DM Puppet Master's Humble Bundle Welcome Campaign (Inactive)

Game Master Anon A Mouse

Cult of the Ebon Destroyer


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HP 32/32 AC 18 TAC 15 FF 13

I updated Millsy, not sure where i got the 11 hp from to begin with but ill roll a d8 for the new hp

hp: 1d8 ⇒ 8


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

I would not have thought a turkey would be aggressive. Although I was once charged by a swan when I was smaller.

I also would not have thought a zoo would have a turkey.

Jaed:
Jaed Zandorias
Male human rogue 2
N Medium humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge)
hp 20 (2d8+6)
Fort +2, Ref +8, Will +1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+2/19-20) or
short sword +6 (1d6+2/19-20)
Ranged light crossbow +6 (1d8/19-20) or
mwk light crossbow +7 (1d8/19-20)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 19
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Appraise +5, Bluff +4, Climb +5, Diplomacy +4, Disable Device +9, Disguise +4, Escape Artist +8, Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (local) +5, Linguistics +5, Perception +6, Sense Motive +5, Sleight of Hand +8, Stealth +8, Swim +5, Use Magic Device +4
Languages Common, Dwarven, Elven
SQ rogue talent (trap spotter), trapfinding +1
Other Gear studded leather, dagger, light crossbow, mwk light crossbow, short sword, backpack, bedroll, belt pouch, chalk, hemp rope (50 ft.), sack, thieves' tools, waterskin, 42 gp, 7 sp, 9 cp
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Special Abilities
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Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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I can make updated sheets for anybody else who wants it. Things to remember if you haven't dealt with them:
- Humans get 1 extra skill point per level
- If you stick with your class (rather than multiclassing), you get either +1 skill point or +1 HP (favored class bonus).


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

I was thinking about taking a level in Cleric but i realized that I don't have a holy symbol so sticking with druid i guess.


@DM: Well, the country where I grew up is outside any turkey habitats so they usually have a couple of them in the zoos. Out of curiosity, I googled for turkey farms and there are a few of them. But definitely no wild turkeys :-)

By the way, thanks for the stats!


@DM: Thanks for the extra skill point reminder, I completely missed it.

Ok, so now I have knowledge engineering.

I giggled when I read about the wild turkey [ sorry =( ]. I also grew up outside of their natural habitat so I have no idea on what their temperament actually is. Always thought they would be like permanently-daydreaming chickens for some reason.


Just got my new phone sent to my new campsite so now I can post, yay!


Wild Turkey is also a brand of whiskey, so there may be another interpretation out there...


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

Added skills: Handle Animal, Ride, Intimidate (All class skills), knowledge in arcana, nobility and history, and an extra HP for my class bonus.


I'll be attending a convention from tomorrow to Sunday so I'm not sure how often I will be able to post. Most probably I will be able to keep up but feel free to bot me if I'm unresponsive for too long.


M human Fighter 3 | HP 32/35 | AC21 FF18 T13 | CMB: +7 CMD: 20 | F +5 R +2 W +1 | Init +2 | Per +4

Question: if I would use the magic weapon oil on the spear, would it negate a skeleton's resistance to non-bludgeoning melee attacks?


And can I take 10 on religion check now that the zombies are dead so that I would know in the future about them?


MotW NPCs Definitely not a vampire Slides | Knowledge Checks
Quote:
Question: if I would use the magic weapon oil on the spear, would it negate a skeleton's resistance to non-bludgeoning melee attacks?

There are certain types of DR magic weapons can overcome, but I don't think B/S/P type DR is one of them, so no.

Quote:
And can I take 10 on religion check now that the zombies are dead so that I would know in the future about them?

You cannot retry the same knowledge check. In the future, if you wish you can forgo the identify attempt while in combat to take 10 while out of combat, but you can only do one or the other.


How about a heal check to see what the puss was?


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

So I was reading up on the Druid because I was building a bear Shaman for another game and I realized that a Druid only needs 1 hour to reprepare spells I thought I needed an 8 hour rest. Does that sound right to y'all


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

You only need 1 hour to prepare spells, but you only regain spent spell slots after 8 hours of rest. You also can't change what spells you have prepared without an 8 hour rest unless you chose not to prepare all your spell slots originally.

I've copied some of the relevant text from here below.

Relevant text:
Time of Day A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, she must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, she must wait until the next day to prepare spells.

Spell Selection and Preparation A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a divine spellcaster can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Heads up that I'm going to be at an Android bootcamp all next week. I think I'll probably have internet, so I'll still at least try to post updates.


That is better than being at real boot camp...


