Mathus Mordrinacht

_Alpha_'s page

21 posts (26 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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Hello all,
I'm looking for ideas on trials for my players. I have a few already, but I want to have as many as possible so they don't feel limited. DMs, what are some of trials that you have used for your players? Likewise, players, what are some trials your DM has set for you? Doesn't matter if they are quirky, funny, weird, outlandish, serious, tedious, all input is welcome.
Thank you for your time.


Hello all,
I'm looking to make a whip user that will specialize in tripping opponents so my party can gang up on them. Have not yet decided on class or race, so all input is welcome. However, I'm really interested on what you guys consider the best feats to take aside from the obvious whip mastery tree.
Thank you for your time.


Session 6 Experience.
Goblin Genocide: 1000 (per player *sigh*)
---
Tripurasura: 600
Vampiric Mist: 800
Total: 1400
Per player: 350 *Not including Wil Canary*

People of Interest Met
Sti-hiv the Goblin - Kharn's almost snack. Also, the only known survivor of his tribe.
Lysha - Monk, guardian of the goblins.

Items of Interest Found
N/A

Players:
Adondarina - Wizard (Conjuration School)
Azravel - Oracle (Battle Mystery)
Chantoku - Fighter/Rogue
Kharn Gorefang - Weapon Master (Bastard Sword Focus)
Wil Canary - Inquisitor

*MVP*: Azravel - As MVP you get to ask 1 question about anything that happened in the session, or pertaining to the world. This may be past, present or future.


Vereladaine wrote:
How do we get passed the barrier surrounding the secret room?

You should try turning all 4 valves at the same time. This is just a random thought about life, nothing specific to any situation.


Session 5 Experience.
Adherer: 800
Per Player: 200 *Not including Kharn*
Goblins x6: 810
Per Player: 162 *Including Kharn*

People of Interest Met
N/A

Items of Interest Found
Botanist's Notes
Rare Hybrid Plant

Players:
Adondarina - Wizard (Conjuration School)
Azravel - Oracle (Battle Mystery)
Chantoku - Fighter/Rogue
Kharn Gorefang - Weapon Master (Bastard Sword Focus)
Wil Canary - Inquisitor

*MVP*: Adondarina - As MVP you get to ask 1 question about anything that happened in the session, or pertaining to the world. This may be past, present or future.


Session 4 Experience.

Vampire: 6400
Festrog x5: 2000
Saving Demitri: 900
Total: 9300
Per Player: 3100

People of Interest Met
Demitri Gastarov - Cleric of Mirikai

Items of Interest Found
Vampire's Journal

Players:
Azravel - Oracle (Battle Mystery)
Chantoku - Fighter/Rogue
Wil Canary - Inquisitor

*MVP*: Chantoku - As MVP you get to ask 1 question about anything that happened in the session, or pertaining to the world. This may be past, present or future.


New Crafting/Professions
Please find below the tentative rules for the new crafts/professions introduced at the beginning of the campaign. Keep in mind that these are by no means set in stone and are subject to change based on game progression. They are also not meant to replace the current crafts/professions, but rather to add some flavor to the campaign. If I feel that drastic changes need to be any to any of these, I will talk to affected players to compensate or modify current gear, points, feats, etc. Players are not expected to take or use these, and will not be penalized for choosing existing crafts/professions over the ones presented below.

Gemcrafting
Benefit:


  • Allows players to clean, dry, wipe, scrub, brush, smooth, cut, shape, polish, and refine gems.
  • Can use Gemcraft levels as Blacksmith levels for the sake of creating custom settings.
  • Allows players to attach gems to weapons and armor by using custom settings. Gems attached to gear in such a fashion can be easily replaced by simply removing the setting holding the jewel.
  • As a Gemcutter's proficiency grows, they are able to combine their knowledge and battle expertise to allow them to swap gems mid combat to better deal with the situation at hand. This swap can range from full-round to swift action depending on feats.

Handicap:

  • Attaching gems to gear by means of settings limits the amount of power that can be transferred from the gem to the weapon. Most gems seem to cap around 50%. Master Gemcutters however, have been able to achieve up to 70% on rare occasions.

