Sebecloki's Untitled Campaign (Inactive)

Game Master Sebecloki


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Male Human Inquisitor 2 | HP 19/19 | AC:17, Touch:13, FF:13 | F:+5, R:+3, W:+5 | Perc +8 | Diplomacy:+7/Intimidate:+10/Sense motive:+8/Stealth:+5/Survival:+7 | Init:+7 | CMB +2, CMD 14 | Stamina Pts. 3/3 | Spells: Level 1: 2/3 | Active Conditions: Bless for 1 minute

Shawn enters the inn, glancing around at the people within. He notices that some are staring at him and he realizes that he had forgotten to remove his helm/mask. The item is the holy symbol of his Deity, Nethys, but the Fey had told him it would draw attention in public places. Sadly he removes it and tucks it into his pack for now.

With his face exposed he moves up to the bar and takes a seat. Pausing again to remember social convention he pulls a coin from his pouch and requests food and drink. "What food is available here? And I'd like to try an.... ale I believe it is called." Glancing at the coin he had pulled he realizes it is gold. How much did things cost here?


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I've decided the first adventure we're doing is Rudwilla's Stew from 045 --it's supposed to be for 4-8 players of levels 1-2, totaling about 9 total levels. Of course, that's 2e, so it's not direct, but if we have 7-8, level 1, that's approximately what it was imagining.


Male Dwarf Warpriest 2 | HP 23/23 | AC 18, T11, FF17 | F +6, R +1, W +6 (+3 vs poison, +5 vs spells, and spell-like abilities) | Perc +5 (Darkvision)| Init +1 | Speed 20' | CMB +4, CMD 15 | Fervor 4/4 | Stamina 4/4 | Active Conditions:

Checking in with smiles-a-lot’s Warpriest. Just need to buy some more gear and pick some spells.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

I think I'm going to tweak and go uRogue/Cleric (instead of Barbarian). Working on it.

Is the Herald Caller archetype allowed?


Gerard Nisroc wrote:

I think I'm going to tweak and go uRogue/Cleric (instead of Barbarian). Working on it.

Is the Herald Caller archetype allowed?

Yes,


I'll try to finish up my character tonight to. The first adventure starts in a very generic fantasy realm called the Duchy of Mulcrow. You start off in a very generic fantasy town called Griffondale, and the adventure is about getting ingredients for a stew for a Bugbear tribe. It's a fun little classic.


Male Human Rogue 1/Cleric 1 | Init +4 | Perc +6 | AC:17/ T:14/ FF:13 | HP 16/16 | CMB +4/ CMD: 15| Saves F 3/R 6/W 4

Gerard Nisroc...

Level 2 HP d8: 4 + 1d4 ⇒ 4 + (1) = 5

Profile to be changed, working in Hero Lab at the moment.


Male Human Rogue 1/Cleric 1 | Init +4 | Perc +6 | AC:17/ T:14/ FF:13 | HP 16/16 | CMB +4/ CMD: 15| Saves F 3/R 6/W 4

OK, so no regional languages as we are generic. Pick another common language or just drop the language?

Profile updated... I wouldn't call him "optimized" but should be funn to play and serviceable!

Lots of multi-classing, will need to toss in something that gives kukri proficiency... unless Effortless Lace is a thing in this campaign. Then, dual weilding with rapiers works.


Ali ibn Sabbah wrote:

OK, so no regional languages as we are generic. Pick another common language or just drop the language?

Profile updated... I wouldn't call him "optimized" but should be funn to play and serviceable!

Lots of multi-classing, will need to toss in something that gives kukri proficiency... unless Effortless Lace is a thing in this campaign. Then, dual weilding with rapiers works.

Why don't we just do a general 'southern' 'northern' 'eastern' and 'western' 'regional language' if you need it, and we'll work out the details later if we have to

Grand Lodge

m Human Commoner 10
Sebecloki wrote:
Ali ibn Sabbah wrote:

OK, so no regional languages as we are generic. Pick another common language or just drop the language?

Profile updated... I wouldn't call him "optimized" but should be funn to play and serviceable!

Lots of multi-classing, will need to toss in something that gives kukri proficiency... unless Effortless Lace is a thing in this campaign. Then, dual weilding with rapiers works.

