GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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HP: 9/9 AC:16:13:13 Saves:3:5:2

Recruitment for a new game.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Just to let everyone know, tomorrow night I'll be attending a work holiday party, then Sunday I leave to Florida for a week. I'll try to make sure everything's as up to date as I can before the party tomorrow, but after that probably won't be able to post until at the hotel Sunday night. I should be able to post every night while in Florida, but if there's a delay it'd be work related. I come back next Friday if I completely disappear during this time for some reason.


OK, level time everyone.

I should have been more on the ball going into this weekend to give time for everyone to level but between the flu and a Packers loss I was a little out of it this weekend at times.

Remember Hps you get to roll and take the better of the roll or 1/2die+1

You get the new hps, abilities, etc immediately


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

We are half HD + dhalfHd

Justin HP: 1d5 + 5 ⇒ (2) + 5 = 7


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

HP: 1d5 + 5 ⇒ (3) + 5 = 8


You are right, I am still not 100% with it yet I see


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Hmmm... I merely took half+1 on the other two levels (2 and 3)...
1d8 ⇒ 7
1d8 ⇒ 8
1d8 ⇒ 4 (which will be bumped to a 5)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

HP: 1d3 + 3 ⇒ (2) + 3 = 5

Stat Increase - Intelligence <-- DC for all Hexes now 17

New Hex - Misfortune or Fortune - any thoughts on this one guys? Both can be continued with the Cackle for multiple rounds.

Will try to get everything leveled this evening.


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Fortune might be better... buffs us, instead of a single foe who might resist.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Tohall - I think that DMBlood mis-posted. It should be 1/2 die+1/2max - for you it would be 1d4+4. Although with your roll, it probably does not make much difference. You would just move the 4 to a 5 since the min in either system is a 5 for a d8.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

LEVEL UP Up up!!!

HP 28 > Hit Points: 1d4 + 34 ⇒ (4) + 34 = 38
BAB 2 > 3
Base Fort 3 > 4
Base Ref 3 > 4
Base Dex 16 > 17
Tiefling FC Alchemist Bomb Damage +1 > +2

New Extracts
2nd level - > 1+1(high int)
Cure Moderate Wounds

New Alchemist Abilities
Discovery (Explosive Bombs)

Skills
Use Magic Device 3 > 4
Craft (Alchemy) 3 > 4
Perception 3 > 4
Disable Device 3 > 4
Knowledge (Arcana) 3 > 4
Knowledge (Nature) 3 > 4
Spellcraft 2 > 3
Sleight of Hand 1 > 2


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Leveled up - the skills took a while as I think I was 3 points short and with the increase in Int I gained a bunch of new ones - 7 for level 4 + 3 for high int + 3 I was missing.


Yep, Aarakess is right. it will be 1d4+4 for you Tohall


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Levelled - Ranger (Inflitrator) 4

  • Attribute: Constitution (to 16)
  • HP: +3 due to con increase, + Rolled 8, + 3 con + fav class = +15 (now 20/46), assuming I get the new hp immediately.
  • Skills: 8 Skill Points (Climb, Heal, Handle Animal, Kn(Dungeon), Kn(Nature), Perception, Stealth, Survival)
  • Combat: BAB +1 (also changes and CMD)
  • Hunter's Bond: Animal Companion (Small Cat)
  • Spells - Ranger CL1: 1 spell a day due to Wisdom


  • Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

    Any thoughts on a second spell for me.

    I took Glitterdust and get Cat's Grace as my patron spell. I have Blindness/Deafness listed, but this is just another save or die type spell.

    Other options are Masterwork Transformation, Perceive Clues, Burning Gaze, Detect Thoughts, Zone of Truth, CMW, Levitate or something else you all think is interesting. I can always buy more spells if necessary. Also, I will get CMW as a hex next level. In addition, I will take the Flight Hex either next level or at level 6 most likely.

    All are rather situational, but since in combat I a principally using my hexes, out of combat/buffing spells are real nice.

