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RIZZENMAGNUS wrote:
Here is the former alias. I could easily go in a different direction if the team is already loaded with channelers. ![]()
RIZZENMAGNUS wrote:
A couple years back there was a different WoT game on the boards run by you, but you weren't feeling it so you cancelled it. I was thinking of rebuilding the White Ajah that I had there. ![]()
Seth86 wrote:
Sorry to be contrarian, I just tend to have a concept in mind as I'm building a character and I simply don't have a concept right now that supports a noodle-armed weakling or a maladaptive a@+!!!@. :/ ![]()
What's your goal for the game? Is Undermountain simply the most famous dungeon in the Forgotten Realms, or is it the focal point of this adventure story? If the former, the players might leave any time and go elsewhere and do other FR things. If the latter, then the point of running the game is to "experience Undermountain," which means that there should be some reason that the characters are in there for the long haul: They are trying to rescue someone, looking for a lost artifact, want to meet Halaster and wrest magical secrets from him, hope to become famous specifically for exploring Undermountain, etc. The "old school dungeon crawl" aspect of Undermountain has no fixed story. PCs enter the dungeon, the fight stuff, they wrest treasure from its depths, they return to the Yawning Portal to celebrate their victories and mourn their losses. In that kind of adventure you may want to just award xp when the PCs return to the surface. If you want there to be story beats, then you need to figure out:
Then, the breakpoints of those challenges become the chapters of your story. You award xp for hitting one of those milestones, and introduce the next big challenge. An early challenge might be as simple as "find a way down to level 3 so that you can reach <secret destination>." This means the PCs have a clear goal (find stairs/chutes/pits down!) and a clear completion state (we reached <secret destination>). Once they do it, you award a bunch of xp, folks level up, and you introduce the next phase of the expedition. The goals might be personal (the PCs decided "we are working together to get rich by going as deep as we can and getting as much loot as we can") or external (the PCs are pursuing a group of kidnappers who escaped into the dungeon and took several people with them, and the initial goal is to rescue the hostages, then figure out why they were taken and who's behind it all). ![]()
Eyyy here we go. Will take me a little while to rework a character. Stat roll: 4d6 ⇒ (3, 4, 5, 5) = 17 -> 14
Never mind, don't wanna play a character with that stat array. Thanks anyway. ![]()
After playing several KMs and running it a couple times, I suggest: If your players care about kingdom management and you intend to actually do the military mass combat in the late game, then you should have a break of six months or a year in between each AP. While the APs are built to kinda transition seamlessly and to let players stroll around handling stuff in whatever order they want, giving them solid breakpoints to work on the kingdom without time pressure for a while is a useful way to let the kingdom spread and grow so that they're able to actually raise a meaningful army to fight Pitax. Source: When running my PCs kept speedrunning adventure challenges and never developed the kingdom enough, so when they wound up in the War of the River Kingdoms, they were unable to field any sort of army. Had to do some tap-dancing to give them breathing room for a meaningful build-up. ![]()
The Cat Who Dwells In The Dark wrote:
Oh, I didn't see any campaign traits in the player's guide for CoT. ![]()
Drogeney wrote:
Yeah, the Technomancer is really tailor-made for Iron Gods, where all of its class abilities shine. In this AP it probably isn't worth the price of admission. If you take the Technologist feat at some point, then at level 7 you could take Craft Technological Arms and Armor and, if we can buy or steal a manufacturing workshop from Numeria and, say, move it into a warehouse in Westcrown, you can start turning out nonsense like a laser pistol or plasmathrower. That's assuming our DM wants to deal with that kind of stuff, though. ![]()
Drogeney wrote:
If you go with the oracle you will probably have no trouble with a niche (as noted above). The arcanist could be very distinct if you take the Technologist feat and lean into technomancy like the Technic League wizards of Numeria. You could even take later feats for cybernetic implants and go full Thundarr the Barbarian, if you wanted to. There are a few interesting technomancy spells for doing stuff with radiation and unusual devices. The technomancer prestige class can also be a cool direction with that, though you'd be feat-starved as you'd need Technologist AND Skill Focus: Engineering, and then also want Favored Prestige Class and Prestigious Spellcaster to offset the loss of a caster level. Since this isn't Iron Gods, though, you might not get as much benefit from that PrC, as we won't be running into timeworn tech artifacts and robots. Still, if we can find a manufacturing facility (or visit or purchase one), you could dabble in cyberware or pharmaceuticals, or even make laser guns, without even having to take the PrC. ![]()
Here's the gray paladin. Might get a piece of custom art if the game goes for a while. ![]()
Drogeney wrote:
The gray paladin is fun b/c of the tension of "No really I'm a good person, buuut I hang out with a bunch of sketchy folks and sometimes they do shady things." It creates interesting drama. The character is also a tiefling in Westcrown, which comes with its own foibles. The skinwalker's main thing is that he can swim and breathe water and bite people like a shark. While rangers are usually skirmish fighters, you can build one that does weapon-and-shield and get a pretty good AC. The skirmisher archetype replaces spells with some special combat tricks. It's fun if you are doing a lot of water-based gameplay, less so if the entire AP happens on land. Westcrown is a port city so I figure there might(?) be a chance at doing stuff on a ship, but except for APs that are specially made for it (like Skull & Shackles), most adventures only dip their toes in the water, so to speak, because underwater movement and combat is so challenging for a typical unprepared party.
