Humanoid (human) Coward 8, Teekkari 2
DM: Ah, check, I thought it was just the map of the city. Géatan: If I’ve understood correctly, on the first round, Géatan hit three times with four arrows and did 43+26+31=100 damage. Then on the second round, he hit two times with three arrows and did 46+23=69 damage. Your English is mostly okay, so no worries. I can help with English if you have any questions. (English is not my first language either so I know about some problems with it...)
Humanoid (human) Coward 8, Teekkari 2
Luen vähän vaihtelevasti aiempia postauksia uudelleen, mutta yleensä kuitenkin katson uusimmat läpi kertaalleen. Sen sijaan jos postaus on jossain yli kymmenen kappaleen päässä, niin tuskin huomaan muutosta. Tosin jos sitä on joskus mentävä etsimään, on paljon parempi, että ei voi vahingossakaan takertua korjaamattomaan tietoon.
Humanoid (human) Coward 8, Teekkari 2
Aarvid: Just a small thing, but ”Kajal” is what Kajal should be called. ”Lasikoppa” is a sort of nickname. It means ”Glassbasket”, I just usually don’t play in English so the display name isn’t translated. Of course if it’s just Omrax thinking it’s Kajal’s family name, all good, carry on. :D
It seems that no matter which level character I choose, the tier will be higher, right? APL would be either 8,83 or 9,17 with six characters. So, I’ll bring in one of my level 10s. Do the other players have any preference as to my character choice? Here’s a bit more about them:
Seeing the current party I’d lean toward Kajal or Halmotar. Also, DM Stylz, do you need the character sheet to be on the character’s Paizo profile or is it okay if I use the linked sheets?
The font (PT Serif) is very distressing to read and despite my best efforts to override that font, it doesn't work. Overriding works on other sites, so why not the PRD? Also, the text takes too much space, I don't know if that's the font's fault as well or the line spacing, but it's bad. I really want the old concise PRD back. Also, zooming in and out doesn't work on the mobile version (Android in my case). I want to be able to zoom! Especially out. The links that have an underscore in them (like this one: http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/rogue.html#_scout) don't work any longer. Any chance they can be made to work again?
As the player of the aforementioned dwarf rogue who has mushrooms growing in his hair and beard and ale in one of the pockets of his handy haversack with a hose with which he can drink directly from it, I also have two other characters who collect odd things. The first is an elf arcane trickster who has an abstract painting by a cultist of Groetus, a cute rat caught by a fellow druid party member, the bed of the boss of Lissalan cultists, masterwork sketch of Drandle Dreng and a wooden bust of his own face. All found from various scenarios. The other is an elf alchemist who's mortally afraid of gods and who collects empty CLW wands. Ey has six of them at level 12.
Rei wrote: Today while playing a scenario, we had a combat where all characters started out unarmed... sort of. Four characters had bite attacks, three of them used them (one to much greater effect than the other two). The NPC we were rescuing had a very interesting time when she came to and realized three of her rescuers were wiping blood off their faces and there were four unconscious bleeding humanoids around her. It was even more awesome because the face-eating happened pretty much right after the very non-frugal dinner.
JimmySC wrote: Also, keep in mind they have no idea that he's a demon, or if he's an evil cleric, or what - the players shouldn't either. That's true. Still, one of the first things one of the characters in my game said about Dakang was "He's probably a demon or somesuch." I think this was even before they had any hunch about the issues. Yeeeeeeah. But that's a good idea, to have them say that they might not be able to resist Dakang.
Ron Lundeen wrote:
This far I've had the aasimars react that way (mostly because the characters don't have the "real" evidence listed in the scenario). Ron Lundeen wrote: If you really think the aasimar have become very trusting of the PCs, I'd probably reflect that in the Diplomacy check to convince them (they also should get bonuses for any items of "proof" they find in the temple). The scenario doesn't say how big a bonus the evidence gives the characters to convince the aasimars, which is why I thought that any piece of evidence would simply convince them (which seemed more likely than the very literal interpretation that was that they could retry the DC 32 check). Maybe I'll assign some values to the bonuses then. Jayson MF Kip's solution sounds doable, though in this case it would probably result in the aasimars being in the front line. Oh well, maybe the players deserve it; the game has been going on for over seven months already. And it has been glorious.