    Currently these are my second level spells.
    Cat's Grace
    Glitterdust
    Limp Lash
    Returning Weapon
    Summon Monster II
    Vomit Swarm
    Web


    Aarakess, in terms of those two hexes, here is my two cents worth (not as a DM of course :) )

    In a home game where I played a witch I had misfortune and fortune eventually.

    Fortune was great for our fighter on his first attack but he had to pick it before he rolled which ended up being wasted many times, but usually made sure he at least hit that time. You definitely need cackle before taking it. The choosing before you roll is a downside as well as only 1/day per target.

    Misfortune I had taken early with evil eye and misfortune. This was a great hex for a single opponent or one that had many attacks (especially in our home game where a roll of a 1 ends your string of attacks and in that game you drew from Paizo's fumble deck). The downside to it was if they make their save it was a wasted action, doing evil eye for negative saves (-4 at 8th level) helped that greatly and cackle was important to keep it going. Its great when you get it going, but sometime taking 2 or 3 rounds feel like a lot of wasted actions.

    Hope that helped or at least gives you something to think about.


    Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

    I would go for fortune and am a big zone of truth fan.


    Vitals (Kilthan):
    (HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
    Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
    Vitals (Jagdbach):
    (HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

    Aarakess, I believe that clerics get access to MWork Transformation, and because of how that one works (eg - you cast it out of combat, we can run it on downtime), I don't think it makes sense to take that yourself when there are better options available.

    If you're planning on the flight hex, then levitate's not really worth it -- and CMW is similar since your healing hex self-upgrades.

    Some spells from the witch list that I find to be useful are:

    - Alter Self (can use it to gain darkvision, provides a disguise and a bonus to stats)
    - Delay Poison (Since Tohall can only protect so many of us)
    - False Life (because temporary hit points that keep you alive and hexing are just spiffy).

    In terms of hexes, while Fortune is spiffy, it's limited to just 1 roll per round (though your ability to cackle it and keep it going does make it useful, and who knows, maybe it would mean Kilthan can actually learn to do more in combat than soak damage..) -- but then, it always works... and with cackling, if you're not otherwise using your move actions, you can keep the front-liners fortuned for rounds at a time.

    Misfortune, on the other hand, is a debuff that affects *every* roll the bad guys make.... But, if you make your will save, nothing happens and you're good (As such, in our home game the witch often evil eyes to reduce saves first, cackles, and then misfortunes) -- but the possibility of a wasted action is strong (whereas most other hexes have partial effect on saves).

    As such, I'd probably say Fortune to buff us now, and wait on Misfortune 'til your evil eye increases at 8th (the -4, plus the increased DC as your levels go make it *very* nasty -- and what's more, it lasts 2 rounds all on its own by then).


    Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

    Planning on bless for only spell. I will update loot spreadsheet when we detect magic on it.


    Is everyone leveled up and ready to go?


    Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

    Yup, leveled. I decided to go with Alter Self. I can always buy scrolls with the other spells if I want them later. Alter Self could be very useful if we need to sneak in some place, as I can disguise myself as almost any humanoid.


    Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

    Leveled. Tohall now has an animal friend!


    HP: 9/9 AC:16:13:13 Saves:3:5:2

    Debating on rogue talent and stat point.


    Just a note, new animal companions will have to wait until you get somewhere appropriate to find one. Though feel free to stat it up so you don't forget


    HP: 9/9 AC:16:13:13 Saves:3:5:2

    GM does the Trap Spotter rogue talent
    bug you in that you have to roll checks for traps when I'm near them?


    It does not bother me, but be gentle if I forget :)


    Vitals (Kilthan):
    (HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
    Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
    Vitals (Jagdbach):
    (HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

    No problem -- I rather assumed that a kitty didn't just magically appear while I was sleeping.... though that would have been cool. :)


    HP: 9/9 AC:16:13:13 Saves:3:5:2

    Excellent
    Going with a Con boost since it's an 11 going to 12 gives a few more HP and a Fort Save.
    HP: 1d4 + 4 ⇒ (4) + 4 = 8


    Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17
    Kilthan Hammerstone wrote:
    No problem -- I rather assumed that a kitty didn't just magically appear while I was sleeping.... though that would have been cool. :)

    Maybe the kitty was down here hunting birds - er, I mean Tengu.


    HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

    Opps... I did not recall getting a campaign at 4th. So even more of a bonus for me. Otherwise Tohall is ready to go.

    Tohall's companion will be a wolf. The one that is at the end of the profile. I will just have to update things from a standard wolf, to a companion. 5th level will be nice... Boon Companion feat!


    {HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

    Just mentioning that I should be leveled, and I am back home now.


    HP: 9/9 AC:16:13:13 Saves:3:5:2

    Finished leveling


    Vitals (Kilthan):
    (HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
    Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
    Vitals (Jagdbach):
    (HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

    As a head's up: I will be away from Jan 31 until February 11th. You'll be able to tell because Kilthan will actually *hit* stuff while under DM control. :)


    Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

    Well, thought smite evil was timely here.
    I think it counts as a supernatural ability and affects incorporeal (as long as you don't roll Kilthan's d20)


    Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

    Nope - from what I can see it says it bypasses any DR, nothing about incorporeal.

    The amazing thing is that we are level 4 and do not have a single magical weapon - unless I missed one on someone. Tohall has Magic Claw as a domain spell which would be great, except he memorized Protection from Evil instead.


    {HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

    Doesn't Ingrid have a +1 Shortsword?

    And OOC, I think my bombs still hurt it. Not 100% on that though. I think I'll be trying to stock up on Holy Water after this though.


    Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

    from the prd description of incorporeal:
    Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects


    {HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

    Bombs are Supernatural. WooT!! Time to go Mad Tiefling Bombardier!!

    I recommend everyone starts praying I don't roll anymore 2s.


    Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17
    Justin D'Rite aka Sluuth wrote:

    from the prd description of incorporeal:

    Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects

    Interesting, I did not realize it was worded that way. Then the Smite Evil should work.


    HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

    Tohall does have 4 vials of holy water... so there is that, maybe. To bad you cannot coat items in holy water to have even one hit with a weapon.


    At first I was not convinced, but now I am. Your smites will do half damage. Ironically on a completely different discussion with one of my Monday night players today in my home game, which I also work with, we were talking about smite being supernatural and magical hence his future low templar vampire fighter in Way of the Wicked could avoid Smites since Low Templars can ignore one aspect of their alignment vs magical effects.

    Now Justin just has to roll better! ;)


    A new post since it is a different topic.

    Firstly... I am enjoying the campaign so far. The interesting turns and twists, even if Toahll has used almost every spell/channel up to this point where it would come in very handy.

    I have already mentioned this to DMBlood; I am not enjoying playing Tohall. I just cannot get into the character like I could with Rohara. So once we get out of here, Tohall will be departing (returning the items he has borrowed).

    As for a new character, I have asked DMBlood if with the group if there was a need for a divine character?

    I ask the above because I have the idea of a straight up bard (human) with no archetype. Having played many bards, they are grey support characters. Which is the role I am trying to fill for the group. The bard is one option, I can go with a cleric as well, just one more to my liking... a gnome or halfling. I like Desna, but I do not want to get stuck on playing several characters that are so similar. Nivi Rhombodazzle or Chaldira Zuzaristan are some choices I am throwing around.

    I have nothing set in stone at present. I am putting it out there so you all know what is going on and if you have any concerns to let me know.

    Thanks,
    Songdragon/Tohall


    HP: 9/9 AC:16:13:13 Saves:3:5:2

    If your afraid of repeating the same character over and over,
    do the randomisation method I use.

    It generates some interesting characters,
    GM Blood and Chainmail can testify to that.

    look in the spoiler for the process, I use to Randomise each of my characters and it's used in my Expanded Horizon games for the players.

    Process:
    Pick 8 classes you want to play, 2 from each sub grouping *(Assault,Skilled,Divine,Arcane) and you can't use the same class twice if it appears in more than one group.
    Then pick 4 Races you want to play.

    I'll randomise the selection for both classes and race.

