Emerald Kingdoms (Inactive)

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters

***The Greenbelt***
Capital
Kingdom Stats/Log


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Male Human Level 3 Investigator

Interesting take, how do you consider him to be immune to the evil act part? Or do you mean more he's otherwise a very nice guy so should probably end up staying lawful neutral. I'm not saying he's going to slide into lawful evil (though you never know he might!) but he might never slide into lawful good either even with the spell?

Jorin played a LE character in a Rise of the Runelords game I ran before the whole way through. I'm not one of those GMs who's oh you're character's evil now so give me your sheet. Alignment is weird, as long as it isn't used as a crutch to be the entire basis for a players argument... hmm got a bit side tracked and soap boxy.


Male Human Level 3 Investigator

So on Infernal Healing its not free with or without eschew materials. You either need a vial of unholy water (25gp) or a drop of devil blood. Seeing as this has led to much confussion in the community as to what the blood costs. They specified for Angelic Healing the Angel blood cost 25gp so I am ruling it that way for Infernal Aura as well. This was the rabbit hole I meant not alignment.

Sorry Tik'klik. I wont charge you for the one cast on Darya but be aware of it in future.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

That is some seriously expensive 1st level healing. Cue a quest to hunt devils for blood. ;)

I agree that the designers dropped the ball when it came to golem characters. PC's will get hurt at some point.

Though at least there's Make Whole in sorcerer's 2nd level spells.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

A party of Devil Hunters eh?
"But what do you want from them?" you might ask.
"Why, their blood of course....muhahahahahahah"


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Well, I will be dead shortly, so it wont' matter. Tik"Klik can no longer be healed/repaired, so maybe I should just drop out then?


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Unless you're willing to allow 3PP spells?

3rd party spells

Paizo seriously dropped the ball on Wyrwoods.


Weren't there a few higher-level versions of Mend around, as well as fabrication spells? One could rule them to be suitable for golem repairs.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Yes, but there's literally no way in the core rules to heal until 3rd level spells. There's no way Tik can avoid taking damage that long.


Tik'Klik wrote:
Yes, but there's literally no way in the core rules to heal until 3rd level spells. There's no way Tik can avoid taking damage that long.

Kevin could let you take engineering checks per hour of idleness/rest in lieu of mundane recovery?

Also, on the phone, but iirc there was a lvl 1 repaie stuff spell?


Male Human Level 3 Investigator

There's a Wyrwood alternate racial feature that lets you cast make whole but you lose darkvision. You have a bunch of outright immunities to several things. Be careful and see how it goes don't throw in the towel yet.

I'll say if you want you can take that alternate racial but he fixes his eyes when he hits level 4 and can cast make whole you'll get Darkvision but lose the racial.

Stick with it, if it works out... it'll be memorable.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Stick behind us till we get you sorted. It's no big deal, we can all tank some damage for you till then.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Should we make a communal purchase for supplies in the town. Food and torches and such? Also are we bringing the mounts with us or stabling them?


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I'm up for buying a stack of supplies.

Mounts are a tricky one. Handy for bringing in more supplies and clearing out loot. But they can't go everywhere that adventurers can.

I've a preference for bringing them as Amadeen has limited carrying capacity but I'd understand if people don't want to risk theirs!


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

My current load is 40lbs. Once I'm carrying 50lbs or greater I'm losing my AC bonus so my capability as a mule is a bit limited unless we find sweet loot or someone needs carrying. Maybe some hirelings? Easier to deal with then a mule (kinda) and less likely to panic at the first leaf that blows by (kinda). Also take instructions way better (also kinda).


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Tik what about getting you some armour? Leather is only a 10% failure with a +2 boost? Keep you alive that bit longer till you can heal.

Edit: Or even a reinforced tunic.


Female Human Slayer 1 (HP:12/12, AC18 T16 FF12, Saves F4 R7 W4, Init 6, Perception 6)

I'm averse to dungeon-crawling with a mount (ask me again if we ever get magical beast mounts).

