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Organized Play Member. 239 posts (4,062 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 22 aliases.


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Barney: "I've done so much good today, I've got, like, a 'soul boner.'"

Lol, good show!

Tbh I'd be fine following Cayden Cailean. I like his ideals. :p


Just gives us all a chance to make things even more awkward if naked flirting comes up and we can think of funny things to do. :p

Sitting in the Tavern with a Cider (hah, Pathfinder should have this, none of that stinking Ale!), Nik looks around and thinks to himself.

Looks like there's a good selection of Adventurer's in here!

I'll get up an Alias in no time at all if picked, although people know my online name as CaptainCortez instead of Vironus, so that'll do for now!


Male Half Demon Barbarian (getting peed off is the same as Raging) - Level 24

Hey Shaundakul, I'm pretty much all done. I'm not sure on your rules about how much money we're allowed or which traits we're allowed, so I've built my character up in the way I'd like to play him (if given the chance).

Let me know if you don't agree with anything. :)


Male Half Demon Barbarian (getting peed off is the same as Raging) - Level 24

Just gonna post my stats up now. I'm not going to do much of a back story unless I'm actually chosen to take part though.

The character's already made as it was my back up character for a previous tabletop Legacy of Fire game (party didn't get far and my guy gave his life to try and save the other members), so it'll be my submitted character for this who has chosen to be Elanna's bodyguard to exact revenge on....

Spoiler:
The Carrion King - for killing his friend

Just gonna put them in now.


Male Half Demon Barbarian (getting peed off is the same as Raging) - Level 24

Ah okay.

It's far more complicated online than it is on a table, so I understand that.

Anyway, Adina's now completely......complete and I'm ready whenever. ;)

Hopefully I've given you enough to work with and you like the story/concept.


Male Half Demon Barbarian (getting peed off is the same as Raging) - Level 24
DM Acid wrote:

The way I do hp rolls is that you take either what you roll, or half, whichever is better. I do this because I think I would be in physical pain if I saw any of you roll a 1 for hp during a level.

Speaking of level up, I have a very simple system for leveling the party up. The party levels up when I say so. That's it. I prefer to have the party grow as the story moves forward, instead of basing it on exactly how many zombies you've killed.

Ah, that's strange, but I guess depending on how you do it, it might make us level 20 by the time other people are only level 17, giving us a better chance of survival.

As for the HP thing, I had a Halfling fighter who by level 6 had 41hp even with a +2 Con mod. So, instead of 70 something, he had 41 which was the lowest HP in the entire party and he was the front man, because I rolled a 1, then levelled up again and rolled another 1, then a 3.

In the fight against the Carrion King, he took my life down to half in one hit, so I stepped back, healed and rolled a 1 on my first cure mod and a 3 on my second, then got taken to -37 on the Kings next attack.

I could have run away but had a Sorcerer right behind me and an invisible Half-Orc somewhere who might have been able to help, but he was waiting invisible to come out and sunder the Kings weapon. So, I gave my life so the party could survive, but all but one died and the CR jumped up to 18 when a giant Centipede popped out.

The monk who told us all to play his way, expecting us to work as a team literally all of the time, hating it when I refused to do what he said as I wanted to scout around decided to leave us, not bother checking if we were alive, then attempt to save some slaves until he couldn't be bothered as Unchosen Gnoll's were after him, so he ran off.

The DM had about 5 different instances where the monk should have died and forgot to implement every single one of them and apparently he didn't want my character to die.

The only reason the monk survived was because he was broken and over-powered. The player was one of these people who has to find every loophole and boost his character to the max.

I don't have much luck when it comes to rolling life. I also had a Barbarian called Arcapello who has something like a +7 or +9 to hit and literally never hit!

He was just useful at doing stupid things such as flicking peanuts at other characters while at dinner with a king, then being told to leave by the king for his childish behaviour and deciding to make an igloo in the snow outside, where he then peed on the snow in such a way that he wrote his name.

Do you do criticals as whatever the weapon says, or use crit and fumble cards instead? :p


Male Half Demon Barbarian (getting peed off is the same as Raging) - Level 24

Acid:
Haha, well thanks. :p

15hp at level 1 isn't bad, and with the possibility of rolling max on any other level, grabbing 15hp a time is pretty good. :D


Acid:
Ah, yay! :p

Thanks, I'll go and re-edit my re-edit then as I just set everything to studded leather. I don't know how you repair stuff, so I guess I just give the armourer enough money to make it a proper one and keep it at that.

I'll keep my ACP the same and just type in "broken Chainmail" and lower the Dex by one to Studded Leather.

Oh also, I will keep the points in Charisma as I need it for my Intimidate and Diplomacy checks. A diplomatic Barbarian. Amusing.


Male Half Demon Barbarian (getting peed off is the same as Raging) - Level 24

Acid:
Yea, humans get one extra rank per level, so that's why it's on 5 per level. You're not allowed to jump between HP and Ranks every level. You have to choose one at the start and stick with it.

Humans don't seem to have a favoured class option. They just seem to get this:

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Unless I'm mistaken and would in fact get 6 ranks per level because of a favoured class and Human rank bonus?

It doesn't mention favoured class for any race, so I guess I do get 6 ranks or 5 ranks and 1 extra HP a level as I'm guessing every race gets a favoured class. What do you make of that?

Humans can be found at the bottom here:

http://paizo.com/pathfinderRPG/prd/races.html

Edit: Yep, I just checked it out. The extra skill rank is just something a human gets and you get an additional rank or hit point on top of it due to your favoured class, so what I'm going to do is have 5 ranks and 1 additional hp. I need as much life as I can get with low armour.


Acid:
Aww, so I can't just fluff it in such a way where I pay the full price of a chain shirt when I can afford it and get the bonuses of a normal chain shirt? Only idea I had was to say that my current one cost me the same as studded leather and mechanically works the same as it's old and broken just doesn't perform as well as a chain shirt), so the full price would go towards "fixing" it. :p

If you're allowing her to remain beautiful with low Charisma and considering it as just a leadership thing, I might change it to get 1 extra dex at the start (it'll help for a while), but I'll have to have think about it as I'll need to change my skill stats, though I don't think that'll be a huge problem.


DM Acid:
Ah, I have the Charisma to represent her good looks. I feel if I reduced it to a 10, she'd just be average and it'd only give me a +1AC to Dex anyway.

Maybe we could just say it's a chain shirt aesthetically when really it could act as a studded leather top until I get enough money for it to mechanically be a chained shirt? That way I don't have to change how it looks but for all intensive purposes it acts as studded leather (same AC, same check penalty), then when I have enough I could just put the stats up to a proper chain shirt?

It's just what I have in my head for her fashion really. Also, I didn't realise it was set mostly in Westcrown, so maybe I can get her a job to keep herself in a decent location afterall.

I'll ditch the bedroll. :)


Male Half Demon Barbarian (getting peed off is the same as Raging) - Level 24

Thanks Acid, I've 100% finished my character off now, but fear it's not as good as it was earlier as without realising my net died, I hit save changes and it failed to load, deleting everything I typed, so I had to stay up for another hour to fix it.

It's now about 4am here, which btw I'm on GMT London time. :)

Anyway, go and have a look if you want. There's stacks to read. :p

I've left some bits on show for other players to read, but apart from that, the stuff I've spoilered I may use as a plot device for when our characters are discussing their pasts with one another.


