| Talia Fireskin |
I have some comments about a couple of the rules:
G) You can use the Heal Skill to identify how injured or near-death an ally or enemy is. Use either a Move or Swift Action (does not provoke) to determine Health; more accurate health information is revealed with higher DC achievement.
Do we get no information without a roll? When I run I let them know which quarter they are in without a roll, and they can roll for more information.
O) No weapon has an intrinsic Threat Range. No weapon. The Feat Improved Critical can give you a Threat Range (19-20) as can the Enchantment, Keen (19-20). Improved Crit and Keen STACK, so with both one can have an 18-19 Threat (and always Crit on a 20).
Do you affect any other weapon traits like crit multiplier or keyword traits? Only changing one aspect unbalances weapons that have other things instead of this. You'll end up with a lot of people using picks and scythes.
I'd either not do this or change weapons to something generic. Light weapons do 1d6, One hand do 1d8, 2 hand does 2d6. Polearms do 1d10 with reach. You use these and define the weapon how you want.
| DM Ray |
On using the Heal Skill to determine others' health, it's just a way to make the Skill more useful. Thinking about my own games, the PCs are pretty good about healing each other during Initiative so it really only comes up when they want to know how close they are to knocking down my BBEG -- and after a fight when a PC is nervous he just failed a Fort Save and is afraid he may have mummy rot or whatever. So I have them roll the Skill. It makes it a good Skill, you know. But if y'all aren't sure about it I don't mind just giving you the info for free. Especially since I don't have a set way to determine DC for those checks, I just play it by ear -- what feels right.
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I don't really like changing crit multipliers -- the x3 and x4 weapons don't really feel problematic to me. But I hated Threat Ranges from Day 1 when 3.0 was first published. You have to ROLL to confirm a nat 20!?!?!? B.S.! And you can do your double-damage on 18s and 19s!?!?!?. I just feel nat 20s are special. No confirmation needed. And I don't mind a+1 Enchantment for a Threat, and a Feat with a big prereq for a Threat. ....But trying to then redo a whole bunch of other weapon Crunch? Wasn't interested. Again though, I have no problem if we do weapons RAW. If someone wants that cheesy, and very common, 'I'm gonna Crit 2/5 of my attacks' garbage. Especially when they add the +4 confirmation bonus and the even worse DEX to damage instead of STR. It's there. I can't reinvent the wheel -- or rather, put the wheel back to the way it was in the 80s and 90s. I just like it when nat 20s are special.
| DM Ray |
Two Traits, yes.
Optional third with Drawback, yes.
I never thought about two Favored Classes in Gestalt -- I have always just played One Favored Class in Gestalt. And since you level in two Classes, you ought to always get your bonus. I'm open to hear your argument for two Favored Class bumps, but my gut says that one Favored Class per Character is plenty sufficient. (In a campaign this high powered, would it really make that much of s difference?)
| Tiknesr Th'th'th'th'slifp |
I'm 100% cool with one FCB (and it's what I've seen most in gestalt). Just curious and wanted to make sure I understood, since I've seen DMs go either way.
Traditional racial spells limited by race? (e.g. blend, or windy escape)?
I'm kind of a fan of opening all spells to all races (and it feels in keeping with your racial stat ruling...but happy to follow whatever your lead is here.
BTW, I tend to lean with Talia on crit multipliers. I'd personally vote to keep them as is, or else to make more substantive changes (otherwise there's a real incentive to go pick/scythe, and a real penalty for going scimitar).
| Monkeygod |
Regarding criticals,
In a normal, 'open to masses' recruitment/game, you might have a point about the incentive to wield a pick/scythe.
However, this is basically a premade group, and aside from maybe Rokan(who hasn't settled on classes yet), I do not believe any of us have the martial weapon proficiency to use a pick or scythe.
I'm definitely not going to waste a feat to grab either of those, and even if one of my classes granted MWP, neither are weapons I see my character wielding. *Especially* a big, heckin obvious weapon like a scythe.
Thus, I think it's fine to use Ray's ruling on critical threats. If Rokan decides to play a class that gains MWP, *and* is gonna use a pick/scythe as his weapon of choice, I feel like that's okay, lol. I also don't think we need the generic weapon suggestions either.
FCB, I'm okay with either. In my games, I allow both, but I tend to veer into more high powered territory.
Two questions:
1) Are we starting at level 1? I'm gonna guess yes, cuz AP, but it would be important to have an official answer, lol.
2) Are we gonna use your +2 ability score level up bonuses like you did for the Cheliax game where I played Magnius? I know you didn't use it for Sabella's game, right?
| Talia Fireskin |
Lots of responses:
How about telling us rough wound levels for ordinary foes, but make us roll on BBEG's? That lets normal combats speed up while ratcheting up the tension on the climax.
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Since I will mostly use my warlockery for fighting, I'm okay whichever way we go on weapons. I just normally look for some of the consequences of houserules.
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I'm picturing a world where adamantine is jealous of how shiny gold, platinum and gems are. If you try and sell it, the adamantine turns to lead. I'm okay with the rule, but this is now my headcanon for it.
