Overlord 2, the Other Guild

Game Master BloodWolven

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Dwarven Runecrafter (7) Delayed Damage (28) NL (0) Wounds (0) HP (112) AC (36/20/28) Saves (14/13/15, +5 vs spells/SLAs) Initiative (+7) CMD (33/35 trip/sunder) Healing (9/9) Surge (2/2) Share Will (1/1) DR 6/- Resist Fire (15) Vision (Darkvision 60ft, Low Light Vision, Truesight, Detect Magic) Immune (Charm, Possession, Compulsion, Detect Thoughts, Detect Alignment)

Hrothgarn: do you like the idea of our two characters knowing each other? Perhaps having RP’d in a group or raid together before this…isekai business?

Just like how Skar and Kis are great together, as they are bound in blood…I like the idea of two smiths. One a giant, the other a dwarf.

Plus for long distance travel, Thorin could use a ride ;)

Grand Lodge

Male
Vitals:
N Jotun | HP: 109/109 | AC: 39 T: 19 FF: 33 | Perception +28, Darkvision 60 ft., Scent, Low-light vision | Initiative: +4 | Fort +16 Ref +13 Will +18 | CMB: +19 (23 sunder), CMD: 33 | Speed: 40
Skills:
Acrobatics +1 | Bluff +5 | Climb +8 | Diplomacy +12 | Escape Artist +1 | Handle Animal +18 | Heal +9 | Intimidate +23 | Linguistics +4 | Ride +15 | Stealth +1 | Survival +13 | Swim +11
Thorin Spellsplitter wrote:

Hrothgarn: do you like the idea of our two characters knowing each other? Perhaps having RP’d in a group or raid together before this…isekai business?

Just like how Skar and Kis are great together, as they are bound in blood…I like the idea of two smiths. One a giant, the other a dwarf.

Plus for long distance travel, Thorin could use a ride ;)

that sounds great haha I was just writing in his backstory about the importance of "forging" friendships, what better way to show that than with 2 smiths ;) also the size juxtaposition is hilarious in itself

Grand Lodge

Male
Vitals:
N Jotun | HP: 109/109 | AC: 39 T: 19 FF: 33 | Perception +28, Darkvision 60 ft., Scent, Low-light vision | Initiative: +4 | Fort +16 Ref +13 Will +18 | CMB: +19 (23 sunder), CMD: 33 | Speed: 40
Skills:
Acrobatics +1 | Bluff +5 | Climb +8 | Diplomacy +12 | Escape Artist +1 | Handle Animal +18 | Heal +9 | Intimidate +23 | Linguistics +4 | Ride +15 | Stealth +1 | Survival +13 | Swim +11

do we have a city description for Drother or Cinder? I'm trying to tie my backstory into the world a bit so I was going to place my forge in one of the cities


NE Male Elf/Fiend 7 | HP 82/82 | AC 24 | SR 18 | Fort +8, Ref +12, Will +19 | Init +6 | Perception +24 | SM +23 P 1st: 2/9, 2nd: 5/9, 3rd: 7/7; M 1st: 6/6, 2nd: 3/5 | ppp: 7/11 | Mp: 3/5

I don't know if this is relevant, but the world that our characters are in is not the same as the world of Yggdrasil of the game.


NE Male Elf/Fiend 7 | HP 82/82 | AC 24 | SR 18 | Fort +8, Ref +12, Will +19 | Init +6 | Perception +24 | SM +23 P 1st: 2/9, 2nd: 5/9, 3rd: 7/7; M 1st: 6/6, 2nd: 3/5 | ppp: 7/11 | Mp: 3/5

Myriana, are you good with that?


female fey catfolk | HP 62/62; THP 0| AC 29, FF 21, TAC 25 | F +10, R +15, W +11 | CMB +6, CMD 29 | Lowlight, Per +11
Def Abil:
DR 5/cold iron, resist cold/elec 10, cat’s luck, +4 saves vs mind-affecting effects, evasion, blinding beauty DC 23
Arc Res 7/12 | MP 1/1 | Spells 1st 6/6day, 2nd 6/6day, 3rd 6/6day, 4th 4/5
Skills:
Acr +18. Bluff +18, Diplo +19, Disg +15, Fly +18, Know Arc +23 Loc/Nat/Plan/Relig +19, Spllcrft +19, SM 14, Stea+15, UMD +16, Ling +19

Yeah, I am, I plan to get a post up sometime tomorrow.


