[PBP GameDay XI] GM Silbeg's March of the Dead

Game Master Silbeg

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Fury's Toll | MotD

Discussion thread... TBD

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Fury's Toll | MotD

Build rules:

Build per standard PFS rules, with the following changes, as these are not Pathfinder Agents.

- No PFS training
- You may select uncommon or rare options, but please post here before doing so. The major exception here will be no undead archetypes of ancestries, as they really will not work with the adventure.
- Start 75gp of treasure (or 1 2nd, 2 1st, and 25gp)
- Strong suggestion to be trained in Crafting
- Free Archetype option (bonus class feat at level 2 only usable to buy archetype feats)

I hope this is something everyone can live with?

Thanks!

The Exchange

Dhampir Thaumaturge 3 HP 32/41 | AC 19 | F +9 R+9 W +7 | Perception +7 (Low-Light)

As discussed before, but posting against just to confirm the choices are still okay.

Cursed(Rare) Dhampir(Uncommon)

Character is cursed with vampirism but is very much fighting against it and doing their best to remain among the living.

Added Undead Slayer for the free archetype and swapped out training in Thievery for Crafting.

Zeldana has spent most of her money on various scrolls (which thanks to scroll Thaumaturgy she can cast from)

Some Thaumaturge notes regarding knowing things:

Esoteric Lore +11:

Your experience with the unknown, as well as the tales you've exchanged with other thaumaturges, has taught you about strange phenomena of every kind. You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type, but that can't be used to Recall Knowledge of other topics. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the Dubious Knowledge skill feat.

At 3rd level, you become an expert in Esoteric Lore.

So Zeldana has dubious knowledge and has +11 on a lore that recalls knowledge "regarding haunts, curses, and creatures of any type"

She also has diverse lore which lets her take a -2 to use it to recall knowledge regarding any topic, and basically adds recall knowledge to the Exploit Vulnerability Thaumaturge thingy.

Finally Undead Slayer gives

Slayer's Identification:
Trigger You roll initiative and can observe a creature you know is undead; Effect You attempt to Recall Knowledge to identify the undead creature with a +1 circumstance bonus.

Which gives her a free recall knowledge with +1 against an undead at the beginning of combat.

---

Planning on including plenty of notes as we play as I suspect it's new to both of us, but wanted to note it ahead of time as well.


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Oh, free archetype? Gonna have to take a bit of time to look through all the options. Unfortunately, I don't think Gregoth will be able to fit being trained in Crafting with his current setup, but if I switch him from Versatile to Skilled heritage (means giving up Diehard, which is not an issue) we can make that happen.


Human| HP 47/47 | AC: 21 | F: +9 R: +6, W: +7 | Perception: +5 | Default Exploration: Search

Andagard has taken Marshall Dedication for his free archetype. Overall he doesn't have anyting too out there. One Paladin feat taken was Shining Oath (Your Retributive Strike gains a +4 circumstance bonus to damage against an undead)


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Gordie is going to take Medic as his free archetype. It was that or Sentinel, but Medic feels more on brand

Also I already have a character named Gordy, thus, the name change.

Dark Archive

Fury's Toll | MotD

Medic does totally sound on brand.

Dark Archive

Fury's Toll | MotD

The sign in link for RPG Chronicles


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Alright, I've been combing through archetypes, and I think I might have one that feels right (with a bit of reflavoring). That being said, it's Rare and not PFS-legal, so GM Silbeg would have to allow it.

Archetype: Living Vessel
Flavor: I'm trying to find something that feels like Gregoth is haunted by the dead of Vigil - not necessarily in a malicious way, but that he's carrying them with him wherever he goes. Some of that comes from his Instinct, but this archetype would give him a bit more in that direction (and feels more authentic to the character idea than something like Sentinel). Also with the adventure being only lvl 3, there's less concern that the archetype would grow into something that would unbalance or derail the game (IMO).
Proposal:
- Entity => Ghosts/spirits of those that died when Vigil was destroyed
- Daily hour of assuaging the entity => Gregoth is reminded every morning that his life, his family, his city is gone. He weeps and grieves and screams for them to come back until his throat is sore and his tears empty; otherwise his memories haunt him all day and give him the Will penalty.
- Entity's Resurgence => The spirits of the dead take over Gregoth's body, destroying any enemies before collapsing in grief. (Kinda like his usual rage, but the narrative effect is stronger.)

What do you think @GM?

Dark Archive

Fury's Toll | MotD

I am going to have to think on that one.

Note: While you are under the entity's control, you would be an NPC

Quote:
While the entity is in control, you gain a +1 status bonus to attack rolls and damage rolls, and the GM usually controls your character, roleplaying the entity.

