Concordance of The Abyss (Pathfinder Chronicle) (Inactive)

Game Master Molech

The Styes of Korvosa: The Devilish Relic
A Paladin in Hell: Chronicle of The Nine Hells
Pathfinder Society’s Grand Concordance of the 666 Layers of The Abyss


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DM Ray wrote:

@ Tazo,

If your Dwarf Wizard of Janderhoff did find a Drow spellbook (perhaps as a younger member on s trip to Kaer Maga), you could havd some fun tying that spellbook to a Demon Lord. Perhaps the Drow Wizard who owned the spellbook worshipped Abraxas, or Zura, or even Demogorgon or Lolth. Nothing necessarily Clerical among the spells, maybe some amateur Drow poetry or sketches in the margins.

Could be interesting. (If you like that idea)

I LOVE this idea! It’s an incidental tie-in that could suddenly become relevant!


W E Ray wrote:
I think dedicating kills to Whore Queen Eiseth is cool! You're an Oracle; I assume LE. You just have the courtesy to not get too loud in front of a Paladin of Sarenrae, LOL. (I've already become interested in developing a background for that Erinyes!)

I was thinking of him as "corruption in progress".

He started out as CG, idealistic, worshipping Gorrum and willing to support anyone against Demons in particular by doing glorious battle.
Pär initially thought his internal voice was a Valkyrie (well, she indeed may once had been one, millenia ago before she fell and became an Eryines).
She has already gotten him towards a more pragmatic cyncial CN mercenary mindset (one step towards Evil), and probably gets him towards NN (one step towards lawful) relatively soon, as his bargains are getting more and more legalistic and he grows increasing acceptive of her and her advice (which is often pretty good, she may cover his relative weakness in terms of sense motive if the GM feels it appropriate.).

For a Devil, getting a fairly potent CG follower of a pretty powerfull god (Gorum is canonically quite strong) to become LE and bound to hell (which is her goal), while killing demons by the truckload (which suits hell just fine) in the process would be a sizeable feather in her cap.


That’s a fun arc. We’re all abandoning CG it seems!


@ Monkeygod,

House Arvanxi Canon has them as a formerly powerful House that has slipped down due to gross ineptitude and incompetence. Now, because I think the name 'Arvanxi' is cool, and because after my CotCT campaign, in a one-on-one game, my LE PC went to the Nine Hells to negotiate for Ileosa being Resurrected (as suggested in the 'Continuing the Campaign' sidebar), House Arvanxi is on the rise again. A select few young House Arvanxi nobles, including Ileosa, your Magnius, and a couple members I had to develop/design from Council of Thieves have brought the House back to prominence in Cheliax. (Incidentally, in my game Magnius is now a major power & political leader in Macini, YMMV.) I haven't had a chance to DM lot in Cheliax the past couple years (We Really focus on Varisia, esp. Korvosa and Sandpoint!), so much of my Cheliax is just notes and head-canon. But I see House Arvanxi as being a large number of inept and incompetent old-timers who have not quite realized that Thrune and the rest of Cheliax are actually working/dealing with the few young and upcoming members, as they are the ones actually running The House, making the decisions. ....It has the exact feel of the early Sopranos episodes when, uh spoilers: young Tony Soprano is the one actually giving the orders to the mafia mooks, but Uncle Junior still thinks he's running things. ....And don't worry at all about the timeline of this Tiefling PC being Magnius' son. I am not a timeline DM. I strongly disagree with the Monte Cook argument that campaigns should be put in a timeline -- although Monte is still my God. (Still, it would make sense if Magnius were a few years older than his cousin(?) Ileosa and that your Arcanist is still quite young.)

