Crypt of the Everflame (Inactive)

Game Master Nathan Hartshorn

City of Golden Death


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Grand Lodge

Female Human Evangelist of Glory 7 | HP 63/63 | 20ft | AC 19 : T 14 : FF 17 | F +7 : R +4 : W +9 | I +3 : P +4 | CE 3/3 : ToG 7/7 : Perform 16/16 : Spells [1]4/4 : [2]4/4 : [3]3/3 : [4] 1/1 | Active conditions: None
Shortcuts:
[dice=Great Sword]1d20+7[/dice] [dice=Damage]2d6+3[/dice]

Bel: Should we remove all the capital men from the crypt and burn them outside? The don't seem worth of being entombed there.


Stats:
N Samsaran Male Warpriest 7 | HP: (62/62) | AC: 18 (T: 11, F: 17) | CMB: +8, CMD: 19 | F: +7, R: +3, W: +7 | Init: +1 | Perc: +3 | Speed 20ft | Effects:

It's Asar I'm more concerned about, should we honour his remains and re-inter them as Kassen did, or curse him for an undead monster and wear his bones as totems...

we should at least move the capital men from this area.


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:

Still waiting to hear from Alllister and Brezik on this subject I think...


Excuse my lack of posting the next few days, I'm in the middle of moving and will return as soon as I am able.

Liberty's Edge

1 person marked this as a favorite.
Male Human Paladin of the Dawnguard 6 | HP 34/53 | Speed 20ft | AC 19 : T 9 : FF 19 | F +10 : R +6 : W +9 | Init -1 | CMB +11 : CMD 19 | Smite Evil 1/2 : Lay on Hands 3/9 | Active Conditions: None
Extra:
Gauntlet (+11-6/1d3+5/*2), Short Sword (+11-6/1d6+5/19-20/*2), Brightfang (+13-8/2d6+7/19-20/*2), Javelin (+6-1/1d6+5/*2/30ft) | Dip +12, Heal +10, HA +12, Per +1, SM +9, Prof (S) +4 | S +5, D -1, C +1, I -2, W +1, Ch +3

Sorry all, I often forget to check the discussion page!

Sell the spell book. If anyone needs the +1 longsword or +1 chainmail for an upgrade they should take them, otherwise sell them.

The Bracers of Armor should be given to Qina or Gad'larr, as they both wear no armor (it's ineffective for anyone with an armor bonus to AC). Give Qina a shiny new wand!

I do not think we should remove Kassen's armor, it's disrespectful and this whole quest is meant to show respect.

Allister would want to remove the Capital folk's bodies along with Asar's. I agree with Vivian, burn them outside.

I think we should keep the horn. Magical items are cool, even if we don't have an immediate use them. They add to the "prestige" of the group. Plus that horn could make for a really cool RP piece. Just think of the parties we could have if we blow that horn in a tavern! Allister would be glad to carry it if nobody else wants to.

I think selling unique magic items is short-sighted because we will inevitably "outgrow" the weapon, armor, potions upgrades we buy with the proceeds. But that magic item could be useful/cool regardless of level.


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:

Brezik maybe busy, so I'm gonna summarize the loot list for now with the most common choices/options selected/offered:

Bracers of Armor: Gad

+1 Chainmail: Bel
(+1 Dagger: Bel)

Wand: Qina

Horn: Allister

Longsword +1 : Sell?
Spellbook: Sell?

OTHER:

We agree we should at least remove the foreign bodies from the tomb and burn them.

Leave Kassen's Corpse alone.

NOTE: I'm also taking the priest of Razmiran's mask, just in case.

I'll add up the coinage soon and distribute it evenly later once final decisions are made.

Vivian and Brezik, neither gained major loot from the game so far, so they at least get first pick on our next Loot list. Agreed? Or at least a bigger sharge of the money once divided.

Finally: (Not Required)
Do we want to create a "Party Fund" of any sort?
I have not done this with PbP before, but I usually check in my IRL games to see. Usually it is made up of donated coinage (and made up of money from items sold by the group) to pay the groups bills as they occur (inns) and buy useful items for the group at large: 5 or 6 Alchemist's Fires or Holy Water vials (one for each group member), a wand of Cure Light Wounds or some basic potions of healing...etc?

