Emmit Svenson's page

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Whoops! The link to my sample PBP gameplay post was broken. I've fixed it here.


Hatashi Iancu wrote:
Emmit Svenson wrote:
Please accept for consideration Reinhart Rowman, a Kitsune scamp who may not be the wisest choice the moon could have made for a champion.
Oh hey. I recognize that name. Nice.

Fun! Have I bumped into another Pierre de Saint Cloud fan, or has someone more modern drawn on the same sources I have?


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Please accept for consideration Reinhart Rowman, a Kitsune scamp who may not be the wisest choice the moon could have made for a champion.

Concept:
Reinhart will be a Kitsune Lunar Oracle with a full bag of tricks, including shapeshifting for disguises and combat, enchantments, illusions, and divine healing.

Background:
Malpurdy, a small and seemingly unremarkable town near Sandpoint, is actually one of the largest kitsune settlements on the Western continent of Golarion. Kitsune travel there from distant lands to pass messages along to their far-flung families, to find mates, and to raise their kits in peace. The townsfolk tell each other that they pretend to be a human settlement for the sheer fun of pulling off such a long and successful trick, but many privately admit that it feels safer not to stand out too much. Even rogue and ne'er-do-well kitsune across the nations keep the secret, knowing they might someday need to lay low in some quiet place.

For Reinhart Rowman, the town was always too quiet. Born with the white fur common to kitsune oracles, Reinhart knew from a young age that much would be expected of him, and seesawed between impatience for his life to begin and the urge to shrug off all responsibility and run free.

The wily elders of Malpurdy found ways to channel Reinhart's exuberance, enlisting him to patrol the wilds around the town with the cool-headed rangers that watched for trouble. That's how he first met Shalelu. He'd heard a hundred stories about the heroic elven guardian of the wilds, and how she'd saved Malpurdy and other towns from a host of troubles, and she was even more impressive in person. He developed a kind of hero worship of her common enough among kitsune youth: A nearly obsessive desire to follow her around and prank her incessantly. Fortunately for everyone involved, Shalelu was clever enough to avoid his little schemes and wise enough not to take offense.

Not everyone in Malpurdy was as fortunate, and many breathed a sigh of relief when Reinhart's destiny finally revealed itself. One bright night, he found himself high on a hilltop having a drawn-out conversation with the full moon. Not much of what they said to each other made much sense to him afterwards, but he remembered this much: He should make a pilgrimage to conduct a lunar ceremony for the well-being of Malpurdy during a total solar eclipse. The elders of the town consulted their astrological charts, and realized all the eclipses for the next few years would be in Tien Xia, their people's ancestral homeland.

Reinhart is quivering with excitement at the prospect of such a grand and auspicious journey, especially since learning that Shalelu will be in the caravan as well. He's also enormously proud of the guardian the moon has given him for the trip, a young white tiger whose appearance in the Western continents is a complete mystery. The only thing that would make it better would be if he didn't have to keep Malpurdy's secret...but perhaps he will figure out a way to reveal his kitsune nature without raising suspicions about his hometown.

My PBP Experience:
I've participated in plenty of play-by-post games over the years. My longest-running one of the Paizo boards was as a Bard named Sour Heck in a long-running (but, alas, incomplete) Carrion Crown game. Here's an example of a gameplay post.


I'd like to lean in to the Taldor-ness and intrigue of your game with a courtier duelist character, an apparent fop who for a fee will publicly insult his patron's rivals until they challenge him to a duel, then humiliate them again. (The film Rob Roy is an influence here, as is the film Ridicule.) Rondelero Swashbuckler seems perfect for the setting and concept. I plan for his wit to be as sharp as his blade; mixing Swashbuckler with Bard levels seems like a good way to embody that.

But before I tackle the mechanics, could you answer a question related to the Elephant in the Room rules? I've never used them, and I like how they seem to open options up for martial characters, but I wonder if they make Swashbuckler less appealing. One of the benefits of being a Swashbuckler is that you get a version of Weapon Finesse at first level, so if it's given to everyone for free, it seems to me that the class loses some of its relative power. Do they get something else to compensate, such a different bonus feat?