The Darklight Sisterhood:
Here it gets tricksy -- we gots some gameplay stuff in our upcoming 'chapter 1' for The Styes. ....Okay, some bare bones info a Pathfinder from Cheliax and House Arvanxi adventurer would absolutely know...
Queen Ileosa Arvanxi-Arabasti, upon her Resurrection and negotiated return to the throne in Korvosa, was approached by a young noble from House Porphyria of Cheliax about bringing The Darklight Sisterhood to prominence in Korvosa -- an answer to Sheila Heidmarch founding a Pathfinder lodge in Magnimar. Long ago (in canonical Korvosa) Queen Domina defeated House Porphyria to take The Crimson Throne and become Queen, and executed everyone who looked like a Porphyria in Korvosa. House Porphyria was eradicated in Korvosa and even today the Korvosans don't like them. Meanwhile, the PCs really wanted Marcus Endrin Resurrected, too. So a deal was struck. Ileosa brought in a young Porphyria Lady who married the niece of Lord Mercival Jeggare; Marcus Endrin got Resurrected and the PCs (after a city fire that almost killed one of the PCs) made Marcus Endrin Korvosa's 'Fire Warden.' And Lady Portia Porphyria-Jeggare became the sponsor/matron of The Darklight Sisterhood in Korvosa (Theandra Darklight runs the day-to-day operations.).
....Also, that Paladin and former Pathfinder in the Campaign Info tab, Atoka, started as a Swashbuckler before he wanted to switch to Paladin Levels, started praying to Ragathiel, met Ragathiel in Ilsurian, but later when we were in Kaer Maga having done all kinds of Thassilonian stuff, decided he wanted to switch to Lissala -- gotta love Players at the gaming table! Anyway, when he was still low level and a Swashbuckler in PFS, one of the other PCs, a Druid (in Korvosa?!) wanted to establish a Pathfinder Lodge in Korvosa. The first few levels of that campaign dealt quite a bit with this. But eventually the Druid decided he wanted to make a Sanctuary in the Sanos forest where this really cool Gate to The First World needed a guardian, Atoka decided he wanted to rebuild the church of Lissala, (another PC got turned into a vampire and is kinda like Jander Sunstar from Ravenloft) -- and so they never really accomplished that 'Get-a-Pathfinder-Lodge-in-Korvosa' goal. So it is The Darklight Sisterhood who is the 'Let's-Go-Get-Ancient-Lore' group in Korvosa -- and the PFS is A Rival here.
....Meanwhile, The Aspis Consortium: Well, no Spoilers but Atoka's real-life brother made a PC who, when Atoka had to miss a few sessions due to real-life, had the PCs undergo a mission where they helped Gurail Karela escape Korvosa -- which is how Guaril Karela got from Varisia to Absalom in the first place. See, Atoka Hates Guaril Karela so Atoka's real-life brother jumped at the chance to help the Sczarni escape Korvosa (and Atoka who was going to KILL him). Anyway, it was cool for me because Guaril Karela is a cool NPC and is in a ton of PFS adventures that I use and it would've sucked if the PCs killed him. ....Anyway, that PC who helped Gurail Karela escape Atoka's wrath and the city of Korvosa when it turned against the PFS, is now a Leader of The Aspis Consortium (A 'Patron') running things in Korvosa -- from a hidden base of operations.


@ Knight of Yesterday,

I really like Mishanter; here's what would help for this campaign (even if it's only relevant for the opening adventure): Mishanter born-and-raised in Korvosa, as you designed. But maybe he never really spent any time in The Styes (Old Korvosa, Endrin Isle). If and when he did visit The Styes, it was brief and perhaps so long ago that he couldn't be able to know the who's-who and where's-where now -- times change.

More importantly, if it's okay, in the past couple of years (as The Darklight Sisterhood has become 'the thing' in Korvosa at the expense of PFS), Mishanter moved to, perhaps for example, Kaer Maga. Or maybe he's just been adventuring around. So he's not, you know, IN Korvosa when Sheila Heidmarch requests his presence in Magnimar in order to, you know, GO to Korvosa.

If Mishanter chooses Kaer Maga to be in, he could be with Paladin of Sarenrae and former Pathfinder Ollysta Zadrian and one of the PCs, Battle Oracle Par Joakimson of The WorldWound. It's up to you. Incidentally, Mishanter just looks a perfect friend of one of the homebrew 'major powers' of Kaer Maga -- a former PC named Ichabod. (Who will almost certainly not make an appearance in this game.)

Pathfinder Society and Korvosa Today - but only if you want a bit of background:
Recent events have seen The Darklight Sisterhood become Korvosa's official 'Let's-Go-Discover-Ancient-Lore' group, and it was at the expense of The Pathfinder Society. Magnimar has a Pathfinder Lodge and Sheila Heidmarch; Korvosa has The Darklight Sisterhood. They are rivals. ....The Paladin and former Pathfinder mentioned in the Campaign Info tab, Atoka, was part of the group of PCs that, a while back, tried to establish the Pathfinder Society in Korvosa. But alas, Atoka eventually wanted to start a Church of Lissala, the real big-fan of PFS wanted to become the Hierophant Druid in The Sanos Forest, another PC in the PFS got turned into a Vampire -- and the group became less concerned with their goal of getting PFS in Korvosa. What they really wanted was to Resurrect Marcus Endrin and bring him back. They liked him. And, you know, since Ileosa got Resurrected and brought back, they argued,-- .... So that's what they did instead. As such, no Pathfinder presence in Korvosa.

