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Organized Play Member. 61 posts (112 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 3 aliases.


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From my understanding of that module, they've already had some luck if they made it to the end lol.

Thankyou for moving Irizzle as fast as his stubby little legs can go. This initial encounter is making a compelling agument for Expeditious Retreat :)


Love that free token tool.

I normally try and give some bot directions when combat is on, as I often find the peak time for North America/Europe coincides with me being asleep, and I normally wake up to half a days posting, then jump in from there.


Hah, awesome, my PFS Barbarian Dwarf is also named Kazmuk


It all goes in the Class/Levels line - basically all just plain text in that field


I was probably looking at using a Blunderbuss for Irizzle, so he will likely be quite close range as well.

What is the plan for starting gold? I didn’t think I saw that on the character creation rules? Never mind, found it - average roll

I’ll have Irizzle go for Numeria Archaeologist, as I don’t think anyone else has that one.I was thinking Pragmatic Activator would fit his character and be useful for his second trait.


Hmm, taking another look, quite a few of the Campaign traits could work for the Gnome (who is now called Irizzle Luckcrafter).

Numerian Archaeologist, Skymetal Smith or Stargazer work would all fit as well as the Local Ties feat if we wanted some diversification.

I think I'll definitely go with Irizzle rather than Khaar the Barbarian.


It's actually Nanite Sorceror Bloodline I was looking at.

The Barbarian I was looking at was definitely going to be more traditional in concept, going for the conflict with technology angle.

I had a look at the Cruorchymist, didn't mind the idea of the Familiar but the whole Blood thing isn't what I had in mind.

I'm thinking the Gun Chemist could in the longrun specialise the gunbombs for more of the status effect control stuff and use the tech guns for damage. I think I'll go with that and I see Quickdraw in that characters future. I'll try and make a build and see how it goes.

In terms of build sharing, while we're still in this sort of brainstorming phase, would sharing Herolab files be feasible?


OK, if Sir Longears was looking at Fighter that'd probably overlap a bit much with the Barbarian idea, so maybe Alchemist is the way to go, though I might check out some of the more exotic elements for some of the spellcaster classes as well - I think I saw a Nanite Druid that looked intriguing.

About to leave for work so won't be as active for a while, but will try and pop in to monitor, though may not post.


I think Kineticists can make their attacks work on Touch AC as well, so they could maybe replace a Gunslinger somewhat?

Yeah if I went Alchemist I was thinking I'd make him a bit of a skillmonkey which would work well with Technologist. Looking through, there is the Gun Chemist archetype that would allow him to cover both bases to an extent. Hitting Touch AC allow you to not need as much in the way of stats to hit things, which is nice with the 15 pt buy.


I got accepted into an Iron Gods game, so won’t end up applying here.


OK, I had both a Barbarian and a fairly open ended tech user as my second, which could easily become an Alchemist, happy to play either one. Was probably going to have Technologist on the Alchemist, so not sure how the Tech stuff works but that means they might be able to use some of the weapons that come up?

Is there anything from the recommended reading for players from the Players Guide you would prefer we didn’t read?


What level are the characters up to, and which rulership positions are looking to be filled?


Khaar was going to take Against the Technic League in terms of the Iron Gods specific traits (which was hopefully obvious from the background)


Ok, had a chance to read through the Iron Gods Player Guide again and that's helped me add some more detail.

Khaar is actually a follower of Desna, and he left his tribe when they started to consort with the Technic League and worship more esoteric deities. He started wandering the wastelands, relying on his own skills and knowledge to survive. Eventually, he saw a bright purple beacon in the sky, which he took as a sign from Desna, showing him where fate intended him to be. He followed the beacon for some time, eventually leading him to the town of Torch. He had been in town just long enough to get a lay of the land, finding out that this place too was in the thrall of the technic league, and about the forging of starmetal here (he sees starmetal as a divine gift from Desna), when the beacon went out. He has seen this as a sign that this is a sign that this is where the Technic League might falter, and has resolved to investigate.

