GM Raltus' Demon Hunting

Game Master Raltus

Book 2 Maps l Loot Lists l Hand Outs


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Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

"Treat Disease
To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.

Action/Time: 10 minutes."

In the interest of keeping things moving...after combat Khaz will treat the disease as best he can. So the next time you make your save, you get a +4 bonus. And please put in a bit of fluff regarding Khaz's help.

heal: 1d20 + 6 ⇒ (19) + 6 = 25


I will allow you this once to save the roll for the following day. He will make the next roll after a nights rest.


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

By the way, I just found and fixed a really stupid error on my sheet - I mixed up the oracle revelations and had the effects of one (Stealth Mastery) under a second's name (Shadow Mastery), while listing a third (Cloak of Darkness) as the one I'd taken. I meant to go with Stealth Mastery after changing my mind early in the creation process, so it should all be fixed now.


Loot:
Masterwork Warhammer
2 potions
1 gold ring

Potions Spellcraft DC 15:

Potion of cure light wounds

Appraise Ring DC 20:

The gold Ring is worth 125gp


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Anyone want that masterwork hammer? Crunch wise, Aerleth could use it. It'd just be a straight +1 to hit for him.

If nobody takes it, then Khaz would keep it as a backup weapon, and as a reminder of the lost shrine of Torag.


Male Human Bonded Wizard 1 (HP:11/15) (AC: 12)

Whoever is running the Loot List, if you'll add me to editors on Google, I can help keep up with it. Just tell me who to pm my email to.


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

Is anyone running it?


Done, sorry I thought I had it to edit.


Aravashnial will help out if asked or he feels threatened. Aniva as well, Horgus not so much.


Male Human Bonded Wizard 1 (HP:11/15) (AC: 12)

There's nothing on it that I can see, so I don't know who's running it.


I just put it up there hoping someone would take it on.


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Aravashinial is my man. I love that guy.

In the interest of helping him out...

Badass blind duelist wrote:

Lvl 1 Wizard (1) (Because he is one and that can't be changed)

Lvl 2 Unarmed Fighter (1)

"Unarmed Style
At 1st level, a unarmed fighter gains the Improved Unarmed Strike feat and any single style feat as a bonus feat. The unarmed fighter need not meet all the prerequisites of the style feat he chooses, but style feats that grant additional uses of the Elemental Fist feat cannot be taken until the unarmed fighter has that feat."

Blinded Blade Style
Prerequisite(s): Blind-Fight, Perception 5 ranks.
Benefit(s): While you are using this style, you gain a number of benefits whenever you are blinded or unable to see (including when you wear a blindfold or close your eyes). Under such circumstances, you do not take any penalties on Strength– or Dexterity-based skill checks due to blindness. In addition, you gain a +4 bonus on hearing- and smell-based Perception checks and gain the scent special ability with a range of 10 feet; if you already have scent, the range of your scent ability increases by 10 feet instead. Having this feat counts as having 10 ranks in Perception for the purpose of satisfying the prerequisites of the Improved Blind-Fight feat, as well as any feat that lists Improved Blind-Fight as a prerequisite.

Lvl 3 Unarmed Fighter (2)

Lvl 3 Feat: Extra Traits, take take Blind Zeal
Source Divine Anthology pg. 19
Category Religion
Requirement(s) Vildeis
You are blind but trained by followers of Vildeis to sense your surroundings by sound and touch. You need not attempt a skill check to move at full speed. You take a –4 penalty from blindness on only Acrobatics, Ride, Sleight of Hand, and Stealth checks. You gain Blind-Fight as a bonus feat. You lose the benefits of this trait whenever you can see, but regain them if you once again become blind.

Bonus Fighter Feat: Improved Blind Fight
Perception 10 ranks, Blind-Fight.
Benefit: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.
Special: The Improved Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Lvl 4 Inspired Blade Swashbuckler (1)

Swashbuckler Bonus Feats: Weapon Finesse and Weapon Focus Rapier, Int for swashbuckler abilities, +1 Dex

Lvl 5 Inspired Blade Swashbuckler (2)

Level 5 Feat: Blinded Competence
Prerequisite(s): Blinded Blade Style, Blind-Fight, Improved Blind-Fight, Perception 10 ranks.
Benefit(s): While you are using Blinded Blade Style and you are blinded or unable to see, you do not need to succeed at Perception checks to pinpoint the location of creatures within reach of your melee weapon, or your unmodified reach if you are not wielding a melee weapon. This ability functions like blindsense, except creatures you cannot see do not gain total concealment against you. Having this feat counts as having 15 ranks in Perception for the purpose of satisfying the prerequisites of the Greater Blind-Fight feat, as well as any feat that lists Greater Blind-Fight as a prerequisite.