I do like the idea you've presented, so I will think about it. If I do allow it, I am going to say that for now you do not actually know the entity that you are vessel for, but that you've assumed it was the spirits of the dead from Vigil.

More than that I am not going to say... but the description does talk about a powerful entity (singular).

I have ideas, but give me time to think through it.


Poppet Thaumaturge Soul Warden 3 39/39 | AC 19 | F +9 R +7 W +8 | Perc +8 | Stealth +0 | Speed 20ft | Focus 1 | Success vs Emotion/Fear becomes Crit Success | Fire Weakness: 1 | Darkvision

Knight Night will be taking the Marshal archetype with Diplomacy as the chosen skill, playing up the idea that he is a toy bear who wants to inspire bravery to those who need him, thus the +1 resistance to fear.

I also have Esoteric Lore, but it is only at +10 compared to Zeldana's +11.

Marshal Dedication:

Source Advanced Player's Guide pg. 180 2.0
Archetype Marshal
Prerequisites trained in martial weapons; trained in Diplomacy or Intimidation
You've combined your social skills and combat training to become a talented combat leader. Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it.

In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear.

Diplomacy will be Expert due to archetype, so changing my skill buff at 3 to Crafting, and swapping out Performance for Crafting, making him an Expert at Crafting. Matches the Thaumaturge Teddy Bear theme of being a lost toy building things based off a child's imagination.

I will be looking tonight as to what to spend money into.


Poppet Thaumaturge Soul Warden 3 39/39 | AC 19 | F +9 R +7 W +8 | Perc +8 | Stealth +0 | Speed 20ft | Focus 1 | Success vs Emotion/Fear becomes Crit Success | Fire Weakness: 1 | Darkvision

Also following the theme of a Teddy Bear who helps you be brave against the bad ghosts and scary monsters, I changed Scroll Thaumaturgy to Haunt Ingenuity.

Haunt Ingenuity:

DivinationDivineThaumaturge
Source Dark Archive pg. 42
Your cunning knowledge grants you the ability to notice the emotional echo of a soul that passed on, leaving a haunt in its wake. Even when you aren't Searching while in exploration mode, the GM rolls a secret check for you to notice haunts that usually require you to be Searching.

You can disable haunts that require master proficiency in a skill as long as you're at least trained in the skill. If you have master proficiency in the skill, you can disable haunts that require a proficiency rank of legendary instead.

Unless the party feels it more essential to have a backup scroll user. I'm open to suggestions.


Poppet Thaumaturge Soul Warden 3 39/39 | AC 19 | F +9 R +7 W +8 | Perc +8 | Stealth +0 | Speed 20ft | Focus 1 | Success vs Emotion/Fear becomes Crit Success | Fire Weakness: 1 | Darkvision
Knight Night the Hero Bear wrote:

Knight Night will be taking the Marshal archetype with Diplomacy as the chosen skill, playing up the idea that he is a toy bear who wants to inspire bravery to those who need him, thus the +1 resistance to fear.

Somehow I missed we have a Marshal already. I'll adjust to something else... Thinking Soul Warden and playing up the mystery as Pharasma has decided to bring the Bear to life as per the wishborne background. Would compliment the Haunt Ingenuity well, and grant a means of possibly detecting undead who are bad at hiding.

Thoughts or oppositions?

Soul Warden:

ArchetypeDedication
Source Book of the Dead pg. 26
Archetype Soul Warden
Prerequisites trained in Occultism or Religion; worships Pharasma or a psychopomp usher
You can take 10 minutes to emblazon Pharasma's holy sigil—a spiraling comet that represents the winding path a soul takes through its existence—upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of Pharasma and can be used as a divine focus while emblazoned.

Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is hidden, it must succeed at a Stealth check against your Perception DC to fool the sigil and prevent the spiral from glowing.

In addition, you can cast disrupt undead as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom.

When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light.


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Ernie is going to have some good non-magical healing options and will definitely be able to contribute to those Crafting checks. Besides that, he's going to be a melee fighter.


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Alright, I believe my character is finished. I spent most of my money on healers tools (expanded)!


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None
GM Silbeg wrote:

I am going to have to think on that one.

Note: While you are under the entity's control, you would be an NPC.

I do like the idea you've presented, so I will think about it. If I do allow it, I am going to say that for now you do not actually know the entity that you are vessel for, but that you've assumed it was the spirits of the dead from Vigil.

More than that I am not going to say... but the description does talk about a powerful entity (singular).

I have ideas, but give me time to think through it.

