Everything posted by Resistance
-
Another Nail in the Coffin
There was a fairly minor encounter in the shrine where the party killed a fanatic cleric of the Great Old Ones. Earth and Mather ambushed a guard relaxing in the temporary dorms and Retech was ambushed by a low-level evoker. The party then headed up into the office which overlooked the mining operation - two people were conversing, the overseer and his benefactor. The benefactor's brass beast body guard, upon seeing Mather storm into the office attempting an intimidate tackled the benefactor and ran around the pit towards a chariot. The benefactor was quickly caught up with by Mather and Retech while Earth trudged along slowly and then searched the office. Mather and Retech began interrogating the benefactor until Retech decided to simply execute the benefactor (who was in Mather's hands) which annoyed Mather because the benefactor was a consul of Absalom and offered money if he were let free. Anyway, Mather decided to fly off to look for a nearby town while the rest of the party is going to Mendev. Leaving for fear of the powerful wizard returning from his fishing holiday in the astral sea and general apathy towards the evil artefact.
-
Another Nail in the Coffin
Salvage: 2 x Alexandrite (300gp) Amethyst (120 GP) Red Garnet (70gp) Amber Dice (pair) inlaid with fine steel (300gp) Box of Perfumed Candles (20 gp) 15 x fine wine bottle (10 GP) Crowbar (2 gp) Wedge of Cheese (8 sp) Bag of Chalk (1 sp) Silk Robe threaded with silver (400 gp) Silver pocket watch (200gp) 2 x pavilion tent (100gp, 300 lb) Gear: Potion of CLW * 3 masterwork guisarme * 4 Scroll of fly (2) Wand of magic missile (38 charges) (Cursed: intermittent screams, -15 stealth while owned) Wand of shocking grasp (9 charges) Wand of CLW (19 charges) (cursed: only works in direct sunlight) Tanglefoot bags (3) Masterwork Half-Plate Half Plate * 2 Masterwork Full Plate Selected Loot: (anything of interest) Gold Framed Painting of a lady - 2,000 - 8,000 GP (10 lbs) Unidentified magic sphere [spoiler=Chariot]Large land vehicle Squares 8 (10 ft. by 20 ft.; 5 feet high); DEFENSE AC 14; Hardness 40 hp 200 Base Save +5 OFFENSE Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s) CMB +5; CMD 24 Ramming Damage 2d8 DESCRIPTION Propulsion muscle (pulled; 4 Medium creatures or 1 Large creatures) Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures) Forward Facing toward the creatures pulling the vehicle Driving Device reins Driving Space the two most forward squares of the chariot Decks 1 It costs 100 gp in alchemical reagents to fuel 1 hour of activity without propulsion, the speed is 120 ft. Significantly larger than a standard carriage and emblazoned with ornate swirling patterns. The sides of the carriage feature jutting out teal shields featuring the winged-eye of Absalom; a herald that in recent years has been replaced with the black gauntlet of the imperator which had been adopted three years after the start of the Adler-Liburg wars. The chariot is pulled by four heavy horses.