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A lot of the AP's I've played in with my TT group start at level 2 and we just stay there until we go up to level 3. It helps ease some of the lethality of 1st level.
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I've never heard of using dual fcb's on gestalt, but I like the idea.
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New subject. I've hear of GM's that change mage armor to a 10-minute cast but let it last 24 hours. It makes it possible for low level casters to rely on this as a defense. Would you be open to this?
| Talia Fireskin |
Since we have lots of concepts changing, can we get a list of what everybody is doing or thinking of doing? That would help us look for holes and get some party cohesion. Everybody can just copy it and add their own.
Talia Fireskin | Philo Pharynx | F Tiefling Warlock/Trickster
Ranged shooter, trapfinding, arcane casting (mostly utility), backup healer, social skills, stealth.
| DM Ray |
Having thought about it, ....I think sticking to one Favored Class per character is best. I have no problem, though, if the four (are there 5 of us?) of us vote on it -- hmm, if it's a tie I guess I'll be the tiebreaker: DM whatever privilege.
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I never looked at the spells in the ARG so I don't know anything about whether some of those 'this-Race-only' Spells are grossly unbalanced. I'll say 'Yes' for now, go ahead and grab them and then if it turns out one of them gives, like, Tieflings an equivalent of Phantasmal Killer as a 2nd Level Spell I'll be like, 'Hey, wait a minute!' 'Blend' looks fine (for any Race); I'd point out that it doesn't work with the Rogue Talent, 'Fast Stealth' or any of the other abilities that let you move greater than half your Movement while using Stealth. 'Windy Escape' scared me at first but it's fine (for all Races). Remember an Immediate Action is your Swift Action for next Round so you can't use it in consecutive Rounds. The part that initially concerned me was that you could fail your Acrobatics check moving through a Threatened Square, provoking the AoO, and use your Immediate Action for Windy Escape. But I figure, in gameplay, either you're a jacked-up Acrobatics PC attempting the Move (so no big deal if you actually fail the Acrobatics, or you're a squishy Caster who desperately needs to avoid the AoO and so the Spell helps you (perfectly okay with me).
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Let's go ahead and keep to RAW on Threat Ranges for weapons. Why add one more monkeywrench to remember. (In my games these tweaks happened little by little, campaign to campaign, rather than all at once. So it never felt like a whole heap of tweaks to RAW. So, if you want an 18-20 Scimitar or whatever, that's fine. STILL -- no one has to Confirm a nat 20! 20s auto-Crit! Is that okay? Or should we make everyone (including my Tyrannosaurus Rex with x4 and GR. Vital Strike!) confirm nat 20s???
(I actually really bummed out a newer player to my group a few months ago when we started a new campaign: He had never done the 'Rogue-with-15-20 Threat' and was really looking forward to building and playing it. I felt bad. ....But he's a Happy Brawler who has turned out to be a good party Tank.)
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Starting Level 1.
XP: .... I've been going through the AP and, unless y'all veto me, I feel I should keep track of when you Level-Up. Being Gestalt and powered-up, even with my attempts to bulk up the encounters since CoT is built on basic (First Printing) Core and basic (First Printing) Bestiary, y'all could get way too overpowered by the middle of volume two or three. I mean, really, the published encounters are Loudly first printing Core & Bestiary. Very vanilla that I gotta at least make neopolitan or rocky road. Allow me to tell you when to Level-Up rather than try to do XP, please.
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OMG how could I have forgot about my Houserule Level-Up Ability Score progression?! Thanks for reminding me.
I prefer, instead of +1 at 4th, 8th, 12th, etc., each PC gets +2 at 5th, 10th, 15th, 20th. (to use however you like) (It always was just uncomfortable getting 1 point and having an odd number Ability Score for the next few Levels.) What do y'all think?
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On the Heal Skill for recognizing monster health: What do y'all think, is Heal a good enough Skill that I can hint the health of mooks for free and just have you roll for the BBEG encounters? It's okay with me one way or the other.
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Adamantine is just so powerful for the price that I like to try to limit it. Again, it's all up for discussion.
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On Mage Armor: a 24 hour duration is fine for this campaign. Not a fan of it but, with so many other things, I just don't think it changes the game any. You can cast Mage Armor like you'd cast Mind Blank -- once a day at the beginning of your morning.
| Tiknesr Th'th'th'th'slifp |
Tiknesr Th'th'th'th'slifp
M Ratfolk (aka Ysoki) Witch/Alchemist
Main roles:
Debuffer (evil eye, misfortune, spells), bomber (AoE damage + eventual battlefield control), arcane casting (open to seeing what roles we need filled), stealth (+12 at L1 due to Small), INT skills (including UMD). Goal is to make fights unfair, but not to typically be the one to end them.
Happy to use casting (and eventually extracts) as buffs and debuffs...and if we find we need more of a frontline, I could possibly go into summoning, though that's not my intent right now.
