Darkwing_DM's Heroes of Damara (Inactive)

Game Master DarkWingD

PbP featuring many classic DnD elements out of the Aber-Toril. Save the kingdom, rescue the Girl, fights in taverns. that will be set up as a choose your own adventure/video game with free roaming unlocking quests from people you meet.

Damara


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female Aasimar Cleric (Herald Caller) 1 | HP 10/10 | Fort +5 ,Ref +1, will +6 | Perception + 7 | Ini +1

If you yell for help Freya will come to aid you!


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

I think we're learning too late that this is about aiding one another and making it as a team...

Apologies to all for the late post today, I was on a business trip the last four days and today was my return flight.


M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |

Could be. Wish I’d made a sense motive check on Fieram at the beginning, but hindsight is 20/20.


Male Human Cavalier 2 | hp 21/21 | AC 18, T 13, FF 15 | Fort 5, Ref 3, Will 0 | Per 2, Init 3 | rapier 7 (1d6/18-20)

And Oalin is almost down for the count. Ouch.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Yep, it's "last legs" time... Or I could just heal myself.


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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |

When we get back to camp, a last minute addition to our squad is waiting. Fortuitous, since we lost an absent-minded herbalist in a tragic obstacle course accident. A guard in red was quoted as saying “huh. I’ve never seen that happen before.”


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

Lol


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

...that would be a SERIES of obstacle course accidents...

On the other hand, everyone else seems to be doing pretty good - cheers for the rest of the team, Oalin will just be back here robbing some ground of sunlight or limping along if you need him (who are we kidding? need him... ha!)


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

The autodice hate me...


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

At the very least, Oalin's hissy fits will be great conversation for the guards in red tonite!


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1
Oalin Donkas wrote:

I think we're learning too late that this is about aiding one another and making it as a team...

Probable, but for some of the tests it is difficult to help each other.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

The last seven dice rolls for my PC have been single digits.

Six of the last seven have been a 5 or less.

Who's robbing all the good rolls?


Male Human Cavalier 2 | hp 21/21 | AC 18, T 13, FF 15 | Fort 5, Ref 3, Will 0 | Per 2, Init 3 | rapier 7 (1d6/18-20)

Why do you think the goblins messed with the servers a bit ago? They took all the shiny 20's and replaced them with their filthy 6's. Luckily, some of us thought to keep a personal stash. Ha, ha, ha!


Ranger 2 | HP 21/21 | Fort +5 Ref +6 Will +1 | Perception +6 (Darkvision 60') | Init +5

1d10 ⇒ 1 HP

half HP it is, then.

+8 HP
+1 BAB
+1 Fort
+1 Ref
Rapid Shot Feat (Ranger Combat Style), Exotic Weapon (falcata)
Skills: Climb +1, Handle Animal +1, Knowledge (geography) +1, Knowledge (nature) +1, Perception +1, Ride +1, Stealth +1, Survival +1

400gp spent on:
waterproof bullseye lantern (17gp)
10 flasks of oil (1gp)
cold weather outfit (8gp)
hot weather outfit (8gp)
skis (5gp)
snowshoes (5gp)
falcata (50gp) -if my reward weapon can be the bow or
longbow & 20 arrows (77gp) if not
masterwork backpack (50gp)
silk rope (10gp)
246gp of alchemical stuffs


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

A question: as a bard I have some martial weapon, but not all. Can I take a martial weapon proficiency or not?
Hit point: 1d8 ⇒ 2


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

This spell exist? It seem on the strong side for a 1st level spell.

Night Blindness

School necromancy [curse]; Level antipaladin 1, bard 1, bloodrager 1, cleric 2, mesmerist 1, psychic 1, shaman 2, sorcerer/wizard 1, spiritualist 2, witch 1

CASTING

Casting Time 1 standard action
Components V

EFFECT

Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 day/level (D)
Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION

Your target’s vision becomes impaired as if the light level were one step lower, treating bright light as normal light, normal light as dim light, and dim light as darkness. In addition, the subject gains no benefit from darkvision, low-light vision, or the see in darkness ability. The subject gains a +4 bonus on saving throws to resist the blind or dazzled condition caused by bright light (such as flare). Remove blindness/deafness dispels night blindness.

