Goblin with Beehive

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37 posts (79 including aliases). No reviews. 1 list. 1 wishlist. 3 aliases.


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Perpdepog wrote:


A joint temple/religious community dedicated to Sarenrae and Nocticula sounds like a pretty cool place to visit, honestly. It could either be played entirely feelsgood, with Sarenrae's worshipers helping Nocticula's become their best, redeemed selves, or it could be an adventure location with one of the sides having friction with the other, or containing a bad actor. While Sarenrae and Nocticula might know/be open to finding out about a road to redemption that is best for everyone that doesn't mean their mortal worshipers would know or necessarily care about such knowledge over their own goals.

Actually I might write that down; that sounds like a cool adventure location.

OK, so I freely admit that the point of this is mainly so that my character can shuffle any monsters he redeems off-stage so the rest of the party and I can get on with the core activity of adventuring, and not have to worry about my ever-growing kobold kindergarten. But now this discussion is getting INTERESTING! The DM in me wants to spin this out into a complex political intrigue!

But I suppose the player in me should really accept that my DM for this game is a first-time DM, and I should probably go easy on him and not completely derail his running a published adventure.


Cori Marie wrote:
I think New Thassilon also fits your bill.

Hmm, now this might well work as a location! The bit about a "place where exiles, subversive artists, and misfits can call home" fits pretty well, so maybe there's an outpost of the temple of Sarenrae out there somewhere that would work. Thanks!


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zimmerwald1915 wrote:
Baronsquee wrote:
I think that Oprak is a little too evil for my purposes.
How so? The only evil they were ever confirmed to do is run their war economy on slave labor, and that has not continued.

Still, it doesn't quite fit the bill of a peaceful sanctuary of reformed monsters pulling together for the forces of good.


This is all awesome stuff! Thank you, everyone.

I think that Oprak is a little too evil for my purposes. This is for truly reformed evil creatures who want a shot at living a good life. I guess the closest equivalent is kind of like a working farm for recently-released inmates who need support with going straight. Somewhere that a hobgoblin won't be shunned just because he's a hobgoblin.

I'll definitely look into Pol-Duraxalis, thanks for the pointer, John. Kaer Maga again is a little too rough a place to just ship these guys off to, like "good luck out there!", you know? I suppose I'm looking for somewhere that would actually welcome 'traditionally evil' monsters who want to 'go straight'.

OK, I admit it's a pretty specific request! :) If there isn't anything on Golarion that perfectly matches it, I can just pull a Sarenrae convent out of thin air and stick it in my backstory. It's just always that little bit more satisfying when I can tie it into established lore.


So I am planning on playing a character who tries to reform evil monsters and send them somewhere that they can live out their days serving the forces of good. He's a worshipper of Sarenrae, and I was just wondering if any of you guys know of a place that kind of fits this description in published lore. Like, a safe place that he can send any reformed bugbears or whatever that he manages to convert on his travels.

I figure I should probably start there, and if no such place exists, I'll just kind of invent one and shove it into my character's backstory.

Thanks!


Background, additional:

Relationship between Braggar Ironhame and Hrolf Kuldarr:

Braggar Ironhame lived in Kassan before Hringurr Kuldarr arrived. Shortly after, it became clear that Braggar considered the newcomer to be an insult to the name of dwarfhood. Not so much for his past dishnours (although they did little to impress Ironhame) but mostly for his self-pity and unwillingness to pull himself up by his bootstraps and get on with his life.

Ironhame's disdain has carried over to the children to a certain degree, although he appreciates young Hrolf trying to single-handedly support his family. While there is little in the way of social contact between the two (they even communicate in common rather than dwarven whenever Hrolf comes into Braggar's Shop), Braggar has stopped treating the youngster with the contempt earned by his father.


GM Giuseppe wrote:
Baronsquee wrote:

Hi there! I'm definitely interested!

Hrolf Kuldarr
Baronsquee
Dwarf
Fighter

** spoiler omitted **

Your concept is good. Maybe try to build some background relationship with Braggar Ironhame, the only other dwarf of Kassen.

Will do!


GM Giuseppe wrote:

=======================

DateLamashan 28th 4710 AR
TimeEvening
=======================

Jimes “Short Change” Iggins smiles at you upon your arrival and happily points you toward a table.

