Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

I'm pretty sure Raun's tattoo would be illegal too, even if her spellcasting stuff is being considered psionic.

RAUN SMASH!


I'm having some internet issues with my desktop, and can't really work up a proper round on my phone. I'll see if I can't put something together tomorrow at work.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I understand and will try to most in a minute. Need to get caught up first.

I'll be back home Sunday evening and things should be back to normal after that. Having fun skiing but between some minor altitude sickness and physical exertion I have been exhausted beyond my previous experiences.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I know I am traveling, but its round 4 and Grit has now taken two actions. Is he still two behind?


Sure, go ahead and take two more.


I wanted to give Grit a chance to post after answering his questions from last night. I will get a post up later this evening moving things along.


Sorry for the lack of post last night - storms knocked out my internet connection for most of the night. Will get a post up this evening.


M Humanborn

Oof, that is the worst. The infrastructure here is bad too. A storm or drunk driver takes out one pole, and you're out of power or internet for hours or days.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Not so bad here. But even if the power blinks Comcast Cable will be out for hours… Hate Comcast.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Time Warner Cable here. A.K.A. the Demon to the Devil of Comcast.


Some possible huge wildshapes for Grit (refluffed):

Allosaurus (dune reaper?)
Ankylosaurus (name?)
Behemoth Hippopotamus (mekillot)
Brontotherium (scaled aurochs)
Giant Sea Snake (giant sand snake)
Iguanodon (inix)
Mastodon (mekillot)
Megalania (big poisonous lizard)
Megatherium (Athasian sloth)
Quetzalcoatlus (saw-toothed roc)
Saltwater Crocodile (silt caiman)
Triceratops (great horned lizard)


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Thanks. Just what I was hoping for. :) Each has potential benefits based on environment and maybe ability to blend in (Like a Mekillot in a caravan.) Comments on forms for later consideration.

Allosaurus (dune reaper?) - This is a awesome form and most like a huge cat in attacks
Ankylosaurus (name?) - Nice but the stun does not translate with the druid's wild shape.
Behemoth Hippopotamus (mekillot) Big single attack (4d8 + grab). Has trample. Do druids get Trample? Yes!
Brontotherium (scaled aurochs) - Not as impressive as the Mekillot in most ways, even move.
Giant Sea Snake (giant sand snake) Not too bad. Beast Shape III gives poison and the DC would be based on my CON so might be higher than 19. Climb Speed can be nice.
Iguanodon (inix) - Inferior except X3 crits
Mastodon (mekillot) - Gore and Slam and Trample. Not bad, but the Mekillot is better.
Megalania (big poisonous lizard) Lower damage for a single attack but poison and grab. Druids do not get Swallow Whole. Pity. Oh, only 10' reach. Trying not to provoke from Huge enemies.
Megatherium (Athasian sloth) - Climb Speed, but poor damage and Rend does not translate.
Quetzalcoatlus (saw-toothed roc) A flight form that can fight. Not bad. Clumsy. Wish I got the creature's Fly By Attack feat.
Saltwater Crocodile (silt caiman) Alas, no death roll for druids. :) Just do not see needing the swim speed.
Triceratops (great horned lizard) Good attack and reach + trample, but no translation of Powerful Charge.


Yeah, I was just throwing out options. I figured you'd pick one or two that could be go-to forms. But huge size is going to be difficult in some places (for you and Raun, if she tries to enlarge).


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Well, as far as items go, the main thing that might cause issues as far as Raun goes is her tattoo, and there's not much she can do about that unless one of you has a lead facemask :p


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

So, we now can make infinite money. You guys show and then sell the dancing lizard. Later Grit changes form and flies away. :)


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Gah! Sorry for missing the whole thing :s bad time to drift away from my PbP games as I sometimes seem to do.

I think anything Raun could have done would have required being outside to do it anyway :p


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Wow. Level 9. I was just getting used to Level 8. :) I suppose I can rise to that challenge. I think that means Animal Growth for my Tigone. There will be math.

Grit considers the benefits of a level of barbarian, but takes another level of Druid. Can someone remind me how we are doing hit points again?

BAB stays at 6

Reflex Save increases from 6 to 7. Fort and Will stay at 10 and 11 respectively.

For my Feat I am considering Quick Wild Shape - Allows me to shift as a move action t 2 levels lower for my forms (can still go Large Tigone) or as a swift at 4 levels lower - can shift in to a bird and fly a full double move away. Thoughts? Other recommendations ? Not sure how often that will come up.

At 9th level Grit gains immunity to all poisons.