Khaar the Barbarian is a little older as Barbarians go, maybe 30 (I figure that’s relatively old for a Barbarian). He’s a traditionalist, mistrustful of arcane magic and technology, doesn’t see why the old ways need to change. The type of personality I have in mind for him is the grizzled veteran cop (think Lethal Weapon Danny Glover) who’s seen it all and sees the past through rose coloured glasses. In game I’d look to play off this in a humourous way, starting out making disparaging comments about magic or tech compared to his trusty sword, and gradually over time (and especially as the spellcasters level) being forced to acknowledge its usefulness in a curmudgeonly way, all while not hesitating to be first into the breach and looking to keep his comrades safe.

I’m thinking his tribe was corrupted and/or maybe destroyed by the Technic League, resulting in his ouster, and he’s become semi nomadic and has been around Torch around the time the adventure begins. He still bears a grudge against the Technic League, and thinks he has a destiny to fight them.

Mechanically, apart from hitting things hard with a large weapon, he’s likely to handle the more nature based skills like Survival and Knowledge: Nature. As a secondary role, I could possibly get into Intimidation feats or Combat Reflexes etc for crowd control assistance.

For the mad scientist I’ll need to read up a bit more from the Iron Gods Players Guide to work out a bit more how he’d fit in around Torch. He’s a lot more open and less defined at this stage.

Irizzle Luckcrafter is an eccentric gnome who moved into the outskirts of Torch some time ago. He has been living as a hermit, only coming into town to pick up supplies he isn't able to get for himself, and to use the beacon flame to forge starmetal for his latest and greatest creation! None of which have actually worked thus far, but he swears the next one will be the one. During these visits to town, he has struck upa friendship with Khonnir Bane, who was not dismissive of his attempts at genius, and who he sees as somewhat of a kindred spirit.

Speaking of that next one, Irizzle had actually come into to forge his latest creation when the fire went out. Furthermore, when he went to talk to his friend Khonnir about it, he discovered he had disappeared! Clearly this is a job for Irrizle Luckcrafter!

Irizzle is an irrepressibly positive soul, convinced that he is destined to accomplish great things. He jointly follows Brigh, who gives him his desire for invention and innovation, and Desna, who has blessed with the good fortune to survive his very trial and error experimentation process!

I haven't actually selected a class for Irizzle as yet, as there are a fair few that could work within the concept, which means I could happily adapt to different roles within the party.


OK, some more detail:

Khaar the Barbarian is a little older as Barbarians go, maybe 30 (I figure that’s relatively old for a Barbarian). He’s a traditionalist, mistrustful of arcane magic and technology, doesn’t see why the old ways need to change. The type of personality I have in mind for him is the grizzled veteran cop (think Lethal Weapon Danny Glover) who’s seen it all and sees the past through rose coloured glasses. In game I’d look to play off this in a humourous way, starting out making disparaging comments about magic or tech compared to his trusty sword, and gradually over time (and especially as the spellcasters level) being forced to acknowledge its usefulness in a curmudgeonly way, all while not hesitating to be first into the breach and looking to keep his comrades safe.

I’m thinking his tribe was corrupted and/or maybe destroyed by the Technic League, resulting in his ouster, and he’s become semi nomadic and has been around Torch around the time the adventure begins. He still bears a grudge against the Technic League, and thinks he has a destiny to fight them.

Mechanically, apart from hitting things hard with a large weapon, he’s likely to handle the more nature based skills like Survival and Knowledge: Nature. As a secondary role, I could possibly get into Intimidation feats or Combat Reflexes etc for crowd control assistance.

For the mad scientist I’ll need to read up a bit more from the Iron Gods Players Guide to work out a bit more how he’d fit in around Torch. He’s a lot more open and less defined at this stage.


I have an idea for a character for this:

Sidron Drywhistle - Gnome Bard (Archaeologist) 1, Alchemist (Preservationist) 1

Sidron would be a young gnome, freshly graduated from an academy of some sort, keen to discover the world. I’m thinking maybe from Absalom originally.

He has been dreaming about joining an expedition into the Tombs of Osiris ever since word came that the Pharoah was allowing groups to explore the tombs, and has now completed his studies and made his way over there, to find that Wati is the next hotspot for such things.

