Ekaym Smallcask

Tierce's page

Goblin Squad Member. Organized Play Member. 258 posts (3,307 including aliases). 2 reviews. 2 lists. No wishlists. 12 Organized Play characters. 21 aliases.


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Sovereign Court

Already half way through and having difficulty putting it down! You do this to me every time Dave!!!!

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1 person marked this as a favorite.

Greylurker has convinced me, I will check out NeoExodus!

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Those are both interesting ideas as well, but your not supposed to make my decision even harder!

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First want to start off by saying Merry Christmas to everyone. Hope your holidays are filled with Pathfinder goodness!

And now on to the topic at hand. My gaming group is about to start a new campaign with me as the GM. I'm thinking of a little vacation from Golarion, but seem to be stuck on deciding what campaign setting to take an in-depth look at.

Interested in the following:

Midgard - Always a fan of Mythology
NeoExodus - Anime style cyber-fantasy! Thumbs up!
Razor Coast - Everything is always better with pirates!

If you have experience with any of these settings, please let me know your thoughts so I can make an informed decision.

Thanks!

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Not sure if other GM's are experiencing a similar problem, but my players love to live in the "Neutral Zone" (or lower). In a table of 6 players, I usually have five Chaotic Neutrals and either an evil or LN character rounding out the table. I've tried encouraging them to play good characters, which usually results in boo's from the players. So I have decided to not beat them, but to join them!

Paizo Adventure Path's are masterful works of art, but a good number of them assume a "good party". So currently I am looking to tweak an AP to be more suited to an evil party. For this I am looking for something Urban themed, so Kingmaker and Skull and Shackles are out.

Also don't want to start Way of the Wicked for the third time. It's a fantastic AP from Fire Mountain Games and if you haven't heard of it, look it up now and purchase it.

So my question is, how easy would it be to tweak say Council of Thieves or Curse of the Crimson Throne for an evil party?

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I am also interested to see that

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If I could comment on that, even though it wasn't intended as mythic, it certainly feels like it.

Justification (Contains Spoilers):
At the end of Queen of Thorns, we see both the Count and Radovan as being significantly more powerful then when we saw them back in Prince of Wolves. But I mean this can be explained by a few levels, Radovan now has a slew of Devil's inhabiting his body with multiple "Evolution Points" and the Count's magic is even more potent with his handicap.

Flash forward to the end of King of Chaos, with Radovan summoning all five devils into his body at once and fighting the demons. It almost feels like this was his moment of "ascension" and the Count using the book to feed his magic was his. Then we hit the epilogue and Radovan is back to the same devil from Prince of Wolves, and the Count has to "re-learn" magic just like in the first book. So it feels to me that the boys were rising to this climax, ascended to mythic status for the fight, and then it disappeared and they are left back to the beginning.

That's just what I felt about it anyways

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Mortagon wrote:
Btw I haven't read WotR or the mythic rules yet. Is there any reason why criticals should be tweaked when using the mythic rules?

There are a few mythic abilities that raise the crit modifier of a weapon by one step

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My players love the crit and fumble decks, but after reading the first book of WotR and Mythic Adventures, it seems that when they hit mythic, the normal crit deck just won't be pulling as much damage as in a normal campaign.

Normal rules of the crit deck would just have me give them an extra card for any modifiers above x2 and they can choose the one they want. Has anyone thought of any different ideas, like adding cards together for crit modifiers after x3?

The fumble deck doesn't need any tweaking imo

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I should thank you, it was an excellent read. Couldn't put it down!

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I'm guessing you gents are all in the states. As a Canadian who gets the cheapest shipping, I always get my shipments two to three weeks after the retail date, which is why I love my pdf's so much.

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Yeah, it's just the authorization, we won't be getting our Shipping/PDF emails until August the 12th to 23rd as outlined by Sara

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Hammithan wrote:
So uh, my subscription was showing up as to be authorized yesterday earlier, but now it's showing Wrath #1 and Mythic Adventures as part of next month's shipment and to be authorized on the 12 of September.

Happens to me all the time, it's simply a display error while they are running the authorizations. It will make sense once you get your email!

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That's totally fine, I can make the concept work better with a ranger.

What are good choices for favored enemy?

Here are my rolls:

Focus: Strength
Fobile: Cha

Dex: 1d10 + 7 ⇒ (8) + 7 = 15
Con: 1d10 + 7 ⇒ (4) + 7 = 11
Int: 1d10 + 7 ⇒ (6) + 7 = 13
Wis: 1d10 + 7 ⇒ (4) + 7 = 11

Set 2

Dex: 1d10 + 7 ⇒ (5) + 7 = 12
Con: 1d10 + 7 ⇒ (6) + 7 = 13
Int: 1d10 + 7 ⇒ (10) + 7 = 17
Wis: 1d10 + 7 ⇒ (8) + 7 = 15

Eck, decent dex on first, but meh stats, or meh dex with good stats. I'm going to go with set 2 and make it interesting

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Hey Ed! Which character?