Have fun!


Name: Nigel, Lord Mutherington the Flagellator

Alignment: Chaotic Evil, which in Lord Mutherington's case means a total disregard for law and order, except for orders he gives and rules he just made up. He rather enjoys being part of a band of villains, though, and understands the value of teamwork.

Basic Concept: Bard, possibly with a cavalier or swashbuckler dip. I appreciate not having to hash out a full 7th level character sheet before knowing whether I'm playing, by the way. Thanks.

Role: Buffs for all, ranged attacks, teambuilding, instigating.

Why he sold his soul: Having angered the demon lord Socothbenoth--who knew the high priestess of a demon cult would raise such a fuss over embezzlement, or that a demon lord would care so much about one granddaughter's murder when he undoubtedly had thousands?--Lord Mutherington realized just how awful eternity in the Abyss was going to be for him. Changing his ways at his age was clearly not an option, so he arranged to trade his soul and a lifetime of service in exchange for a guaranteed afterlife of wealth, health, youth, and rank. The really brilliant part of his plan was that he sold his soul to a devil, so there was no chance whatsoever that he would end up facing Socothbenoth's wrath in the Abyss! Genius, pure genius!

How and when he died: Shortly after making the pact, Lord Mutherington threw himself off a tower, so his "lifetime of service" was in fact only a few hours. Ha! Ha! A foolproof plan!

His fatal flaw: Lord Mutherington is simply never satisfied. More than once he's turned victory into disaster by reaching for a little more than he can grasp.


Congratulations to those who got in, and good luck!


GMMichael wrote:
Dang way harder than I thought by limiting the amount of entrants.

Anything we can do to help? Got questions?

I want to advocate for halflings from different walks of life teaming up to make a Chelish stronghold more just to their people--or maybe just to reach jars on high shelves. Sounds like a great campaign.


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Eltand Hillhold wrote:
Emmit Svenson wrote:
...a party that's half made of three very different halflings could be delightful!
All we'd need is a Trenchcoat of Disguise Self.

Oooh, I call arms! No, wait, head! No, arms!

Samwise: I'll be the legs again then, Mr. Frodo?


AGamer70 wrote:
Ugh, guess I should have stayed up a bit longer laat night to post my alchemist.

A party that's half made of three alchemists might have some limitations, but a party that's half made of three very different halflings could be delightful!


Name: Quinby Thriver
Race: Halfling
Class: Alchemist (Grenadier)
Starting Wealth: 3d6 ⇒ (3, 5, 2) = 10 x 10 gp
Campaign Trait: Darklands Delver
Motivation: Quinby has left Leidstadt University under a cloud. Though he had a flair for alchemy, he spent too much time carousing with his dueling fraternity and not enough time studying history, ancient languages, or any of the other disciplines relevant to his declared field of archeology. He became an embarrassment to his mother--a tenured professor with academic and political ambitions--and at her insistence is spending a year abroad.

His pride stung, Quinby intends to return to Lepidstadt in honor, having led an archeological expedition to rival even the exploration of Kalexcourt. The Emerald Spire, so near the borders of Ustalav, would be the perfect site. Unfortunately, the journey to Fort Inevitable was more expensive than he expected--who knew there would be so many bandits on the way, or as many pubs?--so first he must raise new funds as best he can in this city of rude Chelish humans. Only respect for (and, to be perfectly honest, fear of) the Hellknights has limited his retorts to the people who call him "slip" to cutting words instead of bombs.

GM Michael, I'm perfectly willing to do all the crunch, etc. if it helps you reach a decision about who to accept. Let me know if you want that, or if you have any questions.


GM Ragged, Castle Amber was my favorite module back in the day. Would you be willing to share your conversion notes?