Male Half Demon Barbarian (getting peed off is the same as Raging) - Level 24

I've tidied up her profile now, providing a brief description of her and her current residence, along with her occupational status.

I've also changed her statblock layout to look like everyone elses now, making it easier to find the information you need.

Once I've put the story in order it'll be 100% done. :)

Also, hey to you guys who are playing with me. I don't think any of us have spoken (typed) yet, so just thought I'd start off by saying hi. :p


Male Half Demon Barbarian (getting peed off is the same as Raging) - Level 24

Almost done guys, although I might have to finish putting the story into context tomorrow. It's almost 5am here and I have 9 pages of story to go through.

My stats and everything like that are actually complete and under my Adina profile now.

Also, I've sent you a message on the recruitment thread, Acid. :)

As for the map of Westcrown, is there a labelled version, telling us all which district is which?

I've said Adina's living in Rego Laina, but have no idea where that is on the map. The details of districts can be found in Cheliax: Empire of Devil's. :)


DM Acid:
Ah, I've pretty much done my character in full now and am just going to sort her story out, but I have a problem.

I thought we were going with max starting money, so I spent 50 on housing food (to make up for not paying for the sword she was given), but my armour is 100gp and I bought bed roll, waterskin and a backpack.

Do you want me to remove my armour, taking me down to 10AC? I have excess gold of about 25, so if you'd allow it, I could just say I don't have the excess gold?

I was basing her look on the starting armour as she'd have mixed her fashion sense into her armour, making it look all pretty, but if you're not happy with me doing this, I guess I could always worry about her looks later, and just buy a temp armour (studded leather, which I'll get rid of the very moment I get enough gold for a chain shirt), as the idea was to buy a chain shirt right at the start and stick with it through the whole entire campaign, getting nothing else and just focusing on upgrading it. My AC will be poo regardless, so I'm trying to boost my HP up.

It's up to you really, but studded leather is too cheap to wear having been brought up by a Knight.

Other than that, I keep the armour and leave her weapon at her place until I have enough in game money to use it. A Barbarian with no weapon is a TV without a Screen. :p

Have a look at my character profile anyway. I'm just going to try and sort out the story now.


Paraxis wrote:

The bottom one.

Damage bonus from strength is independent from damage caused by power attack.

So 18 strength for +4 base = +6 because wielding weapon two handed.
Power attack for +3 because weapon is two handed.

Thanks a lot. I thought it'd be better to be safe than sorry. :)


Hey guys,

I was wondering; When you power attack with two hands it adds 3 damage onto your normal attack damage instead of 2.

So, with this additional damage, does it count after you've worked out your damage from a normal two handed hit, or can you add the power attack damage before totalling your two handed hit?

For example:

Without power attack: 2d6 + 4
Two handed: 2d6 + 6

So would Power Attack go like this:

2d6 + 4 + 3 (power attack)
Two handed: 2d6 + 10

Or this:

2d6 + 4
Two Handed: 2d6 + 6
Power Attack: 2d6 + 9

I'm thinking the bottom option, but it's just always confused me.

Thanks! :)


Acid:
Hey man, it's almost 3am here, but I just wanted to say I've finally made a build. Hopefully it won't become far too confusing to use, but if it is I'll just ask for help in the advice section on the more advanced rules. It should be fine though. :)

Feats:

Level 1: Alertness
Power Attack

Level 3: Improved Initiative

Level 5: Raging Vitality

Level 7: Intimidating Prowess

Level 9: Improved Critical

Level 11: Cornugon Smash

Level 13: Improved Bull Rush

Level 15: Raging Brutality

Level 17: Hammer The Gap

Level 19: Raging Throw

Alertness: +2 bonus on Perception and Sense Motive checks

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Improved Initiative: +4 Initiative

Raging Vitality: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

Intimidating Prowess: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Improved Critical: Double the threat range of one weapon.

Cornugon Smash: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Improved Bull Rush: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Manoeuvre Defense whenever an opponent tries to bull rush you.

Raging Brutality: While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a critical hit.

Hammer The Gap: When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.

Raging Throw: While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your combat maneuver check to the bull rush. Further, if you bull rush an opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take bludgeoning damage equal to your Strength modifier + your Constitution modifier.

Rage Powers:

Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.

Unexpected Strike (Ex): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.

Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.

Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.

Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 12th level before selecting this power. This power can only be used once per rage.

Guarded Life (Ex): While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.

Come and Get Me (Ex): While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack. A barbarian must be at least 12th level to select this rage power.

Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power. Taking this three times.


acid:
Ah, my mistake then. I was probably thinking Half-Elves as I had in mind they only get one +2 to anything (same as humans). Ah well, better safe than sorry. :p

I'm just trying to work out a level 20 build now, so I won't be too long (hopefully).

Here are the feats and Rage Powers I'm going through to work out what I think will help Adina the most:

Feats:

Shatter Defenses
Enforcer
Improved Critical
Improved Initiative
Critical Focus
Staggering Critical
Stunning Critical
Shield of Swings
Raging Vitality
Improved Bull Rush
Greater Bull Rush
Defensive Combat Training
Dazzling Display
Furious Focus
Stunning Assault

Raging Brutality
You expend some of your rage to strike your opponents with a more powerful weapon blow.
Prerequisites: Str 13, rage class feature, Power Attack, base attack bonus +12.
Benefit: While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a critical hit.

Raging Deathblow
Every killing blow gives you a surge of vitality, further fueling your rage.
Prerequisite: Greater rage class feature.
Benefit: While raging, whenever your attack reduces your opponent to –1 or fewer hit points, you gain 1 extra round of rage for that day. If that attack was a critical hit, you gain 1 additional extra round of rage for that day. Whenever you rest to renew your total number of rounds of rage per day, any extra rounds you still have from this feat are lost.

Raging Throw
You expend some of your rage to throw one opponent at another.
Prerequisites: Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6.
Benefit: While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your combat maneuver check to the bull rush. Further, if you bull rush an opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take bludgeoning damage equal to your Strength modifier + your Constitution modifier.

Gory Finish (Combat)
By drawing upon wells of savagery, you can slay your foe in creative and horrifyingly gruesome manners, intimidating nearby foes.
Prerequisites: Dazzling Display, Weapon Focus.
Benefit: When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you reduce your target to negative hit points, you can
spend a swift action to make an Intimidate check to demoralize all foes.

Hammer the Gap (Combat)
You repeatedly strike the same location, causing increasing amounts of damage.
Prerequisite: Base attack bonus +6.
Benefit: When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.

Quick Bull Rush (Combat)
You can barrel into your opponent and follow this with an attack.
Prerequisites: Str 13, Improved Bull Rush, Power Attack, base attack bonus +6.
Benefit: On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the bull rush.

Rage Powers:

Brawler: While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).

Come and Get Me (Ex): While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack. A barbarian must be at least 12th level to select this rage power.

Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.

Flesh Wound (Ex): Once per rage, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian's armor check penalty applies on this saving throw. If the save succeeds, the barbarian takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled. A barbarian must be at least 10th level to select this rage power.

Ground Breaker (Ex): Once per rage, the barbarian can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the barbarian manages to deal more damage than the floor's hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in these squares, except the barbarian, must make a DC 15 Reflex save or be knocked prone. A barbarian must be at least 6th level to select this rage power.

Guarded Life (Ex): While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.

Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.

Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.

Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 12th level before selecting this power. This power can only be used once per rage.

Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.

Raging Leaper (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.

Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.

Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.

Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.

Swift Foot (Ex): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.

Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.

Unexpected Strike (Ex): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.

Lots of deductions to make!

My primary focus is with her low AC, I want her to have Damage Reduction which if I use 3 Rage Power Slots up for and manage to afford Adamantine armour later on, she can get to 11.

Everything else is focused on Bull Rushing (does this usually take up a full round to perform and can I finish my round off by making a bull rush, or do I need a feat for this?), intimidating and life gaining.

My 4 points from levelling up will go on Con as I need as much life possible, and I'll try to save up for a belt of physical might (perfection would cost too much) to raise my Str and Con even further.

Will you be using rules that once all creatures have lost their HP, they'll be permanently dead, or are you going to leave them on the floor in negatives, giving them a chance to come back unless we attack them past their double con limit (making them die permanently)?

I'm just trying to work out if it's worth having feats that kill them 100% when they're already downed, to give the character a boost in whatever the feat allows.

The way I've always played is that once they lose their initial HP and are downed, they're classed as dead, but I think that's to save time for the GM's, so I just wanted to double check this with you. :)


That sounds fair to me. :)

You're the one running it so I don't want to dictate how you do things, but thanks for being so considerate. :)

I'm just going to sort out my stats in a mo and just to let you know, I think you're 5 hours behind me in time, so if I don't post from 8pm onwards (your time) it'll be because I'm in bed, but I usually stay up to 1 or 2am, so that'll be 9 or 10 your time.

My time zone is GMT London btw. :)

DM Acid:
I probably shouldn't be looking, but the party Witch has a build of 23 points. Is that just to give her a better chance of survival? I don't meta game so it won't impact anything my character does, but I just wondered as a player.

If you guys have some kind of arrangement, that's fine by me, but just wanted to say something in case she/he made a mistake on his/her character build. :)


Balodek wrote:
I agree 100%, he was a savage and proud of it, he felt city folk were soft. But he loved the entertainments of a city as opposed to the dour folk of his homeland. Until he took the throne (and after really) he was a savage to the day he died.

I do like his story. :p

Love the Arnie films of Conan as well. They may be old and can be considered as cheesy but they're great to watch. :D


Balodek wrote:
Actually Conan spent a lot of time in urban settings. He usually cited his general dislike of rustic living and a lack of opportunities for fun. :D

Hmm, but without spoiling my back story, could you really see him giving up the savage lifestyle and adjusting himself to live like normal, dignified city folk? :p

I can't elaborate much more than that, but with how he acts and dresses he is very much savage. He's a true Barbarian where as mine is somewhat of an oddity. xD


Acid: Aww, really?

It's strange, when I came onto these boards I couldn't work out why people were typing in third person. To me, third person is telling a story where as first person is playing the story.

With the Alias options for posts, it allows you to post as your character (name and all) and below this text box in the BBCode tags, there's an Out of Character code for when you're typing in first person, but want to switch to third person or ask your DM a question.

It goes like this:

"I run up a wall in an attempt to grab a ledge higher than I can usually reach."

DM: You fail your acrobatics check, falling down knocking yourself unconscious...

Really? That sucks. It must be a bad day for Adina.

So yea, I think the Alias' were intended for first person, but to be honest, it probably just depends on player preference.

I can probably do third person no problem, but it just makes things so long winded (and less fun for me, as my imagination works much better when I try to get into the mind of my character/s, acting like them at any given situation).

It all depends on what you're okay with though. Every time I play I act in first person, but if you're really against the idea, I might be able to mix the two making it more interesting, but whenever it comes to speech I just naturally have a habit of typing what she/he'd say in speech marks from a first person perspective. :)

I think it's part of the fun really. Typing in first person means you're actually roleplaying as your character and not just telling the story. It sure beats posting as yourself like you can do on every other forum. :p

Anyway, I'll get my stuff finalised (very nearly done). ;)

A normal Barb would have been far better for damage output, but makes little sense to me for this campaign setting. I see people like Conan living out in the wild or in small settlements temporarily that they find during their travels. So although it's less effective, Urban Barbarian is the best choice for her history.

Also, are you going to be including rules for chopping off limbs? Supposedly the rules for this are in Ultimate Combat, so I'll give it a look in a minute.

Thanks man. :)

I bet you'll be happy when this recruitment stage is over as you won't have to click on several hundred spoiler tabs. :p


DM Acid wrote:
Captaincortez - You were the one who convinced me to run CoT, so I feel it would be a horrible, horrible injustice if you weren't allowed in on it. That, coupled with the sheer amount of information you gave me leads me to believe that you'd be a great player to work with. For future reference, I would have preferred a character a bit more tailored to the AP. A refined, former feral child seems like a concept that would better fit in a game like Kingmaker. Still, she has enough motivation to move the game forward, so I'll accept her. You did a great job of taking a concept I was wary of at the beginning and turning it into a character I want to see in play.

Ah awesome, thanks very much. To be fair Adina has come a very long way to reach Westcrown. :p

I think where the lack of tailoring came into play was the fact I only read information about Barbarian's living in Westcrown and/or Cheliax, and read a great deal of the Cheliax: Empire of Devils PDF. I probably should have focused more on the players hand guide for Council of Thieves, but I think, strangely enough it all worked out for the best in the end.

It's been fun actually rediscovering Adina, as I lost/forgot all of her previous stats when I managed to play her briefly in CoT a year or so back. I barely reached level 3 before everything stopped and as such have forgotten pretty much everything from the campaign and everything about Adina.

I didn't actually have much of a back story before, so really discovering who she is in my head, how she acts, what her desires are and what kind of person she really is has been a fun little challenge for me.

I can write really well (head grows), but just haven't ever had the patience to sit down and write a book. Yet, when I really get into something I just can't stop writing and so I thought I'd give my first play by post my all, so hopefully you won't be disappointed and I won't roleplay her in a shallow way.

Question on the roleplay aspect; Will we be typing in first or third person?

I've always roleplayed in first person as I feel it's best to really get inside the mind of your character and it makes your combat actions fit into place better, as you're actually performing the moves, not just describing them.

I thought I should ask as I've had a look at other PBP's where some people play third person and others first person, even though they're in the same adventure path together.

I'm going to finalise everything tonight I think. I'll probably post a level 20 build (spoilered) just so you can have a good idea of where I intend to take her. It's going to be strange not having a map in front of me, pushing models around a table. :p


In that case I'll sort out my story tonight, then worry about doing a picture over the next week.

For now I think a description should be fine. :)


Acid: Have you any idea when you might start this once you've chosen the selected applicants?

I'm not trying to rush you or anything, but wanted to ask as I'm actually going to try to find time to draw up my character with my graphics tablet in Photoshop, to hopefully give everyone a good idea of what she actually looks like (instead of just having a female avatar that barely resembles her). In short, I'm just wanting to know what my deadline would be for doing such a thing. :)

As for backup campaigns, Council of Thieves is the main one I'd like to play (having been wanting to play it properly for a while now and managing to make a relatively solid back story for my character), but my runners up in no particular order would be:

Second Darkness
Jade Regent
Curse of the Crimson Throne
Carrion Crown
Legacy of Fire

I hope this helps. :)

Faelar: Something better than that map. It didn't do anything for me when I was reading over your campaign story so far. Descriptions are probably better than that (with all due respect to the guy who made it).


