Female Tiefling/Lizard Cluttermancer
CrystalSeas wrote:
I doubt it, since the error I'm getting is "THIS WEBSITE IS BLOCKED BECAUSE ITS CATEGORY: GAMES" :(
Female Tiefling/Lizard Cluttermancer
Folks, sad to say I'm probably going to have to drop from the campaign. My goal was to participate during my lunch break at work, as my evening hours are filled with school and other tasks required of being a responsible adult. However, by job apparently decided to change its firewall settings, and now Paizo can't be accessed at all. I was hoping that if I held out I could slip in posts before and after work until whatever changed the firewall settings was reverted, but its not sustainable and it doesn't seem that the firewall is going to change back. So unfortunately, I won't have time to continue :(
When I played a bard I just told my party the (made up) title of the song I was singing and let them imagine the lyrics. Like "We're gonna kill you deader, and then take all your stuff," "You brought this on yourselves," "We gave you an out," and "&#%$ that %^&$ing ship and %^&# its ^%*&ing bell" That way you can give them a seed, but let their brains do all the heavy lifting.
We have four cats. Two of them (Giblet and Jack)are absolutely terrified of strangers, so they hide when anyone comes over. But two of them love game night. One, Shaelyn, will go up to everyone, rub against their legs, meow for attention, and adore getting pets from people. Her brother Zon-Zon will jump onto the table, flop down in the middle knocking minis everywhere, and then start licking off the lines of the map. They are well named cats.
Whelp, here's my submission! Spoiler: Mabya Human Fighter 1 CG medium Humanoid (human) Init +2 Per +0 Sense Motive +0 DEFENSE
OFFENSE
STATISTICS
Gear: Greatsword, Scale mail, 5 days’ worth of rations, a small tent, a winter blanket, a full waterskin, a backpack, a flint and steel, bedroll, (2) flasks of alchemist fire, (2) flasks of acid, 11 gold, 9 silver. Light Load 100 Medium Load 200 Heavy Load 300
Growing up in Kassen, Mabya was never the brightest or most popular of the towns children, but she was one of the strongest. That strength coupled with a willingness to use it in others defense meant that she never lacked for friends. Meaner children soon learned that neither she nor anyone near her was to be bullied unless they wanted a black eye or a bloody nose. This landed Mabya in trouble quite often, but it never dissuaded her from acting the next time she felt she needed to. As she grew she channeled her strength into learning swordwork, and she shifted her focus from protecting other children towards someday protecting the entire town. Wolves and bandits are worse than bullies, and she knows that she's strong enough to do something if they threaten her town.
I'm interested, and am completely new to PbP games, so I have a question about the character sheet. Do you want it posted here in the thread under a spoiler, or under some sort of alias here on the boards (as I've seen other people link)? Or something else entirely? I've been curious about playing a PbP for a while, but was always super apprehensive about jumping in as I'm sure no one wanted to answer noob questions... but you posted a noob game, so you kinda asked for it :)
The group I run for finished a campaign on friday. In the final battle against the big bad, the bard was dominated and began buffing the enemies. The group immediately shifted focus to take the bard out ASAP. They killed their own bard rather than let the enemies benefit from her. It's that much of an advantage in a fight. If you enjoy melee there are also a bunch of spells and feats even a regular bard can get without giving up any class features which help a bunch in combat.
So my group finished this on Friday! I made some changes to the final section. For one, I moved the Shrike Worms into the mist around the asylum. Which is good that I planned that, because as the party was moving through the mist TO the asylum, one of the party asked "Wait, weren't there horrible things in this mist?" Yes, yes there were. The party actually really enjoyed moving through the asylum as it existed before they altered it. When they realized the state it was in they commented "We can fix all our past mistakes! Don't help the doppelgangers! Don't heal the enemy. DON'T TRUST THE DOG!" They also joked that the weird eye, which they found as loot in the first book and the party witch STILL had, would transform into the final boss. Next I reskinned the Bythos Archon to being The Tatterman. Renamed its abilities to something Tatterman appropriate, but didn't actually change them at all. The group seemed to like facing it down. After he was defeated, he collapsed into a mist that started to enter their sleeping alternate selves. The party slayer immediately went to wake himself up, and then the party got to witness themselves starting their adventure. At the tower I had moved the Brairstone Witch down to the second level, and moved the level 14 cleric to the top with Lowls. Then I changed the cleric into Weiralei, the Denizen of Leng that has been plaguing the party, though kept her a level 14 cleric. I figured it would be more thematic for the last fight to include someone they knew rather than a witch they'd never really interacted with. I though they'd fight the witch-lich and the cultist rogues as they went up the tower. They did not. As soon as I finished the initial box text for the tower, the group decided to just fly up to the roof ><. Just in case this happened, I prepared two hand outs. One that showed the entire map that the party would see as they flew. The other was that map superimposed over a complete Yellow Sign. I was thrilled that as I showed the group the first handout followed by the second the group witch said "Hey, that kinda looks like a... DAMMIT!" The witch and the bard then proceeded to miserably fail their saves. So the group lands of the roof, I read the description, show them the enemies, start playing "The Final Countdown" on the Roll20 music player, and the fight starts. The party witch blasts her own party with Storm Bolts, and the Bard starts buffing the bad guys. The Cleric gets the dominate off the Witch, and the Slayer shoots the bard down. Then Lowls finished the bard off (and I send the bard a handout with the Seeded Creature template and tell her she gets up in 6 rounds.) A few rounds later, the cultist rogues and the Briarstone Witch join the party. It was really touch and go, and a few more party members almost died, their cleric barely keeping everyone up. But at the end the party prevailed! And the bard stood up just as the fight ended. She used her insanely high bard bluff to convince the party that it was totally her Vampire Corruption that was the reason she wasn't dead. Then they summoned some angels to hand over the Necronomicon, which surprised me, since the party witch had already fallen to Chaotic Evil through her Accused Corruption and I thought there was no way she'd give that book up. But it was actually her idea, she didn't trust herself with it. So the party Interplanetary Teleported back to Golarion and went their separate ways. The cleric sold off all his gear and built a temple to Shelyn in Thrushmoor where he stayed for the rest of his life. The Fighter went home to his 3 wives and 9 kids in Absolam. The changeling witch went to hunt down and kill her mother, then fell to her corruption and became a hag herself. The bard eventually became the new host for Xhamen-Dor. And the Slayer, possessed by the ghost of Upianshe, dedicated the rest of his life to hunting down and slaying the bard. It was a wild ride and a great adventure! Much appreciating to the writers and to other people on this board for great ideas in running it! Everyone had a blast! Though as exhausting as running campaigns can be leaves me glad its over, I'm also sad that it's over.
Name: Indra
Black Stars Beckon During the final battle Indra failed her save against The Yellow Sign and was dominated, so she started buffing the enemy. Her own group took her down, and then Xhamen-Lowls finished her off, infecting her with his seeded corruption. She then stood up six rounds later, just after the fight ended, as a seeded creature. She then used her insane bluff to convince the party that it wasn't a big deal. So in the campaign epilogue, she is the Xhamen-Dor now.
There is also the Infiltrator archetype Inquisitor, which gets this power: Quote: Forbidden Lore (Ex): While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability). This ability replaces track. I don't know if that would, by RAW supersede the rules against clerics if you dipped one level in Inquisitor then stacked cleric levels, but there's one divine caster at least that can cast Good while being Evil.
A little background information on this one. The cleric in the party I GM for is a horn dog. If it is female, or a particularly good looking dude, he hits on it. ANYTHING. Humans, non-humans, gnolls, ash giants, a ghost, a night hag, an otyugh, ANYTHING. He makes a serious effort to have sex damn near constantly. So in book 6, Black Stars Beckon, he finally meets a beautiful woman who seems to be receptive to his efforts. She is naked in a bathtub, covered in bubbles, beckoning to join her with a huge smile. In a Carcosa Nexus with the decadence influence. He isn't even trying to fight it, and heads right over to her. She, of course, is an undead Sayona Antipaladin. With a +7 initiative modifier, two claws and a bite attack, plus bleed and paralysis, Smite Good, and blood drain. She crits. Twice. She didn't kill him outright, but came real close. Luckily the rest of the party heard his strangled cry before the paralysis took complete hold, and saved him as he stood there paralyzed for the maximum time. The cleric survived, but has since, finally, realized that he should be listening to the brain in his head and not the one in his pants. So RIP, our Clerics Libido.
Prof. Löwenzahn wrote:
By them being evil monsters that you stab in the face? It's very cathartic.
Pretty sure my players are going to figure it out pretty quick when they get there, since the NPCs will be talking in French. Luckily the party witch took Tongues as one of her hexes. I'm hoping they have a self-smacking moment when they do, since Cassilda has already told them they need to go to, as I pronounced it, "Aey-Van Voor" "Bowl-Var-Eye" and "Pah-ree".
In case anyone was curious, the players dealt with this last session. As expected, they wanted to sell it. I had them meet up with an extremely shady, creepy individual who expressed an interest in buying the Graveknight, who gave them an offer of 20,000 gold from which to begin negotiating. Instead of bargaining, the fighter just said 'SOLD!', handed over the regenerating corpse in armor, and went to go buy some diamonds big enough to use as spell components. Maybe sending the lowest WIS and INT character to the market wasn't the parties best move, but none of them wanted to touch the armor.
