@Li Mui: I agree, we should try and keep things civil. I'd like to avoid PvP as much as possible. To be honest, I know Cyrano's player from another game and they're the chillest player ever, so I doubt this will be a problem. Being Pathfinder agents should guide the group to a common goal, even if there could be fun banter happening. If anyone feels uncomfortable with any part, I encourage you to let me know and I will shut it down immediately.
I think Cyrano's alignment in the sheet is just mistyped, or it was copied from another character and wasn't updated. So, the only thing I'd ask in terms of background for the Pathfinder Society is that all PCs aren't exactly widely successful in the organization. You could be new recruits without a lot of successes to count, or you could be a long time member that hasn't really delivered, or maybe a long-time employee, like an assistant quartermaster or a cleaner, that has only recently decided to become an adventurer. The gist is that early on you're going to be recruited to do some work for a nepo baby venture-captain who's trying to make a name for himself. For each PC personally, this could mean fast tracking their career getting close to a potentially high profile leader, or it could mean following clear, unambiguous orders that surely will benefit society at large. And we'll go from there! I'll set up gameplay in the next few days.
The people of Sandpoint are generally in a good mood. The coming of Spring surely brings the best of moods and people are working hard, but it's already the end of the day, which means that people are already tired, hoping to get a good meal and rest. The inns are already full. Perception DC 15:
There are more guards than usual, and all of them are assigned to be walking in pairs. It looks like the extra guards that sheriff Hemlock acquired in his trip to Magnimar during the Nualia crisis are being put to use. Sense Motive DC 25:
Some people seem to notice that something is going on and are more wary. However the sight of the party makes them shift their mood positively. Alicia finds it a bit hard to get Ameiko's attention since she is rushing between table to wait on them, but the calls for her performance are already showing. Still, Ameiko tells her "You gotta tell me all about it, hun, and also on your storytelling skills. I can help you with that." Alicia can't tell if she's flirting. Ano finds that the house that the group inherited is exactly as they left it, although some dust has gathered. A bath still needs to be prepared, but all appliances work correctly. Juriya finds her way back home unencumbered. Her parents are in the workshop trying to make sense of a formula on a piece of parchment. They're so deep into it that they don't notice her entering. Arrian, Ethan and Donimah reach the town hall as a young man is leaving. Arrian and Donimah recognize him as a young man who wanted a job there. He seems to be in a good mood.
The worst part about these recruitment is decision paralysis. You know that you're going to have to eventually let people down. It's a growing experience... Anyway, welcome all, I agree, this is going to be fun. I usually have little time to post on weekends, so expect updates to come more often during the week. I do not have much expectation for your guys' posting rate, but if, for some reason, I need to bot you frequently during combat, I ask that you add some botting guideline in your character sheet. If you want to add one even if you have a high posting rate just to be sure, that's fine too. I ask everyone to double check their sheets so that I can take another look before we start. As for level up hit points, we'll be doing half of max rounded up, which also includes our level 2. I'm going to add an extra house rule here. Since the entire initial purpose of this game is for me to exercise encounter choices in terms of balance, there may be encounters that seem too easy, and others too hard. Considering that I may want to push some limits, I don't want to worry about going too overboard and killing a perfectly fun and good character. However, I don't want to use Hero Points because those have many uses. So I'm introducing another mechanic which I'll call Plot Armor. Basically each PC has 1 Plot Armor Point and at any point where the character would die, they can expend their point to "not die". This could mean they stabilize at exactly 1 damage before hitting negative Con, or a save vs. a death effect turns from failure to success, anything that is appropriate. We can add some fun fluff like some lazy writing in a movie to represent the in universe use of the point. Each character can have a maximum of 1 point, and it only refreshes at level up. So, if you guys want to coordinate knowing each other previously, this would be a good time to do it.
Walking back to Sandpoint is a very peaceful trek. Without the pressure for time, the group can actually appreciate the view. The air is cool and a breeze makes the hairs stand up, but the sun is a warm welcome. The town of Sandpoint is starting its evening routine as the group approaches the southern gate. Brodert Quink is doing his typical recount of made up tales about Thassilon to the farmers' children. All look at the Sandpoint heroes with admiration, but still a bit of worry at their less than chirpy demeanor.
After being fully tempted to open more slots, I have to sometimes let it go. Thank you very much for all the effort put into this. Would the characters Lickspittle
please post in Discussion. Everyone else, thanks again, and we'll hopefully see each other around here.