I only suggest this here and now, as this group seems to have a good solidarity to it. It may be just easier to divide the coinage int he end too.
=)

So Speak up!

And forgive this wall of text.

NOTE: I'll PM Brezik and let him know to stop by the discussion thread when he gets a chance.


Male,Dwarf Unchained Rogue, 7 | Hp: 80| AC:17 T:11 FF:16 | CMD:19(+4vs trip and bullrush) | Fort:+5 ,Ref:+7 ,Will:+3 ,( +2 reflex vs. traps, +2 fort vs poison and spells ) | Init:+1 | Perc:+11 (+2 traps, +2 stone work, +2 avoid surprise)
Injuries:
0 lethal; 0 nonlethal / 80 Hitpoints
current conditions:

Just got home less than an hour ago... been in Kentucky for the last week. So things should be back to normal for me this week. The following week I'll be out of town again.

As for the loot stuff I've seen nothing suggested that I have problems with.

Liberty's Edge

Male Human Paladin of the Dawnguard 6 | HP 34/53 | Speed 20ft | AC 19 : T 9 : FF 19 | F +10 : R +6 : W +9 | Init -1 | CMB +11 : CMD 19 | Smite Evil 1/2 : Lay on Hands 3/9 | Active Conditions: None
Extra:
Gauntlet (+11-6/1d3+5/*2), Short Sword (+11-6/1d6+5/19-20/*2), Brightfang (+13-8/2d6+7/19-20/*2), Javelin (+6-1/1d6+5/*2/30ft) | Dip +12, Heal +10, HA +12, Per +1, SM +9, Prof (S) +4 | S +5, D -1, C +1, I -2, W +1, Ch +3

Gad, I always like the idea of a party fund for gold. That way if there's any necessary expenses it doesn't come out of one person's loot and people don't have to worry about supplying potions or other items the party needs but nobody really wants to buy.

My suggestion would be to count the party as a 7th group member, so gold is divided by 7 instead of 6. We could also do a flat percentage off the top before funds are distributed, like 10-20%. If the party ever disbands (heavens forbid) we can distribute the party fund between ourselves.

If we decide not to do a party fund I'm perfectly fine with that, too. Now's just a good time to sort it out. If you're ever short on funds, the friendly, gullible paladin is a good person to ask.


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:
Allister Sunscale wrote:
If you're ever short on funds, the friendly, gullible paladin is a good person to ask.

Noted!


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:

Going...going...GONE!

Finally tally of stuff so far (unless someone objects now...)

GROUP STUFF:
Bracers of Armor+1: Gad

+1 Chainmail: Bel
(+1 Dagger: Bel)
Potion of Cure Moderate wounds: Bel

Wand: Qina

Horn: Allister

Items of Interest (Clues!)
*a small handbill. It is faded, but it is clearly a notice of employment telling those interested to meet at "The Ranger's Lament".
*a map of the area detailing the entrance to the crypt
*Newly minted Nirmathas coins!
*Mask, Robe and (wooden?)holy symbol of Razmiran (I'm assuming)

SELLING ITEMS:
Longsword +1: Sell
Spellbook: Sell
Mwk Shortsword? (Found on the corpse in the lake)
tarnished silver necklace (DC 15 Appraise makes it out to be 200gp worth)

(These items for sale will stay with the "party fund" bag until we get to a place we can trade them or sell them at least semi-properly.
If somebody wants to claim something, just speak up. Brezik or I will carry them as needed.)

GOLD:

87gp (Corpse in the lake)
354gp in newly minted coins
13 gp in pouch
3 gold pieces

Total Group gp: 457

Divided by 6 = 76gp, 1sp, and 6cp each
Divided by 7 (group fund version) = 65gp,2sp, 8cp effectively.


Stats:
N Samsaran Male Warpriest 7 | HP: (62/62) | AC: 18 (T: 11, F: 17) | CMB: +8, CMD: 19 | F: +7, R: +3, W: +7 | Init: +1 | Perc: +3 | Speed 20ft | Effects:

I'm still uneasy about looting Asar, this is his tomb as well after all.

