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GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Yup that's what channeling is for, to mitigate the alchemists misfires! :)


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

LOL, okay that I like.

I just have become surprised at the collateral damage I do. I planned on playing Dryn abit Reckless, so it does fit. And it's not like I'm not used to collateral damage (a couple of my good friends give me crap about the more than a handful of times I've included allies in fireballs simply because it was more beneficial than harmful).

Just let me know if it does become too annoying or anything. The damage on these things will just keep going up afterall.


Lizardman hp=78/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 1/3 - Lay on hands 6/7

Now I have something to use lay on hands for!

Dryn has inspired me to try a hobbit alchemist in Aarakess' campaign if he can change the +2 CHA to +2 INT by the way. I want to roll on the bomb scatter chart too!!


I was thinking of a halfling cavalier that rides a goat that keeps eating his buttons on his clothes!

Want to be halfling siblings?


Lizardman hp=78/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 1/3 - Lay on hands 6/7

That would be great, we could be double trouble.

I remember going through the U (underwater) series with all halfling thieves. We agreed from the beginning that pickpocketing each other was fair game. I think we stole everything not nailed down in the town, and even some things that were. Any lulls in the action and you were picking someone's pocket or watching your own. We saved the town in the end, but we had stolen so much from them, they had nothing to give us as a reward. Oh the days of the 2-5x backstab!


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

Back in 3.5 when they did Mark of Heroes, my friends and I all played a theme clan of Halflings on Raptors. Our best time was doing a game where at Gencon, where we had a judge we had the previous year and recalled our all Dwarf group.

We come up to the dungeon entrance, and he's like "So you all get off your mounts."