I'm running this scenario as a play-by-post game and the characters have successfully revealed the undead to the aasimars. In fact, they did it while the undead were still moving, so the aasimars' only option was to help them destroy the undead. Now I'm wondering what I should do when the characters inevitably ask the aasimars to fight Dakang. It feels obvious to me that the aasimars should help the characters. Or at least I can't come up with any excuse why they wouldn't. Any suggestions?
With regard to Favored Target: How will the slayer "study" the target? Does the slayer need to see the target? See it from 30 ft away? See it from 1 kilometre away? See it through scrying? Have seen it before? Have seen it 10 years ago? Hear it? Have heard it before? Know its name? Read its description from a book? Know that it exists? I don't think the class's alignment should be restricted. A Good character can be devoted to the art of death, they just then kill to protect others from serial killers or something and give the enemies chances to surrender.
I've been keeping track of my characters' purchases, ammo, wand charges and other stuff by writing it on their chronicle sheets. If the list has been big enough, I've printed it on the back of them. While the inventory sheets are a pretty good idea, I much dislike that the result is even more paper having to be printed and carried around. Then again, I suppose I could print the inventory sheet on the back of a chronicle sheet as well. One issue I see is that as characters keep buying more stuff and using it, eventually they'll end up with several inventory sheets that each have one or two not-yet-used items on them, which sounds like a pain to check. Personally, I would prefer it if the characters, chronicles and other bureaucracy could be kept in digital form. Easier to make chages when necessary, no need to print or use paper so much and less chance of accidentally losing papers.
It would be good to give the users of the random generator the option to adjust the percentages for sex, classes, etc. The numbers should of course be set to some default value. I've read that at birth, males outnumber females about 106 to 100. (At least Wikipedia agrees...) It's only later in life when males start dying of accidents and age that females start outnumbering males. So it basically depends on age what the ratio is. Also, I'd suggest using "sex" of the physical thing and "gender" of the identity thing to avoid confusion. Ascalaphus wrote: As another point: should race be determined before sex? I think all current races have the same number of different sexes - no races with three different sexes for example. I thought of androids. Technically they're all the same, right? Of course, people could build them to look like a representative of a sex. They're probably not going to be a choosable race though. It would be good to be ready for that kind of possibility anyway, so choosing race (and maybe class too) before sex would be good. The combinations of sex and sexual orientation could get pretty confusing with the common terminology. What sex exactly does a "heterosexual" intersex person prefer? For that purpose, it might be better to use asexual, gynephile (likes women), androphile (likes men) and pansexual (likes all) for sexual orientation. And then some term for an orientation to like just transgender people... yeah, the terminology is an awful mess. As for class archetypes and racial subtypes, I'd include them. They could have similar adjustable percentages and some default percentage, maybe 10 could be good. Same for religions. I'd give a dwarf a preference for dwarven gods.
We just played this scenario and cakewalked it. Our party consisted of Dairhe (artillery unit 11), his bow (+3 composite +2 longbow), Valax (my-perception-is-so-high-I-actually-see-the-stars-even-with-all-the-distan ce-penalties 11), Tyraxor (cat owner 10), liger (big cat 9) and Vasco (ship captain 11). (Okay, fighter 10 / ranger 1, monk 10 / sorcerer 1, druid 10 and ranger 3 / fighter 5 / barbarian 3.) What happened: Spoiler:
First, the contact the mission assignment mentioned did not know anything. Our heroes were disappointed.
