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5th Mendevian Crusade Group 1 (Inactive)

Game Master WesternWolf777


151 to 200 of 388 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Well that set you back in real time, but in game time you're both on 08/23/4712.

They just haven't gone back to the keep yet. They are headed there now, so that should give you a chance to catch up.


Male Elf Hexcrafter Bladebound Magus 6, Init+3, F8/R6/W8+2vs Mind Effecting,AC19/T14/FF16, 45/45HP

Bring on a Seugathi !!!


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Once we get xp from the elephant, and karadoon, we should be close. We'll level at the Fort (or die!)


Did I not give XP for the elephant?


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

No I'm just blind.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

You did it was 800 for the Elephant


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Went through the thread.

15000 - start 6th level
1550 - hell knights and axe beaks
1600 - cockatrices
500 - exploration
1200 - velociraptors
800 - elephant

20650/23000 (2350 to level 7)


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

must have forgot to add it to my total.


Male Demon Spawn (Pit Born) Cleric 6 (HP 51/51; Init +6; F+7/R+2/W+9 +11 vs Charms or Compulsions; AC 21/T10/FF21; Perception +4; CMB +9, CMD 19)

Thought I would check up on how you guys were getting on, and got my hopes up there for a sec! Glad to see you could continue though, it sucks to loose a player, especially when the flow is as nice as here.

Let me know if any spaces do open up though! And please bear in mind I would be more than willing to make up a character for a different role.


Male Elf Hexcrafter Bladebound Magus 6, Init+3, F8/R6/W8+2vs Mind Effecting,AC19/T14/FF16, 45/45HP

Drezen is cool. Sorry, for wrecking your hopes but there is always tomorrow...


900xp to go till level 7! Go! XP, GO!


I'll move this on in the morning (about 14 hours from now), give time for a little post battle healing/RP.


Has the other group realy cleared four squares already? Wow they're moving fast.


No. They haven't. About one and a half. Most of the time you were in the same hex. When they leveled they decided to go back to town.


..didn't you say they were ordering a wardstone built? Didn't we need to clear four hexes for it to be built?


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

I thought they were getting a flying airship or something.

XP
15000 - start 6th level
1550 - hell knights and axe beaks
1600 - cockatrices
500 - exploration
1200 - velociraptors
800 - elephant
550 - karadoon

21200/23000 (1800 to level 7)


I said they were building a synthesist powered airship.


Oh, my bad..


Male Elf Hexcrafter Bladebound Magus 6, Init+3, F8/R6/W8+2vs Mind Effecting,AC19/T14/FF16, 45/45HP

It's been too quiet!


Totally my fault, I'm sorry! Sometimes I get busy miss that one of my games needs updating. Feel free to remind me sooner in the future if I go quiet for more than 24 hours.


Male Elf Hexcrafter Bladebound Magus 6, Init+3, F8/R6/W8+2vs Mind Effecting,AC19/T14/FF16, 45/45HP

Sorry guys. I know this is a stuff around but I have (again) let gaming encroach on real life and it's causing a lot of problems.

So that's it from me. Been a pleasure.


Aww. Well, good luck with the RL. Thanks for playing.


Shucks... GL STR.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

XP
15000 - start 6th level
1550 - hell knights and axe beaks
1600 - cockatrices
500 - exploration
1200 - velociraptors
800 - elephant
550 - karadoon
550 - ghost
1280 - baykok

23030/23000 (level 7 achieved)
23030/34000 (10970 to level 8)

We've got enough for level 7.

DM, was hoping to investigate where the ghost was and see if we could put it to rest permanantly, but travel was advanced past it the next morning, and the combat started immediately thereafter. Is it possible to retcon? Sigmund would rather not have an unhappily bound spirit of an Iomedaen priest hanging around that ruin.


Male Demon Spawn (Pit Born) Cleric 6 (HP 51/51; Init +6; F+7/R+2/W+9 +11 vs Charms or Compulsions; AC 21/T10/FF21; Perception +4; CMB +9, CMD 19)

*Siddles in looking hopeful* Any chance you are going to be recruiting again? I'd love another crack at getting into this game. If you are what do you feel the group is in need of?


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

We will have to Talk about it having an extra member would be good, but we need to fill what Jin had, he filled a lot of holes in the party.


I'm not going to force the party to take another, but I was planning on asking you if you still wanted to play Drezen. Jin's main role was flying and debuffing. Which means an arcane caster of some sort. I think the most helpful thing he did was his slumber hex. That and making himself a flying target to soak damage from flying critters while the bowman bring them down.