* If you're curious, "Th'th'th'th'slifp" is by pronounced by tapping the tongue against the teeth noisily four times and then slurping. Seems to me like a very Ysoki kind of name.
| DM Ray |
Appraise, Heal & Linguistics are all 'Adventuring' Skills, not Background.
Background are just the three categories of, uh, 'Day Job' Skills (Artistry, Craft, Profession), and of course the very Specialized, specific Background Skills.
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And it sounds like, if Monkeygod doesn't want to make a frontliner & 'Pale DM isn't going to join, I'll throw together a 'mute' frontliner and y'all can tell him what to do for him during Initiative.
| Talia Fireskin |
XP: .... I've been going through the AP and, unless y'all veto me, I feel I should keep track of when you Level-Up.
This is preferred. We have only done milestone XP for years.
* If you're curious, "Th'th'th'th'slifp" is by pronounced by tapping the tongue against the teeth noisily four times and then slurping. Seems to me like a very Ysoki kind of name.
I'm going to have trouble not picturing Porky Pig every time I see this. :)
| GM PaleDim |
I'm still here. Just didn't have any enlightening thoughts on much of the discussion leading up to the build parameters that were posted.
I like your crit rule of keeping the ranges but no confirm on 20. TBH that's the best of both worlds for us players.
I certainly like the extra ability score bumps at fewer levels. Seems like with this enhancement if you can begin your stats as even they'll simply remain even, unless you do weird things (TM) with the bumps.
As for my current concept:
Unnamed
? ?Race? Ranger/Rogue
Main roles: mobile TWF flanker, tracker, sneaker (physical infiltratio)
| GM PaleDim |
Question: if another class (e.g., slayer) or archetype (e.g., monk of the mantis) provides sneak attack, does it stack with that of the rogue? #gestaltProblems
Generally, i'm pondering ranger vs. monk/brawler against rogue.
| DM Ray |
Regarding Tiknesr's Patron (from PM),
We ought to certainly build up the Patron backstory. And try to get it into the game at least a little. Your Familiar could have a tie-in with an Arch Devil or Whore Queen or something. If you want to go crazy, Abraxas seemingly fits perfectly despite being Abyssal. If you want to play with the other PC concepts, we could go in the direction of Graz'zt, who likes the PC Renzio Arvanxi. If you have an idea, we would go that direction first.
| Tiknesr Th'th'th'th'slifp |
Oh dear. Abraxas does seem to fit!...and could bring some interesting complications at some point.
That makes me think I might want to take Infernal Contract as well...which brings me to a house rule clarification:
F) As a Full Round Action (provokes) you can use the Heal Skill to treat wounds. You can use the Skill to heal 2 Hit Points at DC 16 and an additional 2 HP for every five DC points (4 HP at DC 21; 6 HP at DC 26; 8 HP at DC 31, etc).
^
Are there any limits to how often this can be used (per person, or per wound) per day?
| DM Ray |
It's still quite early -- and I encourage everyone to read over The Players' Guide if you haven't yet done so, reading the Flavor of the Campaign Traits -- but I'm hoping to get two Posts up in Gameplay sometime Friday or Saturday.
The first will be a generic, 'This is the City of Westcrown' post.
The second will be a more narrow, Westcrown: Current Events & Rumors' kinda post.
They are Not intended to open Gameplay for posting, but rather be an intro to the Flavor of the campaign and reveal implications of where we will start once PCs -- and I -- are ready. It may help with character concept and getting the group together.
| DM Ray |
F)
As a Full Round Action (provokes) you can use the Heal Skill to treat wounds. You can use the Skill to heal 2 Hit Points at DC 16 and an additional 2 HP for every five DC points (4 HP at DC 21; 6 HP at DC 26; 8 HP at DC 31, etc).
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Are there any limits to how often this can be used (per person, or per wound) per day?
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In my homegame, originally, we said 'At Will' for that campaign because there was no healing PC and the campaign was designed as a meat-grinder not unlike ToEE, Rappan Athuk, or any other Mega-Dungeon. There was a Paladin not built to heal, a Druid not built to heal, and nothing else at all except potions. So we needed the Heal Skill to be as strong as possible.
In the second campaign we had a dedicated healer (Priest from New Paths), as well as a Paladin, Druid, and Bard (all who regularly had Healing), and I don't think we ever even used the Heal Skill except to determine how close a monster was to dropping (usually in a tactic to steal the kill from another PC, or to avoid wasting a lightning bolt if a little Acid Splash or something may finish the job).
In our current campaign we have Life Oracle who spends every round in Initiative healing -- but after the fights, he's just kind of been using the Heal Skill like the zero-level Spell, Cure Minor Wounds: CHA per day, per PC (or something, I never ask him about it).
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In our Council of Thieves campaign, we also do not have a dedicated healer and considering this is a published AP with a good chunk of combat (though FAR more roleplay), I think we could use the Heal Skill quite a bit.
Maybe we'll look at the group when character creation really heats up to see if anyone is going to max out Ranks in Heal. Then we can let that PC work out what sounds right.