The potion should go to one of the others, I've already got more than enough self healing, maybe Brezik since he is the scout?

If we can trade the knife for a light hammer and the sword for a mace (or ideally nine ring/greatsword)then we can share the magic weapons around.


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:

Look at Asar as 'disarming' his corpse. If he gets up again, he'll be easier to put down. We can re-inter him if you like, with the bones that are left.

As for the rest? I doubt we'll find many magic weapons in our little neck of the woods to trade out unless we make it to a big city-then anything goes. So keep the msgic dagger handy in case we need it and we should keep it as is, since anybody can use a dagger. Even Qina, although its a short sword to her.

I say give the Potion of CMW to Brezik since he's our trap detector.


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:

Treasure Addendum:

Everybody gets a "Favor of Kassen" (Token)

+1 bashing Shield to Vivian. (Duh...)

Bag of Holding to...Brezik? That's just perfect I think?

And the Gem to...Qina? That just fits to me.

What do yo all think?


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:

Level 3 Unchained Monk Hit Points:

New HPs: 1d10 + 1 ⇒ (7) + 1 = 8

New Abilities: Fast movement, ki pool, ki strike (magic), +1 Will
New Feat: Dragon Style Feat


Stats:
N Samsaran Male Warpriest 7 | HP: (62/62) | AC: 18 (T: 11, F: 17) | CMB: +8, CMD: 19 | F: +7, R: +3, W: +7 | Init: +1 | Perc: +3 | Speed 20ft | Effects:

Wahoo, ding!

Level 3 Warpriest Hit Points:

New HPs: 1d8 + 2 ⇒ (2) + 2 = 4

So I'll take 5+2=7

New Abilities: +1 BAB, +1 Reflex, +1 First Level Spell,
New Feats (x2):???

Hear I'd welcome some advice, I'm torn between 3

1)Power Attack (Because it's Power Attack...)
2)Improved Trip (Because Trip is fun and we lack a bit of debuf at the momment)
3)Additional Traits (Fate's Favoured + other) (Because fate's favoured makes Divine Favour insanely good!)

But I only have 2 slots, thoughts?

Liberty's Edge

Male Human Paladin of the Dawnguard 6 | HP 34/53 | Speed 20ft | AC 19 : T 9 : FF 19 | F +10 : R +6 : W +9 | Init -1 | CMB +11 : CMD 19 | Smite Evil 1/2 : Lay on Hands 3/9 | Active Conditions: None
Extra:
Gauntlet (+11-6/1d3+5/*2), Short Sword (+11-6/1d6+5/19-20/*2), Brightfang (+13-8/2d6+7/19-20/*2), Javelin (+6-1/1d6+5/*2/30ft) | Dip +12, Heal +10, HA +12, Per +1, SM +9, Prof (S) +4 | S +5, D -1, C +1, I -2, W +1, Ch +3

Everyone, don't forget your favored class bonus of +1 HP or +1 skill point!

Level 3 Paladin

HP: 1d10 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Alright then, I'll take 6 + 1 + 1 = 8

+1 BAB, +1 Ref save.

+2 skill points (Diplomacy, Heal)

Feat-
Extra Lay on Hands: You can use Lay on Hands 2 additional times/day.

Paladin class features-
Aura of Courage: Paladin is immune to fear. Allies within 10' gain +4 to save throws against fear effects.
Divine Health: Paladin is immune to all diseases.
Mercy: Lay on Hands also removes the "Sickened" effect.

Liberty's Edge

Male Human Paladin of the Dawnguard 6 | HP 34/53 | Speed 20ft | AC 19 : T 9 : FF 19 | F +10 : R +6 : W +9 | Init -1 | CMB +11 : CMD 19 | Smite Evil 1/2 : Lay on Hands 3/9 | Active Conditions: None
Extra:
Gauntlet (+11-6/1d3+5/*2), Short Sword (+11-6/1d6+5/19-20/*2), Brightfang (+13-8/2d6+7/19-20/*2), Javelin (+6-1/1d6+5/*2/30ft) | Dip +12, Heal +10, HA +12, Per +1, SM +9, Prof (S) +4 | S +5, D -1, C +1, I -2, W +1, Ch +3

I'm confused about something and hoping you guys can help. Do you heal any HP when you level, or just gain the new HP which come into effect once healed or rested?

