The Jester

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Organized Play Member. 296 posts (1,387 including aliases). No reviews. No lists. No wishlists. 33 aliases.


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Quick gearing question. What are your thoughts on Automatic Bonus Progression (basic rule adjustments are half wealth per level but starting on level 3, you get innate/attunement numerical bonuses to weapons/armor/stats - so that you don't have everybody wearing a Cloak of Resistance + Stat-boosting item + Ring of Protection + Amulet of Natural Armor + etc).

Also, when is recruitment closing and when do you want to kick off the game?


I assume this would be noted in the recruitment post once it's up but I'm gonna ask anyway just in case so that I don't forget: do you have a preference for character creation starting point?
1. Total new character with memories
2. Total new character amnesiac
3. Migrated character with memories
4. Migrated character amnesiac


DarkOne the Drow wrote:
perhaps shifter-druid

Isn't shifter already an alt class of druid? Would it be worth it to combine them in gestalt?


Would it be possible to have a no-known-background character show up? Don't get me wrong, I have plenty of characters I've never been able to use or could come up with something new with little effort, but I've never played an amnesiac and depending on how our past lives may or may not impact this story, I feel like an open-ended book could give us some sort of plot-within-a-plot and also giving you a way to feed relevant info into the group.


Hi Philo. This recruitment has not been closed yet, but it seems like it will be soon(ish). I do see both of your posts btw.


Jereru wrote:
a way to bypass immunity to electricity damage

3.5 Consecrate Spell feat. Turns half the damage to divine that bypasses resists and immunities.


Sebecloki wrote:
male priests of Lloth, half-aboleths, dragon-drow sorcerers who rule the house instead of priestesses, etc.

And across the planes, hundreds of thousands of drow cried out in anguish and fear as Lloth herself raged at the blasphemy.

Either that or, basing on the theory* that Drizzt was an unwitting champion of hers, she'd give full blessing because of the chaos it would bring to the "natural" order.

*I haven't picked up any of RA Salvatore's books in a very long time, so this may have been outright stated or disproven and I wouldn't know.


Stat rolls:

Stats #1: 24d6 ⇒ (2, 5, 3, 4, 6, 2, 4, 6, 1, 6, 4, 1, 1, 5, 2, 1, 6, 4, 1, 4, 3, 5, 6, 6) = 88
Reroll 5 1s: 5d6 ⇒ (4, 5, 6, 1, 2) = 18
122223344444455556666666 101
344444455556666666 89

Stats #2: 24d6 ⇒ (6, 3, 4, 6, 6, 5, 2, 6, 6, 3, 4, 3, 1, 4, 3, 6, 1, 2, 6, 4, 4, 4, 2, 2) = 93
Reroll 2 1s: 2d6 ⇒ (5, 5) = 10
222233334444445556666666 101
334444445556666666 87

Stats #3: 24d6 ⇒ (3, 6, 3, 3, 2, 5, 3, 4, 1, 2, 2, 1, 1, 1, 6, 2, 1, 4, 2, 5, 5, 5, 3, 5) = 75
Reroll 6 1s: 6d6 ⇒ (2, 3, 1, 4, 2, 6) = 18
122222222333334445555566 81
222333334445555566 70

Stats #4: 24d6 ⇒ (2, 5, 5, 1, 4, 1, 3, 4, 6, 2, 2, 4, 3, 3, 1, 1, 4, 5, 5, 1, 2, 3, 6, 2) = 75
Reroll 5 1s: 5d6 ⇒ (4, 5, 4, 6, 4) = 23
222233334444444455555666 95
334444444455555666 81

Stats #5: 24d6 ⇒ (2, 2, 4, 4, 2, 1, 6, 5, 3, 1, 6, 2, 1, 6, 5, 6, 2, 1, 3, 2, 4, 5, 1, 2) = 76
Reroll 6 1s: 6d6 ⇒ (1, 5, 2, 2, 4, 4) = 18
122222223344444555556666 90
223344444555556666 79