But ultimately, the Heal Skill won't replace the Happy Stick after a fight.
| Tiknesr Th'th'th'th'slifp |
I ask because the drawback of Infernal Contract (linked above) is:
"each day when you prepare spells, you must deal 1d6 points of damage to yourself as part of your infernal ritual, feeding the lost blood to your familiar. At 5th level and every 5 levels thereafter, this damage increases by 1d6."
If I can use Heal as much as I want, that's no drawback at all...except perchance some day if someone happens to surprise us while I'm preparing spells. (I don't know that that's a big deal either way, but at least want to be upfront about it.)
| Renzio Arvanxi |
I spoke to Ray about this briefly via PM, but I'm considering making Graz'zt the patron of Arvanxi. While he is a demon prince, and thus CE, he kinda leans fairly LE.
There's also the rumor that Asmodeous is his father, with Pale Night as his mother.
I kind of like the idea that Graz'zt is some sort of Infernal sleeper/double agent, which might be why he's been so successful in conquering 3 layers.
Sabella Arvanxi is a tiefling whose mother's ancestry is traced back to the Dark Prince.
| DM Ray |
In the past I've felt strongly that turning down loopholes such as the healing & drawback you're encountering is the appropriate judgement. (A Rage thing & Fatigue immunity, I think, maybe a Vicious weapon and odd DR or something, I dunno.)
So here, I think we can try to bulk up the Heal Skill since the group needs healing, but you can come up with a good reason why the first aid of the Skill can't heal the supernatural wounds inflicted via Infernal Contract. (Or maybe I just did.)
| DM Ray |
| 1 person marked this as a favorite. |
Uh oh.
It's important to note that Renzio Arvanxi -- the PC -- and Sabella Arvanxi (not in this game), may very likely revere Graz'zt. And I think it's also very possible that Renzio Arvanxi may want to replace Belial, House Arvanxi's favorite ArchDevil, with Graz'zt.
Eureka!
This could actually be one of the keys I've been desperately looking for as DM. I've needed a reason for the NPC, Lord Mayor Aberian Arvanxi, Grand-Count and patron of House Arvanxi, to not support the PC Arvanxi. I mean, it's not exactly the same problem as if one of the PCs was Lois Lane and was in an adventure and Superman wasn't helping her -- but it was a problem nonetheless.
But if Renzio Arvanxi has tried to tell his great-uncle (or however they're related) the virtues of Graz'zt over Belial, it would make for a good reason Aberian Arvanxi won't just help Renzio Arvanxi throughout the campaign.
And it could very well be that, by campaign's end, Renzio Arvanxi has successfully replaced Belial with Graz'zt in House Arvanxi.
.... What do you think, young Lord Renzio Arvanxi?
| Renzio Arvanxi |
Eureka!
This could actually be one of the keys I've been desperately looking for as DM. I've needed a reason for the NPC, Lord Mayor Aberian Arvanxi, Grand-Count and patron of House Arvanxi, to not support the PC Arvanxi. I mean, it's not exactly the same problem as if one of the PCs was Lois Lane and was in an adventure and Superman wasn't helping her -- but it was a problem nonetheless.But if Renzio Arvanxi has tried to tell his great-uncle (or however they're related) the virtues of Graz'zt over Belial, it would make for a good reason Aberian Arvanxi won't just help Renzio Arvanxi throughout the campaign.
And it could very well be that, by campaign's end, Renzio Arvanxi has successfully replaced Belial with Graz'zt in House Arvanxi.
.... What do you think, young Lord Renzio Arvanxi?
This is actually sorta perfect! When I was browsing through my copy of Book of the Damned(the hardcover), trying to settle on a patron for Arvanxi, Belial was one I was considering. However, I was never fully sold on him. Then I remembered the Graz'zt tie in with Sabella, and realized he's the perfect(imo, and personal setting) patron. He's also better suited as the god Renzio worships, as deception and cunning are two of Graz'zt main qualities/weapons.
| GM PaleDim |
Precision Damage:
Precision Damage via Classes stack. Thus, Gestalt Rogue-3 / Slayer-3 would have 3d6 Precision Damage.
This includes archetypes that add sneak attack? (e.g., Monk of the Mantis -- not that this would fit this AP, just an example).
| Talia Fireskin |
okay draft backstory
tl;dr - Raised as a courtesan, half brother to Renzio, Tik's familiar connected to my pact blade.
Talia is a third generation of courtesan, and a fourth generation tiefling. Great Granmere Appollito was fiendborn and showed it. She was comely, but to be hidden in the shadows and never acknowledged. Her child, Granmere Itarra, had the power of being fiendblooded, but had no outward sign, save being slightly warm to the touch. Appolito gave up Itarra so that she could be raised for finer things.
Itarra eventually became known at court, with several up and coming suitors vying for her affections. She rose, managing to stay ahead of the politics of the court and gather a few secrets here and there. When she retired, she was well-cared for. She taught her daughters what she knew and they also prospered. Onyx, Opal, and Ruby. They inherited fiendish blood in human form. Itarra was prepared for the civil war, as if she knew it was coming.