My friend's response was, "No, we don't." It only took a second, but you could see the realization dawn on his face. It was perfect!

~~~~~~~~~~~~~~~~~~~~~~~

On that topic, another gem was our all dwarf group that encountered a frost giant. Most one sided fight EVER. Even the dwarf wizard was beating on him in melee, just because (and had an axe to boot!)


Female Dwarf Witch/8 - (HP: 49/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13
Justin D'Rite aka Sluuth wrote:
Dryn saved our bacon against the swarms and will only get better as we go. And she came up with my 'palizard' nickname. Plus we have Rohara to smooth over the occasional group splashes.

Actually, pretty sure I was the one who tossed out the Palizard name when we were trying to figure out how to get you out of the underwater ghoul.

Regarding my campaign, I have not figured out whether I am allowing Alchemists, some are ok, but I really don't like the ones who are brute fighters + arcane casters. Definitely no Summoners, no Ninjas, no Samurai, and no Gunslingers.

Pretty sure I will allow the Int/Cha switch for a halfling - just not sure about alchemists. One of the classes I do not know that well and while I really like the way Dryn has been played, the few others that I have seen generally seem way off of the medieval theme I place on PF/Golarian.


Lizardman hp=78/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 1/3 - Lay on hands 6/7
Aarakess Halcorn wrote:


Actually, pretty sure I was the one who tossed out the Palizard name when we were trying to figure out how to get you out of the underwater ghoul.

Sorry, should have checked my source material. That is such a good nickname, tiefchemist and elfwich just doesn't sound as cool.

If alchemist won't work, I'll go hobbit wizard. Though the alchemist class intrigues me.


Female Dwarf Witch/8 - (HP: 49/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

Wouldn't it be Chemling and Elf-itch? Not to mention our Half Dwelf.


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

Well, I'm a Daemon-spawn (Grimspawn), and a Chirurgeon, sooo...

Grimgeon?


Female Dwarf Witch/8 - (HP: 49/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

How about Alchaemon.


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

LOL!!!

I choose you, Dryn'taka!


Ms Magoops (from Mr Magoo since she mises all the time)


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

Ouch. That would've meant I threw a Cure Light Wounds extract at the Wind Warriors and gave Rohara a Bomb to drink. Or, or, or, an Animate Dead scroll I accidentally ground up into a potion and managed a truly interesting concoction!! Zomibe Rohara the healer!!!


Lizardman hp=78/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 1/3 - Lay on hands 6/7

I do like Alchaemon. Let us hope looking at Dryn or her alchemical bombs do not cause siezures like the Pokemon movie.

By the way, wasn't Miracle Max an alchemist in Princess Bride. You can't get any more classic than Princess Bride.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Then what am I?
The aas-Bar


Female Dwarf Witch/8 - (HP: 49/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

Wouldn't that make you an Asseologist?


Male Half-Elven Ranger (Infiltrator): 8
Status:
(HP: 94/94; AC: 22(24)/14/20(22); CMD: 24; Fort +9, Ref: +8, Will: +4 [+6])

No worries, Dryn -- Misfires are all just part of the game -- I wouldn't worry about it. Kilthan can't give anyone trouble for *missing* clearly. :)


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Aarakess are you going pure witch or will you be mixing in another class
and becoming a sort of spell sword, or arcane archer?


Female Dwarf Witch/8 - (HP: 49/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

Most likely straight Witch. AA is an option, but I lose casting levels and hexes. Arcane Trickster is also an option, but it would require 3 levels of rogue (or 1 rogue and 1 assassin, but I am not planning on taking any assassin).


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Hexes yes, caster level it'll depend on how far in AA you go as well as IF you take any combat classes.


Female Dwarf Witch/8 - (HP: 49/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

You lose three caster levels as it requires 2d6 sneak damage which requires Level 3 as a rogue, thus putting me 3 CL behind. I think that I am best as a supporting caster. Witches do get some offensive spells, but with all the hexes, I will rarely run into situations like this where I am out of things to do. Also, once I get Cackle, then none of the Evil Eye hexes will ever run out unless I have to stop cackling which is a move action.

As all three other campaigns I was in as a witch died out, I am pretty sure that I am going to stick with Witch in this one all the way. In my opinion, Arcane Archer and Arcane Trickster are really better for the rogue or ranger or fighter that wants to mix things up. I have a Fighter/Ranger archer who will probably go AA at some point as the bonuses are pretty cool. I do not think that I can do that with Aarakess.


Lizardman hp=78/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 1/3 - Lay on hands 6/7

If you do make it to level 18, missing out on the grand hex because you went for 3 levels of nonwitch would be.....disappointing at the least.


Female Dwarf Witch/8 - (HP: 49/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

Ooh, a walking house. Not sure how useful it wound be, but it would be fun to have.


Male Half-Elven Ranger (Infiltrator): 8
Status:
(HP: 94/94; AC: 22(24)/14/20(22); CMD: 24; Fort +9, Ref: +8, Will: +4 [+6])

I wouldn't say you're out of things to do -- the evil eye hex isn't limited to the once per 24 hour thing the way slumber and misfortune is, after all?

You want to feel useless - be a primary melee character who can't roll above 12. *arrgh* :)

Maybe I should switch Kilthan to full caster now.

But seriously, I totally understand why you'd want to maintain your caster levels -- really, arcane trickster is more or less set up for someone who wants to be sneaky first and a caster second. AA's not as bad in any way (looking a lot more like EK).


Lizardman hp=78/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 1/3 - Lay on hands 6/7

I have the Baba Yaga's Hut adventure from dragon magazine. It has tons of rooms in a tiny hut. If you get that hut with the walking chicken legs, it is definitely worth it. It was a tesseract when those things were all the rage.


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