Desseer Arnalc wrote:
I don't know if this is relevant, but the world that our characters are in is not the same as the world of Yggdrasil of the game.

Too true, so...

Hrothgarn Jotunsmith, you would not have a smith in either town. You could make one...

●●●●
*TBH* I am not sure about the Celerity superpower, can I get some input on it.


NE Male Elf/Fiend 7 | HP 82/82 | AC 24 | SR 18 | Fort +8, Ref +12, Will +19 | Init +6 | Perception +24 | SM +23 P 1st: 2/9, 2nd: 5/9, 3rd: 7/7; M 1st: 6/6, 2nd: 3/5 | ppp: 7/11 | Mp: 3/5
RARGHG wrote:

Celerity (Ex): As a swift action, the mutant gains the benefits of haste for 1 round. This ability can be used once every 1d4 rounds. The mutant gains a +2 bonus on Initiative checks.

If this is the Celerity you are talking about...

It seems fine. It has a cost (swift) and it has a cooldown (1d4). Plus, it only lasts 1 round. The +2 to initiative is equivalent to a trait so no worries there.

...my 2 cents

Grand Lodge

Male
Vitals:
N Jotun | HP: 109/109 | AC: 39 T: 19 FF: 33 | Perception +28, Darkvision 60 ft., Scent, Low-light vision | Initiative: +4 | Fort +16 Ref +13 Will +18 | CMB: +19 (23 sunder), CMD: 33 | Speed: 40
Skills:
Acrobatics +1 | Bluff +5 | Climb +8 | Diplomacy +12 | Escape Artist +1 | Handle Animal +18 | Heal +9 | Intimidate +23 | Linguistics +4 | Ride +15 | Stealth +1 | Survival +13 | Swim +11
GM Wolf wrote:
Desseer Arnalc wrote:
I don't know if this is relevant, but the world that our characters are in is not the same as the world of Yggdrasil of the game.

Too true, so...

Hrothgarn Jotunsmith, you would not have a smith in either town. You could make one...

okay sounds good. so just to clarify the game we went into isn't the same as Yggdrasil or the world we transported into isn't the same? @GM Wolf I might have to send you my backstory and get your input to see what needs to change based on the world and how my transfer into it happened.

[QUOTE="GM Wolf"
*TBH* I am not sure about the Celerity superpower, can I get some input on it.

looks fine to me, based on a world of super powers it would fit, if its the frequency you are worried about you could increse the dice size needed to roll or change it to one per minute (10 rounds)

also @GM Wolf I clarified my meaning for my Triceratops on the previous page and sent you a DM to finish up my super power's mechanics


Dwarven Runecrafter (7) Delayed Damage (28) NL (0) Wounds (0) HP (112) AC (36/20/28) Saves (14/13/15, +5 vs spells/SLAs) Initiative (+7) CMD (33/35 trip/sunder) Healing (9/9) Surge (2/2) Share Will (1/1) DR 6/- Resist Fire (15) Vision (Darkvision 60ft, Low Light Vision, Truesight, Detect Magic) Immune (Charm, Possession, Compulsion, Detect Thoughts, Detect Alignment)

Could I have the celerity mutant power from the mutant template? I am making my cohort a mutant and saw this power that would be pretty useful to me. If not I will take regen 4/lawful weapons to keep in line with my DR

https://aonprd.com/MonsterTemplates.aspx?ItemName=Mutant

Celerity (Ex): As a swift action, the mutant gains the benefits of haste for 1 round. This ability can be used once every 1d4 rounds. The mutant gains a +2 bonus on Initiative checks.

----------

Looks very balanced to me. If anything, it is far less optimized than something like...regeneration that scales off con. Yeah, swift action for +30ft movement speed, +1 hit, +1 AC, +1 Ref and +1 attack. But it's only for 1 round per 1d4 rounds.

That, and if someone casts haste on him? Then it supersedes his super power. Which is another limiting factor in it. So yeah. I personally see no problem with it.