We rode the 100 miles to the cave by hippo. That is, on Tyraxor. The angelic figure at the cave entrance was suspicious, but Valax submitted to the strip search and did not lie. The others did the same. Three of us had to explain certain evil tattoos, but that went okay. Vasco rolled diplomacy, got two aids and hit the 34 DC precisely. In we went. The noble prisoner was sort of funny. We went to the left and killed the undead on the horse in 10 seconds. Also, Valax grappled her. The horse puffed while no one was looking. Then we brought the body to the prisoners in case they were REALLY hungry, but they weren't. Next we opened the door to the place where the fat wizard was. He casted a fog cloud and we couldn't see him, so we closed the door and waited for a while. Some huge monster opened the door and did something nasty to Vasco and the liger, but then Dairhe killed it. Tyraxor casted spiked stones into the room where the enemies were. Then the fat wizard came out of the cloud and tried to disintegrate Vasco, but failed. Valax jumped 30 feet into the room and 10 feet up and grappled the wizard. The wizard came down, couldn't get free even when greased and Vasco and Dairhe killed him. The two slothspawns died miserably. Valax went to look at the big statue, but no one did anything with it yet. Vasco, then again, got acquainted with the ioun stone and gleed. Valax identified the potions by observing their molecular structure. We went to look at the statue in the room before the ghost. Valax saw the trap immediately, but none of us was a rogue, so we couldn't disable it. Tyraxor had also used his dispels already. Then we remembered that we had the fat wizard's spellbook and used the pages of that as a scroll and were done with it. Finally, we went to say hi to the ghost. Dairhe killed it too. All in all, we took some hit point damage and ability damage, but those were fixed with wands. With nothing more to be done and no tokens to be found, Valax went to the big statue and carved some Lissalan symbols until all the tokens came out. Then we went to Magnimar, got our ioun stones and most of us apparently went to "temples" of Cayden Cailean to get atonements, complaining that we felt ill. (This magnificent pun works much better in Finnish because ill and evil are the same word.) Worst thing that happened: Spoiler:
Liger was unconscious for a second due to constitution issues. Nevertheless, we laughed a lot and had fun! Spoiler: As the player of the monk, I was also pleased that for once a wizard didn't have freedom of movement.
I too have played the City of Strangers scenarios before and I didn't expect Miss Feathers to have changed so I was a little bewildered. However, while the other players talked about it, I was just: "Hm, okay." I accepted it and that was that. I would have been okay without it, but I understand why you chose to change Feathers, they were good reasons and it's also okay. There's room for both serious transwomen and comical drag queens (and serious drag queens and comical transwomen for that matter) in Golarion (and Miss Feathers can be both, either or neither, simultaneously or sequentially). Just like there is room for Valax, the character I played in this scenario. (I dare you to look at this drawing of Valax.) There's room for all kinds of people, so hopefully we'll see more memorable NPCs in the future too. Valax was disappointed at Feathers's seriousness on account of being, well, Valax. If I'd played with either of my two other characters who had been in City of Strangers, they'd have completely understood even if there had been a discrepancy in Feathers's behaviour. The enemies in this Feast of Sigils were neat and varied. Valax was utterly useless throughout the scenario past identifying potions automatically and succeeding on one disarm and grapple check against a mook, and provided a traumatic, life-changing visual of getting chopped into pieces for another character. Good times! The problems with the scenario were the numerous errors that drove the GM mad, but those are apparently (being) corrected, so that's great.
kinevon wrote: No, since you can make Profession checks untrained anyhow. The untrained part of the feat is really for non-Bards using Knowledge skills. Profession is trained only though. Also, knowledge skills can't (at least normally) be used for day job in PFS, but the issue would probably come up if there's a vanity that allows using a knowledge skill for day job and some character had that... kinevon wrote: Now, for a trained Profession skill, the +2 would still apply for day job rolls. This I do agree with.
A character who has the feat Breadth of Experience can make profession checks untrained. A Pathfinder Society character can attempt a trained profession check to earn money as a day job. So, is it acceptable to do a day job roll with some random profession, using the Breadth of Experience feat? Personally, I'd say no since the day job calls for a "trained check" (and I recall neither craft nor perform can be used untrained for the day job) and the feat allows making an "untrained check". But I want to be sure, so I'm asking!