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

So, as you might be able to tell, this module is starting to come to a close. As such, I'd like to hear people's thoughts on if they would like to continue to play since this module has a sequel: Masks of the Living God.

If you wanted to continue, I would let you redo your characters if you so desired, since I said at the beginning that I wasn't sure if I would continue or not. If some people wanted to continue but not others, I could also do a recruitment to bolster the party.


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

I would be willing to continue, this has been fun.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Millsy is at 0 Hit points which I believe means that she is disabled. Also yeah I'd love to do another. This was a great introduction to rpg/pbp, so thanks for that.


I'm all for it too, it has been great fun <3

only thing is that I think we need an arcane caster. I'm happy with Etam and with trying to figure out how to spin the fighter class in an interesting way, but could also be convinced about trying a witch (if we can use base classes). Or perhaps we could recruit one new member?

How do you guys feel about it?


This was fun and I'd like to thank you all for that! And thanks again to our DM for all the help and guidance :) I'm totally in for the next adventure.

I am fond of Jaed although sometimes I feel he is not very useful in a dungeon apart from his trap finding abilities. I'm ok with the current group composition but I am also open to recruit a new member. Specially if he/she can bring in a bit of magic.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Sounds good. I'll start looking into prepping that as well then.

If you wanted to make a completely different character, all Paizo classes that are on some online reference site would be fair game, same for Paizo archetypes. There'd also be more options on races, though I haven't exactly decided what. Nothing with too many RP (race points) at least. I'll likely be tacking on some additional rules that I left off, namely traits and probably background skills. Feel free to look over them to start getting ideas, but you won't need/have them just yet. For now, just think about how/if you want to change your character; if we do a recruitment to grab 2 more people, I'd want to be able to tell them what we already have and what we'd want.

@Jaed: Check out the Unchained Rogue. I think when we started it was fairly new, but looking over it it's probably more powerful (gets Weapon Finesse for free, gets to add Dex to damage at, I think, 3rd level, which is generally much harder to get otherwise). I think even the rogue talents are pretty similar.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

One thing I think I'll be doing is much more variety in spells and hopefully getting a wand of CLW or figuring something out so that I can do more than just heal but I'll be keeping the character concept pretty much the same.


Thanks for the suggestion. I'll think about how to make Jaed a more interesting character now that I have more experience.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks
Finnrick wrote:
One thing I think I'll be doing is much more variety in spells and hopefully getting a wand of CLW or figuring something out so that I can do more than just heal but I'll be keeping the character concept pretty much the same.

Just in case you've forgotten, you do actually have a wand of CLW. You got it at the same time as the Produce Flame wand.


I think I might change a couple of feats and Etam's weapon to the weighted spear (not so much for TWF, only to have switch between two types of damage more easily).

Another thing I am considering is retconning Etam from fighter to magus, but that's changing the concept quite heavily and I'm not yet sure I'd want that.

As far as traits go, I thought it could be interesting if I took possessed and have the entity being Asar. Or Kassen, but he seems very uninterested in all the business happening in the crypt, plus Asar is a bit edgier when contrasted with Etam's behaviour so far.


That could be interesting... I agree that we lost something when we lost the mage.


So I just went back through and checked the wand of CLW and I thought that I had used all of it but I guess i actually did have 3 charges left as well as 6 charges of flame. so that's nice.


I am thinking about reconverting Jaed to a sniper and make the crossbow his main weapon. I feel we have the close combat well covered with Etam and Artair. And that way it should also be easier to flank and use the sneak attack. I just don't want to lose the trapfinding habilities so I'm working on it.


I plan to keep the barbarian, but I need to figure out how to rage better. Maybe look for an archetype...and a warhammer to go with the axe.


Just a heads up that I'm going to be on vacation for the next two weeks. I will have limited access to the Internet during next week so just bot me if I am unresponsive for too long.


have a nice trip! o/


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Have a fun vacation!


Enjoy!!!


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Were there any further thoughts on if people wanted to change their characters? It also sounded like we did want to recruit some extra players to get some more magic users in the game, is that correct? If so, I'd probably want to start recruitment later this week.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Hey yall so heres whats up. Sorry that I've been MIA lately but my mom went into the hospital and ive been over there for probably the past 2 weeks. We are home now but its still like around the clock for me so it has been hard to keep up. Ive been checking in and reading whats going on but I honestly don't have it in me to write for Finnrick these days. Im in for the next scenario and ill just be keeping Finnrick the way he is.


oh, that's terrible news, mate. take all the time you need, we'll take good care of Finnrick and Millsy meanwhile =) hope things get better for you and your mother.