NE Male Elf/Fiend 7 | HP 82/82 | AC 24 | SR 18 | Fort +8, Ref +12, Will +19 | Init +6 | Perception +24 | SM +23 P 1st: 2/9, 2nd: 5/9, 3rd: 7/7; M 1st: 6/6, 2nd: 3/5 | ppp: 7/11 | Mp: 3/5
Hrothgarn Jotunsmith wrote:
okay sounds good. so just to clarify the game we went into isn't the same as Yggdrasil or the world we transported into isn't the same? @GM Wolf I might have to send you my backstory and get your input to see what needs to change based on the world and how my transfer into it happened.

Maybe this will help...

Past
There was an MMO game called Yggdrasil. So, there were real world players that created characters in the game Yggdrasil. The Pathfinder 1 characters are those characters that were created for(/in) Yggdrasil and were played in Yggdrasil.

Present
The players are now the characters that were created in Yggdrasil. The world that they are in is not Yggdrasil, though, it seems to operate with the same mechanics.. mostly..


Dwarven Runecrafter (7) Delayed Damage (28) NL (0) Wounds (0) HP (112) AC (36/20/28) Saves (14/13/15, +5 vs spells/SLAs) Initiative (+7) CMD (33/35 trip/sunder) Healing (9/9) Surge (2/2) Share Will (1/1) DR 6/- Resist Fire (15) Vision (Darkvision 60ft, Low Light Vision, Truesight, Detect Magic) Immune (Charm, Possession, Compulsion, Detect Thoughts, Detect Alignment)

How does it work for things like leadership?

For example...Thorin made himself an NPC clan. A family unit for RP purposes. They have...come with him, right?

And the locations. Are they the same as Yggdrasil? Or is this something completely different?


NE Male Elf/Fiend 7 | HP 82/82 | AC 24 | SR 18 | Fort +8, Ref +12, Will +19 | Init +6 | Perception +24 | SM +23 P 1st: 2/9, 2nd: 5/9, 3rd: 7/7; M 1st: 6/6, 2nd: 3/5 | ppp: 7/11 | Mp: 3/5

The concept is that the NPCs from leadership carry over. As for any that extend beyond that, that would be in the GMs decision making.

The locations are completely different.


The world we are transported into isn't the same as the game. There are many similarities and quests that you took, but the world is definitely different from the game.

Desseer wrote:

Past

There was an MMO game called Yggdrasil. So, there were real world players that created characters in the game Yggdrasil. The Pathfinder 1 characters are those characters that were created for(/in) Yggdrasil and were played in Yggdrasil.

Present
The players are now the characters that were created in Yggdrasil. The world that they are in is not Yggdrasil, though, it seems to operate with the same mechanics.. mostly..

Yes this is indeed a much better way of explaining it! Thanks Desseer!

---
It sounds like Celerity as a superpower is great!
---
You may come across different locations that you knew from the game, but for the most part, it's a fresh new world.


??? Giant Advanced Trox Brute 7 |Init +15|Senses darkvision 60 ft.; Perception +13|AC 24, touch 13, flat-footed 21; AC 19, touch 8, Flatfooted 17(while raging)|HP 136 (7d10+89)|150(+2xHD(14) hp)|Fort: +21, Ref: +11, Will: +14; Fort: +23, Ref: +10, Will: +16(Raging)|DR 1/-;DR 5/law

Ok modified my sheet already I am ready to start whenever really, you can start me off or I could just wander around in the guild hall


??? Giant Advanced Trox Brute 7 |Init +15|Senses darkvision 60 ft.; Perception +13|AC 24, touch 13, flat-footed 21; AC 19, touch 8, Flatfooted 17(while raging)|HP 136 (7d10+89)|150(+2xHD(14) hp)|Fort: +21, Ref: +11, Will: +14; Fort: +23, Ref: +10, Will: +16(Raging)|DR 1/-;DR 5/law

Btw could I also carry around a bunch of rope with me? I just realised my CMB is pretty high +22 unmodified with it going up to +32 with rage, bulls strength and imp grapple so I might want to grapple and tie up opponents I can’t/shouldnt kill outright with my hits. Plus the tied up rules say if they can’t meet a DC of 20+CMB they just can’t break free so if I need to keep prisoners for some reason, I can

Also since I am a trox my grappling appendages feature lets me make attacks with my main appendages(hands) when I maintain a grapple so I think I should be able to two hand attack during my grapples. Though this part is up to your interpretation on what this does exactly:

Grabbing Appendages: A trox’s smaller arms are useful for little more than aiding it with grappling. Trox gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main arms

Normal grappling damage rules: Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.