I started my role-playing hobby with PBP about eight years ago and have continued to this day, so I have quite a lot of experience with it. I've recently played and GMed some PFS scenarios PBP-style. There are definitely differences to real-life role-playing. The biggest difference, as Thod put it, is time. There's time to figure out illogicalities in a scenario and fix them so that they make sense. There is time to see how the rules work in shady areas and what exactly a spell does. There is time to consider the character's actions so that the playing is closer to role-playing than roll-playing. The above are also the good sides of PBP. And even though having enough time is good, it's also a bad side since the game takes too much time, especially in combat. There isn't really anything to be done about that, though. I'm quite fine with playing a game a little bit at a time and over a long period of time. Even though it takes more time, my games have usually gone so that even in combat, the players wait neatly for their turns before they post and so there won't be too much effort spent on resolving complex if-else-structures. We use the option of sending the GM a private message saying what the character does on its turn. Some take advantage of that, some don't. When I'm playing and giving the GM my character's actions in advance, I pretty much always make an if-else. The worst problems with PBPs are immediate actions and immediate rerolls. Immediate actions are usually fairly simple, since it's pretty probable that a wizard uses feather fall if pushed off a cliff and that someone will use an AoO to smack a careless foe. But it isn't always clear. The rerolls are really a pain. Yep, the ones that say stuff like "you may reroll this after you've rolled but before the results are announced". I haven't yet found a good solution to that. My best idea is that the player says even before the roll that "if this roll comes up under 5, I'll use the reroll" or something. Interrupting another character is similarly also difficult. If someone isn't completely on the map or plays a character who doesn't have a full deck, there might be dire consequences and the other characters can't stop it. I would in those cases allow the editing of the posts, but this far it hasn't happened, and it would take some time to solve, too. Related to rolling, all of our games this far have went so that the GM rolls all the dice. We tend to use a dice bot that resides in our PFS IRC channel (it seems to hate players and like GMs). I've given my players the option of rolling their own dice with the bot, but this far none have done so and thus I've rolled everything. This has also caused the obscuring of the rolls. I didn't bother to put the rolls up anywhere and thus the players never knew what exactly was the foe's AC and so on. I considered telling them the results but they didn't complain when I didn't, so I just let the rolls go by. As for maps, the scenarios can be played without them, some easily and some not, but since it's simpler with maps, I just draw them in an image-editing program. I'm very familiar with such programs, so drawing them is no problem at all. Usually I just draw the structure of a given map with different colours, place a grid of letters and numbers on the edge of the image and then place the characters on the grid, with their initials representing the character, like so: link to (spoiler-free) map. Copyright issues of the text aren't a problem when there is no way but to paraphrase: observe this Finnish translation of the beginning of The Infernal Vault. Disappearing players and GMs are probably the biggest problem in online games. I'm glad it hasn't happened in my games yet, save for preannounced vacations that were handled so that the characters didn't just drop out. I also haven't run into anyone using too much meta-knowledge yet. As I run my games on a wiki, I have the option of correcting too erroneous play. This far I haven't had to, save for very small things like adding the height of a room. Similarly, the players can edit everything that has been written. This far we haven't had problems with illegitimate changes. I'm a much better GM online than at the table (or at least I think so) since I'm rather shy, so I'm glad it's possible to play PFS online. At the moment, we have three online games going on in our Finnish PFS circle, two on the aforementioned wiki and one on a related forum.
I think the tremorsense entry should have some mention about creatures standing still. A stationary object doesn't create vibrations, and an immobile creature shouldn't create very much of them, so something with (only) tremorsense wouldn't detect a creature standing still as well as a moving one, right? Sorry if someone mentioned this already. All those 400+ comments looked too daunting. (I wish there was a way to search in the comments of a specific post...)