Atoka the Paladin of Lissala, though, does have a temple right next door to Theumanexis College and is friends with good ol' Tepest Geezlebottle! The building there was an orphanage that Atoka and the other PCs learned that a Penanggalen had infiltrated. Atoka has recently converted it to a Temple to LN Lissala.


"Yeth, some warmbloodth think we are Droon. We thare blood with them, but they have become thoft living in the thwampth. They even ride great lizardth, not hunt them and eat them like a thtrong people would."

Ok, K’Tak’Ktah’hal's folk are definitely related to the Droon, but the Droon's land is described as "swampy river deltas", which of course doesn't work with the mechanics of the One True People; Desert Runner and a Climb speed. The Droon would likely have a Swim speed in place of Climb, and ??? in place of desert runner.

Also, please forgive me ahead of time, but I will assuredly forget about the th in place of s thing several times over the course of the campaign.


@ Tazo,

Let me know if you want to pick a Demon Lord or if you want ME (mwahahahaha) to pick one. (I don't know why the 'evil-DM-laugh' there, no real need.) Also, and this is better, let me know if you want your Dwarf Wizard from Janderhoff to know which Demon Lord! (This one could use the evil 'Mwahahahaha' Dm laugh.)


Goes to grab the 'Inner Sea Guide' to see that, of course, Pad300 is correct, Droon is described as "swampy river deltas"! .... Well, I guess that just shows you how much I never gave a damn about Garund!

Um, can we think of 'something' shorter than "Mountain Lizardmen"? (At least "Droon" is only one syllable!)

LOL


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@ Mightypion,

Here's a thought, do you like the idea of Par Joakimson being 100% under the impression, for now, that the Cursed Voice in his head is a Valkyrie -- thinking that he's making all these Demon-Kills for Gorum. And then, as the game develops, he gets bits of evidence here and there that it is not a Valkyrie but something else. Something perhaps Devilish. And eventually, learns that it is an Erinyes of the Whore Queen, Eiseth! And he can wrestle with his own Alignment issues in-game. Eventually, in The Abyss, you can decide if he 'Goes Eiseth' or tries to stay 'Team Gorum'!


DM Ray wrote:

Goes to grab the 'Inner Sea Guide' to see that, of course, Pad300 is correct, Droon is described as "swampy river deltas"! .... Well, I guess that just shows you how much I never gave a damn about Garund!

Um, can we think of 'something' shorter than "Mountain Lizardmen"? (At least "Droon" is only one syllable!)

LOL

"My people call themthelveth 'Dineh', roughly tranthlated that meanth 'the one true people'"

If you are wondering, I am stealing some lines from the Navajo culture. I figure characterization is going to head into stoic, strong, silent and patient; very noble savage...


Okay, we're going to go with seven PCs -- a large number for PbP. (I like over-the-table games with 6-10 PCs but PbP is harder.)
As such:

Let's Please keep Gameplay limited to Roleplay text -- let's really try to use Discussion for OOC stuff and even metagame dialogue things such that has to happen in PbP.
Gameplay can be for "Hey I'm talking, here." dialogue and 'Hmm, I have to think this character-conundrum through.'

Please let's keep ALL dice rolls under Spoiler Tags!

Please give me other suggestions on how to better-DM PbP with a large group, for example:

Should I roll everyone's Initiative?
As a rule, I really don't like rolling for PCs. A massive part of the game is rolling dice for your hero. It's less of a thing in PbP since, you know, we're not rolling the dice, not picking our favorite set, feeling them in our hand and throwing them across the universe when they roll badly. It's just a computer randomizer thingy. So I don't mind the idea. How about y'all? .... I do feel squeamish about rolling Saves for y'all. I mean, it certainly speeds up combat if we don't have to wait for everyone to roll that Chain Lightning Reflex. But I would hate to roll your PC's Save vs Disintegrate -- what if I'm the reason you Make your Save?! I wanted to roll all them gazillions of d6s to blast your PC into smithereens! Or, can you imagine you wake up one morning, check your PbP, and see that you failed both Saves from a Phantasmal Killer and didn't even know it? I mean, sure, I'd be rejoicing, shouting Holy Hosanas from the mountaintop. But. No. I prefer if y'all roll your Saves. Even if we decide I should roll your Initiative.