-
Another Nail in the Coffin
Adler-Liburg conflict Refers exclusively to the feud between the two nobles; Liburg of Cheliax and Adler of Absalom. The initial conflict is often accepted as the trigger for the war. Adler, a noble and imperator of the army had a gauntlet forged by the wizards of Absalom, and under his gauntlet of leadership he reunited the shattered government of Taldor and formed the alliance against the hell-forged empires and driving Liburg's invading force away. The war has continued for three-hundred years after the conflict, Adler near-immortal from the power of the gauntlet and Liburg, a lich still rule their respective territories. Adler's body has withered but his will lives on in the gauntlet, restoring the image he once had in life. The war is normally referred to as the Inner-Sea War. The war of attrition has been constant with no negotiations between the warring factions over the time period. There are regular hostilities among the borders, constant psychological warfare and shock troops being sent to reclaim certain key points. Allies: Isle of Kortos Taldor (led by Kortos) Andoran Druma Isle of Jalmeray Hellforged nations: Cheliax Nidal Ustalav Molthune - entered the year from it's start, Northern Mwangi Expanse - Cheliax has tried to persuade leaders to join the hellforged empires, this has led to a civil war between different factions. One side wanting to stay neutral, the other wanting to join Cheliax. The region has a strong Cheliaxian presence. The Shackles have been dominated by kobolds, for the most part they are non-aligned. Points of Interest: Azlant has been colonised by various allied military bases. The new Chelaxian Colony has been completely cut-off to the eastern continents. Within the ruins of Azlant, Chelax has found an abundance of ancient valuable items and artefacts. Cheliax has a strong naval presence and the narrow chokepoint near The Arch of Aroden has meant that the allies haven't been able to get to the east. Pirate factions are prominent near The Shackles and the Obario Ocean making safe travel across significantly harder. Territory map I will expand upon this when I get the chance, it's also open for everybody else to expand upon. Please ask me if you would like to use Liburg or Adler so that I can fill you in on the motives and give you the stats which are secret for now. We will be starting the session away from the conflict for now. Edit: I am renaming the ghost with features removed the revenant. I am keeping the +8 stealth because nowhere does it state that the ghost is translucent, or that translucence is tethered to incorporeality. Likewise, despite their being no alignment restriction I am still CG - revenants are like petitioners in the sense that the evil are punished whereas the good are blessed to continue their mission of evil-slaying. I am now a native outsider. This meshes well with the character as well; I have fought eighty years ago in one of the largest battles between Cheliax and Absalom, I was resurrected as a more powerful being with a mission to destroy Cheliax once and for all. Just like Gandalf.
-
Another Nail in the Coffin
I'm going to be going ghost: as agreed without rejuvenation, not undead and nor incorporeal. I'm also taking the frightener variant (cr+0) for SLAs. Also I am getting rid of the +8 stealth. I may go half-celestial though. I have a fortnight to decide. The session will start at 7:00 GMT in irc.rizon.net #RegentsBane
-
Another Nail in the Coffin
I'll admit it's a little lofty.
-
Another Nail in the Coffin
Idea: When we're at a sufficient level to protect ourself from bandits we start a bank. Since demiplanes allow you a free structure I will design a really hard dungeon to store the gold so that even if people manage to infiltrate the demiplane they will probably fall prone to the dungeon. Instead of lending the money to borrowers and having to risk them just disappearing or having to fight them we fund it into crafting magical items. We attempt to cut a defense contract with a powerful empire then we use that money to fund our multi-national arms industry.
-
Another Nail in the Coffin
I use a dicebot in a different channel for multiple attack because then all I need to say is 6d6+8 rather than having to individually and then adding them. Working out to hit is probably quicker in my head since because it's just a matter of finding the biggest number.
-
Another Nail in the Coffin
I'm going to be worshipping Zarus.
-
Another Nail in the Coffin
The undead don't deserve mercy, the objective here is to maximise PAIN! http://www.giantitp....UkegKhONNF.html The above might be a good system to implement, we need to put a focus on consistency. If you were to follow the RAW diplomacy rules, a player could convince an evil king to dissolve his empire on a high roll - it's ridiculous. You can't really opt to ignore the rules completely as that often makes charisma useless.
-
Another Nail in the Coffin
Because nowhere on the feat description does it state that the blood cannot be used to heal a vampire. Although the surrounding creatures may be taking 1 HP of damage a round; which for the creatures you will be fighting around this level may kill them in about fourty turns; it doesn't stop the vampire from being able to heal from the blood. You aren't going to be able to kill any creature that heals by blood drain with Angelic Blood - they will just heal at 4 HP a turn rather than 5. Waiting 12 turns to kill a room of low level undead while they run around attacking others is almost certainly not the quickest way to get rid of a horde of weak undead. It's as if you have diluted your blood with a really impotent holy water, the vampires are still getting the HP from your blood but it's just not as efficient. If you really want holy-acidic blood then a far more efficient way to get it would be by fleshcrafting it off of an aberration - a lot of them have similar but actually very potent affects. The feat is a complete waste, I'd recommend you spend it on a combat feat instead.
-
Another Nail in the Coffin
If you're giving the holy blood to vampires it will still heal them four HP if they drink your blood, it's more like a lactose intolerance than something that can actually kill them.
