Fang and Shackle (Inactive)

Game Master Kagehiro

As the aggression between Molthune and Nirmathas boils over, something far darker stirs in the depths of the Fangwood.

Current Map: Cathedral Dining Hall


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Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

Yeah, take your time. I just kicked that bug a month ago. Took a full 3 weeks start to finish.

Besides, I'm still reloading. :)


Is there any particular preference or insistence on the round recaps from the lot of ya? I like the convenience of having relevant combat-round information in one solid chunk, though I'll also admit I'd rather have more free time to update combats more quickly.

In a nutshell: drop the round recaps for the sake of quicker combat rounds, or keep plugging ahead as is?

I'm fine with either. Copy-and-pasting things is a mild annoyance at worst, it just eats up a little time is all.


Male Gnome Sorcerer 3

I like the idea of some kind of recap, just so we can see everything that happened in that round in a single place, but I don't think it has to be a full copy/paste........."Zeltresh's spell fires and misses" is probably more than enough especially since there was already a more detailed response/resolution in the earlier posts. Same holds true for dialogue...nice to have in a recap, but not have-to-have.

At least for me, anyway.


I personally prefer the recap and empathize for the time commitment.


Male Human Oracle 1 | 19/19 hp | AC 20 (ff 18, t 12) | F +1, R +3, W +4 | 2 Hero Pts | Per +1 | Init +2

I'm okay either way. Personally I don't use the recaps, but if others do then I say we should keep 'em.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Unless you give us the monster's stats so we can write/resolve our own descriptions, and our actions occur in posted order, then I prefer a recap.


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

I'm good either way. Maybe fall into the camp of the recaps simply for the good reads.


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

Your call, though as Sampson said, if we had stats posted we could take care of our own flavor text for you, saving you some work.


Think Crusty's still wrestling with burritos and life; I'll get in a DMPC for him soon and move things along.

A point at which leveling up occurs will be along shortly as well, so if any one wants to get the jump on that feel free to. I'm going to be allowing people to rework their characters (a one-time only opportunity, barring any special circumstance) if they choose. I only ask that you keep the overall feel of the character unchanged.


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

I don't think I could change Nathmir if I wanted to with his concept. Pure cleric he shall stay. ;)


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

I can't remember what I was going to do exactly with Sampson's advancement, have to figure that out again.


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

I'm thinking of reworking Eldred as a two-gun fighter or perhaps leveraging the Pistolero archtype. To confirm we're not talking about re working ability scores, but just the build, right?


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

I may take Vincent a sword n shield TWF. Never done it but I think it'd be pretty cool.


Male Human Oracle 1 | 19/19 hp | AC 20 (ff 18, t 12) | F +1, R +3, W +4 | 2 Hero Pts | Per +1 | Init +2

Don't think I'll be changing anything about Adurus; like I said before, there aren't a whole lot of choices at this point for a fire-based divine caster.


Male Gnome Sorcerer 3

Zeltresh will probably stay the same also, maybe some minor tweaks but nothing dramatic


I figured most wouldn't alter much. I will remind that I'm completely open to Advanced Class shifts. I know the final publication of that hasn't hit shelves yet, but I'm willing to invent some minimalist archetypes and simple feats to spruce them up a bit if someone is interested in that.


Correct, just builds. Ability Scores will remain as is. You can swap around some skills if you'd like, class levels, archetypes, etc.

Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

I won't be adjusting Rutilus - I'm quite happy with how he came out, though I look forward to being another level closer to being able to tell the laws of physics to shut up and sit down!

I'll see if I can't get a post up in gameplay sometime tonight.


Looks like more than a few of you haven't finished language selections. Please do so now, as it could become relevant (though still unlikely, I'll wager). Sometimes not understanding serves the story; don't want it to be one of those "Oh, hey, I just remembered I can speak that language!" *writes it on character sheet*


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

I think I only speak common and bad common.
- quothe the McClaine

Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

Sorry about the no-posts again, will be getting one up in the morning.


