Dr Lucky

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52 posts (80 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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I'm open to recruiting. If Hadiyah come back as well I don't see any reason not to play with 5.

I also don't think we're in a particularly dangerous environment at the point though, assuming DocEvil doesn't mind I don't think we should should suspend the game until we come to a point where numbers matter more (if at all).


I'm sorry for my long absence, I've had a few really hectic days. I'm still here and involved. Don't have much to post at the moment though, as Nix basically agrees with the current path of continuing and finding out more before fighting a demon.


Personally I think it's the goat, that's why he's not to be found, he's fled the scene.


If only there was some way you could change your post a short period of time after you originally posted. Oh, well, that's crazy talk.

I did the same think earlier and just sat quietly, filled with shame and loathing (insert some fictional grammatical mark denoting hyperbole), so you've got company. You can decide if that company is good, bad, or ugly for yourself.


Well, damn. Our group, leader aside, doesn't seem to be particularly nimble at the moment.


@Celtic, just got a call from Kenny Loggins, he wanted me to thank you for getting that wagon out of his danger zone.

Do you want me to help with the animals (by putting the whammy on them), or are you good on your own?


If Zuhra's check doesn't work we might want to think about putting some more bodies on the wagon removal.

Does anyone have any ability to deal with animals, because I feel like we're dropping the ball on that task. I don't have any real competence with handle animal but I could use my slumber hex on them which will put them out for a round, potentially allowing a pc or npc to pull it away while it is still drowsy (assuming DocEvil is happy with that interpretation), but that's about it.


Hard to say really, they aren't a 'trap' because they're clearly visible but that doesn't mean they aren't dangerous all on their own. Proximity based damage, alarms, summoning/waking skeletons, fear effects, some sort of lockdown are all possible. Knowing more about their layout might help but there have been some solid knowledge checks thrown up, I'm sure one of you knows something.

I feel like the tombs are clearly where the skeletons are/will be coming from, so we should deal with those as proactively and safely as we can but the breeze worries me a bit, probably because it's the detail we can infer the least about; that and to me it implies something structural about the room that we'll have a hard time dealing with.


Still here, waiting to see if there's anyone else that needs healing or if I'm throwing buckets.


Nix grips his crossbow, "I'd prefer if they did have some flesh on them myself. I'm glad to hear your confidence Bludgeon, I may not be very useful at harming these things but I can steer them to you"

As the group forms up Nix slinks to the back besides Eldramin, "I wouldn't waste the sunrod, I can carry a torch, which will serve, and I can set up a sort of early alarm system for us"

once we're underground I'll cast a silent image of an adventurer and throw it out 40ft ahead of us. They won't realize that he's an illusion until they attack it so there'll be a wasted round for them.


I will funnel them right into the killing machine that is you. Always good to have a plan.


Before we battle with the undead I want to clarify something. I'm pretty impaired against the undead since mind-affecting effects are useless against them, but I believe that by RAW other illusions (glamers and whatnot) should still be effective. Meaning that if I make an illusion of a pit or a wall or something they would try to go around it. Does that all sound right and reasonable?


I thought I was going to be really clever for a second by Dazing the animals to subdue them, but as it turns out they aren't humanoids so that won't work.


Couldn't really 'computer' the last day and a half, so I couldn't post until just now. I also suspect that there's some hesitance as to how to move forward, we've got a few stoic characters and little to prompt them to break their solitude before DocEvil steps in, it can make the initial character connections feel a little strenuous

@Zuhra: If you're not going to go talk to the group the group will talk to you


I can't really think of too much that I need, masterwork thieves tools (potentially longspoon) would be nice.

An everlasting torch could be helpful and we could use a wand of cure light wounds or something equally healing-oriented. Any general purpose magic would be helpful.


Happy Birthday! (belated now I suppose)


Oooh, what's the voucher for/worth?

Also, I set aside a bit of my starting cash for different clothing and I was wondering if you'd allow me to create double-sided clothing that just costs more than normal.

I'll probably go about town and see if anyone has heard of the Emerald Claw making any moves. I have a low Gather Information though, so if someone is better off, I'd enjoy the company.


Woah, just realized I never pasted my backstory onto my profile after writing it. It's up there now, I used the suggestion from the 'earning your freedom' trait as the reason why I'm in the caravan; Garavel knows I'm an escaped slave and has promised me freedom for helping and punishment for failing to do so.