Ah, well I guess you could simply say "around you, you see small thatched houses when all of a sudden a goblin appears. It's currently standing 20 feet in front of you and 5 to the right" for example.

I could then say "Oh, okay. Well in that case I'll move forwards and diagonally right (5 feet but it costs a character 10 feet in movement as you'll know) and up 10 feet (so I'm in front of it)". I guess that's easy enough, though I'm sure you could probably describe it better than that. :p

Anyway, regarding the party numbers. The thing is, I don't think you should run two simultaneously if you have doubts as it'd prove to be far too much work for you. Both groups will probably end up in two different places entirely and although there would be separate threads for each PBP, it'd get confusing for you having to jump between the two so much.

On a side note, I haven't ever played in a group of 6 before, so that'd be new. Three or four's usually the number I play in. It might be good to see who gets on and who doesn't, but either way none of our characters will know each other to begin with, so characters may want to do their own thing and lean more towards teamwork the more they bond with each other. I think this is good for building character and developing in game relations. :)


Ah, thanks a lot Greycloak.

I'm perfectly fine with waiting until near the end of book 3 and moving a town seems way too much effort, making the surrounding Sandpoint map pointless. :p

I think I'll just go by the books for this and if I get a chance later on, I might include the idea. Otherwise I have a fairly good amount of stuff to go on. :)

Thanks guys!


Would you like me to mention anything else about my characters back story, or do you think we're pretty much done with me?

I'll finalise the feats I plan on using when I've had a better look at Ultimate Combat, but most likely these will be the first few feats I take:

Feats:

Level 1: Alertness
Power Attack

Level 3: Intimidating Prowess

Level 4: 1 point into Charisma (if it's very unlikely we'll reach level 20, maybe I should just focus on Strength as Intimidating Prowess will already give me +1 from Cha, +4 from Str and at by the time I'm level 3, I'll have 6 ranks in Intimidate, making a grand total of whatever I roll plus 11)

Level 5: ??

Level 7: Cornugon Smash - When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

I'm still deciding on Rage Powers too. Renewed Vigour is definitely one I'm going to take.

Also, I was told yesterday that having two Rings of Protection is pointless as the effects supposedly don't stack, so my AC would be 32 by end game assuming I can afford +5 Armour, a +6 Belt, a +5 Ring and a +5 Amulet.

If I take the Rage Power Guarded Stance, by level 18 or 19 it'd give me an AC boost of 4, taking me up to 36 AC. You don't have to be in rage for this to apply, but you can only use this ability a number of times per day equal to your Con modifier, so right now for me it'd be twice.

On top of this there's my Urban Barbarian class type that gives me +1 dodge bonus to AC when adjacent to two or more enemies. Sadly, it doesn't look as though this increases as I level up, but I guess an AC of 37 (under the right conditions) might not be terrible. I've got to rely on rolling good to get my life up high enough to be able to take damage. :p

Hopefully my 5 Damage Reduction (at level 20) will help out to a degree.

Will you be posting some kind of map to show where we are and where we can move to for each encounter?

If you're happy with everything, let me know if I should move on to choosing feats etc and I'll also put my back story into contextual order, possibly adding slight details if I feel certain aspects aren't descriptive enough. :)


Ah, I planned to do that anyway, but have never played with anyone who used the Leadership feat. It'd be interesting if they do choose it, but I think I'll just randomly put her in key places for the characters to meet her, and maybe stat her out as a capable helper.

That way she can freely join and help the party and go off to do her own thing. The characters may grow more attached to her that way.

Thanks. :)


Acid:
Just thought I'd add something.

I won't actually be using Rage a huge amount. Instead, I'll use it as a plot device.

For example, I'll only switch her rage on when she's intimidated a huge amount, afraid, angry or damaged enough, as it'll allow her feral origins to shine through over her lady like innocence during this state. People might be shocked or they might gain more respect for her, but the idea is she's very level headed, pretty, thin (but strong - so toned, but not a body builder or anything. Think of your typical beach/party babe as far as her body is concerned - averagely nice figure) and elegant but certain things can bring her original nature back to the surface temporarily.

This shows that her true roots never died. She just embraced them and merged them into her new life, in her own way.


Acid:
Yea, that's okay. I already have a place for her to stay for 2 months free (it's Ulrich who funded her, not her own funds), so that's fine.

I really hope I'll be alright, but 34-40 AC is still pretty poor. I'll have 14 AC at level 1 and have to rely on finding/buying two +5 rings and a +5 amulet to boost that up to 29....and then turn my armour into +5. Plus, a belt of Physical Might for Str and Dex. Lots of money. :p

I've got a few ideas for feats. Even though I could spend my feats on better things, I'll go with Alertness and Power Attack at level 1. Alertness due to my back story and power attack for a boost to damage, giving me about 20 max damage at level 1 (23 in Rage). Still, I'll only have an AC of 14 and HP at 14.


Oh, all of them?

I hope my Barbarian player doesn't read this, as he came across the thread earlier which is why I've been hiding everyone's names with just letters. :p

I read the extracts for the other campaign parts at the end of Burnt Offering's, but instead of getting S in when the story says, should I keep having her mentioned throughout the first book?


Acid:
Ah, no. Sorry, it's not a masterwork weapon. It's just a weapon that was modded sheerly aesthetically as a memento from her new family. I should have been a bit clearer on that, but basically it just looks fancy but works no better than a standard Greatsword. :)

The only thing I was asking really was if I could not spend the money for the sword as Sir Ulrich paid for it with his own money and aside from it looking fancy, it's just the same as a 50gp standard Greatsword. It performs exactly the same. :)

If I have to pay for it, it's no biggie though. I could always say 50gp went on food for my rental place instead. I dunno, I'm easy with whatever tbh. I just really want to play this. :D

Thanks for letting me swap out those skills btw. I really won't have an optimised character. Armoured Hulk was the best archetype I should have gone with to stand the best chance of surviving, but I'm staying true to her back story, which a lot of people don't seem to like doing. I might be able to get her AC up to around 37 or 40 by end game, but not much higher. I'll be sticking with Chain shirt all the way through the game.

As for her views on Westcrown. Having such a loving and happy personality (unusual for a Barbarian), she loves to meet new people but due to the Bandits killing her family, she hates anyone with evil motives and if given a reason is likely to turn around and try to kill them, but she wouldn't do it in cold blood. They have to do something first.

Having lived in Westcrown for a month, she's curious as to how people can live under such a Devilish reign without so much as a blink and wants to find out if it's due to fear or some other darker holding that runs deeper than just having Asmodeus as the prominent God.

She isn't religious but she is kind hearted and won't stand for the harming of innocent, good willed people.

If an evil character is in the party, chances are she'll ignore him/her altogether unless he/she makes remarks about her or tries to do something she strongly disagrees with. If that happens, she will attack with full force, but generally she likes to get on with everyone. She won't try to turn people from bad to good. She'll hope that they'll have the willpower to put themselves on the right path. Although, she's fully aware that in a City filled with Devilish and evil beings, this may not be a viable option.

In regards to how she'll support herself, she plans on getting a job at a high end clothing store (I don't know of any myself as I haven't seen shop names or anything like that in the players handguide, but maybe you have some suggestions and could say what shops get the most income?) and also doubling up as a security guard (when the situation calls for it).