@Arrian: This is a hazard and doesn't usually come with a knowledge check, but it makes sense that someone with knowledge should know about this. I'd rule your 26 is good enough. Arrian:
This is yellow mold, dangerous to those who approach it. It can be made dormant with sunlight and damaged with fire. Foxglove manor is clean now! Yay!
Alicia:
You detect absolutely no evil auras. @Ethan: Remember that every time you cast consecrate you need to deduct one of its material components that you previously bought. @Arrian: You may have missed this. In this post, there was a letter that you found that may give an interesting clue. The group spends an entire day combing through the abandoned house. A take 20 is completely applicable here, but it takes an entire 24hs. Things the group find in the mansion: On the ground floor, the monkey head that is hanging on the wall is actually magical. There's an attached rope to it. When it's pulled, the monkey head screams loudly, enough that it will be heard all through the house. One can imagine this was used to signal the start of dinner. There's also a washroom on the groundfloor. Inside a bathtub, there's a diseased rat. upon entering the room, it tries to attack whoever's there, but cannot get out of the tub. The rat is easy enough to kill. Thinking about it for a few seconds, the group remembers that on the first floor there was also a washroom with a very fragile floor. If it were to break with someone on it, that someone would fall into this tub with the rat. Another thing that the group notices is that all the haunts are gone from every single room, even those rooms that the group hasn't visited yet. Next to the kitchen, the group walks into a wine cellar. Although it is mostly empty, a careful examination reveals eight bottles of fine wine from the famed Vigardeis vineyard. Arrian knows that each goes for 100gp. If Jargie could get his hands on these, he could probably steal some business from Ameiko. In one of the caverns, the group fights an undead bat. It is vicious and the fight is nasty, however the group prevails. This was a CR 5 encounter, but it makes not sense to play it out. It has AC 18 and 58hp. It's probably down in 1 round. Its only real threat would have been a disease with Fort DC 16 with a 1/day save. It's still not worth the hassle. In the cave's bat there are three long dead Varisian nomads. Knowledge local DC 20:
You recognize one of them as the corpse of the notorious one-armed bandit Shaz "Redshiv" Bilger, suspected of organizing the robbery of nearly two dozen merchant convoys along the Lost Coast Road over the past decade. There's a 500gp reward in Magnimar to be presented to anyone who can bring proof of his death. In these remains, there's a few items to be found. A pearl ring worth 300gp, an adamantine longsword, a magical hat and 56gp in a small pouch. Detect Magic + Spellcraft DC 16:
It's a hat of Disguise. In another cave, there's some mold on the wall. There's some pickaxes thrown on the floor and one of them seems particularly well made. Approaching the pickaxes: Being close to the mold is very dangerous. Roll a DC 15 Fort save vs poison. Failure means you take 1d3 ⇒ 3 Constitution damage and must roll again every round for 5 rounds until you succeed. At each failure, roll 1d3 for your Con damage. One of the picks is magical. Detect Magic + Spellcraft DC 18 for the spoiler below: Spoiler:
It's a +1 heavy pick.
@Ethan: Please deduct one use of the appropriate material components from your sheet. The mansion is just as the group left it. The haunts haven't been given enough time to recharge. Upon reaching the caves underneath the house, one could swear that the pulp that was once Aldern Foxglove's body is in a different position than before the group left. Ethan's spell starts to form powerful a light green aura. For a moment, one can swear there are vines coming out of the corners, but a second look shows that it's just tricks of the light. The fungal mass on the cave's wall starts to move, and the black mold that resembles a man seems to be thrashing in despair. The waves in the cave's bottom crash louder as if in protest. Once the spell completes, a short silence follows as nothing seems to happen. However, screams from all sides slowly fade in as if in pain. Shortly after, the screams get overwhelmed by other voices, those of relief, joy and calm. The black mold dries up and falls completely from the wall, and the air in the entire mansion soothes. Although its physical features remain twisted by Vorel's evil influence, it has become a mundane construction. Wisdom DC 20:
You can make out two male, two female, and a child's voice in the relief sighs. Ethan: You hear the same voices as before whispering to you "Thank you" Go ahead and gain one Hero Point.