@DM: I have a few minor changes, but nothing too big, mainly shuffling around a couple of feats. plus anything else you might want us to add. also, in case you do want us to use traits, do you think Etam could take possessed and have the entity being Asar?


My best wishes to you and your mom. As panegyric said, we'll look after Finnrick and Millsy until things get better.

Regarding Jaed, I'll keep him mostly the same the same but I'll try to focus more on ranged combat.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

@Finnrick: Hope you mom gets better!

@panegyric: I'm fine with you taking possessed. And having it be by Asar sounds like it could have some interesting role play opportunities. :-)

Also, the recruitment thread is now up. I've leaving it open for a little over a week, picking the players next weekend, and hopefully we'll start the next game the following Monday. Feel free to chime in/talk to any of your would-be fellow adventurers.


brilliant. I was thinking the same about the possessed thing (having an evil spirit sort of hanging around the not particularly evil and very law-abiding Etam), but was afraid that Asar might have had some other role to play in the second scenario.

Since you mention level 3 on the recruitment thread, are we getting to the next level at the end of this adventure? Just so I do the level-up and reshuffling all in one go, in case it's needed


I have ditched my idea of a ranged rogue after realizing that you have to be in melee combat to flank a foe so I won't be able to sneak attack using my crossbow most of the time.

So, after a lot of reading, I will go for a two-weapon rogue. He won't be able to hit as much Etam or Artair but I plan on flanking our enemies as they focus their attacks on them and then concatenate sneak attacks. We'll see if that way Jaed can be a bit more useful in combat.

@DM: Can we change our ability scores? I was thinking about swapping my wisdom and strength scores.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

@panegyric: After this encounter, yes you will be leveling up to level 3.

@Tache: Yup, you can switch around your ability scores when you level up as part of the overall character rebuilding I promised.

@All: Oh also, because shopping can take a while, I'm going to go ahead and tell you that you misidentified a number of items. I was going to have Erazmus identify them for you IC, but if we're going to start the next module next week, I wanted to make sure you had enough time to debate on what things you wanted to keep/sell. You can sell things at 1/2 their listed buy price (ignore the value I told you earlier for the bandit gear).

Asar's gear:
* +1 chainmail
* +1 longsword

Gear on the bandit with a mask:
* The stick is really a wand of magic missile CL3 with 22 charges
* The bracers are +1 bracers of armor (AC bonus doesn't stack with regular armor)
* A horn of fog
* The book with cryptic writing is a wizard's spellbook with all wizard cantrips plus cause fear, enlarge person, expeditious retreat, false life, levitate, mage armor, magic missile, and ray of enfeeblement (Here are details on selling a spellbook)


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Congrats on surviving the Crypt of the Everflame everybody! Go ahead an level yourself up to level 3. Also remember to add 2 traits and background skills to your character. You should also finish any shopping/selling you want to do.

As mentioned in gameplay, I'm planning on starting the next adventure on Monday, though I expect there may be at least a few days worth of RPing introductions/explanation of next task, so you probably have a bit more leeway in making sure everything is up to date.


Hooray! We survived!

How will we divide the loot? Etam would obviously be very keen to get the +1 chainmail. Regarding the rest, my suggestion is we keep the wand, bracers and horn, provided we have people who can use them, and sell and divide the rest equally (also with the other stuff we found around the crypt (I think we found some gems at a certain point, no?).

also, a heads up: I'll be in a farm in belgium between monday and friday. internet there is pretty dodgy, but I will try to post at least a couple of times. I will have my character updated before then, at least, and feel free to bot me whenever needed.


Yay! I'm ok with everyone keeping the gear that they think is going to be useful for them and selling the rest. If I recall correctly, we found a masterwork short sword outside the crypt which would come in handy to Jaed now that he is focusing in fighting with both hands. The same goes for the potion of invisibility and the potion of CLW.

Another heads up: I am going to a company retreat from Wednesday to Friday. I have no idea if/when I will be able to connect to the Internet. As panegyric, I will have Jaed updated before then so you can bot him if needed.

One last thing. Now that we have finished our first adventure, is there something that you would suggest to change or improve? Asking in general to all of you and specifically to DM. I am thinking if there is something I/we can do to make DM's life easier. Also, any constructive criticism about my contributions is welcome. :)


Was anyone keeping track of what we managed to find? I was, but it got away from it. I assume that the stuff that is split is split evenly?

Are there any rules for what we might be able to use?

Any suggestions on the direction to take with Artair? I assume that I will continue to be more of a front line person along with Etam.

Are we missing any skills that might be useful?