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Your character could be Numarian. Either playing in that setting, or an expat from the Technic League or whatever. Other backgrounds make sense. A Warpriest of Brigh. A Lashunta ranger. Anyone with the Technologist feat.

Arcane Duelist bard would appeal too. Whip proficiency, enchant your own weapon without spending a feat, spell support, lots of melee-friendly bonus feats.

I can understand people wanting to throw up roadblocks, but rules forum talk here: This is a legal use of the enchantment, right?


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People love the Falcata for its 19-20/x3 crit range. A monowhip is significantly better, with a crit range of 18-20/x3, plus it hits touch AC and does 2d6 damage at medium size. Unfortunately, the list price of a monowhip is 70,000 gold, before enchantment.

You can just buy a +1 Transforming light melee weapon for 12,500 gold and change it into a monowhip, right? Better still, a +1 Keen Transforming one for 18,500. Sure, batteries will jack that price up over the long run, but who doesn't like those savings? Heck, enchant it yourself and pay just 9,500.

Seems like a golden option for any slashing grace whip character, such as a dex-based warpriest. (The monowhip doesn't allow you to add strength to damage, but dex is fine). You can keep the dang thing in whip form when you don't feel like burning batteries.


Yes, we'll search the ground floor thoroughly before investigating elsewhere.


Specializing in controlling undead will not make her a very effective combatant against PCs. However, she can use enchantment buffs like Heroism and Greater Heroism, Grand Destiny, and (especially appropriate) Lover's Vengeance on her undead allies. Add in high value buffs like Haste and she'll make midrange undead like ghouls and mummies deadly. Or, good lord, imagine a group of greater shadows buffed with heroism, haste and mass eagle's splendor.


Actually, a necromancer could, given a couple of standard actions, use Animate Dead on a skull to create a beheaded, perhaps a giant screaming beheaded if the demons were particularly big. Or with just a little GM license, the necromancer could animate them all as a beheaded swarm.

Probably not worth losing sleep over.


Instead of mixing fighter and monk, mix fighter and warden archetype ranger. 3 levels of ranger gives you endurance as a bonus feat, and the warden archetype will let you pick underground as a favored terrain at first level. What's more stony than favored terrain: underground? What's more guardianish than a warden?


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Drop all your potions in a Handy Haversack. Not only will you not provoke when you fetch them out, you won't ever have to worry about grabbing the wrong one.


To the OP and any stickler for style, I would suggest Nine Princes in Amber by Roger Zelazny, the first slim volume in a classic swords-and-sorcery series. Zelazny's writing style will satisfy the most discerning literary palate.

If it's in-depth characterization you're after, try The Curse of Chalion by Lois McMaster Bujold. The author is a close observer of human nature and tells compelling stories around the choices people make.

If you want both style and depth, try A Wizard of Earthsea by Ursula LeGuin, another first in a classic series. The first book has much in common with contemporary YA fiction, but from there leads out into magnificence.

And I really suggest you pick up Martin again. His books reward a deep dive and a close reading.


I am in one gaming group at the moment, GMing a 5th edition D&D group of first-time players through the published adventure Out of the Abyss. Three of my five players are high school girls, one a twentysomething female grad student, and one another man my own age, mid-40s, father of two of the high school students. Most are white; one high school student is black.

The table dynamic feels pretty comfortable--I'm sure the girls would be rowdier if we old men weren't there. The AP starts out with the characters slaves of the (matriarchal, racist) Drow, and I'm trying to be conscious of the real world issues this can raise.


Mrakvampire wrote:

Sorry for necroposting, just read the spell.

Intensified Battering Ram would deal 10d6 per ram ...

No, an intensified Battering Blast would max out at 7d6 of force damage per ball at 14th level.

Intensified Spell increases a spell's maximum number of damage dice by 5 levels, not 5 dice.


When you're independently wealthy, look into Dwarven Forge or another of the recent 3D mini terrain makers.


For simplicity's sake, I believe a +5 Human Bane longbow firing +1 Flaming arrows should have exactly the same effect as a +5 Flaming longbow firing +1 Human Bane arrows.