What do you guys think? Any suggestions?

Finally, let's take the rest of this week to get the seven PCs finished and not start opening Discussion until Monday 11 April. Gameplay Tuesday 12 April. (Y'all have lives, I know. And I also have to prep for my Sunday homegame in Roderic's Cove, Level my PC for my Friday night game (We're in The Abyss and Graz'zt is pissed at us.), and finish the build on a PC that got accepted into another PbP game in Hell -- with Mightypion, in fact.)


DM Ray wrote:

@ Mightypion,

Here's a thought, do you like the idea of Par Joakimson being 100% under the impression, for now, that the Cursed Voice in his head is a Valkyrie -- thinking that he's making all these Demon-Kills for Gorum. And then, as the game develops, he gets bits of evidence here and there that it is not a Valkyrie but something else. Something perhaps Devilish. And eventually, learns that it is an Erinyes of the Whore Queen, Eiseth! And he can wrestle with his own Alignment issues in-game. Eventually, in The Abyss, you can decide if he 'Goes Eiseth' or tries to stay 'Team Gorum'!

He will almost certainly refuse if he considers himself betrayed.

I think I would prefer him to know it is an Erinye, and be reasonably ok with it. A bit of the thing between Harry Dresden and Lashciels echo in Dresdenverse.


I officially have Magnius' age at 28. I believe my reasoning was I wanted him to be well past the 'young and foolish' early 20s, and that a few extra years of experience couldn't hurt.

Unsure how old(if you even tracked that) he is in your game, but I would be okay with making him a few years older, or even a bit younger. Though I would prefer him to not be any younger than 25.

Also, I absolutely love that you liked him enough to turn him into a major NPC! That's so awesome!

And now I'm getting lost in CotCT lore, lol

Grand Lodge

Lady Imperia Valeria Thrune Crunch:

Human level 8th Diety:Shelyn
age:25 Hgt:5'8" Wgt:195 Hair:Red Eyes:Green ethnicity:Cheliax
Str: 14 Dex:11 Con:16 Int:14 Wis:12 Cha:20
Init:+2 HP:112 [8d10+24(Con)+8(FC)]
BAB:+8/+3 melee: +10/+5, Ranged:+8/+3]
CMB:+ 10
CMD:20(10+8(bab)+2`(Str)+0(dex))
AC:19(10+9(armor)+0(dex))
Armor:
Mithral Full-Plate:+9 Max Dex:+3 Armor Check Penalty: -3 Price:4450 gp Spell Fail:35% Speed:30ft Wgt.25 lb.

Fort: +15[6+3+5+1]
Reflex: +8[2+0+5+1]
Will: +13[6+1+5+1]
Traits:
Faithful Artist: Growing up a devotee of Shelyn she learned the arts when young which as a noble helped as she was well exposed to a variety of music, art and literature. This grants her Perform as a class skill and +1 to a perform skill of your choice

Magical Knack:You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait Paladin—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Weapons:
+1 Called Flachion:+13/+8 2d4+4 18-20/x2 8lbs Slashing
+1 Called Glaive:+13/+8 1d10+4 x3 10lbs Slashing Reach
Heavy Flail +11/+6 1d10+4 19-20/x2 10lbs Bludgeoning
Daggers(5) +10/+5 1d4+2 19-20/x2 1lb P/S 10ft
Composite Longbow(+2)+10/+5 1d8+2 x3 3lbs Piercing 110ft

Feats:Fast Learner*, Weapon Focus(Flachion),Improvization, Improved Improvization,Extra Lay on Hands

Human:
+2 Strenght,-2 Dexterity,+2 Charisma
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Paladin:
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su) 3/day +5/+8(+16) +5 AC(Deflection)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su) 10/day, 4d6 HP
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer fatigued.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.

Channel Positive Energy (Su) 4d6 HP
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Divine Bond (Sp) 1/day 8 minutes +1 Enhancement to a Weapon,
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Level:
Skills:
Acrobatics: +1(0+0+4-3)
Appraise:+6(0+2+4)
Bluff:+9(0+5+4)
Climb:+6(0+2+4)
Diplomacy:+12(4+5+3)
Disable Device:+1(0+0+4-3)
Disguise:+9(0+5+4)
Escape Artist:+1(0+0+4)
Fly:+1(0+0+4)
Handle Animal:+8(4+1+3)
Heal:+8(4+1+3)
Intimidate:+9(0+5+4)
Know(Arcana):+6(0+2+4)
Know(Dungeoneering):+6(0+2+4)
Know(Engineering):+6(0+2+4)
Know(Geography):+6(0+2+4)
KNow(History):+4(2+2)
Know(Local):+4(2+2)
Know(Nature):+6(0+2+4)
Know(Nobility):+7(2+2+3)
Know(Planes):+4(2+2)
Know(Religion):+7(2+2+3)
Linguistics:+4(2+2)
Perception:+3(2+1)
Ride:+5(2+0+3)
Sense Motive:+8(4+1+3)
Sleight of Hand:+1(0+0+4-3)
Spellcraft:+5(0+2+3+4*)
Stealth:+1(0+0+4-3)
Swim:+6(0+2+4)
Use Magic Device:+9(0+5+4)