Stats #6: 24d6 ⇒ (2, 1, 6, 1, 4, 2, 6, 3, 1, 6, 5, 1, 1, 1, 4, 6, 5, 5, 1, 5, 3, 1, 6, 4) = 80
Reroll 8 1s: 8d6 ⇒ (5, 4, 4, 6, 5, 4, 3, 1) = 32
123334444445555555666666 107
444445555555666666 91
664=16(+3) 664=16(+3) 664=16(+3) 555=15(+2) 554=14(+2) 554=14(+2)

Stats #7: 24d6 ⇒ (4, 1, 5, 3, 1, 5, 1, 4, 3, 4, 3, 6, 4, 4, 4, 2, 5, 6, 6, 5, 4, 1, 3, 1) = 85
Reroll 5 1s: 5d6 ⇒ (6, 3, 2, 3, 4) = 18
223333334444444455556666 98
334444444455556666 82

Stats #8: 24d6 ⇒ (5, 1, 6, 1, 6, 6, 6, 1, 5, 1, 3, 1, 1, 3, 4, 5, 3, 3, 5, 1, 1, 5, 3, 6) = 82
Reroll 8 1s: 8d6 ⇒ (4, 6, 4, 6, 1, 3, 5, 2) = 31
123333334444555555666666 103
334444555555666666 88

Stats #9: 24d6 ⇒ (1, 1, 4, 4, 6, 5, 3, 4, 6, 4, 1, 6, 3, 1, 1, 4, 6, 6, 4, 4, 2, 5, 2, 1) = 84
Reroll 6 1s: 6d6 ⇒ (1, 4, 1, 1, 2, 4) = 13
111223334444444455666666 94
334444444455666666 84

Stats #10: 24d6 ⇒ (1, 1, 5, 3, 6, 4, 6, 4, 2, 2, 5, 1, 6, 2, 4, 2, 3, 6, 5, 3, 4, 4, 1, 1) = 81
Reroll 6 1s: 6d6 ⇒ (1, 3, 3, 1, 4, 6) = 18
112222233334444445566666 88
233334444445566666 78

Stats #11: 24d6 ⇒ (4, 1, 3, 4, 1, 1, 2, 5, 2, 3, 4, 1, 2, 2, 4, 5, 6, 3, 6, 5, 4, 5, 1, 6) = 80
Reroll 7 1s: 7d6 ⇒ (5, 3, 5, 6, 4, 2, 5) = 30
222223333344444455555666 92
333344444455555666 79

Stats #12: 24d6 ⇒ (5, 2, 6, 6, 6, 3, 4, 2, 2, 4, 1, 1, 3, 4, 2, 4, 4, 2, 3, 3, 2, 2, 3, 3) = 77
Reroll 3 1s: 3d6 ⇒ (5, 2, 3) = 10
222222333344445555566666 95
333344445555566666 83

Picking array #6

Concept is a Thaythilorian Knight, dedicated to the survival and victory (in that order) of whichever Red Mage he happens to be assigned to. Teamwork feat focused on things like intercepting charge, take the hit, swap places, etc with combat maneuvers as the offense - shield slam, bull rush, trip, grapple to buy time for the mage (and other teammates) to make the decisive kills


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So no answer on time zone? There's 4 of them in the US, so knowing which midnight you want to play at could be impacting interest.


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> around midnight in the US

Which time zone?


Yeah that's my hope, but that's also my question. Do I have to stick with the base assigned skills, or do I get to reapply them how I see fit?

Is there a confirmation one way or another that I missed?

Edit: I did miss it. Right in the initial post.

but you do not have to choose all of the same feats and skill ranks as the “standard” member of that race


Good point on the +1, I was looking at the default Int stat regarding its skill points, not accounting for the +2 I added to it.

My question still stands though. Based on the Pale Stranger's stat block. Acrobatics 5 ranks, Climb 5 ranks, Intimidate 15 ranks, Perception 15 ranks, Ride 10 ranks, Stealth 5 ranks, Swim 5 ranks. 60 skill points matches 4 per 15 HD (+0 int bonus on default stat block). Do I:

1. remove 20 of those ranks (due to the decreased HD), add 10 more for the +1 per HD with the Int bonus after adjustments, and then add on my 4 class levels of skill points

2. do I just get all those points to assign as I normally would?