Lvl 6 Inspired Blade (3)

Deeds, Nimble

Lvl 7 Inspired Blade (4)

Lvl 7 Feat: Fencing Grace (dex to damage)

Bonus Feat: Greater Blind Fight
Prerequisites: Perception 15 ranks, Improved Blind-Fight.
Benefit: Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal.
If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.
Special: The Greater Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Lvl 8 Inspired Blade (5)

+1 Dex, Weapon training

Lvl 9 Inspired Blade (6)

Lvl 9 Feat: Blinded Master
Prerequisite(s): Blind-Fight, Blinded Blade Precision (Blinded Competence?), Blinded Blade Style, Greater Blind-Fight, Improved Blind-Fight, Perception 15 ranks.
Benefit(s): While you are using Blinded Blade Style and you are blinded or unable to see, your ability to pinpoint creatures’ locations using Blinded Competence improves to function like blindsight rather than blindsense, and the range increases to 30 feet. In addition, you add half your character level to the DCs of Bluff checks to feint you in combat.

Lvl 10 Wizard (2)

I Know...but bear with me...

Lvl 11 Wizard (3)

He gets lvl 2 spells. And he gets to cast Darkness...

Starting at lvl 2 he can fight while blind.

By lvl 9, he is using Dex to Hit, Dex to Damage, and can move about the battlefield as if though he had blindsense. A true blind duelist.

Aravashinial can be that elf, sitting in the corner of the bar, obviously blind. White cloth over his eyes. Leaning on a cane.

A large bruiser comes in and starts giving people trouble. He tells the man to stop. The bruiser laughs at the cripple and tells him to try and stop him. The elf stands up, and pulls a rapier from out of his cane. The bruiser grins as he lifts up his blade, ready to cut the blind man down.

The elf raises his hand and a cloud of darkness falls over the bar. The bruiser cries out in surprise as he desperately looks around. He then screams in pain. Three minutes later the darkness vanishes, and his body lies still on the floor.

Aravashinial is already back in his seat, enjoying his drink. He has used prestidigitation to clean himself and his blade. Nobody bothers him.


Damn... don't mess with Avarashnial!


haha if only he was built like that, his stats are in his profile.


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

Any knowledges we can roll for the next room?


Male Human Bonded Wizard 1 (HP:11/15) (AC: 12)

Already made my move a bit up page.


Everyone still with me?


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

I'm here. Didn't want to steal all the narrative time, and was giving others a chance to post. I'll get something up now.


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

Hi, yeah, sorry. Lunar New Year right now, bit busy with family from Asia visiting and all. See if I can catch up and post later today.


Male Human Bonded Wizard 1 (HP:11/15) (AC: 12)

This is probably a long shot, but does your family happen to be Japanese? I'm looking for a translator to help me with a quick phrase.

Also, I'm here. It's just been rough here at school. It's a small campus and we've been hit with something everyone is having a tough time with. I'm just gonna leave it at that.


No worries man, if it is what I think it is take all the time you need.


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

Nope, Chinese, unfortunately.

And, well, yikes. Not sure what to say about that. Take your time.


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Don't know where I am, but I thought that was part of the point right now.

Oh, wait . . ..

Even a little smile?


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Well the dwarf did the climbing. And my luck is probably all dried up. Now watch another flying insect monster attack Khaz while he is unarmored.


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)
Terry the thief wrote:
Could have waited for me to get home from work . . ..

Sorry...really am. It’s just that the last group I was in fell apart at this point and I was just trying to move things along. Will try not to step on any toes.

Also massive Int fail on my part. For some reason though both checks were needed for the rope. When all that was needed was tying one rope, making the single easy jump, and tying the other. So...dumb on my part on multiple ends...


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

So can the injured make it though with only the rope helping? I mean, Lorena doesn't care, but I do.


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Mechanically, lowering them and pulling them up doesn't require they do much more than hold on.


