Bad to the Bones (A Rappan Athuk campaign) (Inactive)

Game Master Eric Swanson

Campaign Maps

Loot List

Brok: 58/58 HP, 1 Hero Point.
Grezzor: 54/54 HP, 2 Hero Points.
Keil: 40/40 HP, 3 Hero Points.
Praetor Grey: 47/47 HP, 1 Hero Points.
Vargrenz: 56/56 HP, 2 Hero Points.
Ranulfus 30/30 hp, 1 Hero Point

Current Date: Freyrmond 26 of 3517 (I.R.).
T plus 26 days.
Time: Around 3:00 am
Weather: ??


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Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Glad you're back. Take care of yourself. Witchdoctor's orders.

Dark Archive

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Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Yeh, get better and take care. Kobolds don't have the constitution that duegar do.


Inactive

Thanks for the well-wishes guys :)

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

HP: 1d8 ⇒ 6


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Advancement complete: HP+6
Feats: Weapon Focus Short Sword, Careful Disarm
+1 rank to: Acrobatics, Climb, Disable Device, Escape Artist, Knowledge (Dungeoneering, Planes, Local & History), Perception, Slight of Hand & Stealth.
I still need to double check my stat line for errors but otherwise am good to go.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Picked up Misfortune Hex this level so now I have something to do against all the stuff that's immune to Slumber.

Also, Limp Lash, Shadow Anchor and Command Undead (Shade's never getting away from me now).

I can now command 4 HD of undead in addition to creatures controlled with the Command Undead spell. I'm starting to feel like a real Necromancer.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

I'm having a bit of a character crisis. I'm trying to work out a way to get Animate Dead at 5th or 6th level. Right now I have to wait until 8th level, which seems a bit silly considering that the character is supposed to be a necromancer.

GM, would you allow me to spend Hexes or Feats (Extra Hex) to "pay for" the ability to take the Gravewalker archetype in addition to the Scarred Witch? They have a lot of overlap in the hexes they replace, so I was thinking that if I just paid for the hexes it might work. What do you think?


Inactive

Finally I'll get my Wandering Spirit which will help make Malzii much more flexible in what she can do! Working tonight so I'll get her leveled up when I get home in the morning.


Praetor: I am going to have to say no to your suggestion since both Archetypes replace the same class feature (Familiar) with different abilities (Fetish Mask and Spell Poppet). You could retrain your archetype if you wanted to however.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Alright. Worth a shot. I guess I'll just have to make due controlling undead I come across rather than creating my own for a while. I think being a Scarred Witch is too much a part of Grey's character to retrain.


Inactive

Level 4

HP: 1d8 ⇒ 8 + 2 Con + 1 FCB = 11 HP
+1 BAB
+1 Will
+1 Wisdom
+1 1st Level Spells/Day
+1 2nd Level Spells/Day
+5 Skill Points (Kn. Nature, Kn. Planes, Kn. Religion, Perception, Spellcraft)
Hex: Fortune
Gain Wandering Spirit (Su): At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.

Think that's everything :)


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Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

1d10 ⇒ 1

really...


Raaz Level UP changes:

+1 WIS
+1 BAB
+1 Fort
+1 Will
Skills: +1 to Intimidate, Perception, Knowledge Religion.
one additional 1st and 2nd level spell known.
HP: 1d8 ⇒ 3

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

HP: rolled 6 +2 Con +1 FC = 9
Skills: +1 Perception, Sense Motive, Know(history), Know(religion)
+1 Fort
+1 Reflex
+1 Will
+1 BAB
+1 Wisdom (increase Will, AC, CMD)
+1 AC (level 4 monk bonus)
Unarmed Damage (1d8)


Once Grezzor and Arlok have posted their Level Up changes, we will resume this exciting chapter of Team Evil he he...


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Here I am - you guys know how weekends are ;)

Am working on my level up now.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Level 4

HP: 1d6 ⇒ 4 + 2 Con + 1 FCB = 7 HP
+1 BAB
+1 Will
+1 CON
+1 1st Level Spells/Day
+1 2nd Level Spells/Day
+5 Skill Points (Intimidate, Kn. Arcana, Kn. Planes, Perception, Spellcraft, Stealth)

Done ;)

P.S. Komm, how should I handle the new spells gained per level for Grezzor?


Grezzor: I would just pick the spells normally as per the rules. Were there specific spell you had in mind to select?

EDIT: Also I show you as having 32 HP total instead of 36.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Hey Malzi-

Would you be interested in taking Coven Hex and starting a coven with Grey at 9th level?

I'm considering taking leadership to turn one of the Orc cohorts into my apprentice (or something like that). Then I want to pick up the Collar of the Unbound Coven.

Members of a coven get some pretty awesome benefits. It would be very with the price of one feat for you.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7
Komm the "Grandfather" wrote:

Grezzor: I would just pick the spells normally as per the rules. Were there specific spell you had in mind to select?

EDIT: Also I show you as having 32 HP total instead of 36.