NE Male Elf/Fiend 7 | HP 82/82 | AC 24 | SR 18 | Fort +8, Ref +12, Will +19 | Init +6 | Perception +24 | SM +23 P 1st: 2/9, 2nd: 5/9, 3rd: 7/7; M 1st: 6/6, 2nd: 3/5 | ppp: 7/11 | Mp: 3/5

Note to all: Your effective level is 7. Therefore, cohorts max level is 5.


??? Giant Advanced Trox Brute 7 |Init +15|Senses darkvision 60 ft.; Perception +13|AC 24, touch 13, flat-footed 21; AC 19, touch 8, Flatfooted 17(while raging)|HP 136 (7d10+89)|150(+2xHD(14) hp)|Fort: +21, Ref: +11, Will: +14; Fort: +23, Ref: +10, Will: +16(Raging)|DR 1/-;DR 5/law

Wicked Leader:

If you select the Leadership feat or the Vile Leadership feat at any point when you meet the prerequisites for that feat, you can recruit a cohort who is up to 1 level lower than you (instead of the normal requirement that your cohort must be 2 or more levels lower than you are) as long as your cohort is evil.

yeah wicked leader trait basically bypasses this requirement, convenient since most of us are either evil or neutral so getting an evil cohort is a pretty obvious choice.

on second look, only me and kislum have this trait. I thought the vibe of the campaign meant basically everyone would choose this trait since we get free leadership and most of us are not good aligned.

Oh but Thorin, your cohort cant be higher level than you. So for you it would be a level 5 gestalt character not a straight level 10. You can also add a CR+2 template to the cohort. Easy mix-up since we are making gestalt


NE Male Elf/Fiend 7 | HP 82/82 | AC 24 | SR 18 | Fort +8, Ref +12, Will +19 | Init +6 | Perception +24 | SM +23 P 1st: 2/9, 2nd: 5/9, 3rd: 7/7; M 1st: 6/6, 2nd: 3/5 | ppp: 7/11 | Mp: 3/5

Did the GM make a ruling on a level cap for Followers? I don't remember.

Edit: Found it. The GM is just going with the leadership chart.


Dwarven Runecrafter (7) Delayed Damage (28) NL (0) Wounds (0) HP (112) AC (36/20/28) Saves (14/13/15, +5 vs spells/SLAs) Initiative (+7) CMD (33/35 trip/sunder) Healing (9/9) Surge (2/2) Share Will (1/1) DR 6/- Resist Fire (15) Vision (Darkvision 60ft, Low Light Vision, Truesight, Detect Magic) Immune (Charm, Possession, Compulsion, Detect Thoughts, Detect Alignment)

It doesn’t matter to me either way. My leadership is being for background right now. Don’t plan to use them for combat and they aren’t even giving any extra equipment.

Grand Lodge

Male
Vitals:
N Jotun | HP: 109/109 | AC: 39 T: 19 FF: 33 | Perception +28, Darkvision 60 ft., Scent, Low-light vision | Initiative: +4 | Fort +16 Ref +13 Will +18 | CMB: +19 (23 sunder), CMD: 33 | Speed: 40
Skills:
Acrobatics +1 | Bluff +5 | Climb +8 | Diplomacy +12 | Escape Artist +1 | Handle Animal +18 | Heal +9 | Intimidate +23 | Linguistics +4 | Ride +15 | Stealth +1 | Survival +13 | Swim +11

personally going for a neutral persona so wicked doesn't work for me. my cohort is mostly crafting/grapple/healing support


I expect a post from everyone tomorrow! Have a great weekend everyone!!! Keep me engaged and lets keep this ball rolling!