I am interested! I got inspired just now and wrote up Vorhel, an elven druid: Background etc.:
Name: "Vorhel" Trealthel Galiangar (Vorhel is a nickname told to other people and Trealthel Galiangar is his real name that only relatives and close friends know)
Appearance: Vorhel is a young (120-year-old) elf with pale skin, dark green eyes and long, rather unruly hair of indiscernible greenish brown colour. He is 181 cm tall and weighs 62 kg. He has high cheekbones, large eyes (even for an elf), wide nose and a dent in his right ear. His voice is usually silent and soft. For some reason, he looks often like he had seen a ghost. He looks like he should be smiling more than he is, and whenever he does smile, the expression washes away rather quickly. His clothes are simple and earth-toned in colour: a tunic, breeches, sturdy boots, worker's gloves, an overcoat and a hunter's hat. Personality: Vorhel is (or at least tries to be) optimistic and likes to think of himself as capable. He doesn't tend to ask for help but does accept it when it's given. As a nomad, he isn't all that used to people and doesn't know what to do with them, but he has met enough of them to have learned to not judge everything by their looks. He seems like a loner even though he isn't really; he just doesn't exactly know how to talk to strangers about things other than the weather. During his travels, Vorhel got used to who knows what kind of things, but if there's one thing he hates unconditionally, it's mushrooms. He'll never eat one if he can possibly avoid it. Lately Vorhel has been in danger of overcoming by helplessness. Whenever he seems like his eyes start staring into nothingness, his tiger Tholniw nudges him out of it. Background: Like many elves, Vorhel was born in the Kyonin forest. His parents were Valathal and Yullon. Very young and nomadic, the couple had left their own parents early to make their own way in the forest. Eventually their curiosity outgrew the forest and they left for other lands. Vorhel wasn't quite grown up yet, but was old enough to get by with their help. The small family spent a year here and a couple there, seeing glimpses of the lives of other elves and peoples outside Kyonin. They were in no hurry to anywhere and made a winding journey of several years from Kyonin to Razmiran and Exalted Wood, Echo Wood, Numeria, Mendev and Estrovian Forest, across the Lake of Mists and Veils to Port Ice in Brevoy and to Icerime Peaks. The three had not heard good things about The Valley of Fire and were going to stay away from it. They took a day's break in their travels as young Vorhel was finally ready to call his very first animal companion to him. For a whole day, Vorhel prayed silently and meticulously and felt a bond forming as time went by. Still, when the ritual was complete, the animal had not showed itself. Yullon said that it was probably just taking its time for one reason or another, so the three elves settled to sleep. They did not sleep long. Even though they were still a safe distance away from the dangers of The Valley if Fire, they were brutally ambushed. The creature they faced was unspeakably horrendous, and before he even knew it, Vorhel was running with his parents shouting and telling him to run faster. Valathal and Yullon stayed and fought. Terrified, Vorhel ran until his legs gave in and he collapsed in a thorny rose bush. When he awoke, it was nearly morning and a big tiger was licking his face. For a moment, he was only happy that his first animal companion had come and he didn't even remember what had happened in the night. As moments passed, he remembered and, nearly panicked and worrying like never before, he ran back to his parents, following his own tracks. When he finally arrived, he found only elven blood scattered in a surprisingly wide area, a few torn pieces of clothing and broken items. No clue whatsoever remained of the creature that had attacked them and Vorhel had not even seen it properly. It took Vorhel some moments to get over the shock, but he managed to recall what his parents had advised him to do. In his bag was a scroll of reincarnate and the required oils... but his bag was gone as well since he couldn't have remembered to take it with him when he started running, and nothing of his parents remained. Vorhel refused to be overcome with sorrow and instead went through the whole area with a fine comb and after half a day, managed to procure six long hairs, one of which was probably his own, two were the dark hairs of his mother and three probably his father's whose hair colour resembled his own. He didn't even have any way of knowing whether these particular hairs had