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Dotting for interest, are you ok with the godling class from super genus games?

Would go Mighty Godling and would focus on being a switch hitter, so range and melee, trying to build a versatile martial character.

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Excellent advice from everyone, one of the reasons I like these forums is that it's full of helpful people.

My home group has taken a break from my GM'ing for a few months now, so I'm looking forward to starting back up. With this advice, I think I will look into a Sandbox adventure and add in my own flair and creative ideas.

My players loved Skull and Shackles as they could be pirates, so I'm thinking Razor Coast

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So I have a problem. I love starting new Adventure Paths and having the players make characters, helping them with their characters and getting everything set up. A couple of sessions down the road however, I'm fighting the urge to start a new campaign as my excitement is not what it was at character creation. I know it's not the product as Paizo Adventure Paths are amazing, so I know the problem is with me.

What do you do (if anything) to keep things interesting? And how can I keep my excitement level up for the players and not force them to start a new AP every month and stop wanting me to GM?

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And I'm going swashbuckling rogue, Taldan nobleman of the Vraie family, Tierce Vraie!

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Second Attempt

4d6 ⇒ (4, 1, 5, 5) = 15 = 14
4d6 ⇒ (5, 3, 5, 1) = 14 = 13
4d6 ⇒ (6, 5, 5, 6) = 22 = 17
4d6 ⇒ (4, 4, 3, 1) = 12 = 11
4d6 ⇒ (2, 5, 6, 2) = 15 = 13
4d6 ⇒ (3, 6, 3, 1) = 13 = 12

Third Attempt

4d6 ⇒ (2, 2, 1, 3) = 8 = 7
4d6 ⇒ (3, 5, 5, 1) = 14 = 13
4d6 ⇒ (6, 6, 3, 5) = 20 = 17
4d6 ⇒ (3, 6, 6, 3) = 18 = 15
4d6 ⇒ (2, 6, 5, 1) = 14 = 13
4d6 ⇒ (1, 3, 3, 4) = 11 = 10

hmmmm, going with Second Attempt on that one

Still no idea what to play, any suggestions?

Thinking of maybe actually playing Tierce or Talon Vraie, that would be rogue and bard in that order

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Dotting, but have no idea what to play, may wait and see what other people are apping and fill the need

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

That's a pretty straight base line

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Hello Jon!

Dotting for interest, I have a doctor character I will post up shortly

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Lexi's playing a half orc??!?!?

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Remus will be 15 at the start

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I'm not the GM, but my opinion is that there is a time and place for evil characters. Way of the wicked comes to mind, or a mainly evil campaign. Playing an evil character in an otherwise good campaign can be very challenging, especially when another applicant is LG and plans to be a paladin

that's just my opinion

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Thank you, you as well

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I took both as bastard swords are tricky to be able to use them one handed

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Yes, martial proficiency with the chosen weapon, but not another of the same type. I also took EWP: Bastard as he's figured out how to hold it in one hand

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Here is Remus Hyronius. I've left it open for Paladin, Cavalier or Fighter (Hellknight)

Character Sheet:

Remus Hyronius
Male Human (Chelaxian) Commoner
LG Medium Humanoid (human)
Init +1; Senses Perception +3
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Defense
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AC 11, touch 10, flat-footed 11
hp 11
Fort +2, Ref +1, Will -1
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Offense
Unarmed Strike +4 1d3+4
Bastard Sword +5 1d10+4
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Speed 30 ft.
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Statistics
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Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 14
Base Atk +0;
Feats Toughness, EWP: Bastard Sword
Traits Hellknight Ancestry, Heirloom Weapon: Bastard Sword
Skills Climb 4, Handle Animal 6, Perception 3, Swim 4
Languages Common
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Special Abilities
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Hellknight Ancestry You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate checks to influence enemies of the Hellknights.

Backstory:

Remus has always dreamed of being a knight. A man that everyone could look up to and admire. Being shy and reserved, he was picked on frequently as a child, never using his full strength to defend himself. But he always watched out for those around him, even going so far as letting the bully hit him and protecting their true target.

But Remus had one secret that none of the other kids knew. He had a sword! Remus has had the sword for as long as he can remember and isn't sure where it came from. Every night he would take it out of its hiding spot in the orphanage and look at it and dream of his parents and wonder what they were like. He would silently trace the upside down star on the hilt and pray to the heavens that he would one day be just like them. He would even sneak out on free days and practice with the sword, quickly learning that he could hold it in one hand, even with its bulk.

One day Remus would get his wish, he just wishes it was sooner rather then later.

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Nice name, going to use you geass to take over the world?