Background Skills:
Craft (Calligraphy):+9(4+2+3)
Craft (Books):+9(4+2+3)
Profession (Cook):+6(2+1+3)
Profession (Clerk):+6(2+1+3)
Perform (Sing):+12(4+5+3)
Perform (Oratory):+13(4+5+3+1)
Perform (Dance):+12(4+5+3)
Perform (String):+12(4+5+3)

Weapon and Armor Proficiency:
Spellcasting:
1-(DC15)3|1+2|
2-(DC16)2|1+1|
3-(DC17)
4-(DC18)
Equipment:
Compass,Small Steel Mirror, Whetstone, Silk Rope(50ft),Bedroll.Soap,Pavilion Tent,Blanket, Folding Chair,5 Blank Journals, Ink (10 vials),Inkpen,Sealoing Wax,Stationary(10 pages),Paper(100 sheets), COmpact Traveling Holy TExt, Explorers’ Outfit with Decoritvie Trim,Nobles Outfit, Eye Glasses, 3 Signet Rings,Tattoo (House Insignia), Belt Pouch, Water skin, Coffee Pot, Coffee (1 pound),Hip Flask,Tattoo Holy Symbol Clavical, Silver Holy Symbol,Masterwork Lute, Flint & Steel,Cooking Kit, Gear Maintenace Kit, Shaving Kit, Chroniclers’ Kit

Magic gear:
+1 Called Flachion, +1 Called Glaive, Bag of Holding (Type 1), Handy Haversack,Claok of Resistance +1,Head band of Alluring Charisma (+2), Boots of Striding and Springing, Sleeves of Many Garments
PP-
GP- 3,433
SP-
CP-
Spells:
1- Endure Elements,Honeyed Tongue, Bless
2- Zone of Truth, Bull’s Strength
3-
4-

Grand Lodge

I am planning on making her older, say in her late 30s. Having taken her time to research and writing. AS well as enjoying trying to convert and covert her way around Korsva and its towns.


Sounds fair. I’ll put some thought into it and come up with something.


I should have enough time Saturday to take an appropriately long look at y'alls' Crunch to get a good feel for the mechanics of the group. Please try to have the Crunch and Flavor done by early Saturday so that, when I get to your PC profile, it's complete (and edited).

If I have any questions or concerns I'll ask them as I see them Saturday. Sunday I DM my home game so I won't likely be able to reply back until Monday. But I want to open Discussion on Monday and Gameplay on Tuesday.

Can't Wait!


Will do.


WRT to having saves and dice rolls, how about the players put a spoilered set of 3 D20 rolls at the bottom of each of their posts that the GM can pull in order if he needs one? He'd have to adjust with appropriate bonuses of course...


GM, could I slightly reflavor the Divine Courtesan trait to be a bit more Graz'zt themed?

Divine Courtesan (CN): You worked in one of your goddess's temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.


Yes


I'm looking forward to going over everyone's PC tomorrow!


I am here warmblood...


Changed Mishanter’s background a bit. I have him resettling in Kaer Maga instead of Korvosa. Everything else should be in order.

If you need anything else let me know.


Fixed some mistakes, changed some equipment, spells and skills mostly done, I left a Flex slot at level 1 and one at level 3 (tentatively occupied by resist energy communal, I would like to see more of the rest of the party before commiting), 8 flex skill points.

Some money left as well, probably going into a backup ranged option.


I'm getting the feeling that going through these PCs is going to take me a bit more than the hour-and-a-half or so I had assumed -- I'm so used to my houserules and the way my group puts character sheets together that these are taking a bit more time than I anticipated.

Nonetheless, I'm mostly done going over Mishanter, our awesome Tiefling Investigator, and am excited to spend a few hours on everyone as the day wears on. And, if I can't get 100% finished with your PCs by Sunday early morning it won't matter. I'm still opening Discussion on Monday and Gameplay on Tuesday.