Submissions:
@Arrian: No need to use it. Those channels did the job. The group manages to find some shelter from the elements in a farmhouse whose owners probably became ghoul food. Ethan manages to bring a wide assortment of herbs and berries. While not completely saving Donimah and Arrian's less than stellar cooking, he does manage to make it remind the taste of food. After the meal settles in everyone's bellies, the talk of old stories and spices does a good job to provide some sense of tranquility after the ordeal. Ethan also uses the house's own kitchenware to brew some tea from some fresh leaves. The sound of the light rain with the warmth of the hot tea do a great job to make all doze off. The group wakes to a sunny sky. The rain seems to have left, but the air is still very cool. The way back to the mansion is tranquil with the early sun warming the adventuring bones of the group. However, the house itself is as oppressive as before.
The extreme explosion of positive energy coming from Ethan and Alicia is enough to melt away nearly all the undead birds. The few that remain fly away. That was so cool. Even if they make the Will saves, the two channels were enough to kill the swarms. The group finds that being outside of the mansion's surroundings makes them feel much better. Even the weather seems to feel better as the group finds a place to camp, and the rain recedes to a drizzle. Feel free to rest up. Nothing significant happens during the rest.
Ok, we have new submissions and a new round of comments. @Seth86: You were bold to go with a 4 armed race, but that’s fine. However, reading through the kasatha made me see that it gains Perception as a class skill. So you don’t really need the seeker trait, unless you really really really want a +1 trait bonus to Perception. @rorek55 Normally I’d say no, but since rogues are considered to be a weaker progressing class, then sure, let’s give unchained rogues Deft Maneuvers. Also, you can’t afford masterwork weapons yet. @pad300 A comment on your numbers: Nereid’s Grace’s bonus to AC is capped by your monk level. @Ouachitonian: Correct, we’re not doing wealth by level. The idea is to start with a brand new character, but skip level 1 because it sucks. @Albion: Cool, cheers! @Tharasiph: Well, there’s already been a kineticist dip in a character here somewhere. I’m not the biggest fan, but who knows, maybe you can wow me with a cool build! Submissions:
Ok, let's address all the questions and issues here. @Cuchulainn: Yes, that archetype is the exact type of BS (busted stuff) I expect in these builds. Why have a familiar when you can have an entire other wizard instead. However, he can't have any traits. About your rolls, it seems you miscalculated a few things. On your first set you were supposed to reroll the 1 again until it's not 1. Still, it's not great. Your second set is much better. Your array for that one is 15 14 17 14 17 13, which is a 46 point buy. Not bad, I'd say. @Albion: I like your arcane trickster. A few comments on the math, however. Dagger to hit should be +6 due to Elephant in the Room. Also, you can't have 2d6 sneak attack at level 2. Although you can have the accomplished sneak attacker feat, it can only benefit starting at level 3. Let me know if you'd like to update the character sheet. @Sumak: Please level up to level 2. @pad300: Gathlain sounds fine. Random question: are you planning a cute one or a badass one? @Rashk: Resistance change is fine. @Lapyd: Let's not limit your build creativity. Go for VMC if you like. Submissions:
5 submissions and 3 are unarmed strikers! @Seth86: quick question about your build. You went to extra lengths to have an eidolon fused into you, have its physical ability scores and chose to go with a repeating heavy crossbow? Why? Also, you don't have 1000gp, but max for your class at level 1. But since you are going for an incredibly expensive weapon, we can negotiate starting with it but also some sort of debt.
Init:
Alicia initiative: 1d20 + 1 ⇒ (11) + 1 = 12 Ano initiative: 1d20 + 5 ⇒ (3) + 5 = 8 Arrian initiative: 1d20 + 2 ⇒ (7) + 2 = 9 Donimah initiative: 1d20 + 3 ⇒ (14) + 3 = 17 Ethan initiative: 1d20 + 2 ⇒ (19) + 2 = 21 Juriya initiative: 1d20 + 5 ⇒ (5) + 5 = 10 Birds initiative: 1d20 ⇒ 17 As Ethan approaches, the undead birds immediately fly towards him, cawing weirdly and attacking him. Ethan gets pecked and bruised, taking 1d6 ⇒ 5 damage. Ethan, do a Fort DC 13 save vs being nausated for 1 round. There are a lot of birds. Everyone gets attacked. Alicia damage: 1d6 ⇒ 3
Same save for everyone. Party's up.
Hello! This is a Pathfinder first edition recruitment. The idea is to explore builds and I'll throw stuff at the party and see how the encounters go. I hope to learn a bit about balance and for all of us to have some fun! There's going to be a story, but it'll be very simple and straightforward. Stuff like fight the monster and save the royalty, or fight the group hiding in the abandoned mines to protect the town. That doesn't mean I won't take PCs cues. Those would actually help me come up with stuff.