Will do a more detailed write up later, just wanted to get something up here.


I’ve always wanted to play this one. My first concept would be the classic Barbarian, mistrustful of technology and magic, struggling to find his place as the world moves forward.

I have a skeleton of a build done, without going too far forward to allow it to adapt to different parties (obviously primary role of any Barbarian is going to be blunt instrument but they have some capability for secondary roles - could even adapt it to Bloodrager or Skald if necessary).

The other concept I would go for would be some sort of mad scientist type, obsessed with technology and maybe not always cognisant of the risks involved with it. This concept could be applied to a number of different classes depending on the party.


Hello, One question regarding character creation - What were you thinking for starting gold? Average, max, make the roll on here?


Ooh, that quest sounds like a great introduction for Skull and Shackles!


I am hoping to run this AP for a group I have with 3 10-12 year old players.

Will there be any content that could be considered objectionable by their parents that I would need to clear with them first? The Players guide is a bit more vague without all of the Favored Enemy, animal companion etc info that was in the PF1 guides.


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Having the various companions around gives a lot more option on NPCs to use in the advisor positions would be very cool.

That said, I think the Venture Capital idea is incredible for making games more different, so something that incorporates both to help guide things from Book 1 forward into the Kingdom Building ould be cool.

Maybe instead of just kingdom building or not, have some different levels of complexities for it.

For example maybe you have:

- No Kingdom Management
- More abstract Kingdom management - maybe you still have the kingdom stats and make some rolls, but the hex by hex settling and city building is out
- a system where you maybe roleplay a council meeting every month and that effects the DCs for the kingdom type system
- the full blown kingdom management we already have

The Kingdom events were also cool in a way - I liked them, but not in the save scum way they were implemented in the game. Essentially having them as ways to make players interact with the Kingdom on a more personal level, as well as opportunities for mini quests for ones that particularly grab the PCs attention.


I've always been a big Dragon geek, so this one has always appealed to me, to the point where I tried to run it with a tabletop group - unfortunately the group couldn't be reliable and disbanded just after the first set of encounters :(

I am very well aware of how deadly this one can be.

Stat rolls for my two characters:

Ability Score Character 1: 4d6 ⇒ (4, 2, 3, 3) = 12
Ability Score Character 1: 4d6 ⇒ (3, 4, 6, 2) = 15
Ability Score Character 1: 4d6 ⇒ (4, 1, 2, 4) = 11
Ability Score Character 1: 4d6 ⇒ (5, 2, 4, 2) = 13
Ability Score Character 1: 4d6 ⇒ (1, 4, 1, 2) = 8
Ability Score Character 1: 4d6 ⇒ (6, 1, 3, 5) = 15
Ability Score Character 1: 4d6 ⇒ (5, 1, 3, 5) = 14
Ability Score Character 1: 4d6 ⇒ (6, 3, 4, 2) = 15

So 15, 15, 15, 14, 13, 12 for Character 1.

Ability Score Character 2: 4d6 ⇒ (2, 2, 5, 2) = 11
Ability Score Character 2: 4d6 ⇒ (1, 5, 5, 2) = 13
Ability Score Character 2: 4d6 ⇒ (3, 2, 5, 3) = 13
Ability Score Character 2: 4d6 ⇒ (2, 1, 3, 6) = 12
Ability Score Character 2: 4d6 ⇒ (3, 5, 2, 5) = 15
Ability Score Character 2: 4d6 ⇒ (5, 1, 1, 2) = 9
Ability Score Character 2: 4d6 ⇒ (4, 1, 4, 4) = 13
Ability Score Character 2: 4d6 ⇒ (2, 2, 5, 4) = 13

and 15, 13, 13, 13, 13, 12 for Character 2

I'll roll these out then do the characters in a different post.


My players encountered it on Saturday, so it was very fresh for me :) Might want to reduce some of the DCs for finding out info about it if you were to use it this way.


The Unicorn is actually in Book 1 within the area needed to explore, so that tragedy could trigger the Green Faith manifestation you're talking about. You could also make the famine that occurred be some sort of experimental weapon Nyrissa has had a hand in, and some of the Fey NPCs hint at it but are unwilling to cross Nyrissa unless the Druid befriends them.