PC #1 Mishanter:

The more I read your backstory the more I love this PC. It just screams at me that this guy will be part of my homebrew for a long time. In Kaer Maga is another former PC who got his start in Korvosa and is among the group who killed Gaedren Lamm, and eventually Queen Ileosa six volumes later. This is Ichabod. Of course, he's also the former PC who went to The Nine Hells to negotiate for Queen Ileosa's Resurrection. He is the most famous scholar in all of Varisia. ....I love how you tried to pick Sir Canayven's pocket! I like that you spent time in Absalom and how you beat up some LE cultists of Lissala in Palin's Cove. (Heeheehee, I like how Sir Canayven sent you to the Grand 'Lounge' in Absalom.) As it happened in my games, the PCs didn't kill off the Cult of Lissala in Kaer Maga; it's still there. But one former PC -- the Paladin Atoka whom you'll meet in Korvosa at the start of this campaign -- is trying fervently to bring his goddess back to LN (from LE) by growing his temple in Korvosa as a LN sanctuary to Lissala. He will like to roleplay with you!

Regarding Crunch:
Your +2 Inspired Morningstar will do 1d8 +7 damage. Don't cheat yourself from that extra +2 that you spent $8K on

Your Ability Scores really messed with me. Here's what it looks like you tried to do:
STR 13 points ; 1 Level-Up boost -- um, which would be an 18, not 20
DEX 0 points ; 2 from a Belt ; 2 from Race
CON 5 points
INT 7 points ; 2 from Race ; 1 Level-Up boost ; 2 from a Headband
WIS 2 points
CHA 0 points ; -2 from Race
Which is 27 points instead of the 26 allowed.

Here's what I propose instead:
STR 10 points ; 2 from Race ; 2 from Belt
DEX 5 points
CON 5 points
INT 10 points ; 2 from Race ; 2 from Headband
WIS 0 points ; 2 Level-Up boosts
CHA -4 points ; -2 from Race
This gives you a 5 CHA (instead of 8) but everything else remains how you had it -- just alter your Belt from DEX to STR. (And have fun roleplaying your CHA especially when you're drunk on Mutagen!)


@DM Ray, Thanks for the kind words. I’m excited to rp in your world.

Stats:

Sorry about the stat confusion. The mistake was mine. At one time I was playing around with a dex build and the belt should have been changed to strength.
Strength 20 = 15+2 race +1 level +2 belt(7 points)
Dexterity 14 (5 points)
Constitution 14 (5 points)
Intelligence 20 = 15+2 race +1 level +2 belt (7 points)
Wisdom 12 (2 points)
Charisma 8 (0 points)
7+7+5+5+2= 26


Here is Lady Imperia Valeria "Val" Thrune!

an woman in her Mid Forties!!! Adventurer, Thassionalian Art Scholar and general Fun loving follower and preacher of Shelyn


PC #2 Par Joakimson:

I think this guy's going to be a bad-ass front-liner but there is quite a bit on his sheet from books I don't know and have had to say 'No' to for this PbP

Impact is not an Enchantment you can use for this game. Of course, Holy is a great choice if you want it. Also, a +3 weapon is $18K not 16K. The good news is that the Cloak of Resistance +1 is only $1K whereas you paid $2K. So between that and your left over money, you can afford the +1 Holy.

There are other things on your character sheet as well:
Spring-Loaded Wrist Sheath,
Hedging Weapons,
Flex Shot,
Unbreakable Heart,
Burst of Radiance,...

Honestly, I don't mind the cheesy 'Draw your Wand as a Swift Action that Provokes' wrist-sheath. I suppose I WILL ALLOW these. But having a bunch of Spells on your character I don't know, yeah, gonna have to switch those out.

I see the Skills aren't quite finished yet. I recommend maxing out the number of Skills you can max out, rather than trying to be a 'jack-of-all-trades' Skill guy. But of course it's absolutely up to you.

I really look forward to seeing this Vital Strike Bad Ass in action!


PC #3 Artemisia Burningleaves:

Pretty much everything I saw in your rough draft is okay -- except of course the Armor of the Celestial Host. Alas, we are using the Adventuring/Background Skills from 'Unchained,' as well as the alterations on the Classes there. But not any of the magic item stuff. My group looked at all that a while ago, and almost started using the Automatic Progression, but ultimately decided not to. It was my thought that groups should either go 'all-in' with the whole magic chapter, or just not touch it at all because, if you mix it with the Core magic item/spellcasting/item creation rules, things can get unbalanced pretty quickly. The good news is that with your Item Creation Feats, you could have begun crafting the armor that you want. Even though it's not finished yet.