The three sisters each found lovers with different factions. The trading of secrets was risky, but oh, so sweet. Of course this meant that Some would end up in better situations. Ruby saw Arvanxi fall from the inside. Her sisters urged Ruby to abandon it, and yet she could not. She had fallen victim to a deeper attachment.
But Ruby could not marry into the family and Talia could not be acknowledged. Still, they lived nearby and Talia soon found the tunnels leading to the main house. Before long, she and Reznio were inseparable and incorrigible. Renzio with his words, Talia with magic and lockpicks. Ruby learned of this, but figured that all of the sneaking would hone Talia's skills.
But after many years of good fun, children must grow up. The two stayed close, though they found less time to stay in touch as they took on more responsibility and learned new skills. Talia was the first person Renzio told about his new patron Graz'zt. She had known that he was upset with the family's choices, but didn't expect something on the other side. But Renzio explained that since Graz'zt didn't have many resources in the area, he would be sure to have an invested interest. While they would still be pawns, Graz'zt couldn't afford to sacrifice pieces at this point. By the time he could, we'd have proved ourselves and made ourselves more useful.
Talia didn't feel a strong connection to any of the powers. She felt it was better to control her own destiny. But she would always be there for Renzio. By this time, she was beginning to join into the interplay of court. Meeting young nobles and beginning to set up contacts. One of these young nobles decided that sacrifice was his way to power. He had some friends and a ritual to gain power from a fiend. She was tied up and bleeding, but she had heard of this ritual. She bided her time and conserved her strength. When the time came to call the power, she spoke first and called the power to her. The young ritualist tried to intercede, but Talia already had magical power, and it was her blood on the ritual knife. She burst her bonds and used this new power to deal with these weak pretenders.
She returned home a changed woman. Not just having power, but thinking about her choices. She wasn't sure if she wanted to merely follow the path of the courtesan, using power behind the scenes. While she wasn't opposed to this, it now seemed to be more of a step than a destination.
The next day she told Renzio of her experience. On the way out there was a ratfolk there. She had seen him at various Arvanxi estates, apparently doing business over alchemical wares. An (animal) slipped away from the alchemist and came over to Talia, indicating the hidden blade she was carrying. Soon the alchemist came over to retrieve his pet, but they figured that they should talk later.
| Tiknesr Th'th'th'th'slifp |
Ray, any opinions about what the ratfolk presence is like in Cheliax, and Westcrown in particular?
Is there an under-city ratfolk community down in the sewers?
If not, perhaps Tik's mother fled from [place where there are more ratfolk] when she was betrayed by her coven, and she took up employment for House Arvanxis...leading to Tik being born here?
| Renzio Arvanxi |
It doesn't really matter for Renzio, but does your house rule of 'no class feature grants exotic weapon proficiency' mean that divine classes that would normally get proficiency in an exotic weapon due it being their deity's favorite weapon do *not* get that proficiency?
Ie, Graz'zt favored weapon is a bastard sword. Does that mean Renzio doesn't get proficiency in it? He won't be using one, for a variety of reasons, but is he even able to, without penalty?
Also, is there a reason magic item creation feats are banned, aside from scroll & potion? Is it just prevent abuse of WBL? Again, this doesn't apply to Renzio, it's more of a curiosity on my part.
Finally some questions/thoughts for Renzio:
Would it be okay if Ileosa was Renzio's aunt? I kinda like that tie, but it's not super important and would be just be for cool points, lol.
At the moment, I'm thinking he'll be between 14-17, age wise. Should he be older?
This is more for my own personal heads canon, but I was thinking maybe this game could take place while Magnius had been in Korvosa? I suppose it doesn't really matter either way, but it would make my brain happy to know for sure , lol. This would mean he's totally out of the way.
Last, but not least, I came up with this idea that would have brought all of us together for the first time(pre-AP start). The other players more or less all liked the idea as well:
In Talia's backstory, she was almost the sacrifice for a ritual of power. Renzio wants revenge/punishment, so he seeks out Tik who he knows has a deep appreciation for pain and suffering. He gets Pale Dim's PC to help track down our prey, and also to help with any fighting(Ren has only a little combat capability, as Phantom Thief gives up sneak attack). Talia has obvious reasons to come as well.
| DM Ray |
What (is) the ratfolk presence is like in Cheliax, and Westcrown in particular? .... Is there an under-city ratfolk community down in the sewers?
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All of my 'Ratfolk-in-Cheliax' ideas are brand new -- but having spent a while thinking about it (when you first said you were going to play one I knew I had to think about it), though I had a few ideas, I hadn't really settled on anything concrete until your question. I came up with the following:
Ratfolk in Cheliax are very rare, and victims of racial prejudices.
It is assumed that all of the Ratfolk in Cheliax are slaves and slave-descendants of Ratfolk brought here from mountainous central/south Garund, via Katapesh slave ships. Still, a tiny population, mostly separated / isolated.