Section 15: Copyright Notice

Pathfinder Player Companion: Black Markets © 2015, Paizo Inc.; Authors: Ron Lundeen, Jason Nelson, David N. Ross, and David Schwartz.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

HP: 1d6 ⇒ 2
and Oalin's dice luck continues... take the 50%.

+3 HP
+1 BAB
+1 Will
+1 to UMD, Stealth, Spellcraft, Heal, +2 to Survival
Chose Longsword as Martial Prof.
Gain 1ea 0lvl & 1lvl spells

Unless DM wants to play it out -- Will assume Thing has revealed the abiliy to Hex and further spell capabilities.

Purchased: Cold Iron Longsword (30gp), Familiar Satchel (25gp), Masterwork Tool (Cauldron) (51gp), 2x Scroll cases (2gp), Scriveners Kit (2gp), Shoes (1gp), Antidote Kit (100gp), Acid flask (10gp), Cold Weather Outfit (8gp), 3x Tindertwigs (3gp), vial of ink (8gp), Inkpen & 4x Parchment (call it 1gp)

Bought Potions: Murderous Command x4(100gp), Shield of Faith (x2)(50gp)

The shoes are extra, a second pair.

Leaves 9gp unspent that, "goes away."


M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |

Still working on my items

Finn, I guess I disagree? It looks like a pretty weak spell to me. Being blinded would be nasty, but it’s really just a save or suck spell, and one that only works in dim light or worse. Hold Person for a free Coup de Grace is more dangerous and has the same will save.


female Aasimar Cleric (Herald Caller) 1 | HP 10/10 | Fort +5 ,Ref +1, will +6 | Perception + 7 | Ini +1

HP: 1d8 + 2 ⇒ (5) + 2 = 7
Skills: Perc +1, Surv +1, Heal +1; Know Nat +1; +1 Sense M, +1 Ling (Goblin), +1 Perform (Sing).
Purchases Incomming


Ursine 2 | HP 18/18 Fort +3, Ref +3, will +1 | Perception +5 | Ini +1

HP: 1d8 + 2 ⇒ (3) + 2 = 5 = 6
Feat: Power Attack
Skill Perception


Male Human Cavalier 2 | hp 21/21 | AC 18, T 13, FF 15 | Fort 5, Ref 3, Will 0 | Per 2, Init 3 | rapier 7 (1d6/18-20)

Level: Cavalier
hp: 1d10 ⇒ 7
BAB +1
Fort +1
Feat: Dazzling Display (Braggart ability)
Class Ability: Braggart (Ex)
Favored Class Bonus: Skill Point

Skills (8)
Acrobatics
Climb
Diplomacy
Knowledge (Geography)
Knowledge (Nobility)
Perception
Survival
Swim

Purchases and updated profile coming once I get home.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1
Virid Dillest wrote:


Finn, I guess I disagree? It looks like a pretty weak spell to me. Being blinded would be nasty, but it’s really just a save or suck spell, and one that only works in dim light or worse. Hold Person for a free Coup de Grace is more dangerous and has the same will save.

Depend on the light conditions, but is very close to having blur.

Sneak attacks? The target can't do them anymore.
Medium range, 1/day level. Will save, so it work well on the intended targets (bruiser creatures).

For a first level spell it is good.
It would be even better if I had darkvision.

Equipment:
Chronicler's kit 40 gp
Healer kit 50 gp
Gear maintenance kit 5 gp
Backpack masterwork 50 gp (it allow Finn to bring around his stuff with less work!)

other equipment will follow.


female Aasimar Cleric (Herald Caller) 1 | HP 10/10 | Fort +5 ,Ref +1, will +6 | Perception + 7 | Ini +1

Shopping:
Lamellar leather Armor for Freja and bjorn
60 + 120
Scrolls of cure lightwounds 25gp
Longstrider x2 50 gp
Magic Fang x2 50 gp
Healers Kit. 50 gp
6 doses spirit of wine 3gp
Flask of acid x2 20gp
Pot of honey 2gp
Flask of whiskey x2 20gp


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

@mor- compound longbows are off the table due to the price. (you can do it if you don't want the extra 400 in equipment to keep things comparable.)