I just assumed the beastiary was wrong. If you look at the damage Bokrug does, he does damage as a creature much MUCH larger than just Large, so you can scale him up several times without affecting his stats at all. When I ran that encounter I just GM fiated him to Colossal and my players didn't even think to question it.
Lady-J wrote:
Yeah sure, maybe. But the question isn't 'What will happen if the party sells a graveknight,' it's 'How much money do you think a party could get for selling a graveknight.'
Trapfinding is super, SUPER useful. In later books there are traps all over the place, and a lot of them are really, really nasty ones. The party I'm running for has a trap finding slayer, and his finding the trap has possibly saved lives more than once. Looking over the Forensic Physician, the archetype doesn't look like it will be useful at all. The disease thing could be useful, but no more useful than a Remove Disease spell. The other abilities border on completely useless outside of reading a few bloodstains in book 1 and some bloodstains in book 4 a few minutes before you encounter what caused them. Anywhere else you're going to encounter the creatures before you encounter their blood.
So my players are about to enter Carcosa next session. One of them, the changeling witch who has been reading the Necronomicon, is also starting down the path on the Accursed Corruption. The player is eagerly on board with this. I'm also planning on attaching Corruptions to triggers in the book, and afflicting other players with them. If they drink any wine at Avaric Manor, they're getting the Vampirism Corruption, if they eat any fruit, they're getting the Ghoul Corruption. The thing is, I'd like to add some other corruptions as well, but I can't figure out which to use and where to slot them. Anyone got any ideas?
Immediately after the sale the party will be enacting an occult ritual which will transport them from Golarion to a planet in another galaxy. So they aren't really going to be around to deal with the repercussions of their actions. So all advice involving repercussions are pretty much moot. They'll be back eventually, but only if they manage to kill a god.
None of the characters who I think would be on board with the sale are classes where their alignment matters. If they were divine classes, most of them probably would have lost class abilities loooong since. Especially Slayer "Come on guys, let's hear the Heresy Devil out" McArcher, and Fireball "Halfway through reading the actual Necronomicon" Witchington. Though good points on the inherent danger of it possibly making it less valuable than just the value of its magical armor. And while the party does have contacts and access to a major trading hub, they don't have time to go adventuring around to find a buyer, since they do have a world ending apocolyse looming that they need to take care of as soon as possible.
Short version: How much money could a party get if they sold a Graveknight on the open market? Long Story: A few sessions ago, the group I GM for fought a Graveknight. Thanks to the heavy artillery that is the high level archer, it was destroyed before anyone even attempted a knowledge check. So the party never actually KNEW it was a Graveknight, just that it was an undead riding a horse. As adventurers do, they looted the corpse, chucked its magical gear into a bag of holding, and continued on their way to their main objective. It's magical gear included its armor. Now one of my players is also my husband, so he knows next time someone goes to get something from that bag it's going to be SURPRISE! GRAVEKNIGHT! but he's good about not metagaming so I'm not worried about that. My problem comes from the fact that knowing that the party basically has a contained Graveknight, he's expressed an intent to sell it if the group figures out what they have. Most of the party is Neutral (or on the edge of evil), and the one Good party member may protest but be overruled on the grounds that, and I quote "Saving the world is EXPENSIVE" and no one really cares about the rights of undead monstrosities anyway. The party not only has access to teleportation, but actually have a base in Katheer and contacts in Okeno, so they have have access to both massive legitimate and slaver markets. So they have the means to sell it, and the moral flexibility to entertain the idea. So if the party does decide to sell the captured Graveknight off to a collector, evil warlord, or necromancer, how much money do you think they could get for it?
My Skull and Shackles group successfully "adopted" two parrots, one tidepool dragon, three will-o-wisps, a malenti sahaugin, and a cluster of cannibal bleachlings. Sadly we couldn't get the aboleth to join us, though he was talked around into at least a non-hostile associate. Pretty much anything we encountered that had an INT score we attempted to recruit with a "Have you ever considered piracy?"
I also use the translation method, though I normally use a language close to the characters supposed origin. Varisian get a word in Romanian, a Jadwiga get a name in Russian, A Mwangi gets Swahili or Etheopian, etc. All of my WoW characters were in Welsh, which I don't advise if you want people to be able to pronounce your name, but is great if your backstory includes a vowel killing your parents.
Brendan Fallin wrote:
Before even stepping on foot in the Parchlands, my PCs made a point of leaving Okeno, going back to Katheer, heading to the Mysterium, and requesting a reading room be set aside for them to use as a teleport target. So they're definitely going to be teleporting in and out, though I'm trying to come up with idea on how to limit that as much as possible. I can't stop it, but I'd like to limit their trips to one or two instead of just popping back every night.