She's very very effeminate but knows she can handle herself in a fight and is fully capable of both selling items of clothing and protecting the shop from any troublemakers.

P.s. It took me forever as well, but when I think about a story, I get really into it, so just have to keep going and going....like a duracell bunny. :p


Loren and cynarion: Wow, that's quite a lot of stuff to include tbh. Maybe they'll just be happy with how it is already and to give them more of a reason to visit Sandpoint I could forget about Kingdom and City building altogether and instead focus on making them officials or some kind of protectors of the place.

My problem is there's going to be a Titan Mauler Barbarian of the Shoanti Wind Tribe there, and his motives are to take back Varisia from the Chelaxians.....so I really don't know if he'll even care about the town of Sandpoint. Hopefully he'll develop a good enough relationship with SBH to make him care and change his ways.

We shall see I guess.

Would you guys suggest reading all of the books first, or do I only need to include the contents of book 1 for the first part of the campaign path? I haven't run an adventure path before so don't know if I need to read all of them first in order to make things more prominent early on that are only mentioned in the later books.

Like are there characters from the later books I should include early on in the story etc?

The way I read it was that they tell you enough about the characters a book in advance so that you can make their presence a much bigger impact later on by having them as recurring characters.

Such as including A in book 1 with his hunt, then shocking the players in book two with who he actually is.


Haha, thanks on the compliment! :p

DM Acid - Living in Westcrown:
Sorry for the late response by the way. I was typing a response up from Faelar's house and his computer decided to spasm out and delete the four or so paragraphs I typed up. Gutted.

Living in Westcrown for a month is fine by me. I've been looking through the Cheliax: Empire of Devil's book and it looks as though the most suitable place for Adina to be renting in would be:

Rego Laina: “Blade Sector,” is named for the many nobles, smithies, and armories here.

This is due to the fact she grew up under the care of Sir Ulrich Von Ousten (the Knight who took her in) and wanting her to stay safe, living in a middle to upper class area on her travels, he generously gave her enough money to last for a maximum of two months in living costs.

She frequently leaves her district to scout out and buy the latest clothes in fashion, as she likes to see what kind of clothes mix with her own Taldorian attire.

Would you agree that this is probably the best place to find all of the latest fashion? It seems that way from how the Cheliax book describes it:

Rego Pena: “Coin Sector” holds the more lucrative trades and many houses of dubious political or monetary standing.

Growing up in the wild and surviving the harsh conditions:
Growing up, Adina was always exposed to how her family (small tribe of people) lived, except being so young, she always had everything done for her.

Her people would take care of the children up until they reached the age of 14 (for boys) and 16 (for girls), where they were considered to be old enough to begin taking care of themselves.

Unfortunately, Adina had to grow up fast as she was only 7 years old when she lost her home and people.

After two days of crying, hunger struck. Adina knew she had to learn the skills she always saw her people using, as this was the key to survive.

In the burnt remains of her small settlement, she found a small rusted greatsword (most likely used by one of the younger boys who perished in the attack) and attempted to pick it up. It proved too heavy for her weak and frail arms, but it didn't stop her from dragging it into the woods with her.

To begin with, she stuck to eating berries and fruit as she knew it'd be a safe bet and sure enough aside from a few upset tummy's, she was good to go. However, it was water she lacked, but having heard of her people mentioning the Sellen River all of her life, she knew where to go for her daily supply. The only problem was, she only knew the direction it was located and not the exact location of where the river was, or what dangers lay ahead of her.

During her search for a solid supply of water, she had to drink from giant leaves and fairly clean areas (such as puddles that were formed in rocks and water from small streams). Aside from the lack of decent food and water, many dangers were present in the Verduran Forest. These were in the form of Snakes, Ettercaps, bands of obnoxious fey, river pirates, bandits, and even dragons, although her most common enemies were the forest’s more obvious dangers such as wild boar, bears, flesheating plants and massive colonies of giant vermin.

As each day passed, she grew more and more independent. After much determination she learned how to wield the greatsword, her arms adapting to the weight and feel of the blade. In order to survive against the living threats, she had to remain quiet while stalking prey and know when to hide. She eventually found Sellen River and scouted the area for a safe place to sleep/stay.

The next morning she found a small wild boar drinking water from the river. She didn't know this yet, but it'd be her first proper meal.

Located next to the river was a small bushell of berries that the wild boar seemed to like.

The boar was eating berries a mere 40 feet from where Adina was hiding. This was an opportunity for the poor starving girl. Adina decided to go in for the kill, swinging her greatsword up onto her shoulder and carefully approached a rocky area in fear of making a noise.

This rocky area was about 5 feet in height and directly behind the creature, at which point she decided to climb up the small rockface to get above the boar for an advantage.

The boar didn't notice her, and without making too much of a sound, she jumped down 5 feet onto the poor creatures back and dug her blade into its spine. Sadly this just angered the beast and made it squeel out loud. The beast ran up river with Adina still attached to its back and in a panic, she grabbed hold of whatever fur she could get a grip of, and repeatedly stabbed the beast in the neck.

After several minutes of running around, the beast ran towards the water where it came to a sudden stop, throwing Adina overhead into the river. Adina, still hanging on tight to the Boar while flying face first towards the water, pulled the beast in with her, where they both started to float rapidly downriver. Eventually, she found something to grab hold of, and pulled both herself and the dead boar to safety.

They arrived close to the Ruins of Nazilli.

The boar still had her sword wedged into its neck where she spent the next 10 minutes trying to dislodge it (it was rusty and stiff). Thankfully the water helped by washing the boars scent off, preventing other animals from tracking it whilst Adina looked for a cave to live in. This would be where she made her first fire.

As the months passed, she adjusted to this living style, learning of the surroundings and when the best times were to go hunting, occasionally having to move home from one cave to the next when things got too dangerous.

By the time a year passed, she became a stealthy and capable hunter, able to escape some of the most dangerous situations. This made her become feral, wild and incredibly alert to everything going on around her.

Shortly after turning 9, she had to change location once more where she found a pretty big unoccupied cave. It ran pretty deep and so instincts told her to be careful upon entering. She went in and everything was fine. However, she was woken up early one morning to the sound of a deep and loud "roarrrrrr". When she woke she found a bear steadily approaching her. The bear was too big for her to handle, and so all she could do was find a way past it to escape the cave. She managed this, but the bear chased her down south out of the forest completely.

Adina found herself closer to Cassomir than the Ruins of Nazilli, and this is where the Knight (Sir Ulrich Van Ousten) found her.

Her looks and sense of fashion:
It was by luck that the Knight found the girl, as he'd just left Cassomir after delivering an important message to the shipyard.

Upon taking the girl in, he was all too happy to share his knowledge of Oppara.

He taught Adina to read and write, showed her table manners, taught her how to talk to people politely, how to act like a lady and all about the Taldorian fashion.

Now, fashion was new to Adina. Having lived in such harsh conditions previously, she didn't have the the time to worry about her looks, and seeing such vibrant colours from the Taldorian fashion seemed very strange to her. Her people were used to wearing rags and fur clothing made from the animals they had killed. This was a sign of strength among her people, but she looked up to the good Knight and embraced the fashion he had presented to her.

Every day she went outside, she saw more and more beautiful women and decided that she too wanted to be considered beautiful. She hated living out in the wild alone. It scared her and traumatised her. She was only young and had to go through all kinds of dangers every day of her life, never knowing if she'd survive long enough to see the next day.