@finn- correct no sending the money home, you need to take the regular martial weapon prof.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Finn, if you were not a spontaneous caster, I would not give that spell a second thought.

It is only good in very narrow conditions. I would not even call it save or suck. It is more... save or inconvenienced.

Since Bards are spontaneous, it really does not matter -- you have it when that narrow circumstance arises.


M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |

Ok
Exotic Weapon Proficiency: Throwing Shield

Darkwood Throwing Shield 307gp
Masterwork Artisans Tools: Painting 55gp
Mule 8gp
Total 370gp

hitpoints: 1d8 ⇒ 2
Taking half instead.

Gained Fervor Warpriest class ability.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

Equipment:
Chronicler's kit 40 gp
Healer kit 50 gp
Gear maintenance kit 5 gp
Backpack masterwork 50 gp
spare Explorer outfit 10 gp
Composite longbow (str +1) 200 gp
20 arrows 1 gp
Sewing needle 1 sp
50' thread 1 cp
Winter blanket 5 sp
Calk 1 cp
Dagger 2 gp
Cold Iron dagger 4 GP
Alchemical silver dagger 22 gp
Cold weather outfit 8 gp
Belt pouch 1 gp

5 gp 9 sp 8 cp "lost"

Skills:
Acrobatics +1
Climb +1
Escape artist +1
Heal +1
Perception +1
Survivial +1
Swim +1
Use magic devices +1
Bluff -1
Diplomacy -1
Background:
Craft (clothing) +1
Knowledge (geography) +1
Perform (sing) +1
Perform (Strings) +1

Class features:
Versatile Performance: Perform (strings) (work with Bluff and Diplomacy)

Well versed

Spells:
0 lvl Detect Magic
1st lvl Night Blindness

Ref save +1, Will save +1

+7 hp (5 average +2 cos)


Ranger 2 | HP 21/21 | Fort +5 Ref +6 Will +1 | Perception +6 (Darkvision 60') | Init +5

well, boards just ate my update to profile, will fix that later on.

took a regular longbow & arrows, will have the reward weapon be my new falcata. also took a bunch of environmental gear (like cold weather gear and skis) with the intention of leaving them at camp when and if we go out to adventure.

at least, until I can get my hands on a horse, of course.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

The only "change" not relating to levels I'd like to make is switching out Mending for Message as one of his 0-lvl spells.

Finn has Mending, and I think Message may be more helpful.


M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |

Yeah, I wasn’t sure what possible restrictions there might be on purchases. If the mule isn’t allowed, that’s fine. I just figured it might come in handy for the squad as a whole. I wasn’t sure I’d have much use for another exotic Proficiency, but I was pretty pleased to find the Throwing Shield. Might not use it often, but it’s another option to add in the mix.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

The mule is a good idea, but you will need a pack saddle or a riding saddle and two saddle bags. But you have 30 leftover gp, so you can afford them.

The problem I have with Pathfinder mule is that it has the statistic of a pony. But that is a donkey not the pack mule used for farming or transportation, by park rangers or alpine troops. A real mule is large and has the stats of a pack horse, but it would cost more than 8 gp.


M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |

Ah, quite right. I’ll add in a pack saddle for 5gp. Yeah, I assume they call it a “mule” to make it unsuitable as a mount for small creatures, else why not just call it a “pony”. Donkey is a better fit though, and it matches the image I have in mind better. A donkey is more...poor and efficient?


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

Quite right. Having seen bot donkeys amd mules up close, for adventure life I would choose a mule, but for our kind of characters, a donkey is what we can afford.