Not a problem, but I (as the player, not the character) would like to have a slightly-murky idea what that entity is in case we need to discuss the topic further.

Dark Archive

Fury's Toll | MotD
Gregoth Paalas wrote:
GM Silbeg wrote:

I am going to have to think on that one.

Note: While you are under the entity's control, you would be an NPC.

I do like the idea you've presented, so I will think about it. If I do allow it, I am going to say that for now you do not actually know the entity that you are vessel for, but that you've assumed it was the spirits of the dead from Vigil.

More than that I am not going to say... but the description does talk about a powerful entity (singular).

I have ideas, but give me time to think through it.

Not a problem, but I (as the player, not the character) would like to have a slightly-murky idea what that entity is in case we need to discuss the topic further.

Ok, I a have a few ideas.

My only problem is that I have not read through Tyrants Wrath (we are playing now... and only mid book 1), so I don't know all of the players in that game.

However, I do know enough, so I do have a pretty good idea who I would like to use for this... and it will make for some interesting RP should it come to that.

I will PM you when I have a better idea of what I want to do


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Excellent - looking forward to hearing all about it!

Dark Archive

Fury's Toll | MotD

Waiting on Gregoth and Knight Night

Dark Archive

Fury's Toll | MotD

I just wanted to bring up that this is a horror-based adventure. If you have any issues with potential triggers or other concerns, please PM me, and we can work out any issues.

I do not plan to be extremely graphic with the language I am using, and will try and use more suggestion than outright describing. However, again, if you do have any concerns, please do PM me (or post here, if you are comfortable with that). With the way the forums work, once it is posted, it is pretty much there, so after 1 hour, we won't be able to edit anything.

Hope this makes sense.

Dark Archive

Fury's Toll | MotD

I still need Gregor and Knight Night to fill out the sign in sheet and the PBP Macros (links at the top of this page).

Please do so ASAP.
Thank you.


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Thanks for the reminder, and done!


Poppet Thaumaturge Soul Warden 3 39/39 | AC 19 | F +9 R +7 W +8 | Perc +8 | Stealth +0 | Speed 20ft | Focus 1 | Success vs Emotion/Fear becomes Crit Success | Fire Weakness: 1 | Darkvision

Got mine in also!


Poppet Thaumaturge Soul Warden 3 39/39 | AC 19 | F +9 R +7 W +8 | Perc +8 | Stealth +0 | Speed 20ft | Focus 1 | Success vs Emotion/Fear becomes Crit Success | Fire Weakness: 1 | Darkvision

As a heads up, October 8th to October 16th my posting may be a bit slow as I will be on vacation those days.
I have botting instructions in the very bottom of my character, so if my absence slows us down at that point feel free to direct Knight Night.

Dark Archive

Fury's Toll | MotD

Ernie, I read the following:

Built-In Tools wrote:
As long as you are wielding, wearing, or adjacent to your innovation, you have the same quick access to these tools as the tools you are wearing, and they don't count against the usual limit of tools you can wear.

as being the same as in a bandoleer, belt pouch, or the like.

per wearing tools this just means that it does not take an action to interact to draw them to be used.

The Requirement for Treat Wounds or Battle Medicine is:

Quote:
You are holding healer's tools, or you are wearing them and have a hand free

Very clearly, you need to have a hand free.

If this was a critical part of your character plans, you can replace it after the combat. But, as I see it, you do still need that free hand.


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

My assumption was that you needed to have one or two hands free when you're using a tool because you need them to...hold the tool. And since the tools are built into my innovation, then holding the innovation would be the same as holding those tools.

Built in Tools wrote:
You've built tools into your innovation so you can access and use them easily. When you take this feat, choose up to two sets of tools you own, such as thieves' tools or healer's tools, that weigh a total of 2 Bulk or less. These tools become part of your innovation.

I wish it was worded to specifically address how it interacts with "handedness" and I guess it's worded in a way that makes it seem like it could just be flavor text, but it seems to me that this feat makes the tools part of your innovation. But if I'm mistaken, then, yeah, this was pretty integral to my character concept.

Sorry, just one more point. Most use of tools actually require two hands. Battle medicine is unique in only requiring one hand, but normal Treat Wounds require two. So this interpretation means that I couldn't actually use my tools while wielding my innovation for something like, Repairing a shield. I would actually have to drop the object on the ground first (luckily I'd still be adjacent to it). This makes the feat actually worse than just wearing the tools like normal.

Dark Archive

Fury's Toll | MotD

Perhaps you've got an old version of the CRB, but that has been errata'd.