Tools:

  • Without tools, Blacksmith or otherwise, all gemcutting checks will take a -2 penalty.
  • Gemcutter's Kit (50 GP) - All in one bundle, includes all tools necessary for performing all actions mentioned above. Any checks made while using the kit will not be subjected to penalties.
  • Gemcutter's Kit (MW - 150 GP) - Same as above, with tools of greater quality. All gemcutting checks receive a +2 bonus.

Sagesmith
Benefit:


  • Allows players to create sockets on weapons and armor. The process involves an advanced form of spellcraft that seems to have evolved from mending.
  • Gems fused onto gear via sockets will enable the gem to release its full potential without need of enhancements or extra work.
  • A single piece of gear can have multiple sockets mended onto it at the same time, or by means of upgrade processes.
  • Master Sagesmithers have been known to device ways to create special sockets that can enhance the power of gems beyond their original capabilities.

Handicap:

  • Gems that have been fused onto gear by means of sagesmithing become part of the gear as if they had been there from the moment the gear was created. This makes gem removal a very complex and intricate procedure that could render useless anything from the gem, socket, or gear all together. This includes other sockets and/or gems currently in the piece of gear as well.
  • Attempting to place more than one socket on an item places strain on the integrity of the item. As more sockets are created, the chances of the item exploding increase significantly.

Tools:

  • Without tools, all sagesmithing checks will take a -2 penalty.
  • Sagesmith's Kit (25 GP) - All in one bundle, includes all tools necessary for performing all socketing (this refers to both creating sockets and fusing gems to gear by means of sockets). Any checks made while using the kit will not be subjected to penalties.
  • Sagesmith's Lab (200 GP) - Includes an altar that has been specially manufactured to increase the flow as well as stability of magical abilities used in the process of sagesmithing. All sagesmithing checks receive a +2 bonus.

Savagesmith
Benefit:


  • Allows players to create weapons and/or armor by using materials harvested from fallen enemies.
  • Armors and weapons crafted by means of savagesmithing may retain some of the creature's base properties (i.e. Natural armor, DR, resistances, SR, etc.).
  • Players with the Craft Magic Arms and Armor feat can create arms and armor that not only retain base properties, but may also retain a creature's special abilities (i.e. Poisons, auras, immunities, ability damage, etc.).
  • Magic gear crafted in this fashion will be considered equivalent to having a +1 enchantment level.
  • Existing gear can be adapted by savagesmiths without the need to be have a +1 enchantment level on it. However, item must be of MW quality at least.
  • Master Savagesmiths have been know to create arms and armor of such quality, that they appear to be almost sentient. When several of these items are equipped at the same time, they seem to resonate and provide an enhancement bonus.

Handicap:

  • Players must have have 1, 2, or 3 ranks in craft armor to savagesmith light, medium, or heavy armor respectively.
  • Players must have have 1, 2, or 3 ranks in craft weapons to savagesmith simple, martial, or exotic weapons respectively.
  • Must choose weapon or armor focus when selecting craft. Though both can be taken up by a Savagesmith, the crafts must be ranked up individually.
  • Must take feat Craft Magic Arms and Armor to be able to create gear that retains properties of the beast from which the materials originated. (e.g. A suit of armor that make the user invulnerability to fire because it was forged from red dragon hide/scales.)
  • Without the proper crafting rank, players will take a -2 penalty while crafting for every step difference between their current rank and the gear being created. (e.g. A player trying to craft and exotic weapon with only one rank in craft weapon will take a -4 penalty.)

**Note: Craft armor/weapon ranks do not stack with savagesmith ranks. They reflect the fact that the player has worked with enough materials and armor/weapon types to be able to understand how they work, and how to effectively create armor/weapons from unconventional materials without hindering the gear's performance.
Tools:

  • Without tools, all savagesmithing checks will take a -2 penalty.
  • Savagesmith's Kit (60 GP) - All in one bundle, includes all tools necessary for performing all necessary cleaning, cutting, fixing, polishing, shaping and sharpening. Any checks made while using the kit will not be subjected to penalties.
  • Savagesmith's Kit (MW - 200 GP) - Same as above, with tools of greater quality. All savagesmith checks receive a +2 bonus.