Skills go into:
Fly +2 to skill 10
Heal +1 to 12
Perception +1 to 16
Survival +1 to 16

So many good 5th level spells and Grit only gets to know one at a time. He needs to get his wisdom up to 20 for a bonus 5th level spell. Here are some options - noting them here to think about them mostly but please comment

Wall of Thorns is a great spell.
Rock to Mud, is well, solid. :)
He has Stoneskin as an option - costs 250 gp of material components and is late entry for a druid though.
Insect Plague is like a Wall of insects as they do not move after summoning.
Fire Snake is 9 squares of my choosing of 9d6 fire, save for half.
Death Ward is pretty rocking but also a late entry
Call Lightning Storm is 9 5d6 bolts of lightning, over 9 rounds, save for half.
Blessing of the Salamander is fast healing 5, Fire Resistance 20, and +2 to CMD for 9 rounds.
Baleful Polymorph is sort of the ultimate save or suck spell, but it is a fort save so those Giants we fought are gonna laugh.
Awaken will not please the GM. lol
Communal Air Walk for about 15 minutes. Could have its uses.
And Finally, Animal Growth: 1 size increase, +8 STR, +4 Con,-2 Dex, +2 NA for 9 minutes.

Thoughts?


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

You bring a good array of choices to the table. My suggestion would be to avoid fire spells (since I heavily focus on them), and mud to rock (unless you plan on also having rock to mud).


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Level Up!
Just a quick summary of what I'll be getting.

BAB +1
Ref & Will +1
Gain Iron Will as a bloodline feat
+1 1st level spell per day
+1 1st and 2nd level spells known
and of course +1 feat.

Gunna head to gym in a minute though so spell and feat choices will have to wait.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Fort & Will +1
Arcanist Exploit (increases power of flame arc)
+1 2nd, 3rd, and 4th level spells prepared per day
+1 4th level spell per day
New Spells: Black Tentacles, Stoneshape
Feat: Greater Elemental Focus

Also, I'm wondering if you would allow retraining of feats. I want to see if I can retrain spell specialization since it's going to be quickly not worth much.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Okay, back from the gym so can work on this now. HP is the better of roll or average (round up) yeah? so... HD: 1d10 ⇒ 9

nice.

So 9+3 con+1 favoured class brings Raun up to 99 HP
+1 BAB
+1 Ref and Will (and iron will) brings her saves to 9, 6, 7. Will is no longer her worst save! :p
my feat choice... hrmm. Oh right, I'll make Raun's currently impressionable feat (Furious Focus) permanent, and then need to come up with a new impressionable feet. What did the giants, soldiers and templars have?
bloodline feat as mentioned is iron will
1st level spell known will be Stone Fist I think, and 2nd level spell known will be glitterdust.
+1 Acrobatics, Intimidate, and Perception (and Stealth from headband) for skills.

Think that's everything for the level-up.

Now as far as Grit's spells, I'd say Death Ward is almost required. Considering the kind of necromantic crap we experienced back in Crossroads, that we're going up against two powerful necromancers, and a horrible undead abomination I expect that spell will be invaluable. The 9 minute duration does hamper that somewhat however... Blessings of the Salamander and Animal Growth seem good for you as a melee combatant, call lightning storm would improved ranged abilitiy, really just a personal choice for you which you'd prefer to be doing. Death ward would probably be my choice given what we're going up against, though... you're a druid so it's not like you're locked into your spell choice now :)


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

I'll level up on sunday. my main thing is that i get this gem:

Transfer Attack (Su): A 9th level life leech can expend his psionic focus as an immediate action to redirect damage being taken by one member of the collective to another member of the collective. Calculate the damage as if the original target would have taken it. The damage transferred is empathic in nature, so damage reduction or other means to block the damage to the final target are not effective.

I'll have to take a feat to reduce the action of my focusing to capitalize on it though.


Grit: For HP, roll or take 1/2 (rounding up).

Raun: Giant feats included Alertness, Cleave, Endurance, Iron Will, Lightning Reflexes, Power Attack, Self-Sufficient, Shot on the Run and Vital Strike. Templar and soldier feats included Armor Optimization, Improved Initiative, Outflank, Point-Blank Shot, Rapid Reload, Shielded Caster, Toughness, Weapon Focus (heavy crossbow), Weapon Focus (longsword), Weapon Focus (spear)

Daina: On retraining ... maybe. Time with a trainer is going to be the issue, unless you're looking for a feat someone in the group can teach. Let me know what you're thinking.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Probably nothing from the group. Nnn has psionic feats and everybody else has either feats specific for their class or melee focused.

Improved initiative and toughness are never bad. How about one of those?


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I can never remember that hit point roll. Here goes.

Hit Points: 1d8 ⇒ 8 Sweet!


M Humanborn

we did breeze through those giants, but i did use over 1/3 of my resources in the fight, which i believe is a benchmark for a good encounter.

it also would have gone VERY differently if there were no templars to hold aggression for us. if all 6 were looming over us, there might have been some PC deaths.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

I got half killed and blew a lot of resources as well. We may be calm and collected, but that fight was no joke.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

I wouldn't say we breezed through the giants... and it helped that there was a bunch of cannon fodder to keep them busy.

Hmmm, so can I use Cleave and Vital Strike at the same time? If not I'll be taking improved initiative, otherwise I'll take Cleave for impressionable.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

I doubt it Raun.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Partly due to having to provoke to move in, and partly due to Grit not being with the group (both in and out of character - I was delayed in posting), which resulted in no group buffs for Grit, he was a hit away from death at the end. As the Healing caught up to him it was less likely that another single hit would outright kill him, but it was certainly possible within the dice roll. Without healing 3 hits were gonna take him dow, maybe permanently. So no, no breeze imho.