For example, my HP before leveling was 13/20. I gained 8HP. Do I heal to 28/28, or 21/28, or just remain at 13/28?


Stats:
N Samsaran Male Warpriest 7 | HP: (62/62) | AC: 18 (T: 11, F: 17) | CMB: +8, CMD: 19 | F: +7, R: +3, W: +7 | Init: +1 | Perc: +3 | Speed 20ft | Effects:

21/28 I believe


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:
Belathorian Twice Born wrote:
21/28 I believe

Yep. That's the way I've always done it. Right or wrong? Up to the GM.


Halfling Inactive

Question for GM Fez: Is there any down time coming soon? I need two days, 60 gold, and access to a first level arcane caster in order to retrain one spell. At 3rd level, I receive the Mage Armor spell for free from my bloodline so I would like to retrain it to something else, probably Shield, before I actually level if that's okay.


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:
Qina Coldfire wrote:
Question for GM Fez: Is there any down time coming soon? I need two days, 60 gold, and access to a first level arcane caster in order to retrain one spell. At 3rd level, I receive the Mage Armor spell for free from my bloodline so I would like to retrain it to something else, probably Shield, before I actually level if that's okay.

Most of my old GMs always felt that gaining a bloodline spell always superseded previous choices, so you essentially gained another free spell slot choice due to the fact that you chose early to follow your 'nature' and picked a spell you would get normally later anyway.

But it is up to GM Fez of course.


What Gad said. Lots of down time will be coming whenever we're done in the crypt itself.


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:

Since nobody is complaining, I will go ahead and set up the group fund.

*Current Group Treasure Fund:

65gp,2sp, 8cp

*Group Items for Barter/Selling:

Longsword +1
Spellbook: Sell
Mwk Shortsword
tarnished silver necklace
-(DC 15 Appraise makes it out to be 200gp worth)

Grand Lodge

Female Human Evangelist of Glory 7 | HP 63/63 | 20ft | AC 19 : T 14 : FF 17 | F +7 : R +4 : W +9 | I +3 : P +4 | CE 3/3 : ToG 7/7 : Perform 16/16 : Spells [1]4/4 : [2]4/4 : [3]3/3 : [4] 1/1 | Active conditions: None
Shortcuts:
[dice=Great Sword]1d20+7[/dice] [dice=Damage]2d6+3[/dice]

Woo! Sorry I've been a bit quiet lately, slammed with work.

HP!: 1d8 + 2 ⇒ (6) + 2 = 8
Nice I'll keep that.

2+int(1)+Favored(1) = 4 skills ranks
Going to Sense Motive(9), Knowledge(Religion)(7), Diplomacy(6), and Heal(8)

+1 BAB, +1 REF

Channel Energy is now 2d6, which is cool, buuuut not as cool as

NEW CASTER LEVEL!
2 second level spells: Aid and Restoration, although Tremor Blast, Spear of Purity, and Heroic Fortune look tempting as well. Everyone can feel free to weigh in.

Domains give me:
Glory: Gain Bless Weapon spell
War: Gain Spiritual Weapon spell

And Vivian LOVES the new shield!


Halfling Inactive

Hit Points: 1d6 + 1 ⇒ (6) + 1 = 7
+1 Fortitude save
+1 Reflex save
+2 Knowledge (arcana)
+1 Use Magic Device
+1 Craft (tattoo) [background skill]
+1 Profession (cook) [background skill]
+1 1st level spell slot
+5 Cold Resistance
+1 Natural Armor
New Spells
..Grease
..Color Spray
New Feat
..Precise Shot


Male,Dwarf Unchained Rogue, 7 | Hp: 80| AC:17 T:11 FF:16 | CMD:19(+4vs trip and bullrush) | Fort:+5 ,Ref:+7 ,Will:+3 ,( +2 reflex vs. traps, +2 fort vs poison and spells ) | Init:+1 | Perc:+11 (+2 traps, +2 stone work, +2 avoid surprise)
Injuries:
0 lethal; 0 nonlethal / 80 Hitpoints
current conditions:

HP: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12... um no complaints there.