female fey catfolk | HP 62/62; THP 0| AC 29, FF 21, TAC 25 | F +10, R +15, W +11 | CMB +6, CMD 29 | Lowlight, Per +11
Def Abil:
DR 5/cold iron, resist cold/elec 10, cat’s luck, +4 saves vs mind-affecting effects, evasion, blinding beauty DC 23
Arc Res 7/12 | MP 1/1 | Spells 1st 6/6day, 2nd 6/6day, 3rd 6/6day, 4th 4/5
Skills:
Acr +18. Bluff +18, Diplo +19, Disg +15, Fly +18, Know Arc +23 Loc/Nat/Plan/Relig +19, Spllcrft +19, SM 14, Stea+15, UMD +16, Ling +19

I'm still waiting to hear how effective Myriana and Iris are being. Unless I missed it there has been nothing touching on it since my last post.


Dwarven Runecrafter (7) Delayed Damage (28) NL (0) Wounds (0) HP (112) AC (36/20/28) Saves (14/13/15, +5 vs spells/SLAs) Initiative (+7) CMD (33/35 trip/sunder) Healing (9/9) Surge (2/2) Share Will (1/1) DR 6/- Resist Fire (15) Vision (Darkvision 60ft, Low Light Vision, Truesight, Detect Magic) Immune (Charm, Possession, Compulsion, Detect Thoughts, Detect Alignment)

Right do we teleport into Cinder. Are supposed to meet up with known people to make an alliance.

But…we see the town under attack from a demon and a giant insect monster. Are we supposed to know who Skar and Rar are? Are we supposed to avoid PvP? And do we know why the town is under attack?


??? Giant Advanced Trox Brute 7 |Init +15|Senses darkvision 60 ft.; Perception +13|AC 24, touch 13, flat-footed 21; AC 19, touch 8, Flatfooted 17(while raging)|HP 136 (7d10+89)|150(+2xHD(14) hp)|Fort: +21, Ref: +11, Will: +14; Fort: +23, Ref: +10, Will: +16(Raging)|DR 1/-;DR 5/law
Thorin Spellsplitter wrote:

Right do we teleport into Cinder. Are supposed to meet up with known people to make an alliance.

But…we see the town under attack from a demon and a giant insect monster. Are we supposed to know who Skar and Rar are? Are we supposed to avoid PvP? And do we know why the town is under attack?

That’s an excellent question. Personally, my thought process was ,” guild mates in town doing something, when I reached the town it’s on fire. Cause a commotion at the gate to attract attention so guild mates know I am here and can catch me up. Or distract the guards from going after them if something has gone wrong.” But I am not clear on what else RARGHG knows


??? Giant Advanced Trox Brute 7 |Init +15|Senses darkvision 60 ft.; Perception +13|AC 24, touch 13, flat-footed 21; AC 19, touch 8, Flatfooted 17(while raging)|HP 136 (7d10+89)|150(+2xHD(14) hp)|Fort: +21, Ref: +11, Will: +14; Fort: +23, Ref: +10, Will: +16(Raging)|DR 1/-;DR 5/law

There are 8 players in the Campaign right? Just making sure I know all the players

Deseer, Myriana, Ink, Skarbrund, Kislum, Thorin, Hrothgarn and RARGHG

And the situation now is:

Ink is killing people in the slums

Myriana and her cohort are on the rooftops(?) blinding people

Deseer is trying to enter a guarded tower

Skarbrund and I are breaking down the gate

Kislum is preparing and watching us break down the gate

Thorin and Hrothgarn are nearby and within line of sight of us breaking down the gate.

Also Thorin and Hrothgarn are part of another guild, that guild has an npc half dragon monk and the guild master is another npc called Arthur

Is that roughly correct?

RARGHG doesn’t know all of this in character this is just me listing down what I as a player know


Ink was given license to cause Choas, and Chaos he shall have.


Dwarven Runecrafter (7) Delayed Damage (28) NL (0) Wounds (0) HP (112) AC (36/20/28) Saves (14/13/15, +5 vs spells/SLAs) Initiative (+7) CMD (33/35 trip/sunder) Healing (9/9) Surge (2/2) Share Will (1/1) DR 6/- Resist Fire (15) Vision (Darkvision 60ft, Low Light Vision, Truesight, Detect Magic) Immune (Charm, Possession, Compulsion, Detect Thoughts, Detect Alignment)

Also as a summary…why is this town being destroyed?