If we ever need to change camp I will ask you a little transport space for my extra stuff. I will be happy to help you in some other endeavour, if needed.

The picture is appreciated.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

I want to set other players at ease here -- My intent is not to play Oalin as the stupidly overdone, "lone wolf/brooding stranger," trope.

I am playing him overly self-critical over his contribution in the first combat and his decidedly lackluster showing in the obstacle course. He does not recognizing the value of the exercises, and wallows in his self-imposed depression.

He will break him out of his funk and be a team player after he achieves some measurable good showing in combat, finally realizing he CAN do this after all


Male Human Cavalier 2 | hp 21/21 | AC 18, T 13, FF 15 | Fort 5, Ref 3, Will 0 | Per 2, Init 3 | rapier 7 (1d6/18-20)

Switching out the Knowledge (Geography) rank for Artistry (House Crest) from the level up as well as picking up a buckler for equipment.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Website has changed(?)

Has Paizo done away with the forums? I can't find how to access them from the new version of the site. In fact, I cannot find how to access this campaigns from the site either.

My bookmark for the campaign is good, but the forums bookmark reverts to just paizo.com now.


Male Human Cavalier 2 | hp 21/21 | AC 18, T 13, FF 15 | Fort 5, Ref 3, Will 0 | Per 2, Init 3 | rapier 7 (1d6/18-20)

Everything looks new and updated, so they've probably got a whole new list of bugs to work on.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Figured it out - under COMMUNITY in the top menus.

Sad change though -- Not as easy to browse the threads as before.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

True, not nice so far.


Ranger 2 | HP 21/21 | Fort +5 Ref +6 Will +1 | Perception +6 (Darkvision 60') | Init +5

Hmm.

I have my "My Campaigns" page bookmarked, so that makes it a bit easier.

TBH, i hadn't noticed the change at first, but the mobile experience leaves a bit to be desired.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

ya so I think everyone agree's that posting might be a little spotty at first, so decide who you want to take on the mission with you. currently #2 looks like its the most promising in your votes.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

Daren and I should send word once a week.
How? There is a mail service?
We have received some form of pay?


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

I'm sure gameplay will present a method, even if you do not see any options right now.

This is a road, merchants use roads, and the camp needs to get supplies from somewhere, so there *might* be a way in that. Or maybe make some coin and hire a runner to deliver a message.

In fact, Gweenth is our Quartermaster, she may know if any supplies come from this town and that could be a contact.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

It is a pseudo medieval setting. We will be lucky if there is a way to send a message every 15 days. Even in modern times deployed soldiers get mail every few days. The availability to Internet at a military camp is very recent and only for advanced nations.

If we had access to the right magics it would be different, but the first is Animal messenger, and that is a second level spell.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1
Darkwing_DM wrote:


@finn- Firearm is please you decided to take this route. "Tis nothing personal, Son." as he takes you to get the brand before leaving. Brock happily speaks up, "I got two!."

there are several ways you could get around it. Maybe next time try talking to other people in character for ideas.

That is a in character reaction. Finn hasn't a lot of thrust in other people outside his family.


M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |

I’ll work on the intra-character dialogues. It feels a little strange to me, but I’ll build on it. As for the “spoilers” for specific people...how should I use those? Any time I speak specifically to another character, or only when it’s something that I would want to keep personal/private in my personality revelations?


Male Human Cavalier 2 | hp 21/21 | AC 18, T 13, FF 15 | Fort 5, Ref 3, Will 0 | Per 2, Init 3 | rapier 7 (1d6/18-20)

I use them mainly to keep 'side conversations' separate from the flow of the story, especially when the timelines begin to skew.


I'm with daren, the spoilers are best used to have "side" conversations because they are out of the timeline to prevent confusion. basically what was said above. lol.


I think we might have lost virid , possibly also mor and Freya. I’m planning on continuing playing , just with smaller CRs I’ll flesh out Gweenth better where I have her stats for combat


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Ahh, dag... sorry to hear that. On into the breach!!

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