Alternatively, she could get some info from either of the Erastil related areas in the Greenbelt - letting her know about some sort of connection between the Fey and the famine.

As a bonus, I don't believe you've covered any of these areas yet in the podcast.


Finished episode 2 and 3 now, enjoying it a lot, your group has gone in a different direction to start than mine did, so I can pinch some of your ideas :)


As someone who has only recently discovered PF1, I would echo Captain Morgan that I find the titbits about PF2 interesting.


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Relistened to Episode 1, sound greatly improved, still some quiet parts towards the end of the episode (after the little run of crits ), but the loud parts were the more egregious issue and have been fixed.

Your group has fun chemistry and is entertaining, have Episode 2 started for my daily commute.


It’s interesting, in my campaign I gave Oleg to a guest player (who has since become a full timer), I gave her the blurb for Oleg and Svetlana to run from. With the PCs being very enthusiastic about helping to kill the bandits, Oleg got very bold and brutal, though didn’t think of something like stringing them up as an example, he almost went full dark side and finished off a defenceless bandit who had surrendered, but one of the PCs ended up saving him the trouble while he was thinking about it.


We be declaring this campaign dead - over a month with no GM response - I won’t be checking back in any longer.


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Oh cool, I will give ep1 a relisten then


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Had a listen to this. In terms of content it seems like a fun group and should be good. The sound though is problematic, to the point where I had trouble making out some aspects.

The player of the Druid was very quiet, and often overwhelmed by the other players, who were much louder. If you’re a ,e to record them to separate audio streams so that you can level their audio separately I think it would greatly help the end product.


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Awesome! I’ve stared my own Kingmaker podcast recently (no episodes released yet), so I will definitely be giving this a listen to see if I can steal any good ideas :)


3 weeks without a post does seem to be dead.


Any update?


The perils of living in a much earlier Timezone - it is the 16th for me and the suspense is killing me even though I know its 1am for GM Mustache, and that I will probably not know the result till I wake up tomorrow :)


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Ran my first session of this campaign a couple of weeks ago - basically did the first Oleg's scene and then they went straight for the bandit camp to try and get the benefit of surprise.

The party's ambush plan at Oleg's got thrown for a loop when a guest player controlling Oleg became much more aggressive once he was sure of the PCs backing, which made for an entertaining and unexpected change - Oleg nearly fell to the darkside!

The party, probably influenced by Oleg's mindset, became a bit bloodthirsty and rushed into the bandit camp, trying to mount a cavalry charge on the bandit horses.

This did not work well - the fighter Gunner got belted down to 4 HP and had to take a defensive stance to grind them down. The Ranger actually would have been one shotted by a max damage long bow crit, but I reduced the damage, and allowed a Heal roll from the Investigator to bring her back to 1 HP.

After that, the fight gradually turned the PCs way as they ground the bandits down one at a time, with Gunner defences proving impenetrable for the bandits, and the Ranger popping off bandits with some good rolls.

After running for it after rolling a 1 to resist Gunner's Intimidate, Kressle rejoined the fight and oneshot the Wizard to unconsciousness, then was later able to leverage a potential coup de grace and giving information on the Stag Lord into not being finished off by the party.

I look forward to Oleg's reaction to Kressle being forced to work off her debt to Oleg under his watch!

All up, we got around 3 hours of useful audio that I have edited down, and now need to break up into separate episodes.


I'm still about - I find out in a couple of days whether my other submission is successful, after which I'll do my write-up if I don't make that one.


I have purposefully put bad grammar in Mufasa’s entry to reflect his relatively low intelligence and general lack of education to be reflective of his character. Is that something I should change? The idea of a charismatic simple barbarian is quite amusing to me. I did try and make sure the sentences were still clear to read while keeping the desired style.


I should find out if I am accepted for the other campaign on the 15th, which will give me a few days to write up my submission fully. I already have he crunch done, and a lot of ideas for the background, would just need to write it up proper.