been part of his parents when they died. With only the clothes on his back, a few items in his belt pouch, a new animal companion and his parents' hairs, he ran west across the plains and forest, next to the river, heading to New Stetven. People more powerful than him lived in cities and they could help him. Though he had resolved to not start dwelling in sorrow, he grew rather serious during his running trip as he realised that he had no idea how to go about getting help. The tiger gave him much comfort in his time of stress, so he named her Tholniw, "Raincloud", for she washed the worries from his mind like soft early summer rain. When Vorhel finally arrived in New Stetven, he was rather desperate and was definitely not well received, what with not knowing how to deal with the locals, having a tiger in tow and demanding people to help him raise his dead parents. Having no clue what to do, he could only try to head for the next town, Silverhall. He heard that a ship was just leaving and made his best to get passage on it, though he had no idea what he could do differently in the other town to receive help. Tholniw: Tholniw is a young and playful tiger. She especially likes to wrestle with Vorhel and lie on him. She is wary of other persons and either circles Vorhel or sits behind him when he's talking to others. Outwardly, she doesn't seem to be extraordinary in any way: she looks just like a regular tiger. Stats:
Vorhel
Elf druid (pack lord) 1 NG medium humanoid (elf) Init +3
AC 13, touch 13, flat-footed 10
Speed 30 ft. Spellslots
Str 9, Dex 16, Con 10, Int 14, Wis 18, Cha 10
Notes
Despite the pack lord archetype, I promise I wouldn't keep a zoo unless people actually wanted that. (Most people I've played with before didn't approve of a horde of animal companions...) Animal companion stats:
Tholniw
N medium animal (tiger) HD 2 Init +3
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural armor)
Speed 40 ft.
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
I'm in only one other PBP game here. I'm usually able to post many times a day, though with my time zone (GMT+2) it's usually just a couple. I can certainly change the background for convenience or other character relations or if I got something wrong while writing it.
Humanoid (human) Coward 8, Teekkari 2
Awesome. :) I noticed the Riftview description refers to Shaygen as a woman but the post in the IC thread refers to him as a man. Small oversight there?
Humanoid (human) Coward 8, Teekkari 2
Fate and Fortune wrote:
All right. That reminded me of another thing: how much is a player allowed/expected to control others' characters in a post? I've ran to many different conventions on that too. I imagine that usually the line is drawn on either side of harmlessly touching another character. Fate and Fortune wrote:
I know. I only meant that we could decide the confirmation roll works like I said, to choose between a regular crit and a crit from the deck. But as Shane said, that would mean that regular ×20 weapons would get few deck crits... Anyway, I shall vote yes for using the crit deck. :)
Humanoid (human) Coward 8, Teekkari 2
jmberaldo wrote: I prefer third person and past tense. It sounds more like a book to me ;) Agreed! I'm good to go with present tense however, especially since I haven't tried it before.Fate and Fortune wrote: @Veltzeh/jmberaldo: Dialogue is in first person present tense, narrative is in third person, preferably present tense, but third is okay (can get confusing in some situations, though, especially when talking about sequential order, as they are ALL past tense, and then a preposition/descriptor is needed). Wouldn't the case be the same if they were all present tense, too? Anyway, the important thing is that we stick to one tense with the descriptions as a whole. Should we put it to a vote or shall GM decide? ;)Fate and Fortune wrote: How does everyone feel about using Paizo's Critical Hit Deck? I agree with terok that losing a limb would be rather devastating, but having to deal with it would be pretty interesting also. (Hmmm, Craft (prosthetics)!) Maybe alter it so that the deck happens slightly less often? Like for example when the critical confirmation roll would be another critical hit. I'm fine either way too, though. Fate and Fortune wrote: The game has regions where certain things exist. If you stumble on them early, you are out of luck, as I'm not changing that. The reverse is true. If at 5th level you hear rumors of an evil cult, and they're 1st level and sacrificing pixies and squirrels to their dark overlords, sucks for you. Hopefully we have some ways of finding out whether some areas are very dangerous. :) |