Anyone hear from or know Aerleth?


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Afraid not


No - not someone I've had the pleasure of gaming with before.


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

Nope, sorry. Looks like he hasn't posted anywhere since the 5th.


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Time for another BSA Campout at the facility with no cell signals. I head to work in the morning and then go meet the troop and head to camp. I'll be back on Sunday.


I am away all weekend too will update Sunday night


I have updated the loot sheet with what you have found so far, am I giving enough info for people to play along with"?


Male Human Bonded Wizard 1 (HP:11/15) (AC: 12)

Yeah. It's just a bit of a busy time for me. Midterms. Spring break starts Friday afternoon, so I'll be more available then. I'll look at stuff after work.


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Khaz is good. If anything, I'm good for liquidating any loot which isn't claimed and divvying out the gold. Easier to carry, eh?

Also, how are we handling loot distribution?


Male Human Bonded Wizard 1 (HP:11/15) (AC: 12)

Wait, I thought we agreed not to take the dwarf's stuff.


I just listed it in case


Male Human Bonded Wizard 1 (HP:11/15) (AC: 12)

I've updated the loot sheet with some colors.

Green means we should SELL it.

Yellow means CONSIDER selling if no one wants it

Red means we SHOULDN'T have it, if I remember right.

Blank means we should KEEP IT

All of the keeps are healing potions, so we should distribute those to who needs them.


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

More scouting. Helping run a training course that will keep me occupied through late Sunday. I am in cell range and might get a few minutes like this every now and again.


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

"As everyone gets off the boat, Lann leads the group to a tunnel that he explains is very long and winding, Lann has not been down here in a few weeks since the woman came and lead some of the villagers away.

Also welcome to level 2"

Level 2! Now, maybe the 20pt buy will pay off? :)

HP

What I would have gotten: 1d10 + 2 + 12 ⇒ (6) + 2 + 12 = 20
Max HP: 12 + 12 = 24

So far it's like trading Iron Will for Toughness. With a further +1 Perception/Heal/Sense Motive for +1 HP. It's...a wash. So for me at least, I'm feeling alright about the choice.

Bab +1

Skills +3 with FCB (damn paladin skill points...)
* Heal, Sense Motive, Diplomacy
* Background Skills: Linguistics (now speaks dwarven and celestial), Craft-Jewelry

Class Abilities
* Divine Grace
* Lay on Hands

Saves
+3 Fort, +2 Ref, +3 Will


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

Level up? Level up.

Level up!:
HP: 9 + 1d8 + 2 ⇒ 9 + (3) + 2 = 14
BAB +1
saves +0/+0/+3
+1 0th level spell known (stabilize)
+1 1st level spell/day
mystery spell: blurred movement
skills (4+FCB+background):
-Appraise +2 (total +2) (background)
-Bluff +2 (total +9)
-Diplomacy +2 (total +9)
-Disguise +1 (total +8)
-Knowledge (Dungeoneering) +1 (total +4)
-Perception +1 (total +1)
-Sleight of Hand +2 (total +3/+0 with ACP) (background)


Male Human Bonded Wizard 1 (HP:11/15) (AC: 12)

+1d6 + 2 ⇒ (5) + 2 = 7 HP
+1 Will
+1 Bab
+2 new spells (Mage Armor, Snowball)
+1 each spells per day


HP: 1d8 + 2 ⇒ (8) + 2 = 10
+1 BAB
+1 Fort/Ref
Precise Companion
Track
+1 Lvl 1 spell/day
+1 0, 1 spells known


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Back. Processing . . ..

+1 BAB
+1 Ref
Evasion
Rogue Talent (Ninja Talent [Deadly Range])
+1 to same 13 skills


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Another Scout camping trip. This time with the troop, like is supposed to be normal. Going back to the site with no cell coverage.

My allergies are hitting me hard enough I want to just crawl into a ball and do nothing. All the boys can't get there unless I drive.


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

Hope that gets better, allergies are crap.

Meanwhile, what's the light condition in the caves?


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Can someone do something to disguise our mongrelman friend?


Male Human Bonded Wizard 1 (HP:11/15) (AC: 12)

I can make him bigger, but I don't think that would help.


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Wait, we have the dragon scale. Does alter self, so that could work. Also Lorena has disguise trained.

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