple eyes. Warpriest (Sacred Fist) 1

This is my Sacred Fist war priest.


Male aasimar bard 1, HP 10/10, AC 17, T 13, FF 14, F +2. R +5, W +4, Init +3, Perc +8

hey guys...just got internet back again...stupid routers...i hate to say buy i gotta back out...a long term game might not be the best thing for me right now...apologies...better now than later on i think...


Sorry for the delay. Holidays were busier than I expected especially at work. Updating my hobgoblin alchemist to the build requirements for this. I can take trap breaker to cover traps easily enough although we still might want a 5th.


Therin Baldaril wrote:
hey guys...just got internet back again...stupid routers...i hate to say buy i gotta back out...a long term game might not be the best thing for me right now...apologies...better now than later on i think...

Fair. Thanks for the heads up. Good luck!

So it seems we are losing people left and right. That leaves us with 4 people.

Thoughts on going as a party of 4 as opposed to recruiting more? Note this would delay the game ... again.


Male Suli, but Mostly Human - Purple eyes. Warpriest (Sacred Fist) 1

Many APs and mods were written for 4. I say lets start but also recruit for one more we can bring in when they are ready.


Are we using Background skills?


No, just amount based on class + int mod.

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