When my places faced him in the second module, I only had him say "Have you seen the Yellow Sign?" However, I had him say it many times, and kept changing the inflection. So he only said one phrase, but in doing so said different things. Have you seen the YELLOW Sign?
Normal people say different things. This is not a normal person. Use the constant repetition to drive that home, making it another avenue to emphasize how wrong and inhuman this thing is.
For cook people is says right in the hex: "Using this hex or knowingly eating its food is an evil act" So if you take Gingerbread Witch and are NG, then you are effectively losing your 10th level hex, since you can't use it. Unless you want to turn evil. It's definitely an archetype that was designed to be used on an evil character, or at the very least a neutral one. Haven't you heard the saying, "Come to the dark side, we have cookies."
I find it amusing that the person saying the pirate went over the top also said the pirate should have killed the problem player. Not killing people is going over the top now? The rest of the party still got their ride after making it clear to the pirate they weren't in on the bad behavior, so they didn't suffer any punishment, and the problem player bore the brunt of their actions. This is over the top?
Revan wrote:
In my party... Spoiler: ...during that fight one side had a cleric of Shelyn, and the other had a cleric of Zon-Kuthon.
Goth Guru wrote: There was a topic about the consequences for an obscene act for a PC, and I couldn't report it unless I opened and read pert of it. I had to hide it. It did not belong in homebrew, or anywhere else for that matter. You want consequences? Cancel the whole campaign and start a new one without that player! I had to go find the thread just to see what you were talking about, and really I was disappointed. I was expecting more than just a player getting extra exp for consensual male on male activities when the male on male was the GMs idea in the first place and the player didn't even hesitate. The one suggestion that the exp was for the fact that the player didn't even perform the service, that they were dominated/made to forget instead to commit crimes and the exp came from those activities was actually rather clever.
Lawful Neutral vs. Chaotic Neutral in my party. Party meets an NPC. They need an item from said NPC. NPC says she will give them item if they find out who is trying to kill her. Party interrogates everyone, uncovers the assassin, restrains said assassin. Assassin informs the party that the NPC is a totally evil Night Hag from Abaddon trying to set up a business selling enslaved souls, and that's why the assassin is trying to kill her. Assassin begs the party for help, and promises they can take whatever they want from the NPCs corpse. CN Fighter not really ok with the whole enslaving thing, walks over and initiates combat with the NPC. LN Slayer not really ok with breaking a deal they already made with the NPC, goes to coup de grace the assassin. Rest of the party is very confused.
Gulthor wrote:
It definitely changes group by group, but more importantly player by player. I have a player in my game that has read the AP, but not once has he metagamed with any of that knowledge, even when it would be extremely advantageous to do so. But it takes a mature player and a dedicated roleplayer to pull that off, and the guy the OP is having trouble with isn't either of those. From his actions is obvious he doesn't even want RP, he just wants to win, regardless if it ruins the game for everyone else.
Did the poisoner confess to the poisoning?
Then hold a very quick trial. Like 10-15 minutes. Establish guilt, other party members around to be jury, and when she'd found guilty, sentence her to death. Then it's not murder, it's justice.
Another race that works really well for this campaign is the shoreborn half-elf, with the Child of the Sea alternate racial trait. It's thematic, and not a small boost to your ability to sail. Also the Kuru race is native to the shackles, and might be a fun addition if you aren't going for good-aligned pirates.
Today my parties witch had her head ripped clean off by a Tree Tiger Smiledon in the Enchanted Woods. As it was a Dreamlands 'death' it means I got to roll on the lesser madness chart to see what she is inflicted with! I've been looking forward to giving them insanities for months! I can't wait to see what fun and different madness she will suffer! I rolled 28, which is... ...Fugue. Dangit
Daledonjon wrote:
In a desert? In a desert so dry and harsh that it's not even fully mapped? I'm not so much concerned about it holding it's breath as I am about it shriveling up like the worlds most unappetizing raisin. Personally I think having the party being weirder than the things it faces takes a bit away from the whole Lovecraftian aspect of the AP, but if you don't care much about that and want a more lighthearted campaign, then you do you, and have fun with it.
Sexual dimorphism works like that on Earth. These things aren't from Earth. While convergent evolution dictates that ectothermic land carnivores likely will develop similar physical features to better fill their ecological niche, it wouldn't have much effect on the more 'social' features, such as display coloration, which are driven less by environmental pressure. So on the Vesk homeworld it could be the females of all sorts of species that are brighter colored than the males, because millions of years ago a small male lizard chose the slightly more colorful female lizard as his mate. Lemartes wrote: Aside, I approve of your avatar. Cluttermancer eh? Me too. ;) Aside, to be honest, I've always hated your avatar choice. I had this avatar first ;)
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