I think the following is a good guideline here for starting money & Crafting:
The gap between 7th Level gold and our $40K is roughly $17,000. So spend your first $23K on Items (including your weapon and armor) as normal. Then, spend the next $17K using your Crafting Feats as you'd like -- augmenting your Weapon and armor with stuff you like.
So,... you almost certainly would have that +1 Adamantine Rapier at full price and then, later, would have Crafted the Keen on it yourself. So you pay the full price for +1 Adamantine ($5K) from your $23K, and half price for your Keen ($4K) from your $17K.

That is the most fair way I can see to do it. Give it an honest try.

If, of course, it turns out to be way too much of a nightmare, just do your best to be reasonable and honest and fair. And let's do what we're SUPPOSE to be doing -- having FUN!

And Please give me some Good backstory and personality and roleplay style stuff.


PC #4 Lady Imperia Valeria Thrune:

I like the backstory a whole heap! Sandpoint is one of my most-used locations and a runaway Thrune and her liberated slaves owning a farm outside the village is great. I also like how a Paladin of Shelyn with a CHA of one-bazillion has a kid with an Orc father. ....You could be a 'mostly' retired Pathfinder that Sheila Heidmarch is calling for out of retirement since you're so high level.

Regarding Crunch -- Sorry, you'll have to trade out 'Called' on your Weapons for something else (Bane and Menacing are popular among my players).

Also, I'm baffled as to how your Ability Scores were added. Admittedly, my brain is pretty melted right now so I may be missing something. Please give me the breakdown: I see the +2 CHA / +2 STR / -2 DEX for Race. I see the Headband of CHA +2. But I couldn't figure out where the 26 points were spent along with the two points from 4th & 8th Levels.


PC #5 K'Tak 'Ktah 'hal:

I've been following your PC build from the beginning, what with the created Race, everything is fine here. Can't wait to see you in combat.


PC #6 Lady Arvanxi:

I know the Race and I know many Arcanist builds and, by far most importantly, I know 90% of your backstory. Graz'zt-Tiefling / Arcanist (Occultist) / Pathfinder from Cheliax House Arvanxi. Nonetheless, I really need your Crunch to be official. We are all foaming at the mouth to get the Gameplay started and it's good to have all that done before we start breaking out the d20s.

EDIT.... Ah Ha. I see it is coming along!


There are actually things to fix in my build. Tusk Blades are from Hold of Belkzen splat, and thus are deleted (giving me another 100 gold to play with). I also forgot the fast movement ability for a +10ft to move speed.


Obviously still a WIP, but I'm a decent way done. Working on a name too, lol


PC#7 Muziel Moreau:
I'm falling more and more in love with this Dwarf Wizard. It's odd, I never really liked Pikel Bouldershoulder from FR (I assume that's the inspiration, just Wizard instead of Druid.) But for whatever reason, each time I read his backstory I like it a bit more. There is an Elf named Eviana that could work perfectly as the Elf who helped bring Muziel Moreau into the wider world of magic and elf-lore. Also there are Elf Rangers named Shalelu Andosana and Caldion who could have been involved. A human Wizard named Stelios Archon would work too, to bring you to the Pathfinder Society in Magnimar. (Or you could leave this part of your backstory blank.

Do let me know if you have a preference for which Demon Lord that spellbook you got belonged to. Or if you want me to choose.

Crunch: Alas, the Haramaki armor is not allowed. I tried to find some armor you could wear from the Core, APG or ACG without Arcane spell failure but I couldn't. Bracers may be your best bet.

Also, Ancient Enmity is for Drow, yes, not all Elves & Drow? Not that I can imagine it would come up in Gameplay.


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Okay all seven are here and Shall Be Ready by Monday when we open Discussion!

First thing on the agenda for Discussion will be seeing what we have, group-wise, in the way of front-liners, support/healing, artillery, This-And-That Skill expertise, etc.

Then come silly group names that sometimes become awesome and sometimes just fall flat: 'The Seven Virtues' ; 'The Scholarly Seven' ; 'Murder-Hobo Incorporated' ....

.

(Sunday is my homegame, wherein I will punish the PCs for trying to find a Thassilonian ruin in The Churlwood near Roderic's Cove.)