With a nod to Jimes and a vague gesture which the bartender recognises to mean 'I'll take a flagon of ale, as usual', Hrolf takes a seat at a large round table. It's been a hard day loading a merchant's wagons with lumber but Hrolf's not about to show the aches in his bones.

When the ale arrives he takes long, languid gulps, savouring every foamy mouthful. He looks around the tavern to see if any of his friends are in this evening.


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Hi there! I'm definitely interested!

Hrolf Kuldarr
Baronsquee
Dwarf
Fighter

character idea:

Growing up in a predominantly human town wasn't really an issue for young Hrolf. He found work loading and unloading the wagons of cargo that come through town, scraping together enough to support himself, his younger brother and his injured father. Not that Old Man Hringurr couldn't have worked if he'd wanted to, but he was too busy feeling sorry for himself.

Back in the mists of time, longer ago than a whole human lifetime, Hringurr had been a proud member of the Carbuncle Battalion, holding the deep passages of his clan's mines from the incursions of greenskins that occasionally boiled forth from the ground. It was in the largest of these battles, which the dwarves rightfully remember as a minor war in its own right, that the Carbuncle Battalion broke and the line collapsed. Hringurr's leg was injured in the rout and he left the clan's mines, never to return.

Presumably in that time he met a woman who took him in and bore his children but if she's dead or simply left, father never speaks of her. So it's up to Hrolf to put food on the table.

----------

Character concept is a young dwarf who is trying to atone for the sins of his father. The father broke ranks and ran from a major battle one hundred years ago, and has slowly drunk himself to death. The son, now just of young adult age, has sworn that he will 'hold the line' no matter what, in whatever aspect of his life, and this has kind of become a stubborn streak, even for a dwarf. It's this subbornness that has seen him stoically provide for the family.

I'm thinking tower shield and armoured dwarf-of-the-line fighter. Not big on retreating, obviously, or on countermanding the orders of a leader unless the leader has been provably incompetent or malicious, in which case he'll point-blank refuse to follow him or her another step.


Still very interested. More interested in just a bit of RP and escapism through the day rather than being part of an organised play system.

I am happy to play whatever the party needs.


I'm interested. Not really ever had anything to do with PFS but I know my way around Pathfinder, I guess. Only played in one other short-lived PbP on these boards (although I've done a bit of Birthright elsewhere).

Also at a computer all day! (in California)


With all that in mind, Master Scourge could be a better option. Still enough authority above him to keep him doing whatever the DM wants him to do, but still enough free reign to be really evil to the adults. Also, he can escape at the end without derailing things too much (in a rowboat or something) so the players won't necessarily have to cut his/her throat.


Male Tibbit Houri 7

If there's one thing we know about A-Wings, it's that they're useful for kamikaze missions...


Male Tibbit Houri 7

Not strictly game-related, but anyone playing in the Battlefront beta? What do you think?


Male Tibbit Houri 7

I'm rolling like a pudding today! I blame the super-blood-moon.


Male Tibbit Houri 7
baron arem heshvaun wrote:

Sorry for the hold up from postung friends, I got stuck on the West Coast for work and play (which is not a bed thing for me, but slows up the game) and will be in New York by Tuesday, I will continue gameplay then, thank you all for your patience.

Hope all had a great weekend.

You're quite the traveler! Furthest I've got since we started this game is about 30 miles, to Donner Lake!


Male Tibbit Houri 7
Nara Vix wrote:

My apologies for seeming absent...or actually being absent :)

Been pre-occupied with the arrival of my newest baby girl.

Congratulations!!


Male Tibbit Houri 7
West End Gamesmaster wrote:
Vashh Lorimar wrote:
Ah well.

Maybe don't aim at a Biker Scout?

Well I know that, and you know that, but Vashh doesn't know that!!


Male Tibbit Houri 7

Sweet roll there, Jer! Fortune obviously DOES favour the bold!


Male Tibbit Houri 7

Hide:Camouflage: 5d6 + 1 ⇒ (4, 6, 5, 2, 3) + 1 = 21

As the troopers arrive, Varshh takes a moment to scan them for officers, getting a quick idea for how many men there are. He's about to contact the Major when he hears Mona's robotic voice crackle over the commlink. That's good - it saves him having to risk a skilled imperial sensor-jockey noting his position.

He adjusts his rifle's compensator slightly and tweaks the beam focus, waiting for the optimal moment to present itself. Because it's obviously not right now...


Male Tibbit Houri 7
baron arem heshvaun wrote:

That seems fine, I am happy to take suggestions on how to roll online.