I'll post in gameplay in a little bit.


Sorry for the lack of posting, had a full day.


Sounds good to me


I haven't, I was really intrigued by a Dragon article from way back that talked about changeling culture. It discussed the tendency for Changelings to live numerous lives that differ drastically in just about every way, and I really like the idea of a race of people that were super fluid about everything. Will take a quick look at Races when I have a chance.


So I'm already a big fan of setting up Bludgeon to be confused by not-quite-literal snarkiness. That crazy bot.

Usually I don't look into the faith's of my character very much but I think I'm actually gonna have Nix be a devotee of the traveler in some small way (thank you Eldramin for the prompt). The traveler's focus on change and mutability clashes nicely with Nix's desire to settle down and I think it'll be a nice bit of internal conflict as well as a motivation to keep adventuring.


Also to answer your earlier question I'll start with the following prepared:

O: Dancing Lights, Daze, Mending
1st: Charm Person, Ear-Piercing Scream

If you'd like I can put it up in my profile but I think my default loadout will probably change a little as things progress.


Yeah, I'm gonna hop in before it becomes completely unfeasible.

@Ashman, if you don't want me in please let me know and just write off my entrance. Turn Nix into a recurring enemy, a spy that is trying to beat the group to whatever they end up finding.


@Celtic: As someone who just is coming late to a different game because I missed the posting of the new thread I understand Zen's tardiness. I'll shoot them a PM as a reminder.


Oh, I didn't realize you wanted me not to use the aging bonuses/penalties. I'll adjust to fit the point buy then, Wyssal is about to get less charismatic.

EDIT: Base scores are now: 10, 10, 12, 18, 13, 8. Old lady Wyssal is looking worse every day.

I haven't had a chance to peruse the rest of the party, I opted out of investing in knowledge skills because Wyssal is meant to have been enslaved up until recently and therefore not to have had much formal education. I'll be doing some serious learning once we hit second level but if lacking those knowledge rolls will hamstring the party I'd be happy to redistribute; how do we all feel about that?


Well, thanks you two.

I've read through the gameplay and, pending Ashman's okay, I I'll have been disguised as serving staff to monitor what was going on before committing myself. That way I can just do a quick reveal and be in the action lickety-split.

Also I've finally pasted Nix's backstory in their profile and I was how you'd feel about changing their avatar to reflect their current form. I think it would be an interesting addition but I could see it getting in the way of realizing who I am.


Hey guys, sorry for being away for so long, I lost track of things for a little bit then failed to notice that the other thread had gone onto a second page. I'm still interested in playing if you don't mind me making a late entrance. On the other hand, I completely understand that things are underway if you'd rather I bowed out.


Hey, some embarrassing oversights, wow (I can't believe I forgot to copy over my spell selection).

1) I think I accidentally added 1 to dex instead of subtracting because of the age. Here is how my abilities break down:

Ability Base Aging Race
Str 11 10 8
Dex 11 10 12
Con 13 12 12
Int 17 18 18
Wis 13 14 14
Cha 9 10 12

2) I haven't really done the legwork to build my familiar and will probably hold off for now (assuming you're okay with it) because I don't plan on using them much, much too frightened of losing my spellbook.

3) Going with Deception for Patron and the following for spells: Charm Person, Command, Cure Light Wounds, Ear-Piercing Scream, Ill Omen, Mage Armor, Obscuring Mist. All that is now on the sheet.

4) Missed the slingstaff thing, will be replacing with a sling and a dagger.

5) Woo, gonna hex dem gnolls


I'm still here, the weekend got crazy for me but I'm back. I'll have my character up tonight or tomorrow.

@Celtic: The Shaman could work for the concept but I'm looking for a more hex-heavy character.


@DoctorEvil: Okay, I'll try to push Charisma and Intimidate as much as I can then, and just play her that way. How do you feel about character's being aged?

I'm also a little confused about how the aging penalties/bonuses work, are they meant to be cumulative (so a middle-aged character gets -1 to physical and +1 to mental, and an Old character gets -3 to physical and +2 to mental) or do the physical penalties increase without corresponding increases to mental bonuses?