??? Giant Advanced Trox Brute 7 |Init +15|Senses darkvision 60 ft.; Perception +13|AC 24, touch 13, flat-footed 21; AC 19, touch 8, Flatfooted 17(while raging)|HP 136 (7d10+89)|150(+2xHD(14) hp)|Fort: +21, Ref: +11, Will: +14; Fort: +23, Ref: +10, Will: +16(Raging)|DR 1/-;DR 5/law
Thorin Spellsplitter wrote:
Also as a summary…why is this town being destroyed?

¯\_(ツ)_/¯


Not destroyed entirely, more liberated under new ownership

Ink is just using the chance to destroy the Craterlord of Slums and do some killing. Be for he and his priests come in and offer to treat the poor and offer salvation of Bratva to bring Brotherhood through faith, dedication, sacrifice, and devotion


NE Male Elf/Fiend 7 | HP 82/82 | AC 24 | SR 18 | Fort +8, Ref +12, Will +19 | Init +6 | Perception +24 | SM +23 P 1st: 2/9, 2nd: 5/9, 3rd: 7/7; M 1st: 6/6, 2nd: 3/5 | ppp: 7/11 | Mp: 3/5
Thorin Spellsplitter wrote:
Also as a summary…why is this town being destroyed?

Two reasons:

First..from the discussion..

GM Wolf wrote:
I want Desseer to cause chaos! Mind control and free the people's of Cinder from Tyranny. To that end release the Kraken!!!
Desseer Arnalc wrote:
As you wish...

Second..in game..

We set ourselves up as adventurers and took a post to rid this town of bandits. And, what is the difference between a tyrannical noble and a bandit leader?


Dwarven Runecrafter (7) Delayed Damage (28) NL (0) Wounds (0) HP (112) AC (36/20/28) Saves (14/13/15, +5 vs spells/SLAs) Initiative (+7) CMD (33/35 trip/sunder) Healing (9/9) Surge (2/2) Share Will (1/1) DR 6/- Resist Fire (15) Vision (Darkvision 60ft, Low Light Vision, Truesight, Detect Magic) Immune (Charm, Possession, Compulsion, Detect Thoughts, Detect Alignment)

Uhm…all of the innocent civilians and town guards who are just doing their jobs?

It’ll be interesting to see how we clear this up in game. :)


For Ink its Easy, I was given a command, I executed it and will then use the aftermath to enrich myself and the rest of my Family.

Tis the Bratva way.


NE Male Elf/Fiend 7 | HP 82/82 | AC 24 | SR 18 | Fort +8, Ref +12, Will +19 | Init +6 | Perception +24 | SM +23 P 1st: 2/9, 2nd: 5/9, 3rd: 7/7; M 1st: 6/6, 2nd: 3/5 | ppp: 7/11 | Mp: 3/5
Thorin Spellsplitter wrote:

Uhm…all of the innocent civilians and town guards who are just doing their jobs?

It’ll be interesting to see how we clear this up in game. :)

Desseer is not good aligned.

I am excited to see how we resolve it as well.


female fey catfolk | HP 62/62; THP 0| AC 29, FF 21, TAC 25 | F +10, R +15, W +11 | CMB +6, CMD 29 | Lowlight, Per +11
Def Abil:
DR 5/cold iron, resist cold/elec 10, cat’s luck, +4 saves vs mind-affecting effects, evasion, blinding beauty DC 23
Arc Res 7/12 | MP 1/1 | Spells 1st 6/6day, 2nd 6/6day, 3rd 6/6day, 4th 4/5
Skills:
Acr +18. Bluff +18, Diplo +19, Disg +15, Fly +18, Know Arc +23 Loc/Nat/Plan/Relig +19, Spllcrft +19, SM 14, Stea+15, UMD +16, Ling +19

Myriana, at least, isn't killing people, just blinding them. We can fix that later if needed.


Ink wants to build a church and Administer Aid to the Poor and Displaced


Myriana wrote:
I'm still waiting to hear how effective Myriana and Iris are being. Unless I missed it there has been nothing touching on it since my last post.

Sorry, I read it but did not respond.