+1 Bab
+1 fort
+1 will
+12 skill points
+1d6 sneak attack
Danger sense
taking Skill Focus Perception for my Feat... was thinking of taking power attack or arcane strike for a little damage... but decided I wanted to stick to the whole skill monkey thing.

... Okay this is where I ask the GM to make an archetype for me... Originally I was going to use the Bruiser Archetype not realizing it was 3rd party... looking at it I saw that it was WAY too strong and just quietly deleted all the bonuses from it. My request to the GM is to let me trade out...

Finesse Training (Ex):
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

I don't even care what I get for it... but it's a wasted ability for me. But I wouldn't complain about being able to add a weapon proficiency every three levels...

Grand Lodge

Female Human Evangelist of Glory 7 | HP 63/63 | 20ft | AC 19 : T 14 : FF 17 | F +7 : R +4 : W +9 | I +3 : P +4 | CE 3/3 : ToG 7/7 : Perform 16/16 : Spells [1]4/4 : [2]4/4 : [3]3/3 : [4] 1/1 | Active conditions: None
Shortcuts:
[dice=Great Sword]1d20+7[/dice] [dice=Damage]2d6+3[/dice]

Oo forgot about the feat somehow, I'll be choosing Channel Smite. Also debated with Power Attack but Guided Hand looks sweet for the next feat. In that case Viv will start using her greatsword when facing easier rooms. Also figure Heavy Armor proficiency can get pushed off for a little longer as well.


Sure. What would you like in return?


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:
Vivian Ferris wrote:

NEW CASTER LEVEL!

2 second level spells: Aid and Restoration, although Tremor Blast, Spear of Purity, and Heroic Fortune look tempting as well. Everyone can feel free to weigh in.

Domains give me:
Glory: Gain Bless Weapon spell
War: Gain Spiritual Weapon spell

Aid is nice, but somebody needs to be able to cast lesser restoration eventually, if at all possible. Just saying it is too useful not to have.

Spiritual Weapon is one of the best cleric spells in the game IMHO.

The higher level version (Spiritual Ally) is even better!


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:
Brezik Arkennslag wrote:


... Okay this is where I ask the GM to make an archetype for me... Originally I was going to use the Bruiser Archetype not realizing it was 3rd party... looking at it I saw that it was WAY too strong and just quietly deleted all the bonuses from it. My request to the GM is to let me trade out...
Finesse Training (Ex)
I don't even care what I get for it... but it's a wasted ability for me. But I wouldn't complain about being able to add a weapon proficiency every three levels...

May I make a suggestion?

Unchained Rogue (Mastersmith) Archtype:

*Alloy Ally: The Rogue Gains the Weapon Material Mastery feat at 1st level,
but can only apply bonuses from Alchemical Silver, Mithral, or Silversheen effects. At 3rd level he gains access to Cold Iron. At 5th level and every two levels beyond 5th he
can select one additional material useable with the feat to add.

This ability replaces Finesse Training

*Rogue Trap Master: At 4th level, the Rogue gains the Learn Ranger Trap feat as a non-ranger but can select the a number of traps he can make equal to his intelligence bonus (Minimum 1).
At 8th level he can select 2 more traps he can make and is now considered a ranger for all other effects of the feat.

This ability replaces Uncanny Dodge and Improved Uncanny Dodge

Liberty's Edge

Male Human Paladin of the Dawnguard 6 | HP 34/53 | Speed 20ft | AC 19 : T 9 : FF 19 | F +10 : R +6 : W +9 | Init -1 | CMB +11 : CMD 19 | Smite Evil 1/2 : Lay on Hands 3/9 | Active Conditions: None
Extra:
Gauntlet (+11-6/1d3+5/*2), Short Sword (+11-6/1d6+5/19-20/*2), Brightfang (+13-8/2d6+7/19-20/*2), Javelin (+6-1/1d6+5/*2/30ft) | Dip +12, Heal +10, HA +12, Per +1, SM +9, Prof (S) +4 | S +5, D -1, C +1, I -2, W +1, Ch +3

@Gad'larr - Just want to say I appreciate you taking the time to keep track of our loot. It's really easy to forget items using the PbP format, so your organization has been very helpful.