I think the party would do well with a Witch optimized for debuffing. There's plenty of healing between Sirhan and Sigmund. Peitry puts out consistent damage with spells. Crissor and Kenan put out good ranged damage. Crissor and Sirhan can also do melee (so can Kenan to a degree). Maybe a Scarred Witch Doctor. They're tough and have plenty of hexes.


Sigmund - What exactly did you want to do with the ghost? We can retcon whatever in.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

I think Drezen would be a good fit. We haven't dealt with any real Demons yet, and he's built to rock their world. I think the lack of flying could be problematic for the party - not specifically Drezen, but all of us - but we have two great archers.

All in all, if Drezen wants to join - as is - or he wants to reroll into something else, I'm all for it. I'd rather have him (someone who's dedicated enough to inquire both times Jin has left) than someone from recruitment.

-----

As far as retcon, Sigmund wanted Jin to show him where the moaning was outside, and try to exhume the body. He feels like there is some reason the ghost is there, and if he can find out why and give the body a proper, consecrated burial, that the ghost can rest at peace.


Male Demon Spawn (Pit Born) Cleric 6 (HP 51/51; Init +6; F+7/R+2/W+9 +11 vs Charms or Compulsions; AC 21/T10/FF21; Perception +4; CMB +9, CMD 19)

What would you guys think of a Saurian shaman? I'd probably go melee optimized, and I can see the standard action summons being a huge boon, as damage sinks. Dinosaurs are flexible enough that being able to wild shape into them at 9th level - assuming I'd come in at 7th? - should enable him to tackle most encounters, and there are enough forms that can dish out high damage in a single hit that DR ought not be problematic - I'd take vital strike at 9th since its a freebie.

I'm not sure if an animal companion is viable for a game this brutal, they are helpful, but getting hold of a new companion reptile or dinosaur might be tough. There are some pretty good domain choices available, even animal which effectively gives you a full strength animal companion and the extra spells for a domain for a feat. The feather domain - some dinosaurs had feathers right - gives fly and mass fly which should help the party out.

Flavor wise I'd make him Sarkoris, from a following that fled into the Tusk mountains, giving him a built in reason to take the creatures than have overrun his ancient homeland. I'll go human, since it makes sense, and I'll need the feats.

Say Spell Focus Conjuration, Augment Summoning, Power Attack, Boon Companion, Natural Spell. Maybe give up the bonus feat for Eye for Talent and drop power attack - +2 to one of your animal companions stats and +2 racial to sense motive for the bonus feat.

Stats (assuming I can use rolls for Drezen) Str 20, Dex 15, Con 16, Int 14, Wis 18, Cha 10.
HP: 66 (38 hd, 7 fc, 21 cone)

Thoughts? He'd be able to get to grips with fliers immediately by summoning a Pteradon to keep them busy as a standard.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

I dont think you'd have a problem replacing dinosaurs out in the Wound - we've gotten attacked by them at least once.

Saurian shaman looks pretty damn cool. Big dinosaur with single big attack and vital strike is pretty brutal. I've seen it done with a Summoner, but druid can play that tune, too.

I'd say go for it!


The other group has a druid named Cinderfang with a t-rex companion. He does very well. His dire tiger form puts out a TON of damage and he can grab things. He can also shift into a condor form to deal with flying things. At 7th level his t-rex became large and now he's pretty beefy too.


Wow, talk about being interested. Please, come in. :)


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Sounds interesting.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hmmm, how much do you guys weigh? Only I can turn into a huge Quetzalcoatlus and with muleback cords my carrying capacity would be 3728lbs for a light load. I'd be a pretty bad flier, clumsy with a -14 to make fly skill -2. But generally we could expect warming before attacks and I could simply cast fly upon myself, which would give me good maneuverability and move me up to +14 fly skill.

Quetzalcoatlus only have a 50ft. speed sadly, but there must be someways to increase that - any suggestions? - and with a ring of sustenance I could go 22 hours a day.

Still in the process of making up my alias, very complicated as I'm including predone versions of summons, etc.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

I don't think its possible to take Improved Natural attack as Cinderfang's Suneater has since you get the feat at 5th level when your animal companions BAB is +3, the feat requires it to be +4. I'm doing the math for my own companion and was just disappointed to discover this. It'll be my 8th level animal feat.