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Drogeney wrote:
Well, the other oracle isn't going to go too deep. With a Charisma of 13 that character won't be able to use oracle spells above 3rd level. A single-classed oracle with a different niche should have no trouble. ![]()
Ok here are the choices. 1. Kalindrah Keyes: Female tiefling (pitborn) paladin (gray paladin). Heavy armor frontliner who tries to live up to the paladin ideal but kinda stretches it a little. A follower of Ragathiel; like her patron, attempts to rise above her fiendish heritage. 2. Bryce Hawthorne: Male human magus (mind blade). A man of few words who relies on his psychic talents to manipulate and, if necessary, fight. (Thanks to using psychic casting, can get into pretty heavy armor without worrying about spell failure.) 3. Tanjona the Islander: Male skinwalker (seascarred) ranger (freebooter, skirmisher). Originally from the Shackles, in Westcrown for a while since arriving by ship. At home in the ocean, but still a mean hand on land, where he relies on heavier weapons and armor than most rangers. Basically a pirate who can frontline in heavy armor (when you can breathe water, you don't have to worry about armor while swimming). ![]()
I have a tiefling gray paladin sitting around but not sure it's the right character for this AP. Vigilantes are interesting but hard to do effectively. Brawlers (which I mentioned considering before) have the problem of being light armor fighters, so they are really more strikers like a monk, otherwise I would probably do one of those and make the character a scruffy ne'er-do-well to fit with the rogue motif. The brawling blademaster archetype for the samurai would sorta work, but what the hell is such a character doing in Westcrown? Gotta keep chewing on this. ![]()
Hmm. Dunno. May need to do the big beefy damage-absorber/dealer, given the characters so far. Possibly a magus, maybe a brawler. Regarding challenging scenes, no particular barriers, though remember that stuff that's spoilered can still be found by someone searching your account online, while stuff in PMs can't be. ![]()
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Ooh, I already thought of something terrible to do class-wise. Terrible class idea: Was thinking of building a swordsage from the 3.5e Book of Nine Swords. There is no Pathfinder equivalent to this. It is kinda nutty but in PF terms it's underpowered. I was just thinking that the flavor might be entertaining. ![]()
Burgurk wrote: I'm a technological cave-man, I know the name Discord but have no idea what you can do with it. What kinds of things could you set up on it for this game? Discord is mostly a chat server, though it has some limited functionality for adding forums. Basically you can host a set of chat channels so that people can talk about whatever, whenever. You can pin specific posts so they can always be found later, or create threads so that specific topics don't wind up disrupting the flow of other chit-chat. ![]()
Ounce Felicitas wrote:
If you're using the savaged.us site for character creation, there should be a checkbox for "drop pack in combat" under your survival pack, so that when it computes your combat stats it doesn't count the weight of the pack. ![]()
Daniel Stewart wrote: I might have to re-work some of Ah-Rekhmire to better fit into this game. That or cut a new PC from roughly the same cloth...perhaps not a mummy from ancient Egypt, but an occultist or mystic from a more modern period to fit the game better. Since one of the defining features of Rifts is that it's an interdimensional nexus and creatures come from everywhere to Earth, you could just rework him as from some kind of Egypt-like desert planet, a humanlike alien or a descendant of humans that were captured and taken elsewhere long ago, like in Stargate. ![]()
Brook Longshot wrote:
Looks like nobody has any significant social skills. Jingμ has Persuasion d4 and Burgurk is running on default. Barbara (if she is picked to join) is only running d6 (+1 to a subset of the population), with a small bonus when interacting with human settlers who respect the legend of the Glitter Boys. ![]()
DM ShadowBloodmoon wrote: @Jesse- I enjoy the concept and the group could definitely use the firepower of an RG-14 Boomgun added to their mix. Advance her to Veteran and you’ll be in business. Advance to veteran:
Barbara "Barbie" Lance
Veteran Human Female (9 advances) Glitter Girl Agility: d10
Smarts: d6
Spirit: d8
Strength: d6 Vigor: d10 Edges: Attractive, Brave, Combat Reflexes, Dodge, Martial Artist, Power Armor Jock, Soldier
Advance List
Random Starting Tables
Gear
Description: Blonde-haired and sleek, Barbie has the fitness of a soldier and the confidence of a professional. She has sharp blue eyes and a ready smile (with all of her teeth, in fact!). Background: Barbie is originally from the remains of Boston, a nominally Coalition territory. From a young age she lived the usual scavenging-and-grifting life of the uneducated commoner in the territory of the CS. Barbie practiced survival and hunting the woods around Boston, learning the ways of the wilderness, at least enough to help the family to survive.