Grand Lodge

Female Human Evangelist of Glory 7 | HP 63/63 | 20ft | AC 19 : T 14 : FF 17 | F +7 : R +4 : W +9 | I +3 : P +4 | CE 3/3 : ToG 7/7 : Perform 16/16 : Spells [1]4/4 : [2]4/4 : [3]3/3 : [4] 1/1 | Active conditions: None
Shortcuts:
[dice=Great Sword]1d20+7[/dice] [dice=Damage]2d6+3[/dice]
Gad’larr Fireblood wrote:
Vivian Ferris wrote:

NEW CASTER LEVEL!

2 second level spells: Aid and Restoration, although Tremor Blast, Spear of Purity, and Heroic Fortune look tempting as well. Everyone can feel free to weigh in.

Domains give me:
Glory: Gain Bless Weapon spell
War: Gain Spiritual Weapon spell

Aid is nice, but somebody needs to be able to cast lesser restoration eventually, if at all possible. Just saying it is too useful not to have.

Spiritual Weapon is one of the best cleric spells in the game IMHO.

The higher level version (Spiritual Ally) is even better!

Agreed, luckily I get 2 so we can play with both Aid and Restoration! With all the ability damage early on here I figured it's crucial. Also ditto to what Al said, thanks for being our treasurer!

I'm excited for spiritual weapon as well, it seems pretty strong and dynamic for a spell this early.

Also because it's fun, I'm really excited for Viv to be suited up in full plate and a headband of alluring charisma. Smite the faces off fools!


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:
Allister Sunscale wrote:
@Gad'larr - Just want to say I appreciate you taking the time to keep track of our loot. It's really easy to forget items using the PbP format, so your organization has been very helpful.

I really don't mind it.

I don't like when things slow down in PbP, so it gives me something else to focus on and help keep others interest in the game so they don't have to worry about it as much. Also...I like loot.
=>

Besides it's not so hard if you know what to search for in the "Search Thread" field.

Liberty's Edge

Male Human Paladin of the Dawnguard 6 | HP 34/53 | Speed 20ft | AC 19 : T 9 : FF 19 | F +10 : R +6 : W +9 | Init -1 | CMB +11 : CMD 19 | Smite Evil 1/2 : Lay on Hands 3/9 | Active Conditions: None
Extra:
Gauntlet (+11-6/1d3+5/*2), Short Sword (+11-6/1d6+5/19-20/*2), Brightfang (+13-8/2d6+7/19-20/*2), Javelin (+6-1/1d6+5/*2/30ft) | Dip +12, Heal +10, HA +12, Per +1, SM +9, Prof (S) +4 | S +5, D -1, C +1, I -2, W +1, Ch +3

I was really torn when choosing my level 3 feat between Extra Lay on Hands and Step Up.

I ended up going with Extra Lay on Hands so I have a total of 5/day, because I thought the extra heals would be helpful often. Having said that, Step Up would be very powerful against caster and ranged enemies, especially knowing that the person who stole Kassen's amulet is a wizard.

These leveling choices are difficult!

@Brezik - you are killing it with your HP rolls!


Male,Dwarf Unchained Rogue, 7 | Hp: 80| AC:17 T:11 FF:16 | CMD:19(+4vs trip and bullrush) | Fort:+5 ,Ref:+7 ,Will:+3 ,( +2 reflex vs. traps, +2 fort vs poison and spells ) | Init:+1 | Perc:+11 (+2 traps, +2 stone work, +2 avoid surprise)
Injuries:
0 lethal; 0 nonlethal / 80 Hitpoints
current conditions:

Okay been thinking about the "Archetype" thing...