Let me run this by you guys really quick to make sure I've got everything right with the different interactions:

Character Gunslinger (Mysterious Stranger) 4, Pale Stranger (15HD (d8), CR10)
Str: 13 (17(base) -4
Dex: 26 (21(base) +4 +1(class level 4 bonus)
Con: -
Int: 13 (11(base) +2
Wis: 20 (18(base) +2
Cha: 22 (18(base) +4

Skills:
Gunslinger gets 4+int (6/level)
Pale Stranger 4/level
Total: 64 total primary, 28 background
- Pale Stranger also automatically has Skills Acrobatics +13, Climb +11, Intimidate +22, Perception +22, Ride +15, Stealth +13, Swim +8 - some of those are based on the default 15HD. Do I start with those (bringing them down to 10max skill points as needed) and then add my 24 primary /28 background class skillpoints on top, or do I just get the 64 points / 28 background?

Feats:
Human Gunslinger: 4 total (lvl 1, lvl 1 human, lvl 3, lvl 4 gunslinger)
Pale stranger: -9 bonus feats, but gets all the racial abilities instead
Does this cancel out my class level feats?

---Nevermind that, that's just how HeroLab tracks not giving the option to select additional feats based on the level---

ABP:
Resistant +1 (class level 3)
Armor attunement +1 (class level 4)
Weapon attunement +2/+2 or +3 (HD 14)


Coriat wrote:
GM of the Crusade wrote:
Apologies everyone, was dealing with a surprise ear infection. I’ll have my selections done by this evening!
We didn't get any followers of the Horseman of Pestilence in here, did we?

He was kind of related to the first concept I had. Roqoloros was the original deity who is a servant to Apollyon.


So I'm thinking about putting a character up for this. Initial thought is wereshark-kin skinwalker, worshipper of Roqoloros whose self-appointed objective in life is to corrupt as many bodies of water as possible to spread Roqoloros' presence. Whenever he gets the chance his preferred method of torture is waterboarding with polluted salt water, but he'd be looking for opportunities in combat for strangling his enemies - at least as an intimidation tactic.

Roqoloros is a Daemon Harbinger, servant of Apollyon.
Areas of Concern: Castaways, fouled water, oceans
Domains: Evil, Travel, Water, Weather
Subdomains: Daemon, Isolation, Oceans, Storms

And what better place to make his own mark than trying to weaken the Mendevian crusaders by depriving them of useful water?
And as part of an evil team, there's no better way to weaken potential resistance. All living, mortal creatures need water to survive, after all. Maybe do some research into replicating the effect of the Worldwound except opening a pathway to the City of Gnashing Teeth and Drowned Screams in Abaddon.

Initial thought is Fighter (tactician archetype?) and Waves oracle. Whip/trip/strangle build.

The only concern I have is whether that's too much on the water theme for a campaign likely to be inland for the large majority of the time.

Alternatively, blight druid, decay,storm,ocean bond, and... I dunno. Rogue or Alchemist focusing on poisons and diseases - specifically those that can be ingested via liquids. And then waterboarding his victims with that infected water!


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So the first time I check on open recruitment posts in something like a year, and yours is at the top of the list. Feels like a sign. And you know I'm down for any theme if you get this up and running. I'm trying to get some of my IRL friends to start up a standard pbp but it doesn't seem like it's going anywhere, and I need something to scratch that itch.


Well, dang. Probably for the best though. I wasn't super satisfied with how Lucas turned out in this iteration. Have fun, all!


Wait, time's up? GMT is only 7 hours ahead of me, I should be right in on the deadline :(


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One last question for my character before I think I'm really ready. Are we using "guns everywhere" rules, or one of the other availability sets for them? This impacts feats and GP costs for some things, so I want to make sure we're on the same page.


> The reloading process is a big downside of some guns, so it should cost some money to jump that process.

With revolvers, it's 6 or 7 shots before needing to reload, and it's a move action automatically (free with rapid reload) to go back to a full cylinder. It's not the reloading I'm worried about, it's just bookkeeping the ammunition lol.


Jon, would I be able to get a permanencied "Abundant Ammunition" on a revolver's cylinder, and if so, how much would that cost?


