DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Sam was at min level 6,15k before the umber hulk fight. I believe that probably in total puts him just slightly under 23k but to avoid the "I go kill a randon mob" meta game, he can still level up on this rest while maintaining his current XP total.

Looks like I accidentally rewarded you for the KT in the temple twice, so Ill take care of that in a later reward.

As for fairness, I believe it all comes out in the wash. Building a 6th level character from scractch gains you significant power/synergy advantages when it comes to item/spell/ability selection over those that have to choose incrementally to support the campaign as they move along (i.e. choosing items, skills, and spells to support a real time need, not consistent with a power twink for the character concept). Giving the long term characters an edge in XP fixes that.

Shattered Star is different given the players there earn more in wealth and prestige than the average WBL. Shackled City is notoriously short on loot The high value items you've come across (Heartripper and the lodestone flail) were adds on my part to the adventure. I believe this is a product of the 3.5 vs Pathfinder process.

For now, the leveling and HP processes between the 2 games will remain different. I have no intention of changing this Shackled City game any more than I already have.

-Posted with Wayfinder


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Thanks Tike. And that was a good explanation as well.

And you are right, building a level 6 from scratch is most likely more powerful then leveling up from level 1 in this campaign.

And I am not trying to complain about anything, just liking aspects of the Shattered Star but you are completely right, changing up mid game might really only helps me, and hurts Epik, Dalamus and Magma who have been here since day one and have earned those levels.

Sam Level Up

Level 7

HP - 1d8 + 2 + 64 ⇒ (7) + 2 + 64 = 73

Skills - 7 Points

Fly +1
Knowledge Arcane +1
Knowledge Dungeoneering +1
Knowledge Planes +1
Spell Craft +1
Perception +1
Stealth +1

Abilities

Medium Armor
Knowledge Pool

Feats
Intensify Spell

Spells (I may change these before we leave the cave, but 80% sure I am taking these. Need to look at the spells in some of the other core books)
Fly
Haste

Fav Class point .25 into Arcane Pool = 8.75

Mord'ael
Int +1 (13)
Wis +1 (9)
Cha +1 (9)
Ego +2 (10)


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Question on a spell

Vampiric Touch

If I use this spell and get a crit will it do double damage and also heal me double the amount?

Also temp HP can go above and beyond your max hp right?


Yes, although it doesn't heal you. It gives you temp hps

Temp hps can exceed your max, yes

-Posted with Wayfinder


Male Human Wizard (Conjuror) 10 / Loremaster 4

HP: 1d6 ⇒ 6 + 1 favored class.

+ summon monster IV, stoneskin

+1 appraise, knowledge (arcana, dungeoneering, engineering, history, planes, religion), spellcraft

+ spell penetration


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
Nowzai al'Nazari wrote:
My running tally is 22,102... so somehow I missed 1,000 xp? I don't think I skipped any rewards, but its possible.

how much did you lose dying?


Sama'el Val'varen wrote:

Thanks Tike. And that was a good explanation as well.

And you are right, building a level 6 from scratch is most likely more powerful then leveling up from level 1 in this campaign.

And I am not trying to complain about anything, just liking aspects of the Shattered Star but you are completely right, changing up mid game might really only helps me, and hurts Epik, Dalamus and Magma who have been here since day one and have earned those levels.

Sam Level Up

Level 7

HP - d8+2+64

Skills - 7 Points

Fly +1
Knowledge Arcane +1
Knowledge Dungeoneering +1
Knowledge Planes +1
Spell Craft +1
Perception +1
Stealth +1

Abilities

Medium Armor
Knowledge Pool

Feats
Intensify Spell

Spells (I may change these before we leave the cave, but 80% sure I am taking these. Need to look at the spells in some of the other core books)
Fly
Haste

Fav Class point .25 into Arcane Pool = 8.75

Mord'ael
Int +1 (13)
Wis +1 (9)
Cha +1 (9)
Ego +2 (10)

if your favored class goes into arcane pool, you only get 6 skill points per level although you automatically get one in perception for leveling up because of your headband.


Just need Nemoris' level up and a general plan for the next attack

how long will you wait ... it's late afternoon, body clock for you all

how will you enter

any prep spells or other things?


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Ahh sorry I forgot the 20 int is from the headband, was just going off the 20 in which would have been +5.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Prepared Spells:
4th (2/day)—stoneskin, summon monster iv, summon monster iv
3rd (3/day)—summon monster iii, magic circle against evil, sound lance (x2)
2nd (4/day)—darkvision, levitate, summon monster ii, baleful transposition, greater slide
1st (6/day)—identify, magic weapon, feather fall (x2) (DC 16), benign transposition, lesser orb of sound (x2)
0 (at will)—open/close (DC 15), detect magic, light, sonic snap

Not much overlap/combo potential with Sama'el, beyond the fire ele/pyro that you mentioned. Nowzai is geared towards battlefield control more than direct damage.