Thorin Spellsplitter wrote:

Right do we teleport into Cinder. Are supposed to meet up with known people to make an alliance.

But…we see the town under attack from a demon and a giant insect monster. Are we supposed to know who Skar and Rar are? Are we supposed to avoid PvP? And do we know why the town is under attack?

Lol!

No.
Not sure.
No.
No.
That is up to you.
No.


RARGHG wrote:

There are 8 players in the Campaign right? Just making sure I know all the players

Deseer, Myriana, Ink, Skarbrund, Kislum, Thorin, Hrothgarn and RARGHG

And the situation now is:

Ink is killing people in the slums

Myriana and her cohort are on the rooftops(?) blinding people

Deseer is trying to enter a guarded tower

Skarbrund and I are breaking down the gate

Kislum is preparing and watching us break down the gate

Thorin and Hrothgarn are nearby and within line of sight of us breaking down the gate.

Also Thorin and Hrothgarn are part of another guild, that guild has an npc half dragon monk and the guild master is another npc called Arthur

Is that roughly correct?

RARGHG doesn’t know all of this in character this is just me listing down what I as a player know

Correct except that Thorin and Hrothgarn are at the North gate.


Desseer Arnalc wrote:
Thorin Spellsplitter wrote:
Also as a summary…why is this town being destroyed?

Two reasons:

First..from the discussion..

GM Wolf wrote:
I want Desseer to cause chaos! Mind control and free the people's of Cinder from Tyranny. To that end release the Kraken!!!
Desseer Arnalc wrote:
As you wish...

Second..in game..

We set ourselves up as adventurers and took a post to rid this town of bandits. And, what is the difference between a tyrannical noble and a bandit leader?

And in this case it is the same. Bandits took over the town with help of the nobles and enslaved most of the people here.


Ink the Spot wrote:
Ink wants to build a church and Administer Aid to the Poor and Displaced

Also restoring sight will be a miracle!!!


Dwarven Runecrafter (7) Delayed Damage (28) NL (0) Wounds (0) HP (112) AC (36/20/28) Saves (14/13/15, +5 vs spells/SLAs) Initiative (+7) CMD (33/35 trip/sunder) Healing (9/9) Surge (2/2) Share Will (1/1) DR 6/- Resist Fire (15) Vision (Darkvision 60ft, Low Light Vision, Truesight, Detect Magic) Immune (Charm, Possession, Compulsion, Detect Thoughts, Detect Alignment)

And in this case it is the same. Bandits took over the town with help of the nobles and enslaved most of the people here.

——

I adore that Thorin and Hrothgarn have no way of knowing this. All they seem is a rampage of demigods. The fog of war and making the best choices one can with limited knowledge makes for a great scene.


Yup! Thrown into the fire!


The two shock troops are just here to cause just that. Shock and terror. Pure brute chaos :P by accident


NE Male Elf/Fiend 7 | HP 82/82 | AC 24 | SR 18 | Fort +8, Ref +12, Will +19 | Init +6 | Perception +24 | SM +23 P 1st: 2/9, 2nd: 5/9, 3rd: 7/7; M 1st: 6/6, 2nd: 3/5 | ppp: 7/11 | Mp: 3/5

Thorin, I am very excited for our characters to meet.


Dwarven Runecrafter (7) Delayed Damage (28) NL (0) Wounds (0) HP (112) AC (36/20/28) Saves (14/13/15, +5 vs spells/SLAs) Initiative (+7) CMD (33/35 trip/sunder) Healing (9/9) Surge (2/2) Share Will (1/1) DR 6/- Resist Fire (15) Vision (Darkvision 60ft, Low Light Vision, Truesight, Detect Magic) Immune (Charm, Possession, Compulsion, Detect Thoughts, Detect Alignment)

Without a doubt! There is much that resonates with the themes of the two. Greatly looking forward to see how this all shakes out.


Ink is what he is, the enigma. A ooze who is known in the game as the Betrayer, Having Slain a Guild via his special ability to mask his allegiances.