Finnrick doesn't really need any of the gear that we found. I am working on taking him in a slightly different direction focusing on summoning and will be changing out a feat or two I think. I was also wondering what kind of downtime we will have in town between now and the start of the next adventure. I want to train Millsy in some new tricks and possibly scribe a scroll or two if there's time and I decide to pick up that feat.

The only skill I can think of are knowledge engineering and knowledge religion. I have religion but it might be good to be able to identify weaknesses in enemies. Also I say engineering because we are mostly in crypts. I don't know anything about this next adventure but it might come in handy. I don't know.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks
Tache wrote:
One last thing. Now that we have finished our first adventure, is there something that you would suggest to change or improve? Asking in general to all of you and specifically to DM. I am thinking if there is something I/we can do to make DM's life easier. Also, any constructive criticism about my contributions is welcome. :)

It might be useful to have your FF and Touch ACs in your status bar next to your regular one, but that's about it. Overall, I think you've done a good job, especially with including flavor text with things. I've enjoyed watching Jaed go around basically thinking "Grumble grumble, there better be some valuables to make up for all these undead."

MCCL wrote:
Are there any rules for what we might be able to use?

I'm not sure I understand your question? I think any special items I linked to their description, which should also tell you how to use them. Other than the wand, which either of the new recruits could use or anybody with enough ranks in Use Magic Device.

MCCL wrote:
Any suggestions on the direction to take with Artair?

You might want to consider using your Rage more often since I think you only used it once this entire game (If I'm mistaken, then you should make it more clear when you're using it instead ;-) ). It basically gives you more HP, increases your to hit and damage, but decreases your AC. Also, since it's the main feature of a barbarian, I tend to think that if you're not going to use it, you might get more out of a different class.

MCCL wrote:
Are we missing any skills that might be useful?

I haven't inventoried your skills and you'd probably want to check what the new recruits have, but I tend to think it's useful for at least one party member to have at least 1 rank in each of knowledges Arcana, Dungeoneering, Engineering, Local, Nature, Planes, and Religion as those are what are used to identify foes.

Without giving away too much about the next module, I will say there won't be as many undead. Crypt of the Everflame was also pretty much just a dungeon crawl, while Masks has more freedom in how to approach various problems.

Uthraed wrote:
I was also wondering what kind of downtime we will have in town between now and the start of the next adventure. I want to train Millsy in some new tricks and possibly scribe a scroll or two if there's time and I decide to pick up that feat.

Masks starts a few days after Crypt of the Everflame, but it also starts with about a week long boat ride. Although I'd say go ahead and train/scribe as much as you want; you can get Holgast and Olmira to help you.


L00t

I have gone through the whole adventure and tried to jot down everything we found. In gold/platinum pieces I think we got to 184gp.

I marked the things people have shown interest in keeping and put the prices on the others:

* masterwork shortsword (Jaed)
* chainmail +1 (Etam)
* potion cmw
* elemental gem
* bag of holding
* horn

* magic missiles wand Jaed or Finnrick might find a use for this? (375gp)
* silver necklace (unidentified)
* aquamarine ring (unidentified)
* bashing shield +1 (500gp)
* longsword +1 (1000gp) might be good to have a magic weapon in the group, but Etam gets way too many bonuses using the spear. and is way too attached to it to use a sword if he can avoid it
* bracers of armour +1 (500gp)
* spell book (112.5gp)

if we sell everything on unwanted group, not counting unidentified items
Total: 2485 + 184 = 2669/4 = 667.25

if we sell everything on unwanted group minus wand, not counting unidentified items
Total: 2110 + 184 = 2294/4 = 573.5

Does this look reasonable to you? @DM? Did I miss anything?

------------------------

Etam
I think I'm almost done with Etam v2.0. My changes:

1. changed his weapon focus to weighted spear since I can switch damage type P/B;
2. dropped warhammer/shield combo;
3. added shield of swings feat (+4AC, but only deal half damage);
4. background skills: profession(soldier), knowledge(engineering), handle animal;
5. traits: possessed (untrained skill check/1x day), defender of the society (not sure if I can get this, I saw it as a perk of coming from a family of warriors). if I can't get defender, I'll go for tactician instead;
6. ditched javelins in favour of chakrams;
7. from my loot list it seems we will get to something between 550-700/each. If that is correct, Etam will get a masterwork weighted spear.

So, in general, I'm aiming towards a two-handed fighter with two damage types. Front-liner and more damage-focussed, but still able to tank a bit with the shield of swings. As the others said, happy to have any feedback. I for one think you guys are doing a great job. And am excited to hear about summoner Finnrick, I think it fits the character really well =)

link: http://www.myth-weavers.com/sheet.html#id=971525

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