Scavengers
Benefit:


  • Allows players to efficiently collect materials from fallen enemies.
  • When harvesting, Scavengers are considered adept at properly handling the remains any dead creature whose hit die are less than or equal to the Scavengers rank. This proficiency prevents them from hurting themselves in any way, shape, or from when handling the corpse.
  • Survival will give players a +2 circumstance bonus. At rank 10 survival, the bonus is increased to +4.

Handicap:

  • None at this point in time. May change as the system evolves.

Tools:

  • Without tools, all scavenging checks will take a -2 penalty.
  • Scavenger's Kit (30 GP) - All in one bundle, includes all tools necessary for cutting, opening, removing, storing, etc. Any checks made while using the kit will not be subjected to penalties.
  • Scavenger's Kit (MW - 100 GP) - Same as above, with tools of greater quality. All scavenging checks receive a +2 bonus.


- While everyone seems to be busy inspecting the mimic's insides, Azravel inches closer to the coffin sitting at the end of the room. With every step he takes, his heart pounds ever faster. As exceptional as the coffin is in design and craftsmanship,the only thing that seems to stand out to Azravel are the markings on the side of the coffin.
In all his years of theological study, he wondered if the stories he read could possible be true, it just seemed more of a fable than actual mythology. How could anyone believe that some vampires could grow in power by simply entering a stasis-like deep sleep, while surrounded by a few glyphs. -


Session 3 Experience.

Squid Tentacles x3: 300
Wall Break: 1000
Mimic: 1200
Total: 2600
Per Player: 520

Players:
Adondarina - Wizard (Conjuration School)
Azravel - Oracle (Battle Mystery)
Chantoku - Fighter/Rogue
Kharn Gorefang - Weapon Master (Bastard Sword Focus)
Wil Canary - Inquisitor

*MVP*: Rizz - As MVP you get to ask 1 question about anything that happened in the session, or having to do the world. This may be past, present or future.

Note: Extra XP was awarded for finding a way past the wall that did not involve traversing the entire sewer system. Also, I will post how the new craft/professions work and what can be done with them, as enough people have finally asked about them.


Joshua Williams 229 wrote:
Mr. Francisco. Meghan would like for me to let you know that she will probably be unavailable for the beginning of today's session. She has a test that could run as late as an hour and a half into play, but she doesn't expect it to take nearly that long.

Thank you for letting me know. I'll go ahead and give control of her character for the time being.


-Well into the night, the party of brave adventures rest securely inside the walls of a broken support beam. Protection, and more importantly peace of mind, guaranteed by the clever albeit slightly poor construction of a blockade on the only entryway.
It is only now that Adondarina realizes the amount of fatigue that has invaded her body and soul. Firmly believing that her companions will remain alert, she decides to let go and drift into a much needed slumber.
As she opens her eyes, she finds herself puzzled as she sees a man bending over the half empty cocoon attempting to pull out something that shines with a familiar blue hue.
The man shows Adondarina a soul flame that begins to shake as it turns in a male Half-ling. "Thank you for saving my sister, I'm glad she was able to hold out long enough for you to come along. Allow me to repay your kindness by telling you something of value. Before that thing snuck up on me, I was able to translate some of the engravings I found. It seems that the valves are meant to be used for more than just water release purposes. They may very well be the key to everything..."
As the half-ling disappears in a flash of bright light, Adondarina jerks awake only to find no trace of the man or Kana's brother.-


Session 2 Experience.

Dire Rat x2: 270
Skum x3: 1800
Spider, Giant: 800
Spider, Swarm: 1200
Total: 4070
Per Player: 1018

People of Interest Met:
Kana (Unknown last name) - Halfling (Unknown profession)

Players:
Adondarina - Wizard (Conjuration School)
Azravel - Oracle (Battle Mystery)
Kharn Gorefang - Weapon Master (Bastard Sword Focus)
Wil Canary - Inquisitor

*MVP*: Adondarina - As MVP you get to ask 1 question about anything that happened in the session, or having to do the world. This may be past, present or future.