I was planning on taking two of the following (also want the group's input): Create Pit, Glitterdust or Invisibility.

Also, since I raised CON, I have 4 extra HP, hence the 36 ;)


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

@Grezzor: I vote Pit and Glitterdust


Inactive

@Gray - Heck yes, that'd be awesome!

@Grezzor - I'm going to agree with Brok, I think Create Pit and Glitterdust will get the you the most mileage :)


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

@Grezzor- Same. Those two spells can turn the tide of a battle all by themselves.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Deal. Create Pit and Glitterdust it is then. Thanks for the input guys ;)


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Sorry for the late notice. Though I posted here when I did the other games. Vacation time for me again. Leaving tomorrow and wont be back till the 20th. Camping in a crap service area so won't be posting. Bot me as needed :) Talk to you all in 12 days.


OK sounds good Arlok!


Inactive

Enjoy your vacation! :)


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Thanks for posting the actions for Grezzor Brok :D


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

I'm back, catching up.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

How were your vacations? Good I hope.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Hey folks, can we please pay attention to which enemies that have been put to sleep?

Grezzor woke one up last round, and now Vargrenz has woken up the one in front of him too.

Is there something I can do differently to help with this issue?

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

I have no idea which ones are asleep. I was assuming the grey was unharmed, red is dead/dying, and yellow was injured. I would hope that Komm would adjust attacks as players usually do not attack sleeping enemies, unless the player has a really low wisdom, not a problem for Varg.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Vacation was good as most are unless something crazy happens.

Just have the DM put a couple of "S" on the map. If you put an enemy to sleep you can move the "S" over it or he can.


Inactive

Welcome back Arlok, glad you had a good vacation!


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y
Vargrenz wrote:
I have no idea which ones are asleep. I was assuming the grey was unharmed, red is dead/dying, and yellow was injured. I would hope that Komm would adjust attacks as players usually do not attack sleeping enemies, unless the player has a really low wisdom, not a problem for Varg.

I have been very careful about describing the ones I target. The last time was the one directly in front of you.

I did that so Raaz could coup de grace it with his spear, but for some reason that I still don't understand he wasn't able to do that and now the goblin is awake.

At this point I'm frustrated. I'm probably coming across as more cranky than I mean to. It is hard to see your efforts undone by your allies. I'm just not sure what more I can do about this issue.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

CDG may or may not be a good option. It is a full round action so if Razz goes to do it another Goblin could just give up it's action to wake it's buddy then Razz has no one to CDG. Now if the goblins just attack then yeah it should kill any that get CDG.


I did want to chime in here to say the goblins that are marked yellow are Asleep, while the grey ones are Dying. As for Praetor's actions I do think they are having an effect. Preventing an enemies attacks is always a useful thing, even if it is for just one round.

As for the CDG idea, like Arlok says, that may or may not be a good idea...he hehe.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Can Shadows perform CDGs?


Praetor: Not as RAW since it cannot deal HP damage, but the Shadow would definitely crit a helpless opponent which would automatically do double damage (2d6 STR).


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Ok, great.

Since it isn't HP damage, would sleeping creatures be woken up?


Nope.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Is anyone else having trouble with the "new posts" showing up? Suddenly yesterday, it stopped for all my campaigns.

Komm. One thing that has fixed similar problems in the past is for the GM to manually change the player to inactive, and the switch the player back to active. Mind you, this was several years ago that I last had this issue.


Inactive

It's actually a forum-wide thing, which Paizo is aware of. There's a couple of threads in the Website Feedback section about it. What a pain :(


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Yep, same exact thing is happening to me...


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

It is site wide. They're working on it. The website feedback section of the board has a thread about it. Last I checked they had a fix ready, but were doing a closed-system test before implementing it.


Inactive

Hey folks, I know this will seem a little sudden but I've made the decision to bow out of this game. My work schedule has been busier than usually lately and I don't look for it to change much for the foreseeable future. As a result I've made the decision to cut down my number of games (which stinks because all the ones I have right now I *really* like) but this ended up being one of the ones I feel the most okay with letting go of; I just don't have the mental energy and in some cases the time to keep up with everything currently on my plate.

It's been a pleasure playing with everyone for so long and I'll still try to pop in from time to time to read up on everyone's exploits! Good luck and have fun and hopefully Komm won't make Malzii's (likely?) demise too gruesome ;)


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Sorry to see you go.


Sorry to see you go Malzii. I can tell all of you that you are indeed close to the end of your stated mission to discover a way into Rappan Athuk and also its defenses. After you all return to Mitchrod then I can remove both Raaz and Malzii from the party and the rest of you can decide what you wish to do next he he.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Well that's a bummer.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

I am really sorry to see you go Malzii, and wish you would reconsider - I usually never do this, as each one of us knows best about his/her real life, but this game is not going at breakneck speed, and I honestly love your character, and your twist on the Kobold race, even though we have a lot of dungeon crawling, and naturally less chances for RP.

In any case, all the best, and hope to see you around (If you REALLY decide to leave).

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