Now she was free from this life and loving what this new world had to offer her. Years passed and she grew more and more beautiful as time went on, surpassing those in looks who she looked up to, creating her own pretty but unique dress sense, mixing items of clothing other people wouldn't even dream of mixing.

This was her new love, but aside from trying out and buying new clothes, she had little to look forward to, which is why she wanted to travel to Westcrown.

She heard of their fashion and saw a few Chelaxian traders, but wanted to see their fashion sense for herself, first hand. This gave her the incentive to leave, but before she went Sir Ulrich Van Ousten gave her enough money to support her living costs for two months, and being a Knight himself, he was pretty friendly with his blacksmith.

The night before Adina left, he took her small sword and carried it around to his friend (Barrata) the blacksmith, where he asked him to de-rust it, melt it down and fuse the metal with his standard supply for a brand new greatsword, sized appropriately for the now 23 year old woman. When it was finished, Sir Ulrich got his girlfriend to sew together some gold, black and white Taldorian cloth where it was then attached to the handle.

Stitched into the cloth were the words (with love, Ulrich). The gold stitching on the black cloth stood out like a sore thumb, reminding Adina of her new found heritage and showing her that people still care.

She cried with happiness, hugged Ulrich and kissed him on the cheek before waving goodbye to him and his girlfriend, vowing to return one day. She saw Ulrich as a father figure and loved him with all of her heart. He was very protective of her and always served her best interest.

How her past has effected her:
Alertness: She may have long since left the life of the wild, but her alertness remains. Whenever loud or unfamiliar noises are heard, she immediately stops what she's doing and becomes cautious of her surroundings, stopping still to look around silently, cautious of the dangers that may be around her.

Nightmares: She quite often has nightmares that are a mixture of memories from her time out living in the wild, fused with her overactive imagination and past hauntings of the death of her real parents.

Sleeping: Even though she is now in a much safer environment, she always sleeps with her sword by her side, always managing to somehow keep her hand on it.

Sword: Dragging her sword across the ground at such a young age became a bit of a trademark for her, as did carrying it over her shoulder at all times. However, now she's older and capable of wielding such a weapon just fine, she only drags her sword along the ground whilst walking towards enemies she wants to intimidate. Normally she just carried her sword over her right shoulder with one hand, as it's just easier for her to swiftly put both hands onto the weapon and swing it straight into action. She doesn't like how much effort it takes to sheathe and unsheathe weapons and doing things her way saved her in the forest too many times to count. She relies on this method.

Equipment: Due to her keen liking for fashion, she likes to wear necklaces, rings and tiara's in order to look "proper". She also thinks wearing armour is a good idea due to growing up with a Knight. His ways became her own. So she should start out with a chain shirt that will have Taldorian patterns and materials embroidered into it (same colours as her sword handle/hilt).

Note to DM Acid:
I will be going with the Urban Barbarian Archetype as although I'd quite like to have the normal Barbarian, I don't think it'd fit in with my back story. So, I wanted to ask something.

The Urban Barbarian replaces the Handle Animal (Cha), Knowledge (nature) (Int) and Survival (Wis) class skills with Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int) and Profession (Wis) as class skills.

Would it be possible to swap out Linguistics, Knowledge (local) and Profession for Survival, climb and Knowledge of Nature due to her backstory at all please?

Urban Barbarian Archetype:
Every barbarian knows that city life can soften the spirit and the body, but some barbarians take on the trappings and ways of their adoptive homes and bend their savage powers to its challenges. While these urban barbarians’ rough edges are smoothed into civility, they can use their primal nature and upbringing to move with the ebb and flow of civilization’s natural rhythms.

Weapon and Armor Proficiency: An urban barbarian is not proficient with medium armor.

Skills: An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.

Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to inf luence crowds (Core Rulebook 436). This ability replaces fast movement.

Controlled Rage (Ex): When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Rage Powers: The following rage powers complement the urban barbarian archetype: boasting taunt**, clear mind, deadly accuracy*, guarded stance, intimidating glare, lethal accuracy*, no escape, quick ref lexes, perfect accuracy*, sharpened accuracy*, surprise accuracy, and unexpected strike.

Note: I'm thinking of making her good at both dealing damage with weapons and becoming an intimidating, Combat Manoeuver beast.

Also, due to her back story of finding a Greatsword, having it modded and given to her as a present, would it be unfair to not deduct that away from my starting money?

Traits:

Shadow Child - You’ve acclimated yourself to the dark, and thus act with greater precision in the shadow than most. When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area.

Reactionary - You gain a +2 trait bonus on Initiative checks.

Sorry for the huge post. I just want to give you good reasons for everything. It's 5am here and I'm pretty much done. I'll work out my feats either tomorrow or when/if you ask me to. :)


Olondir wrote:
Kingdom building comes into play should the PCs take control and run Fort Rannick. If I were you, I'd check out Greycloak's mashup campaign posts here in this subforum and see what he is planning.

I was reading what he had been running so far and it seemed really interesting, so if it's much better to Kingdom Build with Fort Rannick instead of Sandpoint itself, I guess I'll do that.

I've only read the first book properly so far, as I need to familiarise myself with that the most right now. I'll have to start reading the second book when the party reach about a third of the way through the first book.

Thanks. :)


Ah, my friend has the Kingmaker campaign, so I'm going to go around his in a bit to have a look at how it works for that, and hopefully I can then adjust things accordingly.

I had a quick look through Hook Mountain Massacre but didn't have much luck finding anything, so will have to have a proper look later.

Thanks a lot for the advice. If it becomes too much of a headache to make it work, I'll just forget about it, but hopefully it'll work out well.

I do like your faction idea. ;)


Ah sweet, what would suck is if I didn't get in, when I was the one who made the post asking about it! XD

I did my build last night, but as you don't want to see that just yet, I'll have to type up a back story for my character, but I'm heavily considering her to be an Urban Barbarian.

I'll put her Back story into her Alias section (that I made last night), unless you'd prefer me to do it in here?

Concept:
The concept might be a little strange to you, but basically she fights like a fighter (usually staying level headed), but she cares a great deal about her looks and fashion (after finding her way to Taldor and continuing to grow up there). So, if someone rips her clothes, breaks her nails, hits her or damages her hair, she will go into rage. It just won't be all the time.

I'm going to be getting a few details for Ultimate Combat from a friend tonight, just so I can have a look at Urban Barbarian and incorporate it into the story better.

Basic idea is, Adina has travelled to Cheliax (where the Council of Thieves is set) after living in Taldor for roughly 15 years. She got bored of seeing the same fashion every single day and wanted to be unique, to stand out amongst the crowd.

As such, she wanted to travel to Cheliax to find a way of mixing Chelaxian fashion with her own Taldorian attire. On top of this, she didn't have many friends back in Taldor, so came to to the City of Devils to see what it had to offer (relationships and adventure included).

The concept I originally had for her (which I intend to stick with); "Standing tall, this dark haired and gorgeous woman is happy, positive and confident. She moves with grace but always carries her Great Sword over her shoulder wherever she goes. She may be thin, pretty and innocent looking, but she's barbaric at heart and as strong as an oxe!"

I need to have a look at what two traits I can choose for her, and then give you a proper story, making sure I build it better around those two traits, but above is the rough concept.

She lived in a pretty small Barbaric settlement as a child, but it all got burnt down by overpowering bandits, looking to loot the place for what little it had, and well....they just felt like killing people.