However-- Underneath the eastern Menador Mountains in Nar Voth (shallow Underdark/Darklands) is a small community of Ratfolk. Again, it is assumed that this entire Ratfolk community in these Nar Voth caverns is composed of escaped slaves from Cheliax. But it is possible that this small and secretive Ratfolk community originated from Sekamina (slightly deeper Underdark/Darklands) and provide a society of escaped slaves. Unlike the Halflings of The Bellflower Network, they don't do much in the way of freeing Ratfolk slaves.
*Note: Later Saturday I will be posting some campaign intro info that includes a slice of Flavor for the sewers of Westcrown that you may want to adopt just a wee bit.
| DM Ray |
Does your house rule of 'no class feature grants exotic weapon proficiency' mean that divine classes that would normally get proficiency in an exotic weapon due it being their deity's favorite weapon do *not* get that proficiency? ...Does that mean Renzio doesn't get proficiency in it?
That's exactly what it means. In most cases the deity's favored weapon is no big deal, but I've seen enough cases where a Toon of a player is just picking a deity or race only to get Exotic Weapon for free. Elven Curved Blade is the worst culprit but there are other examples. (I think Orc Double-Axe is done that way sometimes, too. Bastard Sword and Dwarven Urgosh.)
Again, I don't mind if y'all want to axe that houserule -- I'm totally okay with it. I just put out the houserules I'm used to. At one time I just made it for Elven Curved Blade -- never had problem with Whip -- but over the years enough players asked 'what about-' that I just made it cover everything.
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Also, is there a reason magic item creation feats are banned, aside from scroll & potion? Is it just prevent abuse of WBL? Again, this doesn't apply to Renzio, it's more of a curiosity on my part.
Yeah, when PCs get to Craft Wondrous Item and Wands and Weapons then all of the sudden you either half to cut all the party treasure in half in order to keep game balance, or you have to go out of your way to double up on monster power -- which then makes XP issues as the PCs Level-Up way too quickly. Additionally, PCs with those Feats will expect to take lots of days away from adventuring in order to make Tom's +2 weapon a +3, Dick's Headband a +4/+2 instead of +2/+2, and Harry's new Wand of Empowered Fireball. So, when you need the PCs to go rescue the kidnapped princess from the Dragon's lair, they're like, 'Well, we can do it, but not for more three weeks.'
Scroll and Potion are fine. Never have any problems there.
| DM Ray |
Westcrown, The City of Nine Stars, has long suffered from a nighttime curse of Shadows. For nearly 100 years the formerly glorious port-town has been much more aptly nicknamed, The City of Twilight. The days are short and overcast here, for 100 years. And at nightfall ephemeral Shadow Creatures appear in the streets and parks, claiming living souls for blackness and death.
Three Lord Mayors have been appointed in this century of twilight; at least the first two strove to improve Westcrown. But for the past twenty-odd years, Lord Mayor and Grandcount, Aberian Arvanxi, has allowed the city to fall deeper and deeper into disrepair and despair.
Crime is up.
Trade is down.
A curfew that the second mayor instituted temporarily at the dawn of his tenure has lasted generations, with no new dawn seeming on the horizon. The Lord Mayor’s estate, Citadel Arvanxi, is the largest and grandest palatial estate in the isle called The Parego Regicona – where the nobles live. Citadel Arvanxi is also the southernmost tip of the Parego Regicona making it even more visible to the citizens on the peninsular Parego Spera – a gleaming mansion against a tableau of an ageing city.
| DM Ray |
New in Westcrown:
1) The Lord Mayor, Grand-Count Aberian Arvanxi, has recently promoted Lord Iltus Mhartis as ‘Duxotar’ of Westcrown’s Wardens, The Dottari, for being his favored nephew (either unaware or uncaring of Lord Iltus’ alcoholism and ineptitude – or both). Lord Iltus Mhartis’ incompetence as Duxotar of the Westcrown Dottari (‘Wardens of Westcrown’) has meant that street crime is on the rise, and also that subordinate Dottari officers run the city guard instead of the beer-bellied dilettante.
2) The Lord Mayor, Grand-Count Aberian Arvanxi’s latest waste of money on local theater by using vast amounts of city revenue, has been to rebuild The Nightshade Theater -- and another large chunk of the city’s money to pay producer Robahl Nonan a gross fee in order to put on a grand show at The Nightshade’s opening. (In the past Aberian Arvanxi has paid several producers and players for operas – and has in the not-too distant past paid to build Robahl Nonan’s private theater, The Limehouse.)
3) The Bastards of Erebus
The past several weeks has seen a gang of thugs, thieves and murderers start a string of violent crimes: The Bastards of Erebus. At first it was just break-ins and street robberies. It has escalated quickly. Five nights ago saw The Bastards of Erebus commit their first murder. They leave poorly constructed wooden coins (or chips or tokens) with the Symbol of Mammon on site as their calling card. The local Dottari have been grossly inept at stopping them so far.