Crafters Proficiency: The Unchained Rogue is both a proven craftsman and capable fighter. At 1st level the rogue gains proficiency with ANY Martial weapon or buckler he personally crafts. At 3rd level the rogue gains proficiency with any medium armor or light shield he personally crafts. At 11th level the rogue becomes proficient with any exotic weapon or heavy shield he personally crafts. At 19th level the rogue becomes proficient with any Heavy Armor or tower shield he personally Crafts. This replaces "Finesse Training".


Stats:
N Samsaran Male Warpriest 7 | HP: (62/62) | AC: 18 (T: 11, F: 17) | CMB: +8, CMD: 19 | F: +7, R: +3, W: +7 | Init: +1 | Perc: +3 | Speed 20ft | Effects:

There's a trait in the Samsaran compendium that will fit really nicely for Bel

Flash of Memory (Samsaran): You gain brief flashes of insight from your past lives at a moment’s notice. Three times per day after making an ability check, attack roll, initiative check, saving throw, or skill check, you may add a +1 trait bonus to your roll. You must use this ability before the result of your roll is revealed.

Would this be OK to take Fez?


Male,Dwarf Unchained Rogue, 7 | Hp: 80| AC:17 T:11 FF:16 | CMD:19(+4vs trip and bullrush) | Fort:+5 ,Ref:+7 ,Will:+3 ,( +2 reflex vs. traps, +2 fort vs poison and spells ) | Init:+1 | Perc:+11 (+2 traps, +2 stone work, +2 avoid surprise)
Injuries:
0 lethal; 0 nonlethal / 80 Hitpoints
current conditions:

Camping this week. Horrible cel coverage. Apologies for my expected lack of engagement this week.


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:

I think we are going to have some down time for a while so we can figure stuff out (our PCs still don't know what we may have figured out yet) so just try to keep up as much as you can and chime in when you can. No worries either way.
=)


Brezik: I have no problems with that, but for the sake of 'power' of the ability I'm bumping the levels to 1, 3, 7, and 12 rather than following typical progression for Finesse training. It's too difficult to keep up with AC when BAB outpaces it so quickly.

Bel: I approve.

Liberty's Edge

Male Human Paladin of the Dawnguard 6 | HP 34/53 | Speed 20ft | AC 19 : T 9 : FF 19 | F +10 : R +6 : W +9 | Init -1 | CMB +11 : CMD 19 | Smite Evil 1/2 : Lay on Hands 3/9 | Active Conditions: None
Extra:
Gauntlet (+11-6/1d3+5/*2), Short Sword (+11-6/1d6+5/19-20/*2), Brightfang (+13-8/2d6+7/19-20/*2), Javelin (+6-1/1d6+5/*2/30ft) | Dip +12, Heal +10, HA +12, Per +1, SM +9, Prof (S) +4 | S +5, D -1, C +1, I -2, W +1, Ch +3

Hey all, I will be out of town for a funeral from Wednesday - Saturday this week with very limited access. I will post when I can.

Cheers.

Grand Lodge

Female Human Evangelist of Glory 7 | HP 63/63 | 20ft | AC 19 : T 14 : FF 17 | F +7 : R +4 : W +9 | I +3 : P +4 | CE 3/3 : ToG 7/7 : Perform 16/16 : Spells [1]4/4 : [2]4/4 : [3]3/3 : [4] 1/1 | Active conditions: None
Shortcuts:
[dice=Great Sword]1d20+7[/dice] [dice=Damage]2d6+3[/dice]

Fez: What would go into Vivian starting up a Combat training school at her inherited farm? Not doing it for money making reasons, but because it's totally in her character.

Also she'd offer positions on staff to everyone if they're interested.


Let me read through my Ultimate Campaigns book for guidance and get back to you, hopefully Sunday at the latest.

Sidenote: I'll only be able to post later tonight as I discovered my inlaws at my place when I got back from work.


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:

Supplies!

Grand Lodge

Female Human Evangelist of Glory 7 | HP 63/63 | 20ft | AC 19 : T 14 : FF 17 | F +7 : R +4 : W +9 | I +3 : P +4 | CE 3/3 : ToG 7/7 : Perform 16/16 : Spells [1]4/4 : [2]4/4 : [3]3/3 : [4] 1/1 | Active conditions: None
Shortcuts:
[dice=Great Sword]1d20+7[/dice] [dice=Damage]2d6+3[/dice]

So, an off topic proposition. Anyone interested in collaborating in another parallel adventure? The few other games I'm in are slow, leaving me searching through the recruitment message boards.