-
Another Nail in the Coffin
Can I borrow 1100 GP off somebody to be spent on an ability-score boosting hat, it will be paid back as soon as I get the money back. Maybe with interest.
-
Another Nail in the Coffin
Is anybody else taking Craft Wondrous Item before I take it?
-
Another Nail in the Coffin
"Bleed or blood drain" Also you've just retconned what you've been saying from "we need to be help these poor poor vampires" to "my blood is poisoned, I will trick them intro drinking it".
-
Another Nail in the Coffin
Nex, it's a little expensive so I can't afford it with my starting money, I am considering getting the cloak of the bat (13,000 GP crafting price) which allows only seven minutes flying with a seven minute cooldown and only in darkness but it gives a stealth bonus and the ability to polymorph into a bat which is fairly nice fluff. Mather, feeding vampires is both an evil and stupidly dangerous act. Although recent media has been portraying vampires as good people with a curse, the vampires in pathfinder are traditional, experiencing detachment from the human condition and making them innately evil. Even on the off-chance that somebody decides to create a vampire reminiscent of twilight it's just not worth taking the risk of healing a vampire up so that it can kill us all. Even in real life, forcing people to admit salvation under duress is likely to have them backstab you at an opportune moment - likely after you've just weakened yourself with blood drain and healed a vampire up to double their hit points. An innately evil creature with an array of dangerous abilities is even more likely to feign a plea for redemption so it can backstab you. I certainly don't want to risk the death of multiple innocents and myself for the sake of an innately evil being. Also, playing virtual therapist isn't fun. That being said, maybe Mather does have a point. Any large institution we face could probably benefit from psychological operations rather than simply going for all-out attacks. Even though we're letting evil go unpunished, that's a necessary evil for the dissolution of whatever evil institution we may have to take on. Likewise, using evil upon itself like the use of Daemonhosts in 40k (fighting fire with fire) is another acceptable and efficient way of destroying evil.
-
Another Nail in the Coffin
I'm going to go no-holds-barred chaotic good. The ends always justifying the means, allowing redemption being akin to compromise and exacting justice with the edge of a sword. I think with a cowl, a cape of the mountebank and something to let my fly I can become a medieval batman.
-
Another Nail in the Coffin
Go inquisition!
-
Another Nail in the Coffin
Mather, he's talking about refluffing a kitsune but it won't work because cats are tiny and humans are medium. I expect Retech also probably wouldn't want to play catfolk anyway.
-
Another Nail in the Coffin
Mather, have a look at alchemist: It imbues bombs and potions with magical effects meaning that any loyal (or geased) creature with a bag of holding can act as your familar. This also lets you use creatures higher than CR 1 which is the level of the improved familars. You use mutagens and spells to transform yourself into a hulking beast, sort of similar to a Druid but it scales up better with levels and you can fly. Every two levels (on top of feats) you gain a discovery which can do things like increase the potency of your bombs and make them And just think of the possibilities if you combined with fleshcrafting, there are so many possibilities for this. And there's no need to multiclass with anything since you're already a competent fighter. Alg, we're definitely in need of GM's if you would be able to. Essentially you just need to be confident in your knowledge of how combat and checks work and you'll be well on your way to GMimg. As with windward we will likely scrap WBL if anybody starts any ventures but the treasure per encounter table will still be useful. I'm going to go wizard with all the magical crafting feats and stockpile money by charging 60% base price and 70% if its really cheap and not worth my time. On Sunday we will join in IRC to discuss character options and other things, then, in the following week we will then start the following week.