Ooh. Nice catch, I'll let him know.

Sigmund - If you spend a couple hours poking around outside the church you would have found the bones of the priest a few inches below the surface a couple paces in front of the building. You're pretty sure digging them up and reburying them properly would set him to rest. When you do so, an Obi-Wan like apparition appears and thanks you for aiding him. For a moment the wounds in your hands stop bleeding.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Okay I believe I have completed my crunch, still need to write up the background, but that was exhausting. I've gone with an Anklosaurus companion, because they've got a nice ability - when his tail hits DC 20 fort save or be dazed for 1 round - good AC, and the other groups druid has a Trex. The Carry Companion spell should stop him slowing us down. Was going to go with a Pteradon, but I can summon them so it seemed a touch redundant.

I bought a number of Pearls of Power so I'm hoping Peitry can be prevailed upon to cast a few Mage Armors for me - it'll be a while before wild armor is affordable.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Backstory added, despite the site moving like mollasses, he's a fairly grim character. I've gone with a +0 Evil Outsider Bane Amulet of Mighty Fists - just errataed to 4000gp instead of 5000 FYI already updated on the PFSRD but only in the item description not in the price lists. Bane should work in wildshape since its an always on effect unlike the various energy properties, and of course it's thematically appropriate.


Cool.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Just let me know when you want me to come in. If the group are going for Fort Nail instead of turning back perhaps they could meet him out and about his main travel form ought to be pretty obvious huge terradactyl essentially. Backstory has him having headed for Clydwell Keep after finally conceding that traveling the lands near the World Wound alone is somewhat suicidal, but he could easily be on his way back there, etc.


Hey, sorry for being so quiet, rpg superstar has got my attention a.t.m. Are we leveling up now or do we need to return to the keep?

And I'd rather have Hallf join us out in the wastes than have to travel back to the keep but I understand if that's not how you want to do it Jelani. [/2cp]


We'll say that Hallf was out with another small party, and they were all slaughtered. He would have never made it this far out by himself. You can all level now, to 7. Please post any changes here. I anticipate not much action until after Christmas, most people are busy with the holiday at the moment.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

I will level up today and post changes I am hoping we are not going to be heading back to the keep after all the trouble to get to the Fort of the Nail.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

Need to Pick out a third level Spell, for Sirhan, the contenders are.

Remove Blindness/Deafness
Searing Light
Resist Energy Communal
Wind Wall
Magical Vestment

Would like the Party's opinion on this.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Works for me DM Jelani, just let me know how and when you want me to jump in :)

Can someone clarify for me the weather situation, and the need for Endure Elements? Is it essentially always required?

Sirhan I'd say either Magic Vestment or Resist Energy Communal. Normally I would go with Magic Vestment but a lot of the party have magic armor and shields already, and they would not be much use to me yet. Magic Vestment will get markedly better at 8th level though when it moves to +2, generally keep getting better as it goes up, gets a better duration, and people begin to take armor properties relying upon it for straight enhancement. Resist Energy Communal would be good to have always on hand, but both myself and Sigmund can potentially cover it. The other spells mentioned seem too situational to me. Were I you, however, I'd strongly consider Borrow Fortune instead, the price is painful, but its a real lifesaver, and an immediate action, in a game like this it could save your butt, and its not overly difficult to mitigate the price, you can simply buff yourself, heal, etc.


Hallf, I'll write you in as soon as they decide where they're going. Peitry and Sirhan want to go forward. Waiting to hear from the rest.

Yes, endure elements is always required. It's blistering hot in the daytime and freezing cold at night.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Leveled up and grabbed Rapid Shot, so now more shooty goodness.


Hallf - Change of plan, I realized it's not fair to have you come in to the party out in the wilderness. A) I made them go back to town to get Sigmund. B) A larger conflict has come up.

By chance both parties have ended up heading for the same goal The Fort of the Nail. The problem is that you guys are on 08/24, and they have gotten as far as 08/29. So technically you have reached the Fort days before them. I've had to put their game on pause until this one catches up to that date.

With that being said, I need a vote from everyone. Option:A) Continue on to the fort with 5 people. B) Turn back and head for Clydwell Keep to bury Jin and find a replacement. Sirhan is for A and Crissor is for B. Keep in mind your characters don't know anything about the other party, so make a decision off what your character would do, not off what's best for you as a player.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Kenan is for B. The corpse needs to be burried.

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