I am definitely interested in this, though I would not fully commit until I find out if I have been successful in applying for the other Kingmaker variant game that closes on the 15th.

My immediate concept is for a Gnome Investigator (not sure yet whether the Unchained Rogue Archetype or the Hybrid class) Trickster, who would be looking towards the Spymaster role in the Kingdom. I think there are some very cool roleplaying opportunities in the Spymaster role that I have not seen played out yet.

4d6: 4d6 - 1 ⇒ (3, 1, 1, 6) - 1 = 10
4d6: 4d6 - 4 ⇒ (6, 5, 5, 4) - 4 = 16
4d6: 4d6 - 2 ⇒ (2, 2, 4, 2) - 2 = 8
4d6: 4d6 - 1 ⇒ (5, 1, 4, 6) - 1 = 15
4d6: 4d6 - 1 ⇒ (1, 6, 4, 1) - 1 = 11
4d6: 4d6 - 2 ⇒ (2, 2, 3, 2) - 2 = 7

First batch no good!

4d6: 4d6 - 2 ⇒ (5, 6, 5, 2) - 2 = 16
4d6: 4d6 - 2 ⇒ (2, 3, 4, 3) - 2 = 10
4d6: 4d6 - 2 ⇒ (5, 6, 2, 2) - 2 = 13
4d6: 4d6 - 3 ⇒ (3, 3, 3, 4) - 3 = 10
4d6: 4d6 - 1 ⇒ (1, 5, 3, 3) - 1 = 11
4d6: 4d6 - 4 ⇒ (6, 4, 6, 5) - 4 = 17

Second batch looks good enough for the plan.


You did not appear to be overly enthusiastic about the Nagaji build, so I have gone in a different direction.

I now have a glorious Catman Barbarian named Mufasa Rowr who with his Silver fur and Lion's mane will be the gorgeous face of the group (preferably with someone much smarter and wiser telling him what to say)

With the Unchained Barbarian enabling Dex barbs he can even fight with Cat's claws giving him additional attacks.

Now just need to work out how he got here.


You OK tom? Did that flu get the upperhand?


OK, looking through, I notice there are no Barbrians yet on the spreadsheet, and also no Nagaji, which seem like they have barbaric tendencies already - unless Nagaji are some mega OP thing I am uaware of I assume this is acceptable?


OK, finally had time to have a good solid read right through - WOW! Looks like I'll need to be a bit more ambitious in looking at weirdness lol.


I have an Aasimar Cleric of Asmodeus that I am working on that I think makes good use of that ethereal skin ability in the concept.

I have some stats done up, but I'm fairly new so don't necessarily have access to a lot of books yet, as most of my purchases so far have been more setting based information I use for GMing than stuff for players. For Crafting feats and background skills, what would be the best source of information on those?


Oh wow, lightbulb moment. I’d always assumed playing on Discord meant it was a voice comms based games, sounds like this is still PBP using Discord though? That I could definitely do.


I feel I would likely not be able to play due to it being on Discord and my Timezone likely being inconvenient (East Coast Australia) but this looks cool and fun as hell, so if you don’t mind I’d at least like to make a character for this - at worst you’ll have an NPC made up that you could use.

Mutations: 1d40 ⇒ 2


Sorry about that last post, I swear I previewed it first and it looks fine. I also thought I’d switched to Jugdaz but that might have been stuffed around by hitting preview


Jugdaz look around for the biggest goblin in the crowd who is standing in front of something. [b]”Mooooooooo!”[\b] Jugdaz put his fingers alongside his head like horns and charges at them. If the Goblin doesn’t move, he will sidestep at the last moment but the plan is to dive headfirst into the object behind them as they move out of the way.

Damage: 1d3 ⇒ 1

Charisma: 1d20 + 0 ⇒ (7) + 0 = 7

The goblin doesn’t end up moving, and his dive basically just end up a dive onto the ground, nowhere near as spectacular as Jugdaz had hoped.


Am still pretty new to this so hadn't realised there was a material component, but yeah, wax is not something Jugdaz (or any goblin for that matter) is not something he's likely to be short of.

Also, missed it by that much <holds finger only a tiny bit apart>

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