Remind me to never do a round recap from work again, haha. It turns all my blank-characters into spaces... which this board auto-formats out of existence... which is annoying... ellipses...

What ho, Mustle Wizard?

Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

I need to make a legit Muscle Wizard one of these days XD


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

Epic heals there, bud. Lol


Male Human Oracle 1 | 19/19 hp | AC 20 (ff 18, t 12) | F +1, R +3, W +4 | 2 Hero Pts | Per +1 | Init +2

I shouldn't be surprised. The dice do this to me every time I play. XD


Hopefully I'll be able to squeeze an update in tonight. Regardless, everyone can relax on the combat front. Barring a random decision to go homicidal on someone's part, there won't be much call for violence coming up.

In the meantime, everyone feel free to go ahead and level up twice. Everyone will be advancing to third level given all of the madness they were confronted with. There's going to be a fair deal of social encounter stuff and downtime coming up. More on that as it develops in the Gameplay thread; for now, just go ahead and level your characters up twice.

A reminder on hit points: You can either roll for hit points at each level or take the average. Think carefully. Once you pick one option you are locked into it for life (you can't take the average for 2nd level then roll for 3rd level, for example).


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

As a cleric I think it best to play it safe. Don't need to risk being a softy. So average would be half +1 or just half?


Half+1 it be


Male Gnome Sorcerer 3

woot!

don't need to know now, but while Im thinking of it.......what are your thoughts on bonus spells? specifically, if I take scorching ray a spell known @ 4th then get it as a bloodline spell @ 5th, how do you handle that overlap? I answered the 'burning hands' question myself by not taking BH at 1st.........but as Inigo says, "I hate waiting"


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

Half + 1 for me. Working on leveling now.


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

Pretty sure I am done leveling up. Now with selective channeling I can use negative energy channeling without killing nearly everyone. Just make sure more then 3 of you are not in range. xP


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

Leveling completed.


Male Gnome Sorcerer 3

Im not done yet but I will be taking the crafting feat at 3rd.

Im taking resistance as my new 0-level spell, I already have Mage Armor, and I'll be maxing out spellcraft.....so depending on downtime and cash (and assuming Im reading the houserules right) Zeltresh can start working on Bracers of Armor +1, Cloaks of Resistance +1, and adding +1s to MW armor or weapons.

and oh yeah, he'll be experimenting.......bwa-ha-ha!!!!

and I'll be going half +1 also


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

Wow, or if action a few days and I come back to see I'm 3rd level. Wundebar!

I'll get to work on the upgrades. For the HP, I'll go half +1 too.

Thanks!


Male Gnome Sorcerer 3

All done except for selecting a new 1t level spell. Here's a random one: does Crafters Fortune give the +5 bonus if I am making Spellcraft checks for item creation?


Male Human Oracle 1 | 19/19 hp | AC 20 (ff 18, t 12) | F +1, R +3, W +4 | 2 Hero Pts | Per +1 | Init +2

I'll work on the levels now.

I'd like to take the feat Inexplicable Luck, but due to the format we're using the bonuses could be gamed. I'd be okay with the feat if I could only use the +4 option, but I just wanted to bring it up.

Also, I forget how hero points will interact with levels.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5
Zeltresh Turenek wrote:
All done except for selecting a new 1t level spell. Here's a random one: does Crafters Fortune give the +5 bonus if I am making Spellcraft checks for item creation?

By rules as written, no. Maybe Brimley will be nice.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Anniversary today. I'll level up later.


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

Happy anniversary!

Arzazel is leveled.


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

If it were my game, I'd allow it as long as it were a Spellcraft check related to item crafting.

But it's not, and Kage has house rules for item crafting. So...dunno.


Male Gnome Sorcerer 3

exactly - not sure how that works with the house crafting rules. Might still take the spell either way since I do have ranks in craft (armor) but obviously it would have a much broader impact if it affected the spellcraft check for wondrous goodies also!