Nowzai will cast magic circle vs evil again, before we enter. It would be a good idea, for those who can cast it, to use protection from evil.

Further prep, Nowzai will cast darkvision, mage armor, and stonskin.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
Magma Iron Clan wrote:
DM Fflash wrote:
Magma Iron Clan wrote:

Level Seven

Fighter
HP1d10 + 6 + 1 + 83fighter + con + toughness
Skils 4
Armor crafting
Weapons crafting
Heal
Perception
Feats 2
Dodge
Weapon Focus Dwarven LongHammer

Magma, I allow feat retrains, so if you don't intend to use the great axe any more, you can retrain that weapon focus feat for a week's worth of time, or you can keep them both, your choice.

You also get a favored class bonus: +1 hps or +1 skill points?

i am going to keep the greataxe for now and i will get back to you about the hit point or skill point

going to take the +1 hp


Hey all, caught a serious cold and not feeling creative. Will get a post up once I'm feeling better

-Posted with Wayfinder


All, cold is finally over with. I know we're in holiday season, so post as able but no expectations until we're through. I'll get a game post up for entering the complex tomorrow.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Merry Xmas all!


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

merry christmas and happy New Year


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Magma Iron Clan wrote:

merry christmas and happy New Year

Happy Holidays everyone. I have my level up done, but everything is written down at work. Just so I don't mess that up I'll hold off until Monday if that's good. Nothing much for me changes, although I do get a new feat that lets me use ranged attacks without fear of AoO.


Male Fetchling Slayer 7/ Red Mantis 5

Happy holidays!


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Hey Tike,

I have a quick question about the way skills work before I finalize my level up if you don't mind! Deepwood Sniper says it requires:

BAB: +5
Skills: Hide 4 ranks, Move Silent 4 ranks, Spot 4 ranks
Feats: Far Shot, Point Blank Shot, Weapon Focus (any bow)

What would I need in Pathfinder for the skills? Steath and Perception?

Thanks!


Yes, stealth and perception replace those.

-Posted with Wayfinder


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Perfect, thanks! I should have this all typed up tonight and posted.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Level 7

BAB +1

HP: 64+1d10: 2 = 2

Reflex Save +1
Will Save +1

Skills: 5
Craft, Bowmaking +1
Intimidate +1
Stealth +2
Survival +1

Class Feature:
Close Combat Shot

Feat:
Deadly Aim

-Posted with Wayfinder


Male Human Wizard (Conjuror) 10 / Loremaster 4

Are you saying haste is broken??


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Yeah. I mean for old school haste it was single target and more powerful but for this to be a mass cast spell it's pretty awesome. Especially with most of us being melee and/or range. Just increases our damage per round by a lot.

I didn't realize when I took it it wasn't single target. Very happy with that pick up.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Haste rocks! It's always been a group cast though...


Haste used to be an extra standard action. It's been nerfed to get to where it is now.

You guys need to use buffs to win fights like this ... it's expected that you will.

Haste is a must have for most parties.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

I always thought it was single target, in like 2nd addition, which was the last time I played a caster...

I will work on getting buffs out better, I should have cast it in round 1, I am learning casters better hopefully we live long enough for me to do better...I am looking at you Epik and Dalamus


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

What, you want to live forever? :)


As you guys move up in power, I thought I would make the DR rules a bit clearer for you when you start purchasing/upgrading weapons. Helpful to note

DR info here


OK, I'm going to offer up Level progression to the party as a whole to vote on:

3 choices:

1) Leave as is, everyone earns individual XP, some folks may level up before others, this delta will be less and less significant as you level up, unless you die. When you die, you lose the opportunity to earn XP. I'll focus more on giving individual XP awards for exceptional role-playing. Haven't done this in a while

2) Level by DM fiat. I decide when everyone levels up based on adventure progression, not things killed and traps defeated. Story progression takes full precedence over all other things.

3) We track party experience as one total. Everyone will level up at the same time, but I will still award XP for monster defeats, trap disarms, and story completion to the "faceless" party PC who everyone will match XP to. No individual XP awards but no death penalty for XP.

Vote soon but vote once ... go.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Option 2. XP tracking seems like unnecessary book keeping.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

I also vote for option 2, but I am in dead last for XP so I am bias.

I agree with Epik too though that tracking xp is tedious.

I think it also allows you to scale content better for us as a party, as you know when we will hit milestones and when the next fight is going to require us to hit those milestones.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

i go with option 3. i like the no death penalty

i don't mind the book keeping


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Will there still be no death penalty with option 2 as we level together or if you end up a level behind you stay a level behind?