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Dotting for interest. I'm thinking I would play the serious kid type roll with aspirations of being a knight and go on adventures to save damsels in distress. He would go either paladin, cavalier or fighter. With fighter he would go the Hellknight direction. How do you feel about a Paladin or Aroden?

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Less then 14 hours to go!

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Rebellion:
The Heralds of Summer's Return

Desna:
Inkit Reli, a kellid cleric of Desna healed the land of the chillbane plague (the bad one). The cleric then asked that her people not be be harmed. She was then brutalized and buried alive

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An even ten entries so far, that's pretty respectable! Love what I've read so far and I enjoyed writing my entry. I may have to keep this up just to get myself back into writing!

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Not sure on that, but instead of my previous idea, the one for this thread, I will make an alchemist. Fire bombs should do a lot of damage

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I also like writing, but also want the boon!

The Disappeared (1000 words):

Tierce Vraie
Pathfinder Chronicler
Thornkeep, River Kingdoms

Sheila Heidmarch
Venture-Captain of Magnimar
Heidmarch Manor, Magnimar

Greetings and salutations esteemed Captain Heidmarch!

It was glorious to see you again, as your radiant beauty is a welcome sight to my sore Taldane eyes. I am forever wishing that I could give this report in person, but I’m afraid that I was called away to Thornkeep. A personal issue has arisen that may also turn into a welcome opportunity for our lovely society. I’m sure I could go through the details once I have returned to Magnimar, possibly over a candlelight dinner of just the two of us?

As you are well aware, I recently oversaw a covert mission in Absalom for our mutual friend, Ambrus Valsin. We were all shocked to hear the news that Paracountess Zarta Dralneen was no longer overseeing Chelish interests in Absalom, and even more alarmed to hear that her government was disavowing all knowledge of her existence. Ambrus was convinced that the Thrune administration had her detained and apprehended and contacted myself and my team to learn any and all knowledge of her imprisonment. I may not be a fan of our Chelish brethren, but I have a special place in my heart reserved for Zarta. I can assure you that I also have a special place in my heart for you as well!

We were able to infiltrate the Chelish Embassy posing as Pathfinder messengers with Sargovian Intelligence meant only for the eyes of the new Ambassador. With the help of Venture-Captain Amara-Li, and the welcoming gala that was currently being held, we were able to delay the Ambassador and create a small one hour window to begin our investigation. I regret to say that in order to get past the clerical staff, I was forced to bride a known drug addict with a bag of her vice. I’m sure Aroden, wherever he might be, will forgive my sin for the greater good. After being locked in a waiting room, an unknown contact within the Embassy came through and provided us a way out as well as a set of keys. Seems that Zarta still has some friends in Absalom!

Posing as servants, my team was able to sneak through the embassy without much incident. Our resident cleric was adamant about remaining in his armor, and nearly caused us to lose our cover. Thankfully we were spotted by a member of Absalom’s social elite who couldn’t see past our servant’s garb before turning his nose up in disgust. Nobles!

Tracing our path around the embassy to avoid the crowds of the gala, we were finally able to locate Zarta’s former sitting room. As a “close” friend of Zarta’s, I was disheartened to find that a majority of the artwork had been removed. Thankfully I was able to locate a rolled up painting of the Paracountess that I made sure to rescue for my own collection!

Zarta’s bedchamber was also void of all artwork just like the previous room. However, the wooden statue of the nymph that I had admired on occasion was still remaining within its original spot. Tessera, our magi, was able to notice a hidden keyhole within the statue and one of our keys seemed to fit. In normal Chelish fashion, a secret door was revealed and a pair of imps were summoned. I’ve never understood the reason behind the infernal compact, but these devils were not in the mood for parley. I’m still surprised that no one overheard our resulting combat.

The secret entrance lead to a familiar sight as I am well aware of Zarta’s unusual activities. I wonder if all woman of power have a similar need to fulfill. I would love to see if your manor has any secret “playrooms”. Moving past the playroom, we came upon Zarta’s Office. I was nearly heart broken when I noticed a framed picture of Ambrus Valsin upon her desk with a lip stick stain on the glass. However I was relieved to find that the picture was a plant to lure in any Pathfinders who would find the two hidden notes stashed away inside.

Caelus our alchemist, a Chelish man himself, was able to determine that both notes were meant to be found by us. One of the notes contained a list of seal codes, but was encrypted. The second note appeared to be a note that Zarta wrote about an actor that she was infatuated with. Luckily Caelus was able to determine that the note was written a second time in a cypher code. He also determined that several key words were highlighted to lead us to our destination. Those words being “Vent”, “Lion”, “Scales”, “King” and “Centaurs”.