Why don't we just do a general 'southern' 'northern' 'eastern' and 'western' 'regional language' if you need it, and we'll work out the details later if we have to

Speaking from experience running adventures from Dungeon Mag, don't bother with "regional languages". All civilized races speak common, and there are plenty of humanoid and monstrous languages to choose from. There are also the planar & elemental languages.


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

Here she is, Zephira the Sylph bard.


Male Dwarf Warpriest 2 | HP 23/23 | AC 18, T11, FF17 | F +6, R +1, W +6 (+3 vs poison, +5 vs spells, and spell-like abilities) | Perc +5 (Darkvision)| Init +1 | Speed 20' | CMB +4, CMD 15 | Fervor 4/4 | Stamina 4/4 | Active Conditions:

I’m going to be on the road all day tomorrow (oh it is today already). Anyway, I probably won’t be posting. Have fun in the tavern.


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

So many things are happening! Are we supposed to try to break up the fight between the youths? Ask the harpist bard anything? So much going on it's a bit hard to keep up.

Going to bed now, though. Good night, all!


Zephira the Sylph wrote:

So many things are happening! Are we supposed to try to break up the fight between the youths? Ask the harpist bard anything? So much going on it's a bit hard to keep up.

Going to bed now, though. Good night, all!

anything you want, I'm just trying to add some local color before we get started.


Female Human Bloodrager (Untouchable Rager) 2 | HP -6/26 | AC 18, T12, FF16 | F +6, R +2, W +1 | Perc +6 | Stealth -2 | Init +3 | Speed 30' | CMB +5, CMD 17 | Blood Rage 9/9 | Stamina 5/5 | Active Conditions: Bless (1 minute)

Slightly late check-in, Alexandria the Human Draconic Bloodrager.


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

Besides that combat stamina feet, how many feets should I have to start with at second level?


Zephira the Sylph wrote:
Besides that combat stamina feet, how many feets should I have to start with at second level?

Two presumably, unless you're some sort of mutant :)

seriously, 1 at first, 1 at second, b/c we're doing feat per level instead of every other level. + combat stamina is 3. Any others have to come from class features or racial traits (or some other source I'm not thinking of right now).


Male Human Inquisitor 2 | HP 19/19 | AC:17, Touch:13, FF:13 | F:+5, R:+3, W:+5 | Perc +8 | Diplomacy:+7/Intimidate:+10/Sense motive:+8/Stealth:+5/Survival:+7 | Init:+7 | CMB +2, CMD 14 | Stamina Pts. 3/3 | Spells: Level 1: 2/3 | Active Conditions: Bless for 1 minute

Combat Stamina rules.

BAB + Con bonus


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

Thanks! Ok. I need to pick another feat.


Male Dwarf Warpriest 2 | HP 23/23 | AC 18, T11, FF17 | F +6, R +1, W +6 (+3 vs poison, +5 vs spells, and spell-like abilities) | Perc +5 (Darkvision)| Init +1 | Speed 20' | CMB +4, CMD 15 | Fervor 4/4 | Stamina 4/4 | Active Conditions:

Me too.


Everyone make sure you account for

- 1 feat per level instead of every other level.
- Combat stamina
- Elephant in the Room Feat tax adjustments
- +2 skill points per level, as well as background skills (you're both getting the background skills points and +2 per level, it stacks)

I'm going to let everyone respond to my character if you want, and I'll get this party started tomorrow with the introduction of the actual adventure.


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

@Sebecloki, are you playing a PC in this game and GMing?


Yes -- because we discussed the idea that you might want to do an adventure, I'll also run a PC so that I have something when I have an opportunity to play -- he'll try not to take too much of the spotlight while I'm DMing.


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

Ah. Ok. Roger that.


Ok everyone, I'm moving this along -- the night passes and you get up next day and can explore the town -- the adventure will start while you're wandering around the town.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Hi Sebecloki & fellow Players,

I apologize for this, but I've had an unexpected increase in duties which will last for at least a month or so...

I regret having to drop out, but figure it's best earlier rather than later.

I've been seeing the Sebeclocki name/handle here for years and have no doubt everyone is in for a fantastic campaign!

Wishing you all a Happy New Year!