Male Human Oracle 1 | 19/19 hp | AC 20 (ff 18, t 12) | F +1, R +3, W +4 | 2 Hero Pts | Per +1 | Init +2

Adurus is levelled up. Not much to see here; I took that feat I linked earlier and the Touch of Flame revelation. Rest is pretty minor.


Zeltresh: Going to have to say no to crafter's fortune on Spellcraft. A +5 bonus is the equivalent of finding some of the rarest reagents on the face of the planet. I'm fine with it applying to Crafting rolls as usual because the skill itself restricts them to a very narrow selection: armorers can only make shields and armor, for example.

I'm fine for spell-swapping on bonus spells so long as the spell replaced has a common theme. Taking scorching ray at 4th and replacing it with flaming sphere, for example, would be fine with me.

Adurus: We'll handle it just like using Hero Points for a bonus: split the difference for a flat +6.


Male Gnome Sorcerer 3
Brimleydower wrote:
Zeltresh: Going to have to say no to crafter's fortune on Spellcraft. A +5 bonus is the equivalent of finding some of the rarest reagents on the face of the planet. I'm fine with it applying to Crafting rolls as usual because the skill itself restricts them to a very narrow selection: armorers can only make shields and armor, for example.

Makes sense, thanks for the clarification. Think I'll still take the spell since it'll apply to my craft armor....but Im going to look at my skill ranks a little closer and maybe reallocate a few to other craft skills as well.


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

OK, Eldred's updated.

Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

Go away for a few days, and I find out we leveled up twice! Woo!

Will be updating Rutilus todayish. Will be taking average HP for both levels.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Level up:

+2 BAB
+1 Fort, +1 ref, +1 will
+18 HP

+12 skill points

Also gained Braggart, weapon expertise and power attack.

Can I take Falcata for my weapon expertise, since I don't use any of the weapons listed?

Weapon Expertise wrote:
At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

Still working on the specifics, but so far Rutilus now has -at least- one point in every Knowledge skill (And a minimum of +9 in those to boot), not to mention a +9 in Linguistics now and some improved perception/sneaking skills.

Still trying to decide on the feat, so far I have Superior Summons, but with such a big party, I'm thinking that might not be for the best. Looking into alternatives.

As for new spells, I definitely have both Summon Monster I and II now, and I'm toying around with potentially taking Summon Swarm (Hue hue hue), though I might not due to.. well, the inability to control the Swarm summoned. I have a feeling a swarm of bats that cause lacerations (bleed damage!) and can fly may cause more trouble than its worth.


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

I'm traveling today out of the country and returning Monday. My Internet will be intermittent at best. Bot me as necessary.

cheers

Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

Alright, so far, here is Rutilus's changes:

+12 Hp (20 Now)
+1 Fort, Ref, Will
+1 BAB

Feats: Superior Summons
Skills: +2 Stealth, +2 Perception, +2 Spellcraft, +2 Knowledge(Planes, Arcana), +1 Linguistics, +1 Knowledge (Local, Engineering, Nobility, Geography, Dungeoneering)

New Language: Celestial

New Spells:
1st: Summon Minor Monster, Mage Armor
2nd: Summon Monster II, Resist Energy

Was going to grab Summon Monster I, but I decided that 1d3+1 Fiendish Hawks with 2 talons at +5 attack and 1d4 damage and tiny size were better than 1 Fiendish Eagle with 3 attacks at +3 attack and 1d4+2 damage and small size. Sure, they have to take an AoO to get within range to attack, but considering they have higher AC (15[Hawk] vs 14[Eagle]) and almost as much Hp (6[Hawk] vs 7[Eagle]), I get more bang for my buck with the hawks. Hawks also have a +14 to perception and lowlight vision, while Eagles only have +9 (But Darkvision instead of lowlight)

I can also summon poisonous snakes for lots of poison (DC 11 for 1d2 con damage - not great, but better than the previous DC 9)

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