-
Another Nail in the Coffin
Another Nail in the Coffin Character creation: Starting level 6 equal 4d6 equivalent. Three rolls, hardcore mode. 6,000 GP base starting wealth. Two traits. Half HP + 1 Nobility House/alternate Rules: Time The game runs at 7:00 PM GMT/2:00 PM Sundays Links Map of the World Noble Houses [spoiler=Previous Poll results] [spoiler=Archive] Pretty much nothing here is set in stone: Although I've taken the liberty of deciding some ofthe specifics (ability score, starting level, etc) based on what was discussed in the IRC and what I think is best, all of it is changeable if there's a better option. Make a decision now because retconning some of these things during a game will just be hassle. With multiple GM's, hopefully we will create a rich enjoyable setting that lasts us a pretty long time. The poll hasn't been very well designed, as Retech pointed out - a good adventure will have all of the campaign Foci so doing a vote on it won't be very helpful and as Alg pointed out: it's unlikely that we're going to agree on anything. Anyway, I want to make the thread today so just tolerate the poll's imperfections for now; a poll is not a good indicator of the quality of the finished game. The campaign focus is just an indicator about which parts of campaigns are most well liked so that GM's can design their adventures accordingly, it's just a guide rather than something set in stone like the setting (except you can probably take a boat somewhere else to get away from the setting). The GM's will rotate, that doesn't mean it needs to be a strict rotor and it will probably be a lot more fun if one person will run an arc over one or two sessions rather than forcing people to switch every session and awkwardly having to share notes and such. I'm volunteering to GM (I would like to run the first adventure) and Retech said that he would be able to a story arc. It would be helpful if everybody who knows how to GM would sign up for the GM rotary so that the burden of GMing isn't as bad. ... For the sake of roleplay I think it would be really helpful if everybody created characters with a common goal apart from being from all being amoral avarists with an array of personality defects. A hatred of a certain species, everybody worshipping the same God or all working for a certain person. Boons should be allowed if they're fitting and don't give a glaring advantage, it's not a question of the price, they can be fluffed as unsellable, it's a question of whether they won't unbalance the game at early levels and be fitting to the story. Without a persistent GM the allowance of 3pp might pose a problem but I'm sure that if we post it with the reasons why you think it should be allowed and then discuss it without considering the character's interests then we should be able to carefully allow reasonable 3pp/3.5/homebrew. It's also a lot easier if you select one small thing rather than request a whole manual. If somebody is banned/not-present but wants to be involved then have them tell the votes to a trustworthy person and I'll account for them when I count up the votes. That should cover everything, discuss what characters you want to play and any story elements you like. If anybody has any ideas for a campaign name please post it because "Rotating GM Pathfinder" is a little banal. Also, let's try and get this thing going as quickly as possible.
-
2013 New Year Resolutions
Gym every weekday: two days cardio, three days SS.
-
The Back Room
Since it's going to be a rotating GM game, the brief outlines of the setting will be helpful in directing the GM's and hopefully making people feel more invested. One of the benefits of one of these games is that you're not simply drawing on a blank canvas, instead the benefit of having multiple users set out a brief outline of the world will ensure a little bit of consistency when we start. Although I don't have much hopes of people agreeing and being happy with whatever decision is voted so standard fantasy will prevail if there's no real desire for anything specific, as with you two. Remember though, most of these settings will have the same fantasy undertones - as with Windward which was oceanic but had a lot of the undertones of standard fantasy.
-
The Back Room
Join #TavernTemp on irc.rizon.net please, not just Mather - anybody who's here. I'd use Swift but apparently somebody here can't join it.
-
The Back Room
Grim, Retech, Ross are all experienced with Pathfinder. The worldbuilding is literally a tick-box excercise so that we can start, not an epic homebrewing project that needs much work at all. The real work will come from coordinating it.
-
The Back Room
Suggested polls: Tone (Grimdark, Standard, Jovial) Jovial campaigns are those silly ones. Setting (Dark Ages, Renaissance, Apocalypse, High Medieval, Tudor) Although we've had windward - the ocean is massive and there's a whole lot more to explore. Campaign Focus (Oceanic, Castle-Management, Underground, Exploration, Wartime, Heroism) Guns (none, very rare, emerging, commonplace, everywhere) http://www.d20pfsrd....C-Firearm-Rules XP (slow, standard, quick) - I think we should use the called shots variant rule. As this is pathfinder rather than dungeoneering we don't need to discuss magic which caused a lot of hostility last time and if we can't agree on anything then we should just go with the default setting (Golorian) and be done with it. Spending weeks on weeks worldbuilding means we may not achieve anything which is why a simple poll will achieve far more. I've been kicked from the steam group by Mather so I won't be using it - if Sere would like to play he can just cast his vote to somebody else and I will add it to the poll. Would somebody please confirm that I have all the possible options and suggest any new categories before I make the thread. EDIT: split setting into setting and campaign focus.