Grand Lodge

DM RAY:

Strength is 14 [5pts] Dexterity 13[3pts-2(race)+2(Belt of Dex)] Constitution 16[5pts +2 Race] Intelligence 14[5pts] Wisdom 12 [2 pts]
Charisma 20 [5 points=+2(race)+2(Levels)+2(Headband)]

Dropped the money on the Glaive making it a normal glaive, dropped the Called on the Falchion freed up 6000 gold to get a Belt of Dexterity +2, and added +1 to my Armor


But yeah I like Sandpoint too. Never played in that sandbox before.


Ray, are we allowed to combine items in the same slot of the usual 1.5 cost?

Edit: Are we allowed wayfinders, even though those aren't from the approved sources?


The weird thing is that these changes will result in a mechanically stronger character (vs enemy that are not swarms or fliers), because f.e. Impact weapon quality can be replicated via a level 1 wand, which is not the case for holy weapon quality. Likewise, shield of faith is, 80% of the time, better then hedging weapons, because its AC scales quicker and it can be cast on party members.

Issues (tactical):
--I am next to useless against swarms, and do not see any way to change it because swarmbane clasps are ultimate equipment, and the oracle spell list has nothing against swarms that I am aware off under the rulebook restrictions.
--Vs Fliers (Fly is not on cleric spell list), I can try to sound burst, which could stun then and bring them down to the ground. Other then that, ranged vital strike with a Pilum , for about 2d8+4 damage.
--I switched in invisibility purge and should at least be ok vs invisible opponents, and also make the party members be ok
--Skill list, he has skills he is good at (UMD, Intimidate, Spellcraft, Planes, Perception), skills that allow him to do something (acrobatics 3 for better defensive fighting), two skills to not drown or fall down a cliff and some things where he hopes that he can rolls assists.

changes:

Equipment
Replaced impact with holy weapon
Removed wrist sheaths
Replaced wand of feather fall with wand of lead blades

Spells level 1
Replaced hedging weapons with shield of faith
Replaced unbrekable heart with remove fear
Filled in the "Flex slot" with obscuring mist

Spells level 2
Replaced Burst of Radiance with Silence

Spells level 3:
Replaced resist energy communal with invisbility purge.

Skills: Placed remaining skillpoints in diplomacy.


Hello! To answer a few questions:
-I actually don't know about Pikel Bouldershoulder! Funny how that happens, though.
-Incorporated Eviana and Shelios into my backstory.
-I like the idea where Muziel has no idea which Demon Lord is tied to his spellbook--time to get surprised!
-Swapped in an Amulet of Natural Armor instead of the Haramaki.
-Ancient Enemy technically works for all humanoid (elves)!


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Wayfinders:
A plain ol' Wayfinder is fine; it's just a compass that the PFS likes. (And you can cast Light, or something.) It's the special stuff that comes with it when you put the Ioun Stone in it. I really don't know it well, how balanced they are. I mean, grab a Wayfinder for free even I don't mind. (won't tell you 'North' in The Abyss since, ya know, probably no North IN The Abyss, depending on Layer). But if you put an Ioun Stone in it it should just be one of the ones from The Core, and should just do what it does in the Core, not additionally unlock more effects. Were this a game hunting down Thassilonian RuneLords, it'd be something we would go into, but this game, it seems more PC Flavor (which I love).
.

VS Swarms:
Beads on a Necklace of Fireballs are $150 per d6, can have two - ten d6s per Bead. Note that it's Ref Save is challenging for, like, CR 2 monsters so just assume everything you throw them at will take half damage after Saving.
Bead of Force is okay -- for monsters immune to Fire.
Also, since you built a good UMD, grab a couple low-level Scrolls!
Just remember, you're a total Bad-Ass at melee combat, at the expense of being able to do more utility stuff -- so just having something to do for a couple rounds is fine. Your glory comes from encounters Other than Swarms. Other PCs maybe can't match your melee, but they will shine when you look like a useless lump of flesh.
.

YES, everyone can combine magical item properties at the Core dictated 1.5 cost. It's something that my players have been doing religiously ever since they saw me do it when I got a chance to play (Who wants a Ring that just has Freedom of Movement when it can also have Evasion?!)


We maybe talking past each other, I was thinking Vevascors, Drochas, Hellwasps etc. some of these would care somewhat about a necklace of fireballs, low level spells from scrolls not really.
Although some scrolls of "get the f#$% out" scrolls are definitly a cunning plan :).


I should look into scrolls or wands


DISCUSSION has begun!

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