@DoctorEvil: I'm thinking of playing a halfling witch that made her pact/learned her trade while enslaved and has recently escaped. As such I wanted to check how you felt about switching the Witch's casting stat to either Wisdom or Charisma (preferably Charisma for that Discworld 'convince you that terrible things are going to happen' vibe) as well as the creation of a middle-aged or older character?


All those rules sound good to me, pretty standard really. Can someone direct me to where I can access the playtest classes, I haven't seen them.

So far it looks like we have a strong front line (two and a half melee characters assuming Celtic ends up playing a Cavalier) and a divine caster. That leaves scouting and arcane to Spaz and myself.

I'd be interested in playing a debuff focused witch but I'm not married to the idea.


What are everybody's preferences as far as character role. Zen has mentioned a desire to be melee focused, does anyone else have a clear idea of what they want to play? I've been sort of all over the place with character creation recently so I'm flexible for whatever the party needs (though I am less experienced with support characters).


I'd be okay with jumping right into LoF. If we do a soft run I'd prefer something short where we can use the same characters that we'll be using in the main campaign (I do like making characters but tossing one aside after just the one adventure seems frivolous).


So just with the people that have posted so far we have two melee combatants (knight and Mirana), a divine caster that sounds like he might be a capable face (Simon), a scout (Beguiler), and 1-1.5 arcane casters (Mirana and the beguiler both using limited spells). Sounds good so far.

@Ashman, are there any guidelines for fluff that you'd like us to follow? I think you mentioned that we should already know the people we're adventuring with, but anything else?


I think the building of houses is going to have to be something we do later, once the community is somewhat established (food sources, relative shelter etc.). In the mean time we'll have to stick to tents or build somewhere more basic to sleep (a hut or something) if we don't find caves.

We might actually be best off building a very large building for everyone (once we can afford the time/labor). That way everyone will have shelter and once we have individual houses we'll have a town hall/emergency shelter already built.


Looking at building a changeling beguiler. Probably won't be able to get much crunch together until the end of the weekend.


Yeah, I don't think it'll be too big of a concern. It sounds to me like the time scale that we'll be dealing with will be fairly large and Nerk seems really reasonable.

I think the point is that we have to be working at it rather than be given whatever we want; rather than a realistic portrayal of survival. The language rules that Nerk outlined are a good example of that, we'll have to work to understand whatever we encounter but it'll be manageable.

Rather than just 'sitting around the campfire keeping guard' I'll work on my glass and you work on your bow, it'll be a good time for everyone.

EDIT: I'm aware that this post comes off really didactic and a bit condescending sort of. Sorry, I really don't mean to be.


I think we should leave it to the DM. As much as I believe in the group coming to a decision, they're the person whose interest will make the game come alive or let it fade.


@ben Huh, didn't think of that. That could totally work, might want to take a rank myself so I don't have to depend on one of the survivors to be a dedicated vial-maker. On a related note, can you imagine how frustrating it would be to make glass vials day in and day out for this guy that just chucks them at things?


I am all sorts of on board with that. Which path doesn't really matter to me, I like adapting to whatever constraints there are, and you seem the most interested in running Legacy of Fire so I don't see a reason why we don't just do that.


Haha, I start to switch over to Pathfinder and I get pulled right back. Definitely interested, I'll see what I can put together. From your statement I assume you're okay with psionics? Whatever classes that don't use new systems but aren't core (live Swashbuckler or Beguiler)?


I'm good to post at least once a day (often more, sometimes less) and for PBP I tend to lean somewhere around a 70/30 split favoring roleplay over combat. I've only recently picked up Pathfinder (after lots of 3.5) so homebrew or not will mostly seem the same to me.

I think the question we really need to answer is who is going to DM? Spaz and myself have bowed out earlier (time for Spaz, system unfamiliarity for me) but do either of you guys feel like leading the game? Should we try DM recruitment after coming up with more of a framework?


Thanks, I figured you wouldn't impose such a severe tax. I'll still have to keep an eye out for ways to make traditional alchemical items (can't make those vials appear).

One final question before I'm done with my character. I've decided to make use of the Mindchemist archetype that switches the Alchemist's mutagen with a cognatogen (does for the mental traits what mutagen does for the physical ones). It occurred to me that my character, someone who prizes the ability to think outside the box, may have become psychologically addicted to the intelligence enhancing effects of the concoction (I don't think it needs to be mechanically reflected, maybe an unwillingness to enhance wisdom or charisma instead of intelligence). This might not suite the campaign feel though, and I was hoping to get your feedback.