- Lost in the depths of his thoughts, Kanuu fails to notice the party growing silent as the air around them all seems to grow cold and ominous. The flame of the small campfire that gently warmed the souls of the weary warriors dwindles as if struggling to breath. Just as the flame seems to die, smothered by the vile gust of wind that now envelops the crumbling temple, all the warrior rise with arms at the ready.

Their feelings of dread suddenly replaced with a feeling of uneasiness as the embers of the campfire revive the fire. But through it all, most troubling of all are not the feelings that have come and gone, nor the ones come after. No, the qualms come from the feeling that never comes. After all, who could ever feel at ease after seeing a Minotaur's bloodthirsty grin that seems to scare away even the winds of unbalance.

Little do they know, Kanuu grins not to scare away the unknown, but rather because he welcomes it. All because he has heard a familiar and soothing voice echo in his head, engraving two simple words in his head..."XelFes Ire" -


Session 1 Experience.

Zombie x6: 1200
Skeleton x5: 675
Total: 1875
Per Player: 375

People of Interest Met:
The Man
The Woman
Arngrim Stonestrong

Players:
Azravel - Oracle (Battle Domain)
Dahlia - Wizard
Erland - Ranged Fighter
Kanuu Ebonstorm -
Wil Canary - Iquisitor

*MVP*: Kanuu - As mvp you get to ask 1 question about anything that happened in the session? This may be past, present or future. This must be done form Kanuu's point of view.

Note - All players were awarded the experience needed to advance 2. This is based on medium exp track.


The world will be strive to be a mix between dungeon crawl and sandbox. Base on player advancement and interaction with the world, certain choices may be presented that will affect the world and/or the players. A rich character background is not necessary, but if submitted it will be integrated into the story if possible.

This thread is for player discussion between sessions. You can keep track of loot here, talk about the game, discuss strategy/possible paths to follow, ask about information that was not made properly clear, or say whatever comes to mind.

Materials allowed:

  • Core Rule Book
  • Advanced Player's Guide
  • Advanced Race Guide
  • Ultimate Magic
  • Ultimate Combat
  • Other Paizo published peripherals may be used upon request and review by the DM

Character Creation:

  • Level 1
  • 20 Point buy
  • Max HP starting
  • Roll for gold, minimum average
  • 2 Traits
  • 1 Flaw, not from Paize material, but player created
  • Player's get 1 free skill point at level 1 to be used only on a craft or profession. The following professions will be available as well: Gemcrafting, Sagesmith, Savagesmith, Scavenging.


WISHLIST

CWheezy aka The One
Eyes of the Eagle - 2,500g
Ring of Protection - 2,000g
Cloak of Resistance + 2 - 3,000g upgrade or 4,000g on its own
Amulet of Natural Armor - 2,000g
Bow +2 - 6,000g

_Alpha_ aka Arngrim
+1 or +2 Bashing Spiked Heavy Steel Shield - 2,000g / 6,000g (+1 is a must have, +2 would be nice but not necessary)
Belt of Incredible Dexterity +2 - 4,000g (if funds allow)
Ring of protection - 2,000g (if funds allow)


Should we get a wishlist going then? That way we can expedite the whole trip back to Zelkor's Ferry or the other town (can't remember the name of it at the moment), when we finally get a chance to go.


Tumael wrote:

I say let him run wild, naked and free on his own.

That's about the cost to resurrect someone.

Et tu Tumael? *sniff*


Ok i see. Thank you for all your help. I'll go ahead and take everything into consideration and read up on it some more see if i can make something good or drop the idea all together.


Thank you very much for all your input. As far as the eng drop, is there any way of making adjustments using other feats to compensate? Using Eldritch Claws for example.


I would like to make a feral monk that can use all monk combat feats while using claws instead of fists. Is this possible?