    Then you pick 4 archetypes (or bloodlines), that you'd like for each.
    I'll randomise it and the character's gender.

    Then you comes up with their backstory.

    -----------------------------------------------------------

    *Definitions
    Assault = Full BAB, or 3/4 with combat boosting abilities.
    Skilled = any class with 6 or 8 skill points per level.
    Divine = Any class with divine magic or can cast Cure XX Wounds
    Arcane = Any class with arcane magic (Alchemists are in this list)

    *Classes in each group
    Assault = Alchemist, Barbarian, Bard, Cavalier, Cleric, Druid, Fighter, Monk, Paladin, Ranger.
    Skilled = Bard, Inquisitor, Ranger, Rogue.
    Divine = Bard, Cleric, Druid, Inquisitor, Oracle, Paladin, Ranger, Witch
    Arcane = Alchemist, Bard, Sorcerer, Wizard, Witch.

    Ninja == Rogue
    Samurai == Cavalier


    Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

    Interestingly, we have most of the healing covered. Bard/Witch/Ranger/Paladin/Alchemist. If you are interested in staying divine, the Crusader or Evangelist archetypes are interesting. Also, an Inquisitor could be fun since we have none of the original D&D classes (fighter/wizard(magic-user)/thief/cleric). You could be an Inquisitor of Desna with the luck domain or something of that sort.

    Or, pick up something else, even a multi/prestige class character.

    We have a ton of spell casters, but really the only full caster is me, a witch. Thus, a full caster oracle/sorcerer/wizard is also an option.


    Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

    I feel bad as I suggested the Erastil bowpriest.

    How about a halfling Chaldira priest? The halfling luck feats are quite supportive. Or, a halfling Desna worshipper which makes you the second chance master.

    The Chaldira trait is so good.

    We are healing heavy and use healing like nobodies business. Maybe a halfling oracle or changeling oracle of life?


    Vitals (Kilthan):
    (HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
    Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
    Vitals (Jagdbach):
    (HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

    I think you should play the character you'd most enjoy -- and as the king of whiff, I love the idea of morale bonuses to hit....

    Having said that, though, I'm not the guy playing a bard already (albeit a rather different flavour), and I do somewhat worry that we'll end up with the Paladin and Ranger being the only divine casters -- I'd offer to dip druid and have Kilthan run toward Nature Warden, but he lacks the wisdom to be an effective caster -- and worse -- the infiltrator archetype gives up favoured terrains -- so I don't qualify.


    {HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

    I'll concur with playing whatever you want. If you aren't having fun, why play, right? So find anything you enjoy and go with it! We've got healing pretty covered at present, so I personally don't think a divine is necessary.

    One the topic of bards, I personally love 'em. I'm not too certain what the overall enemy ratio is in this AP, but you've got the buffs, the mind-affecting fun, and good enough with weapons to contribute. Plus all the fun archetypes to mess around with.

    But please play what you want to!!


    Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

    Ok, let me rephrase things. Bards are great. If you go straight bard, the combination of knowledge+skills+spells+inspire courage would be very useful, especially with several big hitters already in the party.

    One archetype that I have wanted to play, but have not gotten the chance, is the Animal Speaker. You lose a few abilities that are rarely used (Well Versed, Fascinate, Suggestion, Mass Suggestion). And in return, you get all the Summon Nature Ally spells as a bonus and at level 6 can summon rat swarms. It also seems like an Archetype that is designed to allow a fun and rather unusual background.


    Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

    I agree about playing what you want to. It is funny, I usually prefer full casters, but making a solid melee character to get into AoW turned out to create a character I really like. As Ingrid would say, it expanded my horizons.

    Wands of CLW are not expensive. I only have some concerns when a party doesn't have a channeler to counter mass AoE damage.

    The optimizer in me loves the equipment we have for a wisdom based caster that can wear normal sized medium armor. But that is no reason to force a character that doesn't feel right.


    If anyone has a concern about not having a cleric I will do my part and kill one of you so you can play one! ;)

    Tohall will be with you until after you defeat the cult. He was held against his will down here anyways, could make sense he would be over this when you are done.

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