It looks like the dice results are individually displayed within the results anyway, so I might just say "the final die of any roll is the wild die":

Beast Riding: Wookiee: 3d6 + 2 ⇒ (2, 2, 4) + 2 = 10 Looks like I hang on to the Wookiee without a critical success or a 'complication'.

If that last die (the one that was a '4') came up as a 1 or a 6, I'd have either a complication or a critical in (and another D to roll). This way, we don't need to worry about two dice expressions every time we do anything.

If you'd rather we break out the wild dice into a separate thing, that's fine with me, naturally.


Male Tibbit Houri 7
Freehold DM wrote:
he was shot down in hoth on his first assignment- or would that make him too old?

Battle of Hoth was, what, 2 ABY, I think. Battle of Endor is 4 ABY. So I think you'll be good on that front.


Male Tibbit Houri 7
Freehold DM wrote:


Hey, maybe I should ditch y-wing and go with SNOWSPEEDER PILOT!!!!

Nailed it! :)

If your Mechanical is high enough, you'll still have the madd Y-wing skillz anyway by default. Plus, a 1D 'Starfighter Piloting: Y-Wing' is a really small cost to you (1/3 of a D) and allows you to still have that background to include in your character's development.


Out of interest, what is the theme and era? I'm guessing... right after the Battle of Endor, c. 4 ABY? Are we Rebels, Fringers, or...?


Aranna wrote:
a pet droid that has been totally kit bashed.

If there's a gap in the party, I could perhaps pick up the role of the pet droid? If that suited you, Aranna? It's fine if not, of course.


For the record, I was kidding about the Ewok medic. I'm not opposed to playing a medic if the team needs one, but I'd rather not be an Ewok! I've played one before, and it was a lot of fun, but it was 26 years ago, and I still don't quite feel ready to do it again.


baron arem heshvaun wrote:
please share a fun fact from Star Wars you think will be new for other Star Wars fans here.

I'm worried that if everyone fulfills criteria 1 and 1A, it might be tough to come up with trivia they don't already know!

But I'll give it a go. Miss Piggy had a cameo in Luke's Dagobah scenes. It never made it to the movie, of course - it was a Frank Oz practical joke.


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I am definitely interested! I am not set on any particular character type, and can fill in as necessary once everyone else has chosen something.

Which means I'll be stuck playing the Ewok medic.

Again.


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tbug wrote:

I've had a couple different pirates offer to sponsor the PCs (who are just starting chapter two), and their terms have been wildly different.

My plan for the Sargava payment is that it sails to Port Peril quarterly, and a free captain can snag her share once it arrives. For a regular captain this means one point of plunder every three months. For a member of the council it's ten points, and the king gets everything else. This is enough to justify what's going on without unbalancing the game, I think.

You know, I kind of love the idea that for a couple of days every quarter, all of the Free Captains descend on Port Peril and try to justify their share of the loot. I guess that the distribution in what is essentially a Chaotic Neutral society would be anything but fair and even, and if you're not in town on the day in question you're out of luck. The Hurricane King (or assorted Pirate Lords) could make arbitrary demands on the gathered Free Captains - a drinking contest perhaps, or a scavenger hunt, things that might be fun for the PCs - and the prize is a share in the Sargavan bounty (to the tune of not more that 2 points of plunder absolute max). Of course there will be plenty of inter-captain intrigue in town on those days... and the rest of the Shackles might be conspicuously quiet. Allowing opportunities for unopposed skullduggery!


Thanks to the excellent advice from this message board, I'm playing the Free Captains / Pirate Lords / Hurricane King thing kind of like an entrenched crime family, with each level bending the knee to the one above in return for protection and a share of the profits, and the like.

Here are a couple of ideas and questions that have come out of this.

Firstly, in terms of tribute... it kind of stands to reason that the Free Captains would have to provide the Hurricane King with some kind of tribute in return for his protection and influence. Otherwise, I can't really see what the point in being the Hurricane King would be. Conversely, what's the deal with this payout from Sargava that comes to the Shackles pirates? Is there a trickle down that my players can realistically expect to get their grubby mitts on once they're Free Captains or Pirate Lords? I'm inclined, for the sake of simplicity, to suggest (if anyone happens to ask) that the two things more-or-less cancel each other out, and just hope nobody points out how pointless that is!