I'm sure I'll lurk and might try to drop in if there is an opening in the future.

Thanks all,
Gerard


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

Aww. Sad to see you go, Gerard. I hope you can drop back in later. Take care!


No worries, come back and visit if you have time later.

I'm going to try to keep it going, I can't promise it will be fantastic.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
Sebecloki wrote:

No worries, come back and visit if you have time later.

I'm going to try to keep it going, I can't promise it will be fantastic.

Thank you!


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

@GM Sebi, Any word on a gameplay update? It's been 3 days.


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I've been busy with holiday stuff, I'll update tonight


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

Ok, thanks. No rush. I was worried you may have disappeared.


I want to have a rules discussion to house rule something -- RAW I really don't like the social skills that basically end up functioning like enchantment spells. I think the following from a thread on this site suggests two mechanics that seem reasonable:

Opposed Check: When using Diplomacy, the PC makes a Diplomacy check opposed by the NPC they are talking or debating with. If the PC wins the roll by 5 or more, the NPC moves up the attitude scale by 1 step. If the PC fails the opposed check by 5 or more, the NPC moves down the attitude scale by 1 step. During the course of a single encounter, a PC cannot move an NPC up or down the scale by more than 2 steps relative to the NPC's starting attitude.

Diplomacy "Attack": When using Diplomacy, the PC makes a Diplomacy check to set the DC of the "attack." The NPC is allowed a Will save versus the DC set by the PC's Diplomacy check. The NPC moves 1 step up the attitude scale on a failed save. The NPC's save is successful, their attitude remains the same, unless they beat the save DC by 5 or more, in which case their attitude moves down the scale by 1 step. Again, during the course of a single encounter, a PC cannot move an NPC up or down the scale by more than 2 steps relative to the NPC's starting attitude.

https://paizo.com/threads/rzs2kt40?Diplomacy-as-an-Opposed-Skill-Check-or-A ttack

It doesn't make much sense to me that an NPC that should be super convincing like this one (1) can't use diplomacy on the characters RAW, and (2) is basically subject to a kind of mind control by a not overly optimized 2nd level bard. I think some kind of opposed check makes much for sense for an encounter between two charismatic entities like this.


Male Dwarf Warpriest 2 | HP 23/23 | AC 18, T11, FF17 | F +6, R +1, W +6 (+3 vs poison, +5 vs spells, and spell-like abilities) | Perc +5 (Darkvision)| Init +1 | Speed 20' | CMB +4, CMD 15 | Fervor 4/4 | Stamina 4/4 | Active Conditions:

Works for me.


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

I was hoping we'd stick with PF1e rules as much as possible. Not a mish-mash of various house rules put up on the spot. Except EitR & a few others that were posted in original post.

If you read any of the D&D 3.X scenarios in Dungeon Mag (I own every physical issue and have read every single one and DMd about a third of them since 1987, many converted to later editions), you will see that when the PCs request more of a reward or money in advance, the PCs just need to succeed at a Diplomacy check. The amount depends on how successful the check is (usually no more than half).

I created this PC as sort of the Diplomancer of the group; the one to help in situations like this, or negotiate for hostages, tell the dragon not to kill us, etc...

What would the point of using Skill Unlocks be, then?


Zephira the Sylph wrote:

I was hoping we'd stick with PF1e rules as much as possible. Not a mish-mash of various house rules put up on the spot. Except EitR & a few others that were posted in original post.

If you read any of the D&D 3.X scenarios in Dungeon Mag (I own every physical issue and have read every single one and DMd about a third of them since 1987, many converted to later editions), you will see that when the PCs request more of a reward or money in advance, the PCs just need to succeed at a Diplomacy check. The amount depends on how successful the check is (usually no more than half).

I created this PC as sort of the Diplomancer of the group; the one to help in situations like this, or negotiate for hostages, tell the dragon not to kill us, etc...

What would the point of using Skill Unlocks be, then?

That's why I was asking -- if you feel strongly about it, I'll go with RAW, but it feels cheap to me and one reason I've started disliking the system. As I said, it's basically enchantment magic, and the NPC has no real ability to resist.


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

How is a diplomacy check enchantment magic? I put ranks into a class skill, chose a starting trait for a bonus, and rolled well.