That said, I'd be able to carry more if I upgraded to mwk backpack. Also, I have no qualms leaving behind hemp rope (which is quite heavy, but cheap) once we are sure we won't need it, and bedding if Amadeen or Barek are willing to share theirs.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Armour isn't really built to work with a golem (his body bends in places humans bodies don't!).

On the subject of equipment, Tik can carry some more, he has almost nothing currently. So he has capacity. If you put a rope in his his hands, he'll eat it, and extrude it from his arm as needed. :)


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

I'll do my best to keep you going in any case, us doorstops need to stick together ;)


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Is anyone wants to pick up something basic Barek can throw in 40gp. He's always happy to share his bedding with you Darya. :)

And Barek has low light vision, so lighting isn't too much of a problem.

Blood of the dragon trait.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I'll recheck, but I think Amadeen isn't far over her carrying capacity.

Healing-wise, it's expensive. CLW wands seem to be the best bang for buck outside of Infernal Healing at early levels. Feel free to correct me on this!


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

CLW doesn't work on Tik'Klik.

Would the GM allow Mimic Fibers to work for Tik'Klik? It's a Paizo product (produced for 3.5 but a Paizo product). Just requires Alchemy checks and 15gp.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Trying for a whip around for a wand of CLW. Unlikely we'll get one before we go in but may as well see where we stand.


Male Human Level 3 Investigator

Unfortunately not Tik'Klik it works on objects. Normally they specify objects and constructs if it's supposed to repair constructs.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

So basically, there is nothing I can come up with you'll allow then, Paizo or 3rd party?


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

An argument could be made for eschew materials again. The cost of unholy water is 25gp but that is for a full flask weighing 1lb. The amount needed for the spell could be below the 1gp needed for eschew materials as its a tiny amount. Not sure about the devils blood, like Kev says its awkward.


Male Human Level 3 Investigator

Basically yeah. Feel free to keep looking through Paizo sources. This is a short term problem for your character.

You chose a weird awkward race, there's bad and good to it. Infernal Healing will still work but it will be an investment. Once you hit level three... the problem will not be so much anymore. For healing purposes you'll get a lot more from Make Whole than Cure Moderate Wounds and will start ramping up quickly. It's not fair of me to hand wave away rules to reduce your characters downsides or drag in 3rd party spells and items to reduce your character downsides. There's going to be a bunch of times I'll be going everyone give me a save, except Tik'klik he's immune.

I was quite clear in recruitment that I amn't keen on third party. Bar players accidentally not realizing feats were third party from the pfsrd no one has even convinced me to allow them in. There is plenty of options in Paizo material to let people represent the character they have in their minds eye mechanically.

The first part will be tough but trust me if you can weather through it, it'll be worth it.


Male Human Level 3 Investigator

To be clear you guys still have a huge chunk of the month so ye go about things in whatever order ye like. Ye have to get a Spire Token so going to the Emerald Spire is almost certainly needed. The Accursed Halls are also a viable choice. So ye've got a lot of choice.

I'll modify things a little so things are kept challenging and interesting, though likely not up to the exact same level. If ye decide to go to the Emerald Spire which starts off challenging level 1 characters when ye are level 4 I wont scale most of the encounters up by three levels, two would be enough.

Even once you've started the Kingmaker Adventure Path proper ye can always choose to come back here if ye want to scratch that adventuring itch.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Ah. I didn't realise that the Accursed Halls were a location outside of the Emerald Spire. It does accidentally represent that Amadeen lacks Knowledge (Local). ;)

I'd be keen to push into the Emerald Spire.


Male Human Level 3 Investigator

All the plot hooks! Though with certain people's inquiries I'm having to expand upon bare plot hooks... fair enough though, nothing wrong with a mini side quest.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

I have to put some points into Know Religion, currently I have no Knowledge skills besides Survival which isn't really a Knowledge skill. Even the Knowledge Religion DC11 is too high. Silly monk.