Now, a few ideas I have used, or plan on using in the near future. The idea that Free Captains are protected by the whole network of Free Captains, Pirate Lords and the Hurricane King seemed like a good angle for Isabella Locke. I kind of at the back of my mind feel like I stole the idea for this from one of the boards here, can't remember exactly who to attribute it to, but it's a great idea. Instead of Isabella being weirdly tied up with the Sahuagin, I just had it that once the PCs had captured Tidewater Rock, she saw them as fair game, unlicensed newbies with land in the Shackles, clearly low-hanging fruit for an opportunist Free Captain. In retrospect, I would maybe have liked to have thrown in something about retribution for the murder of Gortus Svard, who as a 'made man', should have been untouchable to the PCs. Locke's attack - made all the more important by the fact that she managed to kill their captain - gave the players a real reason to consider getting their own letter of marque as an important thing for their continued success.

Once the PCs had got as far as Goldtooth's testing, I had another thought about Free Captains. I liked the idea that sponsorship by a captain was necessary, and Goldtooth's request for a bribe if they failed a test felt like it might push my players into just shrugging, and telling him what he could do with his letter of marque! So having Goldtooth tell them that two out of three wasn't good enough, after all the blood, sweat and tears it'd taken them to get there, helped to cement him as a villain. Cue Merril Pegsworthy appearing from the crowd, with a timely "I will sponsor them!", and the players put one over on Tsadok Goldtooth in front of a big crowd. This also allows me to have Pegsworthy accompany them to Fort Hazard, where he can be used to point out notable pirate lords for the PCs' enlightenment. Naturally, this relies on Pegsworthy's being an ally of the PCs - fortunately for me, the PCs have helped him out of a jam in a previous homebrew side-quest earlier on, so it fits great for me. Once again, this allows the players to appreciate that Free Captains are actually important for a variety of reasons.


Never mind, I found James Jacob's answer to this question over here.


Jose Suarez 916 wrote:

Fire Bombardier (Su or Ex)

At 1st level, when a fire bomber throws a bomb that deals fire damage, all creatures in the splash radius take an additional point of damage per die of fire damage dealt.

This damage only applies to the splash damage? or it applies to everyone in the radius of the splash damage(including the guy that got hit directly by the bomb)?

Can someone help me with this? I need more points of views!!!.

Sorry to necro the thread, but it's still a valid question without an answer as far as I can tell. Has anyone got any opinion on it? Mechanically, is it likely to overpower an alchemist if he's dealing that extra damage per die to everyone?


Hi,

So in the Port Peril guide at the end of Tempest Rising (p. 62), we're given a little snippet of information about Lukain Latchmin, "who over a hundred years ago sought to take the title of Hurricane King by force".

Everywhere else I've looked seems to suggest that there has only been a Hurricane King since 4672 A.R.

Is this a mistake, or (more likely) am I missing something?


Seannoss wrote:
She has at least 3 more by being human. And possibly other bonuses like from her magic hat, which if memory serves me right adds 2 to two skills... and that would be the missing ranks.

You're a genius! I totally overlooked the human thing, and of course - the magic hat! Which she gives away at the end of book 1, and I'd absolutely forgotten about.

THANK YOU! :)


Damocles Guile wrote:

there's only so many seductive, buxom, red-headed devil-may-care types you can have running around... or so my wife tells me.

:(

LOL!

I have a question about leveling Sandara on from her level 3 beginnings.

I've rebuilt her as closely as I can, and I can't reconcile her skill points. As far as I can tell she should have a grand total of six skill points by level three (2 skill points per level as a cleric, no int bonus, and she's rocking a +1 hp per level, so she's obviously using her favoured class bonus on hits). However, after building her skills as shown in her stat block I'm coming up with thirteen. So something's wrong.

I get that perhaps this is a little picky, but if she's going to level with the party (as I would sort of like her to), I'd like her not to be above or below the 'fair' curve. Anyone got any idea where these skill points are coming from? Is my math screwy? Or are you all looking at me in bewilderment as to why I could possibly care about such a miniscule detail?


My party of six are as follows:

Half-orc rogue (thug)
Half-elf rogue
Halfling bard (loremaster)
Human rogue
Drow ninja
Human monk

So... yeah. I guess that whole "make whatever character you want" thing I went with should maybe have been qualified with "...but perhaps bear in mind what everyone else is building"

Still, they're pretty stealthy. And setting up those sneak attacks is rarely too much of a challenge.