As far as team dynamics, while the character definitely leans heavily into the heroic identity of the legendary Glitter Boys, I don't intend to necessarily drag the team around by her hindrances. It might just lead to some heated discussions about priorities. I'm not the kind of player who tries to play the invincible soldier who never gets out of the power armor. This character has a life outside of the power armor and frequently does "normal people stuff." ![]()
Here we goooo Lengthy character under here: Barbara "Barbie" Lance Seasoned Human Female (4 advances) Glitter Girl Agility: d10
Smarts: d6
Spirit: d6
Strength: d6 Vigor: d10 Edges: Attractive, Brave, Martial Artist, Power Armor Jock, Soldier
Advance List
Random Starting Tables
Gear
Description: Blonde-haired and sleek, Barbie has the fitness of a soldier and the confidence of a professional. She has sharp blue eyes and a ready smile (with all of her teeth, in fact!). Background: Barbie is originally from the remains of Boston, a nominally Coalition territory. From a young age she lived the usual scavenging-and-grifting life of the uneducated commoner in the territory of the CS. Barbie practiced survival and hunting the woods around Boston, learning the ways of the wilderness, at least enough to help the family to survive.
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Whether you're trying to 'run legally or not, a lot of it relies on not getting caught. If you are already in the system, all of your legal permits are registered in there with your identity. If you aren't, once you are caught you are given a criminal SIN, and now you are in the system anyway. So what you really want is to make sure that you are never put into the system. Doing things legally has the advantage that sometimes you can just breeze through low-level security (like a random Lone Star rent-a-cop pulling you over) because, well, you're a legit citizen with all of your papers in order, so you just want to go about your business. Ultimately though almost every 'run involves doing something illegal, and there will be someone who doesn't care about your papers who does not want you to do the thing you want to do, so you either have to get in and out without being spotted, or shoot them. ![]()
So, wired reflexes is the king of +initiative/+reaction. Having extra initiative dice makes you more likely to hit the 10+ rating that gives you extra actions in a turn, and a better chance to go first. Reaction enhancer is just a flat +reaction bonus, no extra dice to initiative. That means it doesn't generate as much of a bonus to your initiative total (you aren't rolling bonus dice), but it is much cheaper in terms of Essence cost. You can have both, if you can afford the price. Note that both reaction enhancer and wired reflexes (and the reflex trigger that you typically get with wired reflexes) can have permits, since there's a "P" in the legality code, so for an 10% extra price in nuyen, you can have those legally. (See p. 274 of SR3.) ![]()
Off to a good start. The concept is fun, a writer-turned-'runner who still has a day job writing but moonlights in the shadows. There's even an edge for that in the SR Companion. Since you're using a spur or hand blade, you'll probably want to go first, so that you can close with your foe and melee them before they can shoot you. That means getting some Wired Reflexes is probably important, especially since you didn't take any dermal plating, dermal sheathing, or bone lacing, so you don't have bonus damage absorption cyber. ![]()
Well, astral objects (such as sustaining foci) can be targeted by mana spells, which presumably includes Manaball. (See p. 176 of SR3, final paragraph under the subheading "Astral Objects".) It resists using its Force for the Damage Resistance test, and if it takes Deadly damage, it is destroyed, but the bigger problem is that the Manaball also hits you in such a case, because it's an area spell. |