If you're interested, please read the spoilers below to create a character for submission. Build rules:
We're going high power for this. The idea is to explore your builds that you've always wanted to try but couldn't because it's too MAD or it combines classes that make no RP sense. Simple builds are also ok, they don't have to be complicated to be good. Please create a level 2 first edition character with the following rules. Abilities: Roll 5d6 and take the best 3 six times and arrange the six abilities how you wish. Rolls of 1 are to be rerolled until they're not 1 anymore. Instead of editing your post a million times until all dice are in line, you can equivalently roll d5's and add 1 to all numbers, that is, roll 5d5, take the best 3 and add 3.
Classes: Any Paizo is fine. Important note: I'm not a fan of occult classes, so I recommend against them. Races: Any Paizo is fine. I'm not sure if there are uber powerful races that would break stuff, so I reserve the right to veto races on demand. Wealth: Max for your class at level 1. Additionally, all characters start play with a Standard Wayfinder. Traits: Go ahead and pick 3 traits. Drawbacks are not in play. Alignment: No restrictions, but characters that can't work with others will be asked to leave the game or will die horribly at the GM's discretion. Additional rules: Elephant in the Room and Background skill optional rules are in play. I ask that, in your submission, you add the broad strokes of the level up plan for this character. Something like class dips, feat lines or other interesting aspects of your build that you consider relevant for it.
Character motivations:
We're going with simplicity here. All characters will start in Absalom being part of the Pathfinder Society. The party will be sent together to complete tasks for this organization. Again, keeping it simple. For PCs backgrounds, I ask at least a paragraph.
Selection:
I will choose 6 characters that have been submitted prior to the deadline. I will try to pick a party that will be approximately uniform in terms of power over time. I understand that some builds may be late bloomers or peak early, and will also take this into account. Progression:
I have no idea what character level this campaign will go to. The idea is to try to focus on the trip, not the destination. Level ups will happen in milestones at points where I feel that level was explored enough, or is getting boring. This will probably be very inconsistent. So yeah, let's see what you got. I will be taking submissions until the 12th of June. I'm giving over two weeks so people can unearth or research builds they'd like to.
Ano Clovermark wrote:
I hope that this game can be an escape if that's what you need. And let me know if you need "therapy" Fosyo to come in face first.
The group makes their way out, without stopping to check any of the yet unexplored areas. For clarity, these caves still have some unexplored areas if you care. It's very meta knowledge that these could or could not have interesting loot, but I think it's perfectly ok to come up with a in-character excuse to explore them. The way out has two possibilities. The way the group came in, that is, the music room with the piano, or the main entrance, with the stuffed manticore. If you use the music room:
The group makes their way outside with no further issues. If you use the main entrance:
Roll a Perception DC 20 check. Open the next spoiler if successful. Spoiler:
You smell smoldering fur. It's a haunt. If you beat its init of 10, you can act before it. The manticore moves and it actually swings at Ano. Touch attack: 1d20 + 4 ⇒ (14) + 4 = 18
@Ano, that is a touch, flat footed attack. It hits. Roll a DC 15 Reflex to avoid catching fire.
Outside, the rain is still pouring strong. However, being outside the oppressing manor is a big relief. The group looks ahead. The servants' house is still burned down. Before, there were a few ravens sitting atop its ruins (link for reference). Now there are thousands of the sickly looking ravens. Every single one of them watches the party as they exit the house.
Balancing. Look if you're ok with knowing how I plan to do things or if you want to chip in: Thanks for the insight. But mirror image can get old quick. Your last encounter with the necromancer in Dr. Habe's used it. As a wizard, he made your lives annoying with Stinking Cloud and there were other interesting factors (like the tieflings and Alicia's empathy towards them). Aldern wasn't a spellcaster. Maybe some potions could help? You can't put Mirror Image in a potion. Also, his minions delayed you for a single round, which allowed him to act at least once (exactly once). Some time ago in my RL group, I would adjust the enemy's HPs, and only HP, to fit the party's power. That worked well at the time. Because characters could still be effective with the way they were built. Martials could hit with their swords, blast casters could hit their blasts, DC casters could be effective with their spells and rogues could sneak attack. In the book, Aldern is supposed to have 3d6 HP left after defeating the revenant if he had help from the minions. If he didn't have help, the revenant was actually supposed to win. 3d6 is ridiculous. Ethan could kill him by accident with a single channel. I chose to instead leave him at his original full HP of 90. But considering the party dealt over 90 damage in one round, I think Aldern maybe should have had over 200 HP. Of course, the party was fully buffed, and no serious resources had been used. But I'd love to read other thoughts.