Can you defensively aid another? I'm thinking I might be more useful doing that right now, but I'm hesitant to get into melee with this thing.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

we all could do aid another for our melee party members to give them an attack boost.


Lizardman hp=78/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 1/3 - Lay on hands 6/7

Right now I need some healing. But Ingrid is right, aiding an attack when it is stacked with luck has an intensified effect. The chances of getting hit with two swords for me is one out of four. Even less for Rohara. The wind warriors have been doing well.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

that and aid another stacks can stack with itself from multiple sources.


Male Half-Elven Ranger (Infiltrator): 8
Status:
(HP: 94/94; AC: 22(24)/14/20(22); CMD: 24; Fort +9, Ref: +8, Will: +4 [+6])

You can aid an ally as long as you're threatening the opponent.

Defensive is a +2 AC, offensive is +2 to hit -- however, the downside is that each of those only affects the next roll (attack against your ally, or ally's attack). On the plus side, though, it stacks with other benefits as it's untyped, and, further, multiple allies can help.

Heck, even Kilthan can hit AC 10. Maybe I should be doing that.

edit: looking at my last few dice rolls, you know, I can't even consistently do that.


Lizardman hp=78/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 1/3 - Lay on hands 6/7

Actually, Kilthan's use of two weapons I think slighly does less damage than power attacking with the waraxe two handed. Against higher AC opponents it sometimes works out that way.


Female Dwarf Witch/8 - (HP: 49/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

Unless he has the Double Slice, he will also take reductions on his damage with the offhand weapon.


Male Half-Elven Ranger (Infiltrator): 8
Status:
(HP: 94/94; AC: 22(24)/14/20(22); CMD: 24; Fort +9, Ref: +8, Will: +4 [+6])

It's true -- two weapons are less effective(ish -- when fighting a favoured enemy, that goes away), though more flexible -- and I'm sort of hoping to get to the end of the bad rolls the dice roller seems to be giving me by using them up twice as quickly.

Technically, I have a 30% of hitting with each of my two weapons due to flanking, which means that I should have a 51% chance of hitting with *one* of them in a given round.

My odds if I'm single attacking are 40% standard, 35% Power Attack.

I figured the 51% was a better way to go. The dice roller disagrees, clearly.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Getting my hands on blood of angels right now


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Wow it has some nice stuff.


Boo, I have to wait


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Maybe this will help with the wait.

Heritages 1 and 2

Heritages 3 and 4

Heritages 5 and 6

Dryn'taka might like the Peri-blooded (heritage 6)


Lizardman hp=78/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 1/3 - Lay on hands 6/7

Has anyone checked out roll20 virtual tabletop? Link to roll20?

I saw the link after Paizo announced its new game space.
Link to game space announcement


Justin, I have tinkered with it a little. My high school friends (the ones I do the every three months game of Age of Worms) would like to play more and for the last year we (mostly meaning me) have been checking out the various VVT options.

At first glance I really like what I saw with roll20. Being on the browser gives it a leg up over maptools (which I use to grid my maps for this game). The Paizo one sounds like it could be close to roll20. Now if Paizo has all their game maps available from their modules, society games, and APs then that will be a big draw for me.


Lizardman hp=78/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 1/3 - Lay on hands 6/7

I didn't reroll the 20, but I can see following the formalities. The bones just haven't been kind of late.

I am fine with ruling. In tabletop games my rule is all dice off the table don't count. It is quite unpopular when 20s are on the floor.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

some of the Variant aasimar abilities are sweet

debating on if I should roll for a random ability.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

I wonder if the GM would give me 3 rolls on the Variant ability
as some are not really useful at all or rarely used rule wise.
like;

Number 11:
You can breathe both thin and stale air without ill
effects, and you never suffer from altitude sickness.

Number 19:
Once you’ve reached adulthood, you never appear to
age, although you take aging penalties normally and
die when it is your time.

Number 21:
You can manipulate any metal armor you wear, causing
it to appear to be made of shining silver or gold. This
illusion lasts only as long as you wear your armor.

Number 33:
When coins or other small metal objects pass through
your hands, they become perfectly clean and shiny again.

Number 47:
You feel sick to your stomach and take a –1 penalty on
ability checks when within 30 feet of an evil outsider.

Number 51:
You can make fruit ripen with a touch.

Number 60:
You always know the current position of the sun.

Number 75:
You can sense when a creature is pregnant by standing
within 10 feet of the creature.

Number 79:
You always know the current position of the stars


Ingrid, I haven't seen the full list yet. Is it like the Tiefling list?


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

some parts are similar or identical to the Tiefling list, other parts are unique to the aasimar list.

Number 75 threw me for a loop.

I'll screen grab the list in a moment.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Page 1

Page 2


So are you saying you want to trade out your current ability? I'd allow the three rolls, but you have to take 1 of the three


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

That's what I'm going for

Hope I roll something useful, and not three of the ones listed above.

1d100 ⇒ 2 You can use cure minor wounds 3/day as a spell-like ability

1d100 ⇒ 86 You can cast blessing of courage and life (see the Advanced Player’s Guide) once per day as a spell-like ability.

1d100 ⇒ 57 You gain a +2 racial bonus on Heal checks


Female Dwarf Witch/8 - (HP: 49/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

Er - what is Cure Minor Wounds? It was a level 0 healing spell in D&D I know, but with unlimited cantrip casting, what is it now?


Stabilize, but this is a Pathfinder book so that is strange it is in there. I suppose a cure minor wounds 3/day is ok

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