Heh. Zaidel. Maybe I should bring a young Lucas into this? Dotting while I figure out what that looks like.
Human Gunslinger. Need to look through templates still.


I posted above as a dot, just wanted to verify that I'm one of MG's players! I'm out of town today but I should be able to get a character going tomorrow.


Agreed on CRB only - that would be really rough. I'd prefer at a minimum all paizo official, but I'd make it work lol


I would like to play APs before I run them, if ever possible. So count me in as a player for any of the listed (I'm one of the already-interested MG talked about).


Oh, damn. I didn't see that the recruitment had been posted until now. Definitely dotting. I'll see what I can come up with this weekend.


Timeskeeper wrote:

However would this work with Pathfinder? I mean outside of Numarian and the mana waste it isn't really non-medieval or non-Renaissance friendly. How would you make a train?

I think the closest they have is caravans. Which does move large amounts of cargo over almost any terrain but I don't think that has the same feel as a train... Even if it can also be known as a wagon train! XD

I would argue that having things fleshed out for the train is necessary, as one of the base aspects is more spy like in nature. Knowing the train's route, keeping in mind where the tunnels are if there are any, these are things a spy would brush up on before before going in.

The core of your argument, unless I have completely misread everything after this, is that trains don't exist or are not statted out in Golarion based on the current Pathfinder ruleset, because the two most likely places for one to exist on Golarion, doesn't have them. Is that correct?

Your proposition is to use a different setting that has them (or something like them) rather than make more work for the GM to come up with it on their own and have to worry about balance and function and the required changes to the world that might stem from adding this into existing lore, on top of setting up the adventure itself.

I get that. My question is: "Why is everyone arguing?"
Timeskeeper is correct in that there are no trains in canon on Golarion under the official Pathfinder ruleset as it currently exists.

A more important question though: "Why does it matter?"
There are plenty of options available to us and to the GM to create something in its stead that could serve as a plot hook, a location (potentially all encompassing for the adventure such as the iron colossus as mentioned, or something extraplanar), and a justification for not existing in the current world of Golarion.

And if the GM wants to take on the extra work to make this work, great. There's no need to argue, on either side.

I for one am all for the train heist. Maybe not so much being limited to bards, but considering the amount of archetypes, this isn't as big of a limitation as I'm probably thinking it is.

As for a potential justification, I would go with something like the Demon Train from Legend of Zelda: Spirit Tracks. A train from another realms that can move in and out of the Material Plane. If we're high level adventurers, then one or more of the baddies our characters have been hunting down all used it to try to escape. We barely managed to "jump" onto the train ourselves and now have our own objectives while we're on the train.

I also really like the "deific centipede turned god-engine" idea from Oblivion's Scion. The mental image there is close to what I was originally thinking before the Demon Train collided with my train of thought. Some conglomeration of Jormungandr, Galactus, and the Elder Centipede from One Punch Man season 2.


Doesn't seem like there's a lot out there regarding Corao, but I've read over what I could find. If there's anything specific I should know, can you point me towards where I can find it?

Also, I'm trying to refine Kiyoshi a bit. There were some items that I realized I don't particularly need for him and I can replace them with ways to shore up his missing items, so let me know what you think of these changes:

build ramblings:

Specifically, would you be willing to let me use one of the tail attack feats and disregard the racial requirement on them? Kobolds have "Tail Terror", Lizardfolk have "Dangerous Tail", Serpentfolk have "Tail Weapon", Tieflings can go "Grasping Tail" to "Lashing Tail", and Ratfolk can attach Tailblades and use them as natural attacks (I'm using human guise and racial heritage ratfolk for this at the moment), but Kitsune don't have a way to use their tails for attacks (obviously for balance issues, as they have Magical Tail feat which can grant them additional tail, each with their own SLA already, but since we're already going so powerful).

Trading out the "Cunning" feat since I already have more skills than I really know what to do with. Getting rid of Dazzling Display and Shatter Defenses.

That would free up four feat slots for some Horrifically OP feats that I never looked into. Maximize Sneak Attack and Permanency as definites, with Prestigious and Gestalt getting used somewhere (probably for the Shadow Dancer and maybe (anti)paladin for CHA to saves, or just my Rogue for better sneak attack... not sure what class if any would really help here. I should find a way to allow at-will conversion of my incorporeal attacks to become corporeal so that I can more easily attack things that don't have a strength score).