Dwarven Runecrafter (7) Delayed Damage (28) NL (0) Wounds (0) HP (112) AC (36/20/28) Saves (14/13/15, +5 vs spells/SLAs) Initiative (+7) CMD (33/35 trip/sunder) Healing (9/9) Surge (2/2) Share Will (1/1) DR 6/- Resist Fire (15) Vision (Darkvision 60ft, Low Light Vision, Truesight, Detect Magic) Immune (Charm, Possession, Compulsion, Detect Thoughts, Detect Alignment)

For anyone curious... Thorin has very unusual damage mitigation, and I figured I should explain it — especially since I just did yet another pass through his sheet and had to sit down to figure out how it all stacks up.

Thorin’s build combines the Indomitable creature template and the Guardian sphere, producing an unconventional way of handling incoming damage.:

* Defensive Abilities: An indomitable creature gains the following defensive abilities:
Guardian’s Prowess (Ex): An indomitable creature uses its Hit Dice in place of its base attack bonus when determining the effects of its Guardian sphere delayed damage pool. In addition, an indomitable creature’s delayed damage pool does not bypass the indomitable creature’s damage reduction or resistance when it empties at the end of its turn. When damage is emptied from the indomitable creature’s delayed damage pool, apply the indomitable creature’s damage reduction and resistance to the total damage dealt, not to individual instances of damage (such that 35 physical damage being emptied from the delayed damage pool would be treated as a single instance of 35 physical damage, not the 3 separate attacks that contributed to it).

* Hardened (Ex): An indomitable creature gains an amount of DR/– equal to 3 + 1/2 the indomitable creature’s Hit Dice. If the indomitable creature possesses damage reduction from another source, the indomitable creature may add half the damage reduction gained from this ability to that other source of damage reduction, if to do so would be beneficial. For example, if the indomitable creature possesses DR/silver from another source that would reduce incoming damage, and be more beneficial than the DR/– from this ability, the indomitable creature uses its DR/silver plus half its DR/– against that incoming damage.

Indifferent Defender Guardian
- Delayed Damage: You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.
* Greater Delayed Damage
* Endure Pain: When you receive damage from your delayed damage pool, you take it as nonlethal damage. This nonlethal damage ignores any resistance or immunity to nonlethal damage you may possess.

- Endure Pain Converts delayed damage to nonlethal. Ignores immunity/resistance to nonlethal. Doesn’t affect DR.
- Guardian’s Prowess Overrides Guardian norm: DR/resistance does apply when pool empties, to total damage. No exception for nonlethal.
- Therefore the DR/- applies, but only once for the totality of damage

(1) Thorin has delayed damage pool of 28. Each round, up to 28 points of damage he takes goes into there.
(2) Damage hitting Thorin is like clustered shots. This doesn't help him. Damage is added up together and then reduced once, not on each hit.
(3) At the end of the turn, any damage within it becomes nonlethal damage.
(4) His DR is 3+1/2 BAB at DR/-

Now, example.

* Thorin gets hit 3 times in 1 round, for 30 damage each.
* Usually, that would be 24, 24, 24 damage due to his DR. 72 lethal damage total.

* However, due to his template and guardian sphere...all hits are added up at once. 90 damage. Then 28 becomes nonlethal. It is reduced by 6 due to damage reduction.
* So, 22 nonlethal damage taken, 62 lethal damage.

And no, he can't choose to just ignore the delayed damage pool. The strong DR is supposed to be offset by adding all of the damage together. And it means that Thorin is more likely to pass out from nonlethal damage adding up than he is to just die.

Also...the nice thing about having nonlethal? When you heal, it heals for an equal amount of nonlethal. So, in the above example, Thorin took 22 nonlethal and 62 lethal. He then uses a healing gadget.

Heal: 2d8 + 7 ⇒ (8, 1) + 7 = 16

That would reduce nonlethal down to 6 and lethal down to 46.

Heal: 2d8 + 7 ⇒ (1, 2) + 7 = 10

A second use gets rid of all nonlethal and lethal goes down to 36.

Meaning that it makes healing him have much more bang for the buck.

--------------

Anyways, that's the weirdest part of Thorin's build. It took me awhile of working through it to get it all down. Just wanted to share, as I don't expect anyone else to make such a deep dive into it.


Checking in to let you know I am still interested in joining, but that will be delayed while I deal with homefront situation for the next few weeks.


We understand Sumukhl. Take care of yourself and your spot will wait for you!

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