@Juri: The twitch was supposed to be foreshadowing him rising again and attacking. I agree with you the fight was a bit anticlimatic. I did buff up the fight, but considering past difficulties in the campaign, I didn't want to overdo it. But the group's overreaction was funny enough to warrant the encounter to end. You still have the fungus anyhow. Aldern's already dead body gets slashed up and completely destroyed. Donimah: The box has a feint necromancy aura. The same aura extends from the rest of the wall fungus, as if it used to somehow linked to the box. You can also use this roll to identify one of the aforementioned magical items.
Perception DC 25:
For a moment, you think that Aldern's body flinched. When you look again, it's just there, laying on the ground. Arrian:
You the fungus carefully. He's never heard of, seen or studied anything like this. Donimah's assessment seems more likely, that this is some necromantic ritual that went wrong. Adding the fact that Alicia detected actual evil on it. The means to destroy it completely may go beyond physical damage to it.
Alicia's channel and Ethan's holy fire hit the fungus. Under the magical pressure, it very quickly reduces in size to a minimum.
Alicia:
It's evil. It's so evil... If it were a person, it'd be Hitler. If it were a toy, it'd be the lego you step on. If it were tea, it would be a prank laxative. If it were a sound, it'd be the buzzing of a mosquito when you're trying to sleep. If it were... anyway, you get my gist. Alicia: Alicia feels Iesha's spirit wash over her. It's a nice tickly feeling that makes Alicia slightly dance a little. For a moment, Alicia feels Varisian. You get +1 unnamed bonus to performance checks for 1 hour.
Arrian's first hit slices Aldern's already punished body, from the others and the revenant. It succumbs unable to continue fighting. His face that matched Arrian's transforms back into the undead wearing a mask made of human skin that falls off. For the first time, the group is able to look at the room. The air in this damp cavern reeks of a horrific stench: a foul combination of decay, brine and mold. The cave contains a rickety table, its damp surface cluttered with all manner of what appears to be garbage: empty bottles, bits of clothing, crumpled bits of paper and more, lying in neatly organized rows. Arrian:
Upon a closer look, you realize that the bits of clothing are yours. What appeared to be small random tears in your clothes in the past few weeks seem to match these bits. The pieces of paper have your handwriting and are orders you took from Jargie's customers. There's also other various items from your everyday life. There's an empty bottle of a perfume you tried and even a bit of hair that matches yours. One thing that's definitely not yours is a stack of charcoal drawings on water-damaged parchment depicting you. In every one of them you are standing in a heroic pose. There are several dozen pages of this. Another thing is a letter written in a graceful hand. It is addressed to Aldern at his Magnimar townhouse address. It reads as below: "Aldern,
A painting leans against the far side of the table, facing a large leather chair that sits nearby. This chair's high back and cushion are horribly stained by smears of rotten meat and its arms are sticky with blood. Looking at the painting:
The painting has been painted over with blood and bits of runny rotten flesh. Its original subject would require the work of an expert painter, but now it is a caricature of Arrian. Although the original subject is obscured, the painting depicts an open window in the back that shows a portion of a city skyline. Knowledge (local) DC 15 to identify it as in the spoiler below.
Spoiler:
Magnimar The horrific stench of the room seems strongest to the west, where the cave's wall has been overtaken by a horrific growth of dark green mold and dripping fungi. At the center, a patch of black tumescent fungus grows, its horny ridges and tumorlike bulbs forming what could almost be taken to be a humanoid outline. What appears to have once been an exquisite puzzle box the size of a man's fist lies smashed to the ground at the fungoid shape's feet. I'll wait for you to act if and how you want to approach the wall fungus. Aldern has on his body magical leather armor, a magical war razor and two magical rings. The mask he wore is also magical. His clothes, despite stinky, are still a noble's outfit and can be worth money. Probably after being washed... He also has a beautiful cameo with Arrian's portrait in it. Finally, he has a key. Feel free to roll Spellcraft with a casting of Detect Magic to identify these magical items. A smaller table sits against the southern wall, its surface heaped with plates and platters of rotten, maggot-infested meat. The table also has a silver key ring on it. It has two keys. A larger iron one with a round opal and a smaller bronze one with an unusually long tang ending in a set of three notched blades. Its head resembles a roaring lion.
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