Male Human Level 3 Investigator

I'll be moving things along to the morning in the next few days and ye can decide what ye want to tackle first in character.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

@Jorin
I'm planning to drastically up my number of knowledges come level two. I have some as class skills, just wanted to make sure other skills were covered in level one.

@Kevin
Sounds good.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Will we go for this undead side mission? Could be a way to get some dungeon starting cash.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I'm up for it but we do need a clear plan. Ghouls are dangerous enough for a 1st level party. At least they're not mindless, so I can Evil Eye them. And if positive energy hurts them, I could toss a CLW at them.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Its dangerous but we'd get some starting cash killing this nest of ghouls and maybe get some unholy water for Tik but we need a hint that we should be looking for it

[HINT] Tik [/HINT] :)


Male Human Level 3 Investigator

I will go with the way the majority who post seem to be leaning on what to do next about this time tomorrow. Feel free of course to RP til then.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

On the bright side, if you all turn into ghouls, it's unlikely you'll try to eat Tik. :)


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

On the downside if we've all turned into ghouls it's probable that Tik is dead :D

I'm going to pick up a large stick or stone and clobber then if they try to go past me. I'm better in melee with an improv weapon.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I think evil eye might actually be silent. No talk of verbal or somatic components, just an enemy within 30ft that the witch can see. But if I want to keep multiple evil eyes running for any length of time, or make good use of misfortune, I'll have to cackle at some point. Still, worth noting for future.

http://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/common-hexes /hex-evil-eye-su/


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Also, Barek did mention he'd be a few more days. I imagine a ranged attack is in order, assuming no ghoul charges him.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

This actually looks pretty difficult. Obviously we whittle them down but I reckon at least two will make it into combat with us.

Ill ready an action to throw when my turn comes around for when one reaches within 30' and then flank around and try(sigh) to entangle with the lasso. Ill stick with Darya, I reckon we concentrate on taking out green or purple first because the right flank could get overwhelmed otherwise.

Any other thoughts or plans?


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Yeah best to disrupt them from range as much as possible. I had forgotten mage armour so I've put that up. From now on, lots of evil eyes and misfortunes. Currently, I can only try each type of debuff once per enemy per encounter. That means one shot each to inflict misfortune, evil eye (-2 atack), evil eye (-2 AC), etc, etc.

Can get out CLW wand as a swift action if anyone needs HP back. I didn't think it worth using for only 3 HP on Amadeen.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Sorry for my silence, very sick at the moment, Bot me until I can keep solid food down please.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Sorry to hear that Barek. I hope you get well soon.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Since CLW is touch range, I'm getting Amadeen into position to CLW as many as I can. Also, she's injured and squishy.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

A slow withdrawal using 5' steps seems to be the plan here.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

agreed


Female Human Slayer 1 (HP:12/12, AC18 T16 FF12, Saves F4 R7 W4, Init 6, Perception 6)

To be clear, I'm waiting to see if blue dies or not before shooting.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

It looks like Darya is up before any of the rest of us, so I think blue is still alive for your turn.

Another option is an 'if statement' type post. "If blue is alive, shoot blue, if not shoot _______", that sort of thing.

@All, I may not have much internet access this weekend. I might get another turn in today but we'll see.

Amadeen's basic tactics for this fight:

* 5' steps back often, trying to stay away from the ghouls.

* If someone gets badly injured, swift attack to get CLW wand into her hand (spring-loaded), then CLW them. I believe the wand heals 1D8+1 HP per use.

* Use Evil Eye to target each ghoul's attack bonus and Cackle to extend the durations of all the current Evil Eyes. If all the ghouls have suffered a -2 to attacks, she'll start targeting each one again with a different type of Evil Eye, this time going for AC.

Will Save DC 15 for both

http://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/common-hexes /hex-evil-eye-su/

http://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/common-hexes /hex-misfortune-su/


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Just shoot blue if that's what you intended to do, my second attack can be changed to purple if we kill it between us. Kev is resolving in order so blue is still alive when you act.

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