Adina managed to sneak out into the woods, avoiding the dangers that ended her families lives, but when she returned, there was little more than ashes standing where her home used to be.

This happened to her at around the age of 7 and she was forced to embrace her instincts and look after herself for two years, without any parents to guide her. Naturally, she became pretty wild and slightly anti-social, but a Knight from Taldor found her and asked what she was doing out here alone (even with her feral nature, she still knew how to talk, and being only 9 at the time, she managed to explain what happened). She told him her story where the Knight took pity on her, promising to take her in.

He did just that and showed her how to live a happy life, teaching her how to read properly, how to write, how to dance, how to dress, how to act and even how to fight. She loved him for this, but when she got older, she just felt that it was time once again to explore the world and promised one day to return to Taldor (if she survives to the end of the campaign - Doubtful, knowing how hard campaigns are).

This is why she acts the way she does.

I'll give you the rest later (regarding the traits). ;)

Note: If I'm picked, I can either make it so she has just moved into a house, somewhere in the middle classed district of Cheliax, or you can conveniently have her looking around the shops when something happens, giving her the opportunity to get involved with the other PC's.

She's Chaotic Good but primarily does the right thing. She can just get a little carried away sometimes (flying kicks anyone?). :p

Race: Human
Class: Barbarian (most likely Urban from Ultimate Combat)
Alignment: Chaotic Good
History, personality and motivations: See above. :)

The concept above is in rough, so expect the full concept to be in order of her origins to present.

I write for a computer gaming news site and have been supporting the official Capcom forums for 7 years, running and setting up my own events with the Senior Online Community and Marketing Manager, so I think it's safe to say my English skills are fine. I'm an English 24 year old and hate it when people don't spell things correctly, but nobody is perfect, so I won't be complaining. :p

However, I'll leave it up to you to decide on whether or not you want me to play.


Hey guys,

Basically, I was wondering if anyone had any advice on how to merge the two together.

Why this could/should work:
For anyone who's played Rise of the Runelords (or GM'd it), Sandpoint is your home and pretty much the number one go to place where all PC's will be spending their time during the entire campaign.

As such, I thought rather than just having everyone as adventurers who can never do anything more than solve mysteries and fight things, I'd quite like to be able to find ways to make the PC's into town officials, and maybe even get them running the town itself.

I know Kingmaker did this, but due to not playing it myself, I know very little about it. I just felt that such a system could work.

Thanks in advance. :)


Ah, I don't suppose there's any update with this? :/


acidrica wrote:
I've been -thinking- about running a pbp, and if I do, it would be Council of Thieves. What kind of a DM are you looking for? I focus mostly on the roleplay aspects of the game, but that doesn't mean there won't be combat.

Probably a good mix of both combat and story really.

With the story elements, I could get a good sense of the world, the situations and things like that, helping me to imagine things better.

While playing a game like this, combat I feel should play an equal part, but I guess I'm pretty much easily pleased as I'm used to playing in Adventure Paths.

Humour, mystery, conspiracy, betrayal, death threats......it's all good. :p

I think if both elements could be seamlessly put together, it would be pretty awesome.

Are you planning on following the Council of Thieves Adventure Path books mostly, or getting really heavy in creating your own content for it mainly?

If you can mix the two elements together, I'll gladly play. :)


Twigs wrote:

Sounds good, then. If someone kicks the bucket though, prepare to make it as grisly and badass as possible. iirc, Derek's campaign journal on these boards had an PC kick the bucket here.

It left a smile on my face.

Ah, I'll have to try and find that. Cynarion's Journal is on this page, but I don't know if it's in there or on the next page. :p

Yea, I'll try to think of something at the time, such as maybe she ripped a PC's head and spine out of their body and threw it to the Yeth Hound (if both survive, and then get the Yeth Hound to shake the body to bits, or get Nualia to thrust her sword through their chest, rip out their heart with her fiend arm and then crush it in her hand etc...

One thing I wondered about though; Her Armour is pretty cool and someone like the Barbarian might want to wear it, so is it actually evil armour or can anyone wear it? It doesn't say anywhere that it's evil, but seeing as she is, surely some of her menace would have passed onto what she wears? Other than that, I could just let whoever wants it to have it, but I don't know if it'd fit a male Barbarian, and would be useless on a Rogue.

I guess I could always do what my usual DM does - If an Armour is magic, it adjusts to the size of the wearer.

Revan - That sounds pretty cool, but her life is crazy high. Still, her AC is pathetic in comparison to that. :p

Making people cower is an awesome thing to do if you got the chance, but I've never played any character like that, so it'd be new to me andmaybe some hard work to get it to pan out just as you want.


Twigs wrote:

Ah, that sounds like a good plan. I agree on the PC stats, but remember she's multiclassed in the book, too. And I find multiclassing decreases a character's effectiveness.

I believe she'd be CR 6 going by pathfinder rules, which has simplified things a bit, meaning your Nualia would sit around... CR 8? Correct me if I'm wrong, people.

It does seem a little high now that we've crunched the numbers. If you have a group of four or five or more I'd say things should be okay, though. Numbers count for a great deal in these fights. And don't forget everybodies favourite turncoat, Orik!

Orik? :p

Yea, it's probably a little high, but if I reduced it, I think she'd become a bit of a pushover. I gave the players a 25 point buy anyway, and I could always throw in a few Cure mod potions in the areas before her?

I just want them to know that death is very present in the game, and it won't be a walk in the park for them, but if they think and do things properly, they have a much higher chance of surviving.


I'm not really sure if this is best suited for here or the Gamer Connection subforum, but I'm interested in joining a Play-By-Post (not tried one before) for Council of Thieves if anyone wants to run it soon?

I've always gamed with 20 point buys, so 20 or 25 would be awesome, but basically I once had a character who a friend took over playing for one session that he got killed....except he *killed* her with Non-Lethal damage (rolling a 1 to kick down a door, getting a crit card that puts the damage onto me, and then multiplying it by three) and then everyone stopped playing the campaign.

So, because she didn't actually die (as I just found out recently), I really want to play her again, giving the campaign another try, but was hoping somebody would be running it from start to finish?

I felt it was worth asking. :)


Twigs wrote:

You misunderstand. Her CR is 6. With the yeth hound, it's 7. Pretty nasty, for a group of 3rd level PCs.

What is it in the books? Deviate from that and add 1. I'd suggest toning her down a little and dropping one of those domain powers. She can be scary enough as is, and depending on the power and numbers in your group, things could really swing either way.

Ah yea, I had her planned to only start using her domain powers when she loses a third of her life, and then use the rest of her nasty magic when she gets knocked down to half life.

She's CR5 in the book, but I thought with multi-classing her and giving her playable characters stats, she'd probably jump up two.

She'll be hard, but not as hard as The Carrion King we were faced with in LoF. Can't believe the DM went out of his way to kill us, but apparently he was just going by the book, and when the Centipede came out, it jumped up from a CR8 (for a party of 4 level 6 characters) to a CR 18. Crazy.

I think they've got it easy for this, haha. I was planning on swapping a Yeth Hound out for a Hell Hound, but tbh not only would it make things even harder, it wouldn't suit. I think Hell Hound's are for Devil's and Yeth Hounds are for Demons, and seeing as Nualia is working for the Mother of all Demons, it makes sense to keep it that way.