That is, 1d8+7+2d6+1d6(fire) damage.

Why make things any more complicated than they have to be?


Taking the Arcane Strike feat is a small investment that boosts bard combat damage. Other small investments include choosing spells like Bladed Dash, Heroism and Good Hope that increase attack opportunities and buff the bard and her allies.


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This entire thread is taking place inside a Zygomind. Wake up, fools! Wake up before it's too late!


A non-Mauler weasel could be designated as the toucher for touch spells and add, say, Cacific Touch to its bite damage each round.


Thüm also shakes the robot's hand. "So old age gnaws robots too. Men made you, robot? Hah! Gods made Thüm." Veins bulging, his smaller hand grips the metal one tighter and tighter. "No, no! Squeeze like we are men! Hmm. Little better." All smiles, the barbarian lets go, and turns to Vestly.

"Rockmother said thugs entered caves and disappeared. Rope Fists?"


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Imagine the terror when the characters discover the name of the elusive enemy they've pursued for many adventures is..."Madame Gazebo".

Other possible killer NPCs: The Gazebo Knight. Gazebo the Mad. Doctor Gazebo. The Dread Pirate Gazebo. Count Maladicti Von Gazebo. Gazebo, Destroyer of Worlds.


Is the ground by the paths completely impassable, or is it difficult terrain?


The Indescribable wrote:
Just checked all the abilities line up, uc barbarian is fully compatible with savage technologist

Sort of. Savage Technologist is a sword-and-pistol archetype that reminds me of Travis Morgan, the Warlord of Skartaris. The archetype's rage boosts dex, making it useful with firearms. The unchained barbarian's rage boosts only melee attacks and thrown weapons.

If it's a sticking point for the GM, I'll gladly submit a different class. Just thought it was worth asking.


I'm definitely interested, but before I build a character to submit, I'd like to make sure of something...

GM Shady wrote:
- Classes: Core/Base/Hybrid/Occult. No Alternate. Where Unchained variants exist, I expect them to be taken.

I'd love to build a Savage Technologist, but I think it would only work as a vanilla barbarian, not as an Unchained one. Are you firm on only accepting Unchained Barbarians?


BigNorseWolf wrote:
Emmit Svenson wrote:
The problem with Flagbearer as I see it, especially if/when you get the Banner of Ancient Kings, is that it's ridiculously easy to sunder a flag.
That and a mending spell means someone spent an action getting to you and another attacking you... not a bad deal

Meh, any orc mook with a reach weapon can sunder a flag. The BBEG won't need to waste any of its actions.

Mending's probably not going to help with a BoAK--with 0 hardness and few hit points, it will be destroyed, not broken.

However, I see that Greater Make Whole from the technology guide means you only need an 8th level cleric in the party to restore the BoAK--used to be you needed a 16th level caster/scroll of Make Whole. That's a step up, but you're still stuck with terrible negatives until you can get off a 10-minute spell, which you probably didn't prep at the day's beginning.


Secret Wizard wrote:
Sadly it doesn't work - designers have said that it removes the STR/DEX penalties from fatigued, but not the condition itself, which prevents Rage Cycling.

Oh, I haven't seen that. Do you have a link or reference?


Sorry, just saw that you don't want a cleric. Inquisitor of Pharasma would be pretty stellar too, as would a warpriest of Pharasma. NE alignment is a possibility, if you want to be wicked as well as sinister.


Carrion Crown is set in Ustalav; the nation's patron deity is Pharasma, who is a straight-up death goddess. Play a cleric of Pharasma (d8 caster, medium armor proficiency, 3/4 BAB, can definitely hit and get hit) and you get to be a full caster, tear up haunts and undead, and have tons of influence on the NPCs you meet, but you can also justify playing a completely morbid and death-obsessed character.


Invigorate is a great bard spell for a bloodrager primalist. Rage cycling ahoy!