No, everyone will level together regardless if they were dead or not


Male Fetchling Slayer 7/ Red Mantis 5

tough call....Option 2 is a little like giving the government control on personal decisions.

Vote number 1, I like the option for additional XP for good role playing, that will really motivate us to play in character better.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

What about offering up Prestige Points for good role playing instead of XP?

I haven't done anything with Prestige points so I don't know if that is overpowered or not. But it might be an option.


Male Human Wizard (Conjuror) 10 / Loremaster 4

That sounds like a cool option.

I vote for method 2 regardless... it works nicely for pbp-paced games.


Option 2 it is, and I'll seriously consider Sam's prestige point for role playing suggestion. It equates to more loot but this game is under looted so that could be a food balance

-Posted with Wayfinder


Male Human Wizard (Conjuror) 10 / Loremaster 4

A balanced diet is the key to a healthy adventuring life!


So is a worthwhile auto correct.

-Posted with Wayfinder


I've been tied up more than I thought this weekend with Holly's house in Kansas City. Will get a round up soon. I'm sorry for the delay.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

No worries!


For your enjoyment, updated slayer tables

Here


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

i need to make sure on the +1 mithral Armor
AC +10 max dex is 3 and amror check penality is -3

Which would change my AC from 24 to 28

did i modify the Full plate correctly?


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
Magma Iron Clan wrote:

i need to make sure on the +1 mithral Armor

AC +10 max dex is 3 and amror check penality is -3

Which would change my AC from 24 to 28

did i modify the Full plate correctly?

Tike did i do this right?


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Magma Iron Clan wrote:
Magma Iron Clan wrote:

i need to make sure on the +1 mithral Armor

AC +10 max dex is 3 and amror check penality is -3

Which would change my AC from 24 to 28

did i modify the Full plate correctly?

Tike did i do this right?

26ac if your dex is 15 with either the +2 full plate or +1 mithril.


Magma has a +4 natural armor bonus, correct? In that case:
Magma w/ +2 Breastplate: AC: 24 (+8 armor, +4 natural, +2 Dex), Armor Pen: -3, Spd 20
Magma w/ +1 Spiked Full Plate: AC: 25 (+10 armor, +4 natural, +1 Dex), Armor Pen: -5, Spd 20 (limited run to x3)
Magma w/ +1 Mithril Full Plate: AC: 26 (+10 armor, +4 natural, +2 Dex), Armor Pen: -2, Spd 20

That's how I see it without looking at your character sheet to see what I'm missing.

I think Nemoris gave his info in Gameplay.

Regardless, right now, I'm showing Magma still in the +2 Breastplate per Nowzai's request not to use 5 minutes to change armor.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
DM Fflash wrote:

Magma has a +4 natural armor bonus, correct? In that case:

Magma w/ +2 Breastplate: AC: 24 (+8 armor, +4 natural, +2 Dex), Armor Pen: -3, Spd 20
Magma w/ +1 Spiked Full Plate: AC: 25 (+10 armor, +4 natural, +1 Dex), Armor Pen: -5, Spd 20 (limited run to x3)
Magma w/ +1 Mithril Full Plate: AC: 26 (+10 armor, +4 natural, +2 Dex), Armor Pen: -2, Spd 20

That's how I see it without looking at your character sheet to see what I'm missing.

I think Nemoris gave his info in Gameplay.

Regardless, right now, I'm showing Magma still in the +2 Breastplate per Nowzai's request not to use 5 minutes to change armor.

Whoops, for some reason I thought the spiked plate was +2. I believe Full plate the penalty is -6 too unless Magma has Armor Training, so -6 and -3.

Here's my breakdown and why I'd really like it:

Nemoris w/ +1 Mithril Plate: AC 23 (+10 armor, +1 deflection, +2 dex, but with a max of +4) Armor Pen: -2, Spd 30

I'm happy to let Magma have it for now as well, don't want to be greedy about it, but next level I'll be at +3 dex and I'm hoping for a +2 dex item to make that +4 soon as well!


Note, for you Wayfinder users, Paizo upgraded their board software and reformatted the forums slightly. That tweaks the app, so you'll have to wait until it gets updated by whoever owns it.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

So, it's an interesting moral quandary, concerning rescue of the prisoners. If the prisoners were good aligned, it would be more clear cut - obviously we would have to rescue. If the prisoners are evil, possibly we can justify leaving them to their fate. But, evil can be redeemed, and allowing them to die unnecessarily gives up any chance of redemption. That, and we don't really know their story - are they really evil or are they somehow corrupted, like Zenith? Presumably the KTs would not have locked them up if there wasn't more to the story. The other consideration is that I can't remember if I checked the alignment of all the prisoners.

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