4) A Vigilante calling ‘herself’ “Bluehood” is newly hunting and killing the Shadow Creatures that stalk the streets after dusk. Bluehood is quickly gaining celebrity from Westcrown’s common citizens.
5) A chaotic Xvart named King Whitechin lords over his Raxivort-worshipping kobolds, goblins and xvarts, has established himself in the sewers underneath Westcrown. As his Abyssal patron is the god of freed slaves (of vile Graz’zt), King Whitechin is becoming a nuisance to the lawful slave-owning nobility of Westcrown.
6) Westcrown’s Children have selectively revealed their existence and intentions to various citizens, doing good deeds, in order to grow support.
7) (Secret): Many members of House Arvanxi are currently out of Westcrown these days. For a variety of individual reasons: Lady Dressarosa is in Korvosa promoting House Arvanxi after their recent upheaval; Lord Magnius is in Macini guarding Mister Garriden Hemlock, esquire, as he studies legal precedent to support a power-play for House Arvanxi; Lady Lillith`a Arvanxi is in the House Thrune Royal Court working with The Devil Nuns; and at least a few members just wanted to put distance between themselves and their ineffectual, incompetent House Patriarch (perhaps to allow Aberian’s enemies to bring him down!). In any case, recently, Aberian Arvanxi has fewer House allies close to him.
| Renzio Arvanxi |
Couple of questions:
1) Could I take two campaign traits? If so, I was wondering if I could take the Chelish Noble trait from Hell's Vengeance, along with Diabolist Raised:
You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is a class skill for you. In addition, you gain a +1 trait bonus on Charisma based checks against other members of the Chelish aristocracy. The Noble Scion feat (Pathfinder Campaign setting: The Inner Sea World Guide 288) does not have a Charisma prerequisite for you. Lastly, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
2) Can I take an alternate race trait? I'm looking at:
3) For the game Sabella was in, you let us make custom races. Would that be allowed here? I'm guessing maybe not, since this a lower powered game, but wanted to ask. I would still obviously be human, but would alter it a bit.
| Talia Fireskin |
At the moment, I'm thinking he'll be between 14-17, age wise. Should he be older?
How about 17? Close enough to being of age. Perhaps Renzio is baby-faced and looks younger. Talia will have enough curves to turn heads. (she took charming as one of her feats and gets a bonus to people attracted to her)
| DM Ray |
Today's Sunday and I'm making sure I'm all ready for my homegame tonight. I'll get back here early in the week.
I hope the little intros I put out help. I'm rather pleased with my accomplishment of isolating Aberian Arvanxi from other House members -- giving the PCs the avenue with which to do their thing without other Arvanxi members just, like, bonking Aberian Arvanxi on the head and making you all redundant.
Also, I remember the Ratfolk thing -- in the sewers is the Xvart King, Whitechin and his peeps, so no Ratfolk there. Hopefully that helps isolate Tiknesr. (We can find a House in Westcrown with some Ratfolk slaves -- a part of the Parego Dospera with a few escaped Ratfolk slaves in hiding. Or something.)
I think there was something in there about Aberian Arvanxi not really liking you guys, or knowing you guys yet, something like that -- was it that he likes Belial and y'all, Graz'zt -- I think. Anyway, y'all wanting to either improve your standing (even to just create a standing) with the Grandcount, or just build up enough to replace him as House Patron or something -- it's a good place to start.
Someone mentioned a quest for vengeance as character motivation -- I'm going to really read y'all's posts after the weekend -- I'll try to work that in of course, just remember this is an AP and, while it's better than many APs about allowing PCs to go off the rails, it's still an AP. (And just staying one the rails takes a Loooong time to play.)
Anyway -- my PCs are in Sandpoint tonight, gonna play with some of the goodies there (that shan't be named for Spoilers). Wish me good gaming and I'll be back soon!
| DM Ray |
Looking at Talia's backstory I see Talia and Renzio (at least) know a touch about the House Arvanxi basement. Following is the absolute extent of what you know:
Grandcount Aberian does Not venture into the basement very often and never 'too deep'.
A very bored, rather indifferent Gelugon (with a really cool pitchfork) guards the 60' square entryway into the basement. The insectoid devil has a limp from some kind of curse that he suffers as punishment from failing Belial and serves here as guardian. To his frustration.
Two sealed doors lead out of the entryway of the basement (plus the one that leads up to Citadel Arvanxi). Because it's a fragment of your background, you know what's just beyond those two doors.
Past door 1 is a hall that leads to a torture room. You've only peeked your nose into the torture room for an instant before running back to the safety of the Gelugon guardian. But you believe Grandcount Aberian has some kind of Cenobite Kyton in there to punish his enemies.