The problem with Flagbearer as I see it, especially if/when you get the Banner of Ancient Kings, is that it's ridiculously easy to sunder a flag.


If your illusionist is Illusion School, she can cast Greater Invisibility up to 12 times a day as a swift action thanks to the 8th level school power Invisibility Field.

If you have an improved familiar, it can hit you with Vanish from a wand.

Combine that with a Nondetection spell to hedge out See Invisible and similar divinations.

Alternately, at level 12, you might want to research an illusion spell that conceals spellcasting. Ask your GM.


ASoIaF as it stands, incomplete, is a monumental achievement. I'm glad GRRM is taking all the time he needs to finish; a generation from now, no one will give a damn if it took three years or eight years for him to finish a book--all that matters, his legacy, will be the quality of the final product.


Faced with Displacement or Mirror Image or whatever, couldn't someone who has cast True Strike simply close their eyes, thus granting their target concealment--which True Strike negates--and so bypass the purely visual defense of the spell?

("But with the blast shield down, I can't even see! How am I supposed to fight?" "Your eyes can deceive you. Don't trust them.")


Imbicatus wrote:
You also may run into the Strict RAW group that says your can't even use the feat, as you can't make a free action reload your bow off-turn.

From the SRD:

Quote:
Not an Action: Some activities are so minor that they are not even considered free actions. They literally don't take any time at all to do and are considered an inherent part of doing something else, such as nocking an arrow as part of an attack with a bow.


I really love the Golarion setting, and I hope that Paizo ends up writing some 5.0 Adventure Paths set in Golarion.


Iron Gods.

Way of the Wicked.


GM Bold Strider wrote:

I cannot think of any court where ...making a scene where you storm off would be even remotely permissible.

Forgot to mention--this is where the change in court formats made things rather awkward. I didn't expect crossexamination to be part of the scene because it never had been. Heck wasn't trying to storm off, he was simply leaving the dock. Had I known the scene would continue, he would have remained.

Iesha Shadowstar-Petrosca wrote:
I don't want to lose Sour Heck over this.

I think we're all committed to working things out as adults. Even in the unlikely event that we can't reach an understanding, we have a multitude of options. Sour Heck leaving the game is waaaaay down on that list of options.


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Matthew Downie wrote:

Inspire Competence +2, available to a level 3 Bard: "A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance."

FAQ: You count as your own ally.

Inspire Competence, Two sentences later :

Quote:
A bard can't inspire competence in himself.


Does everyone agree that a spell from a scroll or other spell completion item doesn’t require a concentration check to complete if the caster takes damage while using it?


If someone takes damage when attempting to activate a spell from one of the following magic items, must they make a concentration check to avoid losing the spell?

A spell completion item (like a scroll of cure light wounds--can the action fail, and if so is the scroll used up?)

A spell trigger item (like a wand of cure light wounds--can the action fail, and if so is a charge used up?)

A command word item (like a holy mask of the living god, which can cast cure light wounds 1/day--can the action fail, and if so is the daily use gone?)

A use activated item (like a potion of cure light wounds--can the action fail, and if so is the potion ruined?)


Dazzling Display has some advantages over Dirge of Doom: You can use it while maintaining Inspire Courage, and you can make it a combo with Intimidating Song later on. On the other hand, you could learn Blistering Invective as a second level spell and save yourself some feats.

Arcane Strike is an excellent way to boost your bard’s combat ability.

Improved Initiative means you’re more likely to get your buffs off before the enemy acts.

Spellsong allows you to disguise your spells as performance, which can be extremely useful, especially if you’re going to be a ruler who makes lots of speeches.


Greater Dispel Magic is cast as an area dispel in a zone that contains someone who has cast Shield, Magic Circle Against Evil and Undeath Ward. Assuming the dispel check is high enough to defeat all these spells, would all three be dispelled? The area dispel should affect all area effect spells plus one spell per creature--do the emanations count as spells on a creature or as area effect spells for this purpose?

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