I was being facetious about the giants being a cakewalk. That encounter actually worked out exactly as intended. You never had to face more than two giants at once, so it was basically three challenging encounters in a row, which is about right for a day's work.

You took some lumps, but Nnn has been better able to keep up since Raun picked up displacement - she's not nearly the hit point sink she was before.

Also, Raun: No stacking of Cleave and Vital Strike.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

But I believe Vital Strike works fine with Power Attack.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Level 3 Elocator [Dimension Step 1/d]
+1 BAB, +1 Ref & Will, HP+5
Skills: Acrobatics +1, Disable Device +1, Escape Artist +3, Fly +1, Perception +1, Stealth +1, Survival +1
Feat: Wind Stance
PP+4
Power: Entangling Strike


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Level 9 Shaman (Witch doctor)
+1 Fort & Ref, HP +5 (+1 from favored class)
Skills: Diplomacy +1, Heal +1, Perception +1, Spellcraft +1, Stealth +1
Feat: Spirit Talker
Spells: +1 2nd level spell per day, +2 5th level spells per day
Familiar: +1 natural armor, +1 Int, Spell Resistance 14


M Humanborn
Grit wrote:
But I believe Vital Strike works fine with Power Attack.

yeah, although the extra damage from Power Attack isn't doubled, just the base dice of the weapon. Still a very nice feat.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Fair enough. Improved Initiative it is.

Yeah Displacement seemed to come into play quite a bit. I don't think I took any damage the last few rounds of that fight :D


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

I think I'll try to learn improved initiative from Raun than ;)


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

lol, that should be interesting :p it would probably go something along the lines of this. Only with more violence.


Däina wrote:
I think I'll try to learn improved initiative from Raun than ;)

Ok, but I want to see this roleplayed out over the course of the next few days/posts.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Can you remind us exactly what our mission is in the city? I've been doing some massive planning for my homebrew game so my mind has been elsewhere.


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

We're looking for a quick way to get ahead of Mote Payne before he gets to the location of the trapped 'creature' and releases it. He is collecting items needed for the ceremony on the way I think. We contacted the Veiled Alliance in Tyr for help and they are directing us to the Veiled Alliance in Balic to hopefully get a teleport.


Yeah, at this point you've pieced together that Dote Mal Payne is seeking to unleash something nasty that's been locked away since the Green Age in the knights' citadel, which is on the Black Isle far out in the Sea of Silt. To break the seals he needs a number of things, some of which he already has (a villichi sister, a descendent of the Sisters of the Willing Key) and some of which he's still after (the sword of one of the original knights and a copy of the Argent Codex, which lays out the rituals used to create the seals).

The Warden, Champion and Seeker think DMP will look for the sword and codex in a tomb in the ruins of Arkhold, which used to be the seaport of Arkan's Hold. You want to try to get there first and so need to find someone here in Balic who can teleport you to Arkhold.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Heads up: I'll be traveling Friday after work through late Monday and my posting will be limited based on possible internet.


Need to hear from the rest of the group so we can move along.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

I will be extremely busy for the next few days, feel free to DMPC if needed.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

DM, would I be able to retrain Expanded Collective to get Psionic Body? I have sorta outgrown the Expanded Collective feat (needed it early on to accommodate a larger party than was the norm) and would like to retrain to Psionic Body so that i can use it as a prerequisite for Deep Focus (Psionics Augmented pg35).

Fluff-wise, now that his collective is to a tenable size, he is focusing his energies inward a bit, hardening his body and forging a stronger bond with the reliquary in his head such that he stores reserves of focus there.

After your decision on the feat, i should be done leveling up. I got Psionic Revivify as a new power, no more BAB, ref save went up 1, got some more PP.


Nnn'tkklik'l wrote:

DM, would I be able to retrain Expanded Collective to get Psionic Body? I have sorta outgrown the Expanded Collective feat (needed it early on to accommodate a larger party than was the norm) and would like to retrain to Psionic Body so that i can use it as a prerequisite for Deep Focus (Psionics Augmented pg35).

Fluff-wise, now that his collective is to a tenable size, he is focusing his energies inward a bit, hardening his body and forging a stronger bond with the reliquary in his head such that he stores reserves of focus there.

After your decision on the feat, i should be done leveling up. I got Psionic Revivify as a new power, no more BAB, ref save went up 1, got some more PP.

Not a problem at all, and makes sense.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

awesome, thanks. I will finish leveling tonight. the extra focus will help me with action economy big time, something I should have gone for a long time ago, but I didnt know about the feat back then.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

My week is shaping up to be extremely busy and I will most likely have to spend most of it away from the boards. Please GMPC as necessary. Sorry for the inconvenience.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Daina is our face so that is not good from a RP point of view.

Good luck with your week Daina. Busy here too so I certainly understand.

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