Past door 2 is a hall that leads to three more doors. Behind one door is an arsenal of weapons. Behind one door is a wine cellar. And you believe that behind the last door is Grandcount Aberian's Treasury, because it's guarded by a Not-At-All bored or indifferent Nessian Warhound that will not allow you to try the lock or get too close to that door.
| DM Ray |
Looking at Talia's backstory, it could be that your aunts, Onyx and Opal, married into Houses Phandros and Oberigo. Unless you had a completely different view. .... It would give me the flexibility to have an aunt pop up with Phandros of Oberigo for a little Flavor. Without really getting in the way. Importantly, Onyx and Opal still have family loyalty which extends to their niece -- You. (So at the end of the campaign, you can resolve whatever with whomever in head-canon. And so can I.)
| DM Ray |
A good while ago, for any interested, I developed the tiny part of Golaria history that involves Graz'zt. It is canon for my version of the campaign setting and, since it looks as though it could be at least a background flavor of our CoT game, I'll post it here. .... If it grates against the nerves of how you see Demons & Devils or your idea of 'Golarion' history, let me know and I'll make sure to not shove it in Gameplay. But for my Golaria, here's Graz'zt:
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In the year 2484 AR a Marilith high priestess and favored daughter of Graz'zt was able to sneak into Golaria through a Darklands Gate, unnoticed, by the Drow. Wisely, she quickly, and stealthily, managed her way to the surface in the western Barrier Wall Mountains.
In the deserts (to be later named 'Rahadoum') the Marilith High Priestess began an insidious Cult of Graz'zt, small but elite -- with the purpose of slowly infiltrating the powerful local Cults of Nethys and Norgorber. Over the course of the next few years, Cultists of Graz'zt insinuated themselves in the two major Churches of Rahadoum.
A decade later, however, when batteries of battalions of Sarenrae swept through the western deserts and The Oathwars began, the tiny Cult of Graz'zt could not survive.
Though worshippers of Graz'zt will take pride in the belief that it was their impregnation of the Cults of Norgorber and Nethys that led to them being wiped out by the Cult of Sarenrae, it is very likely that the fiery Fighters, flaming Cavaliers, and burning Paladins and Warpriests of Sarenrae would have been victorious even had not an insidious Cult of Graz'zt infiltrated and weakened the Cults of Norgorber and Nethys starting over ten years earlier.
Being intrinsic to the nature and dogma of the Cult of Graz'zt, the Marilith High Priestess (herself also a daughter of the Demon Lord), as well as some of the other high ranking Demons she had eventually Gated in, mated with some of the human Cultists -- creating Cambions and Alu-Demons and the like. In the millennia since, what little of that bloodline of Graz'zt remains in The Inner Sea flows through the veins of only a tiny number of Tieflings and Abyssal-Bloodline Sorcerers.
Little evidence remains even of the ancient Cults of Norgorber and Nethys in modern Rahadoum, let alone of the Cult of Graz'zt who had infiltrated them prior to Sarenrae's blitzkrieg. But in Azzagrat it is still known.
| DM Ray |
Thinking about the Court noble who tried to sacrifice Talia, this is what I came up with -- you can choose:
Lord Ecarrdian Drovenge. A young and politically worthless member of the powerful House Drovenge, Ecarrdian is neither particularly charismatic nor intelligent. Indeed, he's mostly kept hidden and told to shut-up by his grandfather, Drovenge patriarch, Duke Vassindio. Lord Ecarrdian's older sister, Lady Chammady Drovenge is to be inheritor of House Drovenge after the powerful Duke passes away. Lord Ecarrdian is in his early 20s.
Lady Felina Imvius. A strong supporter of House Drovenge, House Imvius is showing a considerable amount of talent. Lady Felina is young, still a teen girl, but her thirst for political power and her ruthlessness are showing even as a teenager. It is uncertain (to outsiders of her House at least) to which ArchDevil she reveres most, but there is much speculation. She could be a High Priestess or Grand Inquisitor one day. People would love to know from which ArchDevil she gets her Divine abilities.
| DM Ray |
A tiny bit more for Tiknesr, on Ratfolk:
There are a few more Ratfolk slaves in the Chelaxian cities of Hinji and Remesiana. In Westcrown only the minor House Grulios (which is more powerful in Hinji & Remesiana) keep Ratfolk slaves.
Some escaped Ratfolk slaves hide in the northern Parego Dospera -- in a decaying and crumbling housing complex adjacent to an old, abandoned Temple of Aroden. But these Ratfolk typically don't like to stay too long; they leave for the far-eastern Menador Mountains and their secluded, remote Ratfolk community as soon as they hear about it from their underground.
| DM Ray |
Perhaps Tik's mother fled from [Parego Dospera] when she was betrayed by her coven, and she took up employment for House Arvanxis...leading to Tik being born here?
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What if, having been born and raised in the Parego Dospera to an escaped slave mother, Tiknesr was too young at first for his mother to flee north when she had the chance.
As Tiknesr got older and showed potential for greatness (jacked Ability Scores & Gestalt), he tried stealing things (or whatever -- gambits & hustles) not just in Parego Spera, but even in Parego Regicona!
And on his first attempt in Regicona gets 'caught' by Renzio and Talia.
And becomes friends!
.
If this -- or something like this -- sounds good, I can give you one or two candy apples from Parego Dospera. The most obvious, if you want, would be an 'in' with 'Westcrown's Children.'