I was tempted to run We Be Goblins!, but don't think it matters if I do or not, as it doesn't seem to add anything to the Rise of the Runelord story.

Also, good job I didn't put an encounter of Goblins in there with her then, as originally, I was going to have her start by using her composite bow from afar, whilst the goblins attacked, but one Yeth Hound and her should probably be enough.


Ah really? I thought it was Druid's who had the spells, not Rangers, but ah okay then. Well, Rogue will do then yes. :p

That's a lot of working out to do for characters, so at a guess my Nualia is CR7....possibly 8, but her low life (40-50) isn't a huge problem especially if the PC's Crit once or twice.

Even still, they had better hope they roll well if they don't want to be killed in 2 hits, and they'd better hope she doesn't Crit them.

I've allowed the Barbarian PC to buy two Klar's and get them attached as Shoulder Plates (instead of the thin shoulder plates shown on the Bone Hide Armour), and said that each one would give him an extra 1 armour. I'm only really allowing it as I'm expecting the PC's to die, so they could do with as much help possible.

He's going to be using the Titan Mauler Barbarian Archetype to wield a large weapon, as it allows you to do that, dealing a little extra damage.


Ah okay, so Caster Level is any magic users character level (provided you stay the same class from 1st to 20th), and yea if you go Anti-Paladin two levels, you still keep 4 caster levels from Cleric, where as if you went Ranger or Fighter, they don't get Caster Level's at all, as they're not magic users?

Example: Cleric 4 (CL 4th Cleric) and Anti-Paladin 2 (CL 2nd Anti-Paladin).

Example 2: Cleric 6 (CL 6th Cleric) and Fighter 2 (CL 6th Cleric as Fighter gives you no Caster Level).

Caster Levels don't stack.

Think I have it then. :p

Also yea, I don't entirely know how you work out a CR, but I'm pretty sure I've taken Nualia up a few CR levels. XD

She's probably still beatable with a party of three level 3's, but she won't be easy. I know I'm still a little bit new to Pathfinder, but I did think I could make her a bit stronger, and I have. So, she should be fun.

If the Changeling Rogue gets behind her and the Barbarian stays in front whilst the Magus casts from afar (or attacks), they should be able to destroy her, but it all depends on what they do, how injured they are when they face her and whether or not they kill her Yeth Hound with ease.

As for Inner Sea Magic, I don't have that so can't look at it, but I've got The Inner Sea Guide somewhere, and I think that might have had a few useful things inside.


This sounds like a pretty cool idea for a way to bring back a playable character who the player really wishes to return.

Most DM's I've played with wouldn't allow for such things and just go with the "unless you have spells that can raise dead, breathe life back into a body or pay to have the character resurrected, the character is permanently dead and can never come back" rule.

It's pretty imaginative for a little quest and can also serve as a break from the main campaign objectives.

DM's can include this even if there is no dead character, just to show the party that there is a way to bring themselves back to the world of the living, as it's pretty obvious that this is what you're leading up to. :p


Name: Isaac
Race: Halfling
Class: Two Weapon Fighter
Level 6
Max HP: 48
Adventure: House of the Beast
Where: By the door to the tower on the left, horizontally sideways to The Carrion Kings Throne.

Cause: I forgot to ask the Alchemist (Davor) for a potion of Bull's Strength and Bears Endurance, went walking in with a smile (thinking I was going to die anyway) and then stood defensively which boosted my AC to 24.

One hit from the raging beast dealt 25 points of damage to me, so I 5 foot stepped backwards, downed a potion of cure moderate wounds (rolled a natural 1 which I kept doing for everything that concerned life) and was stuck in a situation.

I had the Sorcerer of Sarenrae behind me (Caim), a pit to my right and a door to my left. I could have fled through the door and jumped out of the top of the tower with a ring of featherfall, but if I did that chances were the Sorcerer would be killed as he was right behind me. The pit seemed a bit too much of a bad idea to jump down and pondering the tough situation (I loved my character), I told the Sorcerer to run and just stood there defensively again (I had three attacks by this point, but didn't use one of them as the King had reach and I'd already 5 foot stepped back to heal) and knowing my time was up I just stared up at the Kings face and smiled.

His next hit took me down to about -16 and then he attacked me on the floor again just to make sure, which took me to about -37.

The Sorcerer then ran and as the King chased him, Davor popped out of invisibility with an attempt to sunder and rolled a natural 1, then got mauled by a full attack (taking him to -16).

The sorcerer then ran with a slowed double movement (he forgot to take his familiar off of his shoulder), and the King double moved up to him and still got a full attack off....killing him outright.

Then the Zen Archer Monk (who was incredibly overpowered to such a point it was ridiculous) started jumping across the pit with his incredible jumping abilities, so the King couldn't reach him.

Out pops a giant Centipede (which apparently boosted the CR up to 18) that did about 30 odd damage to him and poisoned, so he runs around and jumps across the pit again (DM forgot to do the attack of opportunity and forgot to include poison damage every round), and he runs out of the door we all came through and escapes without checking to see if we're alive (the DM put the Kings Advisor in the doorway and forgot he was there, as he was planning on skewering the Monk - what with waiting there, invisible with a pike stuck out, facing forwards for the Monk to run into it).

The monk bullied my halfling and slung slavery jokes at him all of the time (even though he was an ex Gladiator, not slave), calling him his halfling, kicking him through doors and everything, and Isaac never attacked back as he knew it'd be fatal, but just didn't realise the Sorcerer and Alchemist (ex slave) would have backed him if it came to it.

Nobody liked the arrogant Zen Archer. He went on about teamwork all of the time, telling us to work together, and the one time we did, he was the one to run off. Anyway, he then jumped out of the tower window that we originally climbed in through, picked up the slaves we found and then 8 Unchosen Gnoll's appeared. He threw an Elemental Stone at them and that summoned a large Fire Elemental which they took out (though it took a few out) and when the Gnoll's approached him, he thought forget this, left the slaves behind and ran away. I think he was on about 3hp and should have died.

Anyway, that's where the campaign ended.

Other deaths:

Name: Caim
Race: Human or Dragonborn with the Draconic Bloodline I think (he was going to go into Dragon Disciple).
Class: Sorcerer of Sarenrae

Name: Davor
Race: Half-Orc
Class: Alchemist Bomb Thrower (he was incredible at killing large creatures)

Should have died:

Name: Daikyu
Race: Half-Elf though his character pic was a pure elf)
Class: Zen Archer of Sarenrae

Ah, poor little Isaac was a good guy and in the battle market after he put his scarf over the top of his head and looked down, he walked around to the right (past the bar and back around towards Haileen) and then looked up swiftly and stabbed the Half-Ogre (or Ogre, I can't recall) in the back, dropping him to the floor.

He then managed to hold off 10 gnoll's and 2 bug bears (killing them all) which built up a pile of bodies bigger than himself, so he climbed onto a table and continued killing them all from height, and ended up taking them all out whilst only taking 1 hit during the entire encounter(losing 10hp). People were impressed and so was I.....so he jumped into the middle of the central arena and celebrated (clever), where he was surrounded by 4 smuggler rogues and punched by one of them as a warning (there was a parlay arranged by Almah I think it was, so they weren't allowed to kill me) to not jump into the arena for any reason, other than to fight unless you want to willingly die (I thought the place was empty after this encounter, as did my 7 intelligence Halfling).