I was thinking maybe an AP or another large module like The Falcon's Hollow quadrilogy or The Emerald Spire Superdungeon. As far as PC/GM roles, this isn't an effort to strong arm Fez, I'd be willing to GM if needed. Just looking to game!

Anyways, no pressure, Viv will still heal you no matter what. ;)


Stats:
N Samsaran Male Warpriest 7 | HP: (62/62) | AC: 18 (T: 11, F: 17) | CMB: +8, CMD: 19 | F: +7, R: +3, W: +7 | Init: +1 | Perc: +3 | Speed 20ft | Effects:

To be honest, yes.

I wouldn't be looking for a game generally. But I've been hoping we could all do something else together. This group really works so well together. I'd love the opportunity to play a different character but with the same keen, brilliant players.

Gush over. I'm in.


Male Half-Orc Unchained Monk Level 7 | HP 68/68| Speed 50ft | AC 19, touch 16, FF 16, CMD 25 | Fort +7 : Ref +8 : Will +5 | Stun Fist 6/Day DC:15 (6 left)| Deflect Arrows 1/Rd | Per+10 | Ki : 5 Pts /0 Used | Cond:

I would never complain on setting up and doing another game with you guys, but I may be hitting my limit on active games...

An AP always sounds good to me too!
Any idea on which one you might want to consider?

I would suggest Mummy's Mask possibly.

It is supposedly a good old fashion dungeon crawl type game with lots of traps and undead. I have an Oread Fighter I have been wanting to try in it for a while.

Also, since you are willing to GM, then I suggest we offer GM Fez a place to play a PC too if we do something. He seems quite compatible with our group dynamics so far.
=)

Grand Lodge

Female Human Evangelist of Glory 7 | HP 63/63 | 20ft | AC 19 : T 14 : FF 17 | F +7 : R +4 : W +9 | I +3 : P +4 | CE 3/3 : ToG 7/7 : Perform 16/16 : Spells [1]4/4 : [2]4/4 : [3]3/3 : [4] 1/1 | Active conditions: None
Shortcuts:
[dice=Great Sword]1d20+7[/dice] [dice=Damage]2d6+3[/dice]
Gad wrote:
"Also, since you are willing to GM, then I suggest we offer GM Fez a place to play a PC too if we do something. He seems quite compatible with our group dynamics so far. "

I was thinking the same thing.

I really like how this Everflame arc doesn't tie us up as being "Pathfinders" and instead starts us with a young common beginning. That gives the PCs the best range to make it their own in my opinion, so that'd be the biggest thing I'd have in mind.


Halfling Inactive

I'm in.

Liberty's Edge

Male Human Paladin of the Dawnguard 6 | HP 34/53 | Speed 20ft | AC 19 : T 9 : FF 19 | F +10 : R +6 : W +9 | Init -1 | CMB +11 : CMD 19 | Smite Evil 1/2 : Lay on Hands 3/9 | Active Conditions: None
Extra:
Gauntlet (+11-6/1d3+5/*2), Short Sword (+11-6/1d6+5/19-20/*2), Brightfang (+13-8/2d6+7/19-20/*2), Javelin (+6-1/1d6+5/*2/30ft) | Dip +12, Heal +10, HA +12, Per +1, SM +9, Prof (S) +4 | S +5, D -1, C +1, I -2, W +1, Ch +3

If we want to add an additional campaign into the mix, I'm in. My only request is that it doesn't overtake this one, as I'm quite happy with our group, characters and progression thus far and would like to see how far we can take it.

I have an archer warrior that would be fun to play, but I would be willing to roll a new character as well.


I can keep GMing, it matters not to me. Speaking of the future does lead to a decentish segue that I've been trying to bring up. I'll be out of the country starting July 29th and I won't be getting back until August 17thish. I have absolutely no idea if I'll have any internet access at all for posting or updating, so I'm assuming the worst of no posting for that 3 week period of time.

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