I'm totally okay with being a native. I'll just need to set myself a crash course in Numenera lol. Let me know which area so that I know where to focus learning about.


Oh, yeah. I couldn't figure out where those came from and forgot to ask.


Where did you get the Gestalt feat? I've never seen that.


Jesus, how did you do that?


> Please also note that Constitution is the primary stat for combat stamina and tricks, which are a part of the core system for this game, since everyone gets the associated feat for free. Accordingly, you can't just dump constitution in favor of charisma without really losing out on your stamina points.

If we go undead via template and no longer have a CON score (or CON/STR), how do you want us calculating stamina?

Also, I'm taking forever because I'm having fun just mixing s$$! together right now, but I think I've found something I like and I want to see how it run, so I'm doing all the official build stuff for it.


Quick question. What's your opinion on Tail Terror or Dangerous Tail feats, or tailblade equipment on something with multiple tails? Do they allow attacks per tail, or only one attack? If only one attack, since we have all these feats, could we take the feat multiple times?
Obvious example would be Kitsune with multiple tails. The tails don't normally get attacks, but if I were mixing with tailblades or the aforementioned feats?


Jesus, I'm glad I checked the recruitment thread for the first time in months. This sounds stupidly fun just to make a build for. You said you're not turning anybody away; is there a cutoff date for building a PC?


Holy crap. Between my dot post and three hours writing tonight, I'm up to six hours of writing and I'm only halfway through the twenty questions background. Glad its only Tuesday.


Dotting for interest. Beastmorph Vivisectionist Alchemist / Beast Totem Barbarian is a concept that I've always wanted to play. Since this is Strange Aeons, I'm also toying with making it Chirurgeon instead of Beastmorph (or both if GM would be willing to handwaive the archetype stacking - they both modify parts of Poison Use, unfortunately), and Abberant Bloodrager instead of Barbarian. The second option will match more thematically with the campaign and the character concept I've got, but I still need to make sure the archetypes mesh well together.

On that note though, what would be your ruling for Monstrous Graft (alchemist discovery) interacting with Vestigial Arm (alchemist discovery)? Would replacing the arms with the grafts allow extra attacks as standard limbs, or would the graft still be limited by the "no extra attacks" clause of the vestigial arm?

I'm not positive I'd end up taking them because there are so many downsides to it:
Two discoveries to get two vestigial arms.
One discovery for Monstrous Graft to replace both arms. Total cost: Three discoveries and -4 WIS penalty just to gain two extra claw attacks.

But thematically...
A skinwalker raised in Lepidstadt - the Lepidstadt University is famous for its focus on math, medicine, and the "mortal sciences". He grows up to be intelligent, and curious. The scholarly side of him wants to push the boundaries of modern medicine, hoping to find a way to better humankind, or find cures/repairs for potentially mortal wounds. Preferably nothing necromantic in the end result, but using that as a stepping stone along the way for research purposes should be fine. This leads him into his alchemical focus - mutagens and extracts to heal, empower, and change the drinker even more than his own natural talents allow.

But being so near the Realm of the Mammoth Lords and the Kellid tribes living there prompt him to look at their raging abilities - not to mention the Orcs of Belkzen to the west and the demons of the Worldwound to the north, both known as potential catalysts for bloodline abilities - for "internal stimuli which prompt an increase in physical faculties". This leads him to embracing his inner rage and, mixed with his skinwalker heritage and abilities, focus on what is collectively known as the "Beast Totem Path".

...

The beastmorph and beast totem archetypes are obvious mechanical choices for Mikel, though the same story could play out differently and lead to a bloodline ability - specifically Shapechanger, but add in crossblooded with Abberant which ends up getting him involved with the Asylum. Whether he showed up there originally on his own, or was brought there by some(one/thing) else, we can work on. If the beastmorph/totem sticks, then he went their on his own to study (by means of experimentation) the effects of limbgrafting on, well, people who may not be the most well-looked-after or are otherwise untreatable by the Asylum staff.