Let's say I rolled low... The NPC could have been offended by my request and just say "nope!"


It's basically forcing an NPC into a rather irrational action, and there's really no way for them to resist -- with the combination of stacking bonuses and aid other, and the DC starting out at most a 15, but more likely a 10, it's just really not possible for the Duke's ambassador, who should be very good at negotiating to do anything -- it's also not really clear how to write this -- he gave a good reason for not wanting to hand over the money -- now he basically has to reverse his stance for.... reasons. It's difficult to make that have any narrative sense.


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

Actually, I can see where you're coming from. I was reading/prepping an old AD&D1e adventure from Dungeon Mag for this group and there's a very cinematic part where simple PF1e perception check successes would blow the encounter/mystery. I'll have to "wing it".

As for our quest giver, just say he doesn't have the reward or can't get it until the job is complete. Simple solution.


The other problem is the very definite rules about what DCs apply to everything -- I can't really justify making it DC30, because there are specific DCs for friendly, etc. + cha bonus. From my perspective, that's the same as making a house rule to ignore super clear rules like that -- and also cheating the pcs -- you either need to make a house rule everyone agrees on or not, you can't smuggle in another result through basically misinterpreting fairly clear rules. Sometimes the abundance of rules for every situation is helpful so you don't have to make up rules for holding your breath in different situations, but sometimes I don't think these systems are well thought out -- it'd be better to have some kind of social combat system like in Exalted 3e that feats etc. could apply to and make it more interesting than rolling skill checks.

The main thing narratively is that I feel like a pc should have offered themselves up as a human sacrifice or something more compelling to get an npc to just reverse themselves -- but that's not really codified in the rules either. So basically you can just have a pc 'ask nicely' and then the npc just flips -- there's not really a compelling way to narrate what happened, it's just sort of mechanical.


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---
Sebecloki wrote:

...it'd be better to have some kind of social combat system like in Exalted 3e that feats etc. could apply to and make it more interesting than rolling skill checks.

There are rules just for that in Ultimate Intrigue.

I've used them several times in PFS scenarios.


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I can read Armenian -- can confirm the signature is correct -- though the letter for the 'a' in fair wind is an 'e', but I guess it's trying to represent the sound of the diphthong with ai


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

Wow! Where do you live, Sebicloki?

I use Google Translate for my Golarion & D&D languages.
I have a list in a spoiler on my main profile if you're interested.


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I live in NC -- I studied Classical Armenian in grad school


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

Oh! That's really cool. I thought maybe you lived in Europe, somewhere near Armenia.


Male Human Inquisitor 2 | HP 19/19 | AC:17, Touch:13, FF:13 | F:+5, R:+3, W:+5 | Perc +8 | Diplomacy:+7/Intimidate:+10/Sense motive:+8/Stealth:+5/Survival:+7 | Init:+7 | CMB +2, CMD 14 | Stamina Pts. 3/3 | Spells: Level 1: 2/3 | Active Conditions: Bless for 1 minute

When you mention the rules for social skills, Diplomacy and/or Intimidate, what about the Feats like Antagonize? or Dazzling Display?

I've always considered someone using Diplomacy to get someone to do something that they normally wouldn't like a salesman making a pitch. The more outlandish the pitch the higher the DC, and a failed "push" should have the chance of a reverse affect.

As far as the feats I listed, Antagonize has a common language requirement and Dazzling Display requires a full round "bewildering show of prowess". In either case, if the roll isn't high enough the response is a "Meh". A bad fail could have the targets laughing at you!


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I'll make up a hex map of the Duchy tomorrow with the significant sites pinned and link it through easyzoom.


I'm going to be out of town until Sunday afternoon -- I'll catch back up when I return


(Slides) CG fem Sylph Bard (sound striker) 2 | HP 17/17 | AC 18 (19 buckler), t14, ff14 (+4 vs AoO) | F +2, R +5, W +3 | Perc +6 (darkvision) | Stealth +7 | Init +3 | speed 30' | CMB +4 CMD 14 | cold-iron arrows x20 | Stamina Pts. 2 | Active Conditions: ---

Great! Have a safe & fun journey!

I look forward to getting this adventure going!

Where's the Easyzoom link?

We've done nothing so far. Where's the adventure?

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