We were able to climb through the vent system and use the words as clues to the direction to follow. Each fork in the vent system would have a picture scrawled into the wall, pointing us to our proper destination. Arriving in a new room, we were immediately attacked by an animated chair. The things the Chelish think of! Dismantling the “guardian”, we quickly took stock of our surroundings which appeared to be the Records Archive of the embassy. Using a clue from the note, we quickly located one of the filing cabinets and located Zarta’s detainment notice, which of course was encrypted. Caleus was able to decode the information, learning that Zarta had been taking to Citadel Vraid.

With information in hand, we quickly headed back to the waiting room, arriving back just as the Ambassador was opening the door from the other side. Luckily Amara was the only one that noticed our arrival. Once delivering the information package, we quickly made haste back to the Grand Lodge.

Ambrus is currently getting the resources together for another covert mission to Korvosa. I’m not sure how sane of an idea it is to assault Citadel Vraid, but you can rest assured that I will be volunteering!

Faithfully awaiting your embrace,
Your compatriot,
Tierce Vraie

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Dotting for interest. This is probably the best idea I've seen in awhile.

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But as I said earlier, a winter witch can always still hex a cold immune creature

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The NPC wrote:
The Golux wrote:
There's no reason winter witches and oracles can't take fire spells too.
As I recall winter witches are barred from taking spells of the fire type.

You are correct

Ice Magic

When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.

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The Heralds of Summer's Return?

I was looking through the synopsis of each book of Reign of Winter and it appears that the time spent in Irrisen will not be as long as I had previously thought. I'm sure there will be choke points with cold immune creatures, but that's why you play a witch, you forget the cold spells and focus on the hexes until you get though them.

And by the time the sixth book rolls around, players should be high enough in the Winter Witch prestige class to mitigate most of the immunity

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Thanks to the new People of the North book, I am greatly anticipating this AP as well as the GM who's going to be running it for us.

Now is anyone aware of the level of Cold resistant and Cold Immune mobs that will be present in the Adventure? I have two really great character ideas(Winter Witch or Winter Oracle), but both will be quite weak against cold resistant. I realise the Winter Witch Prestige class negates a bit of this, but not until later levels.

Any help would be appreciated

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1 person marked this as a favorite.

I have received the go ahead from Hobby Ninja to start hosting PFS games at their store. I am currently recruiting for a GM and for a small player base to get them started. If anyone lives in the East Durham area or knows anyone who lives there and is interested in playing, please let me know either through here or through email

pftierce@gmail.com

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All great recommendations, and it mirrors the same problem that I am currently having.

As for Way of the Wicked, I've attempted to already run it with the group, but it resulted in a TPK. If Gary is watching then he knows that I love his product, but at this time I will need to save it for a time when my players begin to think more through a problem instead of rushing through a fortress, attempting to kill everything as fast as they can.

At this point, I think my mind is in a three way tie between Curse of the Crimson Throne (which will throw them to the "RP wolves"), Legacy of Fire and Jade Regent.

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This seems to be a re-occurring theme on this board, but I will go ahead and post my own thread for it.

I am looking to run an adventure path, but I am seriously stuck on which one to run as they all seem good to me. I want an AP that I can take several months to prepare for, memorize every detail and really have the adventure ready for showtime.

Another problem is that my group is very "kick in the door" style "roll-players" that want to be spoon fed content and I want to break them of that and get them thinking and roleplaying, but nothing too heavy.

I would also love for the AP to be more open instead of encounter after encounter.

I've already suggested Kingmaker but got mixed responses from the players. A good portion of them want me to run Way of the Wicked, but I'm saving that for another time.

Any other ideas?

Edit: I should note that we have already played RotRL's, Serpent's Skull, Carrion Crown and Skull and Shackles

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I will start out by saying that I am a huge fan of Pathfinder subscriptions, it's like Xmas once a month.

My question is simple. Is there a way, or possibly a future idea to allow for subscriptions of just the PDF's? I lack the space requirements for printed books and would love a way to have subscriptions for just the digital pdf's.

If that's possible, I would be certainly expanding my subscriptions

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This is a bit off topic, but how is Slumbering Tsar? Been thinking of buying the saga book and the reviews all looks great. But what makes it great?

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1 person marked this as a favorite.

I have a half-drow player in my RotRL, only people that were terrified of him were the elf player and the other elves in Sandpoint

Spoiler:
And after he saved the town from the goblin raid, people looked past his heritage

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Neither, Nexus 7 by Google. I have one for reading my paizo pdf's and to use iCrit and iFumble, and I highly recommend it.

It has a great processor, and the 16 gb drive is enough to hold all my paizo pdf's. Plus its android!

But the price is the part I like the best, half the price of the iPad, and a little more then the Fire

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Druids are the last class I will play, just a personal preference, but thanks for the advise.

And yes I am aware of the deadly dealer feat, I put it in my original post

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Yeah the Varisia book is where I got the idea from

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