Both of these paths would lead him to becoming the multi-limbed monstrosity that I envision, including the Monstrous Grafts performed on himself, loss of wisdom and all. The Chirurgeon alchemist archetype that I mentioned at the beginning would fit in as the medicinal portion of his background, and it would go with the vivisectionist as a "if you know how to fix it, you should know the best ways to break it" mindset. But forced to choose between Chirurgeon and Beastmorph, I think the beast is more how I picture him.

Anyway, this is getting long and I've got to get to bed. Let me know what you think or if you have any questions/suggestions and I'll finish building him before recruitment closes.


DeviousDevious wrote:
Master Han Del of the Web wrote:
So recruitment is still up for this then? How much are we expected to know about the setting?

636 pages in the source book!

;)

I hope not. I haven't picked up a sourcebook yet.


In regards to healing, how many characters are NOT humanoid (sub-type doesn't matter).

Actually, nevermind. Part of my custom race was at-will CLW, so the spontaneous healing and healing touch discoveries I was thinking about taking don't make a difference.


So... How do FCBs work with custom races? Did that get asked or answered somewhere?


Animoira Valanaestra wrote:
My Alias is ready as well, just need to attach all the stats and the backstory and... well I have the name and picture lol. Prefers to be called Valanaestra, Valan, Vala, or, to a select few, Vee. Only the dead or tormented have called her Animoira

"Don't call me 'Nymphadora!'"

River of Sticks wrote:

I'll do up an alias this weekend, just wanted to chime in with everyone else. I'm going CE, not as a set the orphanage on fire but more as a "the world hates me and I hate the world". The way I envision my character, he'd actually try to help put out a fire at an orphanage - as long as it didn't put him too much at risk, of course. He certainly would not be ok with a plan to burn one down. Some noble's mansion, though - that's all good. He might feel bad about servants / collateral damage, but they chose to be there, so he's not going to lose sleep over it.

Hopefully that gives a pretty good cross section for you guys about where I see things alignment wise.

Just based on this, I'd say that fits much more into the LE or NE ranges than into CE. Evil because you are mostly willing to do whatever it takes to achieve your goals, but Lawful because even you have a line you won't cross. Much more Jason Todd / Red Hood than Joker.


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Beetly, join the discord with us! We're just missing you and Nazz.

Chanting in the background One of us. One of us. One of us.


GrinningJest3r wrote:
Also, I've gone ahead and created a discord server if anybody wants to hang out and chat in realer time. This invite link should not expire: https://discord.gg/5PubV5M

Link is still good for anybody else who wants in.


My swim is at a +6, thank you very much!


So noted.


We're all learning something from this first round lol.

Also, sorry for making everybody wait. I expected to die a lot quicker than this for the first couple of levels.


Boo(m)! lol. That's about what I expected.


I know this is probably too late specifically because I didn't specify it, but is there any reason that I would NOT have climbed up the back side of the tree, getting full cover (advocating for full cover due to Tiny size) and preventing a good enough line of sight to qualify for a "clear shot" to throw the bag? Seems like something Boom! would think of that I obviously did not.

Also, I've gone ahead and created a discord server if anybody wants to hang out and chat in realer time. This invite link should not expire: https://discord.gg/5PubV5M


All good to know, though. It may be important for Boom! later.


4d6 ⇒ (4, 1, 1, 3) = 9=8
4d6 ⇒ (5, 2, 2, 4) = 13=11
4d6 ⇒ (4, 4, 5, 2) = 15=13
4d6 ⇒ (5, 2, 6, 5) = 18=16
4d6 ⇒ (3, 1, 5, 5) = 14=13
4d6 ⇒ (3, 4, 4, 4) = 15=12

4d6 ⇒ (6, 6, 3, 6) = 21=18
4d6 ⇒ (2, 3, 5, 1) = 11=10
4d6 ⇒ (1, 6, 3, 4) = 14=13
4d6 ⇒ (6, 6, 1, 4) = 17=16
4d6 ⇒ (2, 4, 1, 2) = 9=8
4d6 ⇒ (3, 1, 6, 1) = 11=10

Obviously I'm going to end up rolling something with the second set. No idea what, yet. Just wanted to get the rolls out there for me to mull over at work.

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