Treat Wounds requires one hand free.


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

I understand they errataed Battle Medicine and Treat Wounds to require one hand and why they did so, but that ruling doesn't apply to other tool kits. Repair and thieves tools require two hands to use. So even though the tools are Built In, if an inventor wanted to use the tools in their innovation to pick a lock or repair something, they would have to drop the item on the ground so they'd have two hands free. That's what I don't think makes sense and goes against the spirit of the feat.

Basically I think that wielding the innovation is the same as wielding the tools built into it. But I think we disagree on that point.

I can switch my item to a long sword, that's fine. Basically my concept was to have a character who wielded a clockwork Auto Doc as both a surgical tool and a makeshift weapon and I preferred having a 2 hander because that felt more thematically correct. That was more important than the damage.

Dark Archive

Fury's Toll | MotD

I will be at SkålCon all weekend, so posting might be minimal by me.


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Hope you have fun! Wish I could be there!

Dark Archive

Fury's Toll | MotD

Since we won't be finishing this before the end of the game day, I have reported this as complete.


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None
GM Silbeg wrote:

Which stairwell, Gregoth? There are 2

Gregoth finds materials for barricade. Takes 1 hour, no check needed

The staircase he's currently next to, which is the main one I believe? And then do I understand correctly that Gregoth's used two hours at this point (one to gather materials and one to do repairs)?

Dark Archive

Human (Minnesotan) Rules Lawyer 4, GM 5!

FYI - I will be organizing at Con of the North, so my posting will be spotty until Monday.


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

I know that Ernie’s got Medicine feats and such, but he’s also one of our best crafters and we need both fortifications and people in good enough health to man them. Gregoth doesn’t have anything like lay on hands for easy healing, but perhaps he could Treat Wounds on other folks (making four checks in the first hour, then repeating when the immunity has worn off) without impacting the ability of the folks he’s healing to make repairs with un-increased DCs?


Human| HP 47/47 | AC: 21 | F: +9 R: +6, W: +7 | Perception: +5 | Default Exploration: Search

I have Lay on Hands. I can work that for the first hour giving more people time to reinforce the areas.


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

The healing bit is helpful, but Ernie is a freakin' inventor, so it makes sense for him to concentrate on fortifications. He does lose some minor benefits when he gets divine healing, but I think its a worthwhile sacrifice at this point in the night.


Human| HP 47/47 | AC: 21 | F: +9 R: +6, W: +7 | Perception: +5 | Default Exploration: Search

Our lives are on the line hereafter all :P

Dark Archive

Fury's Toll | MotD

I apologize that I haven't been doing a good job of keeping the game moving. I've been fighting some health issues, and at times, setting up a new encounter is a daunting task.

I will be moving us forward today.


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Take the time you need, GM.

Scarab Sages

Pathfinder Society Subscriber | Venture Agent

No rush, take care of yourself first.


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

No worries at all!


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

I’m not familiar with troops - do their “attacks” damage all enemies, or all creatures within the area? Looks like we’re going to need all the help we can get… XD

Dark Archive

Fury's Toll | MotD

Yes, they are much like swarms, though it is "within reach" instead of "in area". Just happens this troop is loose enough it can occupy the same space as people. And it is "The shamblers lash out at any enemies in their squares or within 5 feet"


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Awesome - thanks for the explanation!

Also, don’t forget about the +1 status bonus to attack rolls and damage @GM! The club also has Backswing to give the next attack after a miss a +1 circumstance bonus to attack rolls. Don’t want you to sell yourself short here. XD


Poppet Thaumaturge Soul Warden 3 39/39 | AC 19 | F +9 R +7 W +8 | Perc +8 | Stealth +0 | Speed 20ft | Focus 1 | Success vs Emotion/Fear becomes Crit Success | Fire Weakness: 1 | Darkvision

Knight Night has a potion of healing in hand, but is doing alright. Before I decide to attack, should I pass the potion off to someone else?


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

You can also use an action to feed a potion to an adjacent creature, saving them the action to do so themselves.


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None
GM Silbeg wrote:
That is a fail, should you want to reroll that.

I don't believe I have any hero points at this time (original one used here), and unfortunately I don't have any other abilities that would let me reroll the check. ¯\_(ツ)_/¯

Dark Archive

Fury's Toll | MotD

Gregoth, you started with 2 because of glyphs

Dark Archive

Fury's Toll | MotD

As an FYI, you probably chose the most difficult site. You were always getting your difficulties bumped up, no matter how well you fortified, because of the stairs and the hole in the wall.

Nonetheless you performed valiantly!


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

…Oh. XD

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