Azaelas, are you interested in playing?

In either case, with myself, adventurer33, TheCelticCircle, and Spazmodeus we have most of a group. If anyone is interested in DMing we can start setting out what the game will be and move on from there. If no one shows up in the interim we can recruit, I'm sure we'll be able to fill 1 or 2 spots.


Sorry, I see you've answered my first question already.


Will we be including the npc levels in the accumulation of level-dependent benefits or are they basically just a free bonus to some stats that will be ignored from rules standpoint? Also, I am planning on making an alchemist, should I bring as many glass vials as I can afford or is it alright to assume that I find some usable medium for bomb construction etc. (coconut shells or something).


Color me interested. I'm just starting with the Pathfinder system, plenty of experience with 3.5 though, so I probably wouldn't be a good GM candidate.

As far as TheCelticCircle's concerns over mutually decided parameters I'm open to any setting (I'm unfamiliar with the specifics of all of the Pathfinder settings though) and have found in the past that PBP tends to work best with strong RP with combat interspersed fairly regularly (essentially a fairly even mix with a bit more weight on RP). I think that kind of balance plays to PBP's strengths, having time to think over responses/get in character, but provides scenes when there is less pressure to be super creative. Thoughts?


Right, wasn't sure that your blanket allowances included the gun rules, good to know. I've decided to ditch the Gunslinger idea though, looking over the class it seems to offer what I'm looking for at mid-high levels.

And so, Aleister Crumb and Drook the Cook:

Backstory:

Aleister, a human alchemist, has grown tired his work at the university. Though he is able to access a wealth of information his peers lack imagination, walking well trodden intellectual paths rather than forging into new territory. Despite the university's resources he has found his research difficult to continue, many of the most vital elements are unsanctioned by his superiors, and he has had to resource to personally venturing into the wild to procure his more elusive reagents.

On just such a trip, travelling deep into the jungle with a hired guard, Aleister discovered the utility in what he previously thought of as alchemical failures. He became obsessed with the promise of explosivity, that he could discover a formula that might suggest how real power is generated and controlled.

The university stifles him and when he heard of the new continent his mind swam with the potential. He pleaded with to be go on a funded voyage but was denied. Aleister was presented with a horrible dilemma, leave the security of the university, all that he had worked for, in favour of the dangerous unknown or risk stagnation within an ivory tower. Luckily for Aleister, his old friend had already decided for him.

Growing up an intellectual in poverty was difficult, Aleister was constantly targeted for bullying by others, but it was his strong friendship with Drook that allowed him to pull through. The young Half-Orc befriended Aleister when no one else would and they were soon inseparable. While Aleister excelled academically Drook fell behind, turning to a life of petty crimes and low-paying jobs. Even though he had recently found steady employment as a chef at the city's most rundown tavern it wasn't long until Drook found himself in hot water again; a powerful crime lord was after his life and he had nowhere to run. Nowhere but the sea that is, he immediately signed on to join the expedition to the new world as a cook. When Aleister heard what had happened to his friend he knew he couldn't let him take the voyage alone; he resigned his position at the University and readied himself for a long sea voyage and life on the frontier.

The things you actually wanted:

Aleister (NG Human Alchemist) is a thin, somewhat anaemic looking human with short brown hair and spectacles. His copious clothing, riddled with pockets to hold all his alchemical equipment puddles around his thin body.

Aleister is curious above all else, though he isn't foolhardy he will put himself at risk if he might make a new discovery because of it. A free-thinker, he often becomes frustrated by those he considers intellectually conservative. Never one to have many friends, he grows quite close to anyone he learns to trust and can be fiercely loyal towards them. Growing up in poverty he is no stranger to crime, and isn't foolish enough to condemn those that break the law or transgress some seeming 'moral absolute'; his moral philosophy, like his intellectualism, tends towards fluidity.

Drook, is a pot-bellied half-orc who never could quite get things right. Surprising talented as a cook he is happy to be escaping his old life, never really feeling any connection to it, and hopes to plant new roots on the new continent. Old habits die hard though, and he may find himself unable to resist a bad decision or two along the way. He and Aleister are remarkably close and Drook will do whatever he can to protect him, particularly since he feels guilty that Aleister resigned his position at the University just to accompany him.

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